The Underworld FAQ

Shyft the Pyro

Shyft the Pyro

Wilds Pathfinder

Join Date: Sep 2005

NYC, USA

E/Mo

Quote:
Originally Posted by Katamari
In any case, if all goes according to plan, I should be able to include some radar screenshots to help outline some of the quests. But before that, I'd need to find someone to help me assemble those screenshots in photoshop since I'm quite unfamiliar with the program.
Or, instead, you could mooch off the hard labors of others and use the Underworld map available in the Gallery section of this site. With permission of the creators, of course

I pwnd U

I pwnd U

God of Spammers

Join Date: Oct 2005

in the middle of a burning cornfield...

Scars Meadows [SMS] (Officer)

Quote:
Originally Posted by chaos998
Just Wondering....Thanx
the Underworld(UW) is located in Temple of Ages in Kyrta. u can get a run there from bergen hotsprings for a/b 300g if u havent already been there. if yur Sever (America, Europe, and Korea) has favor of the gods then u can get in a group to go to the UW or FoW (fissure of woe). to go to the UW u must speak to the avtar of Grenth by the merchent. if he does not appear u must kneel infront of the huge statue at which he would appear. then u must talk to him and pay him 1k to gain entrance to the UW. and there ya go.

Shyft the Pyro

Shyft the Pyro

Wilds Pathfinder

Join Date: Sep 2005

NYC, USA

E/Mo

Quote:
Originally Posted by I pwnd U
the Underworld(UW) is located in Temple of Ages in Kyrta. u can get a run there from bergen hotsprings for a/b 300g if u havent already been there. if yur Sever (America, Europe, and Korea) has favor of the gods then u can get in a group to go to the UW or FoW (fissure of woe). to go to the UW u must speak to the avtar of Grenth by the merchent. if he does not appear u must kneel infront of the huge statue at which he would appear. then u must talk to him and pay him 1k to gain entrance to the UW. and there ya go.
But do not even attempt to enter UW or FoW without a full party. Both of these areas were created to specifically challenge post-ascension players, and as such are extremely hard, with enemies scaling up from level 24 or so. Non-ascended characters and henchmen cannot enter UW and FoW altogether, so going in with either in the party will almost surely result in 1k wasted. Granted, it is possible to do many things - especially in UW - with a party smaller than 8, but considering random people dropping out/getting 3rr0r3d/leaving due to real life constraints (UW/FoW take forever to actually complete!) you will most likely take a nasty beating.

Of course, the above applies mostly to PUGs, as guild groups are generally better organized and more likely to commit large chunks of their time to clearing UW and FoW. And if you happen to have a particular class combination that is useful for UW farming, you could possibly even find people to teach you farming setups if you already have the right skills bought/captured. Though such opportunity may not be available to every character, a N/Me could tag along with an invincimonk as a Spiteful Spirit spammer, and a fledgling ranger might find comfort in the company of 3 other farm-trappers. You might not find someone willing to teach you the setups right away, but if you do, chances are that person will stick around, give good directions, and be able to answer any questions you might have. That's how my N/Me finally managed to enter UW without shouting "Battery lfg!"

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Hey, what about those 2-man or solo builds ?

Shyft the Pyro

Shyft the Pyro

Wilds Pathfinder

Join Date: Sep 2005

NYC, USA

E/Mo

Quote:
Originally Posted by LightningHell
Hey, what about those 2-man or solo builds ?
Reread the last paragraph of my post Someone who's asking where UW is would probably know little to nothing about UW farming, and could find out by getting a "tutor" as long as they are one of the "components" for N-man farming teams. Which doesn't mean they won't succeed, but rather that the chances of getting everything exactly right on the first non-full-party run through UW are slightly less than stellar

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Oh, I get you

Sorry, everyone

Pyrea

Pyrea

Frost Gate Guardian

Join Date: Sep 2005

The Outer Rim

Initiates of Maat

Very nice guide indeed.

Impressive, have been using as a reference

Lysander Freeman

Lysander Freeman

Academy Page

Join Date: Sep 2005

Central PA, USA

Gladiators of Light in Darkness

R/E

Just found this guide - very nice.

"... to complete every single quest in the same run, a task which would make even the most hardcore of players groan." We didn't groan, we just went afk to get more coffee

Two weekends ago I was in a party of guildies that cleared everything except the Four Horsemen, Ice King, Unwanted Guests and New Souls (yeah, two easy ones but we wanted to take on the Four Horsemen for kicks and we were tired so go out with a bang). We did clear out many of the beasties though.

No secret doors here either, no Gwen. What we cleared in the UW took us about 7 hours, if anyone's wondering about time span. That's including PC breaks and a good amount of goofing around 'cuz we were there to have fun. everyone gained about 5 plat, many gold items and 5 skill points. Only five or six Ectos dropped total I think.

Definitely worth it, but I'd like to reccomend three monks, two with rebirth and one with Unyeilding Aura to get a fallen member up right away in combat because it gets rough. The enchantment gets shattered in many places but there are more than enough areas in which it can be a life saver. Also three monks just in case one of them disconnects or is forced to leave. Finishing off the Chaos Plains (clearning monument, not doing 4 Horsemen), it got pretty hairy and my monk just sat up by the Twin Serpent Reaper waiting to rezone. The spider was giving me the creeps after a while.

Ah - almost forgot - no Terror Shields dropped, which was our initial reason for going and clearing out the Spawning Pools. They didn't drop there or anywhere in the whole UW for that matter. And that was a lot of Terrorweb Dryders since we didn't leave any alive.

Looking forward to a FoW-clearing guide and comparing notes on it, we took that on in another approximately-12-hour marathon coffee-drinking session this past weekend.

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

Your skills for the Dhuum riders are wrong. They actually use:

Shatter enchantment
Diversion
Wastrel's worry
Drain enchantment
Cry of frustration
Power block (elite)

Level 28. Dirty dirty.

100% confirmed, we just did it.

Linsys

Linsys

Banned

Join Date: Dec 2005

Afk Mac N Cheeze Dun [LOOL]

Mo/N

Quote:
Originally Posted by Katamari
For goodness sake, do not bring an invinci-monk to manage the first areas of the Underworld. I can't stress how much of a poor decision this is as it will severely hinder your group in the later areas of the Underworld that are are filled with enemies who can shatter your enchantments, pile on several DoT spells, and increase the casting time of your spells by 100%. Do no bring a solo character into a team build.[/list]

First off I want to say this is a GREAT guide and I appreciate all of the hard work that was put into this guide.

One thing that I disagree with however is the post above, I would sugget not bringing in a warrior and taking a 55 monk as the meat tank, however make sure that the 55 monk is packing a 2nd set of armor so he can switch armor when needed and become a backup healer...

Primarly for the bonepits where the degen is crazy, I go 55 up untill that point, and then I switch my armor and put a +4 mending on everyone in the team. This helps with the degen, yes the mending does get striped sometimes, but make sure you keep reapplying it...

However adding a 55 monk as a meat tank for the ataxes and for dryer webs makes the UW runs 10x easier IMO.

I also suggest that the 55 monk have mesmer as their secondary so they can echo spell breaker... and use other mesmer spells preventing interrupts.. (u can research what this could be).

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

In the Duuhm Riders skills,

Add: Signet of humility

Sorry, didn't see it last time

Trelon Burg

Trelon Burg

Academy Page

Join Date: Nov 2005

Oklahoma

Uphill Battle [uB]

Great guide, I hope to throw together a guild group later and start clearing this out since it and fow are the only places in PvE that really interest me anymore. And i wanted to say for those who are wondering its quite easy to 2 man the unwanted guests quest, but lost souls with all those interrupts and SB only lasting at most 25-27 seconds its hard to stave off 6 spectres with only 2 characters but we got 3 of em down before i died due to massive degen and interrupts . And i also have to agree that a 55 monk with two sets of armor is a good idea even if he isn't mo/me becuz aaxte's are best dealt with by using good aggro management and a decent 55 monk, vs. using a stance tank with prot spirit on him. I would even suffice it to say u could take a 55 n/mo perhaps or any X/mo for that matter for just the hard hitting aaxte. Just some thoughts , either way enjoy underworld!

mntlchaos

Ascalonian Squire

Join Date: Jun 2005

Phyrexian War Machine

Mo/R

I just went on a clearing run last night. Here are a few comments:

We discovered a bug: if a reaper dies at the exact instant someone is casting rebirth, then you will have a "your party was defeated" message, while that player is alive and capable of rezzing the entire party and continuing. We ended with 3 reapers dead.

Unwanted Guests: The Ice Wastes and the Forgotten Vale are your friends. Use them. Having 1 person stay by a reaper ready to tele after a keeper dies is one way of breaking the aggro of the aataxes.

Escort of Souls: easy way: have carrier of souls run back into chamber with reaper of labyrinth. Tele to Vale. Clear backwards. Run to Mayor.

Four Horsemen: Seemingly impossible legitimately. We were only able to do this due to the bug mentioned above. Splitting into two groups may be helpful, perhaps.

Ice King: be in position BEFORE taking the quest. Split into two groups.

Chaos Planes: take it SLOW. one rider at a time.

Mary Maiden

Ascalonian Squire

Join Date: Feb 2006

Demonic Eyes

W/E

Excellent guide. i just wish i had this info months ago lol

one thing i saw is that the stalker nights use earthquake just before aftershock. don't know if this was reccently added or if they only use it sometimes. great job keep it commin

psout

KitsunE81

Frost Gate Guardian

Join Date: Nov 2005

Netherlands, The

Bambis Dont Say [Meow]

Me/

Nice faq, totally agree, I just hate it, everytime when I got to UW with a PUG there's always 1 or 2 I-Monks in it.

Mr.Pickle

Mr.Pickle

Academy Page

Join Date: Apr 2006

USA

The Four Horseman: quest achieved by splitting your group and focussing attack on dealing with Duuhm Riders first. two tanking characters are needed with elite fail skills and two monks with Spell Breaker.

Servants of Grenth: single tanking character holds spot at dryders spawn location while rest of group stays in the area of the reaper to cast. reward will appear before all dryders are killed. elite fail skill is necessary


since in my experience The Four Horseman require two tanking characters it's my suggestion to you in forming a team build to tackle locations in UW in teams where at all possible. this can reduce your time spent clearing whole map in half and also make questing more fun for your backline players.

The Legg

The Legg

Krytan Explorer

Join Date: Aug 2005

RAF Lyneham, UK

We Are Gozu ( Gozu )

N/Me

[QUOTE=Mr.Pickle]The Four Horseman: quest achieved by splitting your group and focussing attack on dealing with Duuhm Riders first. two tanking characters are needed with elite fail skills and two monks with Spell Breaker.QUOTE]


What elite fail skill on the tanks?

T1Cybernetic

T1Cybernetic

Desert Nomad

Join Date: Sep 2005

Wakefield, West Yorkshire, Uk, Nr Earth

Alternate Evil Gamers [aeg]

N/

Im almost sure Flail is the required skill, call it a hunch

icymanipulator

icymanipulator

Krytan Explorer

Join Date: Mar 2007

Extremely well done guide to the UW! I can never find a group that wants to complete the entire thing. If you or anyone here is interested in completing all of this and needs an elite mission veteran necro PM me and lets setup a meet time.

dread pirate fargus

dread pirate fargus

Lion's Arch Merchant

Join Date: Jun 2006

in bed

X Peace And Love X [PaL]

W/

nice guide! as a side note, dying nightmares use Blood Is Power as well as rend enchantments, i didnt see that up there.

i am 100% on that one :P

greenlantern

greenlantern

Wilds Pathfinder

Join Date: Oct 2005

OA

Quote:
Originally Posted by Katamari
[U]
I do not know if killing one of the four horsemen will spawn a group of
Mindblade Spectres as I have yet to participate in a group which has stayed
long enough to tackle this quest. Though I wouldn't be surprised if Minblade
Spectres do spawn after each fallen horseman.
No, they do not spawn mindblades. UW isn't that hard, I got the HoM statue yesterday. Just me and a buddy cleared it with heroes.

Free Wind

Free Wind

Frost Gate Guardian

Join Date: Jul 2006

Moscow

W/

Quote:
Originally Posted by greenlantern
No, they do not spawn mindblades. UW isn't that hard, I got the HoM statue yesterday. Just me and a buddy cleared it with heroes.
We also cleared it with 5 heroes 3 people (and got the statue for HoM), but it took us several tries before we finally managed to complete the damn Four Horsemen

Can I ask you what was your team build?

Also note, that the post was written in 2005, when there was no overpowered PvE only skills, no heroes, no Faction, Nightfall or GWEN skills. Back then it was probably really difficult