Siren's Grotto  

Quick Facts

Type: Indoor
Continent: Velious
Instanced: No
Keyed: No
Level Range: 50 - 65
Send a correction
Home to the Sirens of Velious, much of the Grotto is underwater. In addition to the Sirens, whose palatial quarters can be found deep within the caves, there are many types of aquatic life here. Seahorses, swordfish, mermaids, and elementals can be found throughout the area and are highly aggressive. Above water are the passive walruses and a clan of unwelcoming Bulthars.
Welcome to Siren's GrottoAtop the WaterfallIn the Tunnel to the BridgeThey Look Fairly Harmless...
Siren ManorNeriad MaidensUnderwater with the Coldspine PopulationBulthor Hut
Chamber of the High PriestessStoring VeliumIn the ManorFalaniel's Siren Keep
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having trouble swimming
# Feb 25 2014 at 11:42 AM Rating: Decent
654 posts
any reason why i can't float to the top in the water? i never had any problems before but today i can't seem to swim. instead i am walking on the bottom and can't get over shelves, etc
Success comes when preparation meets opportunity -- and EQ is no exception.
# Jul 10 2009 at 7:20 PM Rating: Good
123 posts
just some locations I know

P -77.3756, 146.7766, -49.2685, 0, 240, 0, 3, a_twitching_swordfish
P 143.0762, 216.3460, 0.0020, 127, 64, 0, 3, Wygrish
P 50.0067, -75.9672, -29.2167, 0, 240, 0, 3, Ravaging_Tsunami_Elemental
P 50.0067, -75.9672, -29.2167, 0, 240, 0, 3, Faleniel_of_Darkwater
P 53.8931, -174.7284, -56.9667, 0, 240, 0, 3, Mistress_of_the_Darkwater
map file name: sirens
Train through and a good aa spot
# Feb 14 2009 at 9:37 PM Rating: Decent
12 posts
I've noticed a lot of people begging for succor to get through this zone. If you can try to kill of some of the invis fish at the entry and train (stick to the right tunnel then go up) to the waterfall to reinvis and get out of the pool onto the ground and north I think. Just make sure no one's in zone when doing so.

As for the zone, it's overlooked for its plat earning and aa potential in the mid-late 60's.

The deepwater inks off animals are a cheapo way to raise alchemy and crushed diamond dust drops once in a while off the animals. A few nice tribute items drop off the named sirens. The gems sell for good plat to venders or are good for tradeskills.

TSS and TBS zones have a better rate on crushed diamond dust but it isn't bad here.

I really like underwater zones, so I floated around here a lot, especially since I had to go to WW.

Easy way to other side...
# Jul 29 2007 at 6:56 AM Rating: Default
17 posts
If you are a necro all you have to do is hit levant spell and you will be right next to tunnel that takes you to Western Wastes.
crushed diamond dust
# Jan 02 2006 at 7:37 AM Rating: Decent
3 posts
Does this drop off mermaids/sirens, etc or only the goofy uthork mobs?
RE: crushed diamond dust
# Feb 08 2006 at 5:54 PM Rating: Excellent
I killed about 100 mobs 3-boxing my bard-mage-cleric and only got 1 dust so far. It was from an Ulthork. (got three belts from Fellspine and a ton of other junk though!)

edit: I got about 10 dusts from different mobs now, ALL were from the different Ulthork type mobs none were seahorses or swordfishes. And it seemed to me that I got a better drop rate from the white ulthork mobs instead of the dark ones. Not sure if this makes a difference.

Edited, Mon Apr 24 16:55:44 2006
82nd Human Bard
Shattered Destinies / Seventh Hammer
SG re Vamoed??
# Feb 16 2004 at 10:06 AM Rating: Decent
just poped in SG today and looks like they revamped the place at lev 65 no more light blue mobs all dark blue that means no more DC pets for chantys and Druids
SK Docsyn High Priestess of all Seekers
75 chanter of tarew marr
Faction Here
# Aug 26 2003 at 3:21 PM Rating: Decent
What's the story on faction here? The bulwarks and Ulthorks hate me - maybe because I hunted them for thier tusks in EW. But the Elephant and Calf Beasts, walrus and Seahorses Con indiff without invis on. In EW walrus were on the Ulthork faction I thought. Anyway I decide to take a dip and look around since I was invis - I head hard left at zone in and just as I get to the tunnel bang- kick- bite! Are they guardians and aggro anything in the water? If I kill enough here do I ruin the faction with the other beasts, thus making succor across the zone a sure encounter?
RE: Faction Here
# Sep 19 2003 at 2:22 PM Rating: Decent
1 post
There are fishes in the water that see through invis. If you are a good enough swimmer you can make it through the tunnel and onto the platform without losing too much health and then re-invis.
crossing the grotto
# Jul 19 2003 at 9:47 AM Rating: Good
Crossing the Grotto;

Crossing the grotto is not that hard, even without succor or the exploit

first of have a sow or Jboots up and get a good map.

at the zone in you will see a pool, jump in and look to your left, you will see 2 sea horses guarding a tunnel, swim right by them if you are a tank in your 40+ you should have no problem living long enough to break away from them. Swimp past them and up the tube, immedeatly spim and look for the opening in the sorrounding cliffsyou are at the top of a waterfall, go down the waterfall and immedeatly to your left, dropping down the waterfall will buy you plenty of time to out run the 2 hourses that are following you. ump out of the water to the land of of the left of the waterfall.

now you are on land, you have lost agro from the sea horses, and you are lookin at a bunch of walrus lookin men. carefully pick your way to the tunnels, and before you have agro /ooc to see if anyone is in WW side, if they are not, bite down on your helmit, and pray your maps are good, just train out of zone. I have crosses SG manytimes, and cannot describe the tunnels there, all i can say is get a good map and plot your course before you try the run from the water to the WW outzone. Never tried this little trip backwards, so i have no idea if you can swim up the waterfall.

crossing the grotto
# May 02 2005 at 5:02 PM Rating: Decent
44 posts
My earth pet can solo these mobs, u just gotta remember this place is a dungeon scenario with walruses that are very mean. they are roughly level 54 or so... always dark blues and thus it is enjayable to kill them...

Master Piska
# Aug 22 2002 at 11:46 PM Rating: Decent
4 posts
Everyone talks about the sirens, seahorses and land mammals when they discuss the zone. However Im lookin for the swordfish. I've been to the zone 2x but never went very far in as we just pulled to the zone. If anyone can tell me how to get to a swordfish camp / pull spot it would be much appreciated. Thx
RE: swordfish
# May 19 2003 at 11:01 AM Rating: Excellent
104 posts
if you zone in from cs and go into the 1st large chamber and turn right there will be an underwater tunnel. if you follow the left wall of the tunnel you will come to a small ledge where you can jump out of the water and clear the aggro from the seahorses that were guarding the tunnel. the ledge will have a ramp leading up to a bridge, thw area near the water is safe from aggro and ther is 1 swordfish that wanders by, his spawn time is 28 min, he can be pulled with minimal risk of adds and when he runs he wont path into anything dangerous. this is a viable spot if you wish to solo this, im guessing you are after a tooth , they are thankfully quite common.

Edited, Mon May 19 11:22:23 2003
RE: swordfish
# Jan 27 2003 at 10:56 AM Rating: Decent
100 posts
I do not claim to know where all of the sword fish camps are – I will tell you about the only one that I have done. Once you zone in from CS have your druid or wizzy evac you across the zone the whole way to the WW side. If you don’t have said druid or wizzy read below for methods to cross the zone.

You are now at the WW zoneline. Turn around and face south, there is a passage way to your left your front and your right. You want to walk down the passage to the front (south direction) until it curves around and opens into a large room. (neg200 pos100 roughly)

Kill the 3 bultharks in the area by pulling them to the tunnel entrance (one of them is a roamer) and you now have a clear area to camp in., just keep an open eye for the one roaming mob on the 10 or 12 minute cycle. (never timed it just a guess). The the very eastern edge of the lake is directly in front of you, now.

At this point you just med up, get EB on and jump into the water. There are 2 of your sought after swordfish (the ones that drop the teeth I assume you are after) that spawn rite there. We simply killed one and mezzd the other. With a party of 65mage , 52 Shaman , 51 Druid, 52 cleric we let the pets tank and I (cleric) did the healing. Uber easy fight for a normal group in 52 as long as you have a slower and a mezzr. We did not get any adds in all four cycles and each dropped a tooth every time.

Even with the 65 mage in group I got one gold bub in 3 hours of play, we chain-pulled and only slowed down to do the swordfish. Going back tonight in a group of 52s for xp and hides.

Hope this helped!

Edited, Sat May 22 08:35:06 2004
RE: swordfish
# Apr 05 2005 at 11:22 PM Rating: Decent
26 posts
on 4/5/05 i tried this 2 box a 66 pally and a 57 dru ...only what i did was used invis and waitied for the wandering bulthar to leave the water and then i jumped the water on top of the one killed it no argo from the other and then pulled the other on and tooth dropped on 1st cycle....u have enogh time to kill them both before the butlhar returns...

Tolini 66 paladin
RE: swordfish
# Mar 21 2004 at 2:50 PM Rating: Decent
164 posts
Swordfish can not be rooted or snared. They are immune.
RE: swordfish
# Aug 23 2002 at 12:46 PM Rating: Decent
1 post
Been raiding the Temple area in SG for a week or so now. Have seen two or three swordfish in the tunnels that lead to the Temple. As far as pull spots most of the swordfish are fairly alone so we just rush them as we move in to the Temple.

Platinum dragon scale
# Aug 22 2002 at 8:46 AM Rating: Decent
This dropped off "a siren sorceress" who we pulled from the small pool room at the rear of the are after you drop down the well.

It is no drop and has a graphic like a BP (was a little bit exciting on first look) - anyone know what it is for?

Also "a siren sorceress" not listed in beastery. Wasn't noticeably tougher than the other sirens.
Figre Journeysend
Guild Leader of Convergence
7th Hammer
RE: Platinum dragon scale
# Nov 29 2002 at 2:36 PM Rating: Decent
19 posts
It is a piece of a skyshrine quest the reward is.

The mask I am wearing in my profile. Mask of Draconic Enhancement.
RE: Platinum dragon scale
# Oct 04 2002 at 4:58 AM Rating: Default
I found one aswell...i would REALLY like to know what it is ever find out?
# Jun 14 2002 at 1:18 PM Rating: Default
49 posts
Will lesser succor drop you off at the same point as succor?
#ZeenaHaven, Posted: Mar 14 2003 at 10:42 PM, Rating: Sub-Default, (Expand Post) NOOOO-don't listen to him!
RE: succor
# Mar 09 2003 at 5:45 AM Rating: Default
Yes it will. Both the succor spell and the lesser succor spell will always bring you to the same location.

Edit- I had thought they removed the succor points in SG, however, this apparently was a bad joke played on me by SoE.

Edited, Sat May 17 08:22:52 2003
[65 Storm Warden] Senlarr (Wood Elf)
[61 Disciple] Seniten (Human)
[60 Arch Mage] Imotehpp (Erudite)
[56 Mystic] Nerun (Froglok)
[53 Pathfinder] Maeras (Half Elf)
[51 Illusionist] Pharraz (High Elf)
RE: succor
# Mar 24 2003 at 10:33 AM Rating: Decent
What do you mean they've now removed the succor point in SG? It is now impossible to succor to WW zone?
In a world without walls and borders, who need windows and gates?
Huntress Cabotine

RE: succor
# Apr 24 2003 at 10:43 AM Rating: Decent
29 posts
Not true, succorred from CS to WW zi last night, all as normal. True you pop into 2 walrusses, but they are indiff unless agroed by the wanderring ulthork. Matter of luck really. If agroed simply run east to WW zone (bout a 3sec run). I've had about a 9 in 10 success rate of not succorring when the ulthork was in agro range so it is relatively safe.
Dyrel, 56 Enchanter, Nameless Server, EQ1
Direc, 65 Druid, Nameless Server, EQ1
Khyl, Priest, WoW
How do you get to the shimmering sea spirit?
# Mar 16 2002 at 6:08 PM Rating: Decent
1 post
Does anyone know where the a shimmering sea spirit spawns? I hear it has a 27 min spawn and a PH. It's the mob that drops the wavecrasher and the drums of the beast. Any information that can be given as to how to get to the camp spot would be really helpful. Thanks

RE: How do you get to the shimmering sea spirit?
# May 02 2003 at 1:01 PM Rating: Decent
123 posts
Rare spawn anywhere there is an elemental.
# Nov 24 2001 at 12:05 AM Rating: Good
The best way to get across the SG zonr from CS to WW is called "Ghetto Succor". when you first zone into SG, take a quick left and ther will be a 90 degree corner that will lead you right and into the zone. Face that corner and try to squeeze yourself as much into that corner as possible. then sit and camp and come back. When you come back, you should be on the other side of the zone at the real succor point, then proceed to the zone out. You may have to do a couple of times to work, but sure beats risking your tail. =)
not a good idea
# Dec 17 2001 at 2:40 PM Rating: Good
Be aware that using Ghetto Succor to get across SG is exploiting a bug and a big No-No if you're caught. I have a friend who had two warnings on his account for other similar low-grade exploits and was then caught doing this. He was suspended for a month.

The GMs are aware of this exploit and have been known to hang out in the zone and watch for people doing it, so attempt at your own risk.
Venerable Heyokah Verdandi Snowblood, Hierophant of Cabilis, Barbarian Prophet, and Fluffy Pillow for the Celestial Knights
RE: not a good idea
# Oct 17 2002 at 9:58 AM Rating: Default
32 posts
I know this post is a bit old and the camp exploit may be gone now, but I sure wish Verant would focus their resources more on fixing exploits than on "catching people," especially when the exploit isn't that big a deal.

This type of exploit seems to be a much less heinous crime than, say, quad-kiters that run their trains over other people or the ubiquitous KSers of the Rathe Mountains, yet I don't hear about GMs just hanging around hoping to catch them, even though those crimes happen often enough in certain zones. And I'd sure hate to think that the reason I sat online for 5 hours last week with an active petition was due to the GMs/Guides being tied up watching for people illegally camping in Siren's Grotto. =-)

I guess it's like the police departments that would rather run radar traps than solve murders... go for the easy conviction.

Edited, Thu Oct 17 11:14:59 2002
-- Bene Moriore
RE: not a good idea
# Oct 01 2002 at 4:14 PM Rating: Decent
If you ever see a GM Smiley: wink They're a rare spawn on occasion,lol.
rogue hide/sneak?
# Sep 29 2001 at 4:06 AM Rating: Default
what sees through rogue hide/sneak here?
Crossing from CS to WW
# Sep 17 2001 at 4:46 PM Rating: Excellent
It IS possible.

Twice I have tried to cross SG without a druid or wizard, and twice I made it without a single thing agroing.

From CS zone archway at water, you are facing the big waterfall with bits of land on the right and left of the base of the falls. Put invis up and swim directly over to the nearest corner of the right bit of land. Take a couple steps towards the falls, just a couple, and swim directly across to the left bit of land. Once there move to the far front corner just above the underwater tunnel that is guarded by two seahorses. Hug the wall and take a teeny tiny step to slip into the water, and immediately turn to your right to swim into the tunnel. As long as you don't dawdle you shouldn't get agroed. (I was level 53 both times I tried this, and the seahorses were white.)

Swim into the tunnel hugging the bottom left corner. You'll pass one horse which will not agro if you are glued to the corner and don't stop. When you reach the point where the tunnel bends up, swim up to air. This is a good point to reinvis if you need to. Swim over the ledge that is the only way down, and you'll land in a pool with some fish that do not see invis. On the left is land, and if you get into the near corner of it as far back as you can sit you will not be agroed even if you lose invis. Be careful, though, as one wandering mob comes pretty close if you're not all the way back.

From there, follow the left wall around the big golden fish statue and down the tunnel in the left wall. Take the left branch when it forks and you'll hit the WW zone. The WW/SG zone should be safe on either side unless it has been trained.

If for some reason at any point you get agroed, the seahorses or anything else in the water will not follow you onto land, they forget you immediately. Anything on land will follow you into the water, however, although they sometimes get a little buggy when crossing water and might fall behind if you don't stop to look back. I don't think that anything is as fast as sow, but I'm not certain of that.

Just be careful and take your time and you should make it.
Venerable Heyokah Verdandi Snowblood, Hierophant of Cabilis, Barbarian Prophet, and Fluffy Pillow for the Celestial Knights
#Anonymous, Posted: Sep 14 2001 at 11:32 AM, Rating: Sub-Default, (Expand Post) I need the prices for each peice of Kelp... thank you
Siren Temple
# Aug 06 2001 at 2:04 PM Rating: Decent
Has anyone attempted a raid on the siren temple? From the zone in, you jump in the water and take a right (2 sea horses here). Swim through and to the left, and eventually you come upon another underwater tunnel to the left. (2 sea horses here, 1 swordfish roamer). Swim through and ahead you will hit a wall, swim up and out of the water and you're on a ramp that leads to a siren temple or shrine looking structure. 2 servants (Icy or Water) guard the front with several siren enticers and seductresses behind them.

I've tried pulling them and all sirens near the front jump out along with the icy/water servants. We simply AE nuked and AE chain stunned with 3 enchanters. Wiped them out with about 50% mana to spare for every caster. This is with a 53+ raid.

The problem comes in tackling the siren priestesses. They are L54-56 and CH over 3 times. Not only that but they cast some kind of "invigor" which appears to be a 2 second AE heal spell. We attempted to AE nuke them down again but got absolutely nowhere, every priestess (there were about 9 of them) CH'd. They resisted AE stuns as well.

We tried CoH pulling from a distance and once peeled, and engaged, suddenly the temple would rush us. We were fighting up on one of the ledges to the right in front of the temple. My only explanation for the strange and sudden aggro is the bad pathing to the ledge. The siren just suddenly would warp on the ledge. So perhaps it warped back into the temple, spread the hate list around, then warped onto the ledge. Then when we attacked it aggrod all the mobs who had us on their hate list?

Looking for any other means of pulling the temple. Pathing seems to be either down the center in front on the ramp, or around the walls of the temple.

Erato L57 bard
Officer, Legion of Temptation
RE: Siren Temple
# Aug 25 2001 at 4:35 AM Rating: Decent
41 posts
1.) High MR/CR gear for all the caster (icy/watery servants, enticer/seductesses)
2.) AEing/Chainstunning the servants is a good way to deal with them.
3.) You can pull the castle by 3 to 4 all the time. Do not pull to far due to the bad pathing/warping, so you basicaly crawl slowly inside. Mez to prevent CHs. Be carefull if the Mistress is inside though
Wolfsclan - SolRo
# Jul 26 2001 at 6:10 PM Rating: Default
17 posts
So what you're saying is there's no soloing here?
Here's the lowdown...sick of the BS...
# Jul 18 2001 at 6:49 AM Rating: Excellent
After the patch:

Molkors: 49-50ish clerics around 9khps, cast a magic or fire based DD that hits for 250 max and a Cheal on themselves. Note they run out of mana quick so don't worry about the heal, they shouldn't get off more than one. They drop crushed gems and netted kelp.

Ulthorks: 49ish warrior around 11khps, hits for 130ish max. Drops netted kelp and crushed gems.

Bulthars: 50ish warrior around 14khps, hits for 130ish max. Drops netted kelp and crushed gems.

Walrus/mantee/: 47ish warrior 9khps, hit for 120 ish max. Killed 40+ never seen a drop. Always indiff until attacked, will agro if you attack anything else in range.

Seahorses: 50ish enchanter? - 12khps hits for 179 max, drops bard stuff, hair, shell for 7th coldain and fishing pole.

**NONE** of the above now summon, thats a fact.

Enticers: some kind of caster not sure which, not fought them enough.
RE: Here's the lowdown...sick of the BS...
# Feb 27 2003 at 1:42 PM Rating: Default
82 posts
Enticers are also Enchanters - I am an Enchanter myself working on the Prayer Shawl quests, and fought Enticers in CS for hours on end. They hit me with a number of my own spells, including Suffocate, Beguile, Entrance and Tash.

Sanien Illusionshaper
52nd Enchanter of the Free Spirited
Pull spots, camps
# Jul 17 2001 at 10:51 AM Rating: Default
Just curious, are there good places to camp here. What level range mobs are?

I'm not in an uber guild, but would like to hunt here with a balanced group of 50+. Would multi groups be necessary?

Ok, avoid the guards. If FD pull doesn't work (as a lot of SoV), can they be harmonized/pulled as in Skyshrine?
RE: Pull spots, camps
# Sep 18 2001 at 1:19 PM Rating: Decent
41 posts
basicaly this dungeon is designed to crawl through it, not camp a single spot.
Wolfsclan - SolRo
# Jul 05 2001 at 5:30 AM Rating: Default
What about Abscond/Evacuate? Will they get me to WW zone safely?

Petel, Wizard
Prexus Server
RE: Abscond/Evacuate
# Jan 02 2002 at 12:24 PM Rating: Decent
151 posts
Yes, same spot as druid Egress/Succor.

It's not that safe though, aggro mob(s) path right by the port point. With skin up and if you know the way, you can make it alright though (usually). Getting someone to invis you while you cast is safest.

Carlo Curiosus, 54 Erudite Channeler, Morell-Thule
Carlo Curiosus, Erudite Wizard, Erollisi Marr (Morell Thule)
Patched SG
# Jun 27 2001 at 11:58 PM Rating: Default
22 posts
I came in here after the 6/28 patch to see what was 'more interesting' and it seems verant apparently made the zone weaker. There is only one mob near the CS zone, he's a molkor and hit for 128 that I saw. The seahorses I fought hit for 176, nothing more than that, between the four that I had attacking me. Just thought I'd post, I bet all people doing the 7th shawl are happy.
52nd Heretic.
The Seventh Hammer
#Anonymous, Posted: May 05 2001 at 6:28 AM, Rating: Sub-Default, (Expand Post) you begin casting your succor spell.... You can only cast thins spell indoors. get a life.
# May 08 2001 at 5:52 AM Rating: Default
77 posts
Phew... was worried there for a minute. Glad it works in sirens grotto then.
Keadaian Songborne
Guild Leader
Promethian Order
So How hard are the mobs here?
# May 04 2001 at 6:05 PM Rating: Default
Land mobs seem to be the roughest of the bunch, all of em smack pretty hard, even the Siren Enticers can hit for as much as 260. There are a couple (perhaps more?) siren temples in the grotto which have protectors that look like air elementals (I can't remember their names for the life of me) and these things are real nasties. In addition to being able to just about any tank you can throw at them in a hertbeat, they also cast an AoE debuff/DD (can be partially or full resisted) called Frosty Death. at most the DD hits for 500 (which it will do most of the time). The range on this AoE was huge and could hit anything in the area (basically a little larger than the walled in arena), it seems to radiate out from the casters too. Additionally our enchanter thinks that the two are linked, meaning you can't get one alone; two encahnters might be able to chain mez though sinze they seemed to have less resists than the sirens.
Stuff in the water isn't all that tough, and there will be few times that you'll have to engage more than two at a time. Plus fish immediatly return home after you resurface, which is a huge plus. pathing of course is always a concern in the water but it works similar to kedge, most things you pull will find its way to you without much concern of agroing others if it shouldnt take the route you took.

Korinna 57th mercenary
# Mar 26 2001 at 12:46 AM Rating: Default
What is the faction hit here?
RE: Faction?
# Jul 05 2001 at 12:15 PM Rating: Default
143 posts
Only faction hit I have encountered is Sirensofthegrotto.
# Mar 13 2001 at 2:09 PM Rating: Default
um witch succor brings u to the other side of SG? and where can i buy it hehe
Crossing Grotto is fairly easy now
# Mar 02 2001 at 3:25 PM Rating: Default
Ok here's how you do it.

1. Buff everyone in CS and one group at time invis and zone into SG. Do not cast succor or any spell other then Rez or invis at the zone line. Do not wander up to the guards without Invis on. (They hit for 200+ a pop) There is only room for one group to move at the zone in point here.

Rule: If you just want to cross then no one med's at a zone line. Get in and get out. CR's are a real pain here.

2. If you only have one succor caster make him bind in CS at zone.

3. The safe point(CS side) is around the corner past the three guards. Get group there and cast Succor.

4. Once you arrive at the other safe point in SG on the WW side. Turn and move east. Going west the slightest bit will agro that side. (Order is important, find east first and then move.)

5. Gate Succorer back, and wash, rinse, repeat.

We did not try CoH but you will probably be ok if the group is on the Safe points when cast. Key is the Safe Points.

I have talked to a few people who have tried to cross and they all pretty much agree it's a big pain to fight, swim, run across.
Do the fish summon?
# Feb 14 2001 at 12:10 AM Rating: Default
49 posts
Does anyone know if the fish can/will summon peeps that aggro them but make it to land?

Obviously, camping is the best method. I used the method posted before this, making it through the tunnel to the land, camping to clear aggro, then recasting invis when I came back.

I made it through the grotto to WW, but a lone, under-equipped ranger was no use there as everything in the zone is Uber.

I advise using the aforementioned method, including the Duel-Death and stuff you dont need to avoid a MAJOR CR hassle. Before you do, have your entire party bind at the same spot, and duel-kill each other.

If you can get your group(s) through the grotto, with everyone naked, you can then duel-death again, which sends everyone back, where they can loot their bodies, using rez to get BACK to WW.

This is tricky, as everyone must have plenty of items to leave on thier corpses. Also, make sure at least on cleric and one TP-caster bind themselves in WW, or else your tanks end up stuck over there with a nasty zone to get through, unless they wish to be permanent residents of WW / Necropolis.

Talian Stormseeker,
52 Pathfinder, Zero Hour,
I made it on my first solo naked fling tongiht
# Feb 03 2001 at 11:13 AM Rating: Default
I have never been to sirens grotto before, but i wanted to see west wastes bad. So, i took a duel death, loaded up on invis potions and a sow and hit sirens grotto.
As the above posters have said, the land dwellers dont seem to see invis, but all the fish did.
I made it past the two that guard the left tunnel by swimming on the bottom of the tunnel. A little further in was another seahorse on the right edge. I figured i had him easy with lots of space. Miss miss miss you parry! He aggrod me, but i swam like the ******* up the top and hit a ledge close by. I popped another invis potion(not that i needed to,as i was so close to the zoneline), and made my way out.
So for those who have been wanting to see west wastes, or perhaps move a group through to fight in WW, it IS possible to get through. Just gotta get the nerve and do it. If you are moving a whole group, perhaps a good idea is to let the tanks go first to aggro the seahorses and let the weaker people follow. And no, the seahorse did not follow onto land.
Would it be possible..
# Jan 12 2001 at 5:27 PM Rating: Default somehow sneak a mage or a few mages with
Call of Hero to other side of zone and bring people to them?
Good Map
# Jan 03 2001 at 3:44 AM Rating: Excellent
56 posts
I wish I was talented enough to do maps, but since I'm not, i'll just give links for those who are.

From Map Shop Norrath:
Map of Sirens Grotto
Braun - 59ish Ogre Warrior
RE: Good Map
# Jan 04 2001 at 1:50 AM Rating: Default
Is it possible to get from the CS to the WW zone without succor/agroing mobs? Looking to take my normal xp group to dragon necropolis....normal xp group has no person with succor =/
RE: travel
# Aug 28 2002 at 4:18 PM Rating: Decent
30 posts
Actually there are only two ways to get from CS to WW. One is succor/evac and the other is as described in the other posts on this site. But just because you choose to run it, instead of succoring, doesn't mean you have to die. Granted once you are past the waterfall spot and past the seahorses, the best thing to do is go invis and run out. However, getting there doesn't require a huge amount of effort, like everyone seems to think. Yes, you do have to tank three seahorses hitting for 179max on your way there, but being a level 56 Troll SK, that isn't too bad really. Just make sure you've got good swiming skill, that you know where you're going, swim at full speed, and hope you make it without agroing, if you do agro (you probably will) then just keep on trucking, soon as you top the surface of the water though, you're home free since they clear agro and run back fast. I don't even bother with invis since they see through it anyway, but the way I do it is swim at the very top of the water, bouncing (yes, bouncing!) on top heading straight for the opening between the first two seahorses, then right as you come up to the wall, dive in, and swim through the tunnel and out the other side. I've done this many times now, and only on my first try did I ever really come close to dieing, but even then I didn't die. My necro friend just swam dead on through, nearly got whacked but made it as well, even without using Harmshield OR FD. All in all, everyone I know of that's tried it has made it without dieing, but yes, it's true you usually do get agroed on and usually do take a real beating while swimming to the top of the water tunnel to clear the seahorse agro. If you've got some decent AC just run it, if you don't, then harmsheild or DA works really well (can't wait till SKs get harmshield personally!) and if you are unfortunate to have none of these nor succor (only enchanters and mages really) then I guess you're best off making a pet, letting the pet eat them off you while you run it. Just my suggestions though. But it's definitely do-able, and I never do wait for succors anymore.

56 Troll Knight of Innoruuk
<Death Misdealt>
In the Solusek Ro version of Norath

Take it, bite it, eat it, revel in it
getting across sg w/o succor
# Jan 06 2001 at 8:23 AM Rating: Default
it is not possible.

tsintse hierophant luclin
RE: getting across sg w/o succor
# Jan 11 2001 at 3:37 PM Rating: Default
2 posts
It is possible without succor to get across this zone. With 2 invis potions and a little luck anyone can make it through. If you can FD or swim like the wind might not even need that second potion.
Origen Smashgud
Warrior - Fennin Ro
Big gamble if you're not level 60...
# Feb 09 2001 at 5:03 PM Rating: Default
Level 60s have an easier time sneaking past the sea horses that see invis due to reduced aggro range. It's pretty risky before then.
# Jan 26 2001 at 5:19 AM Rating: Default
Tried it all night long tonight, using invis, SoW, and all sorts of tricks, but there's just no getting past 4-8 seahorses on yer back, double hitting for 180 a pop as you try to get by. The waterfall isn't climbable (SoW doesn't help, and Lev doesn't work in the zone) which leaves only one route through - past a horde of invis seeing seahorses. It'll take a raid of atleast 2 high level groups, or yer friendly wizzie or druid to get through this place. If someone finds a way through solo, i'll be amazed and would love to hear how, unless something is changed in a patch.
RE: Nope
# Jun 13 2001 at 5:35 PM Rating: Default
Did it with my necromancer using a SOW potion, Gather Shadows (for the land-part) and Harmshield to deal with the Seahorses. If you can get out of the water before it wears off you'll make it. Harmshield was recently updated so that you can no longer be stunned while it is in effect. This makes a huge difference. I believe Divine Aura got the same upgrade.
RE: Nope
# Mar 06 2001 at 9:53 PM Rating: Default
Waterfall is climable. I've done it 2 out of 3 tries. 3rd time I started getting hit and had to pop out. Once up top, there is a safe spot right there, the white rock. Camp to clear aggro, and then invis and run to exit.
RE: getting across sg w/o succor
# Jan 10 2001 at 1:37 PM Rating: Decent
158 posts
Hiya Tsintse,

I've never seen this zone. But i have heard from what people have told me. This is probably the hardest zone in the game "known" to date.
This would be a good place to hide POM. My money is placed that it is in this zone...Probably guarded by a few level 60 enchanters that will charm everyone and can see through invis. Hmm, ouch.


RE: Good Map
# Jan 05 2001 at 8:53 AM Rating: Default
whats this succor thing? a mob?
RE: Good Map
# Jan 11 2001 at 7:24 PM Rating: Default
Succor is an intra-zone teleport spell that Wizards (and I think druids too, but not sure) get post 50.

It teleports you to a "safe points" in the zone. However, not all zones "safe points" are very safe.

Toony FuzzyToeJam
45th Rogue, Tunare
"Leave my gold alone..."
Fun zone, and two 'safe spots'
# Dec 15 2000 at 11:05 AM Rating: Excellent
56 posts
When you first zone in from Cobalt Scars, there are 3 level 53 mobs at the ent. They don't see invis.
They are extremely MR, but have a low FR so fire based spells work great. It appears they have more hp's than the other mobs of their type in the zone, but I'm not 100% sure.

Lev/DMF drop when you zone in, however theres a bug where you can lev, then DMF outside and when you zone in it only strips Lev. Expect this to be fixed soon.

If you zone in invis, you can pass the 3 zone guards with ease. If you're leading a raid, I suggest you have everyone charge the left beach when ready. The walrusmen and their type don't see invis, but the fish do. Once on the beach, the one roamer mob can be dispatched without aggro'ing the static near the waterfall.

The exit to West Wastes is up the waterfall and through a tunnel system to the left. (Take all lefts and you'll zone) Another way is to zone in, fight the walrus on the left beach. Rune the dru/wiz and invis everyone else. Then have the dru/wiz succor. This places you at the WW zone with up to 3 mobs, none of whome see invis and the wiz/dru should be able to zone with the aid of the Rune.

CR in Grotto is HARD. The first 'safe spot' is a tiny little niche near the CS zone. Stay to the left as you zone in, pass the guards and stay on the ledge. To the left is a rock and you'll see a small wedge you can cram into. Fatties have had difficulties staying safe here however. We've done some incredible CR's in this tiny space =D.

The second 'Safe Spot' could easily hold 20 people, but it may be tough for non-tanks to reach.

From the CS zone, pass the guards invis. Jump into the water (fish here will see invis) and swim down into the tunnel to the right (east), staying in the center and swimming at the top. When the tunnel ends, turn around back the way you came and hop on the little ledge running over the top of the tunnel mouth. The ledge across from you on the tower is also safe. Furthermore, the ledge to your left (facing the way you swam) is safe as long as you don't go up the incline to the bridge.

Its a quick swim, if you have SoW and practise, you can make this without gettng hit or even aggro'ing. I also reccomend you camp out to clear fish aggro.

To zone from WW to CS, Invis in, follow right wall to top of waterfall, jump down (make sure you fall into water =P) and swim straight across to the cave with 3 zone guards and zone out.
Braun - 59ish Ogre Warrior
RE: Fun zone, and two 'safe spots'
# Mar 16 2002 at 4:29 PM Rating: Default
25 posts
Lev/DMF bug is now fixed
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