Lower Guk  

Quick Facts

Type: Indoor
Continent: Antonica
Instanced: No
Keyed: No
Level Range: 30 - 50
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LOWER GUK
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EQAtlas Map
# Oct 18 2011 at 7:42 PM Rating: Decent
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http://www.eqmacwiki.com/eqatlas/lowerguk.html
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What you see is what you get!
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PL
# Mar 11 2009 at 11:31 AM Rating: Decent
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Regardless of it being a hotzone or not, this is STILL, if not the best, one of the best powerleveling zones in the game, mainly for levels 20-40. The main method of powerleveling at those levels these days seems to be train / ds pulls on a higher level character, which is quite effective. I have done pulls in this zone without hotzone status that gave my character 4 or 5 levels from like 31-36. The mobs here don't hit very high (70-120), there's a lot of them on the undead side, and sometimes they don't even run and all wind up killing themselves on the ds.
Try this Zone its the best!
# Nov 07 2008 at 7:28 PM Rating: Decent
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I am burning through AA's right now at 52 after getting 3 levels in 3hours (6 uses of Lesson vet reward over course of week only playing 35minutes at a time) and I can even solo frenzie room as a warrior with no need to break room.. can tank all 3 spawns.. I see no changes in Hps whatsoever.. so as for Hotzone.. I love this place and will be here till I finish banking AA's to save for 55.
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Zone modified
# Oct 20 2008 at 5:20 PM Rating: Decent
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This zone must have been amped up big time since either it was made a 'hot' zone, or since that revamp they did when they made this a level 70-80 zone. Fighting blue and light blue mobs down here now at level 44 is like fighting yellows and reds that are high 40s-low 50s. Every mob has had their Hit Points drastically increased, and hit in the low-mid 100s. Don't come here expecting to mow thru blue mobs like as if it were a typical 'old world' zone for fast exp. Simply put, this is more like a SoF zone now.
Zone modified
# Jun 28 2014 at 11:49 AM Rating: Decent
Got Supplier for Burlap Sack
Camping Frenzy now
And I'm sure I can take the King for Ykesha weapon

43 necromancer with just me, my pet, and my Rogue merc. Extremely easy; lot of adds; lot of rooting, snaring, and DoTing. But it's JUST like old times. Yes they hit for 100 damage, but Frenzy always hit that high.... And at 43, getting closer to Frenzy and King are all blues, but near Supplier and Live Side zone-in are light blues. Happy hunting and safe journeys, friends!
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Ryanxp, Zek server; Lv. 5, 000, 000
Zone modified
# Nov 30 2008 at 10:01 PM Rating: Default
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307 posts
Get out of your newbie gear then.
Came here with Very average gear and ploughed through the mobs.
With the cheapest merc this zone is so easy exp wise its ALMOST a crime to hand out hotzone exp....
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Zone modified
# Jan 08 2009 at 6:40 PM Rating: Default
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73 posts
'Newbie Gear'? I wasn't in 'newbie' gear when I had this warrior. In fact, at the time, I was the #1 warrior for AC and Hit Points on FV, and in the top 5 for all servers......Douchebag.
And this was before mercs came out, and pretty much made all levels before 55 so easy, it's pretty much like using a merc then is cheating the game.
Zone modified
# Jun 28 2014 at 11:50 AM Rating: Decent
You're simply thick
if you think a warrior can solo and/or camp.
Grab a Paladin. A Shadowknight.
But a Warrior? HA, No
____________________________
Ryanxp, Zek server; Lv. 5, 000, 000
Franklin Teek quest
# Aug 21 2008 at 6:32 PM Rating: Decent
43 posts
The quest that Franklin Teek gives you for this zone is "Kill 5 Dar Frogloks". Just completed the quest with my 45 SK no problem. Got roughly 1 yellow bubble worth of xp. That was the only reward I noticed. Was grouped with a 52 druid.
Hot Zone x 2
# Aug 20 2008 at 12:28 AM Rating: Decent
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Since this will become a hot zone again on August 20, 2008, will it keep the drops from the time it was a HZ previously?
Raster of Guk?
# Jul 14 2008 at 10:25 AM Rating: Decent
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188 posts
Just wodnering, does Raster still spawn in New guk? or was he moved elsewhere? Came back for the events and I'm working on my monk's epic... if he doesn't spawn I guess I'll have to camp brother qwinn and beg higher lvl chars to kill him for me. =(
Raster of Guk?
# Jul 14 2008 at 9:21 PM Rating: Good
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451 posts
Raster still spawns, and is still grey to 70s. I killed him yesterday.
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The Darkened Ruins of Old Guk...
# Jul 11 2008 at 10:22 AM Rating: Good
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451 posts
...is the new "temporary" zone name for the revamped Lower Guk, with darkened items drop.

Try zoning in, and you'll see "You have entered the Darkened Ruins of Old Guk". I assume post-04Aug08 it will revert to Lower Guk.
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Aegishopi the Royal Jester, Paladin of Stromm

"Should not the measure of one's self-discipline also be the measure of one's self-worth?"
revamp expiry date
# Jul 08 2008 at 8:26 AM Rating: Decent
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119 posts
lower guk will be a 70+ zone until 08/04/2008 - so you better get down there and check it out!
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Amazing Links.
# Jul 07 2008 at 2:35 AM Rating: Decent
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I saw some links to stuff in the bazaar. All were Darkened xyz. All had some amazing atats for something from Guk, which is where they came from according to the /ooc seller. The one item had a name similar to something from Lower Guk IIRC, so maybe he was correct on the origin of these items. That item had a clicky Primal Guard. Get on down there!


Edited, Jul 7th 2008 7:47am by Guyyug
Amazing Links.
# Jul 07 2008 at 7:26 AM Rating: Excellent
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Guyyug wrote:
I saw some links to stuff in the bazaar. All were Darkened xyz. All had some amazing atats for something from Guk, which is where they came from according to the /ooc seller. The one item had a name similar to something from Lower Guk IIRC, so maybe he was correct on the origin of these items. That item had a clicky Primal Guard. Get on down there!


Edited, Jul 7th 2008 7:47am by Guyyug


Please upload these items to Lucy.
Yes, Revamped
# Jul 07 2008 at 12:14 AM Rating: Decent
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Yes, apparently there has been a revamp of this timeless zone. 70+ At least now. Mobs hitting 1.6kish at least. A group of 75+ is forming on Cazic Thule to check it out now, so will post more info as it comes.

New drop found...
Enameled Black Greaves
Class: War Clr Pal Shd Brd
Race: All

Req: 71
Rec: 76

AC: 87
HP: 355
Mana/End: 360
Purity: 50
Str: 17+1
Sta: 19+2
Int: 15
Wis: 20+3
Agi: 16
Dex: 17+1
Cha: 16

MR/FR/DR: 15
CR: 20
PR: 25

Attack: 15
HP Regen: 3
Spell Shield: 1
DS: 3
DoT Shield: 1
DS Mit: 2
Avoid: 6
Acc: 2
Strike Through: 1
Heal Ammount: 2
Clairvoy: 3

Ferocity 3
Zealotry of the Moonfang 1
Edited, Jul 7th 2008 4:16am by Woaglador

Edited, Jul 7th 2008 4:41am by Woaglador
revamped?
# Jul 06 2008 at 11:46 PM Rating: Decent
9 posts
zoned into it this mornin and it was lower guk for a bout idk 30 mins then out of nowhere every mob dies and new mobs respawn and kill me hittin in thousands
zone back in again to check out if it was a glitch..seems they revamped it to be called the darkened ruins of old guk..and everything is higher then a 67 monk so far that ive seen ..
revamped?
# Jul 07 2008 at 5:52 PM Rating: Decent
15 posts
btw... very cool that you were actually in the zone when this happened. Sucks that it's such a massive revamp that you died almost instantly though :)
wood elf crown
# Aug 31 2005 at 2:15 AM Rating: Decent
Wood Elf Crown
# Aug 09 2005 at 4:05 PM Rating: Decent
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What's the wood elf crown that people farm faction for down here? I did an item search for it but couldn't find it.
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- Wood Elf Ranger in his 85th Season
Prophet Grumilla
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Residing on: Quellious (Rodcet Nife )
RE: Wood Elf Crown
# Aug 11 2005 at 8:10 PM Rating: Default
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66 posts
The crown you get in the back of Sebelis. Its the Reet Crown or something like that, no drop and same stats as froglok crown. There is an npc frog in upper guk that requires faction in lower guk. I think you have to kill the undead froggies to improve the faction with the npc in upper guk. Then you turn in the crown and a couple of other items to get the illusion woodelf crown.

Edited, Thu Aug 11 21:17:23 2005
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Halfling-slaughter traps @ Safe Hall...RP
# May 08 2005 at 7:38 PM Rating: Decent
7 posts
I have finally figured out what the bloody slots in the walls in Safe Hall are for. Halfling traps. Maybe gnomes too. I accidently backed into one once and got very stuck in the walls. Could have sucked if I had mobs on me... Would be interested to know if the ghoul froggies could be made stuck also by kicking them in with a bash or knockback spell. Someone let me know plz...

- Iboga Headtrip
51 Halfling Druid
M-T Server
Halfling-slaughter traps @ Safe Hall...RP
# Jun 18 2005 at 4:32 PM Rating: Default
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148 posts
I have a dwarf cleric and I was able to move in and out of them without any problem, plus most NPCs can "warp" through walls, objects, etc. So I doubt your idea will work.

Edited, Sat Jun 18 17:33:39 2005 by thermopylae
LGuk solo romp
# Sep 25 2004 at 10:56 AM Rating: Decent
At level 56 as a necro, I can plow my way through the dead side with very little challenge. Killing any MOB is just a matter of time, not whether or not it can be done, and it can be done faster than they repop in a huge area of the dead side. MOBs vary from green to dark blue. Anything light blue or below can be eaten by the lvl 56 monk pet once it is slowed. The Ghoul Lord is single-pullable and not a huge challenge. Slow, dark, Splurt, BoD, heal pet, etc.

I wish I had spent more time here around level 50, but the fabled MOB event was going on, so it wasn't a viable dungeon at the time with lvl 60+ fabled pops at all the named placeholders and lvl 65 groups camping them.
#NoobForLife, Posted: Nov 19 2003 at 11:23 AM, Rating: Sub-Default, (Expand Post) I am actully going to try to lead my 1st raid down into their soon. If anyone would like to join me from Xev. Look for iaidiar.
Newbie here
# Jul 02 2003 at 1:16 AM Rating: Default
I need help, how the H*** do i play??? Im not new at RP, but im new to the site....H E L P!!!
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Tommy boy
Camp Pop/Drop List
# May 21 2003 at 6:02 AM Rating: Decent
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60 posts
Today I am camping ***/Sup Room, here is the pop/drop report, maybe this will help.

1. Arrived, no named up
2. Assassin - dropped Mask
3. No named popped
4. No named popped
5. Assassin - dropped Mask
6. Supplier - dropped Sack, Assassin - dropped Mask
7. No named popped
8. No named popped
9. No named popped
10. No named popped
11. Assassin - dropped Mask
12. No named popped
13. No named popped
14. Assassin - dropped Mask
15. No named popped
16. No named popped
17. Assassin - dropped Mask
18. No named popped
19. No named popped
20. Assassin - dropped Mask
21. Assassin - dropped Mask
22. No named popped
23. No named popped
24. Assassin - dropped Weighted Gloves
25. No named pop
26. No named pop
27. Assassin - dropped Mask
28. No named pop
29. No named pop
30. No named pop
31. No named pop
32. Assassin - dropped Mask
33. No named pop
34. Assassin - dropped Mask
35. No named pop

I am lvl 55, all mobs were green with 20-30% of them light blue. Breaking camp was pretty easy... IvU... climb the ladder, target one, go back down, pacify and climb up again to aggro the other two... pull them down the ladder (helps if you cleared the nearby spawns first), kill them, go back up, clear the pacified mob.

Even with the ghoul supplier being a rare spawn, this seemed too rare for me, so I send a /bug report... hope it does not get lost in the maelstorm like every other bugreport I have written so far.

Edited, Wed May 21 21:03:35 2003
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Halbarad
RE: Camp Pop/Drop List
# Nov 03 2003 at 11:03 PM Rating: Excellent
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57 posts
I too have seen how rare the supplier can be. Let alone both Assasin and Supplier being up at the same time. This dungeon has not been tweaked for a LONG time. Mostly because it does not need tweaking. This dungeon is one of THE originals. It was THE dungeon to be in before Kunark came out. The rarity of the items and spawns gives insight to how things were when EQ first started. Before PoP where you can find a boss mob at every corner drug store. Such a fight as Ghoul Lord . . . this was a 2 - 3 group raid, Pre-Kunark.
Although it may seem too rare by today's standards, back then it was right on target.
____________________________
EQ1 -
Crusadis Honorblade - 67 Warrior of Quellious (ret.)
Zilendar Psytosis - 68 Enchanter of Quellious (ret.)
Muvyn Fastur - 55 Bard of Quellious
Noros Inuvik - 51 Druid of Quellious
Kaitak Sunfists - 55 Monk of Quellious

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Kindle - 48 Paladin of Lavastorm
RE: Camp Pop/Drop List
# Nov 03 2003 at 11:03 PM Rating: Decent
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RE: Camp Pop/Drop List

Edited, Mon Nov 3 23:06:23 2003
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EQ1 -
Crusadis Honorblade - 67 Warrior of Quellious (ret.)
Zilendar Psytosis - 68 Enchanter of Quellious (ret.)
Muvyn Fastur - 55 Bard of Quellious
Noros Inuvik - 51 Druid of Quellious
Kaitak Sunfists - 55 Monk of Quellious

EQ2 -
Kindle - 48 Paladin of Lavastorm
RE: Camp Pop/Drop List
# Nov 03 2003 at 11:01 PM Rating: Default
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57 posts


Edited, Mon Nov 3 23:05:58 2003
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EQ1 -
Crusadis Honorblade - 67 Warrior of Quellious (ret.)
Zilendar Psytosis - 68 Enchanter of Quellious (ret.)
Muvyn Fastur - 55 Bard of Quellious
Noros Inuvik - 51 Druid of Quellious
Kaitak Sunfists - 55 Monk of Quellious

EQ2 -
Kindle - 48 Paladin of Lavastorm
Soloing the Entrance Zone
# Dec 02 2002 at 4:11 PM Rating: Excellent
I took my 31st Order Paladin (with Ghoulbane and Instrument of Nife) to Guk for the first time because, while heading across the Commonlands towards North Karana, received a tell inviting me to join a group there. I reached 32 there and had much trouble keeping that level over the following sessions while I learned the ropes of my new hunting area. These following sessions were mostly spent soloing with some parternering. This writeup will focus mostly on the zone entrance area and my Paladin's experience there.

Problems:

The initial problem I had with Lower Guk is the nasty Ghoul Root (or plain old roots from the Wizards for that matter). With a SvMagic of only 45; resisted the root only 5 times out of 21 attempts (24%). On one trip to the bank, upgraded my SvMagic to 70 by swapping in my Shiny Brass Shield and Crown of the Forlorn and buying a Sarnak Emblazened Tabard in Bazaar for 50pp (could have gotten it for 29pp if I had waited a couple of minutes as a new vendor come on with one). Was then able to resist roots 15 out of 41 attempts (37%) and they seemed to fade quicker - a significant improvement and enough that I no longer died while rooted.

The real problem with camping the entrance area is that this is the main thoroughfare into/out of the deeper dungeon and higher levels without Invis vs Undead may need to fight their way down. They may unfortunately need to take out "your" ghouls in the process. Has gotten to the point recently (late Nov 2002) where I avoid the zone at peak hours. There is also the rare higher level who is leaving the zone leading an undead horde and not telling; this can be insta-death even with Lay on Hands - got overrun once this way and barely zoned a second time.

Also the Ghoul Wizards have four DDs - Fire for about 240, Frost for up to 187, Thunder for about 260, and Magical for up to 148 - do not let them cast! Died three times in quick order and only my puny 10% and a very kindly Cleric's 96% rez (thank you Alaru - good soul for a DE!) allowed me to quickly regain a tenuous level 32. Was a long run from East Freeport before Amazon finally delivered PoP and I bound in Plane of Knowledge.

Layout and spawns:

There are several static ghoul spawns near the entrance; these are commonly Shin Ghoul Knights (levels 29-31) or, uncommonly, a Tsu Ghoul Wizard (30), Shin Ghoul Warrior (27), Vis Ghoul Knight (30-34), Tal Ghoul Wizard (32-34) or Nol Ghoul Wizard (only saw him once and not sure of the level). There are several static live Frogloks spawns here also. Since I wanted to be able to travel freely in Upper Guk, I left the live ones alone.

From the entrance is a short hallway to a left corner leading to a down ramp. There is a T-intersection at the bottom of this ramp. Going left leads down a slimy ramp (fun doing pirouettes while sliding down) to a dog-leg to the right . This continues through a room which leads to the Spiral Staircase/Waterfall near the other two Dead Side zone-ins from Upper Guk. There were several static live frogloks along this route with three in the room. If you go right at the T, you go down a non-slimy ramp with two dog-legs to the left at the bottom. At each dog-leg is a static ghoul spawn on the inside of the turn - can't see till you are upon them. This path ends at a water course with an alcove on the other side with two static ghouls. Swimming the water course to the right leads to the Bedroom. There are a couple of wandering ghouls of the types mentioned above. (edit 4/16/03) One spawns at the first dog-leg on the right from the T. It wanders up the ramp, heads down the slimy ramp to the room with the three live frogloks, heads back up to the T, down the other side to its spawn point, and then continues to the water course, swims to the Bedroom where I lost track of its route. It will pause at a number of spots along this route including near the T. It eventully returns to repeat the above path or another wanderer spawns somewhere else and retraces the first's route. (edit 4/16/03) The other wanderer spawns at the foot of the spiral staircase leading to the Waterfall; it tracks the same basic path but in the opposite direction; i.e. heads towards the Bedroom first. Just be aware of them; got jumped several times by the second one while fighting the first one.

The ghoul at the first dog-leg turn on the right can be attacked without agroing the three ghouls further down the hall and the Alcove; just don't let it run away because it runs towards those three ghouls and will agro at least the ghoul at the next dog-leg - keep it rooted. Attacking the ghoul at the next dog-leg will agro the right hand ghoul at the Alcove. If you attack this one and try to pull it, it retreats a bit and triggers the other ghoul in the Alcove. Two strategies on the second dog-leg ghoul -

Sooth and zone pull.

Sooth Strategy:

(edit 4/16/03) Sooth has been modified lately and greatly simplifies breaking this spawn. Cast Sooth on the two ghouls in the Alcove. Attack the ghoul at the second dog leg. Haven't had either of the two Alcove ghouls agro with this tactic. If either of the ghouls at the Alcove comes, then revert immediately to the zone pull strategy.

Zone Pull Strategy:

Attack the ghoul at the second dog-leg, run like heck to the zone, pause a moment to make sure they catch up, zone out, and then immediately zone back in. Hopefully one is still hanging around the zone line and you can take it. Sometimes they are still at the zone necessitating zoning back to Upper Guk. Sometimes both will be heading back to their spawn points and you will have to do it again. Sometimes you can catch up with one and pull it back. And, rarely, there is a bug where a ghoul warps back to its spawn point and then paces inside the walls. Repeat the process for the two at the Alcove. Strongly urge having full health and mana before attempting each of these pulls.

If left alone, there are enough spawns to keep you plenty busy.



Some Stats:

Level 31/32
HP ~1060
AC ~600
DEX 118 (146 during first trip)
SvM 45, upgraded to 70



Ghoulbane/Instrument of Nife procs:

DEX #ghouls #slashes GB IoN slash/GB slash/IoN
---------------------------------------------------------------------------------------
118 69 713 48 47 (4 wholely/partially resisted) 14.9 15.1
146 20 124 10 12 (2 wholely/partially resisted) 12.4 10.3

#Slashes is total number of 1HS hits (excluding misses which I've turned off). The slash/GB or slash/IoN is the number of 1HS hits per proc - lower is better. Nice improvement in the frequency of IoN procs with DEX 146; but only marginally better for GB - probably need more data.



Notes:

1. Finding a group here is very difficult at 32 as the zone mostly contains 10 or so 40's and 50's; bring your own group! Was able to partner several times. Once with another Paladin (42); this was the best team as we could take all the entrance area ghouls plus the Bedroom (we were lucky once as a Vampire Bat killed one of the three BR ghouls just as we got there) plus bats/spiders though not the nearby Greater Icebones. By then the Entrance area ghouls would be respawning. A Shaman (DEX buff for GB/IoN procs) and/or Cleric partner (heals/Undead spells) are great also. Starting to see more 30's Paladins and Clerics coming here so partnering opportunities exist.

2. Took the Ghoul Wizards down by casting Invis vs Undead, walking up to them, hitting melee, then bashing to break their first cast. Used the level 1 Cease stun with Bash to keep the Wizard pretty immobilized with minimal damage received. Was able to take the casters with about 1 bub loss.

3. Loot is uncommonly FS and up to 4pp plus words/runes/pages. Illia reports mid-level gems up to Black Pearls (about 20pp to a vendor); these are very rare drops around the entrance - (edit 4/16/03) looted several gems in about 350 kills. Commonly got Undead Froglok Tongues which are used in Broog's Old Peculiar (temper for Troll or Ogre smithing) and in a new PoK quest.

4. Experience is okay for a dungeon; about 1/4 to 1/2 blue bub for killing dark blues. Was able to solo yellows (Vis Ghouls Knights) for much nicer experience.

5. The negative faction hit for killing a single live froglok appears to be much greater than the positive faction hit for killing the ghouls. Killed or helped kill about (edit 4/16/03) 350 ghouls and just turned apprehensive to the live ones. Reminds me of trying to get Paineel faction by hunting The Warrens; you have to go deeper in and get the high level named ghouls to have Frogloks of Guk faction rise fast (if you care).

6. The spawn time on these frogloks is 28/29 minutes (edit 4/16/03).

7. Would not have been able to solo at 31 without my GB AND IoN. The Shin Ghoul Knights hit up to 65 and it would have been a close sword-only fight with major downtime after each one. (edit 4/16/03) At level 36 with KEI, Shade, Swift like the Wind, and PotG; was able to solo the Bedroom with using Lay of Hands. Without SltW but with Silver Chitin Handwraps and a Wizard up, was able to solo the Bedroom using LoH.

(edit 4/16/03)
8. I think something has changed wrt to the bats. Used to they would not agro and would fight the ghouls; now they agro with a vengeance and two ghouls to boot; recommend not even thinking about standing - ZONE.

9. FROOOOOAAAAK!



Edited, Wed Apr 16 15:14:09 2003
Would we do good?
# Nov 14 2002 at 11:45 AM Rating: Default
How would a 49 Warrior, 49 Cleric, and 51 Necro fair here? Just three of us..
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MajorDamage
Cazic-Thule
Bats Dubious ?
# Aug 28 2002 at 9:11 AM Rating: Decent
2 posts
40 Agnostic monk here.

Ventured into Lguk last night with some friends. Cleared Bed room just after water and started into the bat area. Found the bats conned dubious to me and that they would neither assist the Frogs nor other bats. Made venturing through quite a bit easier.
RE: Bats Dubious ?
# Sep 19 2002 at 6:55 AM Rating: Decent
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120 posts
They won't attack a Quellious Human Monk, neither have them aggroed my Iksar Monk friend.
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75 Ashenhand
RE: Bats Dubious ?
# Mar 12 2003 at 1:27 PM Rating: Decent
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78 posts
The regular bats are not KoS, the Vampire bats are.
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Raid
# Jul 17 2002 at 12:33 AM Rating: Decent
10 posts
Considering this was done early in the morning(when there are fewer people in the zone) how many people level 30 -45 would it take to have a successful raid here.

How many 30 -35
How many 36 -40
How many 41 -45
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Warrior of the 49th
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If i had a goat i would SWIM.
If i had a chicken i would RUN.
If i had a fish i would FLY.
If i had a tooth brush i would get a da
RE: Raid
# Jul 17 2002 at 7:05 PM Rating: Decent
39 posts
Depend which room do u want to do, i think 30 35 peeps stay at zone or not very far but it would be quite boring for them after a while.

36 40 can do room like exec, sage etc and 1 group of 40 45 can take frenzy or mage.

Now if you really want to raid the zone, dont bring the 30 35 and bring only 36 46 peeps, that way you can do most of the zone with 3 groups.
2 things
# Jul 11 2002 at 5:48 PM Rating: Default
36 posts
first of all for people that want to know was around creat a rogue get him to lvl 3 will take a couple min then train sneak / hide make sure u get succes messages then explore jsut dont go up tom the GIBS and gargoyals thwy see though it i think


and also i dont know what you peolple are talking about i can go passed the bats no prob with or with out IVU and i jsut run ont sqeeze or hug the all
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RE: 2 things
# Dec 13 2002 at 1:04 PM Rating: Excellent
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658 posts
The Greater Icebone Skeletons didn't see though my sneak/hide at level 12. The gargoyles also conned indifferent, but I may have conned one that was facing away from me (in which case it just meant that sneak worked, not hide).
34 Cleric
# Jun 22 2002 at 1:00 AM Rating: Decent
8 posts
Is a 34 Cleric with his new spells welcomed here? would i be able to find a group?
RE: 34 Cleric
# Aug 14 2002 at 4:37 AM Rating: Decent
I first came here as a 31 Cleric with a 36 Pally friend, we picked up a 3rd at the zone and then camped the Bedroom, pulling Spiders & bats. Occasionally we have hooked up with 2 or 3 others and tried the *** Sup.
At 34 you have Superior Heal and a 50% rez, plus heftier buffs so I don't think you will have any problems getting a group.
I've died many, many times but I still managed to hit 33 in two good sessions, so the death/rez cycle is worth it & even the trivial loot from the BR pulls is not bad, earning about 100 plat a night (nearest merchant who will buy off good races is Rathmana Allin in the NW corner of South Ro, but it's still a long run to the bank)
Just remember to bind at the Zone and you will be ok - oh and never run, you just die tired and lost
need wiz rod for a quest
# May 25 2002 at 4:48 PM Rating: Decent
18 posts
Im a 20 wiz and need the wiz rod in the reanimated hand room, the only problem is, ill never make it cuz i am so low. The rod is no drop and i was wondering, if you hold a no drop item in your hand, but dont put it into your inventory, can u still drop and trade it? if so, then im still in luck, and if not, i may never get this quest done

Katahl
20 wiz
Brell server
RE: need wiz rod for a quest
# Jun 09 2002 at 9:41 PM Rating: Excellent
*
100 posts
Once you have a no drop item in your hands, regardless of whether it's been in an inventory slot or not, cannot be dropped.
____________________________
Brakiss Dooku (retired)
Archon of Vazaelle
<Walkers>
Adalric Brandl <Walkers>
Deathspeaker of Innoruuk


Is 35 too low??
# Oct 23 2001 at 11:02 AM Rating: Decent
5 posts
I am a 35 lvl Barbarian warrior. I remember Guk only from my newbie days with my first character as a Troll SK. Anyways..Is 35 an appropriate Level to venture down into upper and lower Guk? If so..any tips on where/what to hunt. I will be honest here..Im not looking for xp. I am looking for loot only and wish to make my fortune here.. Is it possible or is it suicide??
RE: Is 35 too low??
# Mar 10 2002 at 10:39 AM Rating: Decent
Scholar
31 posts
35 is not too low for some things. For most of the good loot, I think it is a little low. As a 42 pally, there were some groups in there that did not want me(wanted only 50+). Most of the good camps seem to be taken by folks in their 40's and 50's. So, if you are looking for loot, I would wait until you were 40.
____________________________
Fenadin, Yazook and Fastolph of the Veeshan Server
How do you get out of the Frenzied Room?
# Oct 17 2001 at 9:37 AM Rating: Good
Ok, Last night was my first time in Lguk. I got a group in the frenzied Room, and one of the guys came to IU me so I could make it there. Well like a lot of people I ran into the bats and they broke my invis, and I died. Luckly for me I got a rezz and was in the Frenzied Room. That was all well and good, but looking at the map I got from EQ Atlas I can't figure out how to get out of there. Luckly we had a druid and after a few hours of no luck sleep over took me and I got the druid to port me out, he was going to bed too. So now I have been racking my brain trying to figure out how to get out of there on my own. There may be something easy I am missing, but any help whould be greatly appreciated sence I am planing on going back soon to try my luck with the FBSS again. thanks
RE: How do you get out of the Frenzied Room?
# Mar 10 2002 at 10:37 AM Rating: Decent
Scholar
31 posts
Go to the safe hall from frenzy and on the other side is the opening you would fall to from near the gargoyles. To the right of that big opening is the entrance to the 3rd floor of the tower. Just get out your eqatlas map and follow the stairs from 3rd, to 2nd to 1st floor near the ***/sup room. From there simply past the GIBS, bats and into bedroom then out.

Hope this helps.
____________________________
Fenadin, Yazook and Fastolph of the Veeshan Server
#Anonymous, Posted: Oct 17 2001 at 9:31 AM, Rating: Sub-Default, (Expand Post) hello
Wiz getting group?
# Oct 15 2001 at 10:10 AM Rating: Default
I have a 40 wiz and was wondering how tough it is for a wizard to find a group in LGuk. In general it's difficult for us to find groups, and a place with this much cool stuff would probably be even harder.

I was told to wait till 45 to come as my spells get resisted too often at 40. But either way I was just wondering if anyone knew the chances of a wiz getting a group anywhere in LGuk, esp. frenzy or Arch Magus camp...
Exiting
# Aug 17 2001 at 1:46 AM Rating: Default
Whats the best way to exit from the Safe hall ?
Bind
# Aug 03 2001 at 5:07 PM Rating: Default
Where is the closest place for a Humman War to bind when hunting in Lower Guk?
RE: Bind
# Aug 03 2001 at 5:19 PM Rating: Default
East Freeport is closest for a human warrior
Lguk groups
# Jul 30 2001 at 9:24 PM Rating: Default
Can a tank get a group in the middle of the night US time? Does the zone always have people in it, or does it pretty much empty out at night. I can imagine that the frenzied ghoul must be camped 24 seven. What about other areas. I am on Tarrew marr.
#Anonymous, Posted: Jul 15 2001 at 7:26 PM, Rating: Sub-Default, (Expand Post) Umm in case you havent noticed LEMMING, usually when you camp an item there are "spanws" (you know, when the monsters "appear"?) Now, if you "KILL" these monsters, you get
New to zone, need advice
# Jul 07 2001 at 6:52 PM Rating: Decent
32 posts
Hey. I am planning on going to Lguk for some lvling and phat lewtz later on this weekend. My main concern is those bastards, the bats. Is there any way to avoid them entirely when going to frenzy? If not, what is the best way to keep them from aggroing? Also would appreciate a word on any other dangers on the way to frenzy. I have some IVU potions. Thanks in advance.
____________________________
Teldarr Megilar
LvL 62 Warlord
<Tribal Faith>
E'ci
Dodging the bats
# Oct 16 2001 at 12:47 PM Rating: Good
Scholar
**
360 posts
You can get by the bats without aggroing them, if you are careful. From the bedroom, go through the leftmost passageway. You'll see the bats in the room ahead, off to the right a little bit. Unless, of course, someone from the Bedroom or Spider camp is pulling them.

To get by safely, HUG THE LEFT WALL as you pass through the bat room. It's all of about 3 steps to the next hallway, but you have to be careful and you have to be quick.

Of course, this is based on getting a woodelf through. I'm not 100% sure if it will work for large races.

Arynduil Greyleaf
Ranger of Tunare
EMarr
____________________________
Arynduil
Hunter, EMarr

"In a crowded Universe, when the talking turns to noise, you almost start laughing"
Ahhhh
# Jun 20 2001 at 9:48 AM Rating: Default
This zone is driving me crazy! First time i tried this zone was at 30, big mistake, i think 30 is way too low even just for killing stuff near the zone and bedroom. Died several times. Went off to OT and leveled real fast. Next attempt was at 35, slightly better results, had some groups in bedroom and spider room, but still really hard to get a group and not worth the wait. Died a few times and barely came out ahead xp wize. Did not get any good loot. Back to OT. Third attempt at lvl 40! STILL really hard to get a group, although i did get invited to partner with a high lvl shaman in frenzy, died trying to get there! Bye bye lvl 40! Im a rogue by the way and it seems to me that its not even worth coming to lower guk unless you bring your group with you, or your an enchanter or cleric. And then the biggest pain in the azz is the need for IVU all the time, even being a rogue there are things that will see through sneak so really the only room i can get to without a IVU would be the bedroom spider room and assasin sup. On top of that nowhere close to bind. So i think its back to dreadlands for me now unless someone can convince me otherwize. Is 40 too low? Anyone have any advice for me on strategy for this zone?
Minotaur room, for Raster
# Jun 07 2001 at 7:58 AM Rating: Default
45 posts
Is it possible for a 49th Ranger, decently equipped (FBSS, CSS, Lammy, AC 800), to solo clear out the Minotaur room where Raster spawns, so I can get my 40th monk in place for the camp?
I can also use a 32nd level cleric or 36th level Druid to back me up if necessary.

I was thinking I could Sup camo close to the room, and start pulling one by one with a bow? is this possible, or would they see through camo and or, all aggro with a bow.

Sir Vinmana De'Nova,
Lod Chancellor of the Round Table
49th Ranger
____________________________
For the Good of the Realms!
Staff of Wheel Quest
# Jun 06 2001 at 10:35 PM Rating: Decent
I have so far been unable to find groups in LowerGuk prolly cause I play on "off hours" for this zone. But I Will, Will, Keep trying. In the meantime, I can't make sense of how to get to the room with the animated hand. I have 6 different maps printed, but can't figure it out. I can't be THAT stupid as I've attained level 39 as A WIZ. LOL. Anyone tell me how to get to the hand room? I zone in at the waterfall that feeds the river to the bedroom. I supremely appreciate any serious help you can provide. One rod and I have completed me first Big Quest!
RE: Staff of Wheel Quest
# Sep 18 2001 at 11:37 AM Rating: Default
Hey, I was there last night. Try this web site for great directions to get the hand room/rod.

http://invectus.www5.50megs.com/guides/staff%20of%20wheel/ice_comet_guide.htm

I finished the quest and have the staff of the wheel. Well worth the effort! I died twice in lguk. had IvU on and I walked into a ghoul and he pounded me on my way to the hand room. Then in the Hand room I was trying to locate the rod and invis wore off and the ghoul buddy pounded on me as the hand killed me (it puts out a zone message that it killed you...hehe). Ppl in the zone got a good chuckle out of that one. I paid (50pp) to a high lvl mage and cleric to pull and/or kill the hand for me. They did rather easilly i might add. Then I re-invised, swam near the floor and grabed that rod from the water and gated. Make sure you bind in uguk near the zone, that really helps if you're careless (like me).
Not too hard
# Aug 10 2001 at 1:04 PM Rating: Excellent
Your map should show you where the GIBs (Greater Icebone Skeletons) are right? Waterfall room is a ways away from the Hand. You need to run down the hall from the waterfall to the normal zone to Lguk dead side from Uguk. I would call out and see if anyone is hunting the zone trash. If so there should be no problem. If not, then you are going to run by a 3 live spawn, then a 2 live spawn and a hall with a slippery floor before you reach the regular dead side zone tunnel where there is another 2 spawn of live frogs. There is a single live frog in the zone tunnel to Uguk here too. Here is the catch, there are 2 undead frogs that wander back and forth between the water swim to the BR and your waterfall room. So they will see through your reg invis. You may have to zone the train that they will give you if the zone trash is not being hunted.
Ok, now that you are at the regular dead side zone, look at your map. You will need invis to undead for the next part. If the one live frog near the dead side zone is up you need to kill it. Also the 2 spawn of live frogs just beyound that single live frog need to be killed too. They will see through your invis undead. After those 3 frogs are dead, undead invis up.
I will start from the undead zone to describe how to get to the Hand room, look at your map. From the zone go down the first ramp and turn right down another ramp. You will pass 2 undead frogs and come to a river where 2 more undead frogs will stare at you from across this little stream. Jump into the stream and swim to the right. The ceiling dips into the water here, so you will have to swim just a bit under the water to get past it. When you resurface you will be in the BR (Bedroom, it has a bed thus the name). This room has 3 undead frogs. Stand on the bed facing the foot of the bed. In front of you are two tunnels, both lead to another room with 2 undead frogs and 2 vampire bats (the bats see through invis undead). Take the left tunnel and stay as close to the wall on the left side as you can. Here is the problem, this short tunnel leads to those bats, they will aggro you because of your level and they are not undead and thus will see you. If you are lucky, you will stay on the left wall enough and the bat will be far enough away that it will not attack you. If it does, then dont stand in this room. When you enter the bat room, there is another tunnel directly on your left, this leads to the GIBS. If you enter this tunnel quickly you will not agro anything but the single bat, the undead will not see you until you are attacked. Stand in this halway and root and nuke until the bat is dead. DON'T LET IT RUN unless you want to train everything to you from the bat room. If you stand between the GIBS and the bat room in this hallway, you will not agro anything but the bat. After the bat is dead, invis undead again. Continue down the hall to the GIBs.
The GIBs stand in an alcove to the left and the tunnel continues on past them turning slightly to the right. BTW, those GIBs will drop a single piece of Large Bronze Armor, every time you pull all of them. With a chanter in the BR when I was in the 30s we could kill them pretty easy with a full group.
Ok, past the GIBs you will come to a set of steps into a large room. There will be 2 dead frogs on these steps. The room has wizzy frogs all over the place, keep that invis undead up, hehe. At the top of the stairs is a catwalk that crosses a pit. There is a turn to the right here too at the stairs, don't go that way. That will take you to the gargoyles and they see throug invis undead and you will surely die.
Go up the small set of stairs and DROP off the catwalk to the left into the pit (depending on weight, 100+ damage usually). This will put you at the bottom of the "tower". No need to run through the maze that the tower is, all the ups and downs and turns are beyond explaining, you have to experience them to learn them.
After the drop, you will be in a room that has 3 undead frogs, a 4th wanders in and out of this room too. If you dropped off the catwalk as soon as you could at the top of those stairs, you will be right by an opening into a hallway on the wall of this room. Turn until you see it, this is SH (safe hall). It has slots along the walls that run up and down, unique to this hall. No frogs wander into this hallway, thus the Safe Hall name. You will usually see bodies laying in this hall. People drag them here to wait for a rez so don't be alarmed.
Go to the other end of this hall and you will see a room with jail bars and some LOW level live frogs, they will not agro you, too low for your level now. So keep that invis undead up, there should be 2 undead frogs in this room too. Facing this room from SH you will see 3 openings and a jail cell in the middle of this room. To the right is the way to Frenzy and the Sentinal. To the left is a set rooms that have no important spawns. Here is the key now, you want to go through the opening strait in front of you. Also, this is the general direction you will go for a bit. Remember that, because you will see tunnels that go left and right but rejoin up again to keep going strait. So it matters not which you take after going strait in the jail room. Just keep moving forward until you come to a square on the hall floor filled with blood. This is a key mark, as you cross it there will be a pit on the other side of it. Stay on the left wall as you pass the blood square and you won't fall in. Stay on the left and your next left turn tunnel will be the hall to the Hand room. If you fall into the pit, don't worry. There is a hall down in the pit with a ladder in it. Go up the ladder. At the top you can either go left, right, or strait into a tunnel. Guess what, that tunnel strait is the tunnel to the Hand room. So no big deal if you fell into the pit, the pit does not contain frogs btw.
The hand room is pretty cool. After a short hall and a couple of turns you will come to the hand room. The floor has a square at the bottom, blood colored again. The sides of the square each slope up to the wall as do the corners of the square, so the room is a octagon shape. Above your head you will see water floating. That's right, floating above you. If you go up the slopes you can enter the floating water and swim in it.
Ok, don't go into the water unless you know the Hand has been cleared. Call out again and ask if anyone is hunting the hand and if they have recently killed it. The hand and the rod are at the top of the floating water on a shelf. You will enter the water and swim up it to the shelf.
The reason I say make sure the hand is cleared, is because he has an undead frog friend up there with him. The room with the blood square, sloping walls and the water floating above you does not have frogs in it. But you enter the water and swim too high and the Hand and the undead frog will jump you. See, the undead frog sees through reg invis and the hand sees through undead invis. So either way you are in trouble.
If the hand has been recently cleared then the undead frog is gone too. Swim up the water and get your rod, then gate, cause I'm not going to waste another 30 minutes typing how to get out, hehe. GL

Auz
49 DE cleric
Vallon Zek
The server with no uber camps, no lists, where you hunt the entire tower with one group, where you hunt the Lord, AM, & Hand with one group, where you hunt the Frenzy and Sentinal with one group, and if you want the camp in whatever zone, kill the lighties and take it. Farming and overcrowding has never been a problem...Ahhhh. You all stay on your safe over camped over listed farmed out blue servers :P
Clr useing Illusion: Dark Elf
# May 03 2001 at 2:33 PM Rating: Default
I got this from: http://www.kmrcs.com/eqcleric/guides/guide_to_lower_guk.htm

" The Ghoul Assasin, common drop Guise of the Deceiver, 4 ac, plus 13 charisma, plus 7 magic resist mask which has Illusion: Dark Elf. Only bards and rogues can wear the mask but anyone can use the effect from your inventory. His rare drop is a Serrated Bone Dirk, 8 damage, 26 delay piercing weapon which procs encompassing darkness, rogue only."

Does this meen a clr could use Illusion: Dark Elf from this mask if it was in his inventory?
RE: Clr useing Illusion: Dark Elf
# Jun 13 2001 at 11:31 PM Rating: Default
No not everyone can use the mask you have to be a bard or a rogue. I read the same thing and got the mask to try it but it did not work and i am a clr. and i did try it from my inventory.
RE: Clr useing Illusion: Dark Elf
# Jun 13 2001 at 11:34 PM Rating: Default
Oh and one more thing I posted the message above this and when I went to read down more I rembered that I also posted the original question about if I could use it! LOL
RE: Clr useing Illusion: Dark Elf
# May 25 2001 at 10:22 PM Rating: Default
I think your missing something, Dark Elves can be Clerics....
#Anonymous, Posted: May 03 2001 at 2:33 PM, Rating: Sub-Default, (Expand Post) I got this from: http://www.kmrcs.com/eqcleric/guides/guide_to_lower_guk.htm
RE: Clr useing Illusion: Dark Elf
# Jun 14 2001 at 11:01 AM Rating: Default
As far as I know, this item no longer drops. It has been replaced with the Mask of Deception, and the effect only works for the classes that can wear it. Whether you have to wear it to use the effect now (likely) is something I do not know...
RE: Clr useing Illusion: Dark Elf
# Oct 15 2001 at 9:15 AM Rating: Default
I went to lguk adn looted htis mask, me pally, adn nope it did not work
Strategies
# Apr 26 2001 at 12:00 PM Rating: Good
13 posts
Don't let the litter of corpses in the hallway disgruntle you, there are actually some good days to be had in LGuk. There are also those stretches where you die at least 3 times a day. The key is usually having a good group (but doesn't that go for anywhere?) If you're not high enough yet for Lord, Frenzy, King, stuff like that (like I was when I hunted there), there are two places I highly suggest.
1. exe/sage/cav Normally the place is too crowded to take the whole floor. Personally, I like cav. If the place isn't *too* packed, you have your 3 spawn in the room, plus whatever your puller brings in. And as long as you have a decent puller, you will RARELY have a problem with trains.
2. sit right at the gargs The two gargs spawn there, plus the 3 ghouls across the way, and whatever else your puller can get, including trainstopping.
For both of these areas (actually, for almost any area in this zone), I would definitely suggest having an enchanter with AE mezz, and of course, a cleric.
My only other tip: watch out for the wizzy ghouls... they can take out a caster pretty quick.

Crysandra Healwind
Priestess of Tunare
Dragon Warriors - E'ci
How to pull
# Apr 15 2001 at 10:20 AM Rating: Default
If you guys have any INFO on how to pull for lvls 39 to 45, for a monk. Like what to watch out for and stuff.

Clueless trainers plus Bats = deaths
# Apr 02 2001 at 3:56 AM Rating: Default
Several times I have experienced severe problems when people start to train and the trains keep on rolling and rolling because of these damned bats close to the bedroom.

My advice is WIPE the three bats out ASAP THEN start the corpse recovery etc.

If people just stayed up for two minutes and killed the bats they would not have constant backwashes of trains.

A good bat is a dead bat.
I am in the Waterfall Room! Help Please!
# Mar 22 2001 at 4:33 PM Rating: Decent
8 posts
It is my first time in Lower Guk. I am a 40 DE Necro. I have found my way to the Waterfall room and I am now camped in the Scepter room. Am I in a safe place to get to the ***/Supp room or the Frenzhied Ghoul? When I called out for info..I did not get a straight answer.

Seems like there are some dudes that cant see me when I am invisible down at the bottom of the Waterfall. But wont I need to be invisble from the Undead past them? Is there a place where I switch Invis? What about me becoming visible again..wont I get massacred?

Any advice would be greatlty appreciated.

Thanks,

Aethyrs
Fight Here at These Levels,,,
# Mar 09 2001 at 3:59 PM Rating: Good
30/35 ---> Bedroom, Waterfall (near Dead zone)
35/40 ---> ***/Sup, Exe & Friends, Live-Side
40/45 ---> Frenzy, Exe & Friends, ***/Sup, AM
45/50 ---> Frenzy, Lord, King, AM
50+ ---> Kunark (Seb, KC, CoM, Chardok, HS...)
Help me plz!
# Mar 06 2001 at 9:17 AM Rating: Default
Hello, I started a rogue(lvl 12 now) and I was interested in getting that dark elf mask. I know it is probably posted on some website how to get it, but i need good info, player info. I can sneak/hide pretty good, but I was wondering, what will see through this rogue invis? What rooms to watch out for? And how often the mask drops?

Orath Veer, 30 Iksar SK, Dragonchow

RE: Help me plz!
# Sep 09 2001 at 11:36 PM Rating: Default
I went down there and got my mask at lvl 9, it's not to hard. Just get a good map from eqatlas and sneak/hide all the way, it's better if you aren't KoS to live frogs because there is a pit trap near the minos that you have to jump over and can't if you are sneaking. Just go in and ask the group in there if you can loot it, by the time anyone that can use it is in there they should already have it. I waited about 45min for mine but I've heard it can take as long as 3 hours.

Hamwin Hogtier
35th Rogue
The Rathe
RE: Help me plz!
# Jun 03 2001 at 4:49 PM Rating: Default
woot I am on saryrn also!!

there are ( apparantly ) 3 mobs in the whole game that can see thru this hide/sneak thing. i not sure who but I can take a guess with Vox, naggy and Trakanon ( probably all the mobs in veeshans peak, but that does not count hehe )

Jukasiz Deathdragon
32 Necromancer of Fear
Travelers of Norrath
saryrn
RE: Help me plz!
# Aug 11 2001 at 5:57 AM Rating: Decent
3 posts
not to be mean but i know for a fact that there are FAR more than 3 mobs that see through rogue sneak. there are many on the planes fyi. just thought id let ya know b4 you tried it man. good luck

Trazer Adept
Level 50 Enchanter
Xev server
Pleas someone post the group areas
# Mar 01 2001 at 3:50 PM Rating: Default
I wish all maps would have this. Would someone mind naming the group rooms and locations? Even if several people would just post one it would be appreciated :)
#Anonymous, Posted: May 12 2001 at 8:26 PM, Rating: Sub-Default, (Expand Post) Great idea. Get off your can and go do that for me will you?
Breaking Kings Room
# Feb 22 2001 at 2:56 PM Rating: Default
I am interested in others comments on how to break the King's Room?
RE: Breaking Kings Room
# Feb 26 2001 at 3:23 PM Rating: Default
You'll want a good high level monk, as well as a 'chanter in case things go wrong and you want to save the Monk. Depending on your group, you may need another group to help you break the spawn initially.
Third Floor
# Dec 26 2000 at 9:05 AM Rating: Good
Scholar
44 posts
This post regards the lowest floor of Lower Guk's Dead Side named spawns.

It is extremely easy to hold the bottom floor if you are melee-centric. Group should be 32-42. Healers can be towards the low side, tanks in the middle level range, and casters towards the top. Enchanter is not necessary because of your brute force.

Group setup (loose):

Cleric (32+)
Three War/SK/Pal/Monk (32+)
Snarer (34+) druid/ranger
War/SK/Pal (39+) main tank

Pals/SKs invis undead to get everyone ready. From zone, follow right hand passage, swim through and up into bedroom. Follow the left wall until the main dead side entry hall. Fall down the pit into level 3 (100ish damage). Med up and heal, reinvis. Pull straggling spawns to the fall point. Once you have cleared 4, you are ready to rush the cavalier, following the right hand wall. Everyone should concentrate on the cavalier first, then wizards, shamans, and knights. Once you have cleared cavalier, room is on ~18 min timer. You can pull and clear half the exe room, rest, andthe other half before cav respawn.

In short, with a melee heavy group with one backup healer (pally/priest), you can take the bottom floor without an enchanter. Again, it is crucial that all tanks are on the same target, casters first.

Ghoul Cavalier - Adamantine Epaulets, Dark Reaver.
Ghoul Executioner - Executioner's Hood, Executioner's Axe
Ghoul Sage - Braided Cinch Cord, Ruined Cowl
Ghoul Scribe - Tattered Scroll of Flesh, Gorgon Quill
Wizards - cast Lightning Shock, Force Shock, Inferno Shock, O'Keils Radiation.
Shamans - cast Greater Healing, Root, Alacrity.
Knights - double attack for up to 76, bash for 12

-Mendin Woonds
33 Cleric of Tunare
Astral Champions
RE: Third Floor
# Oct 21 2001 at 4:01 AM Rating: Default
It's called a "Gorgon Feather Quill"; it's all/all and weighs 0.1 I believe -- other than that, no stats or any charges of anything.

What on earth is this good for? Just curious...
RE: Third Floor Lguk Spawn time
# Aug 10 2001 at 11:43 AM Rating: Default
All of Lguk is on exactally a 28 minute spawn time, not 18. Hunted there from level 30 to present 49.
RE: Third Floor Lguk Spawn time
# Aug 21 2001 at 10:13 AM Rating: Default
I was in the EXE room for quite a while, and it was definitely on a 30 minute spawn time. Maybe other mobs spawn in 28, but I am certain of the 30 minutes for EXE.
RE: Third Floor
# May 01 2001 at 9:17 AM Rating: Decent
1 post
hrm.. I guess bards are useless in guk then?
RE: Third Floor
# Apr 25 2001 at 6:59 PM Rating: Default
hmmmm arent you forgetting something....*cough*enchanter*cough*
RE: Third Floor
# Jan 19 2001 at 4:35 PM Rating: Decent
When I first saw your post I thought u were talking about the floor containing the ghoul lord, frenzy, arch magus, etc. You are actually taking about the bottom floor of the dead tower. The dead tower is in my opinion the best spot in guk for exp, and very good for loot. These lvls are correct, I prefer everyone to be around 40 for an excellent group. As for the real bottom floor of guk, with lord, hand, frenzy, etc. It all can be camped by one group if you pull like crazy and have an excellent group of mid-high 40s.
RE: Third Floor
# Jan 24 2001 at 5:58 AM Rating: Default
Scholar
44 posts
Yes, I meant third floor of the dead tower.
BTW thanks a lot for giving my post a 2 cause you didn't know what I meant :P
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