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m (Second Area (Health Degeneration))
m (First area (Weakness))
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When you spawn, don't move and wait for everyone to load (if you have a bip that has to die they can do that quickly). Once everyone's loaded and set up, have someone move forward slightly. This will cause some [[gww:Hopping Vampire|Hopping Vampires]] and [[gww:Thought Stealer|Thought Stealers]] to popup, which use [[gww:Suicide Health|Suicide Health]] and [[gww:Suicide Energy|Suicide Energy]] that either kill the target or take all of the target's energy respectively. Using these skills will kill them.
 
When you spawn, don't move and wait for everyone to load (if you have a bip that has to die they can do that quickly). Once everyone's loaded and set up, have someone move forward slightly. This will cause some [[gww:Hopping Vampire|Hopping Vampires]] and [[gww:Thought Stealer|Thought Stealers]] to popup, which use [[gww:Suicide Health|Suicide Health]] and [[gww:Suicide Energy|Suicide Energy]] that either kill the target or take all of the target's energy respectively. Using these skills will kill them.
   
After you've dealt with this group and you start to move down, you will start to come under the environment effect ([[gww:Weakness|weakness]]). The best way to deal with the [[gww:Dredge|Dredge]], is to have the main bulk of your group just outside the environment effects range, and have someone lure the enemies. This causes some patrols to spawn, you should deal with these a group at a time (the groups are quite big, so luring more than one will usually result in a wipe or a lot of casualties). After you've taken out the patrols move in and kill the twisting bark to remove the environment effect.
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After you've dealt with this group and you start to move down, you will start to come under the environment effect ([[gww:Weakness|weakness]]). The best way to deal with the [[gww:Dredge|Dredge]], is to have the main bulk of your group just outside the environment effects range, and have someone lure the enemies (if you have trappers laying traps first is always a good idea), if you're luring, try to make sure it's only one group. Killing those groups causes some patrols to spawn, you should deal with these a group at a time (the groups are quite big, so luring more than one will usually result in a wipe or a lot of casualties). After you've taken out the patrols move in and kill the twisting bark to remove the environment effect.
   
 
After you kill the twisting bark, move up the steps, this will cause a patrol to come in from the left and right. Again lure one group at a time onto the steps. After you've killed these patrols move up again (avoid going to the right or left where the patrols came from, as this makes some [[gww:Greater Blood Drinker|Greater Blood Drinkers]] popup).
 
After you kill the twisting bark, move up the steps, this will cause a patrol to come in from the left and right. Again lure one group at a time onto the steps. After you've killed these patrols move up again (avoid going to the right or left where the patrols came from, as this makes some [[gww:Greater Blood Drinker|Greater Blood Drinkers]] popup).

Revision as of 19:27, August 9, 2008

Elite Missions And Areas
UnderworldFissure Of WoeSorrow's FurnaceTomb Of The Primeval KingsUrgoz's WarrenThe DeepThe Ebony Citadel of Mallyx

Urgoz's Warren is one of the two elite missions in factions. It is accessible from House zu Heltzer, by either being ferried there, or using a scroll.

Objective

Walkthrough

Overview

Most areas (except the last few) have a Twisted Bark, which causes an environmental effect, so killing it is usually a good idea. Depending on the party, completing the mission can take anywhere from 28 mins-4 hours (rarely more than that).

First area (Weakness)

When you spawn, don't move and wait for everyone to load (if you have a bip that has to die they can do that quickly). Once everyone's loaded and set up, have someone move forward slightly. This will cause some Hopping Vampires and Thought Stealers to popup, which use Suicide Health and Suicide Energy that either kill the target or take all of the target's energy respectively. Using these skills will kill them.

After you've dealt with this group and you start to move down, you will start to come under the environment effect (weakness). The best way to deal with the Dredge, is to have the main bulk of your group just outside the environment effects range, and have someone lure the enemies (if you have trappers laying traps first is always a good idea), if you're luring, try to make sure it's only one group. Killing those groups causes some patrols to spawn, you should deal with these a group at a time (the groups are quite big, so luring more than one will usually result in a wipe or a lot of casualties). After you've taken out the patrols move in and kill the twisting bark to remove the environment effect.

After you kill the twisting bark, move up the steps, this will cause a patrol to come in from the left and right. Again lure one group at a time onto the steps. After you've killed these patrols move up again (avoid going to the right or left where the patrols came from, as this makes some Greater Blood Drinkers popup).

Kill the Guardian Serpent, to open the doors, and move onto the next area.

Second Area (Health Degeneration)

Don't run through the door as soon as it opens. Somewhere just after the door the effects of this room begin (which is 15 health degen (capped at 10)). This is quite lethal if your caught off guard.

The key here again is to lure a few groups at a time (get someone with high armor to run in with healing breeze and other such skills to run in). Ideally if you have some trappers trap just outside of the degen area first.

When you've cleared all the groups have everyone who isn't a monk, or has low health (e.g. low/1hp BiP), run in and kill the twisting bark.

Don't just run off after this, because you will cause a myriad of pop up Blood Drinkers to spawn. Instead take it slow so you're only spawning a few at a time. Finally, after killing the pop ups, kill the Guardian serpent as before to proceed to the next room.

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