Talk:The Underworld

Suggest move to The Underworld, as that's what it's referred to as in-game. --Santax 15:19, 22 March 2007 (EDT)
 * Done, keeping Underworld as viable redirect. &mdash; Gares 15:22, 22 March 2007 (EDT)
 * Thanks for noticing that Santax. I kept seeing it listed as Underworld when I was at work, but forgetting about it when I got home and could double check to make sure the game called it "The Underworld".  --Rainith 17:05, 22 March 2007 (EDT)

New Monster Skills?
Have the monsters recieved new skills over the newest updates? I took my perma-sin into the area, intending to use a standard A/Me to farm them there, when I was hit by skills such as Bone Spikes which ignored SF. Are those new skills, or have I just been away too long to notice? --Sageofprofession 05:07, 4 November 2009 (UTC)
 * They were added with halloween in order to counter permanent shadow form gimmicks. –Jette [[Image:User_Jette_awesome.png|19px]] 08:14, 4 November 2009 (UTC)

Sub-regions
Are all the sub-regions of the Underworld named "The ..."? (I.e. The Ice Wastes) On Smite Crawler, I've added a link to Ice Wastes, but on this page The Ice Wastes seems to be used. Anyone know where we can find more information on the correct names? (GWiki uses Ice Wastes too.) -- (CoRrRan / talk) 21:41, 16 May 2007 (EDT)
 * The reapers use "the" in their names, but omitting "the" would be gramatically incorrect in that context regardless of whether or not "the" is part of their names. The only way to be sure is to see whether "the" is highlighted in Underworld quest dialogue. -- Gordon Ecker 23:49, 16 May 2007 (EDT)

HM research
Most of these foes don't have confirmed levels for Hard Mode yet. We need to get that sorted. --Santax (talk · contribs) 13:16, 23 June 2007 (UTC)

Gwen
maybe adding gwen and sarah interaction?

HoM Statue Reference
Maybe we should make a reference to the fact that u get a statue for completing UW? then same as FoW SF UW Deep

Spawning Pools Reaper Bug
When we cleared the red dots in the Spawning Pools (ALL of them), this reaper failed to spawn. The reaper was marked as cleared in "Restore the Monuments", but we were unable to complete the final quest and subsequently were unable to clear the UW for our Monument or the chest. Full human group, no disconnects prior to clearing the pools. Alex Morningstar 08:51, 20 January 2008 (UTC)

Disambiguation needed, "the Underworld (explorable area)" ?
I came here when I looked(read: searched) for info about "Underworld", as accessible by the Tomb of Primeval Kings. I suppose it's something entirely different, as it has its own entry ? --The preceding unsigned comment was added by User:cp (talk).
 * Done. -- Gordon Ecker 01:21, 23 January 2008 (UTC)

Nerfing
UW keeps getting nerfed, I just noticed now there are 2 Dying nightmares in the beginning portion making in nearly impossible to solo this. can somebody please confirm. General Frisk 01:48, 20 April 2008 (UTC)frisk
 * im pretty sure the only thing that could have been nerfed would be the drop rate. nightmares do spawn, but a good 600/smite team should be able to still farm fine 64.12.117.74 22:00, 29 April 2008 (UTC)


 * I wish it were only 2... You can get upto 4 spawns in the first room, and total of 6-8 if you include the Labytinth statue (KILL MementoMori 13:39, 22 March 2009 (UTC))

Affiliation
Almost all hostile creatures here belong to Dhuum's Forces, but I can think of no offical name for them. Is there a standarised one used in the community? Backsword 15:42, 13 May 2008 (UTC)
 * Each high-end / elite area has its' own army which all hostile creatures exclusive to that area belong to. The current naming convention is  army. -- Gordon Ecker 20:00, 13 May 2008 (UTC)
 * I'm aware. What I'm wondering is what we'd call it on the wiki, given that it's preferable to use the same nam in all locations. Would you prefer "The Underworld army"? Backsword 20:12, 13 May 2008 (UTC)
 * Yes, Dhuum's minions are split into several armies depending on region, the ones in the Underworld share an army with all Underworld mobs, the ones in the Domain of Anguish share an army with all Domain of Anguish mobs and the ones in the Realm of Torment probably share an army with whichever demon mobs they're based on (generally torment creatures), so there isn't any single "Dhuum's minions" army. -- Gordon Ecker 20:23, 13 May 2008 (UTC)
 * Hmm, while it's true that later campaigns have added forces belonging to Dhuum lorewise, they seem to be more of emissaries, than a force of their own. The problem with your suggestion, as I see it, is that the underworld is supposed to be Grenths realm, yet this makes it seem like it's official army is againt him. ALso, it's not really an army, with rank and command structure, so army sounds wrong to me. Backsword 10:59, 14 May 2008 (UTC)
 * Noticed that the other side has been set to "Servants of Grenth". Would a parallel make sense? Backsword 02:45, 10 June 2008 (UTC)

River of Souls rubbish
I did a quick bit of research to make sure I wasn't just claiming random falsities here, and the information describing the River of Souls is not to be found in any quest dialogue associated with the Domain of Pain. With that being the case, should it not be removed? Gmr Leon 20:04, 8 June 2008 (UTC)

Salvaging Problems?
Is anyone else having problems salvaging here? Every time someone in my group tries, we get disconnected and have to reconnect. Without fail. Each time. --81.159.87.49 09:58, 2 July 2008 (UTC)

Nope, havn't had this problem. I pulled a four hour 600/smite clear(at least until I forgot SB in the bone pits) and salavged all my blues and whites with no problems.--Masato 21:42, 3 July 2008 (UTC)

Maybe worth adding
I was playing one time with my friend and we brought Gwen to res us because we were testing stuff. Well we Gwen died and he died and i was soloing for awhile and all of a sudden Gwen was alive and i was nowhere near her and had no res. I think Sarah rezzed her but i'm not sure. Anyone else experience this? 75.172.33.134 17:59, 24 July 2008 (UTC)


 * Yeah i had her res before but i never had time to check out who or what did it :) i just presumed it was her mother too. T1Cybernetic 22:50, 24 July 2008 (UTC)


 * I Know this is resurrecting a dead topic. But I have seen this happen in some other areas too. With other heroes. Dunkoro for instance I have left dead in Th realm of torment, gone off to solo only to find him running up to me later on alive somehow. I wonder how this actually happens. Hungryarmadillo 06:22, 28 October 2009 (UTC)

Nerf Speed Clears
Underworld full clears need a nerf. Parties are able to speedclear the underworld in 11 Minutes! Thats fine and all, but the fact that 7 of them were using the same elite, annoys me. --The preceding unsigned comment was added by User:76.251.1.36 (talk).

Reaper's Death and Completion
A big problem I have had with this is that a lot of quest complete way before they are actually done combined wiht the individual teleportation combined with the Reaper's death after endchest being spawned still wiping the party. 5 out of the last 6 times I have done UW one or more of the members of the party have left to get reward while the rest of us died (doing Ice King), or gotten chest before the rest and then brought aggro to reaper to kill and prevent the rest of party from collecting. --The preceding unsigned comment was added by User:99.241.100.122 (talk).
 * Your problem is no more since this area is now exclusively reserved to terras and perma sins. A gimmick chase away another one... Yseron - 90.15.184.106 14:23, 23 August 2008 (UTC)

Problem
I am Ascended in NF after doing Hunted! I am a factions char however, I went to the world with the Favour of the Gods in ToA and I am not even asked to pay. Any thoughts on why I can't get in? 92.11.135.85 15:37, 22 September 2008 (UTC)
 * Non-Nightfall characters cannot ascend through the Hunted! quest; see Ascension for more. --[[Image:User Brains12 Spiral.png|18px|]] Brains12 \ talk 16:04, 22 September 2008 (UTC)

More in Planning
Are there places like these planned or in planning for Dwayna, Lyssa, or Melandru? ‽-(eronth)   I gi  ve up  22:16, 5 January 2009 (UTC)
 * That would be nice, but probably not. These areas exist long enough and making one consumes a lot of time. --[[Image:User_Karasu_sig.png|19px]] Karasu (talk) 23:40, 5 January 2009 (UTC)

Not Explorable Area?
Isn't this area a mission not an explorable area? You fail just like you do in other missions if your party wipes, unlike explorable areas. 58.106.140.127 12:46, 19 January 2009 (UTC)
 * Yeah, it's a lot like missions in some respects, but there's no "enter mission" button so I guess everybody considers it explorable. --Jette  [[Image:User_Jette_awesome.png|19px]] 17:20, 19 January 2009 (UTC)
 * There are other explorable areas where you will get sent to the outpost if you die, try killing yourself in HoM and see what happens.--Orry 15:18, 16 June 2009 (UTC)

Quest completion order
We are planning to do a clear with my guildies in some days time, but we cannot really sort out all the quest information here on the wiki. For example it says, that there are quests, you shouldn't take together because tyou wont be able to complete them. It also says, that for example before taking a quest (dunno the title) it is advised to free the reapers of the ice wastes/bone pits, etc. We did a clear once, freed reapers before doing any actual quests, but we got wiped before we could get to the last reaper. I wonder if there is a suggested order in which one should complete the quests to avoid any harmful "side effects". I would be thankful for any info
 * If you're taking cons and retarded PvE skills, run around killing everything you see because you can't die anyway. If you're going to do it the right way, which is with no PvE skills, then the safest order is probably... hmm.
 * Kill all the aatxe in the first rooms, then accept the quest from the lost soul. Kill all the grasping darknesses, then head into the northeast chamber with the statue of grenth and kill everything but the terrowebs, then head west towards the village and kill everything along the way.  Then head back to the statue, whack the spiders, and accept the restore quest.  Then head back to the village (in case you haven't already guessed, this place has a lot of pointless running back and forth -- the other underworld is more fun, tbh), kill everything you see there (including one or two of the drake patrols -- don't bother with all of them, though, they don't drop anything good or pose any threat), accept quest, kill stupid level 15's that somehow last longer than most level 20 monsters.  Accept reward, talk to reaper to teleport back to labyrinth, accept escort quest, keep souls alive, run through hordes of migraine mesmers.  Not difficult, just tedious.  Once you finish that one, teleport to the labyrinth (again), head east and kill anything you see on the way.  If you reach smites, you went the right way, if you see behemoths, you're going the wrong way.  Kill all the smites and coldfires, then kill the spiders, then talk to the reaper.  All of you should head down to the low, central area except one, who should stand by the reaper.  Have that one take the quest, then enjoy fighting eighteen spiders.  And yes, it's eighteen -- they come in three spawns.  The quest is a liar, it tells you it's over before it is.  Until you've killed 18 you're not done.  Then teleport back to the labyrinth, and head south towards the twin serpent mountains.  It's more annoying than hard, but when you pick up your drops watch out for traps.  Oh, and the charged blacknesses can hurt.  I suggest protective spirit.  Wander around there until you reach the mountaintop, with more spiders.  Kill the behemoths, then the spiders, and make sure that the reaper doesn't die from traps.  Then accept his quest, head down the mountain a little, and wait for the bone puppy to get to you.  Kill it, then wait for more spiders (smaller than usual this time).  Accept quest reward, then find your way out of the mountains.  When you see a banished dream rider and wailing lords, you're in the right spot.  Kill the wailing lords first, then the banished dream rider.  When the rider dies, three mindblade spectres will spawn.  They have a stupid amount of health and are resistant to just about everything -- I hope you brought spellbreaker or some anti-interrupts or something.  After you kill the first three, six will spawn.  Then after those die, another nine will spawn.  Yes, all of the riders do this.  You're in for a long, boring as all hell trip.  Make your way towards the statue, killing dream riders and their droves of mindblades along the way.  Eventually, you'll reach the statue.  Avoid the terrorwebs, instead sneaking around to kill the banished ream riders.  The ones that come in pairs with a single wailing lord don't spawn mindblades, so kill those first.  Then kill the one that will spawn mindblades, and try to avoid aggroing the spiders.  If you do aggro them, kill them immediately, migraine + nukes = pain.  If the reaper spawns, just protect him.  If anything he'll help out with maelstrom and whatever.  After you get past the statue (don't take the quest just yet), kill another dream rider, then come back, split your party in two, and get ready for the hardest quest.  You have to split into two parties at once, each of which will be fighting six terrorwebs and two giant dream riders, who carry diversion and power block instead of the usual dream rider skills.  THey also have, like, 3,000 health so don't bother trying to kill them first.  Kill the spiders.  My advice is to take a monk with spellbreaker, blessed aura, and arcane echo so you can do this easily.  Have him and a tank (or hard-ass caster) absorb the damage from one side, while the other six party members deal with the other side.  Yes, this quest is irritating if you haven't done it before.  Once everything attacking you is dead, accept quest reward, then head west (or east?  I don't know) towards the terrorweb spawning pits.  You'll know you're going the right way if you're pulling your hair out from having to fight another 4 banished dream riders, and see about fifty spiders all in one spot.  Hack and slash your way through a hideous throng of spiders and charged blacknesses, then free the reaper (careful, there's no way to distinguish between normal spiders and the ones that spawn the reaper -- if he spawns, just prot him and kill the other spiders).  Take his quest, then kill the terrorweb queen.  It'll take a while because she's in four wards against harm and has a huge supply of health, but it's not that difficult.  After that, teleport back to the chaos plains (don't bother trying to kill the obsidian guardians, they have obsidian flesh with some other survival skills -- takes forever) and head towards the bone pits.  It's not a really difficult area, just hack your way through the necromancers and their minions.  Be sure to kill them all (don't worry about the chained souls, they auto-res and auto-die), then head up the little cliff to free the reaper.  Send seven people back to the bridge, have the last person accept the quest.  Kill the various droves of terrorwebs, I think there are nine in total but it might be twelve.  Then teleport back to the labyrinth, accepting the last quest (unwanted guests) when you get there.  Teleport back to the village/vale, run back towards the labyrinth (bored yet?) and kill any spiders you see but avoid all the bulls.  If you aggro a Vengeful Aatxe, it won't die until it's de-aggroed.  Which basically means you have to run away, preferably very far.  They can't be targeted, or inflicted with conditions, hexes, or anything else at all.  Seriously.  It's kind of stupid.  Anyway, kill the keepers of souls, being sure to teleport and sneak around so you don't aggro any aatxe.  If you aggro one near the reaper, make sure to lead it *away* from the reaper, then teleport to another location.  Be sure they're far enough away from the reaper that they won't target him.  If they lock onto him, you're fucked.  Once you're out of their range, they die instantly.  Assuming I haven't forgotten something, that finishes the Underworld.  Claim your passage scroll/shitty req. 13 gold and wonder why you wasted your night.  Seriously, do the other one.  Grasps of insanity are cute.  --Jette  [[Image:User_Jette_awesome.png|19px]] 20:43, 20 January 2009 (UTC)
 * When you head towards the village, you shouldn't kill the first group of Grasping Darknesses near Mayor Alegheri, because then some of the spirits in the village won't span. This way you can't fail the quest Wrathful Spirits gotten from the Reaper of the Forgotten Vale. AFTER you did the quest, you can kill them.
 * I got the note from the walkthrough of the quest, but I thought it would fit here to. F.c.Sauer
 * TL;DR, L2 ⁋ ~Shard  [[Image:User Shard Sig Icon.png]] 03:36, 24 October 2009 (UTC)
 * Haha, he thinks you have to know how to play to win UW. –Jette [[Image:User_Jette_awesome.png|19px]] 05:45, 24 October 2009 (UTC)
 * So....according to Jette, the order is:


 * Clear the Chamber
 * Restoring Grenth's Monument
 * Wrathful Spirits
 * Escort of Souls
 * Servants of Grenth
 * Demon Assassin
 * Four Horsemene
 * Terrorweb Queen
 * Imprisoned Spirits
 * Unwanted Guests
 * The Nightman Cometh

monsters that no longer spawn
I think we should either remove or in some way mark monsters that no longer spawn from the parent page such as Cursed Dream Riders e.g. we could have Cursed Dream Riders (removed) on that line if we really want to keep them here for legacy reasons. --Falseprophet 21:05, 16 March 2009 (UTC)

Bugged
UW is currently bugged atm. The world doesn't have favor and yet you can still jump in via the Voice of Grenth. Has this happened before, or is it a result of the updates? Never noticed anything like this before though.12.6.238.154 03:29, 24 October 2009 (UTC)
 * Probably related to the quests requiring access to it this event. | 72 User_Seventy_two_Truly_Random.jpg {U|T|C} 03:58, 24 October 2009 (UTC)

new changes?
are there changes to the underworld? the lost soul is placed more to the middle of the chamber, and graspings darknesses spawn when running to the smites. this didn't happen to me before. and i didnt read anything about it in the updates.--Simontjuu 13:03, 25 October 2009 (UTC)
 * i noticed that to its weird lol -- Nick 123  User Nick123 sig.jpg 12:17, 27 October 2009 (UTC)

- Your fun and games are over now.. UNLUCKY!
 * Still works the way it's always worked ;) Your fun and games are still fun and games! T1Cybernetic [[File:User T1Cybernetic Glob of Ectoplasm.png]] 20:53, 31 October 2009 (UTC)

Aaxtes with enchantments ?
I did my special disney discovery uw tour for some new comers and we witnessed an aaxte with enchantments, is it a bug ? Yseron - 90.29.181.124 13:49, 25 October 2009 (UTC)
 * No nightmares use Blood Is Power on them sometimes and its an Enchantment
 * ^ Yep 000.00.00.00 20:55, 31 October 2009 (UTC)

New Enemies
Should we add the new skeletons or wait until Halloween is over? 24.16.96.202 22:54, 31 October 2009 (UTC)

I added them, if anyone disagrees then they can be removed. Reaper of Scythes Talk 00:12, 1 November 2009 (UTC)
 * OMG Remove them NOW! ....... Jk :p It looks good to me... T1Cybernetic [[File:User T1Cybernetic Glob of Ectoplasm.png]] 00:13, 1 November 2009 (UTC)

^^ Reaper of Scythes Talk 00:42, 1 November 2009 (UTC)

Anets Customer Service
I suggest A-Net take a long and hard look at their customer service before releasing gw2.

Nobody will buy gw2 if they continue too fuck up EVERYTHING. They destroyed the Heroes Ascent ranking system by allowing Heroes into HA, making free fame, gwen/norgu/dunkoro/livia/talkhora/ogden/master of whispers probablyu each have about 500,000,000 fame from farming random teams.

Many people I used too pvp with quit HA as a result of A-Nets crappy customer service and selling pvp too pve'er (pve'er comes to pvp, but suck so much they cant get faction for skills so they buy the skill pack).

Now this, we do uwsc together, too make some cash, and not only have a-net fucked that up, theyve also made it harder for people too get balanced teams for underworld.

Heres a concept for you anet, nerf 4H in the uw so that balanced teams can actually have a chance, power blocked monk > raped team, attacked from both sides means you must do a 4/4 split and in HM without using dedicated tanks thats impossible too deal with.

Congrats A-Net you just lost a LOT of people who were going too buy gw2. --The preceding unsigned comment was added by User:Reaper94 (talk).
 * What, while making hundreds more happy by nerfing a long standing complaint?-- Unending fear  User Unendingfear Gw2flyingmountsiglol.png 15:54, 3 November 2009 (UTC)
 * Sorry, ArenaNet's office isn't located inside the underworld :P - J.P.[[Image:User J.P. sigicon.png| ]] Talk  15:57, 3 November 2009 (UTC)
 * Maybe he thinks they are.-- Unending fear  User Unendingfear Gw2flyingmountsiglol.png 15:58, 3 November 2009 (UTC)
 * They probably would have lost more customers by not nerfing the underworld, and who buys skill packs? C4K3 [[Image:User_C4K3_Signature.jpg]] Talk 16:00, 3 November 2009 (UTC)
 * UNENDING FEAR - What is it they did that made hundreds more happy? They didn't make UW more friendly for well-rounded teams, and then didn't make it less friendly for Wiki-Way teams. They didn't really make SC take significantly longer for the average SC team and they basically made completing "Servants Of Grenth" all but impossible for the well rounded teams. Which camp did these changes please? What complaint was it that was nerfed? They made no one happy. Its like the way Nintendo handles Mortal Kombat games, instead of blood they use "sweat". That doesn't make gamers who like blood happy and it sure as heck doesn't make parents who don't like violence happy. All they do is fail everyone involved. The Skeletons Of Dhuum seem to me to be the same thing. There is a problem, they don't want to commit the effort necessary to fix it, so they do this............. lamesauce. 75.142.136.4 17:05, 8 April 2010 (UTC)
 * Cry some more, little IP, for your tears feed me. Why don't you hold a cup next to your cheek for me? -- Konig / talk 18:06, 8 April 2010 (UTC)
 * what a trollish way to respond to trolling | 72 User_Seventy_two_Truly_Random.jpg (UTC) 18:27, 8 April 2010 (UTC)
 * I am not trolling. Its a legit question. What is he talking about? Which "long standing complaint" did this fix? Who is crying.......... Torchlight MMO will be out the same time as GW2.... there are other free options coming too. No stress....... 75.142.136.4 18:50, 8 April 2010 (UTC)

New Monster Skills?
Have the monsters recieved new skills over the newest updates? I took my perma-sin into the area, intending to use a standard A/Me to farm them there, when I was hit by skills such as Bone Spikes which ignored SF. Are those new skills, or have I just been away too long to notice? --Sageofprofession 05:07, 4 November 2009 (UTC)
 * Yep, new monster were perma-added during halloween quests. Anet clearly stated this is a move against UWSC. M3G [[Image:User_M3G_Pumpkin.png‎| 19px | ]] 08:07, 4 November 2009 (UTC)

Are they Still there?
Do the Dryders still pop up after the killing of the slayer? Or in the other quests, like 4H, and wastes? I know they did during Halloween. -RawR 20:42, 2 November 2009 (UTC)
 * They don't pop up after slayer, anet just added more dryders in with the keepers during Demon Assassin. There are now new Dryders in 4h along with the skeletons, and wastes has a variety of pop ups including skeletons and the new dryders during the quest. 76.103.242.232 07:19, 5 November 2009 (UTC)

Impossible
Just FYI, the new UW is nearly impossible for even the best of teams. Specifically, Servants of Grenth is nearly impossible. With the skeles there, bonding, permaing or even the best of tanks can't hold aggro. And since all the spawns are in diffrent loctions, you can't keep things together. With Flurry always active, its like a constant 70 damage per second that you can't ignore. Bone pits is similar, there are additional spawns in the way of the souls, so you can't just clear and hold aggro. You need to kill quickly etc.... Each area in its self is becoming a new elite area, which needs its own 8 party team to clear it that doesn't coorespond with each other.

Those attempting to even do a NM clear. You have been warned, have fun......--68.115.108.135 02:10, 9 November 2009 (UTC)


 * Impossible I can't agree with...... But nearly impossible and totally ridiculous absolutely.......... The addition of skeletons with thier totally unmitigatable damage has a huge impact on good, honest players that just want to party up and play the game legitimately with the primary goals being exploration and enjoyment. It has almost no impact on the kid-way players, who have never even bothered to read the skill descriptions in thier own bar using cookie-cutter wiki builds and consumable to avoid gameplay and open the chest without earning it..... A-net why don't you just put the chest in the first room of the labyrinth where players spawn and make a special key that costs the same as a conset necessary to open it. That would make the cheaters happy because they would get what they want.... total avoidance of gameplay..... and it would make things a lot easier on the people who actually want to play because we would not have to contend with crap like the skeletons of Dhuum and compete with the current 15 minute SpeedClear Ass-way teams squelching off party search. You have NEVER shown any degree of consideration to the people who are more interested in play. You ALWAYS penalize us to keep cheaters in line..... why do you always put gameplay last? Unnacceptable 75.142.136.4 17:57, 7 April 2010 (UTC)

The Rift?
"When the body dies, the spirit will be released into the Rift." - This is written in the article. Did you mean the mists. The river of souls is in the RoT not the Rift and I've seen no association between the Rift and the UW. Where did this come from?--Shai Halud 22:28, 16 November 2009 (UTC)
 * From The Rift article: Those who have the know-how to travel across the universe through the Mists must pass through the Rift on their way to all other places. It sounds like an interplanar airport terminal or perhaps upstream server, so it would make sense it goes through the Rift first.  –Jette [[Image:User_Jette_awesome.png|19px]] 01:28, 17 November 2009 (UTC)

"Completing all quests"
In order to unlock the statue in the Hall of Monuments, do we now need to beat Dhuum in addition to complete the quests ? I'm a bit curious about that... 213.166.221.2 23:20, 21 November 2009 (UTC)
 * Yes, Dhuum now needs to be killed as well. -- Konig/ talk 00:26, 22 November 2009 (UTC)
 * We beat all 10 quests but one jerk went AFK and Dhuum wont become active unless entire party enters the hall. So he screwed the rest of us out of beating the UW. I did get my 100 tots because you only have to talk to Frozenwind to finish "The Waiting Game". Ramei Arashi 05:43, 22 November 2009 (UTC)
 * Thanks. ... Guess I'll never get it then, but Dhuum is so awesome I'll have to try XD 213.166.221.2 11:15, 22 November 2009 (UTC)

The Dhuum Patrol!
Hello everyone! :D

I made a little wikiforum for all you out there who want to find people to do UW and kill Dhuum with fast and easy!

Check out The Dhuum Patrol for more info!:D

YOU WILL ALL BE DHUUMED!;DCharocles 23:23, 21 November 2009 (UTC)

Imbalanced to the extreme
I understand the desire to remove Perma-SF from UW, but the skeletons just made it impossible for a balanced team to get in there, and only delayed experienced Speed Teams. So now, instead of balanced teams being slower than speed-clears, balanced teams get wiped by party-wide armor ignoring damage, all the while KD'd by Dyders, standing in AoE damage, and speed clear teams just take a little while longer. I know underworld is supposed to be hard, but you should be able to do it with a balanced group with one or two heroes, especially in Normal Mode. My opinion? Instead of Skeleton of Dhuum doing insane amounts of armor ignoring damage, give them a passive skill within earshot, all foes lose their enchantments 50% faster. Bye bye SF teams, hello old fashioned balanced teams. Hell, you could even change the Chained Souls so that instead of Rend Enchantments, it has the passive Tranquility effect on foes within earshot. FleshAndFaith 16:59, 22 November 2009 (UTC)
 * Lol what are you talking about? Skeletons of Dhuum are EASY even in Hard Mode. I've looked at the changes and I know how to set up a balanced group easily - 2 tanks, 2 support, 4 distanced attackers (rangers, crit bow sins, casters, etc.). We just tried it - pwned Servants of Grenth, went to do 4h, but the tank didn't listen and went out ahead and got killed by skeletons (the other side pwned the groups, so it was just the tanks' fault there). Skeletons are only hard when fighting alone against someone with poor self-heal - otherwise they are easy. Oh, and if your team is standing in AoE damage, their idiots - move. lol - thanks for making me laugh. -- Konig/ talk 20:03, 22 November 2009 (UTC)
 * Oh, we should have just moved! How silly, it's almost as if I neglected to say we were perpetually KD'd by staggered Meteor Showers from the Dryders! Oh wait... "balanced teams get wiped by party-wide armor ignoring damage, all the while KD'd by Dyders, standing in AoE damage" I did say that! I think maybe somebody is a bit overzealous when it comes to their e-peen and is ready to try and disprove or discredit anything somebody says in regards to areas of the game, that you have (by no mere happenstance, I'm sure) cleared, being imbalanced.
 * And I stand by my statement. The skeletons that spawn with the waves of Dryders is too much. Instead of trying to kill SF's with armor-ignoring damage, which, in turn, kills balanced groups when combined with KD, Burning, and AoE damage, why can't you just cut them down from the source by cutting their enchantment duration in half? That way, pug groups will find it tough, but possible, to complete UW without some lame gimmick farming build. Less farm, more fun. FleshAndFaith 20:57, 22 November 2009 (UTC)
 * FleshAndFaith, I'd like you to know I don't care about e-peen. And it is still possible to get out of Meteor shower unless you have 3 on you that do not damage you simultaneously. I do not find these groups of Dryders and Skeletons hard in any group I do - as long as they know what to do and is placed well. If you are overpowered, you can use your brain to figure out a way around it - and even while still being balanced. -- Konig/ talk 21:54, 22 November 2009 (UTC)
 * My point is this: This mob used to be manageable, but tough. Dryders in those numbers kept a constant stream of meteors pouring down, in staggered locations at staggered times, then added burning and other damage. But we managed to pull through because I, as a monk, was able to get out and heal. Now this mob is impossible for the average pug. Combine this already high damage output with armor ignoring DPS with a very high range of effect, and you've got quite a lot of pressure. More pressure than me and my group could handle, and frankly, we have handled EVERYTHING else in the game together with a balanced group. FleshAndFaith 22:20, 22 November 2009 (UTC)
 * Well, in a sense. This mob used to be manageable, but tough for some playstyles and incredibly easy for others. Now it is quite difficult for both as I understand it. (I may be very wrong, I have only rarely done any UW.) | 72 User_Seventy_two_Truly_Random.jpg (U|T|C) 23:45, 22 November 2009 (UTC)
 * This particular quest is of the hardest for UW. I'm not saying it should be easier than it has been in the past. Most parties that get past the main corridor fail on this quest, or Four Horsemen. I can appreciate the difficulty, it rewards good teams. But this is harder than it has ever been, and its all because the added damage to take down SF's. I just claimed it was imbalanced because Perma teams can STILL clear the area without too much trouble, and balanced, traditional, true-blue teams get wiped much, much easier. I will say again, I stand by my statement that the addition of these Skeletons hurt balanced parties much MUCH more than Perma teams. FleshAndFaith 00:17, 23 November 2009 (UTC)
 * LOL. I go in with me and one friend and our heroes, and we can beat all the enemies and all the quests except for 4horsemen and the wastes one. We use our own builds that arent the 'reccomended' PvX builds, and still have no trouble. Hint, to avoid meteor shower, just move. NOT THAT HARD, it shows under your feet for 3 seconds before it hits. The Orlando 00:40, 3 January 2010 (UTC)
 * I totally agree with FleshAndFaith. The UW has become a joke since the addition of Dhuum and his minions.  Before this change you needed a skilled team, but could take a balanced crew and still complete it.  But once the skeleton spawns were added, it became EXTREMELY difficult for even the most skilled balanced teams to complete. Even worse, the changes which were claimed to counter permas and increase the amount of balanced teams had the exact opposite response, increasing the use of permas to the point that the use of 6 perma teams became the standard for UW full clears (see Dayway).  While the recent SF nerf may have disposed of Dayway and the use of Sin heavy teams, nothing has been done to make the UW more accessible by those of us who actually use balanced teams.  So I ask, with SF nerfed and the reason for the addition of the skeletons (to counter the prior invulnerability of permas) now gone, why in the heck are the skeleton spawns still there?  If ANet really wants to make the UW more accessible to balanced teams, then please PLEASE delete the skeleton spawns so that those of us who aren't in leet guilds can actually enjoy the UW again.  --J E T 07:51, 7 March 2010 (UTC)
 * I totally agree, the underworld plus each of the access areas are quickly becoming barren wastelands, From what i can tell even those in leet guilds are struggling to get people interested in the place... T1Cybernetic [[File:User T1Cybernetic Glob of Ectoplasm.png]] 11:00, 7 March 2010 (UTC)
 * Maybe that is just the point of an 'elite area'? People who have trouble with those skeletons should not even be going to UW in the first place.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  11:59, 29 March 2010 (UTC)
 * Underworld for balanced teams got completely screwed by the Skeletons. The quest "Servants Of Grenth" has 6 (and sometimes 8) Skeletons using "Flurry Of Splinters" at the same time repeatedly. That would be fine if there was some way to mitigate the damage but it is not technically considered damage or lifestealing so nothing can sap it. That combined with all the Meteor Showers and Starbursts from the 2 dozen or so Terrorwebs that spawn at least twice as fast as they used too, make it too much for a balanced team to contend with. There are other places where the Skeletons make things very difficult (too difficult?) for a well rouinded team, but that quest, whether you try splitting up or taking them all at the spawn point, is just too much for a well rounded team.............even in Normal Mode. If anyone contests this please post a link to the video of your well rounded team successfully passing this quest without using consumables. I would love to see it. Incidently I have been completing the quests in the Underworld for a looooong time. I can remember when I would mention the Spawning Pools or the Chaos Plains in ToA and people would say that no such places existed because no one ever went anywhere except the Labyrinth and the Ice Wastes, and there was no wiki then. I am happy to see thinsg added but why screw blanced teams who are playing the game in order to adjust whatever the current kid-way meta is? This is just yet another example of A-net punishing people who play fairly and for fun in order to spite lamers who buy gold or abuse exploitable skills. This is a big part of the reason the community is what it is. Guild Wars 2 players have already been custom tailored to fit in with Ursan-Logic. I am sure GW2 will sell well tho, after all it is going to be free right? 75.142.136.4 17:58, 6 April 2010 (UTC)
 * It's easily doable with 2 people and 6 heroes with the proper strategy for the quests. A grail of might against Dhuum so the hero monks(sometimes myself) had more time to react to judgement of Dhuum.  I think some dp removal was used to increase health as well and summoning stones just for fun.  The following link shows the success of what I think is a balanced team.image

My experience with this area is that people mistakenly think that UW can be run with any old decent, general purpose build, so long as the player is skillful and knows where to stand, what quests to take, what enemies to kill. You can't.

You can't just go in and expect to be able to do Four Horsemen or Servants of Grenth without a proper team setup and plan of attack. You MUST account for those two quests in both planning and team structure. UW does require skill but it requires a combination of skill and build. You need both. Unfortunately, most people are too unwilling to adapt their builds to a coordinated assault and then wonder why they fail when they get to 4H. So you either have enough players in your friend's list/guild who can and will adapt, you speed clear pug, or you don't clear UW. Aevar talk  contribs 19:15, 30 April 2010 (UTC)

Benson is gone
If you notice, he's not in the chamber anymore. --Risus 05:41, 29 March 2010 (UTC)
 * Are you sure he's not just jealous that you're spending all your time with Gwen? Man, learn how to be a friend! | 72 User_Seventy_two_Truly_Random.jpg (UTC) 11:44, 29 March 2010 (UTC)
 * Oh hell, who's gonna body block the Aatxe when someone pulls them down too early? Aevar talk   contribs 19:16, 30 April 2010 (UTC)

Doing UW with Heroes
First, I know I'm risking getting a few cool story bro replies, and I accept that risk.

Today we have completed UW in normal mode with a 2 player 6 hero team setup. It wasn't easy, but it isn't that difficult either once you know how to handle all of the quests (which we didn't have a very thorough idea about in the last few tries/wipes).

The team setup was:
 * Me, a sword warrior with the generic PvE skills (not optimal for UW)
 * My brother with his RoJ monk with Summon Ruby Djinn, Assassin Support and Vampirism
 * 3 Spiritway heroes (MM-protector, SoS-healer, SoGM spirit spawner)
 * 2 RoJ monk heroes with some healing capabilities
 * 1 earth magic anti-melee ele hero with Eruption, Ward Against Melee, Unsteady Ground, etc.

The quests themselves are not particularly difficult aside from The Four Horseman if you know how to pull mobs correctly and where to stand with your heroes in order to defend essential NPCs. In Four Horseman, we started off by placing spirits to 2 of the 4 spawn locations in order to delay the attacking groups. Then, we accepted the quest and proceeded to kill the remaining two groups quickly, I took out the west side mobs with my Spiritway team, and my brother killed the east side mobs with the RoJ team. We have been overwhelmed eventually, but we had weakened them and regrouped near the Reaper, from where we finished them off as they arrived. With some experience, I believe this tactic can be rather reliable.

Dhuum himself was not that difficult as the healers could keep up with the damage he did to the party once we had all heroes nicely spread out in the center of his sanctum. We used a conset here for safety, but it should be manageable without one as well. It is important to take out all of his summoned minions quickly. If a hero dies or reaches 60% DP during the battle they are immediately resurrected in ghost form. Heroes in ghost form automatically use the Encase Skeletal skill which can cause your party to be overwhelmed, so it is important to manually disable it each time a hero turns into a ghost. If a hero in ghost form is killed, it cannot be resurrected and will stay dead for the rest of the fight - this is true for players too.

If you find any of the tactics or information I have discussed here useful, feel free to make use of them in your future UW runs. Keep in mind that UW is the most difficult elite area in Guild Wars and even if you do know every quest inside and out, you may still be sent back to town a couple of times before finally going through. --Adul 00:37, 24 June 2010 (UTC)

Ice Elementals
I don't know where this bug would go... on this page? on the ice elementals page? on the nightman cometh page? Anyways the bug is that 50-75% of the time the 4 ice elementals at the hall of judgment either spawn or are teleported some huge distance below the floor...

Just a little humour
Hey You Guys going in Underworld,would you please remove your weapons and busted armour from the creatures after battle so when other people go in they don't end up with your crappy gear.Thank you.Indifferent Omnivore 22:47, 2 January 2011 (UTC)
 * The real secret is, when all of our characters finally die, our eternity will be spent cleaning up the Underworld and recycling all the crap drops into children's toys. Guildwarsrunner 04:28, 8 February 2011 (UTC)

What does "T3" mean??
what does it mean? I want to know... >< &mdash;The preceding unsigned comment was added by GreenEarth28 (talk &bull; contribs) at 17:27, 7 February 2011  (UTC).
 * It's one member of this team build, I believe. G R E E N E R  01:54, 8 February 2011 (UTC)
 * Wrong greener, you're posting on the Underworld page and you linked to a fissure build.. its this: T3 --[[Image:User_Chieftain_Alex_Chieftain Signature.png]] Chieftain  Alex 10:51, 20 March 2011 (UTC)

Drop rate of rare items and appearance of chests
Two reasons to why I think The Underworld isn't worth a run is the unbelievable low drop rate of rare items and the obviously and almost nonexistent appearance of Phantom Chests. I can't remind myself have becoming rich after a farm run down there, unless I have been lucky to find one or two ectos. Another reason is the enviroment that makes me somewhat bored. Well, I haven't abandoned the idéa of beating the whole area someday - more like a painful prestige project than a fun expedition with lots of treasures found. I would be greatful if someone could name a few weapons that are typical for that area. --Kram 10:48, 20 March 2011 (UTC)