Talk:Arachni's Haunt

From Guild Wars Wiki
Jump to navigationJump to search

All anti-casters?[edit]

Why does one dungeon have all possible anti-casters things? Limu Tolkki (Limu Tolkki - talk) 14:18, 24 January 2008 (UTC)

Serious Bug at Boss 14.5.2008[edit]

Went in to the dungeon with my quest active with two other players and heros, all went as usual but i noticed one of the Pug members was asking if he needs the quest too. well lvl 1 and lvl 2 went more or less smoothly, but at the final Boss room We Burned the eggs on Arachnis side, then the boss appeared and while fighting the questless pug left the party, we still managed to kill Arachni, but no chest spawned! more to that my quest log is still active and the "Kill Arachni" is marked as done. but help hixx. destroy 1 spider matriarch, use asura flame staff to burn through the web gates, use the asura flame staff to set ablaze the egg sacs. -- Objectives are unmarked!!! Needless to say that the Dungeon is left Umnarked in the Master Dungeoun Guide aswell. (Simon De Borovsk / talk)

need to kill the other matriach that is in the same room as Arachni otherwise u wont get quest

I ran into a bug at boss area too. I'm alone with party of hench/heroes in hardmode. I killed spawns from eggs on left side (from entrance), then killed the ones on the right side. I never saw boss though (unless she went down easily without me noticing). What I do notice is Hudd was stuck behind the first (left) group of 3 eggs that I worked at. That might have something to do with it. I can't get Hudd unstuck. Couple hours, no boss, no chest, no z-coins, no fun. 13:09, 27 September 2009 (UTC)
Ok, so I walked around a bit (didn't leave the boss room) and went back to the right set of eggs. The boss spawned. I guess I had to leave that set come back. Hudd is still stuck. 13:53, 27 September 2009 (UTC)

Bugged area[edit]

Can someone confirm this: Hidden door to test area? -- CoRrRan (CoRrRan / talk) 08:39, 8 September 2007 (UTC)

Confirmed, its not a bugged area, its clearly meant to be in the game since there is a switch on the left side near the last or second to last pillar(1st floor, in the dining hall area w/fireplace). Once you use light of delrdrimor you're able to activated it. 09:43, 8 September 2007 (UTC)
It's sealed off now (since last autumn, if I get it correct). :( Mirar 09:12, 6 August 2008 (UTC)

Area Map Bug[edit]

I was doing Scrambled Reinforcements yesterday and on the area map of the first level had the door leading to area two as the exit to Magnus Stones and the area where we entered as the entrance to Level 2. sdcmgs 12:56, 16 September 2007 (UTC)sdcmgs

secret area much smaller now?[edit]

Just returned to Arachni's Haunt because someone told me they removed most of the hidden area, and it is TRUE. WHY ANET HAVE YOU DONE THIS???? want the big area back 13:29, 26 September 2007 (UTC)

Yeah! :( A friend heard about the first, huge version. We went to see, all excited. We could get to the room with the bright, sharp murals on the walls, but nowhere near the area of the map we saw posts about. Please, bring it back! Does it really hurt to have it there even if it's inconsistent scenery and unpopulated? It's still a hidden area, so people wouldn't be expecting much along those lines in the first place. Why not leave it there for the wanderers? --LicensedLuny 02:16, 5 October 2007 (UTC)
Confirmed, it is now a much smaller area, but has two treasures. --Longasc 08:27, 7 November 2007 (UTC)

It's possible to get to the 2nd Level...[edit]

... if the party member without the quest maps out of the dungeon. Even if you have killed all of the mobs, the dungeon key will appear by the last spider web close to the entrance of the 2nd Level. (Confirmed Monday, October 8th)

Could someone add that, please? :) - Darai

How to avoid 298 piercing damage form Arachni on all casters[edit]

there's a bunch of bones sticking up from the ground. Just go around them and try wanding Arachni. If it says obstructed you're good to go. You will not take any damage because bows need a line of sight. Just make sure to flag Paragons, Rangers, warriors on the other side, where Arachni is. --Life Infusion «T» 01:01, 1 January 2008 (UTC)

Alternatively, party of 8, buncha minions, Pain Inverter + Barrage = boom ^^ --SnogratUser Snograt signature.png 01:32, 1 January 2008 (UTC)
I Heardz Pain inverter like whirling defense 15:41, 25 July 2009 (UTC)
80% of this dungeon are physacal attackers. minions + lots of shutdown, blind, blocking make this dungeon a pure massacre. Elephant 13:21, 27 September 2009 (UTC)
This had to be one of the EASIEST dungeons in all of EoTN. I went in with a VoR mesmer, an SF ele, and an HB monk, with henchies. We whipped right thru it. Not a SINGLE death. Arachni was the toughest part, and had I brought Pain Inverter, she woulda dropped fast too. Fun dungeon. Thanks Anet! 17:30, 29 November 2009 (UTC)

Suggested HM Solo Build[edit]

  • You: Spirit spammer, using secondary profession if needed. Painful Bond, Pain, Bloodsong, Signet of Spirits, Summon Spirits, Vampirism, Pain Inverter, Rebirth
  • Healer Hero Monk
  • Discord/MM Hero Nec: Discord, Enfeeble, Parasitic Bond, Life, Mend Body And Soul, Animate Bone Minions, Death Nova, Flesh of my Flesh.
  • Jagged Bomber Hero MM
  • Henchies: Heal, Prot, Blood, and Earth.
  • Notes: There are so many corpses in here, taking a 2nd (even half) MM works well. Semi-Discord/Curse just helps even more. Any mob (even 2 or 3) trying to take on 16+ minions, plus 7 spirits, gets absolutely owned. Pain Inverter takes cares of the Matriachs, and Arachni at the end. Theres some huge damage in here, so 3 monks is quite essential. GL HF
Or you could let a ranger run it for you. Lol. --BriarUser Briar Sig 3.jpgThe Spider 10:33, 29 March 2011 (UTC)
Went trough entire thing (HM) yawning, no pulling, no tactics: 3 Discords, 2 RoJ Monks, 1 SoS Rit, 1 SoGM Rit - Pain inverter and Light of Deldrimor +some dmg on myself. Biz 12:51, 7 April 2011 (UTC)

I don't understand how hexes (and to a lesser extent enchantments) are optimal here due to the Lifeweavers spaming Divert Hexes (which not only removes up to 3 hexes but cures conditions/heals) and Pensive Guardian, plus the (addmitedly few) Incubi. I've been sucessful with a condition heavy team (e.g. Virulence, Weaken Armor, Extend Conditions, Blinding Surge) that includes a Rit spirit spammer with both Splinter Weapon and Guided Weapon (to bypass the blocking), a minion master, a resto Rit with standard protection spirits and condition removal plus Recuperation (to counter the degen), and an axe warrior with (key skills) "Shields Up!" and Whirling Axe (for stance removal). Throw in your prefered nukes, some enchantment removal (Mirror of Disenchantment always works wonders), "Stand Your Ground!" (as "Shields" has a relatively short duration and long recharge; I use on my monk healer/para secondary), and hex removal (e.g. Inspired Hex for the irritating monster hex for free energy and immediate recharge) and Hex Eater Signet (to cure the bulk of your backline). (I haven't tried it yet, but I'm thinking Blessed Light is the way to go here as well, as it should remove both the monster hex and the cripple plus decent heal.) For me, the hardest part of the entire run are the Earthbound Ooze at and again near the beginning, with the Flowstones a close second. (Lok can be avoided completely.) Also consider Gaze of Fury for a slight counter to the few plant groups and to turn a near death spirit to a new healthly offensive ally. Lastly, since the final boss will be blinded and weakened, Pain Inverter would only be useful when it enters Whirling Defence, but your stance removal should quickly counter; however, it would have some limited use against the non-bug groups. Lord Flynt 06:03, 22 October 2012 (UTC)

Err wut o.o[edit]

Loaded with eye candy? LOL--User Ickoization sig icon.png Ickoization 08:24, 15 January 2011 (UTC)

Yeah that comments retarded. Perhaps if there was porn in the room..

Spider Eggs[edit]

I noticed whilst approaching the second load of Eggs that the Matriarch and other spiders falling from ceiling are first seen as allies (I was holding ALT to scan for those eggs, and saw the spiders also). After I got a little closer they got hidden in the roof. Barbe-Q Michael 07:56, 29 March 2011 (UTC)

It's typical of a lot of drop down pops. It sort of reminds me of seeing people set up for a play: actors hiding in the rafters, props setup backstage, and so forth.  — Tennessee Ernie Ford (TEF) 09:56, 29 March 2011 (UTC)

The First Level Bug[edit]

When doing the dungeon, if you skip the 2 matriarchs on the first level, will arachni and the chest still spawn?-- 21:18, 23 April 2011 (UTC)

yes, though the dungeonquest won't complete you can fight arachni and will get storybook credit. 21:50, 23 April 2011 (UTC)

Weapon Spells on Spiders[edit]

I spotted some weapon spells on spiders at the second large egg group on level 1, anyone care to explain? :/ --User Chieftain Alex Chieftain Signature.pngChieftain Alex 17:05, 20 May 2011 (UTC)

Updated Hidden Treasure Spawns[edit]

Now that a lot more Hidden Treasure chests spawn, here's maps with the updated locations of the hidden treasure chests in this dungeon. Handy since in many cases the number of hidden treasure chests has doubled over what is shown on existing maps.

Blue dots = chests, yellow dots = switches
Level 1 chests:
Level 2 chests:

If anybody wants to upload those onto the talk page or somewhere that can show thumbnails, go for it, I couldn't quite figure out how. Happy treasure hunting Undead minion 08:16, 18 May 2012 (UTC)

Gate Glitch[edit]

doesn't seem to work anymore based on checking a minute ago.--Relyk 20:46, 26 July 2012 (UTC)

On L1, when you can hug the portal without unlocking the gate? If confirmed, that would be annoying (but fair); annoying because 95% of that dungeon is the same sets of spiders and with this method, you could skip retaking the quest (fair because it's clear that we were intended to kill the matriarchs). – Tennessee Ernie Ford (TEF) 21:28, 26 July 2012 (UTC)
It's an old glitch people have used for a long time, especially running other players solo. And yes, you can't actually finish the quest if you do the glitch. I missed the update if they fixed the gate.--Relyk 22:08, 26 July 2012 (UTC)
If they did, they didn't announce it (I try to follow the release notes carefully for stuff like that). – Tennessee Ernie Ford (TEF) 01:08, 27 July 2012 (UTC)
Feedback:Game updates/20120719 was the Duncan fix, if they changed how portals behave then perhaps its affected more than one dungeon? (else I'd hazard a guess that it was undocumented in the rez scroll update. User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 09:32, 27 July 2012 (UTC)
I haven't been to Arachni's since either update, so I couldn't say. The Duncan fix... well they didn't say how they fixed it. I assumed they just moved the location of the portal so you couldn't portal jump anymore (although I wonder if it could have been removed by preventing summoning in the "hall" instance outside the true dungeon). To fix Arachni, I would have thought they would also have to move the which case, why didn't they list it as one of the notable changes? Anyhow, the glitch is dead; long live the Glitch. – Tennessee Ernie Ford (TEF) 16:04, 27 July 2012 (UTC)

(Reset indent) thanks for updating this, Reylk. – Tennessee Ernie Ford (TEF) 02:20, 31 July 2012 (UTC)

Burning Spirits Trigger[edit]

Doesn't seem to be noted already, so a tip to first timers running this dungeon. There are four Burning Spirits running around the two egg groups at the end of the first level, one circling the first group and three meandering around the second. None of the four seem to ever attack (it's best to body bock and take them out easily), but after the last one is killed new enemies immediately spawn throughout the area. (Perhaps crossing certain spots/bridges triggers the spawns, but my experience suggests it's the eles.) Nevertheless, it's best to first take out the existing bugs, then the eles, and finally the new spawns prior to burming the second group of eggs, as the eles will most likely distract your three allies and minions and could cause the addional foes to spawn in the middle of a fight. Lord Flynt 06:22, 22 October 2012 (UTC)

GuildWiki seems to it have noted on the talk page too, that guy seemed to indicate some further research may be needed. He thought that if the Matriachs were all killed before killing all four Djinn, then the additional Painweavers, Needling Lavastriders and Lifeweavers would not spawn.
Would someone like to exterminate all the spiders, then kill the djinns to find out? ^_^ Chieftain Alex 10:38, 22 October 2012 (UTC)
Ran this 10 times in NM, testing the four ele issue several ways. Before burning any of the 2nd set of eggs, it appears that if you take out all the various spiders and save at least one ele for last, no additional enemies will spawn. Lord Flynt 14:17, 3 March 2013 (UTC)