Talk:Urgoz's Warren
Teleporter at Urgoz's boss chamber[edit]
Be advised when you fight URGOZ do not step on the transporter You will be sent back to warren, without your team. Papa Don Ranger
Editing the Walkthrough[edit]
I've been making a bit of a walkthrough untill room 5. This is totaly bassed on my own experience in Urgoz. I've done it both in Normal Mode (2h) and Hard Mode (3.30h). If it is ok, I'll complete the guide this weekend. Elder 16:58, 30 May 2007 (UTC)
- This would be great. Perhaps you could check if I put room number 4 at the right position - I did it out of mind and I'm not completly sure about it. If it's wrong, please note here and i will change the position. Thanks. Der moon 17:08, 30 May 2007 (UTC)
- I might do Urgoz this weekend. I'll make a screen when we enter every new room to check if they are ok Elder 17:12, 30 May 2007 (UTC)
- If you don't mind, I'm gonna help out on this one, although I divide the area in 11 area's instead of 10. I have made a guide/walk through for urgoz before and can adjust that to fit wiki standards perfectly. I divided urgoz rooms up like this in my last guide Urgoz_guide. I like to hear your opinion on this one, grtz -- (Tribina / talk) 21:01, 19 June 2007 (UTC)
- Very nice guide, indeed. :) It would be great, if you could provide it here. Concerning the map, would you mind removing the party formation on the right side of it? It would pretend a quasi standard party formation which could cause the same like at the tomb. There you have extrem difficulties to get a group not consisting of 4R,1Rt,1Mo,2N. Currently there is a wide variety of working builds at urgoz's warren, so it would probably harm this variety if we provide an exact group build here. If you have any questions or problems, don't hesitate to ask. Der moon 22:11, 19 June 2007 (UTC)
- I don't mind at all, the party formation and team build used in that guide is only there to give an example what team build works well. Of course in the guide here on wiki, I'll just add the walk through part. Changing pictures ain't a problem, I'll see what I can do when I get back from work later on. -- (Tribina / talk) 05:38, 20 June 2007 (UTC)
- Nice one trib :) Elder 10:31, 1 July 2007 (UTC)
Room three[edit]
It says that you should bring some method of teleporting to a corpse, but can't you also just have a sin shadow-step while the dredges are still alive?Silavor 15:44, 10 November 2007 (UTC)
- Shadow steps are unable to mvoe you somewhere that you cannot run to. So it has to be necro teleport. Lord of all tyria 15:45, 10 November 2007 (UTC)
- Assassins got at least one skill that teleport ( did not say shadow step ) them to foe location. But after all, if barage rangers stated that it cant be, then it cant be, right ? 90.15.63.18 10:52, 13 January 2008 (UTC) ( ip change several times a day so I put my pseudo :Yseron )
- Scorpion Wire, for exemple..., but shhhh, it cant be ! Yseron
- Assassins got at least one skill that teleport ( did not say shadow step ) them to foe location. But after all, if barage rangers stated that it cant be, then it cant be, right ? 90.15.63.18 10:52, 13 January 2008 (UTC) ( ip change several times a day so I put my pseudo :Yseron )
- Is this a bug, or the mark of an unfinished dungeon? There is an inactive transporter in the room that seem to be for traveling up to the bridge. Should the wiki mark this as a bug? I understand 12 players are allowed int he dungeon, but it still seems rather obtuse to require a particular skill just to travel through the dungeon. 76.180.170.190 05:05, 30 July 2008 (UTC)
Seems like it would be VERY anoying to someone who didn't know about this requirement, and i really think it should be fixed, its just not fair to the people who don't know.
- So what? An equal trap is in room 7 and 10. I think it's great! As a free dungeon, the first explorers had to try it a few times trying to figure out the puzzles.. I bet it must've been great fun around the release date. Just like any elite mission (UW, DoA, HA, ..) you have to come prepared and aware - not just bash & heal. -- Karasu (talk) 15:14, 25 August 2008 (UTC)
- Karasu, you do realize that Necrotic Traversal is a Prophecies only skill? So in order to finish a FACTIONS elite mission one player NEEDS to own Prophecies.
- As is Consume Corpse. Uh, and ScorpWire is no teleport. 95.119.26.69 15:08, 21 June 2009 (UTC)
- Karasu, you do realize that Necrotic Traversal is a Prophecies only skill? So in order to finish a FACTIONS elite mission one player NEEDS to own Prophecies.
Room 10[edit]
Anyone know if you can leave a hero in that room and everyone else can go in and kill the room off? or does it have to be a human player?
- Also.. at the end of Urgo'z defeat does anyone thats dead.. res automatically back up? 『♥LadyTemp♥』 10:13, 13 January 2008 (UTC)
- Dead party members do not rez once Urgoz is defeated.Lady Chevon 22:49, 15 January 2008 (UTC)
URSAN ?[edit]
anyone tried to ursan this yet & was it successful ?--The preceding unsigned comment was added by User:85.168.232.38 (talk).
Actually I did it once with 3 Ursans on the team finished the dungeon in about 2hours.--The preceding unsigned comment was added by User:74.161.101.10 (talk).
- No suprise there. Ursan tends to pwn all of PvE, or did. I don't use it that often, so I dunno if the nerf actually nerfed it or not. — ク Eloc 貢 20:33, 25 August 2008 (UTC)
Both Greater Serpents[edit]
Is it 250 faction per serpent, or 0 for the first and 250 for the second? -- Gordon Ecker (talk) 02:02, 19 November 2008 (UTC)
Location disambiguation screwed??[edit]
Does anybody know why this mission entry says, it is a location entry? Or better, how to fix it? Balwin 20:12, 25 January 2009 (UTC)
editing guide[edit]
im removeing stuff thats outdated, nerfed, useless, and just plain a no no--Lord randy taylor 08:57, 25 April 2009 (UTC)
36 players in Urgoz[edit]
How's that possible? O_o Matek 21:08, 13 May 2009 (UTC)
|It's only 12 players and 2-3 heroes per player. This is due to an old bug which has since been fixed that allowed each player to bring up to 3 heroes with them. A similar bug allowed the same thing in Alliance Battles.
Area/Section 6[edit]
This area has Life Drain as an environmental effect, contradicting what is stated in this article. This was today. July 19 2009 at around 10PM EST. This environmental effect starts as you step off the bridge before following the spiraling path down. 24.188.207.20 02:20, 20 July 2009 (UTC)
- Area 5 and 6 are actually the same room. There are 3 Twisted Barks in the room. The one nearest to section 5 give the exhaustion effect. To the North of that are one giving energy drain, and further north is one giving life drain. 82.143.219.108 10:21, 11 March 2010 (UTC)
Quotes[edit]
Urgoz: The blood drinkers will feat on your corpses!
Is this [sic] or a typo? 24.12.37.0 03:43, 29 October 2009 (UTC)
Consume Corpse / Necrotic Traversal[edit]
I think the situation in room 3 is important enough to have a warning about it somewhere around the top of the page. You know, because you need to know about bringing NT or CC before you go into Urgoz. Koda Kumi 22:39, 4 November 2009 (UTC)
I second that, and I tried to put a warning in which someone else edited out again. It happened to my guild twice now, entering without the proper skills simply because we did not read through the whole walkthrough beforehand. And I don't see the point in letting people run into a dead end for not being thorough while trying to enjoy the game. Satrek 22:58, 4 November 2009 (UTC)
- I third this vote. --Curin Derwin 03:06, 20 April 2010 (UTC)
2 Completely Diffrent Elite Missions?[edit]
Did 2 diffrent people in anet make The Deep and Urgoz? They are so vastly diffrent it is amazing. It seems the only thing they could agree on was the design of the end chest. Anyone else agree?--Barionic Hawkeye 20:58, 16 December 2009 (UTC)
Nerfed?
Today being the barrage/splinter ranger I also had the EoE on me. For some reason I do get hit when being behind the rock at the south entrance, the spirit gets killed by urgoz easily. Any other attempt to put the spirit down at another place ends up in the spirit being killed by the explosive growths. Has this bit been nerfed? For two days in a row now I have heard people complain about not being able to put the EoE spirit down. --The preceding unsigned comment was added by User: 81.70.225.18 (talk).
Armor of Unfeeling used with EoE[edit]
One of the current skills used for killing Urgoz is Edge of Extinction (creates a spirit). As Armor of Unfeeling reduces damage on your spirits, couldn't you use this to help the EoE spirit survive Exploding Spores? I know it takes up another slot and attribute points (and I think the Exploding Growths with spawn at the EoE's location, confirm?), but it is sometimes near impossible to place the spirit in a place in which it doesn't get killed so this skill should be able to help EoE last long enough to do significant damage to Urgoz. --Abbess Katherine 04:51, 19 July 2010 (UTC)
- You can place it so growths dont spawn on top of it really easily. Life Guardian 05:01, 19 July 2010 (UTC)
That seems to be the problem, finding a spot where you can safely place the EoE spirit tends to be rather difficult, even if the spirit should be safe it usually isn't. --Abbess Katherine 05:18, 19 July 2010 (UTC)
Section 7 Spawns[edit]
In the 4 years I've been playing this game, I've never once seen a picture or video of the spawns in section 7... Does anyone have a screenshot or video of this "spawn to end all spawns"?
how much faction per run?[edit]
anyone know how much Kurzick faction is earned in a NM and HM run of Urgoz warren? That would be a great addition to this page.The Alice 21:27, 20 October 2010 (UTC)
- In NM, it's about 10k to 12k. HM earns roughly 17k to 20k. It depends on the number of enemies you kill or skip, respectively. 138.246.2.10 14:09, 27 November 2010 (UTC)
Section 8 pulls[edit]
Successfully pulled plant group from the Guardian Serpent to the room entryway, was not hard. Guide indicates they stay there, but I tried once, and they didnt even try to break aggro with me. Puk 04:54, 14 August 2012 (UTC)
- I've indicated in the guide that there is "another" group, not that they are impossible to pull out. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 10:03, 14 August 2012 (UTC)
- I know, not saying you did. The text reads 'remains' which to me suggested they weren't able to be pulled, which can be scary for a first timer going through with this as a guide. Puk 10:26, 14 August 2012 (UTC)
- "Lure out the first Plant group towards the gate and kill them outside of the Environment Effects. There are three other groups of plants: one group near the Guardian Serpent at the gate at the far side of the room, and another group on each of the north and south hills, but you can kill them later on."
- Would that do? How would you like to phrase it? File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 10:51, 14 August 2012 (UTC)
- "Lure out the first Plant group towards the gate to kill them safely away from the Environmental Effects. There are other three groups of plants: one at each side close to the Barks and the last at the far back near the Guardian Serpent blocking the gate. This last one can easily be dispatched once both Environmental Effects wear off with the Barks deaths."
- How about like this? Yoshida Keiji talk 11:01, 14 August 2012 (UTC)
- By the way, I use a variation of old "Cry-way" customized to my "Safe-way" version and I know that the two side Plant groups can be pulled back to the safe zone too. Which makes it possible to clear both paths before engaging the Barks. Yoshida Keiji talk 11:11, 14 August 2012 (UTC)
- It does say that in the article :P File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 11:14, 14 August 2012 (UTC)
- Don't :P . You wrote: "Once the 4 groups of Wardens are disposed of, proceed to the left hill and take out the Plants and the Twisted Bark that caused the Exhaustion. It is possible to pull the Plants while standing at the bottom of the cliff into range of the Exhaustion-free safespot at the entry gate."
- Yoshida Keiji talk 11:25, 14 August 2012 (UTC)
- P.S.:How do you say doing :P in English? Yoshida Keiji talk 11:25, 14 August 2012 (UTC)
- Its in gray text, a bit below the main bit? :D File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 11:30, 14 August 2012 (UTC)
- I will be more clear: If you killed the Plant groups by pulling them as indicated above... there won't be any left later...which makes it inconsistent...unless a few enemies didn't follow the bunch when the tank was balling. Yoshida Keiji talk 11:35, 14 August 2012 (UTC)
- Its in gray text, a bit below the main bit? :D File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 11:30, 14 August 2012 (UTC)
- It does say that in the article :P File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 11:14, 14 August 2012 (UTC)
- By the way, I use a variation of old "Cry-way" customized to my "Safe-way" version and I know that the two side Plant groups can be pulled back to the safe zone too. Which makes it possible to clear both paths before engaging the Barks. Yoshida Keiji talk 11:11, 14 August 2012 (UTC)
- "Lure out the first Plant group towards the entrance to kill them safely away from the Environmental Effects. There are three other groups of plants: one at each Twisted Bark, and a third at the Guardian Serpent blocking the gate. This last group can easily be dispatched once the effects of the Exhaustion causing south bark has worn off after killing it."
- Depending on whether we feel describing the Twisted Bark's location as being on the two hills is important or not.. File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 11:14, 14 August 2012 (UTC)
- I think it's kind of tricky information. I never tried to kill the Barks from below because of the fourth Plant group, plus players without LoS won't be able to hit. Neither can the hills be used to hide the main team for the Warders pull at the next section. Yoshida Keiji talk 11:25, 14 August 2012 (UTC)
Section 10[edit]
So.. what is actually supposed to happen if everyone goes in? Massive group pops, instant death? Just did a run and accidentally unflagged my hero that was waiting outside, doors closed and nothing happened at all (apart from a weird single spawn of blood drinkers behind us that I'm pretty sure we hadn't missed before). Saying "If the entire party moves into the room the door will close and death will swoop in for the kill!" is less than encylopaedic. - 82.32.74.206 22:06, 30 July 2011 (UTC)
Dreamrider vs urgoz[edit]
I went with heros team (in NM), but because i couldn't get EoE up in range i flagged all my heros outside the entrance and went for it with only a dreamrider summoning stone. I was very suprised when my dreamrider was surviving easely against urgoz and exploding growths didn't spawn at the dreamriders location. With minor interferance of myself as a fire ele we killed 'm without making an effort. --Seiferke 22:52, 19 August 2011 (UTC)
Impossible?[edit]
Just fought our way through to Urgoz, and although we found the initialiy safe spot (it's by the North entrance, not the South one) couldn't get Urgoz down below 90% to trigger Edge of Extinction without sending entire party on a suicide charge at him, mainly because the 2 serpents DO heal him. By the time he was low enough for EoE to start to affect him, all of the Heroes were dead, and by the time we had them rezzed again he had been healed back up to 100% Oh, and explosive growths can still spawn in the safe area and kill the spirit. Wasted a lot of hours to get to this point. Don't feel like trying it again. Is this a bug that he is healed now, or have they nerfed it??? Xash 17:29, 24 August 2011 (UTC)
- Bringing a soul twisting protective spirit spammer helps i hear - also bringing enough caster damage helps :/ Theres a build on pvx that can rush to him in HM in an hour i think. --File:User Chieftain Alex Chieftain Signature.pngChieftain Alex 17:32, 24 August 2011 (UTC)
- Actually, just to clarify, bringing an ST rit and caster damage won't alleviate your problems.. the damage from the Explosive Growths will wipe out the defensive spirits far too quickly. I'll assume that you didn't actually test this out. 69.249.223.63 07:02, 24 December 2011 (UTC)
- To clarify, I've done this quite a few times. The ST will protect you long enough to let loose a few copies of RoJ onto Urgoz, and you can use Fall Back to move your heroes around the map File:User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 12:43, 24 December 2011 (UTC)
- Actually, just to clarify, bringing an ST rit and caster damage won't alleviate your problems.. the damage from the Explosive Growths will wipe out the defensive spirits far too quickly. I'll assume that you didn't actually test this out. 69.249.223.63 07:02, 24 December 2011 (UTC)
Mission Rewards[edit]
When the chest spawns upon finishing the mission, does each player get all of the listed rewards? Or do the items just spew out and whoever clicks on them first gets them? --174.57.149.196 01:29, 3 April 2012 (UTC)Recon Legend
H/H flag[edit]
Can someone show on the map or with a screenshot where to flag your heroes in the final fight if you have them? It says it's near the south entrance, but I haven't found a safe spot there. Blue Totoro 20:27, 26 October 2012 (PDT)
- I'd do it with the north gate, just make sure you open it before entering urgoz's chamber by killing the wurm. Chieftain Alex 03:31, 27 October 2012 (PDT)
User guide[edit]
User:Yoshida Keiji/Urgoz's Warren - Safeway, written by a single player rather communal work. Good luck! Yoshida Keiji(talk) 12:00, 25 January 2013 (UTC)
{{Gray}}[edit]
What's the point of using this template in some parts of the walkthrough? No where is it mentioned that sentences in grey should be treated with any particular significance (some seem to be advisory, others critical), and it's just harder to read. Toraen - talk 11:21, 13 January 2020 (UTC)