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Urgoz's Warren (HM and NM)

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Author: Tribina
View Profile of Tribina

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17 Comments
Urgoz's Warren

By Tribina Mutant (Mutants Guild Leader)




The Map:






The Professions

2 Rangers:

* 1 Luring Ranger (pulls)

CODE
OggkcpYaWJqDGbxocSOCnftv5iB


* 1 EoE Ranger

CODE
OgglYhXJGmRi6gxWMKnkzuE64buY


6 Elementalists

* 1 Warden Elementalist

CODE
OgNDkMz9MpCWBX9UgMiFwC0I


* 5 Searing Flames Elementalists
(3 with resurrection chant, 2 with rebirth)

CODE
OgNDoMz9M0txaTTZAMoF4C0I


CODE
OgNDoMz9M0txaTTZAMoF4CZC


2 Necromancers

* 1 Spiteful Spirit Necromancer

CODE
OAVEMHNme80JqqCtzQeYJkBw4A


* 1 1HP Blood Is Power Necromancer (Check Evil Geek's Guide)

CODE
OANEQsld+TcnwIIX2SL+RZC


2 Monks

* 2 Healing Monks

CODE
OwAT043A5R+dekPymOuiGBA




Before You Start:

I advice everyone to be logged in on Teamspeak before you leave to Urgoz. Not only to follow up guidance of experienced players, but also for the fun of it. This elite mission lasts for 2-5 hours and you won't have a lot of time to type =)

Always double check before you leave town to complete one of the nicest missions in GuildWars that you have a ranger with EoE and a necromancer with Necrotic Traversal and that both monks have Heal Party. Don't forget keys or lockpicks =).

Urgoz's Warren is full of pop-ups, follow the exact same path the lurer takes to cross an area, running off to a chest of to go sight seeing will result in your dead..

Only use EoE on the way to Urgoz if you are certain you will have the upper hand in combat. You can however put EoE on the traps to block incoming foes.

Ele's with Resurrection chant should rez everyone as soon as they hit the ground with glyph of sacrifice and resurrection chant. BIP boosts rezzed party members asap.

This missions requires Teamwork more than everything else.

Order you party and make it easy for the BIP (he should bring a different set with more hp), put him at the bottom of the part and the casters above him, monks first.




The Mission

Area 1

When you spawn in Urgoz's Warren and you make a few steps down, you will encounter 2 groups of pop-ups, one group in front of you, the other group behind you. These foes have suicide energy and suicide health but die in progress of fighting. If rangers placed traps and ele's attack straight away, no1 should die.

Moving on a bit you'll notice a whole bunch of dredges. Let rangers trap and the lurer can go fetch them, one group at a time. Staying to close to each other ain't a good idea because the dredge rangers use splinter weapon. Kill the Gardeners first, they are healing dredges.

Once they are all finished, kill the bark in front of you. He is the cause of the environmental effect: Weakness.

Move on and let the rangers trap on top of the stairs, after that group is killed, let the rangers trap in the doorways. 2 Groups will spawn, one on the left and one on the right. Let the lurer pull on of the groups before they meet in the middle, because then they are considered one group and will be harder to kill.

Area 2

You will notice a new area effect: Life drain.
Stay in the area just outside of the life drain and let the lurer pull the groups one by one towards the safe zone and finish them off there. While attacking you may enter the life drain zone, monks will be spamming Heal Party while the BIP boosts them constantly. Once there are no more foes near the bark, all rush in and kill him asap. Moving down from the rock, lots of Greater Blood Drinkers will pop up. Make sure you don't let them spawn all at once.

Area 3

Behind the gate are lots of Brushes, good thing is, they burn easily.. make sure enough traps are at the gate before pulling and try and pull em so that as many as possible are at the same spot: nuke power rulez here!

The only creatures left in that room now are dredges, but they are on top of the bridge.. All should run under the bridge now (BIP uses 2nd set to make the run) but be careful because the Brushes left some sneaky traps for you guys. Once you nuked them all, BIP uses necrotic traversal and opens up the gate. He can only come down when the gate is open!. Items that were dropped on the bridge itself can be obtained by other party members as well, just by clicking on them.

Area 4

The most feared bridge of the Urgoz run. Vampiric pop-ups might spawn at the beginning of the bridge at any time, so be careful. Lurer runs on the bridge while the rest prepares for battle at the beginning of the bridge. Monks should spam heal party for him, because fire flowers can do a lot of damage. Thorn Wolves will pop up on the bride, but lurer should keep on running until he makes the second group of Thorn Wolves pop up. This is where he will check out the texture of the sand on the bridge from up close (he dies).

Second ranger can now go lure the 2 groups of Thorn Wolves, one by one of course. When they are both dead, BIP should change armor again and make a run for the safe spot on the bridge where fire flowers don't shoot you (it's near the 2 lamps on the middle of the bridge near the dead lurer). Rez the lurer and let him run to the 3rd group of Thorn Wolves that pop up. He should be able to bring those back to the safe spot on the bridge.

Once 3rd group of Wolves is dead, let lurer run to the end of the bridge. Vampiric foes will pop up. As soon as they popped up, lurer should run back to the rest, foes will all follow. Once they are dead, kill the guardian serpent and area 4 is cleared.

Area 5

Put traps at the door and let lurer run straight forward to the gate. It's quite a big room with 3 exits, but you only need the one straight in front of you. Thorn Wolves will pop up.. Lure them back to your party and finish them off.

Once the way is cleared to the gate, all should proceed except one monk and the bip (they stop just before exhaust effect kicks in). The rest of the party goes on the bridge, rangers trap and lurer crosses the next room diagonal to the right. He will encounter pop-ups, just lure them back and finish them off. Mind the environment effect: Exhaust!

If he clears the path towards the next gate, all should follow him.on the left side of that gate is a tiny hill you can get on, there is no longer exhaust effect if you are on that little hill. Lurer should make another diagonal run to the right towards the next gate, pulling all pop-ups on his way. Once safe, proceed to the next gate. Congratulations, area 5 is cleared.

Area 6

The room in front of you is pretty small, and you only see 3 Brushes. Urgoz wouldn't be Urgoz if there were no pop-ups here. But by now you should be able to kill them easily. Straight in front of you is another gate, which leads to the Mushroom room.

If I'm in your party (Tribina) I claim the right to lick all of the mushrooms in this room. If I'm not there..Well.. Trap the gate here because here are pop-up Thorn Wolves as well. Lurer pulls them and clears the way to the bridge (follow the right wall and take a sharp turn right to go on the bridge).

On the hill towards the bridge is always a group of Thorn Wolves. Once on the bridge, you're safe.

Trap the bridge before you reach the next gate. Thorn Wolves like to hide below ground level here as well, lure them and finish them off. You need to make a 270° turn to continue here, meaning enter the room and keep as much to the right hand side as possible, entering a bright room and leaving it straight away on then right hand again. No pop-ups in this bright room.

You are under the bridge you were just on, and need to take out approximately 3 groups on the way to the next bridge.
Nice one.. Area 6 is cleared!

Area 7

Do this correct and you have cleared area 7 in 5 minutes. One of the party members needs to stay off the bridge, he needs to be left behind while the rest of the team crosses the bridge, kills the serpent and cross the room to the left hand side. Notice you got the effect: Energy Drain here. Walk over the bridge in the room and take a sharp turn left towards the next Guardian Serpent. Kill the Serpent and all of the 11 party members should proceed out of the room and over the bridge.

Only when all 11 party members are over the bridge, the party member who stayed behind is allowed to join up with the rest.
The reason one party member has to stay behind is because if all party members are in this room at the same time, approximately 150 foes spawn inside the room..
Believe me, you don't want that to happen in a room where you have the drain energy effect on you!

Area 8

This is quite a difficult area where 2 effects are influencing you. Exhaust on the left and Weakness on the right.

Trap the gate and lure out the Brushes. Only a few Brushes will be left over, a small group near the gate in front of you, and a small group on either hill (left and right where barks are that cause the effects).

Now there are 4 groups of Wardens left, 2 on each side, patrolling up and down. Rangers can trap just inside of the room, but casters need to stay outside because of the exhaust. Lure them one group at a time and focus mainly on the Songs (healers) and Earth Wardens (massive earth damage)

Once the 4 groups are down, all except monks and BIP go in the room to the left hill. Taking out Brushes and the Bark. Monks spam heal party while BIP keeps them satisfied with energy.

If the exhaust effect is gone, kill the middle group of Brushes and the left group on top of the hill. Take out the Bark to get rid of the weakness effect.

Be proud if you made it this far, you just cleared area 8!

Area 9

Area 9 will take some time to clear and some party members might assemble some (or a lot) of DP here. This room is filled with Wardens and Brushes. Trap the top of the stairs and lure the first group of wardens out. Always focus on Songs and Earth wardens first. Then kill the Brushes who are guarding the door on the bottom of the stairs.

This door will provide you with an excellent location to trap (on the right side of the door). This will make the warden warriors slow donw there while nukers and SS'er can focus on the caster wardens right behind the wall.

Kill any brushes if needed, they are guarding there spot and shouldn't move around too much. 3 Groups of wardens you need to kill here at the door. The last group (diagonal from where you are) will follow as far as the door before loosing agro.

Mind the traps the Brushes left behind as a nice surprise for you and kill the last group of wardens in the middle of the room (there is a big three where casters can hide behind).

Kill the serpent and area 9 is cleared.

Area 10

Closing in on the next room you see a door. One party member (monk for example) needs to stay outside of the next room, otherwise the door will close and you will be thorn food! trap at the gate and let lurer pull all groups towards the gate.

There are lots of pop-ups here before you clear the room. Only at the end the next door will open so you can proceed.
Mind that pop-up locations are random. If you clear half of the room, the next pop-up can spawn right at the beginning of the room. So precaution is needed here.
Even if the door opens on the other side, you should let lurer check for any more pop-ups on the way through.

Area 11

When you reach the next room, you'll notice the health degeneration effect again. Kill the bark straight away, no pop-ups before you reach the bridge (bark is slightly to the left hand side). Ignore the serpents on the right and left.

Trap on the middle of the bridge and let lurer pull the Brushes, keep in mind that you can't see all the Brushes yet. Some of them will pop-up near the Serpent. While on this bridge Urgoz will start to taunt you.

If all brushes and Serpent are killed, the door opens, but don't go inside yet. Kill the serpent on your left hand side first, he is guarding a door of the Urgoz room as well.

Now enter the room and run straight towards the location of the serpent you killed last (this is a safe spot). You will notice Explosive Growths pop up, after a few seconds they will explode and inflict 300 dmg to you. keep away from them as much as possible.

Ranger with EoE needs to stay in the safe spot and find out how close he can get to Urgoz without Explosive Growths popping up. If he found that location, he has to place EoE there. Monks and BIP need to stay behind as well to spam heal party. The other party members should run around in front of Urgoz, and attack him with Glyph of Sacrifice and Meteor shower, then run away quickly to avoid Explosive Growths.

Once Urgoz is down to 90% of his HP, EoE will kick in and every Explosive Growth that dies will inflict damage on Urgoz. The main thing is to keep moving and let the Explosive Growths kill Urgoz.. If casters need Energy they can always run towards the BIP for a quick boost.

Congratulations!!

You finished Urgoz and a chest will spawn rewarding you with nice loot!


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User Comments
  eiirish on 06/11/07 01:43

:-D. Nice guide ^,^
When I did Urgoz in HM I used a slightly diffrent build but I can see this work, if not better!
Well, I guess this guide is very helpfull for those who havnt done urgoz yet!

  mriswith on 06/11/07 03:43

Nicely made trib :)

  aznese guy on 06/11/07 08:02

love the guide!

  kielus_ on 06/11/07 09:25
 
love that guide ;] n1 trib!

  kielus_ on 06/11/07 09:27
 
1. add the edit button ><"
2. area 1 is weakness not disease

  Deno on 06/11/07 10:34

Great guide Trib!

  flipfly2006 on 06/11/07 11:22

nice guide! for all those who want to copy this teambuild, pls keep in mind that there are other possibilities to build a team so give those other professions a chance ^^

  Mimori on 06/11/07 11:23

Lovely guide, and it's always fun going with ya'll ;-D

  Suria on 06/11/07 13:12

I love your guide.
Very clear...

  Toa Hahli on 06/11/07 13:37

Good Job Trib! Even though ive only been with you guys i think 3 times ^^ i guess im gonna read up on this :)

  lord zema on 06/11/07 19:56

Great Guide, Now I understand Urgoz!

  mriswith on 06/12/07 02:32

QUOTE
i think 3 times

lol; be prepared for a lot more ;p

  Evil Geek on 06/12/07 02:50

Brilliant guide, this is going to help alot of people complete this mission and do it quicker.

This team build is something we have used on plenty of occasions and has been tweaked as we went along, I agree no team build should be strictly adhered to all the time and other professions shouldn't be denied the opportunity of the challenge, weve completed this mission with all sorts of variations of professions, it's just the 'ideal' build for us and works incredibly well, we complete Urgoz quite fast now.

Thing I like about this is that doesn't matter what team you take the walkthrough part of this guide is going to save lots of time and stress.

Grats Trib



  Tribina on 06/12/07 04:19
 
Thx for the reaction guys!

QUOTE
for all those who want to copy this teambuild, pls keep in mind that there are other possibilities to build a team so give those other professions a chance ^^


Indeed this is not the only build that works ;-)
But in my experience (and I did it a lot already)
it is the fastest one and the one where the least Candy Canes need to be used ^^

As geek said it's the walkthrough that will help a lot of people,
killing the foes is the most important, not which team set up you use =)

grtz

grtz

  The Sister on 06/12/07 09:06
 
QUOTE
grtz

grtz


Lol you remind me of the Queen, and her royal wave:



All Hail Trib, King of PvE.

:P

  Hydras First on 06/14/07 20:14

That picture scares me Sis O.o

  Xandric on 06/14/07 22:10

Excellent write up, I plan to put it to the test...

The monk code appears to need updating.

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