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Old Jan 09, 2008, 03:55 PM // 15:55   #1
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Default Urgoz's Warren - A Couple Questions Please.

I have just heard about the elite mission called Urgoz's Warren and was wondering what it was all about. I went on Guild Wiki and it said the only 2 ways to get there is to get a passage scroll to it or to get a player to "ferry" you there.

Is it like UW/FoW? Do I need a specific build for it? I'm an elementalist & only have Proph + Factions. I don't wanna go ahead & buy a scroll then use it because I don't know what will happen. Will I get transported straight into the mission on my own or will I just get transported to an outpost where I can then enter the mission after joining a party?

Also, what kind of rewards do you get from completing it? Is it worth going?

Thanks a lot.
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Old Jan 09, 2008, 04:05 PM // 16:05   #2
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I think it's worth doing. It's an elite mission. You can buy a scroll to enter the area from any scroll trader or you can redeem Kurzick faction for a scroll.

Ele's are usually valued on Urgoz teams, but I think you'll have a hard time finding a pug if you've never done the mission before. I'd suggest reading up on it on Wiki before entering. Expect lots of heavy mobs and environmental degen in some areas. Your team needs to be aware of what to expect and have the correct build to counter it in order to succeed.

For your reward, you'll receive a few items from Urgoz's chest. Some amber and possibly a Green Urgoz bow or a gold item. You also receive a statue in your Hall of Monuments saying you've completed it.

If possible get a team together within your guild for your first trip.
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Old Jan 09, 2008, 04:12 PM // 16:12   #3
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Originally Posted by TheRaven
I think it's worth doing. It's an elite mission. You can buy a scroll to enter the area from any scroll trader or you can redeem Kurzick faction for a scroll.

Ele's are usually valued on Urgoz teams, but I think you'll have a hard time finding a pug if you've never done the mission before. I'd suggest reading up on it on Wiki before entering. Expect lots of heavy mobs and environmental degen in some areas. Your team needs to be aware of what to expect and have the correct build to counter it in order to succeed.

For your reward, you'll receive a few items from Urgoz's chest. Some amber and possibly a Green Urgoz bow or a gold item. You also receive a statue in your Hall of Monuments saying you've completed it.

If possible get a team together within your guild for your first trip.
Thanks a lot. So if I use a scroll it will take me straight into the mission or the outpost where I can find a PUG?
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Old Jan 09, 2008, 04:16 PM // 16:16   #4
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Well I just went there and there's not a single person in every single district I tried.
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Old Jan 09, 2008, 04:17 PM // 16:17   #5
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Using a scroll will take you to the place you can find a PUG. In theory. In practice, though, there's rarely anyone there. I'd at least get a few friends to come along with you.
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Old Jan 09, 2008, 04:27 PM // 16:27   #6
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Ever since they completely removed the vamps' ability to drop anything (even when trapped instead of suiciding) the place has been a tomb. Don't bother wasting a scroll on it unless you already have a full team going in.
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Old Jan 09, 2008, 04:34 PM // 16:34   #7
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Thanks guys.
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Old Jan 09, 2008, 04:38 PM // 16:38   #8
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Is your W/E your only character? If so, do you have Ursan Blessing and what rank are you?

My guild still runs Urgoz now and then and we always like taking new people into Urgoz, permitting you have vent or teamspeak. You don't need to have either or, however, there are so many pop-ups and things that can go wrong in Urgoz that we generally like using vent and teamspeak there. Also, if I am going to spend an hour of my life with you, I may as well hear your voice and get to know you a bit.

Throw me on your friend's list and maybe we can do an Urgoz run soon.
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Old Jan 09, 2008, 05:50 PM // 17:50   #9
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I wrote this guide about a year ago - it may help some - as for getting there exchange faction for a scroll or buy one or get a ferry


It Came to my Attention that perhaps an intense guide on Urgoz Warren was missing from most popular Guild Wars fan Sites. This Guide will not suggest any exact builds but rather run through common professions, offer tips and tricks, explore the different Areas and what you will find there and even some skills you will need to include in any build you do run.

FINDING A GROUP

Finding a group for many professions is not a simple task. Although there are balanced teams that are successful in the Urgoz as well as Trapping teams the Barrage/Pet or B/P ranger team is built for ease and speed and as such has become the common build in Urgoz. This means that teams will be looking for b/p rangers, mm necromancer, Bip necromancers, a Rit Lord, 1-2 nukers and monks. Note the team size in Urgoz is 12.
************************************************** *************************
Note Pet Nerf means less B/P teams

************************************************** *************************

Keep in mind finding a good group often depends on how well you did in your last one. Appearance is everything - It only takes one bad player to make a whole group look bad and likewise it only takes one very good player to make an average group look great.

BE READY WHEN YOU ENTER A GROUP

Make sure you are ready when you enter a group. This means you do not need to sell items, you have keys, and are using a proper build. If you are barrage/Pet that means you are using Barrage - Charm Animal - Comfort Animal and should be able to carry a spirit either Favorable Winds (FW), Edge of Extinction (EoE)(needs a primary and back up) or Winnowing (WW). I also suggest all rangers carry 1-2 traps or a dedicated trapper. This is also true for the other roles Monks should carry heal party and aegis - MM - just that a minion master - a front line wall is your job - The Bip should be a 1hp bip able to spam energy to monks. Both Necromancers should carry Consume Corpse or NT.

Additional Note - Apply Poison does not work with Barrage so don't pack it

KEYS and CHESTS

You will be using Stoneroot Keys and should encounter approximately 5 chests. If you want to open a chest Buy your keys BEFORE the group enters. Players tend to become annoyed easily by spaming of "I need to buy a Key".

* An additional note about chests in Urgoz they are usually much harder to get to than they look so a team should vote on going after chests that are not on the route to Urgoz.

**No player should ever run into a room after a chest alone. The rooms should all be cleared of all possible danger before anyone opens a chest.

KNOW YOUR ROLE

It is important to know your place within a party. There will be one designated puller and if you need to use this guide it is not you. The puller should be an experienced ranger who knows all the spawns. There is only room for one puller and having more than one can cause failure. All other rangers should position themselves behind the minions and wait for the enemy to come into range. The MM is NOT a puller but rather a wall to block the enemy into a tunnel or a tight group making the ranger's barrage effective. The easiest way for an mm to position him or herself is to have the outside edge of his or her mini map just touch the backside of where traps are laid. this will ensure that the traps are hit before the minions block. If you are the monk you may find yourself with an energy problem, luckily your bip is there to help you. the majority of Urgoz will be spaming Heal Party and aegis, I also suggest that you include Extinguish in your skill bar, Word of Healing or Blessed Light are very good elites to consider.

PETS - EDITED SINCE PET NERF

There is a reason why you are bringing a pet. They are first and foremost your personal shield Many times my pet has come between me and certain death ( MEAT SHIELD). They also provide energy when they die for the necromancers. You need to Rez them as much as possible as well.

THROW DIRT

If you are new to Urgoz or feel a little nervous about your performance or kiting abilities take along throw dirt. This isn't a skill a veteran ranger to The Warren needs but it will blind the thorn wolves long enough to provide you with an escape if something goes wrong.

RETREAT

If your party calls a retreat that means go back and re-group in other words STOP ATTACKING including spirits.



Room One - The Dredge

Upon entering your party should wait for everyone to load before moving. Direct your casters and Monks to move back towards a small room. One person can then move forward and spawn 2 Groups of "hoppers". These are all level 10 but can kill on contact so be very careful. One will spawn behind where your party loaded and one in front. Take these out to move on to the Dredge. Traps will effectively take out the spawns.

There are 5 Groups of Dredge in all. The first group will not pull very far so direct your team to take them out quickly and move back. At this point the four other groups will meet at the Twisted Bark in the middle. Do Not attack right away as there are 4 separate groups and with patience you can pull each group separately, putting less strain on your party. If you do happen to pull several groups at once don't hesitate to call a retreat to the back room. Cease Fire will mean the Dredge will return to where they were before the attack into their separate groups again.

Now you are free to attack the Twisted Bark.

Your party will now be moving towards a set of stairs. I suggest going no further than the first step and set up your attack from there with casters and monks further back. The First group of dredge will pull easily dispose of them. Instruct one person to move slowly into the room ahead until he/she notices a group from the left and a group from the right starting to move. These two groups will meet in the middle of the room in front of your party. Keep in mind that these are TWO different groups and attempt to pull them as two groups. Watch your backline as often a dredge can slip by and attack your monks and casters. If you pull both groups and it becomes overwhelming simply call a retreat and cease fire again to re-group.

Now you are free to kill the Guardian Serpent. Make note the first person to attack will be hit hard and require some extra healing.

Congrats - The door is now open to room two, but don't rush in.

Room Two - Health Degen

As you go through a doorway you will find yourself in a small alcove. Remain where you are and notice a sand-like open area. This area if you step onto it will cause massive life degeneration. Everyone should stay off of the sandy area until it is clear to kill the Twisted bark causing the degeneration. Inform the monsk to heal party spam and one puller should go down to the room containing the bark and pull 3 groups of dredge and some blood suckers (separate pulls). Now the team can destroy the bark and eliminate the degen. There are still approximately six spawns of blood suckers between you and the next guardian serpent. Inside room and down hill to left - stay left down corridor to serpernt.

Room Three - Teleport Bridge

First off traps should be set back from and people should be back from the door. Inside are burning bushes and brooding torns which tens to pull in large groups quickly. Once spirits and traps are down, pull (without a bow) just one. Others will follow. Try to block them coming through the doorway with pets, rit spirits and minions. Depending on how you pull this room clears the lower level in either one large group or 2 smaller groups. Becareful entering the room, it may be wise to wait until the traps laid earlier by the brooding thorns go off Once they are all gone you will see all that is left in the room is a bridge with dredge on it. GO to the left and attack them (special note the first person to attack will be bombarded). Clear the bridge lfet to right and have a necromancer use a teleport skill (ie: consume corpse or necrotic traversal) to travel on top of the bridge. The Necromancer must use two gate locks - one at each end of the bridge to open the next door. If this is not done you can not go any further. Once the door is open the necromancer can use the portal to teleport back down and join the others in the next room.

************************************************** **********************
Items that fall directly ontop of the bridge can be picked up as if they were on the ground, however, items that fall on the sides of the bridge up top are lost to any party member without a teleport skill.
************************************************** ***********************


Room Four - Fire Flower Bridge


The Fire Flower bridge is a most unique room often people refer to it as the Super Mario area. Basically you want your group to stop at the end the bridge and wait. Trap the end and put spirits up to block the way. The bridge is for all intense purposes a trap. The fire flowers shoot fire at anything on the bridge, and your monks will again need to heal party spam. It is suggested you have 2 pullers your "sacrificial puller" and standard puller. Although it is possible to pull the thorn wolf pop ups on the bridge, it really is faster to just have someone sacrifice themselves 3 times. Have your sacrificial puller run 1/3 of the way accross the bridge to where the first set of pops spawn. They will spawn behind him/her and attack , because the bridge is so small in width turning around and running back is a hard option. After the death of the first puller, however, the second puller can successful bring the spawns back to the end of the bridge and eliminate them. Rebirth the dead party member and send him or her out again this time to the half way mark and repeat the same proceedure. After doing away with the spawns this time the whole party should run to the middle of the bridge where the fire flowers will not be shooting. Rez the dead party member .

It is important that no party member runs backwards at this point or it will spawn a group of "hoppers".

Back to work send your first puller back out to spawn the last set of thorn wolves and pull them to the middle to destroy. now one last spawn the level 10 "hoppers" at the end easy to deal with and your party can move accross the bridge to the guardian serpent.

************************************************** **********************
If your BiP Necro is 1hp then you should know only resurrection chant or flesh of my flesh are needed to rez him or her, however, on the bridge because of the fire flowers it may be necessary to chain rebirth him accross inorder to use one of the other rezes.
Also remember to get your pets up before you leave the area
************************************************** ***********************

Kill the Guardian serpent and you move on

Room Five - The Maze


This is probably the most deadly area in all of Urgoz Warren. Many Teams fall apart here. If your team makes it to the maze, I suggest one person is designated to sweep every room clear of all pop ups. Here is the problem pop ups from now on are based on what you have killed, so if you kill a group of Thorn wolves in position 1 it creates another set of pop-ups waiting to be discovered in position 2. “Every action has an equal reaction” comes to mind. The more you kill the more you have to kill. Try to keep this in mind when you see a chest in a room you would normally just by-pass. The whole team must decide if the chest is worth the extra work. Starting at the first door – lay your traps and spirits – then send in your sweeper/puller. Only one person should move ahead of the group until it is verified the room is clear.

The first section of the maze boasts 3-4 groups of thorn wolves depending on pull. Once each group is killed and room verified as “clear” move ahead to the next gate leading to a bridge and some energy problems. Don’t worry they will not last long. Cross the bridge to another gate and you will see one red dot to the left. Leave this guy alone. Directly ahead of you past the gate is a set of thorn wolves that pop-up. This is all you need to clear from the room. Once they are gone move in the same forward direction but off slightly to the right to the next Gate. Notice a small hill beside the gate just to the left on the wall. Direct your casters and monks to stand there as there are no energy problems there. Then have your sweeper/puller start clearing the pop-ups. The first set will be by the next gate (left hand side facing forward in room). After the room is clear your group can move on to the next gate. It should be noted that there is a pop-up just inside the gate and getting too close to the gate will spawn it before you are ready. After the first spawn has been eliminated you will see two brooding thorns – there is a pop up by the one to the left. Eliminate all and move to next gate again being careful as there is a spawn right inside the doors. After the first section by the door has been cleared thoroughly, look ahead and notice a bend to the right there is a spawn at the bottom of the bend and at the top. Direct your group to go around the bend to the right to a bridge again cross the bridge. You will see a set of three broodings ahead. Direct your team not to go near them. In fact if you are careful you can hug the wall on the right in a complete circle motion and not fight at all. Simply stay against the wall to a doorway into a blue room then stay right again to another doorway leading to a hallway. Go straight you will see on the may a right turn ahead. Stop approximately ¾ of the way to that bend and send your puller out to retrieve 3 sets of pop ups. One just forward from the bend and two on the bend (depending on your puller this group could come as one large group) Have them make sure it is clear and travel round the bend to the right to a doorway.




SOMEONE MUST STAY OUTSIDE THIS DOORWAY UNTIL THE REST OF THE GROUP ARE SAFELY POSITIONED INSIDE THE NEXT AREA

If you haven’t seen what happens here if you don’t leave someone behind – I suggest you take a team out one day just to find out as it is quite amusing.



The rest of the team will move on and kill the guardian serpent, crossing through the doorway you will see a bridge on the left. Cross that and stay to the left down a hill to another Guardian Serpent. Kill the serpent and have your team cross the next bridge. One person can move forward towards the next open doorway to make the next room show enemies. Then back up carefully. Make sure your team is off of the bridge behind you and call for the person you left behind to join you.


Room Six - A tale of Two Twisted Barks

The general purpose of this section is to do away with 2 twisted barks and the effects they cause being weakness and exhaustion.

Having said that there are a number of enemies between you and either one. At the door you do not feel any of the effects so the goal is to pull groups back through the door to eliminate them keeping in mind that your entire party can not retreat across the bridge behind.

Start with the front group of burning bushes which although large should be fairly easy to eliminate. Next watch carefully for the wardens to separate into smaller groups. Keep eoe up for the wardens, and pull they should come in 4 large groups. Target song wardens (monks) first if possible. Watch for wardens making their way into the back lines as well. Once they start to die they will fall quickly with the EoE. after all 4 groups of wardens are eliminated pull the last group of buring bushes straight ahead.

Next step is to direct your monks and the BiP necro to stay back and use heal party spam. Take the rest of the group to the left side and up to another room. The twisted bark is surrounded by more burning bushes. Set your traps and spirits back from the door and then pull. It should be noted heal party will not reach anyone inside the small room. Once the twisted bark is eliminated return to the center and meet up with those that stayed behind. You can all now venture up the right side and do the same procedure for the second twisted bark.

Back to the middle and all that is left is the guardian serpent the non to the next area

Room 7 -Wardens Wardens Wardens - Did I mention Wardens


If this is your first time this far you may need a moment to stand back and ponder how anyone can clear such a mess. Don't worry it is easier than it looks.

Since most of the room is wardens use the same procedure as the last room, EoE always up and try to take out the song wardens as quickly as possible. if the was ever a time to call targets it is now. Once they start to die EoE will help knock them out quickly.

This room is actually separated into 4 large pullable groups of wardens and 4 sets of bushes and broodings that do not move.

Yes they are very large groups of wardens and at first it may take you a few retreats to get it right, so dont be afraid to run back

Start by trapping the doors at the top of the stairs, the puller needs only to run down the stairs and back up to pull the first group.

The second group is to the right and the puller can move past the broodings towards them them run back to pull.

At this point the front bushes and broodings can be eliminated keeping minions back if possible.

Pull the wardens straight ahead and eliminate that group next. This should leave you with only one group of wardens in the far corner of the room.

Your next task however is to eliminate the rest of the plant enemies. Watch carefully these plants have left traps all over the room.

Now with everyone inside the room you can finish off the last warden group. This will leave a few plants - some people choose to ignore them but I prefer to have a safe room to retreat to if the next section becomes overpowering, so I suggest clearing all the bushes and then the guardian serpent.

Throught the door and down a hill to the next area

Room 8 - Don't let the Door Close

At least one party member should remain on the outside of the next door until the door inside the room opens. If everyone crosses into the room the door will shut traping your party with nowhere to run to.

The last room looked hard but this room looks easy. It's not. You will see two groups of blood drinkers in the room. Try to keep in mind the room is like a mine field and similar to the maze killing one bunch sets up a spawn ready to pop in another. It is filled with blood drinkers and thorn wolves.

Keeping your group from suiciding here is difficult, even more so if there is a chest in the room. Try to keep everyone back at the door for as long as you can. A bad spawn of thorn wolves can mean disaster for your team. In the event that something does go wrong as many as possible of your team should retreat to the last room and wait for the thorn wolves to go back.

There are a lot of spawns here not just one or two, but you can tell if you are done by whether the door on the other side of the room is open or not. Once it does open you can move through it to the next area. Remember the first door will close behind you when you all have gone through it so make sure your pet does not get stuck.

Room 9 - the path to Urgoz

Hard to believe but compared to what you have been through this is tame. After passing through the door where the serpent was you head down and to the left to another door this is a degen room but you can go straight for the twisted bark snd kill it. Move through his body to a bridge and as you cross you will begin to hear Urgoz's dialogue, which is somewhat amusing your first couple of trips.

At the end of the bridge is a group of burning bushes again with a few spawns by the guardian serpent. Nothing that hould cause you any problems.

After doing away with the serpent the door opens however continue to the left and from the side take out another guardian serpent, before going into urgoz's room.

Room 10 - Urgoz and Friends

You have come a long way and now you face Urgoz. He has a guardian serpent on either side of him but don't worry about them.

here is what you need to know to kill Urgoz

1. energy is good on the left and bad on the right of the room.

2. the hill is your safe zone at the top

3. EoE will be placed at the bottom of the hill to the left right against the wall of the hill. Make sure you kill any spawn near it after you first place it.

4. Spawns happen where you walk. The longer you stand still the more spawns around you.

5. The spawns blow up and can kill you quickly so keep moving

6. EoE only comes into effect when Urgoz is under 90% so you must attack him to get him to 90%.

7. After his health is down you can run around him causing spawns which when they blow up will kill him from the EoE.

Monks and bips stay back on the top of the hill using heal party spam

The rest of the team must use a run attack run method to bring Urgoz's health down.

If people die try to rez fast.

I hope you got a bow There is a portal behind Urgoz that will take you back to where your journey began

Last edited by Ouchie; Jan 13, 2008 at 11:18 PM // 23:18..
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Old Jan 09, 2008, 06:41 PM // 18:41   #10
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Quote:
Originally Posted by Ouchie
PETS

There is a reason why you are bringing a pet. They are first and foremost your personal shield Many times my pet has come between me and certain death. They also provide energy when they die for the necromancers and serve as a never ending supply of bodies for the MM. It isn't enough to just bring your pet. You need to Rez them as much as possible as well.
Ouchie,

You need to update your guide to reflect some of the major nerfs that have happened in the past few months.

**Players can no longer exploit pets bodies for minion making**

This was a very useful and old tactic used in Urgoz, but is no longer available. Personally, I am very happy not to see ten Pheonix when we load into the Warren. That sucked. You couldn't even see anything, just those massive birds. lol...
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Old Jan 09, 2008, 06:47 PM // 18:47   #11
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Quote:
Originally Posted by The Way Out
Ouchie,

You need to update your guide to reflect some of the major nerfs that have happened in the past few months.

**Players can no longer exploit pets bodies for minion making**

This was a very useful and old tactic used in Urgoz, but is no longer available. Personally, I am very happy not to see ten Pheonix when we load into the Warren. That sucked. You couldn't even see anything, just those massive birds. lol...
Opps sorry bout that you are correct no bodies - I wouldn't throw away the usefulness of pets though as a meat shield - however thinking things through a couple extra traps may serve a purpose too.

The general info is still there for each area anyways - what to expect and so on and so forth - just remove the pets lol.

I edited the guide to put pet nerf info in

Last edited by Ouchie; Jan 09, 2008 at 06:54 PM // 18:54..
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Old Jan 09, 2008, 07:06 PM // 19:06   #12
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Quote:
Originally Posted by Ouchie
Opps sorry bout that you are correct no bodies - I wouldn't throw away the usefulness of pets though as a meat shield - however thinking things through a couple extra traps may serve a purpose too.

The general info is still there for each area anyways - what to expect and so on and so forth - just remove the pets lol.

I edited the guide to put pet nerf info in
Thanks for the update, man. Pets are now as waste on your skillbar there. You would be better off with snare or tripwire... especially since mass aggro is often the case there. HM sucks... but is still doable in an hour or so.
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Old Jan 09, 2008, 07:32 PM // 19:32   #13
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I'm a W and as such have been banished from this place. Is it possible to Ursan this and what are my chances of actually getting into a group to ursan this?

(Is the Deep still dead? It was after GWEN came out).
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Old Jan 09, 2008, 07:44 PM // 19:44   #14
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Originally Posted by havok019
I'm a W and as such have been banished from this place. Is it possible to Ursan this and what are my chances of actually getting into a group to ursan this?

(Is the Deep still dead? It was after GWEN came out).
The Deep is still going strong... oddly enough. A ton of European players are all over the Deep. Urgoz is completely dead, unless you hook up with guilds that run it. My guild Ursan's Urgoz.
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Old Jan 26, 2008, 01:12 AM // 01:12   #15
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probably because urgoz took alot longer to complete compare to the deep.
The deep is fun IMO.
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