Library of Erudin“…for knowledge is the greatest quest of all.”Erud
Zone descriptionEQ1Community article

upperguk

fan-archive

Dangers ------- Probably as a result of the above, this place has some very dangerous trains. These are not Blackburrow trains where there is one Elite Guard mixed in with some Burly Gnolls, these are trains of 20th level and higher warriors mixed with tads. These trains are even more dangerous because of the ingeniously evil layout of the entrance of Guk. The entry hallway is large enough to fit one ogre/troll, but no others can fit by. One AFK ogre in the doorway equals your death. Also, the entry hall with the bridge over the water is also very tricky to navigate, and will definitely slow you down if you want to keep from falling into the water.

I could go into much more about why this place is dangerous, but suffice it to say that when I usually enter the zone, there are usually 15th to 20th level characters resting in the entry hallway, and they usually fight in one or two rooms past the water room, drawing out frogloks from the rooms beyond. If this sounds like your kind of place, then go on in. Also, there is the difficulty of death and having to run from Freeport to Guk naked...

Also of note, most of the good races (I haven't checked them all) can actually enter Guk and travel unhindered throughout it. This assumes, of course, that you have never in your entire life killed a froglok. If you have killed a froglok, you will notice that you can still travel throughout the dungeon unhindered, although this comes with a caveat. My example is my wood elf, passing through the temple where he had previously traveled unmolested, was attacked by every froglok present after a Tuk Warrior took offense at my presence, and this after killing one froglok forager in the swamp above. He actually would have outrun the train (probably one of the more ugly in Guk history) but instead got caught in a blind end water filled area where the crocs lair above. Be careful what you hunt...

More specific dangers involve some of the unique spawns/camp spots. Three of the rooms, in particular, are very dangerous. The rooms with the Summoner, the Scryer, and the Shin Lord, all have relatively the same danger, and that is that they are tough rooms to crack and keep open. Basically, if you could hunt these critters for experience, these rooms are a danger. The problem is that attacking one creature in the room brings at least half a dozen very powerful frogloks on top of you. Controlling these fights requires a balanced and controlled group, a lot of Snaring, and some luck. Once the room is clean, however, you can't rest. Constant fighting ensues in order to keep the room clean, and you have to make sure the surrounding area is kept clear or you'll have some very lethal spawns.

Benefits -------- There is also a large amount of good equipment to be had in Upper Guk. Many of the items are on characters wish lists, and the added benefit of making some great experience while waiting for the critter who carries it to spawn is worthwhile.

TravellingTo andFromUpperGuk ---------------------------- The entrances to Lower Guk are apparently many in number, but I have never personally found any of them, despite traveling far into the zone.