EQL Source/Dungeons/Lower Guk · map/← Survey plateSourced & dated · updated daily

Companion to Survey Plate 06 · Innothule Swamp, Antonica

Lower Guk — Navigation Map

Get through the maze, then pick a side

Succor
1197, −217
Entrances
43 dead, 1 live
Respawn
9:28
Named plotted
31
Min level
5to zone in
Invisibility
Unreliable

01Reading the map

Dead side runs north, live side runs south — but they overlap in the middle. Filled markers are Live, hollow rings are Dead. The band where they interleave is real, not a drawing error, and it is why people get lost here. The Elder Room and the bridge are the two places you can cross between them.

02The map

X 4000 −400−800 −1200 Y 16001200 800400 0 DEAD SIDE · GHOULS · KNIGHTS & WIZARDS LIVE SIDE · FROGLOKS · KNIGHTS & SHAMANS ↑ the two overlap through this band GHOUL LORD — Guk guards ARCHMAGI — via jin wizard PH HAND ROOM — 100% spawn FRENZY — the FBSS camp GIB ROOM — Safe Hall below SENTINEL — hidden hallway RITUALIST — the bridge STORE ROOM — up a ladder EXECUTIONER — cages DEAD TOWER — savant, cavalier SAGE ROOM — secret wall CRUSADER — Live Keep floor 3 YUN PRIEST — Live Keep floor 2 HERBALIST KING ROOM — one-way exit behind ELDER ROOM — live ↔ dead EVIL EYE — the live hub SAGE (dead) PATRIARCH NOBLE — gateway to king WATER ELEM — see invis IN succor · 1197, −217 between Bedroom & Waterfall LEGEND Live side named Dead side named population spawn point succor point
Four named are not plotted because they have no coordinates. The Ghoul Lord is marked by his two Guk guards, the Arch Magi by his jin-wizard placeholder. Slaythe the Slayer (a dead end just north of the Jail Room) and Raster of Guk (Elder Room, upper alcove by the cauldron) have no recorded position at all.

03Getting through

StepDirections
Pick an entranceFour from Upper Guk. Three land together on dead side — two need a short swim, the dry one is nearest Guk's front entrance. The fourth, deepest into Upper Guk, is the live side entrance and is least used.
Through the live mazeHug the right wall all the way to the Jail Room, then cut straight through. That lands you at the Evil Eye. The wiki calls this maze deadlier than Cazic Thule's.
From the Evil EyeThe live hub. Facing out of the cubby: left → Live Keep. Right → Jail Room or Noble Room. Straight → Elder Room, or on to dead side.
Toward the kingThrough the gateway in the Noble Room. Past King Prep, then the King Room. Behind the king is a one-way zone exit to Upper Guk beside the Innothule entrance — the emergency door.
Live → deadA small tower from the Elder Room leads across. You can pull dead-side mobs from there.
Into dead side properMost expeditions gather at the Bedroom to buff and invis, then move out. From the bridge: fall off left for a quick drop to the bottom floor; turn right to go down to live side.

04Know where you are

What you seeWhere you are
Three jail cells in a maze roomThe Jail Room — the maze's one reliable landmark
A big room full of people buffingThe Bedroom, the dead-side staging point
A cauldron, mushrooms, a pit and a ladderThe Elder Room. Raster of Guk hides in the upper alcove
Cages with froglok slaves in themThe Executioner Room — he stands on the central platform
A waterfall, and nothing attacking youThe Waterfall Room. The Scepter of Sorrows is on the floor
A three-storey keepThe Live Keep. Roof and bridge Vis/Wan, floor 2 Zol/Yun and the Priest, floor 3 the Crusader
Your Y is climbing past 800You are heading into dead side and away from every exit

05What will kill you

ThreatWhereWhat to do
Wrong invisibilityEverywhereThe live/dead split is not absolute. Dead side holds living creatures that see through Invis versus Undead — vampire bats, and a Deadly Black Widow that sits in the Bedroom tunnel specifically to catch you. Carry both spells.the main danger
See-invis namedBoth sidesThe Evil Eye, the Huge Water Elemental, one basalt gargoyle, and every mob flagged undead. The water elemental attacks regardless of froglok faction and the Zols in his room assist him.
WizardsDead side onlyThey nuke hard with few hit points. Kill order is wizards, shamans, knights, pets. A Kor ghoul wizard near the Arch Magi casts a 600-point nuke.
ShamansLive sidePets plus Scourge and Venom of the Snake. Kill them early.
Froglok factionLive sideHunting here seriously damages it, and you need it to walk Upper Guk safely. Killing undead frogloks repairs it.
Distance from exitsDead sideMost of it is very far from any zone line. Bring an evacuator.
The Elder Room pit trapLive sideCan kill you outright. But if you survive the fall you get a clean solo fight with the elder — nothing else joins.
Lay on HandsKing & CrusaderBoth are paladins and both will use it. Plan for a second health bar.

06Caveats