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.
/loc returns Y, X, Z. +Y is north (up), +X is west (left).
Rising Y takes you deeper into dead side. Falling Y takes you into live side and the king.
A froglok's clan name is its level. Guk > Bok/Jin > Dar/Kor > Zol/Yun > Wan/Urd > Vis/Tal > Shin/Tsu, from 45–49 down to 24–31.
Dots are surveyed /loc. Passages are schematic.
02The map
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
Step
Directions
Pick an entrance
Four 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 maze
Hug 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 Eye
The 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 king
Through 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 → dead
A small tower from the Elder Room leads across. You can pull dead-side mobs from there.
Into dead side proper
Most 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.
Two safe spots. The tunnel beneath the GIB Room is Safe Hall. And just above "C" on the bottom floor there is a sharp L turn no wanderer visits — people regroup and even bind there.
Live side entrance shortcut: falling off the bridge on the left drops you to the Shin Knight Water Room.
The Store Room is off to the side and up a ladder — easy to walk past.
04Know where you are
What you see
Where you are
Three jail cells in a maze room
The Jail Room — the maze's one reliable landmark
A big room full of people buffing
The Bedroom, the dead-side staging point
A cauldron, mushrooms, a pit and a ladder
The Elder Room. Raster of Guk hides in the upper alcove
Cages with froglok slaves in them
The Executioner Room — he stands on the central platform
A waterfall, and nothing attacking you
The Waterfall Room. The Scepter of Sorrows is on the floor
A three-storey keep
The Live Keep. Roof and bridge Vis/Wan, floor 2 Zol/Yun and the Priest, floor 3 the Crusader
Your Y is climbing past 800
You are heading into dead side and away from every exit
05What will kill you
Threat
Where
What to do
Wrong invisibility
Everywhere
The 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 named
Both sides
The 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.
Wizards
Dead side only
They 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.
Shamans
Live side
Pets plus Scourge and Venom of the Snake. Kill them early.
Froglok faction
Live side
Hunting here seriously damages it, and you need it to walk Upper Guk safely. Killing undead frogloks repairs it.
Distance from exits
Dead side
Most of it is very far from any zone line. Bring an evacuator.
The Elder Room pit trap
Live side
Can kill you outright. But if you survive the fall you get a clean solo fight with the elder — nothing else joins.
Lay on Hands
King & Crusader
Both are paladins and both will use it. Plan for a second health bar.
06Caveats
The page contradicts itself on the respawn timer. The infobox says 9:28 (corrected 10 July); the Monsters section still says 28 minutes. This map follows the infobox — and one NPC note updated to "9m 27s" in the same pass corroborates it.
Four named have no coordinates — the Ghoul Lord, the Arch Magi, Slaythe the Slayer and Raster of Guk. The first two are located by guard and placeholder; the last two are not plotted.
Spawn percentages predate the 28 July launch pass, which removed placeholders. Treat them as floors.
Passages are schematic. The maze in particular cannot be drawn honestly from coordinates alone — use the right-wall rule in §03.