
Outward Definitive Edition | Time Ticking Down
Deepest Guk is one expedition I don’t recall running much if ever in EverQuest back in the day. It is however one I thought I would check out this time around. Thankfully it was not that hard to get to or navigate around the instance itself.
Like the last expedition, we did this one would be another kill mission. This time around we even found a boss that was up and some other things we missed running our first expedition. My memoirs of how these work are slowly drifting back into focus.
The final zone to get through was Upper Guk which I had issues a few weeks back going through here. Thankfully after that experience when I noticed where this was I was able to get there quickly. Thankfully we are also much higher level and since you stay up top you are only doing with lower level creatures.
As before we are using a rolling camp. Where we find a safe area to sit to pull to for a couple of creatures. Once it is safe to move up to another section of the map to reduce pull time and how quickly we clear we move up. I usually have the creature sitting in the new camp spot waiting to be taken out.
One thing we missed in the first expectation that I was not going to miss this time around is containers. They have locks on them and are cursed. You can get them open and loot what is inside. We opted for the more destructive method.
While I was expecting a lot of narrow and nasty areas. There were surprisingly a lot of wide open rooms. Thankfully I can tank a few of these at once if needed so that was not much of a worry.
I recall back in the day I use to load up on my cleric a special type of spell that allows you to “pacific” creatures if they were the correct type. Someone then could pull a creature out of a pack if they all had the short-term de-buff on them.
While I did not have to go in that direction for this place. That is one trick of many that I’m slowly starting to recall that I can do with my cleric. There are so many little things I’ve forgotten over the years that made playing a cleric quite an amazing and awe-inspiring tool in the proper hands.
One of the nice things about this expedition is the number of augmentations you can find. While the normal trash has been dropping some as well. There was a name or a boss up that ended up dropping one that added 15 health along with a 2H blunt melee weapon.
This one ended with another 102 adventure points scored. Many of the items in the expedition shops are expedition specific. While we are now up to 204 points which is not much it is only 102 for each of the runs we have run so far.
Screenshots were taken and content was written by @Enjar about EverQuest.