Background
"dangerous home of gnomes, sporefolk, sahuagin, huaka & troglodytes"
Methods of getting there:
- Via Ships / whirlpools. One of them in Great Alyrian Underground at the southwest passage, another is through the river trail southeast of Pirate's Cove at 1119, 1085.
- Via ebongates - see Mark of Ebongates.
- Home/Condo? - recall for Genauras & Bandit Camp.
- Board the skeletal train from the towne of Rune.
- double new moon worldgates to Friends Retreat?.
Preparation / Warnings
- The Sigil Underground Wilds are level restricted to level 241.
- Most rooms are CPK, flagged indoors. A select few rooms are flagged outdoors and some are non-pk. Notably the pink sand areas in Sahuagin Tunnels, the Mosaiced Road, or just outside a Mosaiced Home.
- If you encounter another player in the same room on the CPK virtual map, you will enter a "showdown" where neither of you will be able to move from that room until you either form together or one of you kills the other.
- Mounts are highly recommended if the intention is to stay outside for extended periods of time.
- After each reboot or crash, the first time you visit or recall into an area in SUG, you will get a full restore.
- Whenever possible, stick to designated paths. In legacy area, avoid the Dread Cleaver Caverns. These are dark grey exclamation marks on the vmap. There are mobs in here that will instantly slay high level characters and loot hoards, proving costly for the economically-disadvantaged.
- Banks, lockers and letterboxes are inaccessible from anywhere in Sigil Underground. If you know you will need gold on hand to buy train tickets in the Skeletal Train or turnstile in The River Bath?, come prepared.
- Be mindful of recall radii. If you die in remote locations, you may revive in Genauras, Darksea, Bandit Camp or Towne of Rune and have to travel back. You can also use this to your advantage to get to legacy areas more quicky (e.g. use in-game speedwalks to run to Vaatt or Renn from Cogworks City, while typing "RECALL LIST" as your character moves. Cast word of recall when you see Bandit Camp or Genauras as your nearest point.)
- Traders in Sigil Underground do NOT take gold ingots. If you are traveling by ship and end up killing pirates, make sure to properly manage cargo space so you have enough to hold gold-ingots, buy additional ammo, and leave room for emeralds or rubies (they're heavy). This is especially important if your cargo is already reduced by a houseboat conversion.
- If traveling by ship, note how the one-way currents work. These look like white > on the vmap and they are called "Churning Whitecaps." If you are on one, it will prevent you from going any direction involving west (w, nw, sw). You can find a room adjacent to it that's not a current (such as a tilde ~ or underscore _), then sail your ship OVER the whitecaps at max speed to cover as many rooms as possible. Just note that your max speed will be impeded if your hull drops below 75% while fighting pirates and you may not be able to cover the distance over a large number of whitecaps in a row. So while fighting pirates, you may have to retreat sooner than if you were fighting them elsewhere.
- Sailors, take note of where sea forts are located. Most of the pirates are concentrated around them, so if you want to be cautious, plan ahead. Huaka sea fort (1231, 1420), Hegemons sea fort (1327, 602), and Labor sea fort (621, 699).
Canal Locks
To be added.
Non-SUG zones with sections in SUG
Most of the ones below are now obsolete since the Sigil Underground rework released in Aug 2021.
# 7639 | Thu Aug 19 18:22:00 2021 | critical | The Sigil Underground will be available today.
Obsolete Info Below
- A Rift Between Sigil and The Underside:
- west from SW corner of ilandrama library and enter the mirror/rift walk out. - This path is NPK but entering the fogbank will cause your scan and orienteering ability to decrease and make your vmap very tiny. this is restricted to level 60 and below now
- Down from manticore – revealed after he's dead. - CPK
- A Dwarven Passage Between Sigil And The Underside - 475, 1426 in Alyria. This route takes you near approximately southwest of A Ghost Town. - NPK
- A Mineshaft Between Alyria And The Sigil Underground - 1NE from 1041, 1246 in Alyria. This route takes you near approximately south/southeast of Bandit Camp. - CPK
- A Natural Cave Between Alyria And The Sigil Underground - 795, 1205 in Alyria. This route takes you near Darksea. - CPK
- "Passage beneath Xaventry" (not zone name) . Dig for a down from xaventry recall. Follow path outside to enter portal and go to Genauras, or cast word of recall to go to A Ghost Town. - Alternates between CPK and NPK.
- A Fiery Catwalk - cast detect illusion and go west from 'Before a Flat Basalt Door' in Mount Vesuvius or go to 291, 1159 in SUG. (w/nw of Genauras and rift entrances) - CPK
- A Labyrinthine Molehill - 537, 1258 in Alyria. (east of sigil). Previously closed, leads to right outside Genauras. - CPK
- Passage through Rune (not zone name) - go to the furthest east room in Astarach Preserve (walk east through the wall 1n of main and baphomet) and follow path down. All the way in the end is a portal that leads to Gypsy Village - NPK. This is opened at the Mayor's discretion. Alternatively, from outside of this portal you can recall to Bandit Camp.
- "Petrified Tree Network" - looking into its direction says it's in Sigil. Don't know where from. (restricted to 120 and below)
- Various worldgates. See world gate list.
- Palace of Diocletian - All north from the bath house, all down. Then dig for a NPK exit. Follow the path to end up at 551, 1354 in Sigil Underground. Restricted to 239 and below.