Werkd OT has its own quests, written for this server and woven into its story. Read the Werkd Lore to learn how they fit together.
Below the Thais sewers, a gang of smugglers has taken over the old vaults of the Werkd guild. The Sewer Watch wants them gone.
| Where | The rotworm sewers under Thais, then the Undertow's tunnels and den below them. |
| Level | No level needed to start. The tunnels suit levels 60 to 100, the den levels 100 to 250, and Silas Crane is for teams of level 250 and up. |
| Start | Talk to Captain Hollis Brack of the Sewer Watch, beside the smugglers' lift in the rotworm sewers. Say hi, then drain. |
| Rewards | The Sewer Watch writ and access to the Undertow den; the hunting grounds of the den; the chance to face Silas Crane for the Vaultwarden Plate and Vaultwarden Greaves. |
| 1. The job | Captain Brack's watchmen keep vanishing down a condemned drain. Agree to help and he sends you down to find out who is behind it. |
| 2. Getting down | The Undertow keeps a lift beside the old drain: stand on the grate and pull the lever next to it. A ladder where you land takes you back up. |
| 3. Thin them out | Kill 100 Undertow Runners or Smugglers on the two tunnel levels. Everyone who hurts one gets the kill, so you can do it with friends. You are told how you are doing every 25 kills. |
| 4. Find the clues | Search the tunnels for three clues. They sparkle so you can spot them, and if you get stuck, ask Brack about clues and he will tell you where to look. Each clue is a note you can read. |
| 5. Report | Go back to Brack and say report. He works out who is behind the Undertow and gives you a Sewer Watch writ. The smugglers' gate on the lower tunnels now opens for you. |
Behind the gate lie the Undertow's den: docks and warehouses, living quarters and the old guild vaults, three levels of crates, bunk rooms and smugglers who don't want visitors. The deeper you go, the harder they get: the lowest levels hunt like the Pirats, with similar experience.
| The guard cave | At the bottom of the den, Undertow Captains, Enforcers and Marksmen guard a level 250 gate. Wherever you stand in that cave, several of them are on you. Come prepared. |
| The lever | Behind the gate, a team of 2 to 5 players (all level 250 or higher) stands on the five planks and pulls the lever. Each player can face Silas once every 20 hours, and the team has 20 minutes to win. |
| The fight | Silas has 150,000 health and hits hard, so bring a blocker. He keeps Enforcers around him and calls a Captain when he's badly hurt. A teleporter in the hall takes you back to the lever room if you need to get out, but then you have to fight your way past the guard cave. |
| The strongroom | Behind his chair is Silas's strongroom. It opens only for those who did at least 10% of his health in damage or healing. Inside are two chests: the Vaultwarden Plate and the Vaultwarden Greaves, one of each per character, and Silas's own ledger. A teleporter takes you back up to the sewers. |
| Tokens | The player who does the most damage gets 5 to 10 Werkd Tokens. Silas's other loot goes to the reward chest. |
The armour of the old guild's vault wardens. Each piece needs level 250, can be traded like any normal item, and fits itself to whoever wears it.
| Piece | Armour | Protection | Knight | Paladin | Sorcerer / Druid | Monk | Where |
| Vaultwarden Plate | 17 | physical +6% | sword, axe, club +4 | distance +4 | magic level +4 | fist +4 | Silas Crane's strongroom |
| Vaultwarden Greaves | 9 | physical +4% | sword, axe, club +3 | distance +3 | magic level +2 | fist +3 | Silas Crane's strongroom |
| Vaultwarden Boots | Lost. Old Harrow took them south to Port Hope. | Coming soon | |||||
| Vaultwarden Helm | Lost. Sold to a smugglers' crew bound for the desert. | Coming soon | |||||
More of the Werkd story is coming: the fate of Old Harrow in the spider caves of Port Hope, and the smugglers' crew who went looking for treasure beneath Issavi. Keep an eye on the Werkd Lore and the news.