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G: Invaders!

Updated Fri, Feb 13, 2009 by Shayalyn

Quest Guide: Invaders!

By Khalas

Welcome to Invaders!  This is without a doubt one of the hardest quests in the game so a good sound strategy is a must.  To prepare casters should pick up web, fire wall, phantasm killer, and haste.  Healers should bring some some extra wands and scrolls as damage is heavy.  Resist Energy and Death Ward are both good spells for this area as well.  Tanks should simply be prepared to fight the above mentioned mosnters.  Note Guard Branson isn't even going to give you the quest if you're lower than level 10 though you will be able to follow others in.  Also before you even think about entering go and bind yourself to the Wayward Lobster.

This is not a quest for an disorganized party.  If you find that your party is nearly wiping after a few fights, it is time to consider doing something else.. this quest might not be for you.  Some things that are useful are good, lawful and cold iron weapons.  Some of the named items that can be found in this quest are just this type of weapon, and very, very good for the level of the items.  Just don't go into this quest for experience.  This quest is all about the challenge and the experience.
Starting Npc:
Guard Branson
Quest Zone:
Stormreach Harbor
Related Zones:
The Sewers
Level:
12
Monsters:
Zealot of Madness, Thaarak Hounds, Ice Flenshers, Beholder, Elder Beholder, Fire Reaver,  Flesh Render
Named Bosses
Garzuul, Tharkuul, Tyrzza, Prysuul, Grokien
Bonus Objectives:
Kill 40 Outsiders
Kill 80 Outsiders
Kill 120 Outsiders
Kill 160 Outsiders
Possible Reward Items:
Two Chests, Invader Tokens
Walk-Through:
Invaders MapAs soon as you enter you'll have a little time to prepare and use buff spells if need be. Do NOT use a lot of spell points on this as Beholders can and will remove all effects just by looking at you. Once you get going and open the first door you'll see a pack of kobolds runing past you. You can't attack them but directly to the right of the entrance are some flesh renders and an ice flenser. There will be a fire reaver and another flesh render at the base of the water to the left. Try and lure these enemies all to your center starting area and defeat them quickly. Once that's done you'll have to deal with three beholders on the bridge at the base of the left water incline. Take then out however you want but phantasm killer can work wonders here in terms of saving resources. The beholders have a long reach with their eye attacks so be careful. deathblock armor can help you here but don't get reckless.

After the bridge you'll find a narrow hallway that leads to a portal into Xoriat. You can't enter these portals but things from the other side can and will come out at you. thaarak hounds will guard the entrance to the hall way and you'll find some fire reavers nearby as well. Take these creatures out before anything else notices you for the moment. You'll likely notice at this point that strange magic balls are floating around on the floor. Yes they're pretty but avoid them at all costs! The balls cast random spells upon touching you. Despite the rare beneficial spell they cast on you the vast majority of the time they'll either have you dancing in the floor during battle or kill you on touch. There is a small crevice on the left right before the intersection in this hall that is a safe area to fight inside. There is also a beholder, thaarak hounds, an ice flenser, and a fire reaver right around the corner. This is easily one of the hardest fights in the quest. If you need to regroup and fight somewhere with more room there are some more crevices directly after the turn here you can fight in as well.  Note the thaarak hounds main purpose in life is to get between you and the death dealing Beholder so be careful.  After this battle you'll turn left and see some more fire teavers.  Try and draw them to one of your crevices and take them out before running to the end of the hall.  You'll find a box here and a right turn, at the end of the right  hand hall is yet an elder beholder flanked by an ice flenser and some zealots of madness.  The zealots main purpose is to cast hold person on you while those moving orbs of death creep up and hurt you.  If you can cloudkill the area without drawing their attention then do so but it's a risky proposition at best.  Once you do manage to clear this area you might want to dimension door back to the beginning though.

Ice BridgeOnce you make your way back to the original starting area you want to now tackle the door leading south. Cast web and solid fog here as well as fire wall.  thaarak hounds will appear on the side of the door you're on and flesh renders guard the bridge on the other side along with a beholder.  You might notice that the hounds spit acid at you that does damage over time.  A simple resist acid potion takes care of this though it is a pain.  This bridge has a door way to the left and straight ahead of the one you just came through.  Also in the dead center an ice flenser will appear.  This guy constantly re-spawns so just plan on killing him anytime you have to come this way.  Head towards the door straight ahead of you and apply the same crowd control on it as you just did the last one.  Make sure tanks are up front blocking the door way because a large number of flensers, renders, and reavers are on the other side.  This is a small hall way with a right turn at the end.  The fight with the elder beholder here goes down exactly like the first one complete with irritating orb of doom hovering around making life difficult.  One way to handle this is to cloudkill the entire hall then leave.  The beholder and everything else in the hall will die eventually and you won't get hurt.  Once they're dead you can go to the other door on the bridge.  Be sure and kill that ice flenser again as he'll have respawned and use the same door opening tactics on this door as you have the previous ones as there are more reaver, flensers, and renders on the other side of this one too.

Make your way down the hallway here while killing the thaarak hounds in it.  After making a left you'll find a door that leads to a large open area with a lower level beneath three small bridges.  You'll face two beholders, some more thaarak hounds, flesh renders, and ice flensers in here.  Use the columns in the room to your advantage in dealing with the beholders.  Once the room is clear drop down to the area below and prepare to open the door in the back right corner with the normal door opening routine of crowd control, fire wall, and tanks.  After the door you got a small hallway that leads to a room with some thaarak hounds and zealots of madness guarding another elder beholder.  The bad news is there is also a gate to Xoriat very close to where you enter the room and standing near it will spawn more enemies.  The good news is the elder beholder is likely to just sit there around a corner not even looking at you while you dispatch it's guards.  Kill them then take him out hard and fast.  Run back through the hall and expect some reavers and flensers to be in the lower area you dropped down into.  If you're feeling lucky you can run past em and up the ladder.  Otherwise kill them to make sure no party members get left down there to face them alone.

You're going to find a door way directly
Gateway to Xoriat across the chasm from the one you came into.  Open the door and make your way down the hallway.  You'll encounter light resistance and come to an incline with some fire reavers you can pick off one at a time.  At the top of the incline you'll find two right hand hallways and a gate to Xoriat on your left.  The second right leads to the end battle which you can't get to yet though you can certainly take out the thaarak hounds in it to save yourself the trouble later.  The first right however holds what you've no doubt been wanting for oh about 4 fights now and that's a shrine!  To add humor to the stage there are terrified kobolds in the shrine area that won't attack but will shut the door as soon as one person enters the room until you talk to one of them.  Rest up if you need it and continue on.

Moving straight from the incline you'll come upon another raised area that immediately declines into an open area with four beholders in it.  If your caster can cloudkill that area then hide behind the natural incline behind everyone else it's possible you can get them that way.  Otherwise phantasmal killer and good old fashioned head bashing can win the day here.  Once the beholders are dead you'll find door ways to the right and left. A note on the left hand door, there are two chests in this quest, one of them is found after the end battle.  The other however can appear randomly down any hallway, typically near an elder beholder.  If you haven't found the random chest the only reasons to go into the left hand door is to look for it there and to rack up your kill count with more reavers, flensers, and thaarak hounds.  Otherwise ignore it and head for the right hand door.

This door is tricky in that as soon as you open it two of those orbs of doom will come out of the room along with the normal host of enemies.  The best bet is to stand on the pipes to the left of the door until the orbs pass by then rush into the room and take out the thaarak hounds, zealots, and reavers.  The last elder beholder is in here around the left hand corner and generally won't involve himself until you attack him.  After every last thing in the room is dead run back to the hall way with the shrine and prepare to go down the final hall.  Note the two orbs you released will roam all the way to the Xoriat portal in this hallway and can easily surprise you coming over the hill.

Once you're ready for the final battle you should note it can and should be fought in stages. You can lure the reavers, flensers, renders, and thaarak hounds out of the room at the end of the hallway on the right and take them out in small numbers as opposed to rushing in an trying to do things the hard way.  The final named boss is random and can be either a thaarak hound, ice flenser, fire reaver, flesh render, or beholder.  You're going to face at least one of these types of creatures n the room anyway.  None of the named bosses are extremely powerful versions of their respective species thankfully and once they die you get the exp reward and you're done.  There is a chest in the room to the left with outsider tokens, the amount depending on which boss you got.  Once you get your chest finish out and get talk to guard Branson for your quest reward!

Now a few things to remember in this quest that need stressing.  First do NOT rush ahead of your party and pick fights you're not ready to deal  with yet.  That's true of any quest but especially true in this one.  Second remember those roaming orbs WILL wipe an entire party out merely by existing.  True it's possible they COULD cast heal or jump on you but in all likely hood they're no good.  Keep a constant eye out for them at all times.  Third it's a long time to the one and only shrine in here.  Don't worry if you have to recall out for spell points or to ressurect yourself in this one.  Keep a level head, a steady pace, and use good teamwork and this is one of the most rewarding quests in the game.  Collect 25 Tokens and you have your choice of some VERY nice rewards from the fellow across the water from guard Branson so odds are you're going to be back in here again.




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Windows
Developer: Turbine, Inc.
Genre: Fantasy
Status: Published
Release Date: February 28, 2006
Fee: Free-to-Play
ESRB Rating: T

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