style="color: rgb(154, 185, 124);">Quest Guide: Invaders!
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style="color: rgb(51, 0, 51);">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.
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Starting Npc:
Guard Branson
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Zone:
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size="-1">Related Zones:
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size="-1">The Sewers
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size="-1">Level:
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size="-1">Monsters:
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Elder Beholder, Fire Reaver, Flesh Render
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Bosses
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size="-1">Bonus
Objectives:
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Kill 80 Outsiders
Kill 120 Outsiders
Kill 160 Outsiders
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size="-1">Possible Reward Items:
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size="-1">Two Chests, Invader Tokens
style="font-size: 10pt; font-family: "Times New Roman";">Walk-Through:
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alt="Invaders Map"
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As 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
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=203">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.
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alt="Ice Bridge"
src="http://ddo.tentonhammer.com/files/gallery/albums/album59/Invaders_Ice_Bridge.jpg"
style="border: 2px solid ; width: 250px; height: 187px;" align="left">Once
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.
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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
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alt="Gateway to Xoriat"
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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
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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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