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Quest Name Starts In / NPC Takes Place In
Jungles of Khyber House Kundarak  - ( Barrow d'Kundarak ) Jungles of Khyber
Confirmed Quest Details Highest Known Bonuses
Base XP7,199
Level9
LengthVery Long
Monsters132
Chests3
Traps3
Secret Doorsn/a
Breakable31
Shrines3
Locks to Pickn/a
View Count8,401
Banes to Bring:
Aberration, Construct, Elemental, Elf, Giant, Vermin
1st time (Normal / Hard) +25% 8,999
Highest Kill Bonus +25% 1,800
Highest Trap Bonus +7% 504
Highest Secret Door Bonus Bonus +0% 0
Highest Breakable Bonus +10% 720
Total XP   12,022
Repetition Modifier by Base XP
1st time (Elite) +50% 10,799
1st time (Normal / Hard) +25% 8,999
2nd time   7,199
3rd time-10%6,479
4th time-20%5,759
5th time-30%5,039
6th time-40%4,319
Monsters Found During this Quest
Drow Scorpion RogueDrow Scorpion WizardDrow Scorpion Cleric
Drow RuffianDrow LorechanterDrow Seer
Drow SlayerGreater Earth ElementalBeholder
Iron GolemBlackheart TrollBlackheart Soothsayer
Chactar LurideaDrinto LuridaeHuarn Luridae
Wumat LuridaeSlay Prikta the BeholderMurat
Related Quests within this Series
Tharashk Arena 8 Medium 2,004
  Prison of the Mind 8 Long 2,040
  Gateway to Khyber 9 Short 624
Jungles of Khyber 9 Very Long 7,199
The Haywire Foundry 9 Very Long 4,079
Vault of the Night 10 Very Long 9,120
Plane of the Night 10 Long 1,900
Objectives
Track the huntress Veil to her lair
Fight your way past the drow who serve Veil
Fight your way past the beholders who guard Veil's path
Slay Chactar Luridea
Slay Drinto Luridae
Slay Huarn Luridae
Slay Wumat Luridae
Slay Prikta the Beholder
Quest Guide
Make sure your group is properly prepared with such spells and gear:

Spells:
Phantasmal Killer
Haste
Web
Deathward
Spell Resistance

Gear:
Anarchic Melee
Holy Melee
Elemental Melee (not as important)
Deathblock
Vermin Bane

This quest is not an easy one and I’ve heard of 6 man groups taking as much as 300+ minutes to complete it. If done properly it is possible to complete this quest in 35 minutes or less. Make sure everyone is on voice and that they communicate properly.

There are a few important things to know about the Jungles of Khyber that will help with your group’s success. Firstly, you’ll be fighting many, many Drow (no blackguards) and the casters can be painful. Always take out the Drow Seers first, followed by Adept and Prophet or Lorechanters. If you’re opening a door expect a nasty welcome from the other side and spawns from the room your group is standing within.

Also keep in mind that if your group wipes they will not be able to quickly come back in to the quest. One person will have to sit dead in the quest (to make sure it doesn’t reset) while the rest of the group fights its way through the previous quest to gain access to the Jungles of Khyber. It would be best that the person who sits in the dungeon is not a damage dealer and can easily be rezzed when your group rejoins your company.

Let’s get to the walkthrough…

You’ll start out looking into a larger room. Directly to your right there is a path that will take you up to a nasty caster / optional objective. It’s best to let your caster web up the area before attempting to run in and kill the boss as he can take off a considerable amount of health very quickly.

Continue on till you reach a door. Caution! There is a trap on the door and its box is on the other side of that door. It’s important to know that when you open that door about five Drow Hunters will start firing arrows at you while a Drow Seer casts safely nearby. The trick is that when you open the door you can have your melee characters quickly time the trap, make it through and kill the seer while your caster either attempts to PK the Seer while webbing the hunters. Move on towards the next set of doors.

The Northern doors can be picked to reveal some trolls. Take out the Soothsayer then the Warriors. The Western doors will open up calmly to reveal another door. Caution! When you open that door you’ll be confronted with another Drow Seer casting nasty spells on your group as well freshly spawning higher level Scorpions. The best approach is to PK the caster (or melee him) and then quickly focus your group’s attention on the Vermin. After clearing the room you’ll walk under a bridge with some Hunters and another Seer above. PK the Seer and have your group jump on the mushrooms directly across from the door that was just opened to reveal a hidden shrine. If your clerics or other group members can’t seem to make the jump have them un-equip their heavy armor and then cast Bull’s Strength to improve their jumping ability. Rest up if needed but if possible, save it.

Moving right along you’ll come to a room with Greater Earth Elementals on the floor while the Inevitable looms overhead. After the Inevitable’s commentary the Greater Earth Elementals will wake up and attack your group. PK as many as you can while the melee block or attack.

Move through the door and you’ll quickly get associated to the necessity for pulling. These next halls have a metric ton of Drow in them, most of which patrol the area so you’ll want to have a rogue do the pulling while your group ambushes them around corners. Remember, kill Seers and other casters before the melee and you’ll be just fine.

You’ll come across a drop-down area in the Northern hall, the pure objective of this room is to achieve your 10% ransack bonus with all the breakables inside. If your group does not need XP I suggest skipping the 5 or 6 Drow inside and moving on to the rest shrine.

At the rest shrine you’ll obtain a Key that will allow you to open the upcoming door to the Beholder’s Lair. Once again, rest up if you need it, if not, save it.

It’s important to have a plan of action when you reach the Beholder’s lair. The Beholders will patrol the halls and you’ve basically got to clear the entire room ahead to make sure that you can use three Intelligence ruins. What we like to do is just send our Sorcerer in to PK all the Beholders while everyone else waits at the door. If the Sorc dies his Spirit just runs to us by the door for a quick rez and he continues to PK the Beholders once again. In the unlucky scenario that you get the random Boss spawn of a named Beholder you’ll want to quickly come from the Eastern ramp and kill him as quick as possible. Make sure all the other beholders are dead before doing so. When the room is cleared use the three Intelligence Runes to open the door (keep in mind at least one of the runes randomly spawns around the room each quest).

Beyond the Beholder lair you’ll find a drop-down which leads to a tall room with a waterfall running down the side. If your group can manage to jump to the left side it will have the chance at killing another optional boss (caster and an iron golem). He’s big on fire so fire protection will help. If you miss the jump you won’t be able to get back up so just move on to the Geyser.

The dynamic here is that the Geyser will bounce you up and over the wall whilst many Drow and Trolls are sitting around. Obviously you’ll have to fight immediately. The annoying part is that the Geyser isn’t at all accurate and there is a good chance that not all of your group could reach the next area at the same time. So make sure the people who do make it over know how to stall the fight enough to wait for their teammates. When you do get to fight, kill the casters first then the melee. After they die the Southern door (shrine inside) will open which calls for another fight (casters first). After they are dead the Eastern door will open and another fight will ensue. After all of them die the Northern room will open and all of the monsters in there will move in and fight.

Now here’s the hard part… Upon opening the Northern room you’ll be fighting three bosses in one fight (and they are far from easy). One of which is an Elder Beholder which will generate some debt and usually wipes normal groups. However your group is no normal group and you will be prepared! First off what you want to do is hide a cleric behind one of the shrines. His only purpose is resurrecting ghosts that come to him. The rest of the people should haste up (just to get to him faster knowing full well the buff will be dispelled shortly after the fight starts) and run towards the Beholder. The caster’s job is to web the other two bosses to the point of sillyness. Once the other bosses are properly webbed your Sorc/Wiz will Magic Missile (or something else that works) the Beholder while the melee’s take bits of his health down. There’s a very good chance that this group will die in about 20 seconds but no worries, you have a pocket rezzer for just such an occasion. Upon dying have your group run back to your cleric who has been strategically hidden behind a shrine and have him rez everyone again while the other cleric restores their hit points. Your group will attempt the same tactics on the beholder while the rezzing cleric sits behind the shrine. After a few deaths and rezzes the beholder will die and you can focus on the caster then troll. The Troll is not one to be taken lightly and I advise just waiting till he’s webbed to actually engage. He hits hard and it’s not worth a group wipe if he gets out of control.

You’ll then move on to the last room where you’ll see three Greater Earth Elementals sitting at the entrance. They will come to life as soon as you engage the Inevitable. To start the fight you’ll just talk to Veil but you’ll want to get your tactics setup first. Everyone who isn’t melee should be standing (like a wall) between the Inevitable and where he enters the room from. He’ll run in there mid fight and restore all of his health, which can be painful. The Sorc/Wiz’s job should be to cast web as much as possible and to initially PK all the Greater Earth Elems. The melee can just run around until the Marut (Inevitable) gets webbed and then take down his health slowly enough. You’ll want to use Anarchic or Construct bane weapons to do this task a little faster. If he ever loses enough health and tries to get back to his little cave to restore his health, make sure you make a human (or elf, dwarf, etc) wall to block his path. Eventually he dies and you complete the quest with ease.


Quest Map
 
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User Comments
VON 3 or I found Hell in the Jungles of Kyber  Klattuu on 07/03/06 13:47
 
Be very very patient with this quest. First, in travelling to the start of the quest, there are about 50 trolls to get past. Command works well against the melee and Phantasmal Killer against the Mages. Expect to have to get past these guys a few times. One unresurrectable death and you have most of the party fighting the trolls again to get back in.

The drow inside are designed to be a major hit-point relieving adversaries and are often found in groups of 3 - 8. High spell resistance and See Invisibility are very common amongst the drow. Caster like to cast Ice Storm, Blindness, Fire Spells, alot on Normal.

There are a couple of spots where a Feather Fall device is highly recommended.

With changes to the way web works against giants, the troll at the end cannot be tied down as recommended in the writeup. Be very careful not to agro the named troll and the named beholder at the same time as killing the troll takes some doing.

As a word of warning, once you activate the elementals in the last room, do not leave the room, even to go back to the shrine, as that triggers the elementals to respawn.

  kerryfono on 10/24/07 17:06
 
OK, so as a lvl 9 relative n00b, I ran through this quest a couple of times got wiped both times. The 3rd time was pretty painless. This was mainly due to using glitterdust and web on the drow/trolls/elementals, and haste and stoneskin on our tanks, rather than trying to blast our way through. Battlefield control in those open areas becomes easier and the squishies draw less aggro.

Also, on the named troll/caster/elder beholder near the end of the quest... we found it easier to take out the troll/caster (the above poster is correct, web doesn't work on the troll as its a giant) near the shrine end of the room and away from the beholder, then take on the beholder.
I also found a new strategy I will suggest next time. The elder beholder doesn't seem to enter the room and along the southern wall there is a protrusion which gives a little line of site cover against the beholders eye rays (doesn't always work, I got neg leveled a couple of times). Have everyone hold off, get the sorc/wiz to hide behind the protrusion, then lay down a couple of extended firewalls underneath it. Then back off and let the firewalls do their magic. The area directly below it isn't affected by its antimagic and it hovers there like an idiot getting cooked. The numbers are yellow but thats ok, it still gets fried.

Again, this strategy works well with the Marut. Shield block in the doorway as the guide suggests, then have the sorc/wiz lay down as many emped/maxed firewalls as possible on the marut/elementals. The numbers are yellow, and he does regenerate but with the tanks laying down the hurt with bane weapons, its a war of attrition he won't win! :)

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