Dungeons & Dragons Online
Dungeons & Dragons Online

Walkthrough - Specific Chapters/Areas

Complete the Walkthrough for Dungeons & Dragons Online's Sunken City of Xorvix in the Lower Districts. Find the Sunken Relic of K'tharr starting in the Flooded.

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Walkthrough - Specific Chapters/Areas

The Sunken City of Xorvix - Lower Districts

Welcome, adventurer, to the treacherous Lower Districts of Xorvix. This area is notorious for its aquatic denizens and hidden traps. Prepare for a challenging delve!

Objective: Locate the Sunken Relic of K'tharr

  1. Initial Descent: Upon entering the Lower Districts, you'll find yourself in the Flooded Plaza. Immediately head southwest. Be wary of the Deep Scrag patrols; their harpoon attacks can inflict significant bleeding. Prioritize ranged attackers or use crowd control spells like Hold Person if you have them.
  2. The Coral Labyrinth: Navigate through the tight corridors of the Coral Labyrinth to the west. This section is riddled with pressure plate traps that trigger poisonous gas. Look for discolored coral patches on the floor – these indicate trap locations. A character with high Search skill (DC 15) can disarm them, or you can trigger them from a distance with a thrown object.
  3. Guardian's Chamber: At the heart of the Labyrinth, you'll encounter the Guardian of the Depths, a formidable Kraken Priest accompanied by two Giant Octopi.
    • Strategy: Focus fire on the Kraken Priest first, as its Tentacle Lash ability can stun multiple party members. Use piercing damage against the Octopi, as they are vulnerable to it. Consider using Fireball or similar area-of-effect spells to clear the smaller tentacles the Priest might summon.
    • Loot: The Guardian drops the Kraken's Eye Amulet (Grants +2 to Wisdom, +10% cold resistance) and a Pouch of Ancient Gold (500gp).
  4. The Sunken Vault: After defeating the Guardian, proceed through the newly opened passage to the north. This leads to the Sunken Vault. The Relic of K'tharr is encased within a magical barrier.
  5. Deactivating the Barrier: To deactivate the barrier, you must activate four Glyph Pedestals scattered around the Vault. Each pedestal requires a specific elemental attunement.
    • Pedestal 1 (North): Requires a Flame Gem. Found in a hidden chest (Search DC 12) behind a crumbling pillar near the entrance to the Vault.
    • Pedestal 2 (East): Requires a Water Orb. Dropped by a Water Elemental that spawns when you approach this pedestal.
    • Pedestal 3 (South): Requires an Earth Shard. Located on a skeletal remains pile in the southeast corner of the room.
    • Pedestal 4 (West): Requires a Wind Crystal. This is a reward for solving the Riddle of the Whispering Currents carved into the western wall. The answer is "Silence."
  6. Claiming the Relic: Once all four pedestals are activated, the barrier around the Sunken Relic of K'tharr will dissipate. Interact with the relic to complete the objective.

The Shadowfen Mire - Whispering Paths

The Shadowfen Mire is a festering swamp, home to insidious creatures and ancient, forgotten secrets. The Whispering Paths are particularly dangerous due to the pervasive illusions and quicksand pits.

Objective: Recover the Lost Journal of Elara

  1. Entering the Mire: From the main entrance, follow the marked path. The first challenge is the Misty Bog. Illusions here can make paths appear and disappear. Stick to the solid ground indicated by glowing Swamp Lilies.
  2. The Ghoul Ambush: As you cross the Rotten Log Bridge, a pack of Fen Ghouls will ambush you from the surrounding thickets. Their paralysis attacks are a major threat.
    • Strategy: Prioritize eliminating the Ghouls quickly to avoid being overwhelmed. Spells like Turn Undead (Clerics) or area-of-effect damage are highly effective. Keep your party members spread out to minimize the impact of their paralysis.
    • Item of Note: One of the Ghouls may drop a Tarnished Silver Ring, which can be sold to the merchant in Oakhaven for 75gp.
  3. The Illusionary Maze: Beyond the bridge lies the Whispering Maze. This area is designed to disorient.
    • Navigating the Maze: The correct path is always indicated by a faint, shimmering blue glow on the ground. Ignore any other paths, as they lead to dead ends or quicksand pits. A character with high Spot (DC 10) can easily discern the correct path.
    • Encounter: You may encounter Will-o'-Wisps within the maze. These creatures are immune to physical damage and most elemental spells. Use Magic Missile or other force-based spells, or rely on divine damage from a Cleric's Smite Evil.
  4. The Ancient Tree Hollow: At the end of the maze, you'll find a massive, ancient tree with a hollow at its base. This is the Ancient Tree Hollow.
  5. Retrieving the Journal: Inside the hollow, you'll find a small, moss-covered altar. The Lost Journal of Elara is resting on it. However, interacting with it will awaken the Mire Lurker, a powerful plant creature.
    • Boss Strategy: The Mire Lurker is resistant to piercing and slashing damage but vulnerable to fire. Use Burning Hands, Scorching Ray, or enchanted weapons with fire damage. It has a powerful Root Grapple ability that can immobilize a party member; have a character ready to free them or use a Freedom of Movement spell.
    • Reward: Upon defeating the Mire Lurker, you can safely retrieve the Lost Journal of Elara. Additionally, a hidden compartment (Search DC 14) in the altar contains a Potion of Greater Healing and 150gp.