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Friends in Low Places

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Turbine point icon.png Requires access to adventure pack: Shadowfell Conspiracy

Wheloon's network of drainage culverts has become a haven for those seeking refuge from the violence of the streets above.

Friends in Low Places
Heroic level: 16
Epic level: 26
Duration: long
Heroic XP:  ♣3,487Solo/Casual ♦6,050Normal ♥6,288Hard ♠6,526Elite
Epic XP:  ♣15,627Solo/Casual ♦26,804Normal ♥27,562Hard ♠28,319Elite
Takes place in: Drainage Culverts
Bestowed by: Faline Abbot
NPC contact: Faline Abbot
Quest acquired in: Wheloon Docks
Patron: Purple Dragon Knights
Base favor: 7
Free to Play: No
Extreme Challenge: No
Friends in Low Places map
Loading screen

Overview

Some Wheloon natives, innocent of any crime, are under siege by convicts inside the Prison.

Go to the Drainage Culverts inside Wheloon Prison, help the natives, and tell their leader Seth Wentalle are those on the outside working to free the inoccents.


Spoiler Warning: Information below this point can be considered spoiler material!


Objectives

  • Find a back way into Harvest Hall
  • Speak with the survivor near the entrance
  • Obtain a Bat Crest to access Harvest Hall
  • Obtain a Snake Crest to access Harvest Hall
  • Speak with the Leader of Harvest Hall
  • (Optional) Intercept the Northeastern enemy assault (10% of base XP)
  • (Optional) Protect the Elder of the Eastern Camp (10% of base XP)
  • (Optional) Protect the Elder of the Western Camp (10% of base XP)
  • (Optional) Protect the Elder of the Southern Camp (10% of base XP)
  • (Optional) Protect the Eastern Camp infirmary (13% of base XP)
  • (Optional) Find and talk to the lost niece near the Northern Camp (15% of base XP)

Known Traps

Trap DCs

  • Poison Spell Wards behind the secret door in the Western Camp, surrounding the chest
  • Poison Spell Wards south of the Western Camp
  • Poison Boobytraps south of the Eastern Camp
  • Poison Spell Wards south of the Southern Camp

Tips and Misc

  • This quest appears to scale the number of enemies (like The Weapons Shipment) based on the party size. On Epic Normal, a solo player may be able to complete alone provided they are self-sufficient.
  • Acid & fire resistance is useful.
  • The Spell Wards' glow lights up the room, even if they're not 'found' yet; once the last one is disabled, the glow dies down.
  • Barricades counts towards your Kills count, not your Breakables count.
  • There is an ambush at each camp after you speak to each Elder. Try to keep the Elders alive (you can buff them prior to the fight, and heal them during). Multiple waves of Deadeyes, Thugs, and Trapsmiths (all of the human variety).
  • The fight at the Southern Camp comes from several different directions, including a red-named; don't allow yourself to get drawn away from the Elder if you're going for that bonus.
  • During waves of attacks there will be trapmakers going around laying bomb like traps. Neutralize them early or enjoy the surprises while you explore a room.
  • There is a trap corridor with doors that rise up and can separate the party. Inside are many archers that shoot irresistible poison arrows from elevated walkways. There is a ladder up to the walkways, but you will get plugged the whole way up.
    • On EH, the damage was insane from at least 8 archers.
    • On EE, the best way to deal with the archers seemed to be: Hug one wall & hide below bridge. So only a few archers can attack you. Then range them from below and kill them on by one. At least on EE climbing the ladder is suicide unless you got tons of PRR, hp, ...
  • The shrine south of the trapped hallway is guarded by an ambush. Beware if you're low on HP!
  • You can use the Hidden Passageways to quickly make your way to camps you've already visited. You may need to successfully save the Elder at a camp to use that particular one.
  • There is a huge ambush at the end of the quest - red named supplemented with many waves of support; almost instant red alert. A lot of archers which can be problematic as you cannot kite them and they spread out. They tended to move out of static AoE effects too.
    • The boss seems to call the waves when she gets to certain amounts of damage; it may be worthwhile to leave off attacking her and switching to the trash spawns.
  • The AI in these encounters appears to be improved. Enemies spread out and flank you. Casters and ranged hold off and spread out. In most of the main encounters, you can't pull a few at a time - it seems to be all or nothing. The main challenge is the sheer number of attackers - the ability to crowd control is an important tool in this quest, otherwise you get overwhelmed.
  • You can get the "find the lost niece" optional by talking to the Elder in the Western Camp. She will be in that first passageway just past the Northern Camp; you will need to to Spot and Search her (just Search doesn't do the trick; she's standing on a pile of rubble along the southern wall). No extra loot, so may as well just DDoor back after completing the quest for the XP.

Bonus XP

  • Aggression bonus: ~176 or more monsters killed +10% Bonus. No experience numbers available.
  • Onslaught bonus: 228 or more monsters killed +15% Bonus. No experience numbers available.
  • Conquest bonus: 270-280 or more monsters killed +25% Bonus. No experience numbers available.
  • Mischief bonus: 34-35 or more breakables smashed +8% Bonus. No experience numbers available.
  • Vandal bonus: 44 or more breakables smashed +10% Bonus. No experience numbers available.
  • Ransack bonus: 56 or more breakables smashed +15% Bonus. No experience numbers available.
    • Due to all the trapsmiths laying traps and thus increasing the count, a traps bonus may be impossible to achieve.

Loot

  • Chests: 4 found so far
    • One on top of waterfall in the northeast, defended by Lizardfolk
    • One in a hidden room at the Western Camp, surrounded by spellwards
    • One at the end
    • One extra at the end for saving all the camp elders
  • NPC rewards: Always contains the following named Necklaces along with three random items:

Named Rewards

Necklaces, Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire

Named Chest Drop

Monsters

  • Lizardfolk (CR29-33 on EH)
  • Prisoners (CR29-32 on EH)
  • Orange named Bosses (CR33? on EH)
  • Red named Bosses (CR36 on EH)

Regular monsters

Named monsters

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