Friends in Low Places

Wheloon's network of drainage culverts has become a haven for those seeking refuge from the violence of the streets above. {{Quest This quest is part of the Shadow Over Wheloon story arc.
 * name= Friends in Low Places
 * level= 16
 * epic= 26
 * duration= long
 * xp={{xpcolors|solo=3304|normal=5733|hard=5958|elite=6184}}
 * epicxp={{xpcolors|solo=??|normal=??|hard=??|elite=??}}
 * loc= Drainage Culverts
 * npc= Faline Abbot
 * zone= Wheloon Docks
 * patron= Purple Dragon Knights
 * favor=7
 * free= no
 * extreme=
 * mappic=M_Friends_in_Low_Places.jpg
 * maplegend=
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 * loadingpic=Questloading_FriendsInLowPlaces.jpg
 * 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.
 * obj=
 * Find a back way into Harvest Hall
 * Speak with the survivor near the entrance
 * Speak with the Leader of Harvest Hall
 * (Optional) Protect the Elder of the Western Camp (10% of base XP)
 * (Optional) Protect the Elder of the Eastern 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) Intercept the Northeastern enemy assault (10% of base XP)
 * (Optional) Find and talk to the lost niece near the Northern Camp (15% of base XP)
 * traps=
 * Spell Wards (corridor south of western camp)
 * Poison Boobytraps (southeast ambush)
 * misc=
 * There is an ambush at each camp after you speak to each Elder. Try to keep the Elders alive.  Had multiple waves on EH.
 * During waves of attacks there will be trapmakers going around laying bomb like traps. Neutralise them early or enjoy the surprises while you explore a room.
 * There is a trap corridor with doors that rise up and can separate party. Inside are many archers that shoot unresistable 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.
 * There is a huge ambush at the end of the quest - red named supplemented with many waves of support. 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 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.
 * In many of the encounters, the mobs just "teleport" in and instantly have the death ward effect appear over them. Instakill spells were still working though.

{{XP bonus|n1=229|n2=|n3=|k1=|k2=|k3=|t1=|t2=|t3=|s1=|s2=|s3=|b1=2-36|b2=37-48|b3=53-64}}
 * chest= 4 found so far
 * top of waterfall defended by Lizardfolk
 * hidden room at the western camp
 * extra chest for saving all the camp elders
 * end chest


 * npcreward= Always contain following 3 named Necklaces

Named Rewards
Heroic: Epic: }}
 * Guardian´s Locket(Neck):
 * Sage's Locket(Neck):
 * Skirmisher's Locket(Neck):
 * Sage's Locket: ML26, Evocation Focus V,
 * Skirmisher's Locket: ML26,, Deadly VIII
 * Guardian's Locket: ML26,, Deadly VIII
 * unique= yes
 * monsters=
 * Lizardfolk (CR29-33 on EH)
 * Prisoners (CR29-32 on EH)
 * Orange named Bosses (CR33? on EH)
 * Red named Bosses (CR36 on EH)