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
 * name= Friends in Low Places
 * level= 16
 * epic= 26
 * duration= long
 * xp={{xpcolors|solo=3,304|normal=5,733|hard=5,958|elite=6,184}}
 * epicxp={{xpcolors|solo=??|normal=19,980|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=
 * othermap=
 * mappic2=
 * thirdmap=
 * mappic3=
 * fourthmap=
 * mappic4=
 * fifthmap=
 * mappic5=
 * 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. {{XP bonus|n1=|n2=|n3=|k1=~180-190|k2=215-229|k3=270-280|t1=|t2=|t3=|s1=|s2=|s3=|b1=34-35|b2=44|b3=56}}
 * This quest is part of the Shadow Over Wheloon story arc.
 * obj=
 * 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)
 * 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 Spel Wards south of the Southern Camp
 * misc=
 * 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.
 * The ambush appears to not spring on Heroic.
 * 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.
 * 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.
 * 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 may 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.
 * Due to all the trapsmiths laying traps and thus increasing the count, a traps bonus may be impossible to achieve.
 * chest= 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


 * 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)

Regular monsters
 * Condemned Burglars - halfling melee (CR: HE 20)
 * Condemned Burglars - human melee; some don't show HP if you have Human Expertise (CR: HE 20)
 * Condemned Deadeyes - human archers (CR: HE 20)
 * Condemned Enforcers - human melee (CR: HE 21)
 * Condemned Thugs - human melee; some don't show HP if you have Human Expertise (CR: HE 17)
 * Condemned Trapsmiths - halfling crossbowmen (CR: HE 17)
 * Condemned Trapsmiths - human crossbowmen; some don't show HP if you have Human Expertise (CR: HE 20)
 * Lizardfolk Archers (CR: HE 23)
 * Lizardfolk Scavengers (CR: HE 17)
 * Lizardfolk Shamans (CR: HE 23)
 * Lizardfolk Warriors (CR: HE 23)

Named monsters Althea Troise  - red-named human (CR: HE 26) Aramiya Troise - red-named human (CR: HE 26) Porto Troise - orange-named human Condemned Trapsmith (CR: HE 25) }}