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Friends in Low Places
Friends in Low Places is the 1st quest in the Shadow Over Wheloon story arc![]() Completing everything in a story arc often yields a nice reward.. |
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The first four quests can be completed in any order to unlock Through a Mirror Darkly. |
Friends in Low Places • A Lesson in Deception • The Thrill of the Hunt • Army of Shadow • Through a Mirror Darkly |
Wheloon's network of drainage culverts has become a haven for those seeking refuge from the violence of the streets above.
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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 |
Purchase: | Shadowfell Conspiracy |
Extreme Challenge: | No |
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 innocents.
Spoiler Warning: Spoiler material below this point!
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 — Bonus (10%): Heroic( ♣349 ♦605 ♥629 ♠653 ) Epic( ♣1,563 ♦2,680 ♥2,756 ♠2,832 )
- (Optional) Protect the Elder of the Eastern Camp — Bonus (10%): Heroic( ♣349 ♦605 ♥629 ♠653 ) Epic( ♣1,563 ♦2,680 ♥2,756 ♠2,832 )
- (Optional) Protect the Elder of the Western Camp — Bonus (10%): Heroic( ♣349 ♦605 ♥629 ♠653 ) Epic( ♣1,563 ♦2,680 ♥2,756 ♠2,832 )
- (Optional) Protect the Elder of the Southern Camp — Bonus (10%): Heroic( ♣349 ♦605 ♥629 ♠653 ) Epic( ♣1,563 ♦2,680 ♥2,756 ♠2,832 )
- (Optional) Protect the Eastern Camp infirmary — Bonus (13%): Heroic( ♣453 ♦787 ♥817 ♠848 ) Epic( ♣2,032 ♦3,485 ♥3,583 ♠3,681 )
- (Optional) Find and talk to the lost niece near the Northern Camp — Bonus (15%): Heroic( ♣523 ♦908 ♥943 ♠979 ) Epic( ♣2,344 ♦4,021 ♥4,134 ♠4,248 )
Known Traps
- 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.
- Acid and 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 count 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.
- The force fields around the crests will disappear only when you defeat every last enemy attacking that camp.
- 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.
- On the way to the Eastern Camp, 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.
- The gates do not close if you do not step in the water. By jumping/Feather falling onto the cobblestones hugging the wall, you can avoid the ambush.
- 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 and 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 have tons of PRR, Hit Points, ...
- 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 tend 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 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. Her location is randomised anywhere between the Western Camp and the Northern Camp, but as far East as the impassable waterfall in the north-east passage. You will need to Spot and Search her (just Search doesn't do the trick).
Bonus XP
- Aggression bonus: 163 or more monsters killed +10% Bonus.( ♣349 ♦605 ♥629 ♠653 )
- Onslaught bonus: 213 or more monsters killed +15% Bonus.( ♣523 ♦908 ♥943 ♠979 )
- Conquest bonus: 280 or more monsters killed +25% Bonus.( ♣872 ♦1,513 ♥1,572 ♠1,632 )
- Mischief bonus: 35 or more breakables smashed +8% Bonus.( ♣279 ♦484 ♥503 ♠522 )
- Vandal bonus: 45 or more breakables smashed +10% Bonus.( ♣349 ♦605 ♥629 ♠653 )
- Ransack bonus: 56 or more breakables smashed +15% Bonus.( ♣523 ♦908 ♥943 ♠979 )
- Notes:
- Due to all the trapsmiths laying traps and thus increasing the count, a traps bonus may be impossible to achieve.
Loot
- Chests: 4
- One on top of waterfall in the northeast, defended by Lizardfolk
- One in a hidden room at the Western Camp, surrounded by Spell Wards
- One at the end
- One extra at the end for saving all the camp elders
- Collectables:
- Adventurer's Pack south of the Western Camp, in the trapped corner
- Adventurer's Pack southwest of the Southern Camp, guarded by lizardmen
- Adventurer's Pack in the Eastern Camp, around the pillar of rock near the Elder
- Adventurer's Pack at the end of the northeastern passage
- Adventurer's Pack in the Overflow Control, up the ladder and on the other side
- Adventurer's Pack just before the crest-locked gate, south of the pillar
- Adventurer's Pack in the end room
- NPC rewards: Always contains the following named Necklaces along with three random items:
Named Rewards
Named Chest Drop
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Aramiya Troise ( view • edit ) | ♦19Normal ♥22Hard ♠26Elite ●♦32Epic Normal ●♥36Epic Hard ●♠70Epic Elite | Humanoid | Human |
Athea Troise ( view • edit ) | ♦19Normal ♥22Hard ♠26Elite ●♦32Epic Normal ●♥36Epic Hard ●♠70Epic Elite | Humanoid | Human |
Barricade ( view • edit ) | 0 | Construct | Inanimate Object |
Condemned Burglar (Human) ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♦25Epic Normal ●♥32Epic Hard ●♠61Epic Elite | Humanoid | Human |
Condemned Deadeye ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♦25Epic Normal ●♥32Epic Hard ●♠61Epic Elite | Humanoid | Human |
Condemned Enforcer ( view • edit ) | ♦16Normal ♥18Hard ●♦26Epic Normal ●♥33Epic Hard ●♠62Epic Elite | Humanoid | Human |
Condemned Thug ( view • edit ) | ♦12Normal ♥14Hard ♠17Elite ●♦22Epic Normal ●♥29Epic Hard ●♠53Epic Elite | Humanoid | Human |
Condemned Trapsmith (Human) ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♦25Epic Normal ●♥32Epic Hard ●♠61Epic Elite | Humanoid | Human |
Dog ( view • edit ) | ♦6Normal ●♥12Epic Hard | Animal | Dog |
Howler ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♦25Epic Normal ●♥32Epic Hard | Evil Outsider | Howler |
Lizardfolk Archer ( view • edit ) | ♦16Normal ♥19Hard ♠23Elite ●♥33Epic Hard ●♠62Epic Elite | Reptilian | Lizardfolk |
Lizardfolk Scavenger ( view • edit ) | ♦12Normal ♥14Hard ♠17Elite ●♥29Epic Hard ●♠53Epic Elite | Reptilian | Lizardfolk |
Lizardfolk Shaman ( view • edit ) | ♦16Normal ♥19Hard ♠23Elite ●♥33Epic Hard ●♠62Epic Elite | Reptilian | Lizardfolk |
Lizardfolk Warrior ( view • edit ) | ♦16Normal ♥19Hard ♠23Elite ●♥33Epic Hard ●♠62Epic Elite | Reptilian | Lizardfolk |
Porto Troise ( view • edit ) | ♦18Normal ♥21Hard ♠25Elite ●♦31Epic Normal ●♥35Epic Hard ●♠68Epic Elite | Humanoid | Human |
Rat (harmless) ( view • edit ) | 0 | Animal | Rat |
- Shadow Over Wheloon chain quests
- Shadowfell Conspiracy quests
- Epic quests
- Long quests
- Drainage Culverts quests
- Wheloon Docks quests
- Purple Dragon Knights patron quests
- Pay to Play quests
- Quests with collectables/7
- Quests by name
- Compendium:Level 16 (26 epic) quests
- Level 26 quests
- Level 16 quests
- Quests with 7 base favor reward
- Quests with maps
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