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Quest Name Starts In / NPC Takes Place In
Eastern Excavation: Escort the Expedition Ruins of Threnal  - ( Jan Falner ) Library of Threnal
Confirmed Quest Details Highest Known Bonuses
Base XP5,598
Level10
LengthVery Long
Monsters68
Chests1
Traps3
Secret Doors2
Breakable115
Shrines5
Locks to Pickn/a
View Count4,398
Banes to Bring:
Aberration, Construct, Elemental, Evil Outsider
1st time (Normal / Hard) +25% 6,998
Highest Kill Bonus +0% 0
Highest Trap Bonus +7% 392
Highest Secret Door Bonus Bonus +5% 280
Highest Breakable Bonus +10% 560
Total XP   8,229
Repetition Modifier by Base XP
1st time (Elite) +50% 8,397
1st time (Normal / Hard) +25% 6,998
2nd time   5,598
3rd time-10%5,038
4th time-20%4,478
5th time-30%3,919
6th time-40%3,359
Monsters Found During this Quest
Huge Rust MonsterMephit of LamanniaMephit of Fernia
Mephit of RisaAir MephitFire Mephit
Clay GolemIron GolemThaarak Hound
Warforged Death PriestBasthuul
Related Quests within this Series
The Eastern Excavation: Library of Threnal 9 Short 320
Eastern Excavation: Escort the Expedition 10 Very Long 5,598
  Eastern Excavation: Hold for Reinforcements 10 Short 684
Objectives
Escort Coyle Lovell to the Library of Threnal
Open the door to the Library of Threnal
Enter the LIbrary of Threnal
Slay Basthuul
(Optional) Escort Coyle's fellow explorers to the Library of Threnal
Quest Guide
Be prepared because this is one of the harder quests in the game (on release that is). You’ll be fighting some nasty monsters in here and you’ll need to have a smart team that play smart and have the proper spells equipped. It’s best to have two clerics for this mission, make sure that one has Fire Protection as well as Ice Protection. You’ll need them before you hit your first shrine.

Keep in mind this quest usually takes an hour or longer to complete so let your team know before you get it underway. You don’t want to have to finish this mission only with 3 or 4 teammates..

First off you’ll notice three NPC’s at the beginning of the quest. Do not talk to them yet, you don’t want them with you up ahead as you clear the path. The first few enemies you see will be Warforged Death Priests. They are nothing short of scary. They can cause so much constitution damage so fast that members of your group will immediately drop over dead if they aren’t lucky. Close the gap fast and try to disable their casting ability as it may mean a quick end to your party. You’ll then have to kill three Huge Rust Monsters that are positioned in front of the Rest Shrine.

The plan here is simple, you lock the NPC’s who want to follow you inside the shrine. If they die, the mission fails and with the fight that’s not too far down the path, they will die. Trapping them inside the shrine isn’t rocket science, just have one person grab all three of the NPCs so they follow him and have him stand in side the shrine. A teammate will pull the switch that closes the shrine and just before the door closes the player who is being followed by NPCs runs out of the shrine leaving the NPCs inside safe and sound. If for some reason in the future they decide to take the doors off of the shrine and you simply must bring them to the next fight, you’ll want to have a teammate stray very far behind your group as you defeat all the monsters on the way to the Library doors.

Now that you’re safely free of the tyranny of those NPC’s make your way south towards the Library that you found in the previous quest. You’ll come upon two Huge Rust Monsters (the rust monsters will constantly respawn throughout the quest). Pull them to you and defeat them. Before moving further to the hallway have your clerics cast Fire/Ice Prots on the tanks and buff your entire party. The next fight is the hardest part of the quest. When ready, enter the hallway and you will trigger the mephit spawns.

When the Mephits spawn you’ll notice that these mephitis are more powerful then earlier versions. These mephitis are a step up from ‘Great Mephits’ so they aren’t that quick to be destroyed. Make sure you’ve got your elemental bane weapons out and do as much damage as possible as fast as possible. Since they do AoE damage with their spells you’ll want to make sure that the tanks are up ahead killing the mephitis while the rest of the group keeps its ranged when possible.

After the mephitis walk down the very trapped hallway and reach the door. This is where you’re about to bring your NPC friends to. Now run all the way back up and grab the NPCs, make sure your entire group goes because you’ll need to kill the two Huge Rust Monsters that will have no doubt spawned by the time you come back through.

When you drop your NPC friends off at the door, be ready. A great deal of Mephits and Greater Fire Elementals will burst through the two wooden doors after a minute or two. Though they aren’t easy to defeat alone, you also have to worry about them killing the NPCs who are now close. Once they are dispatched and the NPCs safe, you can get back to working on the completion of the quest. The hard stuff is now over.

At this point in the quest your objective is to find the two main switches that will open the door to the library. Keep in mind that once you flip the second switch you have a very limited amount of time before the boss runs out of the door and kills the NPCs that will cause for a failure of your quest. There are now doors to the north and the south, each holds a switch. I would advise you to leave one man behind to open the switch while the rest of your group stands next to the NPC’s waiting for the boss. We’ll get back to that in a moment.

Go north through the wooden door and follow along the path defeating anything in your way until you get to a very large room. Up the stairs is a switch that opens the gate to the Rest Shrine below. There is also a switch that opens the northern gate which has one of the two main switches you’re searching for. To the west there is a small narrow room that has two switches on either side sitting next to Clay Golems, switch the switches to advance into the turning hallway and down into a room that reveals a secret door with an optional objective.

When you’re done in the north wing, head to the southern portion of the dungeon to find the second switch. You’ll pass by a chest on the west behind a gate. There is a switch next to the gate that requires high strength to open. Continue down the path and find another rest shrine and another secret door. Continue East to find an awkward room with three switches (one by the gated fence, one below the stairs and one on the lower level wall). Flip all three and walk along the fence into the second room. You’ll find more switches here, flip them and go to the final room where you can see a door underneath a some gems. When the door opens you will see the second and final switch, leave a group member here to flip the switch when its your main attack force is ready to protect the NPCs. It’s better to leave the a support group member rather then your healer, tank or debuffer.

When the rest of your group is buffed next to the NPC give your teammate the signal to pull the switch and have that teammate immediately run back to help with the boss battle. The Fire Reaver Basthuul will once again attack you and you will defeat him once again to achieve a mission completion and a truckload of xp.


Quest Map
 
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User Comments
More Info  Slimicus on 06/06/06 08:22

Just some additional info:

When you pass the room with the Golems (who don't become attackable in this quest) you'll come to the hallway that has the respawning Rust Monsters. Their spawn cycle seems to be between 3 and 5 minutes, so you'll want to clear them once, pass them, then clear the whole hallway ahead, then come back and clear them again, then get the expedition team that you left in the rest shrine, bring them back and park them just past the golems (but not any further because you don't want them aggroing on the rust monsters when you fight them) and clear the rust monsters yet again, then talk to them and bring them past and to the door at the end of the long hall way (past the two closed off wooden doors).

If you talk to the expedition team, you can tell them to wait in any spot you want and they'll wait there.

When we did this quest, we had two giant earth elementals bust through the wooden door, just by themselves.. nothing else, and this happened after the expedition team reached the door to the library. We never encountered a single large party of mixed mephits that seemed dangerous, although, we did go slow and pulled carefully.

Once the earth elementals bust through the wooden doors and you've cleared the long hallway your in (the hallway leading to the door to the library which has two unlit gems above it) you can talk to the expedition team and have them follow you BACK down the hall a bit to where the alcove and benches are and park them there.. this will keep them nice and safe until you make it back after flipping the second switch without having to worry about the boss coming to the door and killing them before you get back.

We had time to rest and rebuff at the 4th shrine before coming back to the hallway and engaging the boss after we flipped the last switch. There's no need to split up the party and engage the boss prematurely if you park the expedition NPCs in the alcove down the hall.

Also the boss fight is trivial because Basthuul seems very vulnerable to web.. two or three webs should have him out for the whole fight... then just haste your melees and he'll be done in about a minute.

Also the iron golem optional is vulnerable to web too, same story with him as Basthuul, just web him a couple times and he won't pose a threat. The iron golem is at number 9 on the map above and he had two chests behind him.

We completed this quest with 4 party members (Cleric, Barbarian, Rogue, and Sorcerer) in just a little over an hour.

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