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Threnal East Part 3

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jdstew218 Profile

Author: jdstew218
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It seems like one of the more difficult quests in the game is the Threnal Ruins Eastern Excavation part 3. Everyone is looking for a group to go through and once it is done no one wants to do it again. No one. The reason for this is twofold. First, the xp is terrible. I believe I got 925 or so for doing it the first time. Secondly, it can be extremely difficult without a competent, well-rounded party and a solid game plan. Hopefully, I can help with the latter issue.

When you zone in to part 3, you have 16 minutes to protect Coyle from wave upon wave of spawning monsters. If he dies, the quest ends. Sounds easy right? Wrong. Coyle cannot be healed and he wants to take part in the battle by wandering around and attacking any creature within range.

First let's discuss group composition. Ideally you'll want everyone to be at least level 8 or 9. You can get away with a level 7 or two but you'll want to avoid it if possible. You'll want to have 2 tanks, 2 spellcasters and 2 clerics. A rogue, bard and ranger are of little use to you is this one. You can trade out one spellcaster for another tank but if you do this, make sure your spellcaster is very competent and knows what he is doing. One cleric should have Divine Vitality to help keep spell points topped up. Spellcasters should have Extend and Heighten Spell feats as this will make Web and buffs more effective. Cleric should have Empowered Healing and Extend Spell for buffs. Tanks should be equipped with a good blunt Adamantine weapon for dealing with Iron Golems and a Frost/Flaming weapon for dealing with Fire/Ice Mephits. A Holy or Axiomatic weapon would help too against Flesh Renders and Thaarak Hounds. Finally, a good club for taking down Rust Monsters. Casters will want to have Haste, Bull's Strength, Protection From Energy:Fire/Ice, Web, Phantasmal Killer and some good AOE spells like Ice Storm and Fireball. Wands can also be a life-saver here as well.

When you zone in to the library, the first thing you want to do is get Coyle to the center of the room and block him in. Once everyone has surrounded him you have to arrange your 2 clerics and a spellcaster in a triangle around Coyle and keep him from moving. This is the most important part of the mission. If Coyle gets free, he'll attack creatures and quickly be killed. Once he is securely in place buff your tanks and start casting Web. A lot of Web. Lots and LOTS of Web. And keep the web up the entire 16 minutes of this mission. This will immobilize most creatures and make crowd-control easier. Soon enough the mobs will start spawning. If your Web spells is both Heightened and Extended then most creatures will become ensnared. Your tanks must work together to ensure they are always attacking the same creature while the spellcaster not in the triangle will stand back and cast what he can. The 3 people in the Coyle triangle can cast but you don't want them to draw any aggro from the tanks and they MUST NOT move from the triangle. They can pivot in place but do not move away from Coyle.

The most dangerous creatures here are the Mephits. They will spawn in groups of 6 or so and they will swarm Coyle and start with the AOE fire/ice attacks. No matter what anyone is doing, break attack and hit the Mephits! If it is getting a tad dicey with the Mephits, start casting Fireball or Ice Storm on top of the group to take down the groups of Mephits. Tharaak Hound are dangerous too as they can cast Phantasmal Killer so you want to hit them hard and fast.

There is a shrine in the library and if anyone in the triangle needs to use it they must get the spellcaster not in the triangle to take their place while they rest up. There are short lulls in the action where you can do this but you need to be quick about it. It is also VERY helpful if everyone is on voice chat. Coordination is key here and no one is going to be looking at their chat window for instruction. It's just too frantic with all the creatures.

When you have about a minute or so left a Fire Reaver will spawn. When you kill him a Ice Flenser will join in. When you kill him you will finally be attacked by Bashthuul, the head demon. In all honesty, he's a pushover after the crazy fight you've just been through. When he is dead, you will get the quest update. Whoever hasn't used the shrine, rest up then Finish Out and go see Sal Danel for your reward.

Congratulations, you have just finished one of the toughest and in my opinion most exciting battles in the game. Now get on over to Threnal South and start tracking down some really sweet loot!

 
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User Comments
  jesterzdragon on 04/11/06 11:08

This guide needs to be updated.

The last patch changed quite a few things. You now have 15 minutes, and the waves come faster. Coyle will jump out of the triangle you mention to use earlier. Coyle is still a charge in kinda guy but, he uses a wide variety of spells now, and he brings a few more friends with him to help. I can say that the quest is still hard, and rumors of Coyle healing himself are false. He uses Cloudkill, which is annoying, and a few other area effect spells like hypnotism. We did it last night 4//10/06 for a few new guild mates, and it is still web friendly, but has changed significantly since the latest patch.

Update to the Threnal East Part 3 guide  Paul_sb on 05/19/06 16:49

even before the patch i have a very hard time with the triangle method. it's very difficult to keep coyle alive with all of the Mephits. Here is the best method for doing now and the only way i've been able to do it on elite

Before you go in, pick one person to shadow Coyle that's not a tank. rogues and rangers are great for this. Just make sure they have a mic and aren't warforged (rust monster cause a serious problem for a warforged shadow) all they do is follow coyle around and let him do his thing. If any creature starts attacking Coyle, the shadow yells out what and the tanks run over and kill it.

If you have to use a wizard or cleric as a shadow, have a backup prepared when they ahve to hit the shrine. If Coyle loses his shadown, he usually dies b/c the tanks aren't usually watching him.

The rest of the time, everyone needs to stay spread out but within the square. It more than 2 people stand side by side you draw too many monster and it keeps monster away from Coyle.

2 tanks are still must and at least one wizard and of course one cleric. as you can see other classes shouldn't be excluded. the other reason is who has what weapons. If someone has a great weapons for killing constucts, have them drop what their doing and attack the golems when they appear. If you can do this with the golems,rust monsters, dogs and reavers, it makes it a lot easier.


the best spells are web and hynotical pattern. Pattern will catch both the dogs and the mephits. Haste of course is handy for the golems but if you're tight on SP, save it for web and pattern.

hope this helps.



  jdstew218 on 05/19/06 18:41

My guide is now out of date but I don't think any tremendous changes need to be made to it. It is only one of probably many ways to finish this quest.

One question Paul_sb, for what possible reason would you do this quest on elite? There is no chest and the xp is marginal at best. Do it on normal to get Threnal South access and move on.

Just my 2 cp...

  Paul_sb on 05/21/06 17:03

why do it on elite? just to see if i could

  jdstew218 on 05/23/06 10:02

ahh...touche!

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