Guide: The Shrieking Mines


The Shrieking mines is the one of
the pre quests which lead to the Titan Awakes raid found in the
restless isles.  To do this raid, you must first have completed
the "Hide in Plain Sight" quest found in the Wayward Lobster in the
harbor.  After completing that quest, you are qualified to do both
this quest and the "Bring Me The Head of Ghola Fan" quest.  Both
"Bring Me The Head of Ghola Fan" and "The Shrieking Mines" quests award
you with a half piece of the the Sigil of Dal Quor.  The Sigil is
necessary to enter Titan Awakes raid.  Make sure you have the
sigil after speaking to the quest giver, Opu the Elder, and don't
discard it.  It is reusable after doing The Titan Awakes raid.

To reach this quest, you must (after completing " href="">Hide
in Plain Sight") travel to Zerchi Spire-Keeper, at the marketplace,
and take the Flying Otugh airship to the Foothold (a safe area of the
restless isles).  There is found (among merchants, a priest and
similar) a mine shaft leading down into the underwater tunnels (they
are waterlogged in parts, but passable).  These monster filled
tunnels lead eventually to several areas, most dangerous, and to Opu
the Elder.

So you've fought your way through
the Foothold tunnels to the isle of
Opu the Elder.  This delightful wild man commands you below to
out the Shrieking Mines. The Shrieking Mines quest is one quest where
it pays to be organized and prepared. There is only one shrine so save
mana and bring some healing wands.

style="font-family: tahoma;">

You will come up against five ogre
magi bosses, three mind flayers and a href="">

border="1" cellpadding="2" cellspacing="2">
Starting Npc:

Opu the Elder

style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Quest Zone:

style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Restless Isles

Related Zones:

The Marketplace

style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Level:

style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">10 Monsters:

Ogre, Ogre magi, Wild man
miner, Wildmen
Mind flayer, Beholder

style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Named Bosses:

style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Boss Ur-Fal (Ogre Magi), Boss Dullo (Ogre Magi), Boss Durna
(Ogre Magi), Boss Usazi (Ogre Magi), Boss Tanka (Ogre Magi),  Lord
Vilixil (Mind Flayer), Lord Yrthrixix (Mind Flayer), Lord Imshysh (Mind

Bonus Objectives:


style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Rewards:

style="vertical-align: top; background-color: rgb(212, 201, 125);"> size="-1">Half of the Sigil of Dal Quor

2 Chests style="font-family: tahoma;">


style="text-decoration: underline;"> href=""> alt="Shrieking Mines Map"
style="border: 2px solid ; width: 250px; height: 257px;" align="right">The
mines themselves consist of several levels, with a large central shaft
in the center, which provides access to all levels of tunnels. 
You must travel through these tunnels, finding and defeating the mind
flayer and ogre magi bosses.

Each area has ogre slavers and
wild man miners under their control. The
miners will attack you at the ogres' command.  If you kill more
than 10
miners you fail the mission. Once you have killed the ogres of a
particular patch, the miners under their control will become passive
and disappear as long as you have not harmed them.

The miners are quite tenacious in following you and jumping in front of
your sword so its best to kill the ogres as you go, thus causing the
miners to disappear and removing the possibility of failing the
mission. If you do get miners following along, href="">crowd
control spells are
good for slowing them down.

Note that big barbarians with two-handed weapons will often kill miners
accidentally with their glancing blows.  Ignore their complaints
make them switch to sword and shield. Furthermore, Area of Effect (AoE)
spells such as firewall and cloudkill will also kill miners so casters
need to exercise some restraint.

href=""> alt="Boss Tanka in action"
style="border: 2px solid ; width: 250px; height: 188px;" align="left">
ogre magi bosses can cast ray of exhaustion along with other
spells.  They can also turn incorporeal and fully heal
themselves.  It pays to
concentrate as much damage as possible on them to kill them before they
have the chance to disappear and heal themselves.

Mind flayers are one of the special drawcards of this mission. 
weapons are necessary to overcome the mind flayers damage
reduction.  The
mind flayer rooms are one of the few areas where AoE spells can be used
as they are miner free.

The mind flayers will cast mind blast which will often take out your
fighters as saving against it
requires a high will save.  They also have other attacks which
attributes e.g. charisma, wisdom And intelligence.  Firewall works
treat on them once the fighters have the mind flayer cornered. 
Protection from evil will protect one from the domination effect of
their mind attacks.  Their attacks are a cone, so surrounding the
mind flayer from all sides will reduce the likely hood of your entire
group being caught by one well timed mind blast. style="text-decoration: underline;"> href=""> alt="Mind Flayre uses Psionic Blast"
style="border: 2px solid ; width: 250px; height: 188px;" align="right">

There are not many traps, but there are a few random blade traps placed
in the wooden

flooring.  These are easy enough to time and run through if you
without a rogue.

You will come up against a number of sonic traps powered by wild men
miners banging a gong.  Sonic resistance will get you through,
or controlling the miner in some way i.e. web or running through and
hitting them will also get it to aggro on you and stop the banging the
gong (and triggering the trap).

Following the map, the northern set of tunnels lead off from a central
mine shaft, descending to a lava filled pit.  Ogre archers are
along the depth of the shaft and are easily taken out with ranged
weapons or phantasmal killer spells.  If you start at the highest
tunnels as
marked, you will naturally feed into the second highest tunnel. 
clearing this you will arrive back at the shaft.  A short jump
down will
lead you to the third highest tunnel.  Clear it and you will have
the lowest shaft to do.

href=""> alt="Central Shaft"
style="border: 2px solid ; width: 250px; height: 188px;" align="left">
forget to return to Opu for your reward. half of the sigil of Dal
Quor.  To return to him, simply talk to the wild man directly
inside the tunnels and he transport you to OPU.

A last note: the quest log will state that there are two
This is assumed to be a bug. I have never found more than one and you
will get XP and optional complete after killing just the one.  I
heard rumors of a Boss beholder occasionally spawning but that might
just be crazy talk.

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Last Updated: Mar 13, 2016

About The Author

Karen 1
Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.