style="color: rgb(154, 185, 124);">The Threnal Library
Eastern Excavation Chapter
Having found the library in
Excavation Chapter 1, your task now is to escort a group of
scholars into the library. It's good manners to protect them all, but
only the mage Coyle must live to reach the library door. Make sure you
devote a tank to protecting him. Also, take advantage of the option to
tell Coyle and his men to stand their ground. Scout ahead and clear
enemies before sending someone back to get Coyle.
In fact, you need to very sturdy tanks for this run because the
monsters are the hardest you'll encounter in a non-raid quest in DDO.
Paladin build does well in this quest. You'll also want two good
clerics to heal those tanks. Finally, bring along a couple of arcane
casters. As with the first chapter, a href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=77">sorcerer
who specializes in burst damage is very welcome.
Don't worry about burning through spell points for the most part.
You'll find several Rest Shrines in the tunnels this time. So, tell
those casters to unload like crazy with the knowledge that the primary
tank is protecting them. The secondary tank should be guarding Coyle.
Until Coyle is dropped off safely at his destination, the primary
targets of any encounter should be the ones trying to get to Coyle.
Baasthul returns in this section as a fire reaver. Remember how tough
Baasthul was the first time? Now it's only tougher! At least you will
done protecting Coyle when this encounter rolls along. Let the tanks
run in and pound away for a bit. Then they can draw Baasthul toward the
door to the library where the casters will be blasting with all they've
got. One cleric should be using a 2nd level Cure on the main tank while
another uses a 3rd level Cure.
Library of Threnal
death priests, huge rust monsters, mephits of Risia, mephits of
Lamannia, mephits of Fernia, air mephits, fire mephits, ice mephits,
clay golems, thaarak hounds, large earth elementals, flesh renders,
to the Library of Threnal
1: The hallway you enter curves left and has a side path to the
immediate left. Up ahead are 6 warforged death priests. Kill them and
proceed west to face 3 huge rust monsters. When the rust monsters are
dead, you will have access to one of 3 Rest Shrines you'll need before
facing Baasthul. You'll want to save this one until you open access to
the second one in Section 3.
Backtrack to the four-way intersection to the east and head south.
Follow the curves and continue heading south to a sqaure-like chamber
home to 2 clay golems. Your tanks will be able to hack through these
with a few heals spells and allow your party to move on south though
the long hallway.
Waiting for you in the hallway is an ambush by a pair of thaarak
hounds. They're tough, but you should be able to keep Coyle safe. Move
on down the hallway.
Section 2: Just as the
hall curves right, you should start to get a glimpse of a duo of huge
rust monsters.Try to lead the monsters back into the hallway to avoid
adds. Also try to keep both tanks up front shield blocking to keep the
rust monsters from getting to Coyle.
When the rust monsters are defeated, be sure the party is close to full
health beacue the next fight is brutal. Buff the two tanks for immunity
to fire, cold, and electricity and have them walk around the corner to
trigger the spawns of about 8 mephits and some more rust monsters. Then
have those tanks retreat into the corner of the tunnel where you fought
the last rust monsters.
Again, the tanks should shield block to keep the monsters in front of
them and away from Coyle. The casters should nuke away from behind the
tanks. And the clerics should heal one tank each. This battle should
exhaust most of the party's spell points, a Rest Shrine is only 3
style="font-weight: bold;">Section 3: Take Coyle and any of his
surviving mean east to the sealed door of the library where you fought
Baasthul in chapter 1. Then backtrack to the 4-way intersection you
passed on the way to drop off the researchers.
A pair of large earth elementals will rise up to attack your party.
Blast through them and head south to face a flesh render. Once it falls
and you loot the nearby chest, you can move farther south to fight 3
more huge rust monsters. Use the tried and true tactics of the tanks
creating a shiled wall in the norrow corridors while the casters blast
fromt he safety behind them. Do not let the monsters lead you around
the corner to the east, or you'll face more foes.
When the rust monsters fall, you can access the Rest Shrine to the
south. Now you can go use the first Rest Shrine you opened in style="font-weight: bold;">Section 1. Save this Rest Shrine
until you are ready to face Baasthul.
Section 4: The tanks
should be buffed for immunity to fire, ice, and electricity again. They
can then walk east first to trigger another mephit ambush. Have the
tanks seal off the hallway with shields so that the casters can blast
The hallway will turn south into a large room. 2 thaarak hounds will
ambush you, but they will be handled easily enough. Witht he hounds
dead, you can search the room for 5 levers that open a passageway to
the east. 3 levers can be reached from the wooden walkway overhead
where the eastern door opens.
The passage turns north where two very tough flesh renders wait to
attack your party. Have someone try to draw them into a narrow spot
where the tanks can protect everyone and deal with them as efficiently
as possible. When they are dead, you can pull one of the two levers
that will open the library door for the researchers and return to the
Section 5: Head north
from the 4-way this time and fight another flesh render to clear the
path. The long hallway empties into another hallway where 4 huge rust
monsters challenge your presence at the intersection. As before, keep
drawing the monsters into the safety of cleared hallways, and let the
tanks block their access to the casters.
The left from the intersection takes you to a third Rest Shrine (with
an alchemy table). To the right is a party of warforged death priests
and a thaarak hound. In the corner beyond the death priests is an
alchemy table. To the north is a lone thaarak hound. After it is dead,
you should go use the closest Rest Shrine before neading north into the
Section 6: The large
chamber to the north of the alchemy table contains many enemies, most
of them hidden. The clerics and casters should wait just inside the
southern entrance and let the tanks draw enemies to them. Now is
another time for clerics to buff the tanks for immunity to fire, ice,
and electricity; 5 more mephits will attack in this room.
The most effective order of clearing this chamer is to have the tanks
proceed north, tightly against the
western wall. By the time they reach the northwest corner, a
thaarak hound should pounce on them. They can carefully draw it back
for the kill.
Clay golems occupy the eastern corners of the room, and the mephits
come out from hiding when anyone approaches that side. Someone might
try ranged combat or spells to draw over the golems, but it's very
likely you'll end up with golems and mephits all at once. Just be sure
the tanks are taking the brunt of the hits as their immunities give
them an edge.
With the room killed clear, all members of the party can enter and
start pulling levers.the one in northwest corner opens a Rest Shrine on
the western wall. The party should use this right now.
The levers in the eastern corners open a passage to the east. The path
curves south into a battle with 2 more flesh renders. Use the switch in
the room to open the library door when the flesh renders are dead. You
can also loot two more alchemy tables.
On the western wall is a hidden door. Inside the secret room is a small
pool of water with a lever at the bottom. The underwater lever opens a
path north from the large chamber. At the end is an optional battle
with a tough iron golem.
The party should be pretty rested at this point, and the golem has two
treasure chests and an alchemy table for your reward. Decide whether or
not to confront the golem and head to the Rest Shrine south of the
4-way you opened in Section 3
before getting ready to enter the library and face Baasthul.
Baasthul: Baasthul is a
fire reaver, so the tanks should be buffed with immunity to fire.
Casters should be able to stand in the doorway to the library and nuke
from safety behind the tanks. The fight is not as tough as some of the
other's the party has faced in this chapter, and everyone should be at
full health and spell points.
Killing Baasthul completes the second chapter of the Eastern
Excavation. The next chapter will have you fighting very dangerous
enemies in cramped quarters, so be on your toes!. style="font-weight: bold;">
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