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A Cry for Help
A cry for help echoes from deep within. Who have the Zakya cultists taken as their prisoner?
Requires access to adventure pack
|
A Cry for Help | |
Heroic level: | 13 |
Epic level: | 24 |
Duration: | Very Long |
Heroic XP: | ♣2,915Solo/Casual ♦5,086Normal ♥5,313Hard ♠5,540Elite |
Epic XP: | ♣12,574Solo/Casual ♦21,602Normal ♥22,248Hard ♠22,894Elite |
Takes place in: | Zakya Cultist Lair |
Bestowed by: | Walk-Up |
NPC contact: | Pheryl Barlo |
Quest acquired in: | Ruins of Gianthold |
Patron: | Agents of Argonnessen |
Base favor: | 7 |
Purchase: | Ruins of Gianthold or VIP |
Extreme Challenge: | No |
Overview
You hear a voice calling for help from deep within the encampment that was heavily guarded by zakya cultists. It is safe to assume you will encounter quite a bit of resistance from these cultists as you attempt to find the source of this distress call and free them at once!
- Reaching Zakya Cultist Encampment entrance automatically bestows quest.
Spoiler Warning: Spoiler material below this point!
Objectives
- Slay the rakshasa lords (6 total)
- Illuminate the runes (2 total)
- Follow the cry for help
- Slay Jailer Koki
- Speak with Ursula Tador
- Slay Lothar the Insidious
- (Optional) Slay Tholatha — Bonus (18%): Heroic( ♣525 ♦915 ♥956 ♠997 ) Epic( ♣2,263 ♦3,888 ♥4,005 ♠4,121 )
What to Expect
- Collapsible floors
Known Traps
- Fire trap
- Spinning blade trap (random)
- Air jet trap, and spikes on the ceiling
Tips and Misc
- Useful buffs:
- Normal: Acid Resist, Cold Resist, Fire Resist, Shield/Nightshield (against Magic Missile)
Walkthrough (thanks largely to Lost Leader)
First things first: turn on your DM voice. You really, really need to. Now, follow the feminine voice through trap-filled halls, fighting Jarilith, Zakya and Rakshasa to free the poor damsel.
When fighting Jariliths, remember they are a type of demon, and so have a DR of #/Cold Iron+Holy. Rakshasas have a damage reduction of #/Pierce+Good.
Work your way down the one-way halls until you reach the shrines. You will need to clear the two side halls, and pull the trapped lever*. At each end before you can continue forward. Be wary of enemies that open the doors to join the fights.
- (* Blade trap up from the floor in front of them, just stand back a bit when you pull them.)
At the room with the grated floor there will be air jets that push you up into spikes and blade traps. Before the air jets are triggered, if have someone that can disable traps, let them run straight through and into the doorway. That should prevent them from being pushed up by the air jets. They can then disable the trap control panel to the right of the door and/or open the door to help others run through.
Once the two levers are pulled, you can move into the two bridge rooms that run parallel out of the shrine area. Clear both sides and pull both levers in the areas beyond.
- Bug: If you hit both levers lowering the bridges near the same time, the scripting breaks and neither bridge lowers, making the quest unable to be completed.
- Optional: Before heading further in, there is an optional under the water.
- Swim underneath and find the secret door. It is underwater on the floor, just to the south of the middle of the room. There is a lever inside the secret room which will open the portcullis underwater to the west. Swim down this way to a hidden chamber.
- When you pop out of the water, the doors will open and bad guys will come pouring out. Between the Jarilith, Rakshasa, Zakya and Tholatha (the named Rakshasa), enemy casters use Acid Fog, Lightning Bolt and Magic Missile, so be prepared.
- Tactics: If an Arcane, you can drop a Cloudkill and hide in the water, or Charm them and have them fight each other, or both; If a Divine throw some Blade Barriers at them and wait it out; If a melee just run up there and take care of business the old fashioned way. It is a tough fight, but there is a locked chest at the end of it, which may contain a dragon relic.
- A "Control Box" in the center of the room (Intelligence check required: 16 on heroic Normal) will activate a teleportation circle that will transport anyone stepping into it back to the shrines; otherwise just swim back.
Now head further in, clearing the halls until you reach the jail cells. Kill the jailer and get the key when you loot the far chest. Defeat the final red-named Rakshasa, Lothar the Insidious, and loot the end chest in the back room.
There will be 1–2 Ancient Dragon Relics in the end chest.
End Reward: Speak with Pheryl Barlo in Gianthold for standard reward choice.
Bonus XP
- Aggression bonus: 33 or more monsters killed +10% Bonus.( ♣292 ♦509 ♥531 ♠554 )
- Onslaught bonus: 67 or more monsters killed +15% Bonus.( ♣437 ♦763 ♥797 ♠831 )
- Conquest bonus: 100 or more monsters killed +25% Bonus.( ♣729 ♦1,272 ♥1,328 ♠1,385 )
- Tamper bonus: 3 or more traps disarmed +10% Bonus.( ♣292 ♦509 ♥531 ♠554 )
- Ingenious Debilitation bonus: 4 or more traps disarmed +30% Bonus.( ♣875 ♦1,526 ♥1,594 ♠1,662 )
- Mischief bonus: 30 or more breakables smashed +8% Bonus.( ♣233 ♦407 ♥425 ♠443 )
- Vandal bonus: 39 or more breakables smashed +10% Bonus.( ♣292 ♦509 ♥531 ♠554 )
- Ransack bonus: 48 or more breakables smashed +15% Bonus.( ♣437 ♦763 ♥797 ♠831 )
Loot
- Chests: 3
- 1 locked optional for killing Tholatha (Rakshasa, found in a room reachable through an underwater tunnel)
- 1 for killing Jailer Koki (Rakshasa, found in the end room)
- 1 at the end for killing Lothar the Insidious (Rakshasa)
- Collectables: 5
- Adventurer's Pack under north collapsing floor
- Bookshelf in room with second locked door
- Alchemy Table in eastern wing with lever
- Adventurer's Pack in underwater tunnel leading to Tholatha
- Alchemy Table in room with Tholatha
NPC end rewards
Random item
Named Chest Drop
Arkat's Cord - Belt - Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip - End chest
- ML12: Vitality +20Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced FistsReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die.
- ML13: Vitality +20Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced FistsReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Colorless Augment SlotColorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML14: Vitality +20Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced FistsReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML23: Vitality +20Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced FistsReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML24: Vitality +20Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced FistsReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML25: Vitality +20Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced FistsReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Works with conjured arrows or bolts, if the quiver is equipped. The arrows or bolts can be put straight into the ammo inventory slot.
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Jailer Koki ( view • edit ) | ♦17Normal ♠22Elite ●♦28Epic Normal ●♥33Epic Hard ●♠65Epic Elite | Evil Outsider | Rakshasa |
Jarilith ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite | Evil Outsider | Demon |
Lothar the Insidious ( view • edit ) | ♦17Normal ♠22Elite ●♦28Epic Normal ●♠65Epic Elite | Evil Outsider | Rakshasa |
Tholatha ( view • edit ) | ♦16Normal ♠21Elite ●♦27Epic Normal | Evil Outsider | Rakshasa |
Zakya Cult Archer ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite | Humanoid | Human |
Zakya Cultist ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite | Humanoid | Human |
Zakya Rakshasa Lord ( view • edit ) | ♦13Normal ♥18Hard ♠21Elite | Evil Outsider | Rakshasa |
Zakya Rakshasa ( view • edit ) | ♦15Normal ♠20Elite | Evil Outsider | Rakshasa |