Against the Demon Queen (quest)

'' The Court of Lailat is the heart of the demon queen's desert kingdom. From her throne, she commands a legion of servants; gnolls, efreet and demons all bend to her will.'' {{Quest
 * name     = Against the Demon Queen
 * level    = 12
 * duration = Very Long
 * solo     = 3660
 * normal   = 6400
 * hard     = 6700
 * elite    = 7000
 * ecasual  = 15920
 * enormal  = 26790
 * ehard    = 22550
 * eelite   = 23000
 * epicxp   =
 * loc      = The Court of Lailat
 * npc      = Zawabi the Elder Djinni
 * zone     = Zawabi's Refuge
 * patron   = The Free Agents
 * favor    = 8
 * epic     = 22
 * mappic   = M against the demon queen.png
 * maplegend = yes
 * loadingpic= L Against the Demon Queen.jpg
 * overview = This is the pre-raid leading up to Zawabi's Revenge, a 12 man raid featuring Lailat, the Demon Queen. You must flag for this quest by completing Chains of Flame, An Offering of Blood and the Chamber of Raiyum. However, since this is a regular quest, you may enter even if you are not flagged as long as one person in your party is.

This quest must be recompleted before you can repeat the Zawabi's Revenge raid, but the three flagging quests do not need to be. Talk to Zawabi twice in Zawabi's Refuge to reset the quest chain.

Be very careful that you are on the correct chapter of the quest chain before entering the quest - as players often forget that you need to talk to Zawabi not once, but twice in order to advance the quest, even after correctly flagging.
 * obj =
 * Read the Tome of the Six Swords
 * Recite the Glyphs of the First Sword
 * Recite the Glyphs of the Second Sword
 * Recite the Glyphs of the Third Sword
 * Recite the Glyphs of the Fourth Sword
 * Recite the Glyphs of the Fifth Sword
 * Recite the Glyphs of the Sixth Sword
 * Confront Queen Lailat
 * Kill Lailat's defenders and force her to retreat
 * Investigate the chest in Lailat's summoning circle
 * Force Queen Lailat to retreat into the Circle of Eternity
 * (Optional) Defeat Vinaldor the Faithless (10% of base XP)
 * (Optional) Defeat Edrassa the Betrayed (10% of base XP)
 * (Optional) Defeat Dwalni Demonsbane (10% of base XP)
 * (Optional) Defeat the Hand of Olladra (10% of base XP)
 * expect =
 * Traps fixed, some undisarmable, high search DC - 35 on elite)
 * Riddle
 * Collapsible floor
 * Spawning/respawning monsters
 * Randomly placed lever (the second lever from the Octopus wing)
 * traps = Trap DCs
 * Dropping floor and poison traps (Scorpion area)
 * Spinning blade (Octopus area underwater)
 * Sonic traps (Bat area)
 * Epic Hard and Epic Elite Only: Mordenkainen's Disjunction Traps (Main Floor, Monkey area, Lailat's Summoning Circle)
 * misc =
 * The Riddle:
 * Against the Demon Queen requires you to solve a riddle - the riddle is different each time. It requires you to read inscriptions from each of the six chambers in the correct order:
 * Poisoner: Scorpion
 * Devious: Snake (Troglodytes)
 * Hungry: Wolf (Gnolls)
 * Grasping: Octopus (Mindflayers)
 * Mockery: Monkey (Wildmen)
 * Night: Bat (Mephits)
 * The first time you attempt to read the inscriptions in a wrong order, a DM voice will speak up and warn you. If you proceed to read it, you will be teleported to a jail. Climb up to the top of the jail and pull a lever to return to the main platform. Note: There is no DM voice warning on Epic difficulties.
 * For more details about riddle, see this article: Against the Demon Queen's riddle
 * Octopus Area:
 * (search DC for the secret door on epic elite 44, epic hard 33)
 * The second lever is randomly placed on one of three possible spots; two on the ceiling and one behind the block you see on the ground as you swim in.
 * Monkey Area:
 * (search DC for the secret door on epic elite 44, epic hard 33)
 * After defeating the Rakshasa, the gates open. But if you open the gate to the room with the three mystics on the three pillars there is a separate timer running. This closes the gate whether the monkey side is finished or not. After this gate closes once the Glyph is used everyone behind this gate is locked in and only Dimensional Door can get you out without reentry. The lever that normally opens this gate is locked after monkey finishes. Just don't use any levers on monkey side after someone starts the fight, the first lever might lock you in and the second lever triggers a disjunction effect in the Rakshasa room.

Epic Strategy

 * A trapper with Evasion is a highly valuable addition to your party.
 * Mobs in the Wolf and Bat areas are especially deadly and should be approached with caution.
 * Use the pit in the Scorpion area to your advantage. Pull every possible mob from every area (except Octopus) into the pit, in numerous batches if necessary, then you can nuke 'em down from a relatively safe position. Be careful when dealing with the Mephits, they cast cloud spells which can cause severe disorientation. Use Break Enchantment or Gust of Wind to remove the clouding effects.
 * The first two sonic traps in the Bat area can be safely bypassed (hug the north wall till the middle point, then hug the south wall, then hug the west wall), but for the last trap you either need a rogue, someone to raise you on the other side, or to time the sonic bursts (let the trap reset, then jump and featherfall along the wall; or wait until the first two sonic bursts are done and run through).

Named Monsters: }}
 * npcreward = None until you complete the follow up raid, Zawabi's Revenge.
 * chest    = total 4, 1 in Octopus area, 1 in Scorpion area, 1 in wildman area behind secret door, 1 spawns after end fight
 * monsters = Monster Information
 * Cacodemon - Flesh renders with vorpal hands
 * Death Stalkers
 * Drow Scorpions
 * Drow Scorpion Clerics
 * Drow Scorpion Rogues
 * Drow Scorpion Wizards
 * Efreeti
 * Efreeti Maliks
 * Eternal Hunters
 * Fiendish Firebrands
 * Firebrand Commanders
 * Firebrand Conjurers
 * Firebrand Gnolls
 * Firebrand Lieutenants
 * Firebrand Pyromancers
 * Firebrand Sergeants
 * Greater Air Mephits
 * Greater Dust Mephits
 * Greater Fire Mephits
 * Greater Hell Hounds
 * Greater Sand Mephits
 * Mind Flayers
 * Pyrodemon - Augmented fire reavers
 * Thaarak Hounds
 * Troglodyte Convokers
 * Troglodyte Warriors
 * Wildman Mystics
 * Wildman Thralls
 * Dwalni Demonsbane - Optional orange-named wight; always spawns if you read the glyphs in the wrong order
 * Edrassa the Betrayed - Optional orange-named zombie; always spawns if you read the glyphs in the wrong order
 * Hand of Olladra - Optional orange-named wraith; always spawns if you read the glyphs in the wrong order
 * Prince of Swords - Red-named rakshasa; required kill at end fight but not at each glyph
 * Queen Lailat - Purple-named marilith; raid boss
 * Vinaldor the Faithless - Optional orange-named zombie; always spawns if you read the glyphs in the wrong order