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Cry For Help Quest Guide |
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We all know that the quest Prison of the Planes (POP) is a good source of loot and xp. What's more, it gives you the Ancient Giant Relics that you need. However, when you have ransacked POP, you turn to other quests which will give you giant relics. One of which is "A Cry For Help". The quest is in the Rakshasa Lair found in the southernmost part of the Ruins of Gianthold. Story has it that the Zakya cultists have taken someone as their prisoner. This mystery person's cry for help echoes from deep within the lair. Your main objective is to find out where the prisoner is by following the cry for help.
Just like any other side quest, you will receive the quest upon reaching the entrance. One of the ways to get to the quest is to teleport to Stormeye. If you have completed the Prison of the Planes, you will have access to the Stormeye teleporter, othewise you will have to make a long run going to the POP entrance (the dome). Once you get there, you can go up top using the spiral staircase and jump down to the other side and follow a bridgeway leading to a small cave. There is one shrine just outside the quest entrance. Note, however, that enroute to the entrance, you will encounter cultists and archers. Expect to get hit from all directions.
PREPARATION
As the quest takes place in the Rakshasa Lair, expect quite a number of Rakshasas that will stop you from getting to the prisoner. They hit very hard and have really high resistance to spells. So, what you need to do is use a good-aligned weapons, preferrably piercing ones. Also, have those Transmuting weapons ready. The Rakshashas and Jariliths have high DR and this type of weapon will help greatly as they bypass the DR. The insta-kill spell known as the Finger of Death will still work on the Rakshasas, but not always on the first try. It will work a little better if the caster has taken necromancy spell focus or is using an item that gives bonus to resist DC.
Along with Zakya Rakshasas and Raskshasa Lords, you will encounter Zakya Archers and Cultists who are not too shy to shoot arrow at you. The most annoying creatures you'll encounter here are the Jariliths. They will knock you down and while you're down, they beat you until your health drops to uncomfortable level. Banishment works but only on normal and hard difficulty. They save a lot on those spells on elite setting. It's best to bring good-aligned and cold iron weapons. When the Jariliths arent knocking you down, they are also casting fear. Clerics should have an immunity to fear item (ex. Reaver's Ring) so that the party will be kept healed. It's also a must to stay together so that clerics can just use mass heals. The encounters can really be overwhelming and if you are out of the Cleric's range, then you will have to rely on your healing pots. Also, make sure you have Fire, Cold and Acid resists so you wont take much damage when they hit you with melf acid and scorching rays.
With the number of enemies ready to pound on you, Crowd Control is a must. Solid Fog, Acid Fog, Otto's Sphere of Dancing, and Firewall work very well. Charming creatures and making them fight on your side is a good way to make the battles a little less painful.
WALKTHROUGH
Upon entering the quest, buff up and head north until you reach a door. Behind this door will be the first set of Zakya archers atop the stones. You will also find Zakya cultists covered in Ice Shield. They can be easily killed by insta-kill spells like Finger of Death and Phantasmal Killer. Once they are gone, then it's much easier to focus on a couple of Jariliths and Rakshasas. It's best to cast Otto's and Solid Fog on the doorway so that they will bunch up there while you deal damage. After the encounter, get the key from the small chest in the room. Head back out and turn right to find a metal door. Use the key to open it. This will lead you to a hallway with another room to the end. Behind every door are cultists, archers, jariliths and rakshasas. You can manage the aggro well if you fight them at the door with crowd control spells. There is a disc trap at the archway which can be disarmed. The trap box is located on the other side of the door at the left side.
If you continue to move north, you'll see another door. However, the floor leading to it will collapse once somebody sets foot on it. Below are spears that will give you big damage. Don't worry though, once you fall, all you need is to jump back up to get to the door. If you don't want to fall, walk at the center and midway, turn left. You will find yourself just barely hanging on to that narrow pathway.
Behind the door are beds as well as the same set of creatures you've encountered previously. Just apply the