style="color: rgb(154, 185, 124);">Quest Guide: A Cry For Help size="-1">

style="color: rgb(51, 0, 51);">By

Welcome to A Cry For help, this quest can be found in the Rakshasa
District of Gianthold.  To prepare for this quest you should bring
some cold iron/good aligned weapons for the Jariliths and some good
aligned piercing weapons for the Rhakashas themselves.  Casters
will want to bring lots of crowd control such as Solid Fog, Otto's
Dancing Sphere, and href="">Firewall
for the doorways. You'll want a lot of healing ability as many of the
fights get pretty rough at times and you'll often find yourselves
outnumbered. Remove Fear is also a good idea as the jariliths can cause
this effect.  href="">Resist
Fire, Cold, and Acid are also nice.

One thing of note is the value of certain spells.  Within this
quest, for the Rakshasa and Jariliths, if you have a good Banishment
spell (high DC's) this can be very handy.  All but bosses can be
banished.   The cultists are very vulnerable to mind
affecting spells.  They seem to have no bonuses to their saves,
and used wisdom as a dump stat, so while there are times (as with href="">
enchantment spells being used anywhere) where some spells are a bad
idea, these cultists otherwise collapse to your mind control spells
left and right.

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Starting Npc:

Granted upon

style="vertical-align: top; width: 20%; background-color: rgb(220, 201, 125);"> size="-1">Quest

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">Ruins of Gianthold

style="vertical-align: top; width: 20%; background-color: rgb(255, 255, 255);"> size="-1">Related Zones:

style="vertical-align: top; background-color: rgb(255, 255, 255);"> size="-1">Gianthold

style="vertical-align: top; width: 20%; background-color: rgb(220, 201, 125);"> size="-1">Level:

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">13

style="vertical-align: top; width: 20%; background-color: rgb(255, 255, 255);"> size="-1">Monsters:

style="vertical-align: top; background-color: rgb(255, 255, 255);"> size="-1">Zakya Cultist, Zakya Rakshasa, Zakya Rakshasa Lord,
Jarilith, Zakya Archer

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">Named

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">Jailer Koki, Lothar the Insidious, Tholatha

style="vertical-align: top; width: 20%; background-color: rgb(255, 255, 255);"> size="-1">Bonus

style="vertical-align: top; background-color: rgb(255, 255, 255);"> size="-1">Slay Tholatha

style="vertical-align: top; width: 20%; background-color: rgb(220, 201, 125);"> size="-1">Possible Reward Items:

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">3 Chests

style="font-size: 10pt; font-family: "Times New Roman";">Walk-Through:

style="font-family: tahoma;"> size="-1"> href=""> style="font-family: tahoma;"> style="font-family: tahoma;"> size="-1"> href=""> alt="Map of Cry for Help"
style="border: 0px solid ; width: 250px; height: 293px;" align="right">You'll
enter the quest in the south east section of the map, travel north and
take the right hand path that leads to a wooden door. This room is
pretty typical of the key rooms in that you'll find a few cultist that
will cast Ice Shield on themselves, an archer perched on a  stone
formation, a few jariliths, and about two rhakashas. Try to fight them
in the doorway and stay together. The archer can be a nuisance but it's
not worth breaking ranks to go after it in particular. Get the key out
of the small chest on the right once the fight is over and use it to
open the metal door on the left of the intersection you came to earlier.

Fighting your way down the hall you'll come to a small room with a
wooden door. This door honestly works in your favor as it blocks the
enemies from the other side from overrunning your party. Once you
finish the ones on your side then it's easy enough to take out the ones
on the opposite as well. Be careful as the disc in between the archway
is a trap. It's box other side on the left hand side. Moving along
you'll come to some stairs and a doorway at the end of the hall. You're
probably thinking "Gee this is probably a trap" and you're right! The
floor will drop out about halfway down the hall leading to a pit with
spears and spikes that will do damage to you if you fall on them. If
you do fall down you can climb back up with no danger on the south side
of the pit.

href=""> alt="Floor Room"
style="border: 2px solid ; width: 250px; height: 136px;" align="left">Moving
right along through the door you'l come to a bedroom with a large group
of enemies inside. The fight can be a bit tough but again if you make
use of crowd control spells and keep an eye on each other you should be
fine. You'll go north from here and make a right turn. You may be
noticing a trap once you get to the narrow hallway here in the far
north east corner.  The trap is actually underneath the floor
here. After defeating the small contingent of enemies in the far room
here the floor will drop out once you make your way back. The traps are
pretty nasty and to de-activate them you'll have to hit the box at the
bottom of the pit here. If your rogue trusts their reflex saves let
them give it a shot, otherwise you'll just have to jump across and hope
for the best.

Returning back to the bedroom you may now open the west door and
proceed down the hallway leading south. In fact once the hallway turns
south you'll come across a wooden door and probably one of the coolest
traps in the game. The floor has air blasters on it that will shoot you
into the ceiling where you'll be sliced by whirling blades after
hitting your head and crashing through the stone ceiling first.
Honestly have a high HP tank try it out it's hillarious. The trap box
is on the right hand side of the door once you stop chuckling about it.
Past the trap and down a small stair way are some more enemies guarding
the only shrine in the quest.

You'll note the drawbridges here are both up, they're also both trapped
and you can take care of that now before even lowering them. Both their
boxes are on their respective left walls.  From the shrine room go
west and open the door you find at the end of the hall, a few enemies
will guard a switch here that lets down a drawbridge. On the east side
you'll find the exact same thing. Once both sides have their switches
pulled you're ready for the next part. Each drawbridge will consist of
a fight on the bridge with a few Rakshasa and a Rakshasa Lord along
with 3 archers on higher ledges that you'll need to climb to and
activate the switches on the far side of. After pulling a switch you'll
open a gate and more enemies will emerge with another archer on some
stones. Both drawbridges are identical and both have a rune at the end
you need to activate in order to proceed.

href=""> alt="Drawbridge Room"
style="border: 0px solid ; width: 250px; height: 138px;" align="right">Before
we proceed to the final battle there is an interesting and very
challenging side quest in here that most parties attempt. Jump off a
drawbridge and swim under the stonework until you are about in the
middle between both bridges. Search for a secret door and you'll find
one on the  floor that leads to a small chamber with a switch.
This switch will open the gate on the west side of the  pool here
with a nice long tunnel behind it. Make the swim through the tunnel,
you'll probably need underwater action items here or the spell Water
Breathing, and you'll eventually come to a ladder. There is a small
room here that contains a large number of archers, rakshasa, jarilith,
and the named boss Tholatha. This fight is tough because you have
little room to move in and casters will have trouble avoiding agro
here. One way to do it is to have a healer discover the area just
before the ladders where the water stops and you can jump up on some
ledges. Have the  healer stay there and the rest of the party can
escape the battle and come back for healing if things get nasty in
here. Yes the fight is that bad. There is a chest as a reward in the
far room here along with a device that you can activate with a high
Intelligence. This device will teleport you back to the shrine.

Back at the drawbridges after the side quest you'll travel south
through the gate the two runes opened. Once you get to the intersection
kill any enemies you find and turn right. It's another key room that
can be handled with crowd control and fighting in the door way.
Again  an archer will be perched in the far corner. Once this is
taken care of go south through the iron door and enter the prison. Kill
the rakshasa guards and Jailer Koki. Note Koki is red named so vorpal
weapons won't work on him. The chest you recieve will have some loot
and the key needed to release the poor girl in the second cell. Talking
to her reveals that your mission to rescue her was a trap all along and
she transforms into the named boss Lothar the Insidious. The other
girls in cells transform into rakshasa and attack as well. The fight
isn't that hard but Lothar can become a problem to any casters he lands
a hit on. Once the fights over with you've won though, get the chest
behind the second cell and return to giant hold. Speak to Pheryl Barlo
for you reward!


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Last Updated: Mar 13, 2016

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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.