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DIABLO 2 WALKTHROUGH ACT 1 You will start off the first act in the Rogue Encampment.

Get to know it well, this is where you'll be coming back to many time. Basically, this is your "town" where you can buy things, get healing and tips, as well as quest help. This is a safe haven, so if you need to retreat, you can run here. (Note: Poison damage does not stop, even in town). ====================== (1) Rogue Encampment NPCs: Warriv - He is the person you first talk to when you start the game. He does not provide an important purpose early on, but when you complete Act 1, he will offer to take you east (to Act 2). You can find him in the center of camp, near your private stash. Kasha - She is the military leader of the Rogue sisters. While she does not trust outsiders, she has begun tolerate them. However, after you gain her trust, she will allows you to hire some of the Rogues as an party helper. You find her just a bit east of Warriv. Akara - She is the spiritual leader of the Rogue sisters. She is a much more calmer person then Kasha. While she does sell magical weaponry, scrolls, and potions, you will want to come to her for the free healing she provides. You find her in the northeast corner of the camp. Charsi - She is the blacksmith of the Rogue sisters. She sells various weapons and armors. She also does sell magically enhanced weapons and armor, but they are most likely too expensive for you this early. She also does repairing for your items. You find her in the northwest corner of the camp. Gheed - He is a merchant who decided to take camp with the Rogues instead of risking his life in the wild. He also sells weapons and armors. But his speciality is "Gamble" which will allow you to buy unidentified (but very expensive) equipment. Do so at your own risk, you might end up paying for worthless equipment. You find him in the southwest corner of the camp. Deckard Cain - He is the leader of the ruined Tristam as well as the last living Horadrim mage. He only appears in the camp after you save him. He will give excellent advice on quests, as well as identifying any items in your inventory for free. He appears in the center of camp, near Warriv. ================== Quest1: Den of Evil To activate: Talk to Akara. Reward: An extra skill point for your skill tree. This is an easy quest to start off the game. You may want to run around in the Blood Moor to gain some experience. Feel free to run back to camp as much as needed for healing and repairs. After you feel that you can handle this quest, search the Blood Moor for the entrance to the Den of Evil (if you haven't already found it). If you meet up with a rogue named Flavie, you have gone too far. She warns you that the next area is too much for your level. You can choose to go on, but it will delay you from finishing the quest.

First things first. Once you find the Den of Evil, enter. You'll find yourself in a cave. Go through the cave and kill all the monsters you find. If you find groups of Fallen, make sure to take out any nearby Fallen Shamans (they will revive the Fallen you've killed, wasting your time) first. Also, make sure to watch out for the unique zombie somewhere in the cave (Corpse Fire). Meeting up with him may be hard, as he is backed up by many "minion" Zombies. Make sure to take them out first, to avoid being surrounded. When the amount of monsters in the Den of Evil reaches 5, you will get an update to your Quest Log. Finish off the last five monsters. The Den of Evil will now shine with light. Run back to the Rogue Camp and talk to Akara. You will get another skill point for your troubles. Quest2: Sisters' Burial Grounds. To activate: Talk to Kashya, after finishing the Den of Evil quest. Reward: A Rogue mercenary, as well as the ability to hire new ones from Kashya. Right after you help Akara, Kashya will have a quest for you. She will talk about the raising of dead in the Monastery Graveyard. Nothing new there. The Graveyard is in the Cold Plains. If you have no idea where that is, go back to where Flavie is. She'll be more accepting in letting you through. Beware, there are new monsters to contend with, such as Dark Rogues and groups of Fallen. Hopefully, near the entrance to the Cold Plains, there should be a waypoint nearby. Activate this, so you can quickly retreat to the Rogue Encampment for quick healing and repairs. Search around until you find the entrance to the Burial Grounds. It is a small area, but very deadly to the unwary player. Kill as many of the zombies and skeletons as you can. That will help a bit, but be warned, Blood Raven is nearby and can raise new undead monsters. Run around the fence until you find an open exit. You don't want come in the wrong way, through many enemies. As you reach the center, you will find Blood Raven. You shouldn't focus on the little zombies. But if they become a problem, start hacking them down. But mainly, stay with Blood Raven. Try your best to avoid her arrow shots. If she starts running, run after her. Make sure you have a town portal. Her fire attack can hurt you quickly. If your healing potions run out or are too slow, catch a breather. If you are into melee fighting, try and force her against a wall, or in a corner, then hack away. If you use spells or ranged weapons, fire back, but run around every so often to avoid her attacks. When she is defeated, she'll explode into a bright light, and kill all the nearby undead monsters. Grab the treasure she drops and head back to town. Talk to Kashya and get a Rogue mercenary. She will also allow you to hire new ones. However, if you are up for some extra fighting, go back to the Burial Grounds. In the north and south sides of the Grounds are entrances to the Crypt and Mausoleum. While there are a lot of monsters in here (as well as some Unique ones), there is a special glowing chest at the end which gives you a lot of gold and special equipment. The treasure is worth it to venture down.

Quest 3: The Search for Cain To activate: Talk to Akara after finishing the Sisters' Burial Grounds quest, or find the Tree of Inifuss in the Dark Wood. Reward: Rescuing Cain. Make sure youre prepared for this. You'll do some walking. Go back to the Cold Plains, but now find the entrance to the Stony Field. You may find the Cairn Stones along the way, there is nothing you can do with them yet though. Search around until you find the entrance to the Underground Passageway. The Passageway is pretty long, so watch out, there are many enemies to contend with. Once you are out though, you will be in the Dark Wood. Search for the Tree of Inifuss. You may run across an Unique monster, so be wary. Take him down. Click on the tree when you find it, you will get the Bark of Inifuss. Find the Dark Wood waypoint or use a town portal to go back to the Rogue Encampment. Talk to Akara, and she will decipher the runes for you. She will give you the correct way to touch the Cairn Stones (the ones in Stony Field). Go to the Cairn Stones. You have to follow the directions in the scroll Akara gave you exactly. If you have no idea, just randomly touch stones until they all glow (I don't think there is any difference). When done, a portal will appear and a way to Tristram. Tristram is a very small area, but is swarming with monsters. There are a few Unique ones running around so watch out. You may end up quickly overwhelmed and dead. You also may find Griswold walking around. You should save him for last, as he the hardest monster in Tristram. If you don't feel like fighting the monsters, run to the center of town and save Cain. Also, on the west side of Tristram, you can find Wirt's body. Click on it to get his leg as well as whole bunch of coins. Cain will save himself, so don't worry. Go back to the Rogue Encampment and talk with Cain to gain important insight into your journey. Quest4: The Forgotten Tower To activate: Find the Moldy Tome somewhere in the Stony Field. Reward: A whole bunch of money. Hopefully when you were running around the Stony Field, you found the Moldy Tome. If you haven't, go back and read it. Once you read it, the quest will become official. Don't count on a lot of help from people in the Rogue Encampment. You will find the Forgotten Tower in the Black Marsh area. Just run around until you find it. The Forgotten Tower is five levels deep and you will fight a group of champions or unique monster on each level, so be wary. Keep on pushing down, using town portals when you need healing. The levels are straight forward, so you should not having trouble finding the way toward the next level. When you reach the lowest level (level 5), prepare for a fight with the Countess. She's a big user of fire and she will use Fire Walls. You'll need to stay on the case and run around. If you need a breather, run out of the Countess' room. She will not follow. You may have to hack your way through a few enemies to get to the Countess. If needed, lure them out in order to make it easier to reach the Countess. Rush in on the Countess and attack her with

all you've got. Once she's gone and taken care of, help yourself to all the riches. A great bunch of plundering, I say. Quest 5: Tools of the Trade To activate: Talk to Charsi after finishing the Forgotten Tower quest. Reward: Charsi will imbue an item of your choice (with some restrictions). Seems to be no rest for you. Right after hauling that money from the Forgotten Tower, it seems Charsi will have a quest for you. She left her smithing hammer, the Horadric Malus, in the Rogue Monastery when she fled from the corruption. The Monastery is located in the Tamoe Highlands (you'll find the entrance to it in the Black Marsh). Once you enter, make sure to activate the Outer Cloister waypoint. You may be using it often. The Monastery is swarming with enemies, so take them out before you advance on to the Barracks (where the Malus is located). When you do find the Horadric Malus in the Barracks, you'll also find a Unique monster protecting it, The Smith (shades of The Butcher). He is one of the harder Unique monsters you'll face, so unless you've been advancing levels a lot, you may find yourself running away. Don't take any chances. Take down the surrounding monsters first off. Use potions a bit earlier than you need them, the Smith hits for a bit of damage each time. If you need too, run back to the waypoint and heal up. The Smith will be at the same life you left him. Once The Smith is down, grab the Malus and go back to the Rogue Encampment. Return it to Charsi and she will offer to imbue any item of your choice for you. Save this ability for the later Acts. You'll most likely end up replacing your Act 1 equipment in Act 2, 3, and 4. Don't worry, you can always come back. Quest 6: Sisters to the Slaughter To activate: Talk to Cain after you finished the Tools of the Trade. Reward: Access to Act 2. The last quest of the Act 1. You will end up delving deeper into the Rogue Monastery. It doesn't get any easier, so prepare with extra town portal scrolls. Go back to the Rogue Monastery. Finish off the Barracks and of the bigger annoyances of jail bars at you. While this attackers like the Barbarian go into the Jail. The Jail has three levels. One the level is that monsters can shoot through the isn't a big loss for ranged attack users, melee will find themselves annoyed quickly.

Pass through the Jail and into the Inner Cloister. You'll meet up with a Unique monster along the way, so prepare well. Activate the Inner Cloister waypoint, use when needed. Get through the Inner Cloister to get into the Cathedral. Push your way through it (you may run across Bone Ash, a unique Bone Mage). Once past the Cathedral, you will enter the last part of the Monastery, the Catacombs. You'll face tougher battle, make sure to use that Catacomb Level 2 waypoint. Make sure to get ready for the biggest battle so far. When you reach the entrance to the Catacomb Level 4, recheck everything. Enough

potions? All your equipment repaired? A town portal ready just in case? If your okay, go down. Level 4 is a small one, but has the boss of Act 1, Andariel. Don't go into her room until you've cleared the other rooms. If she does get out of her room, prepare your battle strategy. Will you run around and fire at her? Go up to her, throw caution in the wind and hack away? Or hit and run? Watch out for Andariel's attacks. She will completely destroy the unprepared low level player. Andariel's hits will also cause you to affected with poison, so be prepared with antidote potions or equipment with poison resistance. Most likely the poison will kill you if Andariel's hits don't. Don't be afraid to run back to town, you may need to over and over. If you can make the best use of your character's abilities and have a little luck, you'll be able to get past her and into Act 2. ===== Act 2 - Welcome to Lut Gholein, the city in the desert. This is much bigger than the Rogue Encampment, so don't get confused. Use your automap to find the people you can talk to from the normal townsfolk. You will start in the south end of town, in Warriv's caravan. Town portals will be in the northeast part of town. You can find your private stash in the center of town. If you ever wish to go back to Act 1, talk to Warriv. ================ Lut Gholein NPCs Warriv - He kept his promise and took you along with him from the Rogue Encampment. He doesn't play as big of a role anymore, but you can talk to him if you want. He provides access back to Act 1 if needed. You can find him in the south east part of Lut Gholein. Kaelan - Don't talk to him for conversation. Either he'll be blocking access to the palace or greeting you as you enter. He does not provide any quest help. You can find him near the palace in the south west part of Lut Gholein. Jerhyn - He is the leader of Lut Gholein. Somewhat young, he is very mature and does he best to keep the city under control in the crisis. He will give important quest information as well a few quests. Gain his trust and you can enter the palace. You can find him near the palace in the south west part of Lut Gholein. Elzix - A former bandit, he now runs a small inn in town and lives a peaceful life. He sells some equipment and also provides the Gamble option for you, if your feeling risky. You can find him in the west part of Lut Gholein. Griez - Griez is the commander of the mercenary group that protects Lut Gholein from attack. He has heard of your feats and is willing to let you hire some of the extra mercenaries for your assistance. You can find him in the north west part of Lut Gholein. Drognan - Drognan will fulfill all your magical needs, selling magical wands and staffs as well as selling scrolls and potions. He is also very knowledgable of the desert and helps to progress in many Act 1 quests. You can find him in the north part of Lut Gholein.

Atma - She runs the local by the recent invasion of them. She is a very nice near the pub in the north

public house. However, she has been personally hurt monsters, as she has lost her husband and son to person, in spite of the tragedy. You can find her east part of Lut Gholein.

Geglash - A drunken warrior. Not very useful for quests or conversation but he is known for picking fights. You can find him inside the pub in the north east part of Lut Gholein. Meshif - The captain of a ship which has been moored in Lut Gholein. Since the monster invasion, he has been waiting for the clearance to leave and set sail. He eventually will be the one to take you across the sea to Act 3. Lysander - The nearly deaf potion maker. While he does have some good advice, his main purpose to provide you with potions. You can find him in the center square of Lut Gholein. Fara - She serves as a smith to you, repairing any items. She also sells various types of equipment. Fara also gives free healing when you talk with her. You'll be coming to her often. You can find her in the center square of Lut Gholein. Deckard Cain - He comes with you from the Rogue Encampment determined to help you in your quest to kill Diablo. He still provides the usual free identifications and will provide very useful quest information. You can find him in the center square of Lut Gholein. ====================== Quest1: Radament's Lair To activate: Talk to Atma. Reward: Book of Skill and the Horadric Scroll. While everything looks peaceful in the city, below the city, a great evil lurks in the sewers. People all over the city will tell you to go visit Atma, which you should do. Atma will talk about the loss of her husband and son, to a monster known as Radament. She will plead with you to go down and kill him, to bring some sort of revenge to their deaths. First off, you have to find the entrance to the sewers. You can either use the main entrance in the docks area, or use the trapdoor near Griez. The sewers are a big area and you may find yourself under attack from all angles. If needed, run back to the surface for healing. Do your best to explore carefully and make sure to check everywhere. There is a waypoint on the Sewers Level 2, make to use it. Watch out for the new enemy type, mummies. They may look like zombies, but when they die, a poison cloud comes from their dead body. Let it dissolve so you can avoid being poisoned. As you progress through the sewers, you'll know when your towards the end. When masses of skeletons and mummies attack you, you can get your way through them, but when you notice them being revived (as well as the black shots), that's how it can become overwhelming. If possible, use cold attacks to freeze the monsters and then shatter them, destroying the corpse. A necromancer could take the corpse before Radament can. However, the quickest way is to create a path to Radament and kill him. He has a few tricks up his

sleeve, such as his poison breath. Make sure to use caution, as he can create monsters to attack you from behind. Once Radament is dead, he will drop the Book of Skill (and kill any nearby living monsters). Take the Book of Skill and read it for an extra skill point. A special glowing chest should be nearby. Open it and get the Horadric Scroll,as well as the way to the next Quest. Quest2: The Horadric Staff To activate: Talk to Cain while you have the Horadric Scroll Reward: The Horadric Cube and The Horadric Staff This will be one of the biggest quests you'll go through, since you will have to run through many areas of the desert. And this is also one of the most rewarding quests, since you get the Horadric Cube, which will be needed in order to complete other quests. But first, you need to get the three items requested by Cain. You can get the items in any order, but the best way is to do them in the order you find them. So, go to the Dry Hills. In the Dry Hills area, you should find the entrance to the Halls of the Dead. The Halls of the Dead contains the Horadric Cube, 1/3 of the requirements. The Halls of the Dead itself is easy to get through, but watch out for greater mummies, who are usually protected by many undead followers. As you saw with Radament, greater mummies can revive fallen undead monsters. So, take out the greater mummies in the area before going after the skeletons and mummies. On the lowest level of the Halls of the Dead (level 3), you'll find the chest with the Horadric Cube, but you'll have to get past Bloodwitch the Wild (a unique cat monster). The best strategy is to take the minions out first and to avoid getting surrounded. After they are gone go after the leader. When its all clear, grab the Horadric Cube (you can go back to Cain if you need a bit more information on the Cube, he'll even give you a few other uses for it). Continue on to the Far Oasis, which has the Sand Maggot Lair somewhere in it. The Sand Maggot Lair is mostly made up of tunnels, so make sure to use the automap to avoid going in circles. They are narrow, so you'll having trouble avoiding many of the attacks through the usual moving out of the way method. However, the only monsters you'll encounter here are Sand Maggots and their young. On the third level, you'll run across a very large Sand Maggot surrounded by many other regular size ones. Coldworm the Devourer is the large one, but I still advise killing the other monsters in the area before going to him. Coldworm doesn't move, so you can easily hack away at him after you've taken care of the other Sand Maggots. Grab the Horadric Shaft when everything is done. Only one more piece to go. The last piece needed is the Viper Amulet. You'll need to go the Valley of the Snakes. You need to go through the Lost City to do this. When you enter the Lost City, it may instantly turn into night. Don't worry about this too much. If you want to hear about it, you can go to town and get the Tainted Sun quest. More on that later, get past the Lost City to the Valley of the Snakes. When you find the Claw Viper Temple, prepare well. You may be a bit drained from the long walk, so go back to Town if you need resuppling. You should be able to handle the enemies here, but take breathers when needed as it can get overwhelming sometimes. There are only two levels here, so the Viper Amulet is located on the second level. Fang Skin and his minions protect the Viper Amulet. The problem with Fang Skin is that he has the Extra

Fast and Cold Enchanted bonuses. So he can run around you as well as freeze you. As always go after the minions first. It is much easier to face a unique monster alone, then when surrounded by minions. Try to force Fang Skin into a corner, so he can't run far, but if you are drawn into a melee battle with him, make sure to have thawing potions to get rid of the frozen penalty when you get hit. Once he is taken care of, grab the Viper Amulet. Go back to Cain. He will tell you to put the Horadric Shaft and the Viper Amulet in the Horadric Cube. Do so. Make sure you don't have any other items in the Cube. Press the Transmute button and watch the two items turn into the Horadric Staff. You can use the Staff as a weapon, but you'll need to use it later, in order to finish Act 2. Quest3: Tainted Sun To activate: Go to the Lost City and watch the sun go black. Go back to Lut Gholeim and talk to the townspeople. Reward: The Viper Amulet You could trigger this quest without starting the Horadric Staff quest, but why? You'll need to destroy the Evil Altar in the Claw Viper Temple in order to finish the Horadric Staff in any case. Once the Altar is destroyed, the Sun will shine again. Quest4: The Arcane Sanctuary To activate: Talk to Drognan after finishing the Horadric Staff quest. Reward: Access to the Arcane Sanctuary. This quest will delve into the problems of the city of Lut Gholein as well as further your way to finding Tal Rasha's Tomb. Drognan will tell you to visit Jerhyn in his quest speech, so do that. Jerhyn will allow you access into the palace now, but will warn you that it is not safe. Monsters run through the palace, and the Harem guilds which were in the palace for safety ended up being killed. The upper levels of the palace are the "Harem" levels. They are mostly divided up into rooms, with the only access into other rooms being doors. You can use this to your advantage. Lure enemies to a door and kill them one by one (shades of the first Diablo). Once you are through the Harem, you'll enter the Palace Cellar. The Palace Cellar is a bit like the Jail levels from Act 1. You'll find yourself under attack from skeleton mage bolts and archer arrows through the barred areas in the level. But, other than that, the layout of the levels is again like the Harem area. So you may want to use the narrow doorways to your advantage. But you will also face more ranged attackers so you may need to rush into a room to take them out. There are two stairways on each level to the next one. You can choose either one, they both will take you to the same map (you may even find the second stairway leading up). On the third level, you will find an unactivated portal, as well as a few Sand Raiders guarding it. The leader of the group is Fire Eye, who has Fire Enchanted attacks and extra speed. Taking him out will allow you to access the portal and the Arcane Sanctuary. It is easier to fight the Sand Raiders one by one, so you should do so. When all the monsters are dead, activate the portal and enter the Arcane Sanctuary.

The Arcane Sanctuary is probably one of the more annoying areas. Most likely you will face ghosts and vampires in there (if you don't, you should be lucky). The ghosts can fly, so they don't follow the platforms, and the bone mages can attack you from far with their fire walls. Ghosts also quickly drain your mana, so most of your special abilities will be used up quickly. You may need to use the waypoint at the beginning of the level, feel free to use it as needed. The level itself is also big. There are teleporters you may need to use on the way to the Summoner (the end part of the Arcane Sanctuary). The problem with the teleporters is that you may teleport to become surrouned by enemies and then killed. Sorceress players should use Teleport if they have learned it, Barbarians can use Leap/Leap Attack as well. Knowing where your going to be is a much better thing than a random teleport. At the beginning of the level, you can go in any of four directions. In my map, they were not connected (this may or may not vary in your case, i'm not sure) so you could end up going through all these enemies just to end up at the dead end. The only good thing you could get from that is experience and treasure, but the risks are higher since the enemies are deadlier. Try your best to get through the Arcane Sanctuary, it isnt one of the easiest areas. Quest5: The Summoner To activate: Find The Summoner in the Arcane Sanctuary Reward: Access to the Canyon of the Magi and finding out the True Symbol of the Tomb of Tal Rasha If you get lucky and find the Summoner (or just stumble upon him), it will be most likely he'll be surrounded by enemies. It is a much better strategy to lure them away from the Summoner's platform. The Summoner does not leave his little platform so you can lure away the enemies in order to make your charge on the platform easier. Mostly likely when you take care of the first line of enemies, he'll only be backed up by vampires. You should attack the vampires first, but don't forget about the Summoner. He can use cold attacks which will freeze you and leave you open for other attacks. When all is clear, you most likely can take the Summoner out in only a few hits. You could choose to kill him after you've cleared the first line, but I don't like risks. As it is, the Summoner can deal a lot of damage, but not take it. Once the Summoner is gone,read Horazon's Journal to find out the True Symbol of the Tomb of Tal Rasha and access to the Canyon of the Magi. Quest6: The Seven Tombs To activate: Talk to Jerhyn after you defeat Radament. Reward: Access to Act 3. Even though you get this quest very early in the Act, you only complete it in the end (it is the last quest). You will enter the Canyon of the Magi by using the portal in the Arcane Sanctuary, but you don't want to keep going through the Sanctuary over and over to go there. So make sure to activate the waypoint when you find it. Its much easier to use the waypoint then the portal. The Canyon of the Magi is a very large area, but the only things you should be looking for are the seven tombs. You'll find the tombs along the borders of the area. Check your Quest Log to make sure that the symbol you have matches the one of the tomb you are about to enter. They are all called Tal Rasha's Tomb when you enter them, but the only is truly the tomb. You could

go through the other six tombs if you want, but at your own risk. You'll face hordes of monsters as well as Unique monsters. If you doing it for treasure and experience, so be it, but I usually advise finding the true tomb, its hard enough to complete as it is. When you match up the symbol in your quest log with the pillars outside the tomb entrance, that tomb is the correct one. Go through the Tomb until you find the Horadric Orifice. If you don't find the Horadric Orifice and your sure you have explored the whole tomb (it is only one level), then you most likely entered the wrong temple. Recheck your symbol in your Quest Log. Put the Horadric Staff in the Horadric Orifice. This will create an entrance to the Tomb room. Make sure to prepare now, since once you enter, you will attacked by Duriel. A good idea is to have a town portal scroll ready once you go in, since Duriel attacks right away. You won't have much time to use a town portal when you are in battle with Duriel. Duriel is the boss of Act 2. He isn't followed with any other minor enemies, so he will be the only monster in the room. Unlike Andariel from Act 1, you can't escape back into the Horadric Orifice room. So your only escape will be a town portal. And you will be using them. Duriel is very fast so you can run away from him for long. He also has an attack which can freeze you. Be ready with thawing potions (or items that lower freeze duration). His close attack can also hurt you and push you back. The best strategy is not to get too close to him and attack from afar with either bow/crossbows or spells. If you don't have any ranged attacks, you'll have throw caution into the wind and go into battle hand to hand. However, his attacks will quickly lower your life, so make sure to use potions early and run when needed. Also, once you get back into the battle room right after coming through a town portal, make another one. You can never be too careful. Beating Duriel will release several special equipment and gems. Also, you will now be able to enter Tal Rasha's Burial Chamber. However, the only thing you'll find is Tyrael. Talk to him. After you finish with him, go back to Lut Gholein. Say your goodbyes to the townspeople and visit Meshif in the east docks of town. He will now be able to take you east to Kurast and Act 3. ===== Act 3 - Kurast was once a beautiful city in the East. However, it now lays in ruins, with the only survivors being a handful of people in the Kurast Docktown. The only thing defending them from attack is a failing enchantment and a handful of merecenaries. You'll start off in the south west corner of town, near Meshif. Town portals will appear near the waypoint in the north end of town. The Docktown is divided up into a few islands connected by bridges. If you ever want to go back to Act 2, talk to Meshif. ==================== Kurast Docktown NPCs Meshif - Shocked to come back to find his hometown in this shape, he is always willing to go back to Lut Gholein when you wish. You can find him in the south western corner of town. Natalya - She is part of an order that hunts down magi who have turned evil. However, her motives are questionable. She is a mystery and much is not known about her. You can talk to her for quest information however. You can find her in the east part of town.

Hralti - He will be the first to greet you when However, when you come back, he most likely will back sells equipment, both regular and enchanted. He also to full use. You can find him in the north east corner

you arrive in Kurast. at his smithery. Hralti repairs equipment back of town.

Deckard Cain - Helping you along on your quest, he has come with you to Kurast. Cain still excels in providing quest information and free identification of items. Talk to him whenever you are stumped. You can find him in the north part of town. Ormus - Ormus is a wise person, if you can understand him. He continually talks in riddles. But if you ever need help with things concerning the old Religion, he is the person to talk to. Ormus also provides free healing. You can find him in the north part of town. Asheara - The leader of the Iron Wolves, Asheara is a strong figure. She is in charge of making sure nothing gets into Kurast, should the defensive enchantment fail. Talk to her if you ever need to hire a magical mercenary for your own use. You can find her in the west part of town. Alkor - He lives away from the rest of the town and with good reason. His attitude is unbearable to some. If you can gain his respect, he will become a bit more tolerable. He sells potion and also provides the Gamble option if need a bit of risk in your life. You can find him in the north west corner of town. ====================== Quest: The Golden Bird To activate: Find the Jade Figurine Reward: Potion of Life Some people are confused sometimes, since no person gives this quest in town. Well yes, that's true. Right after you arrive in Kurast, greet the people then run out into the jungle. Keep on fighting until you find a Champion or Unique enemy. Kill the enemy and it will drop the Jade Figurine. Go back to town with the Figurine. Go and visit Meshif who will trade the Figurine for the Golden Bird. Visit Alkor with the Golden Bird in your inventory and he will turn it into a Potion of Life. You can drink the Potion of Life for a permament +20 bonus to your life. Quest: Blade of the Old Religion To activate: Talk to Hralti after finishing the Golden Bird quest. Reward: A random rare ring, a free mercenary Now begins more exploration in the deep jungle. The jungle is hard to work your way through sometimes. Make sure to keep your automap on at all times. Make sure to use the pillars as you find them as area dividers. It may be sometimes hard to remember which area you are in also, use the automap and check on it. The Gidbinn (the blade) is located in the Pygmy Village. You will have to go through the Pygmy Village for this, so a bit of wandering may be in order. When you do enter the Pygmy Village, the Gidbinn will appear as a new symbol on your automap. Go towards it. If you go up to the Gidbinn and click on it,

the Gidbinn will burn. However, there should be a unique monster nearby, with his minions. He holds the real Gidbinn. Kill him and grab the Gidbinn. Go back to town and give the Gidbinn to Ormus. He will give you a rare ring. The Quest Log will also tell you to visit Asheara, who will give you a mercenary for free (even if you don't want him, so if you like your current mercenary, don't talk to her until you need another). Quest: Khalim's Will To activate: Talk to Cain after finishing the Golden Bird quest. Reward: Khalim's Will This is the big quest which will take you all over the jungle, Kurast, and even into Travincal. Again, you have to find little bits and pieces in order to transmute them all into something useful (similar to the Horadric Staff quest in Act 2). You have to find Khalim's Brain, Eye, Heart, and Flail. The first part is Khalim's Eye, which is located in the Spider Cavern (within the Spider Forest). Only the Spider Cavern, there is another small cave area in the Spider Forest (the Arachnid Lair) which does not have the eye. So look for the Spider Cavern first. The Spider Cavern is full of spiders (obviously). Make sure to avoid getting surrounded as they do get very dangerous in groups. Some of them also possess poisoning attacks, which can be a risk when fighting. On level 2, you will find a special chest being guarding by a Unique spider, Sszark the Burning. As the name suggests, he likes to use a few fire attacks. But watch out if you get cursed by him as he is also Extra Strong. Being hit by an Extra Strong monster when you are cursed is not a good thing. When Sszark is taken care of, open the chest for Khalim's Eye. Return to Cain for more guidance. Next on your list is Khalim's Brain, located in the Flayer Dungeon. Look around the Flayer Jungle for the entrance. As expected, the Flayer Dungeon is full of Flayers and Flayer Shamans. Advise caution when facing them. You should take out the Flayer Shamans, but their fire breath attack can quickly drain your life. The area should be straight forward (a bit like the Spider Cavern). The third level is where the Brain is located. But, in order to get to the Brain, you'll have to fight Witch Doctor Endugu, a Unique Flayer Shaman. This means he's followed by with many other Flayer Shaman minions. Be very careful. Your best chances are to divide the Shamans up, in order to prevent Endugu from reviving a lot of them (he can revive the Shamans if their corpses are there) and to avoid a fire breath attack from all sides (which is just very deadly). Use the narrow passageways to your advantage. Get rid of the Witch Doctor and you can grab the Brain and get the heck out of there. Visit Cain and he will advise you on where to go next. Halfway there. Khalim's Heart is somewhere in the Kurast sewers. You can find entrances to the sewers in Upper Kurast or the Kurast Bazaar (there are two in each of the areas). Take whatever one you find first, they all lead to the same place. The sewers are simliar to the sewers you went through in Lut Gholein. They also may contain undead monsters like skeletons and mummies. Greater Mummies are possible. Do your best to get through them. Barbarians should leap over waterways if there is a Greater Mummy on the other platform reviving monsters on their platform. In order to gain access to the next

level, you will have to find a lever somewhere in the sewers. Move the lever in order to clear the way to level 2. Find the special chest there (no Unique monster to fight) and grab the Heart when it drops out. The last part of the equation is Khalim's Flail. To do this, you will have to go to Travincal. It is a long trip, but in order to complete this quest you have to get this. You may even complete other quests along the way (see the other quests in this Act). Travincal is home to the High Council. You can find the Council Members near the Guardian Tower. One of the Council members has the Flail. They will drop it when you kill that member. However the High Council is not easy, so avoid getting surrounded by multiple Council members. When you get the Flail, return to the Docktown. Cain will tell you to transmute the body parts and Flail. Do so. This will turn the Flail into Khalim's Will, which is required to enter the Guardian Tower. Quest: Lam Esen's Tome To activate: Talk to Alkor after you enter Kurast. Reward: Five stat points Right after you enter Kurast, Alkor will give you this quest to find Lam Esen's Tome. You will need to do a lot of searching in order to find where it is. There are six old temples in Upper Kurast, Kurast Bazaar and the Causeway (two in each of those areas). You know you have found on of those old temples when you enter them and find clickable stairs. Click on them to find an entrance into the temple. While you could search all six of the temples, the one you want is called "Ruined Temple". If you need more help, look for a unique Flesh Hunter, Battlemaid Sarina. Your in the right place if you see her. Make sure not to get mobbed, as escape is hard in the small rooms of the temple. When she is dead, find Lam Esen's tome and bring back to Alkor for a reward of five free stat points (you don't get a level though). Quest: The Blackened Temple To activate: Talk to Ormus after entering Travincal. Reward: Access to the Guardian Tower As you noticed in the Khalim's Will quest, the High Council is in Travincal. All this quest asks you to do is to kill all members of the High Council and to smash the Compelling Orb. Travincal is surrounded by a raised walkway around the city itself. When you get near the Guardian Tower, the Council members should attack. If you haven't killed all them (you may have done so in Khalim's Will, might as well), you will have to now. Take them all out. If you haven't finished Khalim's Will, you should have at this point. Smash the Compelling Orb (inside the Guardian Tower) with Khalim's Will. Go back to Kurast Docktown and prepare. Quest: The Guardian To activate: Talk to Ormus after finishing the Blackened Temple quest. Reward: Access to Act 3 Time is against you, so you have to get to Mephisto. After preparing well in Kurast Docktown, go back to Travincal and enter the Guardian Tower. Now completely defiled by Mephisto, the inside of the Tower is called the Durance of Hate. Take great caution in the Durance of Hate. Enemies here are stronger and have better attacks then ones you've seen before. The levels themselves

should be straightforward, but make sure to use that waypoint on level 2. Mephisto's chamber is on level 3. He is surrounded by a whole lot of Blood Lords and a few more unique Council Members. Mephisto cannot enter the entry room, but make sure to watch out for Council Members who follow you there. It is near impossible to take down Mephisto without killing the Blood Lords and Council Members first. Either you'll get killed by the powerful Council Members, the spells of the Blood Lords, or Mephisto himself. Lure the Council Members away into the entry room, where you can take care of them without much interference from Mephisto and the Blood Lords (a few fire walls might make it in). Take care of the Blood Lords stationed all over the level. They will try to run away when you get near, but you can chase them down. Avoid Mephisto until you can take care of the Blood Lords. Once the level has been cleared, you can now focus on Mephisto. He has a variety attacks, lightning, freezing, and even poison. As with other big bosses, the best option is to use ranged attacks. It is easier to do this in Mephisto's Chamber than in other ones, since it is possible to keep Mephisto away from you using the break in the center of the area. You can shoot from one platform, hitting Mephisto on the other platform. However, if ranged attacks are impossible, again, hit him with all you have, run when needed. You might want to run a bit earlier then you did before. Better to be alive with a few extra life, then dead for the sake of a little bit of damage. After pinging away at Mephisto enough, he will die screaming and drop his Soulstone plus some very rare equipment and gems. A walkway to the portal in the center of the chamber should also appear. ===== Act 4 - Yes, Hell is as bad as you thought. The only safe place in Hell is the Pandemonium Fortress, an outpost held by the forces of Heaven. The Fortress is a majestic palace separated from the horrors of Hell. The only connection to Hell the fortress has is a long winding stairway. From here is well you will be making your final push to Diablo. ========================= Pandemonium Fortress NPCs Tyrael - Tyrael is the angel who gave the Soulstones to the Horadrim. He did so against the wishes of Heaven. Taking an oath to watch over mortals, he cannot interfere directly, but will help in what ways he can. Deckard Cain - He is prepared to even go to Hell with you, which he has done. Feeling it is his duty to be with you, Cain will provide what assistance he can and still identifies for free. Halbu - While he cannot engage in conversation with him, he buys and sells equipment, as well as acting as a repairman. Jamella - Again, you cannot talk with her. She sells magical wands and staves, and also sells potions. You can also Gamble with her for unknown items. ====== Quest: The Fallen Angel To activate: Talk to Tyrael Reward: Two skill points

Hell is not easy. As if you needed someone to tell that. Izual (the fallen angel) wanders along the Plains of Despair so you will not see him in the beginning. Get to the Plains of Despair and walk around until you find him (or until he finds you). First things first, take care of any other nearby monsters. You'll want to even the odds as much as possible. Izual possesses a few freezing attacks. Again, thawing potions may be very useful. A frozen target is a slow target. And a slow target is an almost dead target. Keep hacking or picking away at him until he falls. You'll want to watch out for his melee attack, it can quickly bring you down in only a few hits. Once Izual has been released from his monstrous form, you can talk to him to gain more insight to the current crisis. Go back to the Tyrael to get your reward. Quest: The Hellforge To activate: Talk to Cain after finishing the Fallen Angel quest Reward: A whole bunch of gems The game is getting near its end, but not any easier. You might want to get a cool drink, because you'll be entering right into the heart of hell. If you didn't get the Soulstone when you defeated Mephisto, Cain will give it to you now. The entrance into the River of Flame is located in the City of the Damned. Again, go through the Plains of Despair to the City of the Damned. A waypoint should be located on the level. The entrance to the River of Flame cannot be far away. When you enter the River of Flame, you will have a lot less running room. So be wary when a group of enemies chases after you. The Hellforge is located somewhere in the River of Flame. However, if you do manage to get too far, you will run across another angel who will advise you to turn back. Do so. You have to get rid of the Soulstone first. If you find a unique monster called Hephasto the Armorer going after you, your near the Hellforge. However, Hephasto packs an awesome punch. In only a few hits from him, you could be killed. Do what you can with him. Slowing him down is a good option, if possible. Take care of other nearby monsters first off. If you can get rid of Hephasto, he will drop the Hellforge Hammer. Go to the Hellforge and place the Soulstone on the Hellforge. Equip the Hammer and smash the Soulstone into pieces. You'll also release a whole lot of gems which you can place into your socketed items. Quest: Terror's End To activate: Talk to Tyrael after finishing the Hellforge quest Reward: Um, well, beating Diablo 2 With everything else completed, there is only one thing left for you to do. You have to finally kill Diablo and get rid of his soulstone. The nearest access you have to the Chaos Sanctuary is the waypoint at the River of Flame. Make to use it when needed. From the River of Flame waypoint, you'll have to go through a whole bunch of bridges. Some of these bridges may lead to dead ends, so make sure you have a clear path back. Once you get past the bridges, you'll enter the Chaos

Sanctuary. You'll be under attack from Doom/Oblivion Knights, Venom Lords, and Burning Souls. I suggest taking them all out before you go after the 5 seals. If you need to run out for awhile, no one is gonna blame you. Take a portal back to the Fortress when needed for potion restocking and healing. When you've taken care of the monsters, start activating the 5 seals. Any 3 of the seals will release a Unique monster and his minions. The Infector of Souls is a Venom Lord, who is surrounded with his Venom Lord minions. His extra fast bonus will also apply to his minions, so you will face unusually faster enemies. This is probably the easiest of the three monster groups. Lure the Venom Lords over to one of the narrow passageways (you should have found one along the way to the front of the Chaos Sanctuary). You'll force them to attack you one by one. Some of them in the back may use the Fire breath attack, but it is not as bad when you only get the tail of the flames. The Grand Vizier of Chaos is a Burning Soul, who has Burning Souls with him. As annoying as they are, they get worse in groups. They can overlap each other which means they can all get close to you. Plus, they have mana burn which will quickly get rid of all your mana for special abilities. The best strategy is to lure them away from the group, one by one. One less enemy is one better for you. If you run out of mana, you can run away for a bit and let your mana recharge itself. Lord De Seis is an Oblivion Knight, who brings other Oblivion Knights with him. To me, this is the hardest group. The Oblivion Knights will most likely be of different types, so you'll be hit by fire, lighting, cold, and poison attacks. And it doesn't help that Lord De Seis is a Thief, which means when he hits you, potions will fall out of your belt. You may quickly run out of potions than you think. Take out the minion Oblivion Knights first. That is a critical first step. Don't take any big risks, only fight the Knights that are seperated from the group. When they are taken care of, go after Lord De Seis. If your last seal released an Unique monster, you still have to get rid of that Unique monster. However, once you've killed that Unique monster, the minions will die, no matter how many are left. If your last seal didn't release an Unique monster, don't worry. Well, maybe you should worry. When all the seals are open and no Unique monsters are around, you'll release the Lord of Terror, Diablo. He is not easy, so don't expect a quick fight, whatever class you are. He possess a lot of life and many attacks. He has a very powerful claw swipe, which he can modify to freeze you as well. If you get frozen, I suggest you run or thaw immediately. He can create a fire circle or a fire chain attack. The circle is less deadly at long range (it seperates), but the fire chain is deadly if you stand still. If you see a line of flame coming at you, move out of its way. However, his worst attack in my opinion is his Lightning Snake attack. If your close and he does it, your probably dead if you don't get out of the way. Its easier to get away from it far away. Ranged attacks are harder since he does move around more than the usual boss. However, there is a great risk when going up to his face, as you could get frozen and then get killed by the Lightning Snake attack.

One other thing, Diablo can use trap you in a Bone Cage. He doesn't use this attack that much, but if you create a Town Portal in the center area of the Chaos Sanctuary, he will most likely create a Bone Cage around it. So when you get back, you'll be trapped. To avoid this, create a town portal behind the pillar (Diablo doesn't seem to follow you into the narrow entryway of the Sanctuary). Potions are a necessary evil. If you use a lot of mana attacks (probably will) get healing and mana potions (use any rejuvenation potions you have). You could choose to ping away at him with ranged attacks, but it'll be draining on your patience. It poses the least risk, since you'll have fair warning of attacks and can easily get out of the way. If you decide to just throw caution into the wind and go up to him, be very prepared. You'll need eyes like a fox. Make sure to turn auto-run on. Most of his attacks aren't that bad. The only bad ones are the Fire Chain, Lightning Snake, and his freezing attack. You can quickly thaw yourself after the freezing attack. But get out of the way of the Fire Chain attack. And if Diablo even tries the Lightning Snake get out of the way. You'll probably lose all your life just in the escape. Run away and use a healing potion. Use whatever strategy your comfortable with. Or make your own. In the end, all you want is Diablo to die. Any way that does that is a good way. If you do get Diablo to fall, he'll release some rare/unique equipment. You'll have 80 seconds to get everything you want into your stash and inventory. Have a few extra seconds? Talk to Cain and Tyrael. Then enjoy the ending.

_____________ OUT OF TOWN


Nothing much can be said about the "out of towns" as it is randomly generated by software. The only pattern I can think of is that each area "out of town" is either link to the town itself, another out of town, a lower level, two of the above three, or even all of the above. Here's a simple tree: __________________________ | | | Rogue Encampment (Act 1) | |__________________________| / / __________/_ _____________ | | | | | Blood Moor |-----| Den of Evil | |____________| |_____________| | | _____|_______ ________ ________ | | | | | | | Cold Plains |-----| Cave 1 |-----| Cave 2 | |_____________| |________| |________| / \ / \ __________/__ __\_____________ _______

| | | | | | | Stony Field | | Burial Grounds |-----| Crpyt | |_____________| |________________| |_______| | \ \ | \ \ | __\_______ __\________ | | | | | | | Tristram | | Mausoleum | | |__________| |___________| | | __|____________________ _______________________ | | | | | Underground Passage 1 |-----| Underground Passage 2 | |_______________________| |_______________________| | | _____|_____ | | | Dark Wood | |___________| | | ______|______ ________ ________ | | | | | | | Black Marsh |-----| Hole 1 |-----| Hole 2 | |_____________| |________| |________| / | / | / ______|__________ ________________ / | | | | / | Forgotten Tower |-----| Tower Cellar 1 | / |_________________| |________________| / / | / | _____________/__ ________________ | | | | | | | Tower Cellar 2 |-----| Tower Cellar 3 | | |________________| |________________| | / | / | _____________/__ ________________ | | | | | | | Tower Cellar 4 |-----| Tower Cellar 5 | | |________________| |________________| | _|_______________ _______ _______ | | | | | | | Tamoe Highlands |-----| Pit 1 |-----| Pit 2 | |_________________| |_______| |_______| | | ________|_______ ________________ | | | | | Monastery Gate |-----| Outer Cloister | |________________| |________________| |

| ____|_____ | | | Barracks | |__________| ________ ________ | | | | | | | Jail 1 |-----| Jail 2 |-----| Jail 3 | |________| |________| |________| / / _____________/__ | | | Inner Cloister | |________________| / / ________/__ | | | Cathedral | |___________| / _____________ _____________ | | | | | | | Catacombs 1 |-----| Catacombs 2 |-----| Catacombs 3 | |_____________| |_____________| |_____________| | | ______|______ | | | Catacombs 4 | |_____________| / __________/__ / / _____/__

_________ _____________________ __________ | | | | | | | Harem 1 |-------------| Lut Gholein (Act 2) |-----------| Sewers 1 | |_________| |_____________________| |__________| | | | | | | ____|____ _____|_____ _____|____ | | | | | | | Harem 2 | /| Dry Hills | | Sewers 2 | |_________| / |___________| |__________| | / | | | / | | ____|_____ / _________|___________ _____|____ | | / | | | | | Palace | / | Halls of the Dead 1 | | Sewers 3 | | Cellar 1 | / |_____________________| |__________| |__________| / |

| | | _________|___________ | | | | | | | Halls of the Dead 2 | | Palace | | |_____________________| | Cellar 2 | | | |__________| | | | | _________|___________ | | | | ____|_____ | | Halls of the Dead 3 | | | | |_____________________| | Palace | | | Cellar 3 | | |__________| __|________ _______________ | | | | | | | Far Oasis |-----| Maggot Lair 1 | ____|______ |___________| |_______________| | | | / | Arcane | | / | Sanctuary | | ________/______ _______________ |___________| | | | | | | | | Maggot Lair 2 |-----| Maggot Lair 3 | | | |_______________| |_______________| ____|______ | | | | | Canyon of | _____|_____ | the Magi | | | |___________| | Lost City | | |___________| | | | | | _____|________________ ___________________ ____|________ | | | | | | | Valley of the Snakes |-----| Claw Viper Temple | | Tal Rasha's | |______________________| |___________________| | Chamber | |_____________|

| | ____|_____

______________________ | | | Kurast Docks (Act 3) | |______________________| | | _______________ _______|_______ _______________ | | | | | | | Spider Cavern |-----| Spider Forest |-----| Arachnid Lair | |_______________| |_______________| |_______________| | | ______|______ | | | Great Marsh |

|_____________| | | ______________ _______|_______ __________________ | | | | | | | Lower Kurast |-----------| Flayer Jungle |-----| Flayer Dungeon 1 | |______________| |_______________| |__________________| | | | | ______|_______ _________|________ | | | | | Swampy Pit 1 | | Flayer Dungeon 2 | |______________| |__________________| | | | | ______|_______ _________|________ | | | | | Swampy Pit 3 | | Flayer Dungeon 3 | |______________| |__________________| | | ______|_______ | | | Swampy Pit 3 | |______________|

______________________________ | | | Pandemonium Fortress (Act 4) | |______________________________| | | _______|_______ | | | Outer Steppes | |_______________| | | _________|_________ | | | Plains of Despair | |___________________| | | _________|__________ | | | City of the Damned | |____________________| | | _______|________ | | | River of Flame |

|________________| | | _______|_________ | | | Chaos Sanctuary | |_________________|

* Waypoints are links from a certain "out of town" to what else but the town (or ANY OTHER waypoint, which makes it easier to travel directly from Act 4 back to Act 1). They look differently on screen, but identical in the auto-map (yes, that grey square thingy) and are simply activated by the almighty left click. Note that not all the "out of town" sections have their respective waypoints. The following are the only ones to look out for: ACT 1 - Rogue Encampment Cold Plains Stony Field Darkwood Black Marsh Outer Cloister Jail 1 Inner Cloister Catacombs 2 ACT 3 - Kurast Docks Spider Forest Great Marsh Flayer Jungle Lower Kurast Kurast Bazaar Upper Kurast Travincal Durance of Hate 2 ACT 2 - Lut Gholein Sewers 2 Dry Hills Halls of the Dead 2 Far Oasis Lost City Palace Cellar 1 Arcane Sanctuary Canyon of the Magi ACT 4 - Pandemonium Fortress City of the Damned River of Flame

*****************

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