This contains many hints and tips on how to complete the game and train a character. It is designed to help you train and complete the game. It also contains some random info on some stuff.
By atomic:potato. E-mail: cwason@charlyw.freeserve.co.uk
Also, DON'T SEND ME HATE MAIL. It is just a waste of my time and yours. I ignore any hatemail I get because if you don't like my FAQ then don't read it. If you have ideas of improvement, they would be useful but hostility is not neccesary thankyou.
REVISION HISTORY:
Febuary 28 2001: I've started the walkthrough. Broke 1k mark. March 7 2001: I've done the boss list. Broke 100k mark. Thanks to a day off school, I had time to e-mail Morquan at Diablo2.com for the skill tables. They'll come soon. March 20 2001: The strategy section was added. I thought I'd put it first as it is very important. Dwason Brotemarkle and Peter Judson added to the thankyous section.
----------------------------------------------------------------------- ---------------------------------------------------- THIS FAQ CANNOT BE REPRODUCED BY ANYONE OTHER THAN ME, REID WASON, UNLESS THEY E-MAIL ME FIRST. ALSO, YOU MUST GIVE ME THE PROPER CREDIT FOR CREATING THIS WALKTHROUGH. IF YOU DIASGREE WITH ANY OF THIS, STOP READING NOW AND DISCARD ANYTHING AND EVERYTHING THAT IT HAS DONE FOR YOU. IF I DO SAY YOU CAN REPRODUCE IT, YOU MUST NOT EDIT IT IN ANY WAY UNLESS I AM ASKED BEFORE-HAND. IF YOU DO MAKE MONEY FROM MY FAQ, OR PUT IT ON A SITE WITHOUT ASKING ME I WILL TAKE LEGAL ACTION. -----------------------------------------.------------------------------ -----------------------------------------------------
Sorry about that, but I do know some lousy freeloaders try and sell faqs for money. Trust me, I've met them. On that subject, this FAQ can only legally be put on the following sites: www.gamefaqs.com www.neoseeker.com If you got it from anywhere else please e-mail me.
CONTENTS 1. Strategies 2. Walkthrough for all quests. 3. Items 4. Character List: Good Guys. 5. Character List: Not-so-good Guys. 6. Character List: Bosses. 7. Training Tips.
STRATEGIES
The Hit-And-Run Strategy: Fighter Version: Firstly, run in and hit the NME a few times. Don't let them get a chance to hit you. If they hit you, run away, use a potion, keep running when they get close, and then start attacking them once again. Repeat until either of you are dead. Ranger\Mage Version: Firstly get in their face. Next RUN AWAY VERY FAST!!! When you are a fair distance away, you want to use your most damaging attack, until they once again come up to you. Repeat until dead. If you are a Necromancer cast a spell or curse, then let your army do the hard work.
The TP Escape strategy:
OK, firstly cast a TP near where the bad guy appears. Then run to an escape (stairs, WP, whatever). Now run to the nearest WP (if you haven't already), and when in town simply go through the TP. Doesn't work if you HAVE to defeat a bad guy, obviously. This is an escape.
Undead Strategy:
Fighter\Necro Version: Use a mace. This means a wand, hammer, or other blunt weapon. Mage\Ranger Version: Use holy bolt or fire spells (like Fireball or Fire Arrow). Why did I just do that section? The strategy is so blatantly obvious. I'll mention it in the walkthrough a lot though ;).
The Daleks Strategy:
EXTERMINATE! It may be your quest but it is easier said than done. Fight your NME well, but when you need a potion go up the stairs so they can't get you (thus the name Dalek Strategy). When out of potions cast a TP back to town, and cheekily re-enter the arena. Nice strategy, shame about it not working on Duriel.
The Through-the-wall Strategy:
Now THIS is clever. Shame it doesn't work for some characters. However, with an army and Strafe, who needs to do this flash stuff? In order of effectiveness: Sorceress Strategy: When injured while fighting, cast teleport through a wall. You should have time to use a potion, and while the clumsy monster follows you, missile it when it comes through the door. Barbarian Strategy: You can jump over almost any liquid and the void in A4, plus you can also jump through portcullises in some dungeons. If you see it, try jumping it, and wait behind the door for a stupid monster to come and hit you. Paladin Strategy: What you can't see can hurt you. Stand on one side of a wall. If there is an NME on the other side Sanctuary will hurt it.
Of course, you could e-mail me if you have any more. ------------------------------------------------------------------------ ---------------------------------------------------- DIABLO 2 WALKTHROUGH ------------------------------------------------------------------------ ----------------------------------------------------- In my walkthrough I will call things by the first time you meet them. E.G. I will call Fallen Fallen(1) and Carvers Fallen(2), etc. Most vital locations will have "--" both in front and behind them, and be in caps. They stand out that way. Also, here are keys to abbreviations: TP= Town Portal WP= Waypoint A1\A2\A3\A4= Act 1, 2, 3, 4 Q1\Q2\Q3 etc.= Quest 1, 2, 3, etc. L1\L2 etc.= Levels of a dungeon. LG= Lut Gholein KD= Kurast Docks PF= Pandemonium Fortress Now lets get started!
ACT 1: ROGUE CAMP ------------------------------------------------------------------------ ---------------------------------------------------- First things first. Don't worry about the movie at the beginning, it is not a vital part of the game and it does not make sense until the end. Now you have started off, talk to Warriv. Then talk to Akara for a quest, and if you are a fighter talk to Charsi. Then go out to the --BLOOD MOOR--, and find the --DEN OF EVIL--. ------------------------------------------------------------------------ ---------------------------------------------------- ACT 1: QUEST 1: THE DEN OF EVIL ------------------------------------------------------------------------ ----------------------------------------------------
This is probably one of the easiest quests, especially for a necromancer. Just wander around and kill things. The little red dudes, Fallen(1), have Shamans. Kill the Shaman(1) before you attempt to kill the Fallen(1), cos the Shamans(1) resurrect Fallen(1) and shoot fireballs at you. Zombies(1) are easy enough to kill. For a Sorceress, firebolt them, and for all others, hack at them (or let skells do it for you). Don't waste any Javelin em. For the Spikes(1)(quill rats) simply do whatever you can, avoiding the bolts. BEWARE! There is a magical monster called Corpsefire. He will use an elemental attack on you (that is what Spectral Hit means). He shows up with a group of Zombies(1), but should be not much of a prob. However, you might want to use a ranged attack instead of a melee if you can. After you find and kill all the monsters, right click on the blue scroll in your inventory to warp back to town. Go to Akara for an extra skill point, then go to Kashya for another quest. She wants you to kill Blood Raven. You can find Blood Raven in the --BURIAL GROUNDS--, beyond the --COLD PLAINS--. Oh yeah. Get the waypoint for Cold plains. If you find the --STONY FIELD--, turn back. You don't go there yet.
In case you're wondering, Blood Raven is the one who is raining arrows down on you. She is surrounded by Skeletons(1) and Zombies(1), who should be a) hacked into a million pieces or b) burnt with a fire attack. The Skeletons are like the Zombies, but they are MUCH faster. Use an armour defense spell if you are a sorceress, or pick em off from a distance if you are a female character\necro. If you are baba\pala, simply go and hack them up. But you need to try and ignore Skeletons and zombies for now. Instead, throw whatever you've got at Blood Raven. Most Sorceress attacks work well (esp. Fire), and Amas should be able to use a ranged attack on her, Babas and Palas use any fast attack and Necros use Teeth and Skells to take her down (and golems if you have them). After this return to the -- COLD PLAINS-- waypoint, talk to Kashya, get a mercenary, talk to Akara, WP back to the --COLD PLAINS--, and find the - -STONY FIELD-- Waypoint. Then go through the --UNDERGROUND PASSAGE-- (l2 is optional. Exit is on l1) to the --DARK WOOD--.
------------------------------------------------------------------------ -------------------------------------------------- ACT 1: QUEST 3: THE SEARCH FOR CAIN ------------------------------------------------------------------------ --------------------------------------------------
Now you're in the Dark Wood, right? Good. Find the tree of Inifuss. It should have the monster Treehead Woodfist nearby (he is a Golem(1)). He is extra strong extra fast, so the best thing to do is run at him, attack, run off. Or, run away, attack (with ranged attack) run off again when he gets near. Or use some skells. Your choice. Anyway, once he's dead, click on the Tree of Inifuss and get the scroll. Now look for the --DARK WOOD- - waypoint and use it to get back to the Roguecamp. Then talkto Akara, stock up on potions (I really mean that), and wp to Stony Field. Once there, find the Cairn Stones, and kill Rakanishu the Fallen(2). Use ranged attacks or hit-and-runs to kill him (or skells, but stand back). Now enter Tristram by clicking on all of the stones in any order (it doesn't matter what order you do them in, but you still have to have the Scroll. Strange). Now beware. There are Skeleton Mages(1), Goatmen(1) or (2) and Fallen\Shaman(1) and (2). Also beware of Griswold. He is cursed, so he MUST NOT HIT YOU. If he does, run away until the curse wears off. To kill the skellmages, either hit them very hard, chuck things, or use fire\ice (lightning is not a very good choice cos they are made of stone). The goatmen are big and fast, so use close-range attacks(Inferno, Jab, Bash, Normal) (or skells) to kill them. Another strategy is to find Cain and run away very fast. Somewhere on the map is Wirt's Body. Get the gold and his leg(if you want to do the secret cow level later in the game), unless you're too busy running away from Griswold and Goaties. Now use the red portal to Stony Field and wp back to the Rogue Camp. Talk to Cain, then Akara. By the way, did you find something called the "Moldy Tome" in the Stony Field? If not, go find it now. You'll stumble upon the next quest that way. Afterwards, wp to the --DARK WOOD--. NOTE: Now you can identify items for FREE!!!!!!
You find the tower in the --BLACK MARSH-- beyond the --DARK WOOD--. The --BLACK MARSH-- waypoint would therefore come in handy. Now enter the --FORGOTTEN TOWER-- and head for the Tower Cellars. On each level, there are a group of monsters and a magic one. Kill them all, and proceed to the next level. Now repeat that until you get to L5. On this level is the Countess and a group of Dark Rogues (they might be rangers. I'll check that). Best to kill them all, because if you kill the Countess you get big lots of gold and a completed quest. Now TP back to the Rogue Camp and talk to Charsi for Q5. Then use the WP to get to the --BLACK MARSH-- and proceed to the --TAMOE HIGHLAND-- to the --MONASTERY GATE-- to the --OUTER CLOISTER--
Well this is hard, eh? I don't know what number Dark Rogues you are fighting, but they are very fast. Also beware of the new edition of the Fallen, Fallen\Shaman(3). Firstly kill everything, then go to the corridors left, in front, and right of the --OUTER CLOISTER-- WP (its not hard to find, believe me). Find the - -BARRACKS-- and prepare for new editions of the Goatmen(2?) and Fallen\Shaman(4). Deck everything until you hear someone shouting about the Hellforge, or making weapons from your bones (charming!). This is your cue to leg it. Run away, using cold attacks and skells if you have them to slow down The Smith. You can stay and fight (baba, pala), but TP (just in case, right?). When he's dead, go and grab the Horadric Malus. Now, while snooping around, you may have found the -- JAIL--. Go back to town (WP or TP), talk to Charsi or an Imbue (don't use this for a long while. It will pay off.....) and then Deckard Cain for the Final Act1 Quest. Then go to the --JAIL--.
------------------------------------------------------------------------ -------------------------------------------------- ACT 1: QUEST 6: SISTERS TO THE SLAUGHTER ------------------------------------------------------------------------ --------------------------------------------------
Now you're in jail L1, you have a couple of new enemies to square off against. Firstly, Ghosts(1). They drain mana, so stay out of range unless you can do without. There are also Helldogs(1) (tainted). These are fast, they have a ranged attack, they also have good close range abilities. Yikes! Bear in mind that the Jail is full of undead, so maces and fire are in order. Also starring in the Jail are Vampires(1), who shoot fire and steal life. They are also undead, so mace\fire them. Now work your way down to Jail L3 (beware of Pitspawn Fouldog, he's magic) and grab the --INNER CLOISTER-- WP and use it before you get got by the Spikies(3) who have a magical leader (I have forgotten his name.) You can kill them if you feel like it, or you can leg it over to the --CATHEDRAL-- and kill the ghosts, and Boneash (he's magic resistant and stone skin?), and also the Helldogs and Fallen\Shaman(4). Now get down to the final Act1 Dungeon: The Catacombs. On L1 there are a couple of Ratmen(1), who plague act 3. They are pretty darned fast, so a close range attack is order of the day. Also, you might get ambushed by Helldogs, which you should also kill. Grab the WP on L2, and cast a TP before you enter L4. It's time for the Final Showdown For Act 1: Andariel. She hates fire, and poisons you a lot. If you are dead or nearly dead, cast TP upstairs on L3 where she can't get you :), get healed and re-enter the fray. Then start killing her again (the more the better), and repeat until she's dead. Watch the firestorm, loot her corpse, and talk to Warriv to get to A2. You've now completed A1, and shouldn't ever return unless you want to train.
Wow, a desert. But it's a fun desert. Talk to everyone in town, particularly Fara and Drognan, then go see Atma. She'll tell you to go kill Radament. Which is Q1. So go do that.
------------------------------------------------------------------------ ------------------------------------------------ ACT 2: QUEST 1: RADAMENT'S LAIR ------------------------------------------------------------------------ ------------------------------------------------
Go to the --SEWERS--. OK then, time for some brand new enemies. Firstly, the Burning Dead. They do fire damage, and are also archers. Secondly, the Mummies, they do poison damage when you kill them and when they hit you. In case you hadn't guessed, use Maces and Fire to kill them all. Get the WP on L2, then proceed to L3 and find Radament. You'll know when he's near cos he hisses at you. Now tempt his minions out of his range and kill them. Then go in for Radament, with (here we go again) Fire and Maces. He shouldn't be much of a problem. When you finally do kill him, loot him and look for an enchanted chest. Grab the Horadric Scroll from it, and TP to LG. Talk to Cain. Get Q2.
Step outside of LG, into the --ROCKY WASTE--. This is the second biggest quest in the game, so you may stumble upon other quests as you do it. Anyway, the --ROCKY WASTE-- is basically a practice ground, so practice in it. You will meet various new enemies, such as Leapers(1), Hellcats(1), Vultures(1), and many more. Vultures are tricky. They are quite zealous, so make sure you get first hit, or use a ranged attack. Hellcats come in 2 forms: Ranged and Melee. The Melee cats are fast, so beware if you use ranged attacks. The Ranger Cats are also fast, but only in their throwing arm. Chuck stuff back, or simply hit them very hard, a lot. The leapers are hard to hit, but keep trying and eventually you will be able to hit them. Once hit, they are slowed down a bit, so hit them lots more. Once you've got enough practice, head to the --DRY HILLS-- and get the Waypoint. If you are on Nightmare\Hell, don't bother with the --HALLS OF THE DEAD--. If on Normal, be prepared. Be very prepared, because this is a very hard level if you don't have Fire, Maces, or a lot of life\defence\patience. Well, start off by destroying all the monsters you can find. Work down to L2, and make sure you have a ranged attack. For Necros, Amas, and Sorcs, this isn't a problem, but if you're a Baba or Pala you might want to at least get Leap Attack or Charge. There are Greater Mummies(1) on this floor. They resurrect all undead (except each other), so they must be disposed of before you try killing the others. They have a Unholy Bolt attack, too, so beware. Anyway, after L2, go to L3, and destroy everything down there. There might be some kind of boss, it's been a long time since I did this level so I can't be sure. Anyway, grab the enchanted chest and inside is.... the Horadric Cube!!!! Wayhey!!!! This rather useful tool is good for transmuting things to combine them. I will put down known recipes soon. Talk to Cain if you want some.
------------------------------------------------------------------------ -------------------------------------------------- ACT 2: QUEST 2: PART 2: THE HORADRIC STAFF ------------------------------------------------------------------------ --------------------------------------------------
Time for A2Q2 part 2: The Staff of Kings. You need to go down the -- MAGGOT LAIR-- in the --FAR OASIS-- for this. The Maggot Lair sure is narrow! Beware the Swarms(1): they drain your stamina, and the Big Sand Maggots(1)have baby Sand Maggots(1), so you should kill the big ones first to prevent them from creating the young. Bearing in mind the narrow corridors, some spells are killer here, particularly Blaze, Bonespear, and the Amazon's ranged Javelin skills, and Whirlwind (For nightmare-ers). Anyway, kill everything on your way down to L3. At the end, you'll find millions of Maggots, Maggot babies, and a Really Big Bad Maggot called Coldworm The Burrower. Kill all the baby maggots that chase you, then kill the big maggots, then start on Coldworm. He can't hurt you, so just hack away at him, then get the Staff of Kings.
------------------------------------------------------------------------ -------------------------------------------------- ACT 2: QUEST 2: PART 3: THE HORADRIC STAFF ------------------------------------------------------------------------ --------------------------------------------------
Now it's time for A2Q2 part 3: The Claw Viper Amulet\Staff Headpiece. This is the smallest part, but it makes up for it in hardness. It is located in the --CLAW VIPER TEMPLE-- in --THE VALLEY OF THE SNAKES-- beyond the --LOST CITY-- which has a WP. Also, it combines with A2Q3: Tainted Sun, so I won't have to bother writing an entire A2Q3 section. A2Q3 is when it becomes eternal night in the Lost City (so a "great hero" must break the spell :D). Anywho, in the --CLAW VIPER TEMPLE--, you meet the Salamanders and the Serpents. One of them (I can't remember which) has an ice-charge attack, and the other a double-swing-zeal kinda thingy. Lost? Me too. Cold resistance does help against them, though. So does ChainLightning, Bash, Jab (or Fend if you have it), Skeleton Magi, Golems, Zeal, Charge, Stun, Smite, Inferno and Glacial Spike. Phew! Bad news for an Ama though. All you need to do is Kill The Whole Damn Lot Of Them. Easier said than done, that. Also, I can't remember if you meet the ZapBats here. If so, get lightning resist, and hit them quickly and strongly. Then go down to L2. I seem to remember lots of them charging at me, and I got frozen, and major ouchies!! I also remember a magic one. Can't remember what its called, but I can remember it is hard to eliminate. Don't worry about mana, just kill them all, and be quick about it. Then high-tail it over to the Altar, and finish Quest 3 by clicking on it. Then finish Q2 by nicking the Golden Amulet from the Claw Vipers. Then run like there's no tomorrow. When back in LG, put the Staff Of Kings and the Claw Viper Amulet inside the Horadric Cube, press the Transmute button, and wolla! One Horadric Staff. What's it useful for? A2Q6. You've finally done A2Q2! Congratulations!
------------------------------------------------------------------------ --------------------------------------------------- ACT 2: QUEST 3: TAINTED SUN ------------------------------------------------------------------------ ---------------------------------------------------
I've just finished explaining how you do this, but I have to explain again now so people don't get lost. First go to the --LOST CITY--, then the --VALLEY OF THE SNAKES--, then the --CLAW VIPER TEMPLE--. Destroy the Altar on L2. Sorted.
------------------------------------------------------------------------ --------------------------------------------------- ACT 2: QUEST 4: ARCANE SANCTUARY and also ACT 2: QUEST 5: THE SUMMONER ------------------------------------------------------------------------ ---------------------------------------------------
Now this is a hard quest. You have to run around the Arcane Sanctuary, which is infested with Ghosts(2), and Goatmen(2), and Vampires(2). The walkways are again quite narrow, but they have open space on either side this time. Fireballs and Firewall spells and whatnot can travel across the vacuum. So can jumping barbarians and teleporting Sorceresses, not to mention arrows, javelins and sorc\necro spells. I think Paladin Offensive Auras can also travel across, I haven't tried. Ditto Shouts. but enough about me, lets get on to you, good customer. Go up in whatever direction you want, but always do the teleporter bit last. At one end you should come across The Summoner and Horazon's Journal. This is probably obvious, but destroy the journal and read the summoner. I mean, read the journal and destroy the summoner. The Summoner is best dealt with at close range, I wouldn't reccomend getting into a fireball ping-pong match with him. After he's dead, read the Journal and a portal will open. Go through it to the --CANYON OF THE MAGI--, and grab the waypoint.
Get ready to meet the Wendigo(3). Unless, of course, I've got it wrong and it's a Wendigo(2). Anyhow, also beware of the Hellcats(3 or 4). I REALLY hate them. Oh yeah, there are also a bunch of Sand Maggots(3 or 4), for you to kill. But I think that's about it until you get to the Tombs. Find the True Tomb (it gets randomised, but the journal should have told you which one it is. If not, e-mail Blizzard and complain.) Enter the true tomb. Apparently, there is a magic monster called Ancient Kaa the Soulless down here, but I've never met it. Also there are the Death Beetles, which you should run away from if you have no ranged attacks. Don't even THINK about Whirlwinding these. I can tell you that you will kill them, but you'll die in a way that can cause the game to crash (I call it Double-Death Crasher. If you lose double your health, you can die twice in a second. You can't die while you're still whirlwinding, but if you lose double your maximum life your game will crash). Right, now stick the Staff in the Orifice and watch the wall crumble. Go downstairs and say hi to Baal... except it isn't Baal. It's Duriel, which is probably as bad (or maybe even worse). The following spells work well against him: Jab, Fend, Zeal, Bash, Frenzy, Double Swing, Blaze, Hydra, Golem, Charge, Skeleton Magi, Lightning. The following spells are crap against him: Leap Attack, Cold Attacks, Poison Attacks, Holy Bolt, Smite, Stun. All other spells are OK, but the good ones are the best to use against him. Especially Blaze, which means you can do him using no TPs or Potions. He is one hard nut, though, if you're under level 20\35\55 (depending on difficulty level). Once he's dead, steal his stuff, and investigate the tomb. You should find Tyrael the Archangel there, who'll blabbermouth at you. Then go through the TP, talk to Meshif, go to A3 (the jungle).
Welcome to Magnificent (yeah, and pigs fly) Kurast. Firstly, go out into the jungle and start killing things. If you're fast you can see the Dark Wanderer disappear into a group of Flesh Beasts (i.e. Vilekid(1)). Observe the new enemies in A3: The Treehulk(1-4), which is a big wooden man, who likes to hit any young heroes or heroines he finds (doing so increases his speed in much the same way as a Baba's Frenzy), The Fetishaman(1-4 or 5), who has a flamethrower (Sorc's Inferno) attack, and the ability to resurrect Fetish, The Mosquito(1-2), who drains Mana\Stamina, and the Tentacle(1-5), who has a ranged posion attack and REALLY hates lightning. Anywho, after killing the first magic monster, it should drop a Jade Figurine.
------------------------------------------------------------------------ --------------------------------------------------- ACT 3: QUEST 1: THE GOLDEN BIRD ------------------------------------------------------------------------ ---------------------------------------------------
Pick up the Jade Figurine and take it to Meshif. He gives you a Golden Bird, which you take to Cain, who goes blah-blah-blah, go see Alkor (I love how he says "DAMNIT!"), get the Potion of Life from him, drink it, quest closed. That was short, boring and pointless. I don't even know why I bothered telling you about such a simple, easy quest. Now you need to see Hratli and Cain (or is it Ormus?) for Quests 2+3.
------------------------------------------------------------------------ --------------------------------------------------- ACT 3: QUEST 3: PART 1: KHALIM'S WILL ------------------------------------------------------------------------ ---------------------------------------------------
I know, I know. You probably want to do Q2 first, but seeing as this is on the way you might as well do it. Go to the --SPIDER FOREST-- and find the --SPIDER CAVERN--. Now kill all you want to kill in the Spider Cavern, then go and see the big, bad, drives-you-mad, Sszarck The Burning. He is quite hard, I believe, if you only have melee attacks or a low fire resistance. On Nightmare, I resorted to TPing near the chest and running away to the Spider Forest WP, where I went to KD and TPed to the chest. Anyway, take the eye from the magical chest after killing or fleeing Sszarck (I can't remember the spelling, somebody please tell me if I'm right), and be on your way.
------------------------------------------------------------------------ -------------------------------------------------- ACT 3: QUEST 3: PART 2: KHALIM'S WILL ------------------------------------------------------------------------ --------------------------------------------------
Now here is something funny. Sometimes, if you're especially unlucky, the --GREAT MARSH-- will not lead you to the --FLAYER JUNGLE-- at all! So you will need to fully explore the Flayer Jungle and Great Marsh for this one. As soon as you find the --FLAYER DUNGEON--, go in and look out for SkellFetish(1). They're like Fetish(1), except undead. Simply work your way down to L2, and eventually L3. You should meet a magic Fetishaman(2) who I have forgotten the name of, and his gang. Ranged attacks works best, such as Charge, Leapattack, Whirlwind, Chain Lightning (very good for this one), Bone Spear or Spirit, and Lightning Strike (also very good). Grab the brain and TP out of there.
------------------------------------------------------------------------ -------------------------------------------------- ACT 3: QUEST 2: BLADE OF THE OLD RELIGION ------------------------------------------------------------------------ --------------------------------------------------
If you haven't already done this, do it now. Explore the Flayer Jungle to its full extent, especially the bits which go off from the main jungle. One of them should have loads of Fetish(2 and 3) and their Shamans, also (2) and (3) (Well done for guessing THAT, Sherlock), which should be done very very recklessly and quickly. Once you've worked your way into the little "pocket" shape on the map, you must simply nick the Gidbinn from the fire without being Fetishafied (easier said than done). Now carry on exploring (unless you already found Lower Kurast) until you meet Stormtree. He is a big Treehulk(2) or (3) and he is lightning enchanted, so he is like Rakanishu's big brother. Try and used ranged attacks, especially Fire. Explore this area until you find --LOWER KURAST--. Your reward for Q2 is a ring from Ormus.
------------------------------------------------------------------------ --------------------------------------------------- ACT 3: QUEST 3: PART 3: KHALIM'S WILL ------------------------------------------------------------------------ ---------------------------------------------------
You're in Lower Kurast, right? Get the WP and proceed to --THE KURAST BAZAAR--. Now look for the Sewers and enter. I think it's about this time that you have to go see Alkor for Q4, but I'll do that bit in a minute. You must explore the Sewer, until you find the Sewer Lever, which you pull to go to L2. I don't think there's a boss down here, but if there is then deal with them in the appropriate way. It is time to loot Khalim's Heart. Waaaaait! What was Khalim's Heart doing in the Sewer? Doesn't that strike you as odd when his eye and brain are back in the jungle? What is going on? What? On with it? OK, but only for you, good customer.
Before (or after) you find Khalim's Heart in the --SEWERS--, go and see Alkor (DAMNIT!). He babbles on and you get Q4. Simply lookin all of the 6 Reliquaries, Cathedrals, etc. until you find Lam Esen's tome. Your reward? Stats points. Yummy stats points.
------------------------------------------------------------------------ --------------------------------------------------- ACT 3: QUEST 3: PART 4: KHALIM'S WILL and also ACT 3: QUEST 5: THE BLACKENED TEMPLE ------------------------------------------------------------------------ ---------------------------------------------------
This is the first truly hard bit of Diablo 2 I came across. Go to -- UPPER KURAST-- then --THE KURAST CAUSEWAY-- then --TRAVINCAL-- (eek!). Kill everything you can, then find the High Council. They are Toorc Icefist, Geleb Flamefinger, and Ismail Vilehand, who you should deal with one at a time with any skill you have. Once the first one goes down, he drops Khalim's Flail, and the other two also give you some stuff (gave my sorc the Bonesnap gold Maul). Thats Q5 done, but to complete Q3 you must put Khalim's various organs and body parts in the Horadric Cube and press the button. That done, go to where the High Council were before and find the Compelling Orb. Equip your new flail and smash up the Compelling Orb. Now go into the Durance of Hate, and congratulate yourself on completing Q3.
------------------------------------------------------------------------ -------------------------------------------------- ACT 3: QUEST 6: THE GUARDIAN ------------------------------------------------------------------------ --------------------------------------------------
I hope you like to respawn, because if not, you'll be tearing your hair out. Find the --DURANCE OF HATE-- WP on L2, and go down to L3 when you find it. Kill everything, and don't run away, because if you do Mephisto will be even harder. When you finally meet Mephisto, you should TP before you start fighting him. He has a lightning attack, and Bone Spirit, plus the all-new, very funny, fart-joke provoking, Poison Nova. I'll check what he's weak against soon, but for now cut his life into pieces, as your first resort! Sorry, I'm listening to my walkman as I'm typing. Anywho, when he's dead, go through the Infernal gate for the Final Act. Also, the cut-scene is quite a good one, if I remember correctly, and it is easily as good as the A2 one where Tyreal fights the Dark Wanderer, though more gross.
------------------------------------------------------------------------ --------------------------------------------------- ACT 4: THE PANDEMONIUM FORTRESS ------------------------------------------------------------------------ ---------------------------------------------------
So, the final act. Your probably thinking "Whoa" or "Uh-oh" or something, but once you get the hang, this Act is quite fun. Definitely the most challenging act, almost all creatures are new to you, but the rewards are well worth it. Honest. The new baddies go like this: Dragon(1-4), is not really a dragon. Has a flamethrower attack and is fast, but has a relatively puny melee attack. Ranged attacks are good, but melee is even better. The Strongman(1-4) is similar to the dragon. He is big and fast, like a dragon, but unlike it his melee attacks are good (they stun) and he has no magic attacks. A melee attack is, once again, the answer. Their are Electricghosts (eghosts(2- 4) from A3, and Leapers (5-6) from A2. But their is a new type of ghost: The Homingghost (hghosts (1-4), who has homing missles that drain mana. They look like burning, flying, skeletons. Also starring in this Act are the Cannibals(1-3) who eat corpses (gross) and spit them back at you (grosser!), and the powerful UMages(1-2) UFighters (1-2), and UFMs (1- 2). They are like skeleton soldiers, skeleton mages, and skeletonfighter-mages (U is for Undead), but about 50 times harder. The UFighters have Spectral Hit capabilities, that do a fair amount of damage, the UMages have some curses (including the deadly Iron Maiden), the Bone Spirit spell, and an elemental missile. The UFMs have both, but they excel at neither, making a jack-of-all-trades-master-of-none effect. Also, a bit later on, you'll find VHags and VKids (V is for Vile). They are like bigger, badder, maggots, but they don't make eggs, the Hags just spit out Kids one at a time. Go see Tyrael for your first quest.
Carefully make your way through the --OUTER STEPPES--, and look for some more steps down to the --PLAINS OF DESPAIR--. These A4 places have very jolly names, huh? Now run around until you here someone say "Save your soul!", at which you run up and hit Izual. Lead him onto the steps if you're a fighter, keep running and firing if your a mage\archer, or simply kill things and turn them into skeletons if a necro. Once he's dead, talk to his soul, then TP and see Tyrael. Grab the two skill point reward. Congratulations! Now go back through the TP and look around for the --CITY OF THE DAMNED-- (another jolly A4 name). Grab the WP (it should be next to some stairs to the --RIVER OF FLAME--
Enter the --RIVER OF FLAME--. I imagine our hero must be feeling pretty hot right now :D. Now you want to find the Forge in one of the pockets of the main path. You'll meet what appears to be the Smith, but it's actually Hephasto the Armourer. I will call him Hep for short. Hep will say "YOUR SOUL WILL FILL THE HELLFORGE" or just growl. Either way, you see him, baby, and shake that ass. He will follow you. Run and do one of the following (for Fighters and Mages respectively) F) Run, but then when he's coming double back straight at him, and use Charge or Leapattack, then Zeal or Frenzy and whatver you use for a hit-hard attack. M) Run, then shoot, then double back on him, then shoot again. Repeat until it's the Case of the Ex-Hep. In case your wondering, I'm listening to my walkman again. Take the Hellforge Hammer and click on the Hellforge. Take all the gems that fall out of the Hellforge. Keep them. PLEASE! IF YOU GET A PERFECT SKULL THEN I WILL TRADE IT FOR A SET OF ARMOUR IF YOU WANT IT! PLEASE! E-MAIL ME IF YOU DO!
The final quest means killing the biggest, baddest, hardest, most annoying boss. If you're lucky, you'll die about 3 times. If not (like me) you'll die somewhere between 14-40 times. First, you have the Chaos Sanctuary to worry about. It is packed with UFMs, UMages, UFighters, Hghosts and Cannibals. The bit at the beginning with the five-way flame paths should be no problem for an experienced hero(ine) like you. A good trick with the beginning of the --CHAOS SANCTUARY-- (if you're a fighter) is to tempt the monsters out and kill them in one of the corners of the main gate of the Sanctuary. Now kill all the others, one way or another, and find the Seals. Touch them in the morning! Or last thing at night! Guess what I'm listening to now? Pop ya collar to kill the 3 sub-bosses: RIGHT: A gang of Dragons will ambush you. They are extra fast and extra strong. The purple one is magic. If you specialise in ranged attacks, you might have a problem with them surrounding you. Fire resistance will help, as will melee attacks and multiple-hit abilities (like Frenzy, Zeal, Inferno, Chain Lightning, Multiple Shot) and escapes (Leapattack, Teleport). Kill the boss first if you do this last. LEFT: A gang of Hghosts will get you. Kill them all, but the red one is magic (fire enchanted). These are killer if you rely on mana. Make sure you use ranged attacks on ALL elementally enchanted monsters. Also don't get caught sleeping with the girl next door while killing the magic one in paticularly. STRAIGHT ON: I'm sorry Miss Jackson, but this is for reeeeal! You must fight the UMages including Lord De Seis the magic one. I call him Lord Swiss Cheese-head. Run in, kill one, run away. Repeat, until all Swissy's men are dead, then go for him. Then cut The Cheese, or burn it. Now that's done, I just want to say good luck and congratulations on coming this far. But Diablo will totally redefine how good you think you are. Don't let him get a shot in, run the HELL away from his red-twisty-lightning and fire-trail attacks (especially if you are a fighter) and TP when you run out of potions. Two rather weird tips are: Do not under estimate him. 2: Listen to classical music while fighting. I know it sounds weird, but it really does help. After about a half-hour of duelling him, he should fall. Be. Very. Careful. Full Lightning and Fire resistance will help you kill him. You're done! The world is saved! HEY! WAIT A SECOND! WHAT ABOUT BAAL!! OH NO! Now feel the beat as the Stupid Old Man from all the cut-scenes appears once again. I still have no idea who he is, but you REALLY want to watch this cut-scene as it explains why you have to play Nightmare and Hell. SPOILER ALERT! The Man-in-black is not Tyrael. It is Baal, who decides to kill the old man and unleash Terror once again, thus the nightmare level.
------------------------------------------------------------------------ -------------------------------------------------- PART 2: ITEM LIST ------------------------------------------------------------------------ --------------------------------------------------
*=NIGHTMARE\HELL DIFFICULTY ONLY. (Required Level is therefore 25 normally)
WEAPONS
NAME DAMAGE\HANDS A BRIEF DESCRIPTION REQUIREMENTS SPEED
*Ancient Axe* 46-74 (2h) A Super War Axe. S125, L25 Slow *Arablest* 14-27 (2h) The first Super Crossbow. S52, D61, L25 Normal Axe 3-11 (1h) The 2nd normal 1h axe. D32 " Balanced Axe 5-10 melee\12-15 throw(1h)Normal Throwing Axe Number 2. D57 Fast Balanced Knife 1-8 melee\6-11 throw(1h) Normal Throwing Knife Number 2.D51 V. Fast *Ballista* 24-45(2h) A Super Heavy Crossbow. S110, D80, L25 Slow Bardiche 1-25(2h) The 1st polearm. S40 Normal Bastard Sword 20-28(2h) 2nd best 2h sword. S62 " Battle Axe 12-28(2h) The 3rd? 2h axe. S54 Slow Battle Staff 6-13(2h) The 2nd 2h staff. None " *Bearded Axe* 21-42(2h) A Super 2h Broad Axe. S91, L25 Normal Blade 4-12(1h) The best normal dagger. S35, D51 V. Fast Bone Wand 3-7(1h) 2nd best wand. Mace class. None. " Brandistock 7-17(2h) A reasonable 3-prong spear. S40, D50 Fast Broad Axe 10-18(2h) The 2nd 2h axe. S48 Slow Broad Sword 7-14(1h) The 3rd? 1h sword. " Fast *Cedar Bow* 10-29(2h) A Super Long Bow? S53, D49, L25 " *Chu-ko-nu* 14-32(2h) A Super Repeating Crossbow. S80, D95, L25 V. Fast *Cinquedas* 8-26(1h) A Super Kris. S25, D88 " Claymore 13-30(2h) The 3rd? 2h sword. S47 Normal *Cleaver* 10-29(1h) A Super Axe. S68, L25 " Club 1-6(1h) The 1st 1h mace None V. Fast Composite Bow 4-8(2h) The 2nd Bow. Shoots 2 arws? S25, D35 " Crossbow 9-14(2h) The 1st crossbow. S40, D33 Slow *Crowbill* 14-27(1h) A Super Military Pick. S94, D70, L25 Fast Crystal Sword 5-15(1h) Not durable, 2nd\3rd 1h sword. S43 Normal Dagger 1-4(1h) The 1st dagger. None V. Fast Dirk 3-7(1h) The 2nd dagger. D25 Fast Double Axe 5-12(1h) The 3rd 1h axe. S43 Normal *Double Bow* 11-26(2h) A Super Composite Bow. S58, D73 V. Fast Heavy Crossbow 12-20(2h) The 4th? Crossbow. S60, D40 V. Slow Hunter's Bow 2-6(2h) The 2nd? Bow. D28 Fast Javelin 1-5 melee\6-14 throw (1h) The 1st Javelin. None " Kris 2-9(1h) The 3rd? Dagger. D35 V. Fast Large Axe 6-13(2h) The 1st 2h Axe. S35 Fast *Large Siege Bow*10-42(2h) A Super Long Battle Bow. S80, D95, L25 " Light Crossbow 6-9(2h) The 1st Crossbow. S21, S27 Normal Long Battle Bow3-16(2h) The 2nd Best Normal Longbow. S40, D50 Fast Long Bow 3-10(2h) The 1st Normal Longbow. S22, D19 Normal Long Staff 2-8(2h) The 2nd Staff. None Fast Long Sword 3-19(1h) The 2nd Best 1h Sword. S55, D39 " Long War Bow 3-23(2h) The Best Normal Longbow. S50, D65 " Mace 3-10(1h) The 2nd? 1h Mace. S27 " Maul 30-40(2h) The 2nd best 2h Mace. S69 Slow *Military Axe* 14-34(2h) A Super Large Axe. S73 Fast Military Pick 6-10(1h) The 2nd? Best 1h axe. S49, D33 " Morning Star 7-18(1h) The 3rd? Best 1h Mace. S36 " *Naga& 18-34(1h) A Super War Axe. S121 " Pike 14-65(2h) The best? Normal spear. S60, D45 Slow Pilum 4-9 melee\ 7-20 throw(1h) The best? Javelin. D45 Fast Poignard 6-18(1h) The Best Dagger. S25 V. Fast Poleaxe 18-30(2h) The 3rd? Polearm. S62 Slow Razor Bow 8-22(2h) A Super Hunter Bow. L25 V. Fast Repeating Crossbow6-12(2h) The fasted Normal Crossbow. S40, D50 V. Fast *Rondel* 10-22(1h) Super Dirk. S25, D58, L25 Fast *Rune Bow* 14-35(2h) A Super Short Bow. S73, D103, L25 " Sabre 3-8(1h) The 3rd? 1h sword. S25, D25 " Scepter 3-8(1h) The 1st scepter. S25 " Scimitar 2-6(1h) Faster than Short Sword. D21 V. Fast Scythe 8-20(2h) The 2nd? Best Polearm. D41, S41 Normal Short Battle Bow5-11(2h) The 2nd? Best Shortbow. S30, D40 Fast Short Bow 1-4(2h) The 1st Shortbow. D15 Normal *Short Siege Bow*13-30(2h) A Super Short Battle Bow. S65, D80 Fast Short Spear 2-13 melee\14-25 throw The 3rd? Javelin. S40, D40 Normal Short Staff 1-5(2h) The 1st Staff. Sorc starter. None Fast Short Sword 2-7(1h) The 1st Sword. Pala starter. None " Short War Bow 6-14(2h) The Best? Shortbow. S35, D55 " *Siege Crossbow*19-35(2h) A Super Crossbow. S80, D70 Slow *Simbilan* 8-32 melee\ 27-50 throw(1h)A Super Pilum or Short Spear. S80, D80. Normal Spear 3-15(2h) The 3rd? Spear. None. " Two-Handed Sword8-16(2h) The 1st 2h Sword S35, D27 Fast Voulge 6-20(2h) The 2nd? Best Polearm. S50 Normal Wand 2-5(1h) The 1st Wand. Necro starter. None. Fast War Axe 8-14(1h) The best Normal 1h Axe. S67 " War Hammer 11-20(1h) The best normal 1h Mace. S53 Slow War Javelin 6-19 melee\ 14-32 throw Super Javelin to the rescue! S25, D25 Fast War Scepter 7-14(1h) The best Sceptre :(. S55 " War Scythe 15-32(2h) The best Polearm. S80, D80 Normal War Staff 12-28(2h) The best normal Staff. None V. Slow War Sword 8-21(1h) The best normal 1h sword. S71, D45 Fast Wirt's Leg 2-8(1h) Crap. Cow level key. None " Yew Wand 2-8(1h) The 2nd wand. None Normal
BODY ARMOUR in order of quality (well, normals in order of quality, then supers in order of quality)
NAME DEFENSE(roughly) REQUIREMENTS Quilted Armour 8-13 S12 Leather Armour 12-16 S15 Hard Leather Armour 18-24 S20 Studded Leather 28-34 S27 Ring Mail 38-46 S36 Scale Mail 46-57 S44 Breast Plate 65 S30 Chain Mail 67-79 S48 Splint Mail 85-95 S51 Light Plate 90-105 S41 Field Plate 94-110 S55 Plate Mail 110-114 S65 Gothic Plate 130-150 S70 Full Plate Mail 155-164 S80 *Ghost Armour* 110-121 S38 L25 *Serpentskin Armour* 121-135 S43 L25 *Trelissed Armour* 135-150 S50 L25 *Linked Mail* 169+ S74 L25 *Tigulated Mail* 175+ S86 L25 *Cuirass* 195 S65 L25 *Mesh Armour* 205 S92 L25 *Ancient Armour* 210-250 S100 (also [very rarely] seen in normal) *Russet Armour* 225-245 S97 L25 *Sharktooth Armour* 240-260 S103 L25 *Mage Plate* 225-260 S82 L25 *Templar Coat* 250-275 S118 L25 *Embossed Plate* 280-300 S125 L25 *Chaos Armour* about 331 S140 L25 *Ornate Plate* 415+ S170 L25
HEAD ARMOUR\HELMETS AND HATS
These aren't quite in order of quality, as Bone\Grim Helms and (Grand)Crowns vary in quality (but are better than the rest)
NAME DEFENSE(approx.) Cap 2 Skull Cap 8 Mask 12 Helm 17 Full Helm 20 Great Helm 30 Bone Helm 35 Crown 29-40 *War Hat* 40 *Sallet* 50 *Death Mask* 60 *Casque* 70 *Basinet* 80 *Winged Helm* 85-95 *Grand Crown* 90-115 *Grim Helm* 60-130
I know the Boots table is very similar to the Gloves table, but the two are indeed very similar. Also, I went to a website and it said that there are Plate Boots, which are Greaves without any requirements. Please e-mail cwason@charlyw.freeserve.co.uk if you have any information on them. (sorry about the overhang there on the e-mail address)
WAIST ARMOUR\BELTS
Again, not quite in order of quality, becuase Battle\Heavy Belts can be better than War\Plated Belts (though they rarely are)
NAME DEFENSE Sash 1-3 Light Belt 2-4 Belt 4-6 Heavy Belt 6-10 Plated Belt 8-12 *Demonhide Sash* 28-32 *Sharkskin Belt* 32-35 *Mesh Belt* 35-40 *Battle Belt* 37-42 *War Belt* 40-50
ARM ARMOUR\SHIELDS
I didn't use shields, being a Barbarian, so if I've missed any out e- mail me (cwason@charlyw.freeserve.co.uk) These are in rough order.
Amazon: Amazons are good at both ranged and melee attacks. They have skills to do with bows, javelins, spears, and even other Amazons (like Valkyrie). I personally don't get along with them too well, but if you can get the balance between melee and ranged attacks right you will make a formidable fighter.
Barbarian: My personal favorite, the Barbarian is a primitive sort of fellow. A bit like a Paladin, he can do aura-a-likes (shouts) for a limited time, is skilled with all melee weapons (except daggers), has VERY useful passive abilities (for one skill point you can up your defence by 30%, or your Resistances by 25%) and can hold two weapons at once. He can also hold two-handed swords in one hand (my baba has a yellow Ancient Sword and a yellow Super Bastard Sword in the other). He is about one thing mainly though: Hitting Things Very Hard.
Necromancer: Necromancers have an army to command, some spells, and the ability to weaken an enemy. I love to have them in my clan, as they overwhelm in number. However, I don't like to play as them as they are a bit frail, the armies get in their way, and the first few spells are useless. But many people find this the easiest character to play as, and I say rock on to them.
Paladin: Picture a Knight off his horse, with a strange light around him. I really hate playing as these, because I am used to the raw power of a Barbarian, but my Dad and others find him quite useful, and I can see why. His stats are brilliant when enhanced by an aura, giving him sheer class, and Zeal and Charge are prehaps in the Top 10 Most Useful Skills. However, they have no passive skills. They can use Salvation, and there NatRes's go up, but there damage goes down. With Sword Mastery and Natural Resistance on Passive, you can have both (though they aren't as effective). But choose this guy for a well balanced Fightermage.
Sorceress: Quite sexy, unlike the standard blue-eyes-blonde-hair Amazon, I wouldn't dare ask her out. Not only can she freeze things then melt them with some fire, she can summon Lightning as well. However, if a particularly fast monster (like Hep) decided to attack her, she'd be in trouble. Though she excels at ranged magic attacks, her close range spells are a little feeble. Still, if you can bear running away and clicking frantically, she will serve you well.
Deckard Cain: He is a very useful bloke, but don't talk to him unless you have to, for he will bore you with several pages of complete and utter nonsense. Identifies items for free once A1Q3 is done. Even if you don't, once you finish A1 he'll charge you 100 gold per item to identify. Gives you many, many quests.
MULTIPLE ACTS:
Warriv: The portal to A2. Nothing else, really, except a bore.
Meshif: Like Warriv, except the portal to A3. Nothing else of interest here, people.
ACT 1:
Akara: Heals. Sells Potions and Mage stuff, plus TPs, IDs, etc. Gives 2 quests (3 if you don't bother with A1Q3)
Charsi: Sells Fighter\Archer stuff and armour. Gives 1 quest, when completed she will imbue an item. DON'T imbue anything unless you are sure it is the best thing to imbue (personal experience from imbueing Chain Gloves