Diablo Walkthrough - Guide for Diablo
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Poison Water Supply This quest begins when Pepin the Healer seeks your help in stopping a sickness running through the town. Its source is a fouled water supply. Down on Level 2 you'll find an obvious entrance, "To A Dark Passage"- a crack in the wall surrounded by an array of elements usually reserved for important tomes of lore. Beyond the crack lies a set-piece level of caverns. Prepare for combat on arrival: A small band of bad guys awaits you. Traverse the few rock corridors and dispose of the Goat Demons and lesser scum. When you've dropped the last of the Demons, you'll hear a trumpet of triumph in the distance, and the fouled waterway will clear to blue before your eyes. Return to Pepin. He'll give you the Ring of Truth, a Unique Item that will serve you well early in the game, and perhaps even deep into the dungeon. -------------------------------------------------------------------------------- Curse of King Leoric This quest begins when Ogden the Tavern Owner solicits your help. He'll tell you the story of a King Leoric who, years ago, lost his son to kidnappers. Grief drove Leoric mad, forcing his knights and priest to destroy him. Upon his death, he cursed the town and his former followers. Now, risen from the dead, he rules a legion of undead minions within the labyrinth. Buff thyself before you go looking for trouble, and bring a club or axe, the better to smash Skeletons with. Go to Level 3 and locate an obvious passage to Leoric's Tomb. Enter and find yourself on a small level, just stuffed with Skeletons. In fact, Leoric produces the monsters as you watch. Put him out of business as quickly as you can, lest he create an insurmountable horde of bonemen. As reward for Leoric's demise, you'll receive the Skeleton Crown, another Unique Item that drops when the king dies. -------------------------------------------------------------------------------- The Butcher You'll find the Butcher in a large room on Level 2. Make sure you clear the dungeon level in its entirety before opening the Butcher's room: He'll rush outside to greet you, and you don't want any other traffic in the neighborhood while you make his acquaintance. The simple trick to humbling the fiend lies in the structure of the dungeon level itself. As you've probably noticed, there are several junctures in the level where steel grating flanking a doorway allows you to see (or shoot) into a room before opening the door. Yes, that's right: The Butcher's major tactical deficiency is his inability to open doors. After clearing out the level, simply find such a grating-flanked doorway (unobstructed by fallen monsters). Let the Butcher chase you to that point, and close the door in his face. Equip a bow. Fire at will. -------------------------------------------------------------------------------- Ogden's Sign Those lousy demons have stolen the sign to Ogden's Rising Sun Inn and Tavern, and it's up to you to get it back. You must claim the sign before a disgusting little creature named Snotspill will let you advance from the fourth to the fifth dungeon level. Snotspill waits in a set piece on Level 4, between you and the staircase to Level 5. You must acquire the sign to open the way to the down staircase, although you have two options thereafter. For starters, the sign is in the large chest in the same small set-piece area as Snotspill. Several Horned Demons stand between you and the prize. With the sign in your possession, you can either fork it over to Snotspill or you can return it to Ogden. If you give the sign to Snotspill, he'll thank you and run away, trading you some random item for the favor. If you take the sign back to Ogden, he'll rummage around and produce the Harlequin Crest as your reward. When you return to Snotspill's area after giving Ogden the sign, a massive attack of Fallen Ones ensues. Although there are a ton of them, they'll all panic and flee briefly as long as you can keep killing them. Target the closest monster and attack. Rinse and repeat. -------------------------------------------------------------------------------- Gharbad the Weak The first time you find him, Gharbad whines and pleads for his life, promising that, if you let him live, he'll do you a favor in return. The second time you meet him, he swears that "something for you I am making"; he even gives you a token of good faith. When you see him the third time, he's still full of promises, and he's almost done with the project. On your fourth encounter, Gharbad decides his project is too good for you, and attacks. When you rid the world of this whiny piece of dungeon debris, he'll drop a formidable Mace you can add to your inventory. -------------------------------------------------------------------------------- The Magic Rock Griswold tells you about a "sky rock" a caravan brought into the area. Cloaked riders attacked the caravan and stole the rock, which the blacksmith now covets. If you could only lay hands on the prize he could make something useful, he promises. Down on Level 5, in no particular place, you'll find the rock sitting on a small table. If you take it to Griswold, he breaks the rock into smaller stones and sets them in the Empyrean Band. Unless you're tripping over magical rings every time you turn around, the Band's broad positive effects will make it a mainstay for much of the remaining game. -------------------------------------------------------------------------------- Arkaine's Valor When you find the Book of Blood, you'll also find the first of the Blood Stones on the ground nearby. Take it into the next room, and plug it into the Altar of Blood. Now look at the map: A doorway has appeared in the wall of the set piece, very near where you stand. In that room some Horned Demons and another Blood Stone await you. The Stone, when set in the pedestal, opens a similar room opposite the first. When you've set all three Blood Stones in the Pedestal of Blood, a final chamber opens, and you'll battle yet more Horned Demons for the ultimate prize- Arkaine's Valor. The armor of the hero Arkaine is simply the best you can hope to acquire early in the game, regardless of class. -------------------------------------------------------------------------------- The Chamber of Bone A mysterious book you find on Level 6 opens the way to a secret staircase, leading to the Chamber of Bone. They don't call it that for nothing. The Chamber is a small separate level, with two broad hallways flanking a central chamber. At the end of each hall lie two large switches. Horned Demons, Unseen, and the occasional Skeleton stand guard. Those switches open two small ancillary rooms, featuring more Skeletons and two chests stuffed with prime treasures. Before you open the door to the central chamber, prepare to break some bones. The room is stuffed with Skeletons, and it behooves you to keep them from escaping, if at all possible. Target the doorway, and cut loose. If you're playing the Warrior, you've got a lot of serious whacking in store. Whatever class you play, a couple of Firewall Spells can go a long way to even the odds. When the chamber finally falls silent, pass through into the larger area (prepare for a few more Horned Demons and Unseen). When the last monster succumbs, read the nearby book to acquire the Guardian Spell, a handy three-headed fire monster that spouts from the ground to hurl flaming orbs at any enemy attacking you. -------------------------------------------------------------------------------- Halls of the Blind Some evil evoker of bad poetry foretells of the Halls of the Blind in a book you find, opening doorways to a set piece from hell. You'll probably come across the Halls of the Blind before you can actually enter them- a large, figure-eight-shaped hall around two small rooms. Once you've read the book, two doorways open on either side of the structure, allowing you to peek into a seemingly empty area. Of course, the area is far from empty. It is, in fact, crawling with diabolical Illusion Weavers. If you stand up in the doorway, the monsters won't be able to pass into the hall to surround you. That's the key to fighting any monster of this type- realizing they don't teleport or etherealize, but simply turn invisible. Thus you can jam them up at junctures, and even attack them, while they're invisible. So, if you're packing a bow or some decent magic, you don't even have to wait for them to show up in front of you. Cut loose into the empty room, and bodies will drop. Expect more Weavers in the small central rooms (clear the halls before opening the doors). In one of the rooms you'll lay hands on the Optic Amulet, which hardly seems worth the trouble. -------------------------------------------------------------------------------- Zhar the Mad You'll find Zhar busy with his thoughts in a library. The first time you meet him, he'll lay a Spellbook on you and tell you to get lost. If you don't take the hint, or if you attempt to pilfer his bookshelf, Zhar attacks. As Uniques go, Zhar can be bad news. He lobs Fireballs- probably your first opportunity to experience that lovely spell. To make matters worse, Zhar won't give chase; he prefers instead to guard his books and lob fire at you whenever you peek into the room. Obviously, you must trot out some big guns for this guy. If you're playing the Warrior, expect Zhar to teleport when you run over to whack on him. Watch the floor when he disappears: You can judge by the lit section where he's going, and where he'll re-materialize. Anticipate his arrival with the worst of intentions. If you've got a decent distance attack, by all means use it. Regardless of your offensive tactics, prepare to heal yourself, and equip anything you own that has a hit of resistance to fire. -------------------------------------------------------------------------------- The Black Mushroom Down on Level 9, encountering the Fungal Tome signals the beginning of the quest. Take it to the Witch, who tells you now she needs only a large Black Mushroom to complete her concoction. You may have run across the mushroom patch already down on Level 9. It looks like a small area of incongruous texture on the dungeon floor. When you click on it you understand it's not yet usable. Give the Fungal Tome to the Witch and return to the mushroom patch to search. Out pops one big (bloated, disgusting) Black Mushroom. When you take it to Adria, she thanks you kindly, and mentions that Pepin needs a demon brain to make some elixer. If you go talk to him regarding the Black Mushroom quest, Pepin confirms this. When you return to the dungeon, the next monster you kill yields a brain you should deliver to the Healer. He'll give you a small sample of elixer, instructing you to carry it to the Witch. Finally, the Witch berates you for showing up too late with the sample; she no longer has a use for it, and why don't you just keep it? Using the Astral Elixer adds two points to each of your Experience characteristics, and that's a good thing. -------------------------------------------------------------------------------- The Anvil of Fury After you've dug around in the labyrinth for a while, return to Griswold and he'll tell you about a mystical anvil that contains "the very essence of the demonic underworld." Griswold tells you. "I may be able to make you a weapon capable of defeating even the darkest lord of hell!" You'll find the Anvil on Level 10, sitting on a small island in the lava. A narrow walkway connects the area to the shore. To lay hands on the Anvil, clear the perimeter of dungeon denizens first; this process can be tedious and painful. Try to draw the monsters out in smaller groups to take care of business, and proceed with caution when you finally make your way to the prize. If you take the Anvil to Griswold, he'll use it to fashion the impressive "Griswold's Edge" blade. Don't be afraid to try it out on the next 50 or so monsters you meet. -------------------------------------------------------------------------------- The Slain Hero Single players will come across the body of a Slain Hero while exploring the dungeon's ninth level, and add an item to their inventory that will prove pivotal in the battles just ahead. In other words, the Slain Hero will help ensure that you have what it takes to face upcoming monsters, just in case luck has been unkind in terms of the spells or armor you've managed to collect at random. For the Warrior, that means a decent suit of armor. For the Sorcerer, a book of lightning. The Rogue can expect to lay hands on a high-quality bow. -------------------------------------------------------------------------------- The Warlord of Blood Go to Cain after you come across the Steel Tome and he'll tell you about a legendary warrior mentioned in the chronicles of the Sin War. "Stained by a thousand years of war, blood, and death," he says, "the Warlord of Blood stands upon a mountain of his tattered victims. His dark blade screams a black curse to the living, a tortured invitation to any who would stand before this executioner of hell." Once you've read the book, the stairway between Levels 13 and 14 becomes accessible, and the Warlord will come out to play if you peek into that area. Try to clear the level before drawing out the Warlord, paying particular attention to the immediate area around his room. You don't want any of his minions getting in your way. Next to Lazarus, and Diablo himself, the Warlord of Blood is as bad as they come. Notice that you can draw off the Warlord and then pilfer his treasures; these usually amount to at least one decent suit of armor and some high-end weaponry. If you lead the Warlord off and ditch him in the dungeon, there's only a couple of relatively minor monsters between you and the major trove of the hell levels. Head back to town, sell stuff, buy stuff, stock up then come back and reacquaint yourself with the Warlord. If you're playing the Sorcerer or Rogue, keep your distance, or the Warlord of Blood will quite likely slice you in half with a couple of swipes. A fighter with a serious armor class might be able to go toe to toe, but watch that Health level: If it drops below half, you'll need to break off and heal up. If you're packing the Stone Curse Spell, the Warlord is no more intimidating than the average Unique. Stone him, give him two or three whacks, and then turn and run before the spell wears off. You don't want to be standing in front of the Warlord when he gets mobile, so put back some distance the instant the spell begins to wear off. Keep chipping away, and you'll claim another decent piece of weaponry when the Warlord of Blood goes to meet his maker. -------------------------------------------------------------------------------- Lachdanan You find Lachdanan trapped on Level 14. He tells you he was once captain of King Leoric's knights, but later succumbed to the mad king's curse. "I've heard of a golden Elixir," Lachdanan tells you, "that could lift the curse and allow my soul to rest, but I have been unable to find it." It turns out Lachdanan has been looking in the wrong neighborhood: The Golden Elixer actually lies on the floor a level lower in the dungeon. Secure the prize and return with it to Lachdanan. He rewards you with his helm, the Veil of Steel. -------------------------------------------------------------------------------- Archbishop Lazarus Preparatory to the showdown with Diablo, you must deal with Lazarus, a.k.a. "the Vile Betrayer." On Level 15, you'll come across a large room with a pentagram on the floor. In that vicinity note an apparatus called the Vile Stand, upon which rests the Staff of Lazarus. Take the staff to Tristram, and show it to Cain. He fills in the rest of the Diablo backstory, and sends you back to the depths to confront the Vile Betrayer. Back in the pentagram room, a red portal "To The Unholy Altar" appears. Through the portal, you arrive in a small, [U]-shaped set piece, featuring two large cages of White Witches and a couple of Advocates. To enter the Witch cages, stand on the circular areas near the books in nearby rooms. When you read a book while standing on the ornate circles, you instantly teleport to the nearest Witch pen. Before reading a book and making the leap, make sure all the doors near the witch pen, doors you've already passed through, are closed again. The witches will run from you, and a closed door makes them much easier to corral. When you've read both books and disposed of the respective throngs, return to the area where you first appeared in the set piece. Step on the ornate circle to teleport to Lazarus's chamber. While Lazarus talks, no one will attack you not the long-winded priest or any of the other Uniques nearby. Of course, fair is fair: Until the priest finishes his spiel, you won't be able to attack, either. What you can do, fortunately, is run away. You're still in the set piece where you read the teleporting books, so the layout should be familiar. Duck around a corner, and let Lazarus finish talking. If you stand in the center of the room, a nasty ambush ensues when the priest finishes his oration, and that's generally not a very healthy way to start the fight. Duck off down one of the halls while Lazarus speaks, and you'll find you're out of the "trigger zone" for the monsters. They'll simply stand and wait for you to return, and then pursue you down a hallway. That's generally a much easier battle from your standpoint then fighting the horde from the center of that large room. Further, if you took some advice and closed the nearby doors before fighting the White Witches, the crowd pursuing you can do a lot less milling around when it catches up. Continue to fall back and chip away when you need a healing break. Lazarus doesn't pursue you; he just lingers in the large chamber until you've finished with the crowd. Fighting the evil priest with magic can be a painful experience: He'll dish Fireballs in your direction as you unload your favorite spell. If your best attack is a magic one, hopefully it's Stone Curse or Elemental- something with an added aspect that's defensive in nature, allowing you to do some damage without taking a disproportionate amount in return. As the Rogue, with no one to bother you but Lazarus, you can rush at him, forcing him to teleport, and then target the area where he'll rematerialize (watch the light patterns on the floor) and unload a volley of arrows. As long as he doesn't go too far, you can keep him off-balance this way. Eventually he succumbs. As the Warrior, things can get a little dicey. If you don't have any high-end magic to speak of, you'll be reduced to healing yourself, and rushing around at Lazarus as he teleports. Again, watch the light patterns on the floor. Follow the fiend even while he's in mid-teleport and be waiting when he shows up. Usually, you can get in a good whack, and your proximity will compel Lazarus to teleport again. Stay nimble, and ready to heal whenever the need arises. Of course, Lazarus and his minions spit up some serious treasure, giving you the last good chunk of resources at your disposal before the final showdown. -------------------------------------------------------------------------------- Diablo Once you've disposed of Lazarus, another red portal opens in the room where you arrived at "The Unholy Altar" set piece. This takes you back to Level 15, where the large pentagram now glows. In the center is a teleporter "Down to Diablo." Level 16 comprises four quadrants. Advocates and Steel Lords guard the first, open, area. A switch within this area opens the second quadrant. A switch there opens the third quadrant, where two switches open the final section of the dungeon- and the game. As you arrive at Level 16, you have a couple of options. The open quadrant area, in the upper portion of the map, is a battle royale. Hallways encircle the three other quadrants, which also features Advocates and Steel Lords, although not in nearly the numbers you'll find within each primary area. It's prudent to circle the three sealed quadrants first, clearing out those monsters. When you storm the first quadrant, you must eventually retreat from the onslaught. Leading a line of Lords down one of those hallways, properly emptied ahead of time, can be a very effective way to turn the tables. Try Wall of Fire, or, better yet, Flame Wave. The first and third hubs are the toughest, as the monster horde tends to notice you all at once. If you have a Scroll of Apocalypse (or two or three), now's the time. By creeping up to those encounter areas, you can at least draw off the Dark Lords, and then return to deal with the Advocates. The Advocates will resist leaving their area, but often that's a good thing: By moving erratically near the doorways, one or two will eventually teleport into the large outer area. The more you can draw out in this fashion, the better it will be for you when you must finally venture into hostile territory. Prepare to heal, and crank up those magical resistances to the best of your ability. In the third quadrant, you must throw both switches to open Diablo's lair. (Throwing one switch won't release any of the monsters, just in case it occurs to you.) The good news is that if you're playing the Warrior class, and you've done a good job of collecting armor, Diablo is dust. Sure, he'll occasionally seize the initiative as you pound on him, but keep healing, and keep hacking. As long as your Durability and Fire Resistance are high, the big freak is going to drop. The bad news is that, if you're playing the Rogue or (especially) the Sorcerer, Diablo is no fun at all. At least the Rogue can peck away with a decent bow, assuming her Fire Resistance number is good. That, coupled with the character's general speed, help make a running fight a viable option. The Sorcerer can be in some serious trouble. Diablo isn't entirely immune to magic, but he's resistant enough to eliminate many options. Add to that the fact that the big guy is tossing off tremendous Fireballs that can really hamper a Sorcerer's ability to cast magic, and things get ugly in a hurry. Try the Elemental Spell, if you have it. That has the added benefit of not demanding a straight line of sight for the spellcaster, a definite plus when Diablo must see you to evoke his version of the Fireball. The problem, of course, is how to heal yourself fast enough to keep pace with the damage you're likely to absorb. Couple that with the fact that Diablo's magic attack, unlike other creatures', actually affects your armor's Durability. You can take only so much punishment before things start deteriorating. As far as healing goes, consider using the Healing Scrolls, as opposed to potions. You can hotkey a scroll, and they cast almost instantly, without, of course, drawing off any Mana. If you find that, no matter what, as a Sorcerer you keep getting your butt handed to you, you might consider dumping some stash to get a decent suit of armor, preferably with some kind of fast-attack benefit. That way, you might be able to stand toe-to- toe with the big guy, hopefully with Mana Shield in effect, and whack him down to size. -------------------------------------------------------------------------------- Battle.Net Multiplayer Strategies Most of the tactics and tendencies you acquired as a single player translate directly to multiplayer mode, but some aspects of composing a party and clearing a room bear closer examination. Warrior Accentuate Strength and Dexterity, and look for magical items that enhance those traits, as well as Vitality. Also, fast hit recovery is something to covet, as is significant magic resistance. Not only does that help you out when you're battling bad guys, but some Sorcerers tend to be loose cannons, and as a Warrior you'll spend a lot of time in the line of fire. Sorcerer Pour those points into Magic, and look for items that detract from the damage a monster does in combat to further heighten your defenses. Also, look for offensive spells that don't carry a blast-radius component (that is, those that don't explode). Notice that the higher-level spells tend to allow you to focus fire or lightning into smaller areas, which is a skill to covet. Take pains to avoid damaging your partners, lest they take exception. Rogue Strength is somewhat important (you need good Strength to use a bow, as you would for any other large weapon). Beyond that, when you're not pouring points into Dexterity, go with Vitality. Look for bows that carry a magical component- not only in characteristic adjustments but those that include fire or lightning as part of the damage they do. Special Skills in Multiplayer By including all three character types in a party of adventurers, you have the ability to recharge staffs, repair worn Durability, and disarm any traps. The disarming technique is simple: No one opens a chest until the Rogue checks it first. The Rogue can have a simple term for this- "Clear"" or some such thing- that lets everyone know that the chests in that room have been investigated. The Rogue bears a certain responsibility here, because she must discover every chest before giving the word, and sometimes chests can be hidden in corners or up against walls. The Sorcerer and the Warrior can employ their specific skills to repair or recharge weapons, armor, or staffs. Simply have one character throw down an item and another pick it up to perform the service. Of course, this method "wears down" items over time, as opposed to repairs or recharges done in Tristram. Deep in the dungeon, however, you'll appreciate a diverse party. --------------------------------------------------------------------------------