Walkthrough:
Remember, you will not get all of these quests in one game! What quests you will recieve in the game is randomly played out by Diablo; you have no choice as to what quests you will be confronted with.
Butcher
Quest Given From: the Wounded Townsman
Quest Summary: First find the room with the Butcher in it. It should be a room on Level 2 with many slain bodies inside. If you are a Warrior, obtain a shield, a sword, some leather armor, and many healing potions on your belt. Open the door and let him come to you. When he gets close to you, try to get off the first hit. With luck, you should be able to pummel him to death with your sword while taking minimal damage. If you are a Rogue, open the door and run back. Hit and run while firing arrows into him until he dies. If you are a Sorcerer, open the door and make sure he sees you. Cast a Flame Wall spell in his chamber, then shut the door. He should succumb to the flames. After he dies, pick up the Butcher's Cleaver, a unique item.
Poisoned Water
Quest Given From: Pepin
Quest Summary: When you hit Level 2 of the dungeon, come back to town and talk to Pepin. He should tell you that he water of Tristram is going bad, and that it's up to you to figure out what is going on before people become sick and die. Go back to Level 2 and look for a hole in the wall surrounded by candles. When you find this hole (move the cursor over it and it should say 'Dark Passage') enter it. Inside you should find Goatmen, Dark Ones, and other enemies. Defeat all the enemies in the Dark Passage, and the quest will be solved. Return to Pepin and he will give you the Ring of Truth as your reward.
Ogden's Sign
Quest Given From: Ogden
Quest Summary: When Ogden informs you that his sign to his tavern is missing, go down to Level 4 and search for a Dark One named Snotspill. He will inform you that some 'big uglies' stole his sign, and that he wants it back. Search around Level 4 for a room with many Overlords and a chest inside. Open the chest to retrieve Ogden's sign. From this point, you can solve the quest via two methods. The first is to give the sign back to Snotspill. He will say that he can now cast great magic, and will ambush you with Overlords. Or, you can go give Ogden back his sign and get a magical item as a reward.
Garbad the Weak
Quest Given From: Garbad the Weak
Quest Summary: Venture into Level 4, and you will meet Garbad the Weak. He will tell you that if you protect him from the enemies in the dungeon, he will give you a great reward. After he tells you this, go off somewhere else besides Level 4. Return to him and receive an item. At this time he will tell you that he is still crafting your reward, and will give you some item to hold you over until then. Leave Level 4 and return to Garbad a second time, and he will tell you that he is almost done. Leave again and return to Garbad, and he will say that he has finished the item, but you must fight him for it. He is easy to kill, and when you do, pick up the random item he was making.
Valor Armor
Quest Given From: Book
Quest Summary: In Level 5 of the catacombs you will find a book which will speak of the warrior Arkaine, and will tell that his armor called Valor resides somewhere in the Catacombs. Search the catacombs for a blood altar and three blood stones. Pick up all three blood stones and place them in the blood altar (just click on the altar once to place a stone). When this is done, a wall will disappear and a great hall will be before you. Continue down the hall, killing all enemies in your way. At the end of the hallway you will find Arkaine's Valor Armor.
Magic Rock
Quest Given From: Griswold
Quest Summary: After you enter the catacombs, return to town and talk to Griswold. He will speak of the Magic Rock which he has heard of. If you return it to him, he will give you a reward. Return to the catacombs and search for the Magic Rock. Once you find it, return it to Griswold and receive the Empyrean Band.
Halls of the Blind
Quest Given From: Book
Quest Summary: Read this book to recite a poem about the Halls of the Blind. After you read it through, you will be able to access a room which you couldn't access before. Enter the room and search one of the adjacent rooms for the Optic Amulet. Once you find it, this quest has been completed.
Black Mushroom
Quest Given From: Adria
Quest Summary: Search the caverns for a Fungal Tome. Once you find it, go to town and talk to Adria. She will tell you that in order to make use of it, she will need a Black Mushroom. Return to the caves and search for a patch of mushrooms within. Take the Black Mushroom and return to Adria with it. She will say that she now needs an elixir from Pepin. Ask Pepin for the elixir, and he will say that he will need a demon's brain to create such an elixir. Return to the caves and kill any demon. His brain will pop out. Grab it and return to Pepin for the elixir. Go back to Adria with the elixir, and she will say that she does not need it any more. Drink the elixir to raise your all your base stats by three.
Anvil of Fury
Quest Given From: Griswold
Quest Summary: After you enter deep into the caves, return to town and talk to Griswold. He will speak of the Anvil of Fury which he has heard of, and will tell you that if he has this anvil, he can craft you a truly powerful weapon. On Level 10 of the caves, out on a peninsula of land which stretches into the lava, you will find the Anvil of Fury. Get it and return to Griswold for Griswold's Edge, a very good sword.
Warlord of Blood
Quest Given From: Book
Quest Summary: Later in the game you will find a Steel Tomb that talks about the Warlord of Blood. Proceed down to Level 13 to find him. He will be in a room guarding the entrance down to Level 14 along with a few other Blood Knights. To kill him easily, lure out each of his escort Blood Knights one by one. With time and patience, you should be able to lure most of them out without provoking the Warlord to come after you. When you feel that you are ready, get close to him and retreat. He should follow you. Exit the room which he is in to give yourself some space, then fight him to the death. After you kill him, enter back into the room he was in to get some cool armor and weapons. When you have collected all the items that you want, go on down to Level 14.
Zhar the Mad
Quest Given From: Zhar the Mad
Quest Summary: In Level 8 of the catacombs, you should encounter Zhar the Mad in a library. Talk to him, and he will give you a book to keep you busy while he goes about his work. Take the book and all the scrolls around you, but do not take the book from the bookcase. When you feel you are ready to fight him, take the book from the bookcase. Zhar will get mad that you have done this, and will fight you. He will teleport around the room and shoot fireballs with his staff, making him very hard to get a hit on him without being hurt yourself. To make this much easier, Stone Curse him when he is visible to get some easy hits on him. One or two Stone Curse spells, and he should be dead for sure.
Lachdanan
Quest Given From: Lachdanan
Quest Summary: Find Lachdanan on Level 14 and talk to him. He will not attack you, and will explain his story of how he was once one of King Leoric's Knights until a curse came upon him. He is the only one of the Blood Knights which has stood the curse and kept his sanity, and requests that you find him a golden potion so he can end his life without being eternally damned. Head down to Level 15 and search for this potion. Once you find it, return to Lachdanan and give it to him. He will give you give you the Veil of Steel and, after he kills himself, he will drop a magical item for your use.
Skeleton King
Quest Given From: Book
Quest Summary: Enter his tomb on the third level. Within the tomb you should kill all the enemies, then approach the two levers. Switch the lever on the left (east room) to open a door to a room with a couple of chests. Check the chests for useful items inside. Once you do that, go back and switch the lever on the right (west room) to open the way to the Skeleton King. Try to get to the Skeleton King as quickly as possible to kill him, for he will resurrect other skeletons if you attack them first. Holy Bolt works nicely on him, and hand to hand combat with him could prove to be fatal.
Archbishop Lazarus
Quest Given From: Cain
Quest Summary: Search Level 15 until you find the Staff of Lazarus. Once you find it, pick it up and head back to town with it. Talk to Cain, and he will notice the owner of the staff and explain to you how Lazarus must be killed at this point of time. He will take the staff from you and send you on your way. Head back down to Level 15 and you will find a red portal near the marble pentagram. Enter the portal to enter Lazarus' lair. Once you enter his lair, proceed to go through it killing all the Hell Spawns and other enemies you find. Once you have cleared out all the enemies you can find, go search for a gray circle on the ground (there should be two or three). Enter it, and you will be in an area where some Hell Spawns were. Enter the other gray circle, and you should be in another area where Hell Spawns were. Now retreat to where you started the level at. A third gray circle should be on the ground. Enter it to go straight to Lazarus. After the cut scene of him, you should start off in a room with Lazarus and many Hell Spawns. Lazarus will be talking, and the Hell Spawns will just be sitting there. Take this point in time to run down the hall. When he is done talking, the Hell Spawns will come after you little by little. Kill them off until only Lazarus is left. Find Lazarus, and kill him to complete the quest. Stone Curse works nicely on him if you can't get him to hold still...
Diablo
Quest Given From: Cain
Quest Summary: After you have killed Lazarus, head back to Cain in town. He will now tell you of the quest of Diablo, Lord of Terror. Retreat back down to Level 15, and walk into the pentagram to enter his lair. To make this level very simple, fight your way down to the lower-left hand corner of the map. There you should find an enclosed room, with many enemies and monsters scattered around it. Kill them all, and ready a spell or scroll of Telekinesis. Inside the room you should be able to see two levers. Both must be pulled in order to open the room with Diablo in it. Use Telekinesis to pull them both. Then head down to the lower-right hand corner of the level. You should find Diablo there along with many other enemies. Try to lure just Diablo out of the room. Once you do, lead him to some other part of the level away from all other monsters. Once it's just you and him, go in for the kill.
DIABLO FAQ WITH ALL QUESTS.
Table of Contents
1.List of Monster Attributes
2.Spells
3.Item List
4.Shrine List
5.Books
6.Quest List and walkthroughs
Parts 1-3 are contained in my first post, and parts 4-6 (including the
quest walkthroughs) is contained in the second post.
-----------------------------------------------
1.LIST OF MONSTER ATTRIBUTES
The following is a list of monsters encountered in Diablo. The
statistics given reflect the attributes of the monsters in a single
player game. The lvl statistic indicates the level of the dungeon in
which a particular monster can initially be encountered. The monsters
are divided into the following types - all creatures of the same type
look exactly the same in shape (except as noted below), but colour,
resistances and abilities vary within the same type:
1
Fallen Ones (regardless of weapon type)
2
Scavengers
3
Zombies
4
Skeletons (including archers)
5
Goat Men (including archers)
6
Winged Fiends
7
The Hidden
8
Gargoyles
9
Horned Demons
10
Overlords
11
Mages
12
Red Storm/lightning Demons
13
Magma Demons
14
Spitting Terrors
15
Balrogs
16
Knights
17
Vipers
18
Succubus
19
Diablo
Unique monsters are indicated with an asterick (*). A complete listing
of monsters, including unique monsters, by type is contained after the
following chart. Special attacks are indicated in parenthesis after
resistances and immunities. The creatures are listed alphabetically
based upon the earliest lvl of the dungeon in which I have encountered
them. Note that the special abilities of certain classes (such as the
ability of 'Spitting Terrors' to spit), which all creatures of that
class possess, are not given. Since the game does not indicate the
specific resistances and immunities of the 'unique' monsters, I have
indicated in square brackets immunities which I have observed. I have
also indicated the unique item (unique items are described in detail in
part 3 of this FAQ) which can be obtained from killing certain unique
monsters.
LVL
NAME OF MONSTER
TYPE
HIT POINTS
RESISTS/IMMUNE/(SPECIAL ATTACK)
1
Fallen One
1
1-2
none
Scavenger
2
1-3
none
Skeleton
4
1-2
none/magic
Skeleton Archer
4
1-2
none/magic
Skeleton Captain
4
1-3
none/magic
Zombie
3
2-3
none/magic
2
*The Butcher
10
n/a
some/none
(Butcher's Cleaver)
Carver
1
2-4
none
Corpse Bow
4
4-8
none/magic
Corpse Captain
4
6-10
none/magic
*Deadeye
4
n/a
some/some
Devil Kin
1
6-12
none
Fiend
6
1-3
none
Ghoul
3
3-5
none/magic
Plague Eater
2
6-12
none
Rotting Carcass
3
7-12
none/magic
3
Blink
6
6-14
none
*Bongo
1
n/a
none
*Brokenhead Bangshield
4
n/a
some/some
Burning Dead
4
5-12
fire/magic
Burning Dead Archer
4
fire/magic
Burning Dead Captain
4
8-15
fire/magic
Corpse Axe
4
2-3
none/magic
Dark One
1
10-18
none
*Ed Chupacabras
2
n/a
some/none
Flesh Clan
5
10-17
none
Horror
4
6-10
lightning/magic
Horror Archer
4
lightning/magic
*Rotcarnage
3
n/a
some/some
Shadow Beast
2
12-18
none
*Skeleton King
4
n/a
some/some/(raise skeletons)
(undead crown)
*Skullfire
4
n/a
none/some
4
*Backlash the Burning
4
n/a
none/some[magic, fire]
Black Death
3
12-30
none/magic/(drain life)
Flesh Clan Archer
5
none
*Gharbad the Weak
5
n/a
none/some[lightning]
Gloom
6
14-18
magic/none
Horror Captain
4
17-25
lightning/magic
*Moonbender
6
n/a
none/some[fire]
Overlord
10
30-40
none
*Pulse Crawler
2
n/a
some/some
*Snotspill
1
n/a
some/none
5
*Bloodskin Darkbow
5
n/a
some/none
(The Bonesaw)
Familiar
6
10-17
magic/lightning/(lightning)
*Foulwing
6
n/a
some/none
The Hidden
7
4-12
none
*Shadow Drinker
4
n/a
some/some/(disappear)
Winged Demon
8
22-30
fire/magic
6
Acid beast
14
20-30
none
*Bloodgutter
5
n/a
none/some[fire]
Fire Clan
5
25-32
fire/none
Fire Clan Archer
5
20-25
fire/none
Bone Gasher
2
magic/none
Horned Demon
9
20-40
none
Unseen
7
17-25
magic/none
7
Blood Stone
13
27-37
none/magic, fire
*Gorestone
5
n/a
some/none
Illusion Weaver
7
20-30
magic,fire/none
Mud Man
10
50-62
none
Night Clan
5
27-35
magic/none
Night Clan Archer
5
25-32
magic/none
*Stalker
7
n/a
Stone Clan
5
15-20
magic/none
Stone Clan Archer
5
20-27
magic/none
8
*Baron Sludge
10
n/a
some/some
*Chaos Howler
14
n/a
none
*Death Spit
14
n/a
some/none
*Firewound the Gum
13
n/a
some/some
Poison Spitter
14
30-42
none
*Zhar the Mad
11
n/a
some/some/(spells)
(books)
9
Blood Claw
8
37-62
none/magic,fire
Magma Demon
13
25-35
fire/magic/(lava)
Redstorm
12
27-55
lightning/magic/(lightning)
10
*Blackstorm
9
n/a
none/some
*Flayer
12
n/a
Obsidian Lord
9
35-55
lightning/magic
Pit Beast
14
40-55
magic/none
11
Cave Viper
17
50-75
none/magic
Death Wing
8
42-75
none/magic,lightning
Flayed One
10
80-100
magic/fire
Frost Charger
9
lightning/magic
Storm Rider
12
30-60
magic/lightning/(lightning)
12
Maelstorm
12
45-75
magic/lightning
Slayer
15
60-70
magic/fire/(inferno)
13
Firedrake
17
60-85
fire/magic
Guardian
15
70-80
magic/fire
Gold Viper
17
70-90
lightning/magic
Lava Maw
14
50-75
magic/fire
Steel Lord
16
90
magic,lightning/fire
*Warlord of Blood
16
n/a
none/some
14
Blood Knight
16
100
fire/magic, lightning
15
Advocate
11
72
fire/lightning,magic/(spells)
Azure Drake
17
80-100
fire, lightning / none
Balrog
15
90-100
magic / fire
*Blackjade
18
n/a
some/some/(blood star)
*Bloodlust
18
n/a
some/none/(blood star)
*Dreadjudge
11
n/a
some/some[lightning](charged bolt,flash)
Hellspawn
18
75-100
magic/lightning/(blood star)
*Lazarus
11
n/a
some/some/(spells)
Magistrate
11
42
magic,lightning/fire/(charged bolt,flash)
*Red Vex
18
n/a
some/some/(blood star)
*Stareye the witch
18
n/a
none/some [fire]/(blood star)
Soul Burner
18
magic, lightning / fire
16
*Diablo
19
n/a
n/a [immune to stone curse]
*Sir Golash
16
n/a
none
----
The following is a list of creatures by type (see the previous list for
attributes of a particular creature), unique creatures are indicated
with an asterick (*). The creatures are generally listed in the order
in which they appear:
[Fallen Ones]
[Skeletons]
[Zombies]
[Goat Men]
Fallen Ones
Skeletons
Zombies
Flesh Clan
Carver
Skeleton Archer
*Rot Carnage
Flesh Clan Archer
Devil Kin
Skeleton Captain
Black Death
*Gharbad the Weak
Dark One
*Deadeye
Rotting Carcass
*Blood Gutter
*Bongo
Corpse Captain
Ghoul
Stone Clan
*Snotspill
Corpse Axe
*Goretongue
Stone Clan Archer
Corpse Bow
Fire Clan Archer
Burning Dead
*Gorestone
Burning Dead Archer
*Bloodskin Darkbow
Burning Dead Captain
Night Clan
*SkullFire
Night Clan Archer
*Brokenhead Bangshield
Horror
Horror Archer
Horror Captain
*Backlash the Burning
*Shadow Drinker
[Scavengers]
[Winged Fiends]
[The Hidden]
[Gargoyles]
Scavengers
Fiend
The Hidden
Winged Demons
Plague Eater
Blink
The Unseen
Death Wing
Shadow Beast
Gloom
Illusion Weaver
Blood Claw
*El Chupacabras
*Moonbender
Stalker
*Pulse Crawler
*Foulwing
Bone Gasher
Familiar
[Horned Demons]
[Overlords]
[Mages]
[Red Storm/lightning Demons]
Horned Demons
*The Butcher
*Zhar the Mad
Red Storm
Frost Charger
Overlord
Magistrate
Storm Rider
Obsidian Lord
Mud Man
Advocate
Storm Lord
*Blackstorm
*Baron Sludge
*Dreadjudge
Maelstorm
Flayed One
*Lararus
*Flayer
[Magma Demons]
[Spitting Terrors]
[Balrogs]
[Succubus Demons]
Magma Demons
Acid Beast
Balrogs
Hellspawn
Lava Lord
Poison Spitter
Guardian
*Bloodlust
Blood Stone
*Death Spit
Slayer
*Stareye the Witch
*Firewound the Gum
Pit Beast
Soul Burner
*Plague wraith
*Red Vex
*Chaos Howler
*Blackjade
[Viper]
[Knights]
[Dark Lord]
Cave Viper
Steel Lord
*Diablo
Gold Viper
*Warlord of Blood
Fire Drake
Blood Knight
Azure Drake
*Sir Golash
2Spells
The following is a list of spells, based upon the order in which they
appear in the spell book, spells marked (m) are only available in a
multiplayer game:
Lvl 1
Lvl 2
Lvl 3
Lvl 4
(ability)
x
phasing
x
firebolt
firewall
mana shield
golem
charged bolt
telekinesis
elemental
teleport
holy bolt
lightning
fireball
x
healing
town portal
flame wave
bone spirit
heal other (m)
flash
chain lightning
blood star
inferno
stone curse
guardian
x
The following spells can be found on scrolls or items, but I have not
found them available as books:
identify, infravision, resurrect (m), apocalypse, and nova.
3Item Listing
The following is a list of adjectives which are used to describe the
various items in the game, as well an indication of the magic bonuses
which such items grant. The ranges reflect the specific bonuses which
items I have found were given (as I discover more items I will try to
more accurately reflect the ranges). Rather than provide the list
alphabetically, I have grouped items which have similar effects
together:
[+ Attributes]
[+ Strength]
[+ Vitality]
[+ Mana]
[+Dexterity]
sky
+1-3
might
+6-9
vitality+3
spider's +14-15
skill
+7-8
moon
+4-7
power
+11-15
zest
+6-10
raven's
+15-18
accuracy +11-15
stars
+8-11
giants
+16-20
vim
+9-15
snake's
+25
precision +16-20
heavens
+12-15
vigor
+16-20
serpent's+34
perfection +29
life
+22
drakes's
+47-50
dragon's
+58
[+ % to Hit]
[- Damage]
[+ Damage]
[+%Armour]
[Durability]
bronze
health
-1
quality +1-2
strong
+38
craftsmanship high
iron
+7
protection -2
maiming
+4
grand
+51
structure high
steel
+12-26
deflection -4
slaying
+7
valiant
+66
ages
indestructible
platinum+32-40
osmosis
-6
gore
+11-12
glorious+90
mithril
+50
deadly
+46
meteoric+79
vicious
+66-70
brutal
+89
[Resist Magic]
[Resist Fire]
[Resist Lightning]
[Steals Life]
[Resist All]
white
+10-20
red
+18-20
blue
+10
leech
-3%
topaz
13-15
amber
+16-20
crimson +23-36
azure
+30
blood
-5%
amber
16-19
pearl
+22-30
garnet
+47
lapis
+31-37
jade
24-30
ivory
ruby
+52-60
cobalt
+43-49
crystal
+46-48
sapphire
+53-59
diamond
+53-60
[+Magic]
[Hit Recovery]
[Steals Mana]
[+Hit% / +Damage]
mind
+7-10
bat
-3%
fine
+6-9/+40-47
brilliance+12-15stability(faster)
warrior's +11-15/+53-63
sorcery
+16-20
harmony(fastest)
soldier's +16-18/+69-79
wizardry +24-30
lord's +28-30/+84-93
knight's +38/+98
king's +76-100/+161-166
[Light]
[Fast Attack]
[Life(hit) Points]
light
+20
readiness (quick)
jaguar +16
radiance +40
swiftness (fast)
eagle +26-28
speed (faster)
wolf +30-39
haste (fastest)
tiger +44-50
lion +56
[Spell Levels Increased]
angel +1 level for all spells
arch-angel +2 level for all spells
[Other Attributes]
bashing
- damages armour
bear
- pushes target back
blocking- fast block
bountiful- extra charges
burning
- fire damage
flaming
- fire damage
lightning- lightning attack
plentiful- extra charges
piercing- damages armour
puncturing - targets armour
thieves
- absorbs half of trap damage
[Cursed Items]
clumsy
-8 to hit, - 74% damage
paralysis-6 dexterity
uselessness
[Unique Items]
Arkanines' Valor(Armor):AC 25, +10 vital, -3 damage from enemies,
fastest hit recovery
Baranar's Star
The Bonesaw (claymore):+10 damage, strength and life, -5 dexterity, mana
and magic
Butcher's Cleaver:+10 Str, unusual damage, altered durability
Empryean Band (ring):+2 attributes, +20% light, fast hit recovery,
absorbs 20% of trap damage
Fool's Crest (crown):-4 attributes, hit points +100, +6 damage from
enemies, attacker takes 1-3
Gleamsong (staff):+25 mana, -3 strength, -3 vitality, 76 phasing charges
Gnarled Root (club):+20% to hit, +300% damage,+10 dexterity, +5 magic,
resist all+10%,armor-10
Gotterdamerung (crown):+20 all attributes, Armour 60, -4 damage from
enemies, all resistances=0, -40% light
Griswold's Edge: Firehit 1-10,+25% to hit,fast attack,knocks target
back,+20 mana,-20 life
Hammer of Iholm:
Harlequinn Crest (crown):Armour 3, -1 damage from enemies, +2 to all
attributes, +7 mana and life
Optic Amulet:+20% light, resist lightning +20%, -1 damage from enemies,
+5 magic
Ring of Anon:50 golem charges, +100% damage, +5 to all attributes
Ring of Engagement:
Ring of Truth:-1 damage from enemies, +10 resist all
Rod of Onan:50 Golem charges, +100% damage. +5 to all attributes
Storm Spire (staff):+50% resist lightning, lightning hit damage 2-8, +10
strength, -10 to magic
Thundercall (staff):chance to hit +35%,lightning damage 1-10,resist
lightning +30%,+20% light
Undead Crown:life stealing, armour 8
Veil of Steel (crown):-20% light, +50% resist all, +60% armour, mana
-30, +15 str, +15 vital
Wisdom's Wrap (cloak:
Wizard's Spike (dagger):+15 magic, +35 mana, +25% to hit, resist all +15
4Shrine Listing
[Abandoned Shrine]The hands of men may be guided by faith +2
dexterity
[Cauldron]
Random effect
[Creepy Shrine]
Strength is bolstered by heavenly faith +2 strength
[Cryptic Shrine]
Arcane power brings destruction initiates Nova spell
[Divine Shrine]
Drink and be Refreshed-Restores health/mana,gives
full potion of each
[Eerie Shrine]
Knowledge and wisdom at the cost of self-raise
magic,lose mana
[Enchanted Shrine] Magic is not always what it seems - lose 1 spell
lvl for 1 spell, others gain 1 lvl
[Fascinating Shrine]Intensity comes at the cost of wisdom - mana
[Fountain of Tears] [no quote is given] -1 vitality, +1 strength
[Goat Shrine]
Random effect
[Gloomy Shrine]
Those who defend seldom attack -1 damage to all
weapons,+2 to armour items
[Hidden Shrine]
New strength is forged through destruction
[Holy Shrine]
- phases you to random location of currently explored
level
[Magical Shrine]While the spirit is vigilant the body shines - mana
shield
[Murkey Pool]
[no quote is given] casts infravision
[Mysterious Shrine]Some are weakened while one grows strong - +5 to
one attribute, -1 to others
[Purifying Spring][no quote is given] restores one mana point per drink
[Quiet Shrine]
The essence of life flows from within +2 vitality
[Religious Shrine]Time cannot diminish the power of steel - restores
all items to full durability
[Sacred Shrine]
Energy comes at the cost of wisdom -lose mana
permanently
[Secluded Shrine]The way is made clear when viewed from above - gives
map of current level
[Spiritual Shrine]Riches abound when least expected - gives a small
amount of gold to each open spot in your inventory.
[Stone Shrine]
Power of mana refocuses renews - restores charges in
staves
[Thaumatology Shrine]What was once opened is now closed - re-fills
chests on current level
[Weird Shrine]
The sword of justice is quick and sharp +1 damage to
all weapons in inventory
5Books
The following is a list of the books in the game, as well as the
purpose, if any, of the book:
Name of Book
Purpose
Ancient Tome
Arcane knowledge gained - gain Guardian Spell
The Black King
Provides background to Lararus' abduction of Prince
Albrecht
Book of the BlindInitiates Halls of Blind quest
Book of Blood
Initiates Valor quest
Book of VilenessTeleports you within Lararus' unholy altar
The Dark Exile
Provides a history of the exiling of Baal, Diablo and
Mephisto
Fungal Tome
Initiates Black Mushroom quest when given to Adria
The Great ConflictProvides an introduction to the war between the
heavens and hells
The Horadrim
Provides a history of the Horadrim
Library Book
Scroll or Spell book
Mythical Book
Initiates Chamber of Bone quest
Realms Beyond
Provides an introduction to the awakening of Diablo and
the Sin War.
Skeleton Tome
Scroll or Spell book
Steel Tome
Initiates Warlord of Blood quest
Tale of the ThreeProvides more history on Baal, Mephisto and Diablo
Wages of Sin are WarProvides a history of the Demons' war on earth
6Quest Listing
The following is a list of the quests in the game, as well as the manner
in which each quest is started, the level upon which the quest can be
solved, and the reward for completing the quest.
Name of Quest
From
Lvl
Reward
The Butcher
wounded man
2
Butcher's Cleaver
Poisoned Water Supply
Pepin
2 (special)
Ring of Truth
Skeleton King Leoric
Odgen
3 (special)
Undead Crown
The Magic Rock
Griswold
5
Embryean Band
Gharbad the Weak
Gharbad
4
Magic item
Tavern Sign
Odgen
4
Harlequinn Crest
(if returned)
Valor
Book
5
Arkanines' Valor (Armour)
Chamber of Bone
Book
6 (special)
Guardian Spell
Halls of the Blind
Book
7
Optic Amulet
Zhar the Mad
Zhar
9
Books
Black Mushroom
Adria (fungal tome)
9+10 (brain)
Elixir (+3 all attributes)
Anvil of Fury
Griswold
10
Griswold's Edge
Warlord of Blood
Book
13
magical items
Lachdanan
Lachdanan
15
Golden Elixir
Lazarus
Cain (staff of Lazarus)
15 (special)
Magic item
Diablo
Cain
16
End game
(single player)
Solutions to the Quests:
Note that in any one game, you will NOT receive all of these quests, as
quest allocation is random (except for Lazarus and Diablo, which appear
in every game).
1The Butcher - A tough quest early in the game. His lair is a square
room on the second floor of the dungeon which will be easily
recognizable because of all of the bodies on stakes inside the room. If
you can afford, and are capable of casting, Stone Curse, this quest is
very easy - cast it and chop away until he's history. But Stone Curse
is hard to come by early in the game, and unless you have very fast
dexterity or an item which gives you a magically fast attack, or fast
recovery, it is difficult to go toe-to-toe with the Butcher. A bear
weapon (which forces him back) makes it possible to take him head on. A
better plan, however, is to open the door to his lair, wait until he
announces fresh meat, and then flee to any nearby location (and it
helps to map out an escape route first!) with a door and a chain link
wall. Go through the door and shut it before the Butcher follows you.
He won't be able to follow you through the door, and you'll be able to
hit him with arrows and spells until he finally goes down (which may
take a while). You can greatly speed up this process if you are capable
of casting Firewall - you can cast it right through the grate where
the Butcher is standing and he will gleefully wait around until he
fries. If you happen to replay a dungeon with an advanced character and
you're capable of casting Golem - do so, it's more than a little
amusing to watch the golem take about two seconds to plow through the
Butcher. The Butcher's weapon makes a nice weapon for an early
character, although it is prone to break easily.
2Poisoned Water Supply - This quest also occurs on the second level.
If you talk to Pepin (the healer) in town after you start the first
level, he may give you this quest. You'll know that this quest is in
your game if, during your exploration of the second level, you run into
a crack in the wall which is surrounded by candles. If you haven't
already initiated the quest by talking to Pepin, return to town and do
so prior to exploring through the opening. The opening will take you to
a separate 'mini-level', which you'll have to clear out of monsters in
order to solve this quest. On this quest you'll likely meet your first
'goatmen' (usually flesh clan, the easiest), and a bunch of 'fallen one'
types, like Devil Kin. Once you kill all of the monsters the waters
will clear and you'll have completed the quest. Don't forget to return
to Pepin to obtain your reward - the Ring of Truth.
3Skeleton King Leoric - This quest is different in the single player
game compared to the version in the multiplayer game. Ogden will
initiate this quest which, like the Poisoned Water quest, also occurs in
a separate 'mini-level', this time off level 3. There is a separateto the
Skeleton King's Lair, and by moving your mouse over any
staircase you encounter on the third level you can check if it leads to
Leoric's lair. Once in Leoric's lair, take it slowly, and gradually
pick off his skeleton army without getting too many on the screen at
once, to avoid them overwhelming you. Use Holy Bolt as much as you
can. If you engage in hand to hand combat, try to use a 'blunt' weapon,
like a club, mace or staff, instead of a cutting weapon, like a sword.
You may meet your first skeleton archers on this quest. Avoid advancing
too far into a room in order to avoid being caught in a crossfire. The
Skeleton King is straight left (NE), look for the glow he creates. As
with the Butcher, Stone Curse is once again the easiest way to defeat
your enemy - cast it when he gets close and attack him while he's
vulnerable. Holy Bolt spells also work very well against the Skeleton
King. It's probably not wise to fight him in hand to hand unless you
have high dexterity, a bear weapon, or an item which allows you to
fast attack or fast recovery. If he gets near you, you can run away
from him - although he may chase you for a while, eventually he'll veer
off. He also has the nasty habit of raising the skeletons which you've
already killed, so try and take him out quickly. Once you've killed
him, pick up the undead crown (a great item for fighters), and don't
forget to click on the crosses in each of the corners - they'll open
up a secret room with more magic items.
4Tavern Sign - Ogden also initiates this quest, if you talk to him
after clearing a couple of levels in the dungeon. You'll know if you
get this quest in your game because you won't be able to get down to the
5th level until you solve it. The sign is guarded in a room by
Overlords, and it'll likely be the first time you meet these big
guys. They aren't too difficult, especially if you have some spells
(they have no immunities or resistances). You won't be able to open the
chest in their lair until you talk to Snotspill, a fallen one
leader, who is on the other side of the room with the Overlords (hey, if
you find Snotspill first, now you know where the sign is). He'll tell
you to go get the sign for him. Once you talk to him, if you haven't
already spoken to Odgen to initiate the quest, return to town to do so
now. Once back in the dungeon, go and get the sign from the lair of the
Overlords. DO NOT give it to Snotspill, instead return it to Odgen in
town, and he'll give you the Harlequinn Crest. Then go back into the
dungeon and return to Snotspill, who will attack you immediately, and
he'll have lots of Dark Ones to help him. Firewall works wonders
here. If you can't cast Firewall, wait outside the door and pick off
Snotspill and his friends one at a time - don't let them get through the
door and surround you.
5Gharbad the Weak - When you first encounter this Goatman, you probably
won't even realize that he is a quest, and you'll likely try and attack
him. You can't hurt him, so once you clear out any monsters near him,
click on him to initiate a conversation. He'll plead with you not to
kill him - you can't anyway, so leave the room. You'll have to leave
and return to the room several times in order to complete this quest,
but there is no time limit, so you can explore at your leisure and
return when you want. The first time you return he will give you an
item, which may or may not be useful to you. The second time you return
he will tell you that he isn't quite finished making you another item.
Finally, the third time you return, Gharbad will decide that the item he
has made is too good for you, and he'll attack immediately. Gharbad
the Weak lives up to his name, however, so you shouldn't have much
difficulty killing him in any number of imaginative ways. You'll
receive the item he made once you kill him.
6The Magic Rock - Griswold will initiate this quest by telling you of a
caravan that passed through the town some time ago. There's not much to
this quest, you'll find the rock on a pedestal on level 5. Take your
time in getting to it, as it is usually surrounded by a fair number of
monsters. Return it to Griswold, who will give you the Embryean Band.
If you find the rock before you've talked to Griswold, take it anyway,
but drop it in town before you talk to him, then pick it up again and
complete the quest (this strategy also works for the Tavern Sign quest
discussed above).
7Valor - This quest is initiated by reading the Book of Blood on level
5. You'll be able to complete this quest in the same room as you find
the book, but you may want to drop back into town in order to see what
the townsfolk have to say about the quest first (see Farnham, in
particular, for a few laughs). Once you go through the room with the
book, you'll see a blood stone on the floor. Pick it up and click on
the pedestal which is also in the room. There are some Horned Demons in
this room, so look out for their charges, you can normally hear them
picking up speed. If you dodge them they will ram into walls (they
can't stop their charges), which will leave them momentarily helpless.
Try to take them out at a distance with spells or a bow. Once you place
the first bloodstone on the pedestal, you will open another door to the
north, opening an attached chamber. There are more monsters and a
second blood stone in that room. Take the second blood stone and click
on the pedestal again (back in the first room), which will open up a
third, attached chamber, where you can find the final bloodstone. Using
the last bloodstone on the pedestal, you will open the chamber to the
Arkanines' Valor armour.
8Chamber of Bone - This quest is initiated by reading the Mythical
Book, on level 6. Once you've read the book (and for those of you who
are impatient, you don't have to listen to all of it, just hit the
escape key to close the book), a staircase will be available on the
6th level to take you to another mini-level, the Chamber of Bone. You
will likely meet both Horned Demons (if you didn't get the Valor quest)
and the Hidden for the first time on this quest. There are three
passageways - the ones on the left and the right lead to levers and are
guarded by Horned Demons (see the Valor quest for combat tips). The
center passageway leads to the chamber of bone which, as the name
implies, is heavily populated with skeletons. Firewall works great
here, as all of the skeletons are crammed in a relatively small area.
4-5 firewalls can fill the entire room, quickly exterminating the
skeletons and the Hidden (who are hiding!). There are a few more Horned
Demons through the skeleton room, and a book in the middle of the room.
If you charge and get the book, you will receive the Guardian spell,
and a three headed dragon will appear out of the ground, and it will
blast any remaining monsters in the room. Once you read the book the
quest will be completed, but make sure you explore the two secret
rooms on the right hand passageway (they are opened by the two levers).
Each of the secret rooms contains more hidden and skeletons, and also a
chest with several items, all magical.
9Halls of the Blind - This quest, like the Valor and Chamber of Bone
quests, is also initiated by a book (see how important my book summary
in part 5 of this FAQ is...), this time appropriately called the Book
of the Blind, which will be found on level 7 if you get this quest.
The Halls of the Blind is a tilted figure-eight shaped room, with a
door on each of the north and south sides. You'll find the yellow
Illusion Weavers in the room, and they are fairly tough, but can be
taken out by spells (lightning preferably, as they are resistant to
magic and fire), or in hand to hand. They are fairly easy to run from
if you get in over your head. Inside the Halls of the Blind room, there
will be two small rooms. Both contain more Illusion Weavers, so don't
open them until you clear out the ones already in the main room. The
small room to the North contains the Optic Amulet. Once you take the
Optic Amulet, you will solve the quest.
10Zhar the Mad - This non-player character is found on level 9, in a
room with some books and scrolls on pedestals and a bookcase. Talk to
him first in order to initiate the quest, as he will give you a free
magic book. You can freely take the items off of the pedestals, but as
soon as you touch the bookcase he will admonish you and attack. Stone
Curse will take him out in seconds. Spells are generally the best way
to take him out, as he will teleport when you try to engage him in hand
to hand combat.
11Black Mushroom - In order to initiate this quest, you'll have to find
the Fungal Tome, which can be found on level 9 if this quest is present
in your game. Take the Fungal Tome to Adria, the witch (there is no
other use for the book). She'll tell you to go get a demon's brain,
for Pepin the healer. Talk to the healer to get additional information.
If you return the fungal tome to Adria after completing level 9, you
will get the Demon's brain from the first monster you kill on lvl 10
(that monster doesn't have to be labelled a demon). Many people
complain about missing the brain, because it is quite small and in the
caves it is easy to lose an item behind a wall. Return the brain to
Pepin, who will give you an elixir for Adria. Take the elixir to Adria,
who will tell you to keep the Elixir for yourself. Use it and you will
gain +3 points to each of your attributes. A demon's brain never tasted
so good....
12Anvil of Fury - This is another quest which people often have
difficulty completing, but it actually is fairly easy. Griswold will
initiate this quest by telling you about the mighty Anvil of Fury. The
Anvil itself can be found on level 10, but it is on a penninsula
surrounded by lava, and well guarded by monsters (usually goatmen
archers and Storm Demons). Take your time and gradually clear out the
monsters prior to trying to get to the Anvil - identify the weaknesses
of the monsters by looking at my charts in Part 1 of this FAQ.. The
Anvil is actually quite small and easy to miss, but most people miss the
Anvil because they explore the Caves by patrolling around the edges,
picking off targets of opportunity. The lava pool is closer to the
center. Return the Anvil to Griswold in order to receive Griswold's
Edge, a pretty good weapon.
13Warlord of Blood - Yet another quest initiated by a book, this time
the Steel Tome, which is found on level 13. You'll know if you have
this quest in your game, because you will be unable to get to the stairs
leading to level 14 until you read the Steel Tome. The Warlord and his
henchmen are pretty tough, but vulnerable to Stone Curse if you can get
them to follow you so that you can face them one at a time. If his
henchmen are Steel Lords, they will be also be vulnerable to lightning.
If, on the other hand, they are Blood Knights, you can take them out
with Fireballs. Or just swing and chop, but try to avoid being
surrounded by fleeing if necessary. A defensive spell like Mana Shield
also comes in handy. After you have disposed of the Warlord and his
men, you will be able to loot his treasure, which includes 2 sets of
magical armour and 4 magic weapons. Not bad. He won't be needing them
anymore anyway....
14Lachdanan - Lachdanan himself will initiate this quest, and he can be
found standing still on level 14. He is a Steel Lord/Blood Knight type,
so your first instinct will likely be to attack him, which is
fruitless. He'll ask you to get the Golden Elixir, which you will find
in the center of a room on level 15 (I only received this quest once,
and I vaguely remember that the Elixir was on the level below Lachdanan,
but it may in fact have been on the same level, i.e. lvl 14).
15Lazarus - Getting close now...In order to initiate this quest, you
will first have to find the Staff of Lazarus, which is an unusable
item found on level 15, near a strange contraption. Once you have the
staff, you'll have to show it to Cain in town in order to start the
quest. Once you speak to Cain, there will be a red portal available on
level 15, which will take you to another mini-level. Lazarus' lair is
populated with Succubus type monsters, as well as mages. Take your
time, the narrow corridors make it easy to avoid being surrounded. Use
Stone Curse or, depending upon the vulnerability of the monsters as set
out in Part 1 of this FAQ, other offensive spells such as Fireball.
Clear out as much as you can without reading the Books of Vileness
(there are two books on opposite sides of this mini-level). There are
a number of Hellspawn types initially trapped in cages - ripe for a nice
Firewall spell. In order to read the Books of Vileness, you have to be
standing on the teleport pad nearby (which will light up). You will be
teleported into an area with more Hellspawns, which will be again be
vulnerable to Firewall. You'll have to read the second Book of Vileness
as well, and then return to the beginning of the level to step on a
teleport to Lazarus himself. Lazarus surrounds himself with Hellspawns
(hmmm....), including two leaders, Black Jade and Red Vex - flee
to the north or south passageways in order to avoid being surrounded
immediately, and then pick off the Hellspawns when they follow you.
Lazarus will not chase you. Once you have gotten rid of his guards,
Lazarus is quite easy to take out with Stone Curse. He is difficult to
engage in hand to hand with, because he will use Flash spells and
teleport. You're likely to have better success with ranged weapons or
spells. After you kill Lazarus, return through the red portal, which
will have reappeared, and return to town to talk to Cain, in order to
initiate the final quest.....
16Diablo - Diablo is initially trapped in a room, so be sure to take
out all of the other monster on this rather small level prior to
pressing any levers which allow him out. This level is essentially 4
large areas, connected by a passageway in the middle. There will be
lots of Blood Knights and Advocates. Mana Shield is a must for this
level, particularly if you are a mage, and lots of Mana potions come in
handy. If you can cast Golem, try and use one against the mages, but
realize that the Golem won't last long against the Blood Knights on the
level. To help your Golem, cast Stone Curse on enemies near the Golem
and watch him shatter them. Three of the four main areas contain levers
(2 in one area), and the fourth area contains Diablo and yet more
minions. The area with the 2 levers will open Diablo's chamber, so
leave it until you have cleared out the other areas. When you finally
do let Diablo out, you may want to get him to chase you into one of the
other cleared out areas (preferably on the other side of the level). He
tends to get lost following you, so you should be able to sneak back to
finish off his minions (for extra experience points). Diablo casts
Apocalypse spells, which are quite dangerous, so keep an eye on your hit
point level or, if you are using a Mana Shield, your mana level. If
you are luring him away, zig-zagging will allow you to dodge his
spells. Unfortunately, Stone Curse will not work on Diablo. I found
that the best way to take him out was actually to go head to head with
him, keeping Mana Shield up and using spells from a staff (like Fireball
or Lightning), and chopping away. Diablo appears to be vulnerable to
all types of spells, including Holy Bolt, but excluding Stone Curse, as
discussed above.