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.