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This site was uploaded 07/12/2000

last time updated 25/11/2001

DIABLO 2 QUESTS

Act I Quests

Den of Evil
This will be your first given quest. You will be given this quest by Akara, the leader of the religious group, the Sisters of the Sightless Eye. Your task is simple, go through the Blood Moor to the Den of Evil and rid it of all monsters that inhabit it. The Den of Evil can usually be found in the middle of the Blood Moor, and appears as a cave level. Inside the Den of Evil, you will find nothing more than the monsters that are found in the Blood Moor, which are Fallen, Fallen Shaman, Gargantuan Beats, and Zombies. After venturing into the Den of Evil and killing a lot of its monsters, a message will appear that you have X amount of monsters left to kill. After you do kill every monster in the den, a white light will spread through it, and you can go back to Akara and claim your prize, which is an extra skill point that you may use for any of your skills, which can be very handy. The den is a great place for beginners to start building up there character with experience, so don't try to pass the quest up.



Sisters' Burial Grounds
The Blood Raven quest is given to you by Kashya, the military leader of the rogues. Blood Raven is a nasty, evil rogue gone bad, and it is up to you to put a stop to her evil doings. You must go beyond the Cold Plains, and into the Burial Grounds to battle with her. She is very fast and has the power to raise the dead. She is surrounded by her undead army of skeletons and hungry dead, which is a zombie class. You must be careful when dueling with her, for she is very quick, and it is wise to keep a couple of stamina potions around so you can keep up with her. When you reach the cemetery, you will hear her voice call out to you, "Join my Army of the Dead" or "My army will Destroy you." If you are not careful, you will be apart of her army of the dead. After defeating her, a bright light will fill the cemetery and will kill any of the remaining monsters of her army. She will drop an item, which is usually a superior classed item. You will now find your way back to Kashya, to claim your reward, which is the use of her rogues.



The Search for Cain
Given to you by Kashya, you must return to the to Tristram, the town of Diablo I. Your quest has multiple parts to it. You must first travel to the woods of Tristram, and retrieve a scroll from Tree of Inifuss. You must touch the tree for the scroll to drop from its limbs. Once in your possession, you must go back to rogue camp and give it to Akara, the leader of the group. Now Akara will explain to you how to proceed with the second part of your task, which is opening a portal to Tristram and rescuing your friend, Deckard Cain. You must now travel to the Stony Plains, where you find a group of big rocks that form a circle. After touching each of the rocks, a red portal will open, and you will now be transported to Tristram to rescue your long-time friend. You will find that the town has been overrun by monsters, and buildings have been put into flames. After finding Cain, you will lead him back to the rogue camp. Your reward is that Cain will perform his exact services from the original Diablo, which is identifying your items.



Forgotten Tower
This quest is optional, and is given to you from an old book found on an altar, which is deep in the wilderness of Marsh. If wish to read the book, you will be told of an evil tower that has crumbled and cannot be repaired. When finding the tower, which is revealed upon finding a secret room, you will have to battle your way through four levels of monsters. After you fight your way through the monsters, you will go to the fifth and final level to discover an evil countess, which has taken over the tower, only to make as evil as ever. You must defeat the countess, and you will be rewarded by a random item.



Tools of the Trade
This quest is similar to the Anvil quest given by Griswold in Diablo. Given by Charsi the blacksmith, your task is simple. Find and retrieve the Horadric Maulus. You will have to venture off to find it, but that task is not as simple as one, for it is guarded by a nasty and evil monster. You must first kill this foe before getting the Horadric Maulus. After retrieving the Horadric Maulus, you have two options. You can either keep as a weapon, or Charsi can use it to upgrade one of your items into a magical item.



Sisters to the Slaughter
This is the final quest of act one. You must defeat Andariel. She will not be an easy foe, and is probably the nastiest monster of the act. You will be given the quest by Cain, and it is required to go on to Act II. You will find her in the deep parts of the monastery and will not be easily found. You will know when you find her because she is surrounded with creatures. This will be a true test of your skill and knowledge. After finding and defeating Andariel, you will have to go to Warriv, the caravan leader, who will lead you East to Lut Gholein. Cain will also come to Act II with you.

 

Act II Quests

Radament's Lair
The sewers beneath the city of Lut Gholein have become infested with a terror that steals away the city's citizens by night. This danger has already claimed the family of Atma, the proprietor of Lut Gholein's largest tavern. She implores you to track down the source of this evil and root it from its lair. The sewers can be accessed either by a trap door in the northeast part of town by the mercenary captain Griez, or by the dockyard entrance near Warriv. Either way, you'll have to fight your way through several chambers full of burning Dead and Archers. Once you reach the Radament's lair, clear a path to him through his minions and concentrate your attacks on him. If you have any poison resistance items, it'd be a good time to wear them, since the Radament can poison you. Once he's dead, grab the Book of Skill he drops, then search a nearby chest for a Horadric Scroll. Return the scroll to Cain, and talk to Atma to get lower prices at all the town's merchants.



The Horadric Staff
Upon taking the Horadric scroll from the Radament's lair, Cain will examine it and determine that the way to unlock Baal's tomb is to unite the two pieces of a Horadric Staff using an artifact known as the Horadric Cube. This is quite a lengthy quest, and you may complete many of this act's other quests while working on this one. You must collect the Horadric Cube, the Horadric staff shaft, and the Horadric staff head.

The Cube is located under the sand dunes beneath the Dry Hills. Go to that area and locate the entrance to the Halls of the Dead. On the third level you must defeat a boss monster and claim the cube.

The Shaft is hidden in the bowels of the Sand Maggot's Lair, which can be found in the Far Oasis. Venture down to the disgusting third level of the lair and do combat with the giant worm that resides there. After you've beaten its brains out, grab the Horadric Shaft and get out of there.

The final piece of the Staff is the Claw Viper amulet, which can be found on the second level of the Claw Viper Temple. To get there, travel through the Far Oasis, to the Lost City, to the Valley of the Snakes. Defeating the boss guarding this treasure can be difficult, so take along some extra potions for the ride. Once you have all three pieces of the quest, put the Shaft and the Amulet in the Horadric Cube, then use the Cube's transmutate ability to join them into the Staff. Stash the Staff in your locker for safe keeping until you're ready to finish this act.



The Tainted Sun
Upon entering the Lost City area, the sun will dim as an unscheduled eclipse blots it out, shrouding the entire world in shadows. If you return to the Lut Gholein, you will discover that this disturbing event is likely due to a temple being raised in the Temple of the Viper. You need to go there anyway to retrieve the Viper Amulet for the Horadric staff, so you might as well kill two birds with one stone. Travel through the Lost City and find the Temple of the Viper. Dig deep into its depths and find the Viper Template, guarded by a room chock full of creatures. Destroy the Template to get the Viper Amulet and dispell the foul magic holding back the daylight.



The Arcane Sanctuary
Drognan will tell you of the mightiest of the Horadric mages, Horazon, who built an Arcane Sanctuary so that he could pursue his studies in peace. This, he thinks, might be a good place to look for information on Tal Rasha's Burial Chamber. He also mentions that Lord Jerhyn would like to have a word with you, and that it might be related.

Indeed, once you find Jerhyn he confesses the reason why his Palace has been closed to the public. A portal to the Arcane Sanctuary has opened up in the Palace cellars, and hellspawn have been steadily pouring out and wearing down his Palace Guard. You must fight your way through the beseiged Palace and enter the portal to destroy the source of these monsters. This will involve wading through a lot of monsters as you go through the Palace Harem, the Cellars, and finally go through the portal to the Arcane Sanctuary itself, where you must seek out Horazon.



The Summoner
This is a very short quest that basically involves destroying the Summoner, which is all that is left of the great mage Horazon. Once you destroy him, read his journal to discover the arcane symbol that flags the true temple of Tal Rasha, hidden deep in the Canyon of the Magi. A red portal will open, giving you access to the previously inaccessible area.

Warning: Do NOT save and exit your game at this point without going through the portal and activating the nearby waypoint. There is a bug in the game that will prevent the red portal from reappearing if you save and exit first, thus breaking the level and making it impossible to proceed.




The Seven Tombs
Finding Baal before Diablo does requires you to locate Tal Rasha's tomb where Baal is locked in a constant struggle with the Horadric mage imprisoning him. To access the burial chamber, you must take the completed Horadric Staff to Tal Rasha's tomb in the Canyon of the Magi (thus you must have completed all this act's other quests first). There are actually seven tombs in the Canyon of the Magi, six of which are false leads designed to wear you down. The correct tomb is marked by the symbol shown in the Summoner's journal, so enter that one and fight your way to the room with the slot for the Horadric Staff that Cain described.

Place the staff in the slot and watch the fireworks as the entrance to the burial chamber is opened. It'd be a really good idea to cast a town portal now, since you'll probably die a few times in the coming conflict. The portal will allow you to take a short cut back to this area when you respawn in town. Inside the burial chamber you must defeat Duriel, a large maggot creature who is very tough. Thaw potions come in handy against him, but there's no easy way past him.


 

Act III Quests

The Golden Bird
At first, there doesn't seem to be much to do in Kurast, but once you wander out into the wilderness you'll trigger your first quest. Fight enough monsters and you'll soon find a Jade Figurine. Taking this Figurine back to Cain and showing it to him will prompt him to show it to Meshif, who has been known to collect such treasures. Meshif will exchange the figurine for a Golden Bird statuette. Cain will then tell you to take the bird to Alkor, who may be interested in the ashes it contains. Alkor will take the bird and use its ashes to brew a potion that adds 20 life points to your stats, permanently.



Blade of the Old Religion
The enchantment that holds the jungles surrounding Kurast is weakening, and if it falls the city falls with it. To remedy this threat, Hralti needs the holy Skatsimi blade called Bidbinn, so that he may harness its mystic powers to reinforce the protective spells. You will find the blade in the stubby little hands of a Pygmy in the Flayer Jungle. You will actually encounter an entire village of these little monsters, and must kill the one wielding the blade.



Khalim's Will
This is the main quest in Act III, and definitely the longest and most difficult. You will probably complete the other quests before completing this one. Mephisto has taken control of the Zakarum priests, and is using a device known as the Compelling Orb to boil their hatred over and turn them against the citizens of Kurast. A stout and powerful artifact, the Orb can only be destroyed by an artifact of equal power: Khalim's Will. You must, however, reconstruct this weapon by gathering the organs of the one priest who was able to withstand Mephisto's perverting influence.

The first organ, the Eye, is hidden in the Spider Cavern, found in the Spider Forest (note that there is also a dungeon in that area called the Arachnid Lair, so don't confuse the two). The Brain of Khalim is deep in the Flayer Dungeon within the Flayer Jungle. The third component, the Heart, is in the bottom of the sewers, which can be accessed through either Upper Kurast or the Bazaar. Finally, you must retrieve Khalim's flail by slaying one of the members of the High Council, which can be quite a chore. Once you have all four components, combine them in the Horadric Cube to create Khalim's Will.




Lam Esen's Tome
Alkor believes that an ancient tome written by the priest Lam Esen may be of some aid in the battle against the Three. This book is buried in the Ruined Temple, a dungeon that can be found in either the Upper Kurast, Bazaar, or Causeway areas. Find it and defeat the guardian of the Tome and return it to Alkor. Talk to him again to get five attribute points you can add anywhere to your stats.



The Blackened Temple
This is a relatively straight forward quest: kill all the members of the High Council and smash the Compelling Orb with Khalim's Will. The Compelling Orb can be found in the Travincal area. Simply equip Khalim's Will and attack it to destroy it. This will then open a stairway down to the Temple's Guardian Tower where Mephisto is imprisoned.



The Guardian
It couldn't get any simpler than this: Kill Mephisto. Of course, you'll have to fight your way through several very tough bosses and other enemies to get to him, and he's more than a handful himself. Keep pounding on the Lord of Hatred until he goes down, then return to town and ready your supplies before heading through the portal into the very shores of Hell itself.

 

Act IV Quests

The Fallen Angel
This is one of the more tragic stories in Diablo II, and you must play a bit part in it. The angel Tyrael describes one of the late champions of Pandemonium Fortress, Izual, who led an assault on Hell itself, and paid a terrible price. Izual was cast out of both Heaven and Hell, and possessed by a creature dredged up from the pits of hell for the singular purpose of torturing and imprisoning him. Tyrael feels that Izual's crimes have been fully paid for by ages or torture, and charges you with finding and releasing him. You must track down the tortured soul on the Plains of Destruction and destroy him. Once you do so you will receive two skill points to use as you see fit.



Hell's Forge
While Mephisto's Soulstone still exists, the Greater Evil still has a foothold in the mortal world. You must destroy it to lock him out of your world altogether, and doing so will require you to travel to the Hellforge and strike the Soulstone with the mighty hammer found therein. Trek across the Plains of Despair and into the City of the Damned, until you finally enter the Hellforge. There you will fight Hephasto and all his minions. Once they are defeated, equip the Hellforge Hammer and click on the Hellforge. This will destroy the Soulstone and give you a nice shower of precious jewels.



Terror's End
You knew it would eventually come to this, right? You must defeat Diablo himself in his own lair to vanquish him forever and avenge all the lives he has taken and misery he has sewn. Travel to the River of Flame and make sure to activate the nearby waypoint. Crack open the five seals in Diablo's lair to bring the Lord of Terror to you. Unfortunately, some of his cronies will show up first when you break some of the seals, so you'll have to take them out. Diablo is super tough, so taking him down is going to require some real effort and a lot of coming back from the dead. But it's worth it.