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Go to the palace and talk to Jerhym. He tells you that the palace has been overrun by foul demons, which is why he hired Greiz's warrior mercenaries to guard the city. The palace guards are too busy protecting the palace from the demons. He also tells you that the bowels of the Palace must be where the entrance to the Arcane Sanctuary of The Summoner must be. The Arcane Sanctuary will also lead you to the
Canyon of the Magi, where the Tomb of Tal Rasha is located.
In the palace, you and your minions will face a lot of long-range projectile slinging undead creatures, like the Horror Archers and
Horror Mages. They are plain annoying since the walls are grates which they can shoot thru while you are busy finding a door to get to them.
If you are too lazy to do so, let your SKELETAL MAGES take them out from a distance with you casting BONE SPEAR and CORPSE EXPLOSION to quicken the process. The other baddies are no problem. Even the hulking
Blunderbore, who will Stun you and your minions if his attack connects, are pretty easy to kill by now.
Eventually, you'll find a portal that leads into the Arcane
Sanctuary. Fortunately, the Waypoint is very close to the portal exit in the Arcane Sanctuary. So, return back to Lut Gholein for healing.
This is gonna be a tough area!
The Arcane Sanctuary has four paths to take. Three of them will lead to goodies and the fourth will have you battling the Summoner (hehe). The monsters here are tough! Suitable defense against Fire is great here.
Specters have good attack ratings, can fly so they don't have to follow the paths and bridges that you are limited to, and a whole pack of them can occupy the same place! Not only that, they suck your Mana!
It's best to let your minions face them and you BONE SPEARing them from a distance so your Magic won't get sucked away.
Hell Clan members are easy to deal with, even without your minions! So, no problem here. Just take them out in melee combat or let your minions do them in. No sense in wasting Mana on them. In fact, it's fun to let your SKELETAL MAGES kill them when you're in a different bridge than the Hell Clans are!
Now, the toughest monsters in my opinion the the Arcane Sanctuary would have to be the Ghoul Lords. They can cast Fire Wall with deadly accuracy, throw Fire Balls with tremendous accuracy and, when they hit you with their melee attacks, they'll absorb some of your Health to theirs! As much as possible, get close to them quickly and kill them as fast as you can! They can be a tremendous bother in large packs of monsters because they can assault you with their Fire spells and the other monsters block your avenues of escape.
The next quest, the Summoner, will finish off the Arcane Sanctuary quest as well.
QUEST V : The Summoner
Available when : you get close to the location of the Summoner in the Arcane Sanctuary
Goal of Quest : Kill the Summoner of the Arcane Sanctuary.
Reward given : Learning the true symbol of Tal Rasha
Recommended Level : 19 - 24
When you get to a certain place, you'll see a new quest pop up.
This means you are close to the Summoner and completing Quest IV as well. You'll also have to face a lot of monsters getting to him. Lead them away from the Summoner and take them out one by one.
To find out how wussy the Summoner is, read my Boss Guide.
After you take out the Summoner, or while in battle with the
Summoner (Yes! He IS that easy to kill!), read the Horazon's Journal. A portal will open, gaining you access to the Canyon of the Magi.
QUEST VI: The Seven Tombs
Available when : talk to Jerhym after Quest I
Goal of Quest : Kill Duriel.
Reward given : passage to Kurast Docks (Act III). Also, you get to see a new movie!
Recommeneded Level : 19 - 24
You can get this quest very early if you talk to Jerhym after killing Randament. But, this is the only time you can do something about it. Anyway, when you talk to Jerhym after Quest I, he will tell you about the Seven Tombs and one of them is the Tomb of Tal Rasha.
Going thru the portal from the Arcane Sanctuary, you will end up in the Canyon of the Magi. Activate the Waypoint here since it's so close. Head back to town and heal up and repair equipment and stuff.
Return via Waypoint and search the surrounding area. You will find seven Tombs of Tal Rasha. Six of them are fake, and only one of them is the one you are looking for. In front of each tomb is a symbol. Look at your Quest Log and you will see the symbol for the True Tomb of Tal
Rasha. When you see it in front of a Tomb, that's the one that will lead you to the final battle of Act II.
But, like before, enter each of the fake Tombs first to build up experience. The bad guys here give a hefty amount of experience, and believe me, you're gonna need it for the Boss of Act II. Besides, the monsters here aren't so tough and each of the fake tombs has a Gold
Chest. In fact, you may want to save and load the game a few times just so you can level up a few times.
When you do decide to enter the True Tomb of Tal Rasha, you'll eventually find an Orifice, where you should place the Horadric Staff in order to unlock the entrance to the burial place / prison of Tal
Rasha and Baal. Once you do so, a passageway will open that leads to the Boss of Act II.
Sadly, you are too late! The Dark Wanderer has already been here and released Tal Rasha / Baal from his prison. In his place, the
Wanderer has left Duriel, I assume is one of the Lesser Evils.
To read why Diablo II players are calling him the toughest Boss in the entire game of Diablo II, refer to my Boss Guide. (PS. I agree with them!)
After the toughest battle yet, and Duriel is down, the cave will start crumbling, revealing a pathway leading to where Baal was imprisioned. You will find the Archangel Tyrael. He tells you that
Diablo / The Dark Wanderer and Baal / Tal Rasha have left for the town of Kurast. They seek to revive the last imprisioned Prime Evil,
Mephisto. Tyrael gives you the holy mission to follow them and stop them before its too late. At this point, a portal leading back to Lut
Gholein will open. Step in.
Say your goodbyes to the townspeople of Lut Gholein and then talk to Meshif. Now that he is able to leave the docks, he tells you that he will gladly bring you to the port town of Kurast.
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3. Act III
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Town/City: Kurast Docks
People : Hralti - Weaponsmith. Repairs your weapons.
Cain - Identifies items for free.
Natalya - Useless NPC.
Ormus - Heals you for free when you talk to him.
Sells specific class weapons (wands for example), potions and scrolls.
Asheara - Has warriors for you to hire.
She also sells weapons!
Alkor - Sells potions.
He's also the one with the GAMBLE feature.
Meshif - Takes you back to Lut Gholein if you want.
QUEST I: The Golden Bird
Available when : You find the Jade Figurine
Goal of Quest : Trade specific items to the townspeople to make them happy?
Reward given : Added 20 points to Life
Recommended Level : 22 - 25
Once you talk to all the townspeople and go for the exit, you'll
SEE THE DARK WANDERER just taking a stroll. When you get close, he dissapears and small demons appear. Kill them off easily, but it does tell you that you are close to the ending, huh?
Enter the Spider Forest. Here, you'll encounter the Fetishes and the Fetish Shamans. The Fetishes with daggers aren't much of a problem because they have to get close to you to attack, but they can wreck havok on your minions, especially the SKELETAL MAGES, since they rely on long-ranged attacks. The Fetishes with blowdarts are worse, 'coz they can pelt you from long-range, across rivers and offscreen. Not only that, they run pretty fast when you get close.
Now, the worse of the Fetishes, the Fetish Shaman. He has a Flame
Breath attack that can wipe out your Life quickly for the unprotected.
Better use the BONE SPEAR rather than get close and risk getting hit by it. By the way, once you kill the top part (actually, the top part isn't real! It's just a doll that the lower Fetish is using to fool the other Fetishes to follow him! So, you cannot ressurect the Fetish
Shaman corpse), there will be another Fetish that you have to kill!
While in the Spider Forest, you'll eventuall kill a Special
Monster (Unique or Champion) which will drop a Jade Figurine. Well, you have no use for it, right? But, maybe Deckard Cain can identify it's use.
Once back in Kurast, talk to Cain. He'll identify it as... a statue. That's it? What the hell am I gonna... oh, wait... Cain then tells you that on your way to Kurast from Lut Gholein, Meshif mentioned to Cain that he (Meshif, that is) collects statues like the one you've got. So, go have a chat with Meshif.
Showing the Jade Figurine to Meshif, he's happy 'coz now he finally completed his collection of Jade Figurines. In return for the
Jade Figurine, Meshif trades it for a Golden Bird statue. Now, you still have no use for this, so go show it to Cain.
Cain takes a look at the Golden Bird statue and remembers a story about a great man who died and was cremated. His ashes were put in a statue just like the Golden Bird. So, what now? Alkor may have a use for this, so go to his tent and show him the statue.
Alkor takes the statue from you and tells you to return in a while. He's going to make a potion from the ashes inside the Golden
Bird. Talk to him again and he'll give you a Potion of Life. Drink it down and you'll get 20 points to Life permanently.
That's it! Lame quest, wasn't it?
QUEST II: Blade of the Old Religion
Available when : After Quest I, talk to Hralti
Goal of Quest : Retrieve the Gidbinn.
Reward given : Random Ring and a free Mercenary
Recommended Level : 23 - 26
Hralti tells you that the barrier that is currently protecting the
Kurast Docks is getting weaker and weaker as time goes by. It isn't going to last for long. The only thing that will strengthen it again is the Gidbinn, a legendary weapon with mystical properties. Ormus will use the Gidbinn's powers to reinforce the barrier.
Back in the Spider Forest, find the Spider Cavern. It's filled with Spiders (Duh!) and has a Gold Chest. Clear out the Spider Cavern for good experience. You can also try out getting a mercenary from
Asheara to be impressed with his skills in killing them. Watch out, tho! If he gets poisoned, he's dead for sure!
Pass the Spider Forest, enter the Great Marsh. Explore the area and you'll eventually find a Gold Chest in the area as well. Watch out for Gloam, who has a Lightning Spell. Not only that, the Gloam is hard to see. You can see him while invisible by looking at the light radius surrounding him. Also, watch out for River Stalkers. They are hard to hit with melee weapons, but projectile attacks work well on them!
After the Great Marsh, you'll go to the Flayer Jungle. You'll meet the Flayers, brothers of the Fetish, but much tougher. Also, you'll find the Swampy Pit. The Swampy Pit isn't needed to finish anything, but that OK. You can get a whole lot of experience here.
The Flayer Dungeon is also located here, and you'll need to remember the location 'coz you will need to go there for the next quest.
Anyway, continue searching the the Flayer Jungle, and the Gidbinn will be found in a village. But when you touch it, the Gidbinn burns up and then Rat Men and a Unique will appear. Kill them off, especially the Unique because he's the one carrying the real Gidbinn. Redeem the
Gidbinn and return to Kurast Docks.
Back in town, give Ormus the item and he will use the weapon to reinforce the barrier. For a reward, Ormus will give you a ring (Random abilites. Save the game and copy the file to a different folder. Replay the game. If you don't like the ring, simply exit the game and then copy the save game back to the save directory of Diablo II.) and you can go talk to Asheara to get a free mercenary volunteer (or not if you don't want to).
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