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- DIABLO FAQ WITH ALL QUEST WALKTHROUGHS.
- BY CHOOKZ.
-
- 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
-
- 2 Spells
-
- 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.
-
- 3 Item 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 +33-40 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
-
-
-
- 4 Shrine 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
-
- 5 Books
-
- 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 Blind Initiates "Halls of Blind" quest
- Book of Blood Initiates "Valor" quest
- Book of Vileness Teleports 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 Conflict Provides 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 Three Provides more history on Baal, Mephisto and Diablo
- Wages of Sin are War Provides a history of the Demons' war on earth
-
- 6 Quest 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).
-
- 1 The 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.
-
- 2 Poisoned 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.
-
- 3 Skeleton 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.
-
- 4 Tavern 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.
-
- 5 Gharbad 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.
-
- 6 The 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).
-
- 7 Valor - 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.
-
- 8 Chamber 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.
-
- 9 Halls 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.
-
- 10 Zhar 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.
-
- 11 Black 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....
-
- 12 Anvil 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.
-
- 13 Warlord 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....
-
- 14 Lachdanan - 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).
-
- 15 Lazarus - 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.....
-
- 16 Diablo - 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.
-
- Now that is one hell of a kick ass game.
- mail me with anything I have missed...
- "huoncan@southcom.com.au"
-
- CHOOKZ.
-