PART 2 OF 2: My FAQ has grown to the point where I now have to post it in two parts. Additions to this version: - I have added complete walkthroughs to all of the Quests identified in the FAQ (in part 2 of the FAQ) - Additional monsters added, including many 'leader' types. The attributes of well over 100 monsters are summarized in two separate charts. - Additional magical items added. The attributes of well over 100 magic items are now summarized. - Added descriptions of several other Unique items. Revised the item charts to more accurately reflect the potential ranges on benefits bestowed by magic items. Rather than extrapolate the remaining differences between the ranges, I'll try to fill them in through exploring Diablo some more (tough job, hehe) prior to re-posting the FAQ - Added additional books and shrine descriptions. - Hopefully fixed most of the spacing errors. -- DESSLOCK'S DIABLO INFORMATION GUIDE version 0.7 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. ---PART 2 of 2---- 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 separate entrance to 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. Ah, he was a wimp after all..... Enjoy the end game show. Desslock