Diablo 2 Walkthrough

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    DIABLO 2 WALKTHROUGH

    ACT 1

    You will start off the first act in the Rogue Encampment. Get to knowit well, this is where you'll be coming back to many time. Basically, this isyour "town" where you can buy things, get healing and tips, as well as questhelp. This is a safe haven, so if you need to retreat, you can run here.(Note:Poison damage does not stop, even in town).

    ======================(1) Rogue Encampment NPCs:

    Warriv - He is the person you first talk to when you start the game. He doesnot provide an important purpose early on, but when you complete Act 1, hewill offer to take you east (to Act 2). You can find him in the center ofcamp, near your private stash.

    Kasha - She is the military leader of the Rogue sisters. While she does nottrust outsiders, she has begun tolerate them. However, after you gain hertrust, she will allows you to hire some of the Rogues as an party helper. You

    find her just a bit east of Warriv.

    Akara - She is the spiritual leader of the Rogue sisters. She is a much morecalmer person then Kasha. While she does sell magical weaponry, scrolls, andpotions, you will want to come to her for the free healing she provides. Youfind her in the northeast corner of the camp.

    Charsi - She is the blacksmith of the Rogue sisters. She sells variousweapons and armors. She also does sell magically enhanced weapons and armor,but they are most likely too expensive for you this early. She also doesrepairing for your items. You find her in the northwest corner of the camp.

    Gheed- He is a merchant who decided to take camp with the Rogues instead ofrisking his life in the wild. He also sells weapons and armors. But hisspeciality is "Gamble" which will allow you to buy unidentified (but veryexpensive) equipment. Do so at your own risk, you might end up paying forworthless equipment. You find him in the southwest corner of the camp.

    Deckard Cain - He is the leader of the ruined Tristam as well as the lastliving Horadrim mage. He only appears in the camp after you save him. He willgive excellent advice on quests, as well as identifying any items in yourinventory for free. He appears in the center of camp, near Warriv.

    ==================Quest1: Den of Evil

    To activate: Talk to Akara.

    Reward: An extra skill point for your skill tree.

    This is an easy quest to start off the game. You may want to run around inthe Blood Moor to gain some experience. Feel free to run back to camp as muchas needed for healing and repairs. After you feel that you can handle thisquest, search the Blood Moor for the entrance to the Den of Evil (if youhaven't already found it). If you meet up with a rogue named Flavie, you havegone too far. She warns you that the next area is too much for your level.You can choose to go on, but it will delay you from finishing the quest.

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    First things first. Once you find the Den of Evil, enter. You'll findyourself in a cave. Go through the cave and kill all the monsters you find.If you find groups of Fallen, make sure to take out any nearby Fallen Shamans(they will revive the Fallen you've killed, wasting your time) first. Also,make sure to watch out for the unique zombie somewhere in the cave (CorpseFire). Meeting up with him may be hard, as he is backed up by many "minion"Zombies. Make sure to take them out first, to avoid being surrounded. Whenthe amount of monsters in the Den of Evil reaches 5, you will get an updateto your Quest Log. Finish off the last five monsters. The Den of Evil willnow shine with light. Run back to the Rogue Camp and talk to Akara. You willget another skill point for yourtroubles.

    Quest2: Sisters' Burial Grounds.

    To activate: Talk to Kashya, after finishing the Den of Evil quest.Reward: A Rogue mercenary, as well as the ability to hire new ones fromKashya.

    Right after you help Akara, Kashya will have a quest for you. She will talk

    about the raising of dead in the Monastery Graveyard. Nothing new there. TheGraveyard is in the Cold Plains. If you have no idea where that is, go backto where Flavie is. She'll be more accepting in letting you through. Beware,there are new monsters to contend with, such as Dark Rogues and groups ofFallen. Hopefully, near the entrance to the Cold Plains, there should be awaypoint nearby. Activate this, so you can quickly retreat to the RogueEncampment for quick healing and repairs. Search around until you find theentrance to the Burial Grounds.

    It is a small area, but very deadly to the unwary player. Kill as many of thezombies and skeletons as you can. That will help a bit, but be warned, BloodRaven is nearby and can raise new undead monsters. Run around the fence untilyou find an open exit. You don't want come in the wrong way, through manyenemies. As you reach the center, you will find Blood Raven.

    You shouldn't focus on the little zombies. But if they become a problem,start hacking them down. But mainly, stay with Blood Raven. Try your best toavoid her arrow shots. If she starts running, run after her. Make sure youhave a town portal. Her fire attack can hurt you quickly. If your healingpotions run out or are too slow, catch a breather. If you are into meleefighting, try and force her against a wall, or in a corner, then hack away.If you use spells or ranged weapons, fire back, but run around every so oftento avoid her attacks. When she is defeated, she'll explode into a brightlight, and kill all the nearby undead monsters. Grab the treasure she dropsand head back to town.

    Talk to Kashya and get a Rogue mercenary. She will also allow you to hire new

    ones. However, if you are up for some extra fighting, go back to the BurialGrounds. In the north and south sides of the Grounds are entrances to theCrypt and Mausoleum. While there are a lot of monsters in here (as well assome Unique ones), there is a special glowing chest at the end which givesyou a lot of gold and special equipment. The treasure is worth it to venturedown.

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    Quest 3: The Search for Cain

    To activate: Talk to Akara after finishing the Sisters' Burial Grounds quest,or find the Tree of Inifuss in the Dark Wood.Reward: Rescuing Cain.

    Make sure youre prepared for this. You'll do some walking. Go back to theCold Plains, but now find the entrance to the Stony Field. You may find theCairn Stones along the way, there is nothing you can do with them yet though.Search around until you find the entrance to the Underground Passageway. ThePassageway is pretty long, so watch out, there are many enemies to contendwith. Once you are out though, you will be in the Dark Wood.

    Search for the Tree of Inifuss. You may run across an Unique monster, so bewary. Take him down. Click on the tree when you find it, you will get theBark of Inifuss. Find the Dark Wood waypoint or use a town portal to go backto the Rogue Encampment. Talk to Akara, and she will decipher the runes foryou. She will give you the correct way to touch the Cairn Stones (the ones inStony Field). Go to the Cairn Stones. You have to follow the directions inthe scroll Akara gave you exactly. If you have no idea, just randomly touch

    stones until they all glow (I don't think there is any difference). Whendone, a portal will appear and a way to Tristram.

    Tristram is a very small area, but is swarming with monsters. There are a fewUnique ones running around so watch out. You may end up quickly overwhelmedand dead. You also may find Griswold walking around. You should save him forlast, as he the hardest monster in Tristram. If you don't feel like fightingthe monsters, run to the center of town and save Cain. Also, on the west sideof Tristram, you can find Wirt's body. Click on it to get his leg as well aswhole bunch of coins.

    Cain will save himself, so don't worry. Go back to the Rogue Encampment andtalk with Cain to gain important insight into your journey.

    Quest4: The Forgotten Tower

    To activate: Find the Moldy Tome somewhere in the Stony Field.Reward: A whole bunch of money.

    Hopefully when you were running around the Stony Field, you found the MoldyTome. If you haven't, go back and read it. Once you read it, the quest willbecome official. Don't count on a lot of help from people in the RogueEncampment.

    You will find the Forgotten Tower in the Black Marsh area. Just run arounduntil you find it. The Forgotten Tower is five levels deep and you will fighta group of champions or unique monster on each level, so be wary. Keep on

    pushing down, using town portals when you need healing. The levels arestraight forward, so you should not having trouble finding the way toward thenext level.

    When you reach the lowest level (level 5), prepare for a fight with theCountess. She's a big user of fire and she will use Fire Walls. You'll needto stay on the case and run around. If you need a breather, run out of theCountess' room. She will not follow. You may have to hack your way through afew enemies to get to the Countess. If needed, lure them out in order to makeit easier to reach the Countess. Rush in on the Countess and attack her with

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    all you've got. Once she's gone and taken care of, help yourself to all theriches. A great bunch of plundering, I say.

    Quest 5: Tools of the Trade

    To activate: Talk to Charsi after finishing the Forgotten Tower quest.Reward: Charsi will imbue an item of your choice (with some restrictions).

    Seems to be no rest for you. Right after hauling that money from theForgotten Tower, it seems Charsi will have a quest for you. She left hersmithing hammer, the Horadric Malus, in the Rogue Monastery when she fledfrom the corruption. The Monastery is located in the Tamoe Highlands (you'llfind the entrance to it in the Black Marsh). Once you enter, make sure toactivate the Outer Cloister waypoint. You may be using it often. TheMonastery is swarming with enemies, so take them out before you advance on tothe Barracks (where the Malus is located).

    When you do find the Horadric Malus in the Barracks, you'll also find aUnique monster protecting it, The Smith (shades of The Butcher). He is one ofthe harder Unique monsters you'll face, so unless you've been advancing

    levels a lot, you may find yourself running away. Don't take any chances.Take down the surrounding monsters first off. Use potions a bit earlier thanyou need them, the Smith hits for a bit of damage each time. If you need too,run back to the waypoint and heal up. The Smith will be at the same life youleft him.

    Once The Smith is down, grab the Malus and go back to the Rogue Encampment.Return it to Charsi and she will offer to imbue any item of your choice foryou. Save this ability for the later Acts. You'll most likely end upreplacing your Act 1 equipment in Act 2, 3, and 4. Don't worry, you canalways come back.

    Quest 6: Sisters to the Slaughter

    To activate: Talk to Cain after you finished the Tools of the Trade.Reward: Access to Act 2.

    The last quest of the Act 1. You will end up delving deeper into the RogueMonastery. It doesn't get any easier, so prepare with extra town portalscrolls. Go back to the Rogue Monastery.

    Finish off the Barracks and go into the Jail. The Jail has three levels. Oneof the bigger annoyances of the level is that monsters can shoot through thejail bars at you. While this isn't a big loss for ranged attack users, meleeattackers like the Barbarian will find themselves annoyed quickly.

    Pass through the Jail and into the Inner Cloister. You'll meet up with a

    Unique monster along the way, so prepare well. Activate the Inner Cloisterwaypoint, use when needed. Get through the Inner Cloister to get into theCathedral. Push your way through it (you may run across Bone Ash, a uniqueBone Mage).

    Once past the Cathedral, you will enter the last part of the Monastery, theCatacombs. You'll face tougher battle, make sure to use that Catacomb Level 2waypoint. Make sure to get ready for the biggest battle so far. When youreach the entrance to the Catacomb Level 4, recheck everything. Enough

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    potions? All your equipment repaired? A town portal ready just in case? Ifyour okay, go down.

    Level 4 is a small one, but has the boss of Act 1, Andariel. Don't go intoher room until you've cleared the other rooms. If she does get out of herroom, prepare your battle strategy. Will you run around and fire at her? Goup to her, throw caution in the wind and hack away? Or hit and run? Watch outfor Andariel's attacks. She will completely destroy the unprepared low levelplayer. Andariel's hits will also cause you to affected with poison, so beprepared with antidote potions or equipment with poison resistance. Mostlikely the poison will kill you if Andariel's hits don't. Don't be afraid torun back to town, you may need to over and over. If you can make the best useof your character's abilities and have a little luck, you'll be able to getpast her and into Act 2.

    =====Act 2 - Welcome to Lut Gholein, the city in the desert. This is much biggerthan the Rogue Encampment, so don't get confused. Use your automap to findthepeople you can talk to from the normal townsfolk. You will start in the south

    end of town, in Warriv's caravan. Town portals will be in the northeast partoftown. You can find your private stash in the center of town. If you ever wishto go back to Act 1, talk to Warriv.

    ================Lut Gholein NPCsWarriv - He kept his promise and took you along with him from the RogueEncampment. He doesn't play as big of a role anymore, but you can talk to himif you want. He provides access back to Act 1 if needed. You can find him inthe south east part of Lut Gholein.

    Kaelan - Don't talk to him for conversation. Either he'll be blocking accessto the palace or greeting you as you enter. He does not provide any questhelp. You can find him near the palace in the south west part of Lut Gholein.

    Jerhyn - He is the leader of Lut Gholein. Somewhat young, he is very matureand does he best to keep the city under control in the crisis. He will giveimportant quest information as well a few quests. Gain his trust and you canenter the palace. You can find him near the palace in the south west part ofLut Gholein.

    Elzix - A former bandit, he now runs a small inn in town and lives a peacefullife. He sells some equipment and also provides the Gamble option for you, ifyour feeling risky. You can find him in the west part of Lut Gholein.

    Griez - Griez is the commander of the mercenary group that protects Lut

    Gholein from attack. He has heard of your feats and is willing to let youhire some of the extra mercenaries for your assistance. You can find him inthe north west part of Lut Gholein.

    Drognan - Drognan will fulfill all your magical needs, selling magical wandsand staffs as well as selling scrolls and potions. He is also veryknowledgable of the desert and helps to progress in many Act 1 quests. Youcan find him in the north part of Lut Gholein.

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    Atma - She runs the local public house. However, she has been personally hurtby the recent invasion of monsters, as she has lost her husband and son tothem. She is a very nice person, in spite of the tragedy. You can find hernear the pub in the north east part of Lut Gholein.

    Geglash - A drunken warrior. Not very useful for quests or conversation buthe is known for picking fights. You can find him inside the pub in the northeast part of Lut Gholein.

    Meshif - The captain of a ship which has been moored in Lut Gholein. Sincethe monster invasion, he has been waiting for the clearance to leave and setsail. He eventually will be the one to take you across the sea to Act 3.

    Lysander - The nearly deaf potion maker. While he does have some good advice,his main purpose to provide you with potions. You can find him in the centersquare of Lut Gholein.

    Fara - She serves as a smith to you, repairing any items. She also sellsvarious types of equipment. Fara also gives free healing when you talk withher. You'll be coming to her often. You can find her in the center square of

    Lut Gholein.

    Deckard Cain - He comes with you from the Rogue Encampment determined to helpyou in your quest to kill Diablo. He still provides the usual freeidentifications and will provide very useful quest information. You can findhim in the center square of Lut Gholein.

    ======================Quest1: Radament's Lair

    To activate: Talk to Atma.Reward: Book of Skill and the Horadric Scroll.

    While everything looks peaceful in the city, below the city, a great evillurks in the sewers. People all over the city will tell you to go visit Atma,which you should do.

    Atma will talk about the loss of her husband and son, to a monster known asRadament. She will plead with you to go down and kill him, to bring some sortof revenge to their deaths. First off, you have to find the entrance to thesewers. You can either use the main entrance in the docks area, or use thetrapdoor near Griez.

    The sewers are a big area and you may find yourself under attack from allangles. If needed, run back to the surface for healing. Do your best toexplore carefully and make sure to check everywhere. There is a waypoint onthe Sewers Level 2, make to use it. Watch out for the new enemy type,

    mummies. They may look like zombies, but when they die, a poison cloud comesfrom their dead body. Let it dissolve so you can avoid being poisoned.

    As you progress through the sewers, you'll know when your towards the end.When masses of skeletons and mummies attack you, you can get your way throughthem, but when you notice them being revived (as well as the black shots),that's how it can become overwhelming. If possible, use cold attacks tofreeze the monsters and then shatter them, destroying the corpse. Anecromancer could take the corpse before Radament can. However, the quickestway is to create a path to Radament and kill him. He has a few tricks up his

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    sleeve, such as his poison breath. Make sure to use caution, as he can createmonsters to attack you from behind.

    Once Radament is dead, he will drop the Book of Skill (and kill any nearbyliving monsters). Take the Book of Skill and read it for an extra skillpoint. A special glowing chest should be nearby. Open it and get the HoradricScroll,as well as the way to the next Quest.

    Quest2: The Horadric Staff

    To activate: Talk to Cain while you have the Horadric ScrollReward: The Horadric Cube and The Horadric Staff

    This will be one of the biggest quests you'll go through, since you will haveto run through many areas of the desert. And this is also one of the mostrewarding quests, since you get the Horadric Cube, which will be needed inorder to complete other quests. But first, you need to get the three itemsrequested by Cain.

    You can get the items in any order, but the best way is to do them in the

    order you find them. So, go to the Dry Hills. In the Dry Hills area, youshould find the entrance to the Halls of the Dead. The Halls of the Deadcontains the Horadric Cube, 1/3 of the requirements. The Halls of the Deaditself is easy to get through, but watch out for greater mummies, who areusually protected by many undead followers. As you saw with Radament, greatermummies can revive fallen undead monsters. So, take out the greater mummiesin the area before going after the skeletons and mummies. On the lowest levelof the Halls of the Dead (level 3), you'll find the chest with the HoradricCube, but you'll have to get past Bloodwitch the Wild (a unique cat monster).The best strategy is to take the minions out first and to avoid gettingsurrounded. After they are gone go after the leader. When its all clear, grabthe Horadric Cube (you can go back to Cain if you need a bit more informationon the Cube, he'll even give you a few other uses for it).

    Continue on to the Far Oasis, which has the Sand Maggot Lair somewhere in it.The Sand Maggot Lair is mostly made up of tunnels, so make sure to use theautomap to avoid going in circles. They are narrow, so you'll having troubleavoiding many of the attacks through the usual moving out of the way method.However, the only monsters you'll encounter here are Sand Maggots and theiryoung. On the third level, you'll run across a very large Sand Maggotsurrounded by many other regular size ones. Coldworm the Devourer is thelarge one, but I still advise killing the other monsters in the area beforegoing to him. Coldworm doesn't move, so you can easily hack away at him afteryou've taken care of the other Sand Maggots. Grab the Horadric Shaft wheneverything is done. Only one more piece to go.

    The last piece needed is the Viper Amulet. You'll need to go the Valley of

    the Snakes. You need to go through the Lost City to do this. When you enterthe Lost City, it may instantly turn into night. Don't worry about this toomuch. If you want to hear about it, you can go to town and get the TaintedSun quest. More on that later, get past the Lost City to the Valley of theSnakes. When you find the Claw Viper Temple, prepare well. You may be a bitdrained from the long walk, so go back to Town if you need resuppling. Youshould be able to handle the enemies here, but take breathers when needed asit can get overwhelming sometimes. There are only two levels here, so theViper Amulet is located on the second level. Fang Skin and his minionsprotect the Viper Amulet. The problem with Fang Skin is that he has the Extra

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    Fast and Cold Enchanted bonuses. So he can run around you as well as freezeyou. As always go after the minions first. It is much easier to face a uniquemonster alone, then when surrounded by minions. Try to force Fang Skin into acorner, so he can't run far, but if you are drawn into a melee battle withhim, make sure to have thawing potions to get rid of the frozen penalty whenyou get hit. Once he is taken care of, grab the Viper Amulet.

    Go back to Cain. He will tell you to put the Horadric Shaft and the ViperAmulet in the Horadric Cube. Do so. Make sure you don't have any other itemsin the Cube. Press the Transmute button and watch the two items turn into theHoradric Staff. You can use the Staff as a weapon, but you'll need to use itlater, in order to finish Act 2.

    Quest3: Tainted Sun

    To activate: Go to the Lost City and watch the sun go black. Go back to LutGholeim and talk to the townspeople.Reward: The Viper Amulet

    You could trigger this quest without starting the Horadric Staff quest, but

    why? You'll need to destroy the Evil Altar in the Claw Viper Temple in orderto finish the Horadric Staff in any case. Once the Altar is destroyed, theSun will shine again.

    Quest4: The Arcane Sanctuary

    To activate: Talk to Drognan after finishing the Horadric Staff quest.Reward: Access to the Arcane Sanctuary.

    This quest will delve into the problems of the city of Lut Gholein as well asfurther your way to finding Tal Rasha's Tomb. Drognan will tell you to visitJerhyn in his quest speech, so do that. Jerhyn will allow you access into thepalace now, but will warn you that it is not safe. Monsters run through thepalace, and the Harem guilds which were in the palace for safety ended upbeing killed.

    The upper levels of the palace are the "Harem" levels. They are mostlydivided up into rooms, with the only access into other rooms being doors. Youcan use this to your advantage. Lure enemies to a door and kill them one byone (shades of the first Diablo). Once you are through the Harem, you'llenter the Palace Cellar.

    The Palace Cellar is a bit like the Jail levels from Act 1. You'll findyourself under attack from skeleton mage bolts and archer arrows through thebarred areas in the level. But, other than that, the layout of the levels isagain like the Harem area. So you may want to use the narrow doorways to youradvantage. But you will also face more ranged attackers so you may need to

    rush into a room to take them out. There are two stairways on each level tothe next one. You can choose either one, they both will take you to the samemap (you may even find the second stairway leading up). On the third level,you will find an unactivated portal, as well as a few Sand Raiders guardingit. The leader of the group is Fire Eye, who has Fire Enchanted attacks andextra speed. Taking him out will allow you to access the portal and theArcane Sanctuary. It is easier to fight the Sand Raiders one by one, so youshould do so. When all the monsters are dead, activate the portal and enterthe Arcane Sanctuary.

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    The Arcane Sanctuary is probably one of the more annoying areas. Most likelyyou will face ghosts and vampires in there (if you don't, you should belucky). The ghosts can fly, so they don't follow the platforms, and the bonemages can attack you from far with their fire walls. Ghosts also quicklydrain your mana, so most of your special abilities will be used up quickly.You may need to use the waypoint at the beginning of the level, feel free touse it as needed. The level itself is also big. There are teleporters you mayneed to use on the way to the Summoner (the end part of the ArcaneSanctuary). The problem with the teleporters is that you may teleport tobecome surrouned by enemies and then killed. Sorceress players should useTeleport if they have learned it, Barbarians can use Leap/Leap Attack aswell. Knowing where your going to be is a much better thing than a randomteleport. At the beginning of the level, you can go in any of fourdirections. In my map, they were not connected (this may or may not vary inyour case, i'm not sure) so you could end up going through all these enemiesjust to end up at the dead end. The only good thing you could get from thatis experience and treasure, but the risks are higher since the enemies aredeadlier. Try your best to get through the Arcane Sanctuary, it isnt one ofthe easiest areas.

    Quest5: The Summoner

    To activate: Find The Summoner in the Arcane SanctuaryReward: Access to the Canyon of the Magi and finding out the True Symbol ofthe Tomb of Tal Rasha

    If you get lucky and find the Summoner (or just stumble upon him), it will bemost likely he'll be surrounded by enemies. It is a much better strategy tolure them away from the Summoner's platform. The Summoner does not leave hislittle platform so you can lure away the enemies in order to make your chargeon the platform easier. Mostly likely when you take care of the first line ofenemies, he'll only be backed up by vampires. You should attack the vampiresfirst, but don't forget about the Summoner. He can use cold attacks whichwill freeze you and leave you open for other attacks. When all is clear, youmost likely can take the Summoner out in only a few hits. You could choose tokill him after you've cleared the first line, but I don't like risks. As itis, the Summoner can deal a lot of damage, but not take it. Once the Summoneris gone,read Horazon's Journal to find out the True Symbol of the Tomb of TalRasha and access to the Canyon of the Magi.

    Quest6: The Seven Tombs

    To activate: Talk to Jerhyn after you defeat Radament.Reward: Access to Act 3.

    Even though you get this quest very early in the Act, you only complete it inthe end (it is the last quest). You will enter the Canyon of the Magi by

    using the portal in the Arcane Sanctuary, but you don't want to keep goingthrough the Sanctuary over and over to go there. So make sure to activate thewaypoint when you find it. Its much easier to use the waypoint then theportal.

    The Canyon of the Magi is a very large area, but the only things you shouldbe looking for are the seven tombs. You'll find the tombs along the bordersof the area. Check your Quest Log to make sure that the symbol you havematches the one of the tomb you are about to enter. They are all called TalRasha's Tomb when you enter them, but the only is truly the tomb. You could

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    go through the other six tombs if you want, but at your own risk. You'll facehordes of monsters as well as Unique monsters. If you doing it for treasureand experience, so be it, but I usually advise finding the true tomb, itshard enough to complete as it is.

    When you match up the symbol in your quest log with the pillars outside thetomb entrance, that tomb is the correct one. Go through the Tomb until youfind the Horadric Orifice. If you don't find the Horadric Orifice and yoursure you have explored the whole tomb (it is only one level), then you mostlikely entered the wrong temple. Recheck your symbol in your Quest Log.

    Put the Horadric Staff in the Horadric Orifice. This will create an entranceto the Tomb room. Make sure to prepare now, since once you enter, you willattacked by Duriel. A good idea is to have a town portal scroll ready onceyou go in, since Duriel attacks right away. You won't have much time to use atown portal when you are in battle with Duriel.

    Duriel is the boss of Act 2. He isn't followed with any other minor enemies,so he will be the only monster in the room. Unlike Andariel from Act 1, youcan't escape back into the Horadric Orifice room. So your only escape will be

    a town portal. And you will be using them. Duriel is very fast so you can runaway from him for long. He also has an attack which can freeze you. Be readywith thawing potions (or items that lower freeze duration). His close attackcan also hurt you and push you back. The best strategy is not to get tooclose to him and attack from afar with either bow/crossbows or spells. If youdon't have any ranged attacks, you'll have throw caution into the wind and gointo battle hand to hand. However, his attacks will quickly lower your life,so make sure to use potions early and run when needed. Also, once you getback into the battle room right after coming through a town portal, makeanother one. You can never be too careful.

    Beating Duriel will release several special equipment and gems. Also, youwill now be able to enter Tal Rasha's Burial Chamber. However, the only thingyou'll find is Tyrael. Talk to him. After you finish with him, go back to LutGholein. Say your goodbyes to the townspeople and visit Meshif in the eastdocks of town. He will now be able to take you east to Kurast and Act 3.

    =====Act 3 - Kurast was once a beautiful city in the East. However, it now lays inruins, with the only survivors being a handful of people in the KurastDocktown. The only thing defending them from attack is a failing enchantmentand a handful of merecenaries. You'll start off in the south west corner oftown, near Meshif. Town portals will appear near the waypoint in the northend of town. The Docktown is divided up into a few islands connected bybridges. If you ever want to go back to Act 2, talk to Meshif.

    ====================

    Kurast Docktown NPCs

    Meshif - Shocked to come back to find his hometown in this shape, he isalways willing to go back to Lut Gholein when you wish. You can find him inthe south western corner of town.

    Natalya - She is part of an order that hunts down magi who have turned evil.However, her motives are questionable. She is a mystery and much is not knownabout her. You can talk to her for quest information however. You can findher in the east part of town.

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    Hralti - He will be the first to greet you when you arrive in Kurast.However, when you come back, he most likely will back at his smithery. Hraltisells equipment, both regular and enchanted. He also repairs equipment backto full use. You can find him in the north east corner of town.

    Deckard Cain - Helping you along on your quest, he has come with you toKurast. Cain still excels in providing quest information and freeidentification of items. Talk to him whenever you are stumped. You can findhim in the north part of town.

    Ormus - Ormus is a wise person, if you can understand him. He continuallytalks in riddles. But if you ever need help with things concerning the oldReligion, he is the person to talk to. Ormus also provides free healing. Youcan find him in the north part of town.

    Asheara - The leader of the Iron Wolves, Asheara is a strong figure. She isin charge of making sure nothing gets into Kurast, should the defensiveenchantment fail. Talk to her if you ever need to hire a magical mercenaryfor your own use. You can find her in the west part of town.

    Alkor - He lives away from the rest of the town and with good reason. Hisattitude is unbearable to some. If you can gain his respect, he will become abit more tolerable. He sells potion and also provides the Gamble option ifneed a bit of risk in your life. You can find him in the north west corner oftown.

    ======================Quest: The Golden Bird

    To activate: Find the Jade FigurineReward: Potion of Life

    Some people are confused sometimes, since no person gives this quest in town.Well yes, that's true. Right after you arrive in Kurast, greet the peoplethen run out into the jungle. Keep on fighting until you find a Champion orUnique enemy. Kill the enemy and it will drop the Jade Figurine. Go back totown with the Figurine. Go and visit Meshif who will trade the Figurine forthe Golden Bird. Visit Alkor with the Golden Bird in your inventory and hewill turn it into a Potion of Life. You can drink the Potion of Life for apermament +20 bonus to your life.

    Quest: Blade of the Old Religion

    To activate: Talk to Hralti after finishing the Golden Bird quest.Reward: A random rare ring, a free mercenary

    Now begins more exploration in the deep jungle. The jungle is hard to workyour way through sometimes. Make sure to keep your automap on at all times.Make sure to use the pillars as you find them as area dividers. It may besometimes hard to remember which area you are in also, use the automap andcheck on it.

    The Gidbinn (the blade) is located in the Pygmy Village. You will have to gothrough the Pygmy Village for this, so a bit of wandering may be in order.When you do enter the Pygmy Village, the Gidbinn will appear as a new symbolon your automap. Go towards it. If you go up to the Gidbinn and click on it,

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    the Gidbinn will burn. However, there should be a unique monster nearby, withhis minions. He holds the real Gidbinn. Kill him and grab the Gidbinn. Goback to town and give the Gidbinn to Ormus. He will give you a rare ring. TheQuest Log will also tell you to visit Asheara, who will give you a mercenaryfor free (even if you don't want him, so if you like your current mercenary,don't talk to her until you need another).

    Quest: Khalim's Will

    To activate: Talk to Cain after finishing the Golden Bird quest.Reward: Khalim's Will

    This is the big quest which will take you all over the jungle, Kurast, andeven into Travincal. Again, you have to find little bits and pieces in orderto transmute them all into something useful (similar to the Horadric Staffquest in Act 2). You have to find Khalim's Brain, Eye, Heart, and Flail.

    The first part is Khalim's Eye, which is located in the Spider Cavern (withinthe Spider Forest). Only the Spider Cavern, there is another small cave areain the Spider Forest (the Arachnid Lair) which does not have the eye. So look

    for the Spider Cavern first. The Spider Cavern is full of spiders(obviously). Make sure to avoid getting surrounded as they do get verydangerous in groups. Some of them also possess poisoning attacks, which canbe a risk when fighting.

    On level 2, you will find a special chest being guarding by a Unique spider,Sszark the Burning. As the name suggests, he likes to use a few fire attacks.But watch out if you get cursed by him as he is also Extra Strong. Being hitby an Extra Strong monster when you are cursed is not a good thing. WhenSszark is taken care of, open the chest for Khalim's Eye. Return to Cain formore guidance.

    Next on your list is Khalim's Brain, located in the Flayer Dungeon. Lookaround the Flayer Jungle for the entrance. As expected, the Flayer Dungeon isfull of Flayers and Flayer Shamans. Advise caution when facing them. Youshould take out the Flayer Shamans, but their fire breath attack can quicklydrain your life. The area should be straight forward (a bit like the SpiderCavern).

    The third level is where the Brain is located. But, in order to get to theBrain, you'll have to fight Witch Doctor Endugu, a Unique Flayer Shaman. Thismeans he's followed by with many other Flayer Shaman minions. Be verycareful. Your best chances are to divide the Shamans up, in order to preventEndugu from reviving a lot of them (he can revive the Shamans if theircorpses are there) and to avoid a fire breath attack from all sides (which isjust very deadly). Use the narrow passageways to your advantage. Get rid ofthe Witch Doctor and you can grab the Brain and get the heck out of there.

    Visit Cain and he will advise you on where to go next.

    Halfway there. Khalim's Heart is somewhere in the Kurast sewers. You can findentrances to the sewers in Upper Kurast or the Kurast Bazaar (there are twoin each of the areas). Take whatever one you find first, they all lead to thesame place. The sewers are simliar to the sewers you went through in LutGholein. They also may contain undead monsters like skeletons and mummies.Greater Mummies are possible. Do your best to get through them. Barbariansshould leap over waterways if there is a Greater Mummy on the other platformreviving monsters on their platform. In order to gain access to the next

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    level, you will have to find a lever somewhere in the sewers. Move the leverin order to clear the way to level 2. Find the special chest there (no Uniquemonster to fight) and grab the Heart when it drops out.

    The last part of the equation is Khalim's Flail. To do this, you will have togo to Travincal. It is a long trip, but in order to complete this quest youhave to get this. You may even complete other quests along the way (see theother quests in this Act). Travincal is home to the High Council. You canfind the Council Members near the Guardian Tower. One of the Council membershas the Flail. They will drop it when you kill that member. However the HighCouncil is not easy, so avoid getting surrounded by multiple Council members.When you get the Flail, return to the Docktown. Cain will tell you totransmute the body parts and Flail. Do so. This will turn the Flail intoKhalim's Will, which is required to enter the Guardian Tower.

    Quest: Lam Esen's Tome

    To activate: Talk to Alkor after you enter Kurast.Reward: Five stat points

    Right after you enter Kurast, Alkor will give you this quest to find LamEsen's Tome. You will need to do a lot of searching in order to find where itis. There are six old temples in Upper Kurast, Kurast Bazaar and the Causeway(two in each of those areas). You know you have found on of those old templeswhen you enter them and find clickable stairs. Click on them to find anentrance into the temple. While you could search all six of the temples, theone you want is called "Ruined Temple". If you need more help, look for aunique Flesh Hunter, Battlemaid Sarina. Your in the right place if you seeher. Make sure not to get mobbed, as escape is hard in the small rooms of thetemple. When she is dead, find Lam Esen's tome and bring back to Alkor for areward of five free stat points (you don't get a level though).

    Quest: The Blackened Temple

    To activate: Talk to Ormus after entering Travincal.Reward: Access to the Guardian Tower

    As you noticed in the Khalim's Will quest, the High Council is in Travincal.All this quest asks you to do is to kill all members of the High Council andto smash the Compelling Orb. Travincal is surrounded by a raised walkwayaround the city itself. When you get near the Guardian Tower, the Councilmembers should attack. If you haven't killed all them (you may have done soin Khalim's Will, might as well), you will have to now. Take them all out. Ifyou haven't finished Khalim's Will, you should have at this point. Smash theCompelling Orb (inside the Guardian Tower) with Khalim's Will. Go back toKurast Docktown and prepare.

    Quest: The Guardian

    To activate: Talk to Ormus after finishing the Blackened Temple quest.Reward: Access to Act 3

    Time is against you, so you have to get to Mephisto. After preparing well inKurast Docktown, go back to Travincal and enter the Guardian Tower. Nowcompletely defiled by Mephisto, the inside of the Tower is called the Duranceof Hate. Take great caution in the Durance of Hate. Enemies here are strongerand have better attacks then ones you've seen before. The levels themselves

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    should be straightforward, but make sure to use that waypoint on level 2.

    Mephisto's chamber is on level 3. He is surrounded by a whole lot of BloodLords and a few more unique Council Members. Mephisto cannot enter the entryroom, but make sure to watch out for Council Members who follow you there. Itis near impossible to take down Mephisto without killing the Blood Lords andCouncil Members first. Either you'll get killed by the powerful CouncilMembers, the spells of the Blood Lords, or Mephisto himself. Lure the CouncilMembers away into the entry room, where you can take care of them withoutmuch interference from Mephisto and the Blood Lords (a few fire walls mightmake it in). Take care of the Blood Lords stationed all over the level. Theywill try to run away when you get near, but you can chase them down. AvoidMephisto until you can take care of the Blood Lords.

    Once the level has been cleared, you can now focus on Mephisto. He has avariety attacks, lightning, freezing, and even poison. As with other bigbosses, the best option is to use ranged attacks. It is easier to do this inMephisto's Chamber than in other ones, since it is possible to keep Mephistoaway from you using the break in the center of the area. You can shoot fromone platform, hitting Mephisto on the other platform. However, if ranged

    attacks are impossible, again, hit him with all you have, run when needed.You might want to run a bit earlier then you did before. Better to be alivewith a few extra life, then dead for the sake of a little bit of damage.After pinging away at Mephisto enough, he will die screaming and drop hisSoulstone plus some very rare equipment and gems. A walkway to the portal inthe center of the chamber should also appear.

    =====Act 4 - Yes, Hell is as bad as you thought. The only safe place in Hell isthe Pandemonium Fortress, an outpost held by the forces of Heaven. TheFortress is a majestic palace separated from the horrors of Hell. The onlyconnection to Hell the fortress has is a long winding stairway. From here iswell you will be making your final push to Diablo.

    =========================Pandemonium Fortress NPCs

    Tyrael - Tyrael is the angel who gave the Soulstones to the Horadrim. He didso against the wishes of Heaven. Taking an oath to watch over mortals, hecannot interfere directly, but will help in what ways he can.

    Deckard Cain - He is prepared to even go to Hell with you, which he has done.Feeling it is his duty to be with you, Cain will provide what assistance hecan and still identifies for free.

    Halbu - While he cannot engage in conversation with him, he buys and sellsequipment, as well as acting as a repairman.

    Jamella - Again, you cannot talk with her. She sells magical wands andstaves, and also sells potions. You can also Gamble with her for unknownitems.

    ======Quest: The Fallen Angel

    To activate: Talk to TyraelReward: Two skill points

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    Hell is not easy. As if you needed someone to tell that. Izual (the fallenangel) wanders along the Plains of Despair so you will not see him in thebeginning. Get to the Plains of Despair and walk around until you find him(or until he finds you). First things first, take care of any other nearbymonsters. You'll want to even the odds as much as possible.

    Izual possesses a few freezing attacks. Again, thawing potions may be veryuseful. A frozen target is a slow target. And a slow target is an almost deadtarget. Keep hacking or picking away at him until he falls. You'll want towatch out for his melee attack, it can quickly bring you down in only a fewhits. Once Izual has been released from his monstrous form, you can talk tohim to gain more insight to the current crisis. Go back to the Tyrael to getyour reward.

    Quest: The Hellforge

    To activate: Talk to Cain after finishing the Fallen Angel questReward: A whole bunch of gems

    The game is getting near its end, but not any easier. You might want to get acool drink, because you'll be entering right into the heart of hell. If youdidn't get the Soulstone when you defeated Mephisto, Cain will give itto you now. The entrance into the River of Flame is located in the City ofthe Damned. Again, go through the Plains of Despair to the City of theDamned. A waypoint should be located on the level. The entrance to the Riverof Flame cannot be far away.

    When you enter the River of Flame, you will have a lot less running room. Sobe wary when a group of enemies chases after you. The Hellforge is locatedsomewhere in the River of Flame. However, if you do manage to get too far,you will run across another angel who will advise you to turn back. Do so.You have to get rid of the Soulstone first.

    If you find a unique monster called Hephasto the Armorer going after you,your near the Hellforge. However, Hephasto packs an awesome punch. In only afew hits from him, you could be killed. Do what you can with him. Slowing himdown is a good option, if possible. Take care of other nearby monsters firstoff.If you can get rid of Hephasto, he will drop the Hellforge Hammer. Go to theHellforge and place the Soulstone on the Hellforge. Equip the Hammer andsmash the Soulstone into pieces. You'll also release a whole lot of gemswhich you can place into your socketed items.

    Quest: Terror's End

    To activate: Talk to Tyrael after finishing the Hellforge quest

    Reward: Um, well, beating Diablo 2

    With everything else completed, there is only one thing left for you to do.You have to finally kill Diablo and get rid of his soulstone. The nearestaccess you have to the Chaos Sanctuary is the waypoint at the River of Flame.Make to use it when needed.

    From the River of Flame waypoint, you'll have to go through a whole bunch ofbridges. Some of these bridges may lead to dead ends, so make sure you have aclear path back. Once you get past the bridges, you'll enter the Chaos

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    Sanctuary. You'll be under attack from Doom/Oblivion Knights, Venom Lords,and Burning Souls. I suggest taking them all out before you go after the 5seals.

    If you need to run out for awhile, no one is gonna blame you. Take a portalback to the Fortress when needed for potion restocking and healing. Whenyou've taken care of the monsters, start activating the 5 seals. Any 3 of theseals will release a Unique monster and his minions.

    The Infector of Souls is a Venom Lord, who is surrounded with his Venom Lordminions. His extra fast bonus will also apply to his minions, so you willface unusually faster enemies. This is probably the easiest of the threemonster groups. Lure the Venom Lords over to one of the narrow passageways(you should have found one along the way to the front of the ChaosSanctuary). You'll force them to attack you one by one. Some of them in theback may use the Fire breath attack, but it is not as bad when you only getthe tail of the flames.

    The Grand Vizier of Chaos is a Burning Soul, who has Burning Souls with him.As annoying as they are, they get worse in groups. They can overlap each

    other which means they can all get close to you. Plus, they have mana burnwhich will quickly get rid of all your mana for special abilities. The beststrategy is to lure them away from the group, one by one. One less enemy isone better for you. If you run out of mana, you can run away for a bit andlet your mana recharge itself.

    Lord De Seis is an Oblivion Knight, who brings other Oblivion Knights withhim. To me, this is the hardest group. The Oblivion Knights will most likelybe of different types, so you'll be hit by fire, lighting, cold, and poisonattacks. And it doesn't help that Lord De Seis is a Thief, which means whenhe hits you, potions will fall out of your belt. You may quickly run out ofpotions than you think. Take out the minion Oblivion Knights first. That is acritical first step. Don't take any big risks, only fight the Knights thatare seperated from the group. When they are taken care of, go after Lord DeSeis.

    If your last seal released an Unique monster, you still have to get rid ofthat Unique monster. However, once you've killed that Unique monster, theminions will die, no matter how many are left. If your last seal didn'trelease an Unique monster, don't worry.

    Well, maybe you should worry. When all the seals are open and no Uniquemonsters are around, you'll release the Lord of Terror, Diablo. He is noteasy, so don't expect a quick fight, whatever class you are. He possess a lotof life and many attacks. He has a very powerful claw swipe, which he canmodify to freeze you as well. If you get frozen, I suggest you run or thawimmediately. He can create a fire circle or a fire chain attack. The circle

    is less deadly at long range (it seperates), but the fire chain is deadly ifyou stand still. If you see a line of flame coming at you, move out of itsway. However, his worst attack in my opinion is his Lightning Snake attack.If your close and he does it, your probably dead if you don't get out of theway. Its easier to get away from it far away. Ranged attacks are harder sincehe does move around more than the usual boss. However, there is a great riskwhen going up to his face, as you could get frozen and then get killed by theLightning Snake attack.

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    One other thing, Diablo can use trap you in a Bone Cage. He doesn't use thisattack that much, but if you create a Town Portal in the center area of theChaos Sanctuary, he will most likely create a Bone Cage around it. So whenyou get back, you'll be trapped. To avoid this, create a town portal behindthe pillar (Diablo doesn't seem to follow you into the narrow entryway of theSanctuary).

    Potions are a necessary evil. If you use a lot of mana attacks (probablywill) get healing and mana potions (use any rejuvenation potions you have).You could choose to ping away at him with ranged attacks, but it'll bedraining on your patience. It poses the least risk, since you'll have fairwarning of attacks and can easily get out of the way.

    If you decide to just throw caution into the wind and go up to him, be veryprepared. You'll need eyes like a fox. Make sure to turn auto-run on. Most ofhis attacks aren't that bad. The only bad ones are the Fire Chain, LightningSnake, and his freezing attack. You can quickly thaw yourself after thefreezing attack. But get out of the way of the Fire Chain attack. And ifDiablo even tries the Lightning Snake get out of the way. You'll probablylose all your life just in the escape. Run away and use a healing potion.

    Use whatever strategy your comfortable with. Or make your own. In the end,all you want is Diablo to die. Any way that does that is a good way. If youdo get Diablo to fall, he'll release some rare/unique equipment. You'll have80 seconds to get everything you want into your stash and inventory. Have afew extra seconds? Talk to Cain and Tyrael. Then enjoy the ending.

    _____________

    OUT OF TOWN

    Nothing much can be said about the "out of towns" as it is randomly

    generated by software. The only pattern I can think of is that each area"out of town" is either link to the town itself, another out of town,a lower level, two of the above three, or even all of the above. Here'sa simple tree:

    __________________________| || Rogue Encampment (Act 1) ||__________________________|

    //

    __________/_ _____________| | | || Blood Moor |-----| Den of Evil |

    |____________| |_____________|||

    _____|_______ ________ ________| | | | | || Cold Plains |-----| Cave 1 |-----| Cave 2 ||_____________| |________| |________|

    / \/ \

    __________/__ __\_____________ _______

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    | | | | | || Stony Field | | Burial Grounds |-----| Crpyt ||_____________| |________________| |_______|

    | \ \| \ \| __\_______ __\________| | | | || | Tristram | | Mausoleum || |__________| |___________|||

    __|____________________ _______________________| | | || Underground Passage 1 |-----| Underground Passage 2 ||_______________________| |_______________________|

    ||

    _____|_____| || Dark Wood |

    |___________|||

    ______|______ ________ ________| | | | | || Black Marsh |-----| Hole 1 |-----| Hole 2 ||_____________| |________| |________|/ |/ |

    / ______|__________ ________________/ | | | |/ | Forgotten Tower |-----| Tower Cellar 1 |/ |_________________| |________________|/ /| /| _____________/__ ________________| | | | || | Tower Cellar 2 |-----| Tower Cellar 3 || |________________| |________________|| /| /| _____________/__ ________________| | | | || | Tower Cellar 4 |-----| Tower Cellar 5 || |________________| |________________||

    _|_______________ _______ _______

    | | | | | || Tamoe Highlands |-----| Pit 1 |-----| Pit 2 ||_________________| |_______| |_______|

    ||

    ________|_______ ________________| | | || Monastery Gate |-----| Outer Cloister ||________________| |________________|

    |

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    |____|_____| || Barracks ||__________|//

    _____/__ ________ ________| | | | | || Jail 1 |-----| Jail 2 |-----| Jail 3 ||________| |________| |________|

    //

    _____________/__| || Inner Cloister ||________________|//

    ________/__

    | || Cathedral ||___________|//

    __________/__ _____________ _____________| | | | | || Catacombs 1 |-----| Catacombs 2 |-----| Catacombs 3 ||_____________| |_____________| |_____________|

    ||

    ______|______| || Catacombs 4 ||_____________|

    _________ _____________________ __________| | | | | || Harem 1 |-------------| Lut Gholein (Act 2) |-----------| Sewers 1 ||_________| |_____________________| |__________|

    | | || | |

    ____|____ _____|_____ _____|____

    | | | | | || Harem 2 | /| Dry Hills | | Sewers 2 ||_________| / |___________| |__________|

    | / | || / | |

    ____|_____ / _________|___________ _____|____| | / | | | || Palace | / | Halls of the Dead 1 | | Sewers 3 || Cellar 1 | / |_____________________| |__________||__________| / |

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    | | || | _________|___________

    ____|_____ | | || | | | Halls of the Dead 2 || Palace | | |_____________________|| Cellar 2 | | ||__________| | |

    | | _________|___________| | | |

    ____|_____ | | Halls of the Dead 3 || | | |_____________________|| Palace | || Cellar 3 | ||__________| __|________ _______________

    | | | | || | Far Oasis |-----| Maggot Lair 1 |

    ____|______ |___________| |_______________|| | | /| Arcane | | /| Sanctuary | | ________/______ _______________

    |___________| | | | | || | | Maggot Lair 2 |-----| Maggot Lair 3 || | |_______________| |_______________|

    ____|______ || | || Canyon of | _____|_____| the Magi | | ||___________| | Lost City |

    | |___________|| || || _____|________________ ___________________

    ____|________ | | | || | | Valley of the Snakes |-----| Claw Viper Temple || Tal Rasha's | |______________________| |___________________|| Chamber ||_____________|

    ______________________| || Kurast Docks (Act 3) ||______________________|

    |

    |_______________ _______|_______ _______________

    | | | | | || Spider Cavern |-----| Spider Forest |-----| Arachnid Lair ||_______________| |_______________| |_______________|

    ||

    ______|______| || Great Marsh |

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    |_____________|||

    ______________ _______|_______ __________________| | | | | || Lower Kurast |-----------| Flayer Jungle |-----| Flayer Dungeon 1 ||______________| |_______________| |__________________|

    | || |

    ______|_______ _________|________| | | || Swampy Pit 1 | | Flayer Dungeon 2 ||______________| |__________________|

    | || |

    ______|_______ _________|________| | | || Swampy Pit 3 | | Flayer Dungeon 3 ||______________| |__________________|

    |

    |______|_______

    | || Swampy Pit 3 ||______________|

    ______________________________| || Pandemonium Fortress (Act 4) ||______________________________|

    ||

    _______|_______| || Outer Steppes ||_______________|

    ||

    _________|_________| || Plains of Despair ||___________________|

    |

    |_________|__________| || City of the Damned ||____________________|

    ||

    _______|________| || River of Flame |

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    |________________|||

    _______|_________| || Chaos Sanctuary ||_________________|

    * Waypoints are links from a certain "out of town" to what else but thetown (or ANY OTHER waypoint, which makes it easier to travel directlyfrom Act 4 back to Act 1). They look differently on screen, but identicalin the auto-map (yes, that grey square thingy) and are simply activatedby the almighty left click. Note that not all the "out of town" sectionshave their respective waypoints. The following are the only ones tolook out for:

    ACT 1 - Rogue Encampment ACT 2 - Lut Gholein

    Cold Plains Sewers 2Stony Field Dry HillsDarkwood Halls of the Dead 2Black Marsh Far OasisOuter Cloister Lost CityJail 1 Palace Cellar 1Inner Cloister Arcane SanctuaryCatacombs 2 Canyon of the Magi

    ACT 3 - Kurast Docks ACT 4 - Pandemonium FortressSpider Forest City of the DamnedGreat Marsh River of FlameFlayer JungleLower KurastKurast BazaarUpper KurastTravincalDurance of Hate 2

    *****************