Diablo II Walkthrough!
This walk through should help to make passing the game more efficien
while not skipping any of the story line. There is much of the story
line and quests you can skip for speed and still have all the rewards
and requirements to beat the game.
Act I: Rogue
You'll get this quest from Akara.
Do yourself a favor and kill everything on the Bloodmoor before
going into the Den of Evil. This should get you to level 2, perhaps
To find the cave just follow the road outside the camp in Bloodmoor,
the road splits in two one leading to the next area and the other
to the Den fo Evil. You will need to kill all monsters, even ones
that have been resurected. Return to camp and let Akara know you've
cleared it out where you will get 1 skill point.
Then head over to Kashya in the camp and talk to her, she'll
give you the next quest.
Head back out into the Blood Moors and follow the road until
you come to the Cold Plains. Now the Cold Plains will have an
exit to the Burial Ground and to the Stony Field. Ignore the Stony
Field for now. There is also a cave in the Cold Plains; it's the
first of many side trips you can take for extra loot and experience.
Raven is in the Burial ground and she is pretty fast and deadly
to a low level person. Don't bother fighting her army of the undead;
once she is vanquished her death will kill all the monsters in
the graveyard. After you kill her, check out the Mausoleum and
Crypt formore experience and loot. Each of those is pretty small
and has a gold box guarded with a unique monster.
Return to Kashya where you get a Rouge Mercenary when you are
ready. Once you've spoken to her, speak with Akara again.
The Search for Cain
Akara will tell you of the quest; it's a two parter. The first
part is to retrieve a scroll from the Tree of Infuss and bring
it to Akara for translation. The tree can be found in the Dark
Woods. Get to the Dark Woods by heading through the Stony Field
to the Underground Passages, leaving the passages puts you in
the Dark Woods.
While on the Stony Field, you'll need to find the Cairn Stones.
This is where you will return with the translated scroll, it will
tell you the order in which to touch them. Secondly you'll need
to find the "moldy Tome" which will give you Quest 4.
Don't forget to also activate the waypoints in the Stony Field
and the Dark Woods, you'll need to use those again.
Upon activating the Cairn Stones, a portal will open to Tristam.
It turns out Tristam is pretty much a smoking hole in the ground
now and poor old Deckard "Stay awhile and listen" Cain
needs to be rescued. Here you can rescue Deckard Cain by touching
his pen. Cain will make a quick escape, leaving you to either
run back to the portal or clear the level out.
There is a cursed Griswol that will prove to be tough so be ready
to move to safety if overwhelmed. Don't forget to find that bratty
price gouger Wirt's cash and peg leg -- sweet revenge for all
the cash you gave the lil' bastard in the first game. Head back
to town when you're ready.
For a reward, Cain will follow you from town to town identifying
items for free and Akara will give you magic ring.
The Forgotten Tower
The moldy tome told you about a tower that needs a little house
keeping. Seems a bad countess is in there makin' trouble. You'll
need to head back to the Darkwoods, which in turn connect with
the Black Marsh where the Tower is.
There are five levels to the tower and the countess can be found
at the bottom. Once you kill the countest, head back to town for
Quest number 5.
One important note on the Tower, the entrance to the first level
could be a tough battle.
There is a non-quest dungeon named The Hole in the Black Marsh
for extra loot and exp.
Once back from Quest 4, Charsi will tell you about the Horadric
Malus -- a special hammer she left in the Barracks when they fleed
The Barracks are a good ways ahead. Past the Black Marsh is the
Tamoe Highland. Within that location, you can find the Monastery
gate, head in and to the Outer Cloister, find the waypoint here
and then find the Barracks. You will face some tough opposition
here but eventually you'll find the hammer and the smith that
After returning the hammer to Charsi, she will imbue with magical
properties anything you bring to her. As long as it isn't socketed,
rare or magical. Don't give her a piece of armor unless it is
something like your boots, or belt. Because all the other armor
you have right now is going to be replaced in Act II, but if you
get lucky on the imbue, you might keep a good weapon for quite
to the Slaughter
The last quest is taking on the Act Boss Andariel who's hiding
in the bottom of the Cathedral. Getting to her is going to be
your longest journey yet. Head back to the Barracks and go down
into the Jail. Three levels later, you'll come up into the Inner
Cloister. This will take you to the Cathedral that leads to the
Catacombs. She is on the 4th level of the catacombs, make sure
you hit the waypoints in Jail level 1, the Inner Cloister and
Catacomb level 2. If you are at all concerned about dying, once
you have cleared out the 3rd level of the catacombs, just prior
to heading down into the 4th, cast a town portal but leave it
Head to level 4 for a big fight, don't be surprised if you die,
she is very nasty and uses a brutal poison attack, so be sure
to have a couple antidotes as they will cure your poison and raise
your poison resists.
Once she's dead, head back to town and talk to everyone. They
all love you. If you've got the urge to hit some unexplored areas,
go for it. You won't be back here. But if your ready head to Wariv
and tell him you are ready to go East. He'll pack the camp and
away you'll go!
II: Lut Gholein
Head around town and learn who sells what. Along the way you
should run into Atama who will give you the quest. There are two
entrances to the sewers, either will do. The sewers have three
levels, dust Radament down in the bottom but don't forget to leave
without picking up the Horadric Scroll it's the lead for the next
This quest is a long one and you'll complete 3 and 4 along
the way. Take the scroll to Cain, the last Horadrim who will translate
it. He'll also tell you the next quest which is a three parter.
First you'll need to get the Horadric Cube, then the Shaft, then
the Head of the staff.
The Horadric Cube can be found in the Halls of the Dead. Head
out of town to the Rocky Wastes, then to the Dry Hills where you
can find the Halls of the Dead. Tip here about the second level
of the Halls of the Dead, it's a really tough fight at the entrance,
be prepared to die. Once you have the cube head back to Cain.
The cube can hold more slots than it takes up so is a great bag,
plus you can experiment to see what it can transmute.
The Shaft of the staff can be found in the Maggot Lair. This
distasteful dungeon can be found in Far Oasis which is connected
to the Dry Hills. It's a nasty little lair and if you are a melee
fighter you are going to need some type of distance weaponry or
lightening resistance. The boss at the bottom of the lair upon
death will spread out a deadly substance on the floor so don't
stand too close to him.
The Headpiece can be found in the Claw Viper Temple. Travel through
Far Oasis to the Lost City then onto the Valley of the Serpents
the temple can be found there. Head down into the temple, upon
completing the quest you'll get the headpiece and complete Quest
3 at the same time.
||During your travels, in either Dry Hills or Far Oasis you'll run
into Quest 3, when the light go out head into town and talk to Atama,
she'll let you in on what's going on. It seems those nasty Claw
Vipers are not only holding the headpiece but also causing darkness
throughout the land. So getting the headpiece will also accomplish
Once you've got the headpiece and other parts head into town,
Cain will let you know what to do and point you towards Jerhyn,
who will now let you into the Palace. Inside the Sanctuary you
need to find the journal of some old dead geezer. To find the
Sanctuary you need to head into the Palace, going down all the
levels of the Harem, then the Palace Celler until you find the
portal to the Arcane Sanctuary. A word on the Arcane Sanctuary,
you are going to need some distance attack ability here so prepare
for it. You will need to kill the guy guarding the book, he is
The Summoner and is Quest 5 as well, so once again completing
one quest will complete another.
The summoner has gone mad from summoning all those deamns and
now must be delt with.
The Summoner is on a platform with fire throwing ghoul lords.
It's a really nasty situation, you will clearly need some distance
attacks. He uses fire and cold spells, and if you stand still
you will die. Most of the time he is easy, but once in a while
he will surprise you and you will find yourself dead really quick.
Finish him off and read the tome, which will open up the gate
to the Canyon of the Magi, it will also tell you which is the
correct Tal Rasha tomb.
|The Seven Tombs
Now you can head into the correct one straight away or you
hit all the other tombs for more exp and loot. If you forget which
tomb to look for use the quest log.
Head through the tomb until you get to the orifice, once you
are there get close to the orifice with the staff equipped and
touch the orifice, a nice magical displace will take place and
the last level of the tomb will open. Head through the opening
prepared for a battle. Kill the worm guy there and head inside.
Act III: Kurast
You'll not receive a quest at the beginning of this Act; instead
you get it once you kill a unique monster that drops a Jade Figurine.
Once you do get it, go see Cain - Meshif - Cain - Alkor. Alkor
will tell you go come back once he is done making the potion.
Just click on him again; he'll give you a potion of +20 life.
|Blade of the
Once you've kicked a little ass in the Spider Forest, you should
go back and talk to folks around town, Cain should start you onto
Quest 2, and Ormus might give you Quest 3, if he doesn't check
back with him again once you've been inside the Flayer Jungle.
You need to find the Gidbim blade for this quest which can be
found in the Flayer village that surrounds the entrance to the
Flayer Dungeon. Actually there is a little pile of wood named
Gidbim. Activate it and a fire will start; in response a Flayer
NPC will show up, kill him and the Gidbim blade will drop. Take
it to Ormus.
Once you've adventured out into the Spider Forest a bit, talk
to Cain and he'll start you on the main quest for the Act, Khalim's
Will. It's a four-part quest to once again grab components that
you need to put together in the Horadric Cube. In doing so, you'll
complete Quest 7 and be prepped for Quest 8.
Khalim's Eye - This can be found in the Spider Cavern, within
the Spider Forest. Go down into the cavern and kill the spiders
that guard it. It's in a chest.
Khalim's Brain - This can be found in the Flayer Dungeon, which
is in the Flayer Jungle. You can get to the Flayer Jungle by going
through the Black Marsh on the other side of the Spider Forest.
Just outside the dungeon is the Gidbim fire for Quest 6, so take
care of that if you haven't. Or skip it.
Khalim's Heart - This can be found in the sewers under the Kurast
Bazaar. The Bazaar is next to lower Kurast, which can be found
past the Flayer Jungle. There are two entrances to the sewers
in the Bazaar and an exit inside the sewer to Upper Kurast, if
you want to leave that way.
Khalim's Flail - You'll get this by killing the main council
member. If you kill the rest of them, you'll solve Quest 7. The
council is found in Travincal that can be reached via the Kurast
Causeway in Upper Kurast. Upper Kurast is reached by going through
the Kurast Bazaar. Travincal is a death zone. It's the toughest
thing you'll have reached so far by an order of magnitude. Be
||Along the way through the Bazaar, Upper Kurast and the Causeway,
you might come upon a few temples, reliquaries and other seemingly
unimportant little dungeons. If you go talk to Alkor once you are
in the Bazaar, he should tell you about Lam Esen's tome. The tome
is within "The Ruined Temple". If you find the tome and
bring it to Alkor, you'll get a bonus of 5 attribute points.
||This only requires you to kill the Council members in Travincal
and can be completed without actually talking to anyone. If you
kill them, you'll also get Khalim's Flail in the last part of Quest
6. Talk to Cain, and he'll finish off the quest for you.
Once you have the completed flail, go back to Travincal and
destroy the Compelling Orb. That will open up the entrance to
the Durance of Hate.
Mephisto is chilling on the third level of the Durance, and you've
got to finish him off. There is a waypoint on level 2. Activate
it because you are probably going to die on the third level. The
third level has council members, ghoul lords similar to the Arcane
Sanctuary guys and a whole host of other nasties. Strategy here
would be to lead out the little guys and kill them before taking
on Mephisto because he is bad enough on his own. Kill him, then
go back to town. Or clear the other areas.
Act IV: Pandemonium Fortress
Speak to Tyrael and Cain. The two of them will fill you in
on the situation very quickly. Tyrael will give you the first
quest. Izual, a fallen angel, charged the gates of Hell some years
ago and was captured. Since that time, he's been made a slave
to Prime Evils; you need to free him. Of course, since this is
Diablo, you'll be freeing him through death. Head down the stairs
into the Outer Steppes and clear this level out.
The folks you meet here will be the easiest you'll face in hell,
so if you're constantly dying, you'd better stay here and up your
level. From the Outer Steppes, you'll need to find an archway
that leads down more steps to the Plains of Despair. Izual can
be found on the Plains. Fight him; destroy him; then talk to him.
Once you've spoken to him, head back to the Fortress and talk
Cain will remind you (as he's done before) that you need to
smash Mephisto's Soulstone on the Hellforge. The Hellforge can
be found in the River of Flame, which connects to the City of
the Dammed, just below the Plains of Despair. You will come to
a split in the road at the Rover of Flame. If you meet an angel
who tells you to go back, the Hellforge is the other direction.
Kill a nasty little guy named Hephasto and everyone around the
area, the Hellforge Hammer, will drop. Equip the Hammer and destroy
the Soulstone; you'll get some high quality gems. Go back to town,
talk to Cain and prep for battle.
It's time to hunt down the big man himself.
You'll need to go back down to the River of Flame and approach
the Chaos Sanctuary. Don't forget to activate the waypoint at
the River of Flame. The Chaos Sanctuary is just full of bad guys,
all of them out to kick your ass. Once you get into the main chamber,
you'll need to activate five seals in order to release Diablo.
Actually, what you should do is clear the chamber before activating
any of the seals, because three of the five seals are going to
spawn badass unique NPCs as soon as you activate them. Once you've
opened up the seals and killed the last of the NPCs, Diablo will
show up. If you are playing multiplayer, it's a good time to go
back and make sure you've got room to store extra stuff. Once
you kill Diablo, you'll have 90 seconds before the game ends.
Once it's over, and you get back to Battle.net, you should be
able to get back into your game, but who wants to risk it?
Diablo has various distance attacks, the nastiest of which is
a lightning breath attack that will basically instantly kill anyone
within its path. For melee fighters, Diablo will be your biggest
challenge. That lightning breath is horrible, but he does give
about a half-second warning before blowing. For mages, keep back
from him, and let your magic do the work. Stay at a distance,
and you should be able to kill him easily.
No matter the class, you will want a lot of fire and lighting
Once he's dead, it's time to quickly pick up goods and watch
the finishing movie.
Congratulations, you've defeated Diablo II, you are done unless
you have the expantion, Lord of Destruction.
|Rescue on Mount
|Prison of Ice
|Rite of Passage
|Eve of Destruction