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Act II Quests
Quest 1 - Radament's Lair

Quest Giver: Atma (in or around the tavern entrance).
Begin by: speaking with Atma for the first time.
Quest Location: Sewers below Lut Gholein.
Quest Reward: One extra skill point and discounted goods.

The first quest of Act 2 has you heading to the eastern part of town (assuming up is north), and finding an entrance to the sewers. You can also open a trap door near the waypoint teleporter. You'll quickly find that the monsters hit harder in this act, as you'll find at the beginning of every act. Find the stairs first to level 2, and then level 3 where Radament is.

This powerful mummy is tough to beat, as he's got a small army of skeletons fighting with him. If you lure them away from his lair (he's fairly slow) and destroy them, he won't be able to resurrect them, and you'll be able to focus. After he's dead... again, be sure to open the magic chest and grab the Horadric Scroll.


Quest 2 - The Horadric Staff

Quest Giver: Cain the Sean... Elder.
Begin by: bringing the Horadric Scroll from Quest 1 to Cain.
Quest Location: Halls of the Dead, Maggot Lair and Claw Viper Temple.
Quest Reward: One Horadric Cube, used for storage and magical transmutations.

Cain suggests you find three items: a Horadric Cube, the Shaft and the Amulet. You can do them in any order, but the Cube is in a chest on level 3 of the Halls of the Dead, a dungeon below the Dry Hills area. You can find the Shaft in the Sand Maggot Lair, which is a small dungeon in the Far Oasis. The Shaft is in a chest near the Queen Maggot, who will spit poison at you and explode in a powerful poisonous burst when she dies. Finally, for the toughest piece, you'll need to travel to the Valley of the Snakes, a small area off the perimeter of the Lost City area.

As you reach the Lost City, light fades and the world becomes dark. A new quest log appears, that of Quest 3, The Tainted Sun, much related to this quest. If you read your quest log now, it tells you to head back to Lut Gholein to find out what's going on. This task is easy enough to skip, as you'll complete both Quest 2 and 3 at the same time.

Search around the Lost City for the entrance to the Valley of the Snakes, which houses the entrance to the Claw Viper Temple. Find the entrance to level 2 and be prepared before you enter. If you're not, it's one of the easiest places to die in the game, and that's saying something as it's easy to die in most places. As you enter, you'll be stormed by a hard-hitting lightning enchanted unique serpent, and his numerous extremely quick minions. Defeat them, and head to the Alter of the Sun in the center of the chamber. Click on it to find the Amulet and rid the world of the darkness. Before you're through with the quest, insert the Staff and Amulet into the Cube and hit the transmute button. Bring the result back to Cain.


Quest 3 - The Tainted Sun

Quest Giver: Drognan
Begin by: speaking with Drognan after entering the Lost City area.
Quest Location: Claw Viper Temple, Valley of the Snakes.
Quest Reward: Sun reappears, and the Amulet for Quest 2. Nothing else.

As mentioned in the walkthrough for Quest 2, the moment you enter the Lost City area, the sun disappears and the area is engulfed in darkness. Your quest log appears and you're asked to go back to Lut Gholein to find out more. You can either do this now, or head to the Valley of the Snakes, an area off the perimeter of the Lost City.

In the Valley, enter the Claw Viper Temple (you should be doing this for Quest 2 as well), head to level 2, destroy the serpent and his minions, click on the Alter of the Sun in the middle of the room, and you'll have restored the light and completed the quest.


Quest 4 - The Arcane Sanctuary

Quest Giver: Jerhyn (near the entrance to the palace)
Begin by: bringing the assembled Horadric Staff to Cain, who then directs you to Jerhyn
Quest Location: The Arcane Sanctuary, from a portal through the palace.
Quest Reward: Satisfaction.

When you show Cain the assembled Horadric Staff from Quest 2, he'll ask you to speak to Jerhyn who will grant you access to the palace. Enter and being your descent through 2 harem levels, and 3 levels of the palace sewers by finding the stairs on each level. The layout of this dungeon is always the same, so on Nightmare and Hell, you'll know where the stairs and portal are.

When you get to level 3 of the sewers, head to the middle of the area and you'll see the portal. Step inside to the Arcane Sanctuary, and activate the waypoint there. You can now go back and speak with Cain for the next quest or continue on and complete them both at the same time, similar to how Quest 2 and 3 were completed.


Quest 5 - The Summoner

Quest Giver: Cain the Elder
Begin by: speaking with Cain after entering the Arcane Sanctuary, or by approaching the Summoner.
Quest Location: The Arcane Sanctuary
Quest Reward: Portal opens to the Canyon of the Magi, and you're given the correct tomb of Tal Rasha.

The quest begins by speaking with Cain after entering the Arcane Sanctuary or by finding the Summoner yourself. Once inside, head for one of the north, south, east or west corners. The Summoner is randomly placed, and this is a very long and tough dungeon, though linear. If you don't find the Summoner the first time, you might consider town portaling out and using the waypoint to begin looking again in another direction. Be careful of getting trapped on the stairs or thin pathways.

The Summoner will be launching range attacks at you when you're close enough, so close in on him quickly once you see the fire attacks. Once he's dead, a portal will appear leading to the Canyon of the Magi, and you can grab the journal to find out the correct Tomb of Tal Rasha. By now you've received Quest 6, which may seem weird if reading this before playing the game, but the order of Quests in this Act are given out without regard for chronology. Enter the portal and grab the waypoint when you get there for easy access.


Quest 6 - The Seven Tombs

Quest Giver: Jehryn
Begin by: speaking with Jehryn after attaining level 20, or after completing quests 1, 2 or 3.
Quest Location: Tal Rasha's Tomb, Canyon of the Magi
Quest Reward: Whatever Duriel drops, as well as transport to Act 3.

You'll probably receive this quest early in Act 2, especially if you're already level 20. Speak to Jerhyn and he'll expose more of the storyline, say how a traveller that came through Lut Gholein was Diablo, and how he was headed for Tal Rasha's Tomb. Now you're to find it and stop him.

Travel to the Canyon of the Magi via the portal or your new waypoint, and check your quest log for this quest. In the Canyon, there are seven tombs. Only one of them is Tal Rasha's real tomb. Each entrance around the perimeter of the Canyon has a geometric symbol. Match the symbol in the quest log with the symbol on the Tomb and enter. Inside, find the room with the Orifice. Click on it, and insert your Horadric Staff. The wall breaks open to reveal Tal Rasha's Tomb, but beware before you enter.

Prepare for the battle by setting a Town Portal in the Orifice room, and by getting all minion spells, mercenaries and health potions ready. In the next room, you'll face Duriel, a master of cold attacks. When you enter, Duriel charges with a massive damage attack, and hits hard from then on using his cold aura to slow you down. He's probably the single toughest foe other than Diablo himself. If you're fairly low level, he's even tougher, due to his charge when you enter, possibly leading to many frustrating deaths on Nightmare or Hell... not to scare you or anything. After he's killed, pick up the hopefully nice rare or unique loot, visit the next room and speak with Tyrael who will clue you in on what happens next. Now head back to Lut Gholein proper and speak with Jehryn again, who will shovel you off to Meshif on the docks, to take you to Kurast and Act 3.