Diablo: Hellfire Walkthrough :
This walkthrough for Diablo: Hellfire [PC] has been posted at 02 Jun 2010 by corsolatrainer and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up corsolatrainer and share this with your freinds. And most important we have 4 other walkthroughs for Diablo: Hellfire, read them all!
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Walkthrough - FAQ/Walkthrough======= === === ======= === ======= ¦ \ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -- ¦ ¦ ¦ ¦ --- ¦ ¦ ¦\ ¦ ¦ ¦ ¦ ¦ ¦ ¦/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ ¦ ¦ ¦ = ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ( ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ¦ = ¦ ¦ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦/ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦\ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -- ¦ ¦ ¦==== ¦ --- ¦ ¦ / ¦ ¦ ¦ ¦ ¦ ¦ ¦ / ¦ ¦ ¦ ¦ ======= === === === ======= ======= ======= === === ======= === === ======= === ======= ======= ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ ¦ ¦ ¦ ¦ ¦ --- ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ --/ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -- ¦ ¦ ¦ \ ¦ ¦ ¦ --- ¦ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ ¦ == ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ -- ¦ ¦ ¦ ¦\ \ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ==== ¦ ¦==== ¦ ¦==== ¦ ¦ ¦ ¦ ¦ ¦ \ \ ¦ ==== ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ \ \¦ ¦ === === ======= ======= ======= === === === ========= Dedicated to Jan and Frank, David and Eileen. ============================================================================= ¦ This walkthrough is copyrighted to Mister Sinister (2007) ¦ ¦ I don't mind it being lifted in its entireity, but if you do so, please ¦ ¦ make sure you give credit to the author (me) and DON'T pass it off as ¦ ¦ your own. Thanks ! ¦ ============================================================================= ============================================================================= ¦ ¦ ¦ INDEX ¦ ¦ ¦ ============================================================================= PART ONE CHOOSING YOUR CHARACTER PART TWO THE TOWN OF TRISTRAM PART THREE LEVELS 01-04 - THE DUNGEON PART FOUR LEVELS 05-08 - THE CATACOMBS PART FIVE LEVELS 09-12 - THE CAVES PART SIX LEVELS 13-16 - HELL PART SEVEN THE HELLFIRE EXPANSION PACK PART EIGHT QUESTS PART NINE SPELLS PART TEN SHRINES PART ELEVEN BESTIARY AND CAPTAINS PART TWELVE ITEM PREFIXES AND SUFFIXES PART THIRTEEN UNIQUE ITEMS PART FOURTEEN THE PLOT ACCORDING TO THE SCRIBES PART FIFTEEN HINTS AND TIPS PART SIXTEEN ACKNOWLEDGEMENTS ============================================================================= ¦ ¦ ¦ BEFORE WE GET STARTED ¦ ¦ ¦ ============================================================================= Yes, before we get started I just wanted to say a quick thank you to you for choosing to read my guide for Diablo Hellfire. I try and put as much work and detail into my walkthroughs as possible, and it is always nice to get (ideally positive) feedback, so if you do have any questions, queries or HELPFUL suggestions (as sending me UNhelpful suggestions will just result in you getting ignored - perhaps after a chiding), then feel free to contact me by e-mailing me at shadowpath@hotmail.com. So - the game at hand. Diablo Hellfire. Fantastic Game. The End. Wait a minute - you want ... what ? You want MORE ? Ok then ... Diablo and the Hellfire Expansion pack are simple-interface point-and-click, hack-and-slash adventure games where you select a character from one of the three that is on offer in the Diablo regular game, or the four available in the Hellfire Expansion Pack, and then get a' hackin' !! Your adventure starts in the town of Tristram, a town which has more than its fair share of secrets let me tell you. You arrive and swiftly learn that a lot has changed since last you were there ... little do you know just HOW much ... or what a huge part you will have to play in shaping forthcoming events. The game itself is very, VERY easy to play. You simply left-click on the things you want to hit, pick up, open or move, and right-click on the things you want to fry or heal with magic spells. What could be simpler !! ) Obviously it's a BIT more complex than that, but not much ... honest !! Here are the basic commands ... all of which can be found by pressing the F1 key at any time during play ... F1 Opens the Help Screen Escape Displays the Main Menu Tab Displays the Auto-Map Space Hides all Information Screens S Open your Spells and Skills Speedbook B Open your Spellbook I Open your Inventory C Open your Character Screen Q Open your Quest Log F Reduce Screen Brightness (aka Gamma Correction) G Increase Screen Brightness (aka Gamma Correction) Z Zoom Game Screen + / - Zoom In/Out of the Auto-Map 1 - 8 Use Belt Item 1 - 8 F5 - F8 Set Hot Key for Skill or Spell To move, simply click-and-hold the left mouse button to move in a given direction. If you want your character to move to an object/enemy, etc., then just click on that object/enemy. To interact with a character (which means to either speak with a friendly player, or strike an enemy character), simply left-click on them. To pick up an object, simply left-click on it. To strike at a target without moving, hold Shift and left-click the object or character you wish to strike at. To drop a specific amount of gold, right-click on a pile of gold in your inventory, and select how much of it you want to drop, in GP (Gold Pieces). HOT-KEYING You can "hot key" up to four skills or spells using the F5-F8 commands. To use this functionality (which is VERY very helpful I must admit), press S to call up your Spells and Skills Speedbook, and then move the mouse over the skill you want to hot key, and press either F5, F6, F7 or F8 to bind that command to that key. When you are in-game, pressing that key will make the bound skill or spell available to you immediately. Simply repeat the process (S, hover, press the key) to bind another skill to the same key (should you pick up more powerful spells, etc., etc.) ============================================================================= ¦ ¦ ¦ PART ONE ¦ ¦ CHOOSING YOUR CHARACTER ¦ ¦ ¦ ============================================================================= Obviously the single most important decision you will make in any game of this ilk is one of the very first - choosing your character. This is because you cannot change your player once you have started them. You can make new ones, sure ... and you probably will, but you cannot change this one ... So, without further ado, here are your choices !! ========================= - T H E W A R R I O R - ========================= The Warrior is a very strong, brutish and capable fighter. He likes to get stuck hip-deep in enemies and then slice them to pieces, wading through their battered corpses and bloodied bodies as he goes. In short, he's a nasty pig. Capable of wielding the most demanding of weapons, and heaviest of suits of armour the Warrior loves nothing more than the taste of battle, and the sound of his enemies screaming in agony as they expire upon his blades. STARTING ATTRIBUTES Strength 30 Magic 10 Dexterity 20 Vitality 25 Life 70 Mana 19 Armour Class 04 To Hit 60% Damage 1-1 MAXIMUM ATTRIBUTES Strength 250 Magic 50 Dexterity 60 Vitality 100 EFFECTS OF BOLSTERING ATTRIBUTES Strength +1 damage per 3 points Magic +1 mana per 1 points Dexterity +1 to Hit per 2 points, +0 Damage, +1 AC per 5 points Vitality +2 Life per 1 point BONUSES WHEN LEVELLING UP Life +2 Life per level Mana +1 Mana per level SPECIAL SKILL Repair This skill enables the warrior to perform repairs to his weapons and armour, thus negating the need to have Griswold repair them for you. HOWEVER, this skill comes at a high price, for every time you repair an item, its overall durability decreases. Griswold repairs items up to their original durability (but he cannot replace maximum durability lost as a result of your having used this skill), so use it wisely. WHY CHOOSE A WARRIOR ? Well the most OBVIOUS reason to choose a warrior would be because you like to hit things ..... a lot. You would be the type of person that would rather just pummel something into millions of little pieces with your fists and THEN ask it for directions than to begin with a nice cup of tea and cucumber sandwich. The Warrior's near TOTAL lack of skill with magic makes it an absolute necessity for him to be THE best when it comes to hand-to-hand combat, and I must say he does hold his own very well. A high-level warrior will be able to be completely surrounded by powerful enemies and batter them one-by-one with his combat skills. Statistically-speaking, the warrior gets the best benefits from the strength attribute when compared with the other character classes. This will enable your warrior character to wear the best suits of armour comparatively quickly when contrasted with the other classes. DRAWBACKS OF CHOOSING THE WARRIOR His near total lack of skill in magic is the most obvious. He will be able to learn the bulk of spells in the game, but his limited maximum mana means he will never be able to do so at higher levels - he just won't have the skill points needed to be able to read the tomes !! ===================== - T H E R O G U E - ===================== Mistress of Stealth and Subterfuge, the Rogue excels at anything involving a high degree of dexterity and nimbleness of finger and foot. She is swift to draw her bow, and swift to launch volleys of pain and death upon her enemies from afar. Though she lacks the absolute mastery of either weapon or magic (as the Warrior and Sorceror have already taken those areas), her power comes from her ability to blend the two elements into one. Thus, she is a formidable warrior both at close-quarters, at range, and with a magic spell in her midst. Her forte is undoubtedly her ranged attacking powers, however. Give her a bow, and she'll turn herself into a minigun awaiting your command to fire. STARTING ATTRIBUTES Strength 20 Magic 15 Dexterity 30 Vitality 20 Life 45 Mana 22 Armour Class 06 To Hit 65% Damage 1-1 MAXIMUM ATTRIBUTES Strength 55 Magic 70 Dexterity 255 Vitality 80 EFFECTS OF BOLSTERING ATTRIBUTES Strength +0 Damage Magic +3 Mana per 2 points Dexterity +1 to Hit per 2 points, +0 Damage, +1 AC per 5 points Vitality +3 Life per 2 points BONUSES WHEN LEVELLING UP Life +2 Life per level Mana +2 Mana per level SPECIAL SKILL Disarm Traps The Rogue has the power to disarm any trapped chests, sarcophagi, etc., that she encounters during her travels in the game. Beware, however, as it is only a CHANCE to disarm these items - it is not guaranteed. WHY CHOOSE A ROGUE ? Representing balance between the other two extremes - the Warrior and the Sorceror, the Rogue is a fierce character when armed with a bow and arrow, and can hold her own pretty well in close-quarters combat. However her general emphasis is on speed, and keeping her distance where possible from her enemies. She can blend magic and regular attacks in a good, solid balance, and with a potential maximum Dexterity (before modifiers) of 255, her chances of hitting enemies are virtually guaranteed, and her Armour Class should be VERY healthy indeed. So ... you would probably choose the Rogue if you wanted to be a jack of all trades and master of none ... or if you just wanted to play the only female character in the game. The Rogue is a balanced character, to be sure. DRAWBACKS OF CHOOSING THE ROGUE It is her balanced approach as a character that is both her greatest asset and her greatest downfall. Since she lacks the insanely high Magic Attribute of the Sorceror, and the insanely high Strength Attribute of the Warrior, her power comes from her pinpoint accuracy and resilience to being struck, meaning you have generally got to play her with your head or you'll get MUTHERED in close-quarters combat later on in the game. =========================== - T H E S O R C E R O R - =========================== The Sorceror is an absolutely dreadful hand-to-hand combatant. He can't swing a staff for beans, and gets battered every time he tries to defend himself. Give him a few magic books to leaf through, however, and you get the Sherman Tank of the game. Bolstered by the Mana Shield Spell, the Sorceror becomes a virtually undefeatable force of magic energy, able to stand up to Diablo himself with a smirk on his face. Focus on his strengths and you will have a weapon of mass destruction. Focus on his weaknesses, and you might as well be grabbing your ankles. STARTING ATTRIBUTES Strength 15 Magic 35 Dexterity 15 Vitality 20 Life 30 Mana 70 Armour Class 03 To Hit 57% Damage 1-1 MAXIMUM ATTRIBUTES Strength 45 Magic 250 Dexterity 85 Vitality 80 EFFECTS OF BOLSTERING ATTRIBUTES Strength +0 damage Magic +2 mana per point Dexterity +1 to Hit per 2 points, +0 damage, +1 AC per 5 points Vitality +1 Life per point BONUSES WHEN LEVELLING UP Life +1 Life per level Mana +2 Mana per level SPECIAL SKILL Recharge The Sorceror has the power to recharge staves, thus increasing their longevity during play. The only other character that can do this in the game is Adria, the Witch on the far-eastern side of the town. Be careful when using this power, however, as every time you recharge your staff, the maximum number of charges of whatever spell the staff is imbued with decreases, so you are ultimately damaging the staff as well as regenerating its power. Adria does NOT do this - she replenishes a staff up to its maximum number of charges with no penalty (aside from the cash it costs of course !!). WHY CHOOSE A SORCEROR ? Well, you definitely SHOULDN'T choose a sorceror because you like to hit things with your big staff - that really ISN'T his best selling point. Oh no. You would play the sorceror if you were more the "ah-HAH !! KABOOOOOOOOOOOOM !!" kinda "I like to click on things and watch them burst into flames" kinda dude. The Sorceror should be kept out of hand-to-hand combat (particularly earlier on in the game) AT ALL COSTS, or he WILL become mincemeat, guaranteed. Once he has learned the infamous Mana Shield Spell, however, the worm turns, and with his HUGE Magic Attribute, he can DECIMATE huge numbers of enemies in very short order with his magical powers. DRAWBACKS OF CHOOSING THE SORCEROR Well, basically he's CR@P at hand-to-hand combat !! He's slow, he has two left-feet, he doesn't know how to fight, he just smacks things as hard as he can and makes a poor "dink" kinda noise ... he's just pants basically. However if you can look past this and see him for what he is - basically a HUGE mana resource with a potentially LIMITLESS arsenal of magic powers at his disposal, then I think you might find him worth the time it takes to get used to him ;) ... and ... in the Hellfire Expansion Pack =================== - T H E M O N K - =================== The Monk - a character introduced purely for the Diablo: Hellfire Expansion Pack is a purebred fighting machine. He shuns the use of armour and weapons wherever possible, preferring to rely upon his own martial arts prowess instead. He has the gift of searching, enabling him to identify those items which fall to the floor and which might otherwise be lost to players for all time, and his ability to defend himself in hand-to-hand combat knows no equal amongst the other players. STARTING ATTRIBUTES Strength 25 Magic 15 Dexterity 25 Vitality 20 Life 45 Mana 22 Armour Class 07 To Hit 62% Damage 1-1 MAXIMUM ATTRIBUTES Strength 150 Magic 80 Dexterity 150 Vitality 80 EFFECTS OF BOLSTERING ATTRIBUTES Strength +1 damage per 3 points Strength no effect Magic +1 mana per point Dexterity +1 to Hit per 2 points, +x Damage per X points, +1 AC per 5 points Vitality +1 Life per 1 points BONUSES WHEN LEVELLING UP Life +2 Life per level Mana +2 Mana per level Damage +1 max damage per level (1-1, 1-2, 2-4) Mana +2 AC per level SPECIAL SKILL Search Identical to the spell of the same name, the Monk is able to highlight all the items that are lying on the ground for a short while, making them easier to spot, and thereby big-upping his profit-making potential. Who says monks have no concept of commerce !?!?! :) WHY CHOOSE A MONK ? Well in addition to the "wow, look ! A new character !!" feel that you will get from playing the monk initially, he does have a completely different ethic than the other players - his strength stemming from his martial arts prowess. He is actually better unarmed, and unarmoured believe it or not, and you will see him absolutely BATTER the enemies on the lower levels of the dungeon before he starts to get a pasting ... In addition, he benefits from having the Search Skill as a default option, and it certainly has to rank as one of the best skills considering it does not cost him anything to use it. DRAWBACKS OF CHOOSING THE MONK Well, whilst he is a completely different type of character, little can be done to change the fact that he is trying to muscle-in on an already well catered- for group in the Warrior, Rogue and Sorceror. Consequently he doesn't really offer THAT much that you cannot get from the others. However he does give that LITTLE bit of extra flavour to the game, and is certainly a welcome addition in my humble opinion ............. even if I never play him ... 'coz the Sorceror ROCKS ... ;) ========================= MISCELLANEOUS INFORMATION ========================= Higher Strength means - more damage - you can wear better armour and wield cooler weapons Higher Magic means - normal mana potions restore more mana - you can read more spell books - spells have a greater effect, such as casting faster, lasting longer, or doing more damage Hence, if you have the option of an increase in mana or an item that increases magic so that mana goes up by the same amount, the second item (an increase in magic) is definitely better. Higher Dexterity means - better AC - higher to-hit - more damage - can wield the heavier bows Higher Vitality means - more hit points - normal heal potions (not full healing potions) restore more HP per potion ============================================================================= ¦ ¦ ¦ PART TWO ¦ ¦ THE TOWN OF TRISTRAM ¦ ¦ ¦ ============================================================================= Tristram - the town in which you start the game - was once a great place. They had a carnival, and regular fêtes where people would come and drop off their children, and elderly ladies would make jam and everybody would smile and be happy ... ... then, just recently, demons descended upon it and destroyed the vast majority of it. Over half the townsfolk were slain in a demented slaughterfest that swept the town, much like chuck-out down the town centre round our way. Now there are only eight villagers left in the town of Tristram .............. .................. nine in the Hellfire Expansion Pack ... so let's waste no time and introduce ourselves to them eh !! ============== CAIN THE ELDER ============== Also known as Deckard Cain, the Elder, or the creepy old guy that hangs around by the well, Cain can be found right in the centre of Tristram, standing by the well (whether it be brown or blue). He is a deceptively knowledgeable character who knows HEAPS about the denizens of the dungeon, the legends and tales you will encounter therein, the other townsfolk ... in fact pretty much anything !! If you can put up with his dodgy Scottish accent for long enough that is ... =./ Cain is able to identify any unidentified magic or unique items you pick up in the game at a cost of 100 Gp per item. Usually this works out as being a good investment, but smart money says save BEFORE shelling out to have him identify the item/s, as those which are negatively enchanted (e.g. the WEAK staff of bla or the BENT shield of ka-ching), can only be sold for 1 Gp, meaning you lose 99 Gp a pop on those. If you save before you speak with him, get him to ID everything, and then if you DID come a cropper and find out that he identified one or more items as being total POO, reload your game, drop those items and then only have him ID the ones that are worth selling on. Voilà !! Cain is responsible for giving you both the "Archbishop Lazarus" and "Diablo" Quests. USEFULNESS : 5/5 ANNOYANCE : 2/5 ======================= GRISWOLD THE BLACKSMITH ======================= Another Scottish resident of Tristram, bless him. Griswold is the resident Smith, and can rustle up quite a few tasty treats for you as the game moves along. His shop is just to the north-east of Cain, in the main square of Tristram. The only downside to dealing with Griswold (aside from his only marginally better than Cain's Scottish accent) is the PRICE of the things that he wants to sell you. I mean fine, I can appreciate that we are like ... his only living customer and everything ? But we're not MADE of money, y'know !?!?! Anyhow - aside from that Griswold is sound. As a tradesman, Griswold will buy any regular, magic or unique weapons (with the exception of magic staves, which he does not deal in), or armour from you. He can also repair any damaged weapons or armour that you have on your person, making him a VERY handy lad to know indeed !! Griswold is responsible for giving you both the "Magic Rock" and "The Anvil of Fury" Quests. USEFULNESS : 5/5 ANNOYANCE : 2/5 ================ PEPIN THE HEALER ================ Pepin the Healer has set up his shop on the western-side of the main square in Tristram, and you should pay him a quick visit if ever you come back to the town and are injured, as he will immediately replenish your health to its maximum amount free of charge, just as a thank you for speaking to him ! Sweet eh !! Pepin peddles an assortment of wares, all centred around healing. He sells potions of healing, potions of full healing, potions of rejuvenation, potions of full rejuvenation, and scrolls of healing. Later on in the game (as in when you enter Hell), Pepin will begin selling you elixirs as well (but we shall come to those later on). Pepin gives you the "Poisoned River Water Supply" Quest, and is instrumental in progressing Adria's "Black Mushroom" Quest later on in the game. USEFULNESS : 5/5 ANNOYANCE : 1/5 =============== ADRIA THE WITCH =============== Adria the Witch is the most removed member of the townsfolk you will be visiting on a regular basis. Her shack is aaaaaaaaaaaall the way to the east of the town, and you'll have to walk quite a distance to get there. In the Hellfire Expansion Pack, I would suggest you make good use of the "Jog" option they have thoughtfully popped into the town options menu for you, as it makes your character peg it like they're on fire, thus cutting down what is otherwise a rather arduous walk to make on a repeat basis. Adria will gladly buy any staves and potions you have on your person, and will sell you spellbooks, scrolls, potions of mana, potions of full mana, magic staves and (in the Hellfire Expansion only) runes. When you enter Hell, she will begin peddling (along with Pepin) elixirs for your use as well, but we'll come to that in due course. Adria can also replenish any magical staves you have on your possession, so if you find one that you like but you run out of charges in it ? Bring it to her and, for a fee, she will gladly replenish it to its maximum number of charges for you ... Adria is responsible for giving you the "Black Mushroom" Quest. USEFULNESS : 5/5 ANNOYANCE : 4/5 (just from having to walk as far in Diablo !!) 1/5 (in Hellfire ... 'coz you can jog) ====================== OGDEN THE TAVERN OWNER ====================== Ogden and his wife Garda run the "Tavern of the Rising Sun" - the Tristram Inn, located on the northern-side of the main square in Tristram and, not surprisingly, he appears to have had rather a downturn in his business of late. Ogden is a pleasant-enough chap, but there is no point in speaking with him beyond picking up quests from him, as he cannot sell you anything, nor can he buy anything off you. Ogden is responsible for giving you the "Curse of King Leoric" and "Ogden's Sign" Quests. USEFULNESS : 2/5 ANNOYANCE : 1/5 ======================= WIRT THE PEG-LEGGED BOY ======================= Wirt, the peg-legged boy, is a Wheeler Dealer who buys and sells goods of dubious origin (as quoted by Griswold). He used to be a nice, playful kid, but having lost his leg in a painful altercation with some demons, he has lost that side of his personality and become a money-grubbing little wide boy. You can find Wirt all the way to the west of Tristram, amidst the rocks past the church to the west. Wirt will trade items with you, but whatever he tries to sell you will be fantastically expensive. Sometimes his goods are worth the price, but much of the time you WILL get ripped-off, so ALWAYS save before buying anything from him or risk CONSIDERABLY annoyance. Wirt gives you no quests. He's greedy like that. USEFULNESS : 1/5 ANNOYANCE : 3/5 =================== GILLIAN THE BARMAID =================== Gillian the Barmaid cares for her psychic grandmother, in a house to the west of the Tavern of the Rising Sun. She is a pleasant girl, who serves absolutely NO useful purpose WHATSOEVER. She doesn't give you any quests, she doesn't sell you anything, she doesn't buy anything from you - there is only one character more annoying than Gillian in the game and that is Farnham, as at least Gillian talks sense, and gives you her honest opinion about anything you discuss with her. Gillian doesn't give you any quests. Perhaps she's too busy tending to her grandmother, poor love. USEFULNESS : 0/5 ANNOYANCE : 4/5 ================= FARNHAM THE DRUNK ================= This USELESS b@stard can be found sitting by himself, getting tanked, to the south-east of the main square of Tristram. Granted, Farnham has had his fair share of troubles in his time - he was part of the party that the Archbishop Lazarus tried to rustle up to accompany him down into the dungeons to save Prince Albrecht - King Leoric's son who had apparently been kidnapped by the demons, but Farnham lost his mind when he saw his friends and fellows being hewn to pieces by the demonic Butcher Demon that lives underneath the Chapel, and it has driven him to drink quite a bit. Now I'm not an unsympathetic kind of guy ... but that does NOT excuse the fact that Farnham is a COMPLETELY USELESS DOODOOHEAD with absolutely NOTHING useful OR interesting to say about ANYTHING. If I could choose to erase one video games character from existence for all time ? It would be one of the Power Rangers for SURE ... but if I could choose to erase TWO ? The second would be Farnham, GUARANTEED. Farnham doesn't give you any quests BECAUSE HE'S USELESS. USEFULNESS : -500/5 ANNOYANCE : 5000/5 ================= LESTER THE FARMER ================= Lester, the Farmer, is only available for interaction with in the Hellfire Expansion Pack. He is a friendly but slightly dim farmer that tends his herd of cows (who are CONSIDERABLY more fun to be around than him) to the north-west of Adria's shack, east of Tristram. You can speak with him at your leisure, but he will not give you the quest he has to one side for you - "the Farmer's Orchard" Quest - until you have at least cleared the Catacombs of monsters, as he doesn't want to trouble you with it ... basically he doesn't have any confidence that you won't screw it up !!!!! USEFULNESS : 2/5 ANNOYANCE : 2/5 ============================================================================= ¦ ¦ ¦ PART THREE ¦ ¦ LEVELS 01-04 - THE DUNGEON ¦ ¦ "The Sanctity of this Place has been Fouled !" ¦ ¦ ¦ ============================================================================= So !! You're ready to begin are you ?? Good good. This is actually going to be a reasonably short area of the guide believe it or not, because the levels of Diablo are all randomly generated terrain-wise each time a new game is started. Therefore they only conform to certain basic points game-by-game. Similarly, the recurrence of Quests in-game is random, so you will never have all the quests in a single play-through. Therefore I shall try and make you aware of the signs and triggers that signify quests are available for you, as you adventure further. Once you have done speaking with the townsfolk, head north-west of Ogden's Tavern and follow the path that leads into the church. =============== QUEST INDICATOR =============== If you spot a badly beaten and lacerated man lying by the entrance to the church, stop and speak with him to get the "Butcher" Quest (see the Quests section for more information on this). Once you're done making small talk (or if he isn't there), head into the church, to descend to ... Level One. Now, just to make the entire process easier for you to visualise, if you imagine starting at ground level (which is easy ... since you have ...), and taking steps down to level one, then again down to level two, and so on and so forth, until you reach level sixteen - the final level in the game. Keeping that in mind, this is how the levels break-down Ground Level = Tristram Levels 01-04 = The Dungeons Levels 05-08 = The Catacombs Levels 09-12 = The Caves Levels 13-16 = Hell So !! Levels one through four are what are called "The Dungeons". They are a proper set of rooms with interconnecting doors and archways that would once have been populated by priests and worshippers, attending to the various needs of the church, praying and so on. Now they have become the home of various low-level denizens of the demonic underworld including scavengers (scurrying creatures that scuttle about the floor on all fours), carvers (small imp-like creatures armed with an assortment of weaponry), skeletons and zombies. During your travels you will encounter a number of things which warrant specific mention, namely :- ------- SHRINES ------- Shrines are large structures that will either be mounted on walls, or free- standing in rooms. They can generally only be used once, and have a specific effect depending on their name - to see the shrine's name, move your mouse over it. I have compiled a full list of shrines in Diablo and Hellfire, and put them in section ten for your reference. Be forewarned that whilst some shrines are good and give positive benefits, others are positively awful, and will rob you of attributes, gold, and a whole lot more. My advice ? Save before activating a shrine (or refer to section ten - that'll serve you just as well). ------ CHESTS ------ Whilst I have called them simply 'chests', this applies equally to tombs, barrels, sarcophagi - pretty much any receptacle that you can click on and open with the left-mouse button. Some of them contain nothing - some contain great treasures. Others yet are trapped, and so you should be aware of this before you start randomly running around opening everything in sight ... When you open a trapped chest (or other receptacle), the trap will go off IMMEDIATELY. The most common types of trap are :- - Skeleton Trap - a skeleton rises from the receptacle to fight you); - Arrow Trap - an arrow fires at you from the receptacle); - Lightning Trap - a lightning spell strikes you; - Firebolt Trap - a firebolt spell strikes you; - Nova Trap - a nova spell strikes you; - Mana Bleed Trap - you lose ALL your mana !!!; - Belt Thief Trap - you lose a number of items from your belt; There are plenty of others, but those are some of the most common. The best advice I can give is this. When you are opening chests and other receptacles that are near walls ? Always look on the walls for small circular holes from which projectiles might be fired. If you see one, it's a dead cert that one of the chests in the immediate area IS booby-trapped, so try and stand out of the line of attack of the hole when opening the chest. Secondly, as it is usually not THAT easy to determine whether a chest is potentially boody-trapped or not before you try and open it, try and open it and keep moving past it - this helps reduce your chances of being shot with the projectile traps. Finally, if you hear the noise of a projectile being fired at you but you do NOT take damage immediately ? RUN !! RUN AWAY !!!!! You might have lucked out and get away with avoiding the projectile. Beware as barrels sometimes explode (but the good news is that they will take out any explosive adjacent barrels too, so if one explodes and the ones immediately around it don't ? They won't explode when you hit them). ----- TOMES ----- Tomes, aka Spellbooks, can be found all OVER the place in Diablo. When you pick one up it will take up four squares in your inventory, and can only be used once. Reading a tome will cause the spell it contains to be transferred to your spellbook or, if you already know the spell, it will cause you to level-up in that spell by one level. The higher you progress in your knowledge of a given spell, the more points you will require on your Magic Attribute to be able to read the tome. The maximum Magic you need to be able to read a tome is 255. ------- SCROLLS ------- As with tomes, scrolls can only be used once, but unlike tomes, using a scroll causes the spell written thereon to be cast - just once - and then the scroll is destroyed. There are certain advantages to using scrolls over tomes, namely that they only take up one inventory square each; that there are certain spells which can only be cast from scrolls, and that some scrolls are easier to cast than their spellbook spells of the same name, meaning those characters that are not quite as hot on the old magic as others, are still able to cast them. --------- BOOKCASES --------- ALWAYS always AlWaYs ALWAYS use bookcases. A bookcase can only be used once, but will ALWAYS drop a tome (or spellbook). -------------- SKELETON TOMES -------------- Skeleton Tomes are usually found standing in the same room as bookcases, and are more often than not (shockingly) guarded by Skeletons. They will contain either a tome or a scroll. ------------- LIBRARY BOOKS ------------- Similar to Skeleton Tomes, Library Books are usually found standing in the same room as bookcases, and will contain either a tome or a scroll. ----------- STORY TOMES ----------- You will encounter what I have named "Story Tomes" throughout the game - they are written by various sources and you will almost always find them on pedestals on various levels, surrounded by lit candlesticks. Their purpose is to help fill you in on the storyline - usually what has already taken place to lead things to their present state. All of them are worth reading, and I have tried to give you a complete run-down in section fourteen - the Plot according to the Scribes. ----- In order to descend from level one to level two (and beyond), you will need to locate a set of stairs leading down on each floor. Common sense, right ? ================ QUEST INDICATORS ================ Here are the quest indicators for levels one-four - the Dungeons. In order to get more information about the quests, please check out section ten - quests as these are merely indicators to show you that you are on the right track. THE BUTCHER * Man lying on the ground outside the entrance to the church dying. * There is a large room filled with blood and bodies on level two. THE POISONED WATER SUPPLY * The water in the well in the centre of town (behind Cain) is brown, not blue. * There is a hole in a wall on level two which, when wanded, says "to a dark passage". THE CURSE OF KING LEORIC * There is a large room on level three, the entrance to which says, when wanded, "to King Leoric's Tomb". OGDEN'S SIGN * There is four-room block of rooms, with Snotspill and a group of Overlords, USUALLY on level four, but sometimes on level three. The stairs leading down to the next level will be in the north-western room of the block. ----- Once you have descended from level four down to level five, you exit the Dungeons, and enter ... ============================================================================= ¦ ¦ ¦ PART FOUR ¦ ¦ LEVELS 05-08 - THE CATACOMBS ¦ ¦ "The smell of Death surrounds me" ¦ ¦ ¦ ============================================================================= These are the darkest levels in the game light-wise. The walls are dank, and the rooms are considerably more cavern-like than the comparatively well-built dungeons up above. Similarly you will encounter several new and exciting enemy-types down here, including the Unseen (malformed creatures with clawed hands that have the ability to turn invisible in the shadows), Goatmen (of various clans, each of which has their own strengths and weaknesses), and Blinks (and their kin, all small, flying imp-like creatures that shriek and bite and scratch their enemies). The rooms in the catacombs are generally not as well-designed - there are lots of them with no doors - just three-sided rooms basically, and this can make for some very interesting combat sessions, as you don't have the luxury of closing doors to prevent being swamped. Here are some hints for navigating the catacombs effectively. --------------------- LOOK FOR GOAT SHRINES --------------------- Since you can see, and wand shrines even in rooms you have not yet been into, you can take it as read that a closed room with a Goat Shrine in it WILL be heavily protected by Goatmen, and you should prepare yourself on that basis. ------ LISTEN ------ Always listen out for shrieks in the distance, as these are often Glooms (kin of the Blink) who charge at you from a distance. Move out of their way and they will sail past you - it's rather satisfying really !! --------------------------- LOOK FOR THE STAIRS TO TOWN --------------------------- On levels five, nine and thirteen you will find a set of stairs leading you back up to the town. USE THESE as soon as you find them, as they open a permanent passageway back down to those levels. This can save you a LOT of hassle, particularly if your last save was quite a while ago. ================ QUEST INDICATORS ================ Here are the quest indicators for levels five-eight - the Catacombs. In order to get more information about the quests, please check out section ten - quests as these are merely indicators to show you that you are on the right track. GHARBAD THE WEAK * You will find Gharbad the Weak (a purple and red Goatman) just standing around in the catacombs. VALOUR * In a long, roughly torch-shaped room you will find the Book of Blood, somewhere in the catacombs. THE MAGIC ROCK * There is a lump of magic rock on a pedestal somewhere in the catacombs. ZHAR THE MAD * In a room with a bookcase and a fair few Skeleton Tomes, you will find Zhar the Mad, standing around, somewhere in the catacombs. THE HALLS OF THE BLIND * You will find a "Book of the Blind" on a pedestal somewhere in the catacombs. THE CHAMBER OF BONE * You will find a "Mythical Book" on a pedestal somewhere in the catacombs. ----- Once you have descended from level eight down to level nine, you exit the Catacombs, and enter ... ============================================================================= ¦ ¦ ¦ PART FIVE ¦ ¦ LEVELS 09-12 - THE CAVES ¦ ¦ "It is HOT down here !!" ¦ ¦ ¦ ============================================================================= Wow - nice !! We appear to have wandered straight into a VOLCANO !!!!! WHO had the map ... who was it ?? COME ON OWN UP DAMMIT !!!!! In spite of being one of the best lit sections of the game, the Caves are quite an awkward place to manoeuvre around really, for two main reasons :- 1) For the most part, the walls do not fade - particularly at the edges of the screen - when you go up to them, meaning that quite often you will miss chests, barrels etc., etc., as you won't see them. Therefore I would suggest you counter this by wanding those areas you cannot see, just to make sure you're not missing anything; and 2) The lava streams that criss-cross and weave throughout the levels can sometimes leave you stranded with no option but to go back and take, often quite laborious detours, to get to where you want (unless you have one of the game's teleportation spells - Phasing or Teleport - to get you around). As with the previous changeovers you will find that on level nine there are a set of "stairs to town", which you should DEFINITELY find and take ... and the enemies you will encounter down here have become somewhat more brazen as well, and include an assortment of Dogs (all of whom spit acid so watch your step as you move about the place), Balrog Demons (who breathe Inferno Spells at you), and Serpents (who slither about and then SHOOT into combat range to strike at you with their multiple arms). Another change in the caves from the caverns and above is the introduction of gates rather than doors. There is no functional difference, aside from the fact that your enemies can see you (and Dogs can spit at you) through the gates ... It is when you get to the Caves that I would suggest you start SERIOUSLY trying to beef up your Fireball and/or Chain Lightning Spells, as the monsters you encounter from hereon in do start to become rather more challenging than their weaker counterparts up above ... You can buy Tomes from Adria in town, and I have developed a handy re-jig tip which you can view in the tips section, should she not have what you want when you FINALLY complete the trek to go and see her ... One final thing I will mention is that you will find, on level nine, the decapitated body of a fallen comrade. SEARCH HIS BODY and you will find an item that is specific to your player. The Sorceror, for example, will ALWAYS find a Tome of Lightning on the body. ================ QUEST INDICATORS ================ Here are the quest indicators for levels nine-twelve - the Caves. In order to get more information about the quests, please check out section ten - quests as these are merely indicators to show you that you are on the right track. THE ANVIL OF FURY * You will find the Anvil of Fury sitting proud in a VERY exposed area of the Caves. THE MAGIC MUSHROOM * You will find both a Fungal Tome and a Mushroom Patch on the same level of the Caves (whichever level that may be). ----- Once you have descended from level twelve down to level thirteen, you exit the Caves, and enter ... ============================================================================= ¦ ¦ ¦ PART SIX ¦ ¦ LEVELS 13-16 - HELL ¦ ¦ "I must be getting close ..." ¦ ¦ ¦ |
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