| Act Five Quests
Quest One:
Stop the Siege
Quest Two: Rescue on Mt. Arreat
Quest Three: Prison of Ice
Quest Four: Betrayal of Harrogath
Quest Five: Rite of Passage
Quest Six: Eve of Destruction
Quest
One
Quest Name: Stop the Siege
Triggered By: Reaching Act Five
Given by: Larzuk the Blacksmith
Location: Bloody Foothills
Reward: Larzuk will socket an item of your choice; discounted
prices in town.
This first quest in the Act
is about as straight-forward as a quest can be. You
must find Shenk the Overseer, and kill him.
When you first enter town,
if you approach Larzuk the Blacksmith. He will have
the "!" over his head, and if you click on
him he gives you his introduction speech, and then offer
the following:
"If you're here to defeat
Baal, you must prove it!
As we speak, Harrogath is
under siege by Baal's demons. Catapults rain death just
outside the town walls.
Baal himself travels up the
sacred mountain, having left in charge here one of his
most vicious generals, Shenk the Overseer. A ruthless
taskmaster, he lashes his own minions into suicidal
frenzies on the battlefield.
If you wish to prove yourself
to us, destroy the monster, Shenk, that commands those
infernal catapults outside Harrogath. If you manage
to do this, return to me."
Your mission accepted, you
set out into the Bloody Foothills. Shenk is always found
near the end of the long, rectangular level. If you
already had the Frigid Highlands waypoint and wanted
to go right to Shenk, you could just take that waypoint,
and then run back into the Bloody Foothills, and Shenk
would be right there.
Shenk overseeing his minions.
There isn't any great strategy needed to kill Shenk,
he's just a bigger, stronger Overseer, and by the time
you reach him, you'll have seen dozens of his kind.
He is surrounded by a couple dozen minions, but he seldom
lashes them into any sort of frenzy, and he can't resurrect
them, so kill them off however you can, and then go
after him directly. He has a decent amount of hit points,
but doesn't hit that hard, so you shouldn't have too
much trouble on any difficulty level.
Upon Shenk's death, dozens
of catapult shots rain down on the area. This doesn't
do anything in terms of damage to you, but it's colorful
and fun to see.
Reward: After Shenk is dead,
when you next return to town Larzuk will offer to add
a socket(s) to an item, and will discount his prices
to you. The socketing quest is just like the imbue quest
in Act One, you can wait and do it as much later as
you want to, and it will remain an option when you click
Larzuk until you use it.
The quest adds the maximum
number of sockets possible to the item you choose to
socket. You can only use this quest reward once on a
given item.
Sockets added:
Normal Items - From 1-6,
the max allowed for that particular item. Check our
Items section for the exact number for every type of
armor and weapon.
Magical Items - One or two
sockets. In the beta they could get up to three, but
this was turned down as Bliz felt it was overpowered.
Rare/Set/Unique/Crafted Items
- One socket only. (Crafted get up to 3 in the beta,
but this is a bug that will be fixed.)
No Sockets Added - RuneWord
items, items that have already been socketed, item types
that can't have sockets added at all.
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Quest
Two
Quest Name: Rescue on Mt.
Arreat
Triggered by: Entering the Frigid Highlands.
Given by: Qual-Kehk
Location: Frigid Highlands
Reward: Ability to hire Barbarian Mercs and 3 Runes
This one is a little more
involved than the first quest. You must scour the Frigid
Highlands and find fifteen captive Barbarian NPCs. They
are held captive in wooden-fenced pens in groups of
five, and when you find them you need merely knock the
lock off the gate, and they will stream out and vanish
into a portal that appears for them.
Barbarians in the pen.
Through the portal they go.
Yes, you'll probably get
Warcraft II flashbacks.
The three pens are always
somewhere in the middle of the Frigid Highlands, not
over by the sides of the area, and generally not visible
on the mini map from the sides either, until you get
close to them. The pens are easily spotted once you
get near though, as large white rectangles. You'll always
spot one on the minimap first and then close in on it,
advancing slowly since there are monsters every step
of the way in this area.
The Frigid Highlands (and
all the other early surface areas of Act Five) is about
as large as the first two surface areas of Act Four
put together, so this one usually requires some looking.
None of the Barbarian pens
are guarded by any greater concentration of monsters
than you find anywhere else in the fortified walls areas
of Act Five, so don't expect any massive dangerous battles.
There are also at least 15 and probably more random
wandering Barbarian NPCs around this area, but they
are content to do their own thing and don't need rescuing.
As you free each bunch, the
quests menu pops up telling you to "Free ten more
warriors", and then "Free five more warriors".
When you return after freeing
all 15 of the Barbarians, go to Qual-Kehk for your reward.
He will have the usual "!" over his head,
and will tell you:
"Thank you for rescuing
my men. They have spoken well of your bravery in battle.
Perhaps there is hope for us after all.
If you wish, you may hire
some of my mercenaries that you saved. And please...
take this set of runes. I had been saving them for a
socketed shield, but I think you'll make better use
of them.
Be sure to set them in the
right order for their fullest effect."
The Runes you receive are
Tal, Ral, and Ort. None of them do a whole lot on their
own, each adds elemental damage of one type to a weapon,
and 30% resistance to it to a shield, so all three in
an item and you'd have all but cold damage/resistance
covered. But if you put all three into a three-socket
shield in the correct order (Ral, then Ort, then Tal),
you get a special better bonus, and a Rune Word item.
Wrong!
Right!
Ancients Pledge
RalOrtTal
+43% resist all
10% damage taken goes to mana
+50% DR
You get the same three runes
for this quest every time (so you'll have three sets
by the time you do all difficulty levels with a given
character). The actual order to set them in isn't specifically
said, but they appear in your inventory in order, top
to bottom, just how they should look in the shield.
Whether you would know to get a three socket shield
and socket it with these three gems in the proper order
if you were seeing it for the first time in the game
and didn't know about Rune Words is debatable.
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Quest
Three
Quest Name: Prison of Ice
Triggered by: Entering Arreat Plateau (surface area
#3)
Given by: Malah
Location: Frozen River
Rewards: +10 to all resistance, Rare class-specific
item.
Malah tells you about this
quest with a long speech. By the time you get this quest
you've noticed that Nihlathak has been gone from town
for some time, and you have no one to gamble with. Malah
says:
"Here is a matter which
I hesitate to share, but I believe you are the only
one who can help me now. Anya, the young alchemist and
daughter to one of our slain leaders, has been missing
for some time. She is a strong, crafty woman with a
spirit like no other.
One night, just before your
arrival, I overheard her and Nihlathak arguing about
her father's death. The next morning she was gone. Nihlathak
has his own tale as to where she went and why. Don't
believe him! I fear he is at the root of her disappearance.
Please, if you can, search for Anya and bring her back
to us. She'll know what to do about Nihlathak."
You can talk to all of the
NPCs about this quest, and they all echo her comments,
basically saying that Anya is missing, and that they
suspect Nihlathak.
If you go to the Frozen River
level and then come back to town, the NPCs have gone
past suspicious, and call Nihlathak a "snake"
and saying that he's "slipped through our fingers".
He's actually been gone since around the time you got
Quest Two, but never mind that.
Anya steps out of the smoke
Quest Prompt: Look for Anya under the Crystalline Passage
by the Frozen River.
Once you find her, she tells
you that Nihlathak did this to her, and to tell Malah
what's happened to her. When you return to town Malah
is eager to talk and she gives you a thawing potion
she's prepared.
Quest Prompt: Use the potion
Malah gave you to thaw Anya.
You return to Anya and click
on her, and when you do a huge plume of blueish-white
smoke rises up like a geyser. After a few seconds Anya
walks out the left of the smoke, and shortly after it
vanishes. She casts a town portal (that you can't use)
and vanishes back to town.
+10 to all resistances
When you return to town you should talk to both Malah
and Anya. Both give you very good rewards for your actions,
so this is an essential quest to complete for the rewards,
even if you don't need to do it to finish the Act.
Reward: From Malah you get
a scroll that permanently adds +10% to all of your resistances.
Do this on all three difficulties and you will have
+30% to all, making up most of the increased -resistances
in the Expansion. Like the other +quest items (potion
of life, book of skills) you can only get this reward
once per difficulty level, so don't bother trying to
mule the scroll or get two of them.
Anya gives you a Rare, class-specific
item for your character class. A sorceress gets a Rare
orb, a Druid a rare animal pelt, etc. The Amazon gets
either a Javelin, Spear, or Bow, but it's not tied to
what you are using. A Bowazon could get a spear, which
isn't exactly what she wants, so some trading around
there might be needed between Amazon sub classes.
Another benefit to rescuing
Anya is that you can now gamble again. Nitlathak does
gambles when you first reach Act Five, but he vanishes
soon after and you have no way to gamble until you bring
Anya back. You also need Anya to buy throwing potions
from.
Tip: Be sure you find the
Crystalline Passage Waypoint, or even go on and find
the Frozen Tundra Waypoint before you enter the red
portal Anya opens for Quest Four. There is no waypoint
in the Frozen River, and if you don't find the Crystalline
Passage WP before you go down, you will probably go
right back to town and on to Quest Four, and when you
portal back from the Quest Four dungeon, you'll have
a long walk all the way from the Arreat Plateau waypoint
through the Crystalline Passageway back to where you
were.
Think of it like Act One.
You need to find the Dark Woods Waypoint before you
go back to town with the Scroll of Inifuss, since you'll
then go to the Field of Stones and Tristram, and probably
end up having to run all the way from the Field through
the Underground Passageway to get back to the Dark Woods.
If you do this in the next game you'll have to clear
it as you go, which is annoying.
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Quest
Four
Quest Name: Betrayal of Harrogath
Triggered by: Rescuing Anya (Quest Three).
Given by: Anya
Location: Red Portal to Nihlathak's Temple, then down
into a three level dungeon.
Rewards: Your name on an item from Malah.
When you rescue Anya in Quest
Three, she returns to town and is found to the south
of town center in front of a large building. When you
first return her to town after rescuing her in Quest
Three, she gives you three speeches in a row.
The first is about the game
plot, how her father was one of the dead Council of
Elders, and how the thought of vengeance against Baal
is all that keeps them going. The second leads into
the Rare Class-specific item she gives you for the Quest
Three reward. Then she gives you the fourth quest with
a long speech:
"Nihlathak told me he
struck a deal with Baal to protect Harrogath. In exchange
for the demon's mercy, the misguided fool plans to give
Baal the Relic of the Ancients, our most holy totem!
Doing so would allow Baal
to enter Mount Arreat unchallenged by the Ancients.
I tried to stop Nihlathak, but he imprisoned me in that
icy tomb. Nihlathak must be stopped before he dooms
the whole world. As much as I would love to strangle
the life out of him, I'm afraid I haven't the strength.
You must go to his lair through this portal I've opened,
kill him, and then bring back the Relic of the Ancients.
Stop Nihlathak from destroying what we have striven
for eons to protect."
Portal from Anya
As the speech ends she opens up the portal you see here.
You must go through the portal to a special quest area
that you can't reach any other way. This quest is not
required to finish the Act, and the reward isn't very
big, so you can skip it if you want, though it's an
interesting quest area and advances the plot quite a
bit.
The quest area has a very
cool opening area:
Portal from Town.
Mist-shrouded cliff.
It's a trap!
Read the captions on the
above shots for more info. Once you get into the dungeon,
you descend three levels through the Halls of Anguish,
Halls of Pain, and Halls of Vaught. (Fred Vaught is
one of the background artists on D2X.)
Quest Prompt: Find Nihlathak
in the Halls of Vaught.
Nihlathak is in a corner of the Halls of Vaught, on
a raised dais surrounded by Minions. They charge and
he casts some spells, but it gets really interesting
once you kill a few monsters, for he starts casting
corpse Explosion on the bodies of his own followers
once you kill them.
First sighting of Nihlathak.
Corpse Explosion!?
He's a bit like the Summoner
though, lots of spells and protectors, but once you
get a clear shot he goes down pretty quickly.
Larzuk injects some levity.
Once you've killed him you have no choice but to return
to town, either by a town portal, by going back up to
level two and taking the waypoint there (if you bothered
to find it) or by walking back up three levels and taking
the red portal. Back in town Anya has the "!"
overhead, and when you talk to her it's not all good
news:
"You have stopped Nihlathak,
but he didn't have the Relic! He must have already given
it to Baal. Now, Baal will not be tested when he reaches
Arreat's summit.
I do thank you for trying
though. Please, allow me to honor your courage by magically
inscribing your name onto an item of your choosing.
It's the least I can do."
This isn't a valuable quest reward, but it's very cool.
It works like the Imbue quest, you click the option
seen here, and Anya opens up a box that you can drop
your item into.
Apparently it will work with
any item in the game, magical, rare, unique, crafted,
set, etc. We first did it with a Sorceress and selected
her gloves, just to see what it would look like. You
see the results here.
Doing it with a Set Item
would be sort of interesting, since there is a name
on those already. Yes, it works of Wirt's Leg as well.
Earlier in the Act, one of
Nihlathak's gossips while he's still in town:
"The demon hordes have
grown powerful beyond measure, aided by our foolish
mistakes. But I may have found a way to correct those
mistakes."
Thusly foreshadowing his
turn to evil.
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Quest
Five
Quest Name: Rite of Passage
Triggered by: Reaching the Ancient's Way triggers Qual-Kehk
to speak of it - or - you can go straight to the Arreat
Summit and click on the altar.
Given by: Qual-Kehk
Location: Arreat Summit
Rewards: +experience. Set amount, increases with difficulty
level, around 1m on normal and 50m on hell.
Once you advance to the Ancient's
Way, the last ice cavern level in the game, and then
return to town, Qual-Kehk will be eager to talk:
"Every time I hear of
you, warrior, your deeds become more legendary. But
take heed. You are approaching the very summit of Mount
Arreat. I have never dared venture there. It is sacred
-- our most holy place. The legends say it is guarded
by the Ancient Ones, who block the path of all who are
unworthy. Your reputation here does not matter...It
will be the Ancients who determine your worthiness.
Good luck."
You don't need to talk to
Qual-Kehk or anyone about this, you can just advance
through the Ancient's Way to the Arreat Summit, and
do it. This quest seems straightforward, but has a very
tricky element to it you see in no other quest in all
of Diablo II.
Quest Prompt: Travel through
the Ancient's Way to find the Ancients at the Arreat
Summit.
Aside from the quest, the
Arreat Summit is probably the most impressive area in
the entire game. The screenshots don't do it justice,
the amazing part is walking along the edge with the
landscape far far below. It's awesome with perspective
mode, which the game automatically turns on there (the
option for it in the Options menu is grayed out at this
point) for the ground moves much slower than the edge
of the cliff you are walking along giving a nice illusion
of depth. It has to be seen in motion to be appreciated.
The Summit is a small area,
not much larger than two screens end to end in 800x600
mode. The center is the raised circle with the three
statues, and there are pillars around it in a large
circle with some open snowy ground outside of that,
with cliffs bounding the area on all sides and a barred
stairway to the far right. In the center on the dais
you see these three statues.
The three Ancient Ones, guardians of the Worldstone
Keep.
The altar highlights when you point and it, and when
you click a long speech is heard with three voices speaking
in harmony.
"We are the spirits
of the Nephalem, the Ancient Ones. We have been chose
to guard sacred Mount Arreat, wherein the Worldstone
rests. Few are worthy to stand in its presence; fewer
still can comprehend its true purpose.
Before you enter, you must
defeat us."
Recall that Nihlathak stole
a relic and gave it to Baal, allowing him to enter the
Worldstone Keep without having to face these guardians.
When the speech ends, the
action begins.
Ancients Awake.
The Battle is joined.
Leap Attack.
The statues come to life, and they are all Barbarians
(of course) in glowing red armor. Yellow flaming light
radiates from them, and they are very impressive in
action. As you see in the screenshots, they use Warcries
to boost themselves, and they all have skills. You'll
see Leap Attacks, Bashes, and even very fast Whirlwinds,
which don't look like much in a screenshot, but are
amazing to see in action, with the streaks of light
left behind. The small shot on the right here is of
one mid-WW.
You must kill them all, and
when they are beaten they explode in a huge burst of
yellow flames, and return to statue form. There is another
long speech about how Baal must be defeated, and the
dire consequences for the world if he's not destroyed.
Death animation
So what's the tricky part?
If anyone in the party casts
a town portal while fighting the guardians, or comes
through one from town, the Guardians immediately vanish
and return to statue form. And you have to fight them
again, with full regenerated hit points, until you kill
them all. The stairs down to the Ancient's Way are barred
once you reach the summit as well, so portals are the
only way out.
This isn't so hard in normal,
but by Hell difficulty they are spawning with three
magical modifiers and two immunities each, and you are
just about guaranteed to get at least one physical immune
and another lightning immune, on top of Lightning Enchanted,
Stone Skin, Teleporting, etc. Three big damage very
fast melee fighting bosses at the same time in an area
too small to retreat from. This is a death trap for
just about any character playing solo.
You can, however, use their
instant disappearance to your advantage. If they spawn
with very difficult mods, someone just needs to cast
a Town Portal, and they will all vanish back to statue
form. This would also be a very nice escape possibility
for Hardcore characters, if you are in trouble, just
portal and they vanish. However you have to fight them
all again.
In a party, players who die
during the battle need to stay in town while the surviving
players continue to fight, or the Ancients will return
to statues as soon as someone comes through a Portal.
This is a very unique quest
and the hardest battle you'll face in the entire game,
in most cases.
Reward: Huge experience bonus,
it's around 1.5m on normal, 20m on Nightmare, and 50m
on Hell. There is a Clvl requirement to get the reward
though, you must be Clvl 20 on Normal, 40 on Nightmare,
and 60 on Hell to get it. So no partying with bigger
characters to get there quickly and get a huge bonus.
The bonus experience doesn't seem to be cut by your
Clvl exp penalty if you are over Clvl 75, so if that's
the case in the final game, very high level characters
(85+) would want to save this quest as long as possible,
since they'll get a huge exp bonus for it, while all
the other experience they earn is penalized a lot.
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Quest
Six
Quest Name: Eve of Destruction
Triggered by: Defeating the Ancients (Quest Five)
Given by: Qual-Kehk, or when you reach the Throne of
Destruction level.
Location: Throne of Destruction.
Rewards: Baal's item drop, complete the Act, view final
cinematic, gain a title.
This one is about as straight-forward
as a quest can be; you just move down through the three
levels of the Worldstone Keep, (there is a waypoint
on level two) then through the Throne of Destruction
level to a final room where you see Baal, but can't
attack him yet.
Quest Prompt: Find Baal's
Throneroom.
Baal on his throne.
He is up on a throne (hence the level name) here, and
laughs constantly. Once you have killed all the random
monsters in the room, the fun begins. He laughs and
laughs (yes, it makes you want to kill him) and after
a few seconds emits a glowing ball of yellow lightning.
It flies up into the air and crashes down somewhere
in front of the steps, and there appears a SuperUnique
boss with his pack of minions.
Once you kill off that pack,
their bodies vanish but leave a lot of blood, Baal laughs
constantly, and then spawns another huge glowing orb
which crashes down and releases a bunch of monsters.
This happens five times, different and more powerful
monsters each time, with the fifth bunch Baal's Minions,
monsters that are seen nowhere else in the game.
Baal's Guardians, in order
of appearance. Click to view them:
Colenzo the Annihilator --
Fallen Shaman
Achmel the Cursed -- Greater
Mummy
Bartuc the Bloody -- High
Council
Ventar the Unholy -- Balrog
Lister the Tormenter -- Baal's
Minions
One major issue with these
packs is the computer lag when they load. Early in the
beta it was very bad, with several seconds of lag on
your end as your computer loaded in the monster graphics.
If you were right where they appeared, you could be
killed before you were able to move at all. This has
been improved so that now most of the lag comes after
you kill each minion. You'll get laggy for a few seconds
(depending on your computer power) as Baal laughs and
the blood from the last pack sort of splashes around.
Then it catches up to normal speed and the next pack
appears with little lag. Only the last pack with Lister
the Tormenter is still laggy before they appear, and
it's advised that you get well back down the hallway,
and be sure you have any minions, Decoys, Valkyries,
Shadows, etc up and ready before they appear.
After you kill them all Baal
laughs some more, then vanishes down the portal behind
his throne. You follow him down and enter a small room
with the enormous worldstone looming in the middle of
the area. It's very graphically impressive. Baal is
less so, and dies very quickly if there is any Static
Field in the area. He doesn't attack that quickly, but
does have some interesting spell effects not seen anywhere
else in the game, and can even duplicate himself when
he's nearly dead.
Baal launches the cold wave.
Baal doubles the fun.
Baal dies in agony.
Once Baal is down and his
death animation, the orbiting spirits light show ends,
Tyrael descends from overhead and hovers. And glows,
and pontificates in his usual pompous fashion.
"I am impressed, mortal. You have overcome the
greatest challenge this world has ever faced and defeated
the last of the Prime Evils. However we are too late
to save the Worldstone. Baal's destructive touch has
corrupted it completely.
Given enough time, the Worldstone's
energies will drain away and the barriers between the
worlds will shatter -- the powers of Hell will flood
into this...Sanctuary...and eradicate your people and
everything you've labored to build.
Therefore I must destroy
the corrupted Worldstone before the powers of Hell take
root. This act will change your world forever -- with
consequences even I cannot foresee. However it is the
only way to ensure mankind's survival.
Go now, mortal. I have opened
a portal that will lead you to safety.
May the Eternal Light shine
upon you and your descendants for what you've done this
day. The continued survival of mankind if your legacy.
Above all else, you have earned a rest from the endless
battle.
Once he's done with this
rather unsettling message, he opens a red portal. The
screen shakes and keeps shaking worse and worse, and
chunks of crystal keep spinning by, moving up or down.
When you click on the portal you pop to the new Congratulations
screen, and after that view the final cinematic.
If you've already killed
Baal, Tyrael doesn't appear, and you don't get the red
portal, basically the same as if you kill Duriel when
you have credit for the quest already.
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