The Butcher (Multi and Single)
Given by Wounded Townsman.

This is a tough quest early in the game. His lair is a square room on the second floor of the dungeon and is easily recognised by all of the impaled bodies inside the room. If you are capable of casting and can afford a Stone Curse spell, the quest is very easy - cast it and chop away until he's history. But very few players will be able to cast Stone Curse early in the game, and unless you have a high dexterity or an item which gives you a magical fast attack or fast recovery, it is difficult to go toe-to-toe with the Butcher. A Bear weapon (which forces him back) makes it possible to take him head-on.

A better plan, however, may be to open the door to his lair, wait until he says "Fresh meat," and then flee to any nearby location (it helps to map out an escape route first) with a door and a chain link wall. Go through the door and shut it before he follows you in, and you'll be able to hit him with projectile weapons and spells until he finally goes down (which may take a while). You can greatly speed up the process if you are capable of casting a Firewall spell. Cast it right through the grating, and he will gleefully stand in the flames until he fries. (If you happen to replay a dungeon with an advanced character and are capable of casting a Golem spell, do so. It is more than a little amusing to watch the Golem take about two seconds to plough through the Butcher.)
After the Butcher dies, he will leave behind his Cleaver. It makes a nice weapon for a low-level character, although it is prone to break easily.

Monsters: The Butcher (and any nearby monsters on level two which you haven't cleared out yet)

Reward: The Butcher's Cleaver (single-player game) or random magic item (multiplayer game) from the Butcher's remains





Curse of King Leoric (Multi and Single)
Given by Ogden

This quest is different in the single-player game than in the multiplayer game. Ogden will initiate this quest, which, like the Poisoned Water quest, also occurs in a separate mini-level, this time off level three. There is a separate entrance to the Skeleton King's Lair that can be found by moving the mouse over any staircases you encounter on level three. Once in his lair, take it slowly and gradually pick off his skeleton army (without getting too many of them on the screen at once) to avoid being overwhelmed. Use Holy Bolt as much as you can. If you engage in hand-to-hand combat, try to use a blunt weapon, like a club, mace, or staff, instead of a cutting weapon, like a sword. You may meet your first skeleton archers on this quest. Avoid advancing too far into a room to avoid being caught in a crossfire.

The Skeleton King is straight left. Look for the glow he creates. As with the Butcher, Stone Curse is once again the easiest way to defeat your enemy - cast it when he gets close and attack him while he's vulnerable. Holy Bolt spells also work very well against the Skeleton King. It's probably not wise to fight him hand-to-hand unless you have a high dexterity, a Bear weapon, or an item which allows you to fast attack or fast recovery. If he gets near you, you can run away from him (he may chase you for a while but will eventually veer off). He also has the nasty habit of raising the skeletons you've already killed, so try to take him out quickly.

Once you've killed him, pick up his Undead Crown (a great item for fighters), and don't forget to click on the crosses in each of the corners - they'll open up a secret room with more magic items.

Monsters: A large variety of Skeleton and Skeleton Archers, Burning Dead, Corpse Bows, and Skeleton King Leoric.

Reward: Undead Crown from Skeleton King Leoric, additional magic items from the secret room opened by hitting the four crosses in Leoric's lair.





Poisoned Water Supply (Single only)
Given by Pepin

You'll know if you have this quest in your game by checking the colour of the water in the fountain in the middle of the town (near Cain). If the water is brown, as opposed to its normal blue, you'll have this quest on the second level. If you talk to Pepin (the healer) in town after you start the first level, he will give you this quest. If you don't happen to notice the colour of the water in the town fountain, you'll still be able to tell that this quest is in your game if, during your exploration of the second level, you run into a crack in the wall that is surrounded by candles (described as "to a dark passage").

Initiate the quest by talking to Pepin. Once you find the crack in the wall, return to town prior to exploring it, if you want more of the storyline. The opening will take you to a separate mini-level where you'll have to clear all of the monsters in order to solve this quest. You'll likely meet your first Goat Men (the easiest Flesh Clan variety) and a bunch of Fallen One types, Devil Kins with swords and Carvers with spears. Once you kill all of the monsters, the waters in the mini-level will clear and you'll have completed it. Don't forget to return to Pepin to obtain your reward - the Ring of Truth.

Monsters: Carvers (with spears) [22], Devil Kin (with swords) [11], Flesh Clan Archer [1], Flesh Clan [4].

Reward: Ring of Truth from Pepin.





Ogden's Sign (Single only)
Given by Ogden

Ogden also initiates this quest when you talk to him after clearing a couple of levels in the dungeon. You'll know if you have this quest in your game because you won't be able to get down to level five until you solve it. The Tavern Sign is guarded inside a room by Overlords, and it will be the first time you meet these big guys. They aren't too difficult, especially if you have some spells (they have no immunities or resistances).

You won't be able to open the chest in their lair until you talk to Snotspill, a Fallen One leader who is on the other side of the room with the Overlords. He'll tell you to go get the sign for him. After you talk to him, if you haven't spoken to Ogden first to initiate the quest, return to town to do so now. Once back in the dungeon, go and get the sign from the lair of the Overlords. DO NOT give it to Snotspill. Instead return it to Ogden in town, and he'll give you the Harlequin Crest. Then go back into the dungeon and return to Snotspill, who will attack you immediately with lots of Dark Ones to help him. Firewall works wonders here. If you can't cast Firewall, wait outside the door and pick off Snotspill and his friends one at a time. Don't let them get through the door and surround you.

Monsters: Dark Ones (with swords) [20], Overlords [5], Snotspill.

Reward: Harlequin Crest from Ogden upon returning to the shrine, a randomly determined magic item from Snotspill's remains, access to the fifth level of the dungeon.





Garbhad the Weak (Single only)
Given by Garbhad

When you first encounter this Goat Man, you probably won't even realize that Gharbad is part of a quest, and you'll likely try to attack him. You can't hurt him, so once you clear out any monsters near him, click on him to initiate a conversation. He'll plead with you not to kill him; you can't anyway, so leave the room. You'll have to leave and return to the room several times in order to complete this quest, but there is no time limit, so you can explore at your leisure and return when you want. The first time you return he will give you a magic item, which may or may not be useful to you. The second time you return he will tell you that he isn't quite finished making you another item. Finally, the third time you return, Gharbad will decide that the item he has made is "too good for you," and he'll attack immediately. Gharbad the Weak lives up to his name, however, so you shouldn't have much difficulty killing him in any number of imaginative ways. You'll receive the item he made once you kill him.

Monsters: Just poor old Gharbad (unless you haven't cleared out the monsters on the fourth level near him).

Reward: A magic item from Gharbad the second time you speak to him and an additional magic item from his remains.





Magic Rock (Single Only)
Given by Griswold

Griswold will initiate this quest by telling you about a caravan that passed through the town some time ago. There's not much to this quest. You'll find the Magic Rock on a pedestal on level five. Take your time getting to it, as it is usually surrounded by a fair number of monsters. Return it to Griswold, who will give you the Embryean Band. If you find the rock before you've talked to Griswold, take it anyway, but drop it in town before you talk to him, then pick it up again and complete the quest (this strategy also works for the Tavern Sign quest above).

Monsters: Randomly determined monsters on the fifth level.

Reward: Embryean Band from Griswold for returning the Magic Rock.





Halls of the Blind (Single Only)
Given by a book

This quest, like the Valor and Chamber of Bone quests, is also initiated by a book, this time appropriately called the Book of the Blind, and is found on level seven. The Halls of the Blind is a tilted figure eight-shaped room, with a door on the north side and one on south side. In the room, you'll find the yellow Illusion Weavers, who are fairly tough but can be taken out by spells (Lightning preferably, as they are resistant to magic and fire) or hand-to-hand. They are pretty easy to run from if you get in over your head.

Inside the Halls of the Blind room, there will also be two small rooms. Both contain more Illusion Weavers, so don't open them until you clear out the ones already in the main room. The small room to the north contains the Optic Amulet. Once you take the Optic Amulet, the quest will be completed.

Monsters: Illusion Weavers [17].

Reward: Optic Amulet in the small room at the top of the figure eight-shaped room.





Zhar the Mad (Single Only)
Given by Zhar

This non-player character is found on level eight in a room with some books and scrolls on pedestals and a bookcase. Talk to Zhar first in order to initiate the quest, as he will give you a free magic book. You can freely take the items off the pedestals, but as soon as you touch the bookcase he will admonish you and attack. Spells, particularly Stone Curse, are generally the best way to take him out as he will teleport when you try to engage him in hand-to-hand combat.

Monsters: Zhar the Mad.

Reward: Books or scrolls from the pedestals, a book from the bookcase and a randomly determined magic item from Zhar's remains.





Anvil of Fury (Single only)
Given by Griswold

Griswold will initiate this quest by telling you about the mighty Anvil of Fury. The Anvil itself can be found on level ten but is on a peninsula surrounded by lava and well-guarded by monsters (including Night Clan Archers and Obsidian Lords). Take your time and gradually clear out the monsters prior to trying to get to the Anvil (you can identify the weaknesses of the monsters by looking at the charts in Part One of this guide). The Anvil is small and easy to miss. Return the Anvil to Griswold in order to receive Griswold's Edge.

Monsters: Night Clan Archers [8], Obsidian Lords [10].

Reward: Griswold's Edge from Griswold after returning the Anvil.





Valor (Single only)
Given by a book

This quest is initiated by reading the Book of Blood on level five. You'll be able to complete this quest in the same room as you find the book, but you may want to drop back into town in order to see what the townsfolk have to say about the quest first (see Farnham, in particular, for a few laughs). Once you go through the room with the book, you'll see a bloodstone on the floor. Pick it up and click on the pedestal that is also in the room. There are some Horned Demons in this room, so look out for their charges. You can normally hear them picking up speed. If you dodge them, they will ram into the walls (they can't stop their charges), which will leave them momentarily helpless. Try to take them out at a distance with spells or a bow.

Once you place the first bloodstone on the pedestal, you will open another door to the north to an attached chamber. There are more monsters and a second bloodstone in that room. Take the second bloodstone and click on the pedestal again (back in the first room), which will open up a third chamber where you can find the final bloodstone. Using the last bloodstone on the pedestal will open the chamber to the Arkanines' Valor armor.

Monsters: Horned Demons [8].

Reward: Arkanines' Valor Armour in the room of Valor.





Chamber of Bone (Single only)
Given by a book

This quest is initiated by reading the Mythical Book on level six. Once you've read the book (hit the Esc key if you don't want to listen to all of it), a staircase will be available on level six to take you to another mini-level, the Chamber of Bone. You will likely meet both Horned Demons (if you didn't get the Valor quest) and Unseen for the first time on this quest.

There are three passageways - the ones on the left and the right lead to levers and are guarded by Horned Demons (see the Valor quest for combat tips). The centre passageway leads to the Chamber of Bone, which, as the name implies, is heavily populated with Skeletons. Firewall works great here as all of the Skeletons are crammed into a relatively small area. Four to five Firewalls can fill the entire room, quickly exterminating the skeletons and the Hidden. There are a few more Horned Demons and a book in the skeleton room. If you charge and get the book, you will receive the Guardian spell and a three-headed dragon will appear out of the ground and will blast any remaining monsters in the room.

Once you read the book the quest will be completed, but make sure you explore the two secret rooms on the right-hand passageway (they are opened by the two levers). Each of the secret rooms contains more Hiddens and Skeletons and also a chest with several items, all magical.

Monsters: Horror Captains [45], Horned Demons [9], Unseen [12].

Reward: Guardian Spell from reading the Ancient Tome, three randomly determined magic items from each of the quests in the two rooms opened by the levers.





Black Mushroom (Single only)
Given by Adria

In order to initiate this quest, you'll have to find the Fungal Tome on level nine. Take the Fungal Tome to Adria, the witch in the town (there is no other use for the book). She'll tell you to go get a demon's brain for Pepin the healer. Talk to Pepin to get additional information.

The first monster you kill after speaking to Adria will release the demon's brain (that monster doesn't have to be labeled a "demon"). The brain is quite small and easy to miss, so be on the watch for it. Return the brain to Pepin who will give you an elixir for Adria. Take the elixir to Adria who will tell you to keep it for yourself. Use it, and you will have three points added to each of your attributes.

Note: In the early versions of Diablo, there is a bug which may prevent you from using this potion if you don't use it right away, so be sure to gulp it down immediately. A demon's brain never tasted so good.

Monsters: Just the randomly determined monsters on the 9th level of dungeon (and deeper if you don't take the Fungal Tome to Adria until later).

Reward: Elixir from Adria (actually Pepin, but take it to Adria before trying to use it) .





Lachdanan (Single only)
Given by Lachdanan

Lachdanan himself will initiate this quest and can be found standing still on level fourteen. He is a Blood Knight, so your first instinct will likely be to attack him, which is futile. He'll ask you to get the Golden Elixir, which you can find in the centre of a room on level fifteen. Return the Elixir to Lachdanan (don't worry, he won't attack), and he'll give you the Veil of Steel in exchange for it - and you'll give him his much-desired merciful death.

Monsters: Blood Knights will always be on level fourteen if this quest is present in your game, plus additional randomly determined monsters on the 14th and 15th level.

Reward: Veil of Steel from Lachdanan after returning the Golden Elixir.





Warlord of Blood (Single only)
Given by a book

Yet another quest initiated by a book, Steel Tome is found on level thirteen. You'll know if you have this quest in your game, because you will be unable to get to the stairs leading to level fourteen until you read the Steel Tome. The Warlord and his henchmen are pretty tough, however, they're vulnerable to Stone Curse if you can get them to follow you so that you can face them one at a time. His henchmen are Steel Lords and therefore vulnerable to lightning. You can just swing and chop your way through them, but try to avoid being surrounded. Flee if necessary. A defensive spell like Mana Shield also comes in handy. After you have disposed of the Warlord and his men, you will be able to loot his treasure, which includes two sets of magical armor and four magical weapons.

Monsters: Steel Lords [many], Warlord of Blood.

Reward: Magic Armor [2] and Magic Weapons [4] in the Warlord's Lair, another magic item from the Warlord's remains, access to the Level 14.





Archbishop Lazarus (Single and Multi)
Given by Cain

Getting close now.... In order to initiate this quest, you will first have to find the "Staff of Lazarus", an otherwise useless item found on level fifteen. Once you have the staff, you'll have to show it to Cain in town in order to start the quest. After speaking to Cain there will be a red portal available on level fifteen that will take you to another mini-level.

Lazarus' lair is populated with Succubus-type monsters as well as Mages. Take your time since the narrow corridors make it easy to be surrounded. Use Stone Curse or other offensive spells such as Fireball. Clear out as much as you can without reading the Books of Vileness (there are two books at opposite sides of this mini-level). There are a number of Hellspawns initially trapped in cages - ripe for a nice Firewall spell. In order to read the Books of Vileness, you have to be standing on the teleport pad nearby (which will light up). You will be teleported into an area with more Hellspawns, who will again be vulnerable to Firewall. You'll have to read the second Book of Vileness as well, and then return to the beginning of the level to step on a teleport to Lazarus himself.

Lazarus surrounds himself with Hellspawns, including two leaders, Blackjade and Red Vex. Flee to the north or south passageways in order to avoid being surrounded immediately and then pick off the Hellspawns when they follow you. Lazarus will not chase you. Once you have gotten rid of his guards, Lazarus is quite easy to take out with Stone Curse. He is difficult to engage in hand-to-hand combat because he will use Flash and Teleport spells. You're likely to have better success with ranged weapons or spells. After you kill Lazarus, return through the red portal, which will have reappeared, and return to town to talk to Cain in order to initiate the final quest.

Monsters: Hellspawn [many], Advocates [6], Lazarus.

Reward: A randomly determined magic item from Lazarus, from Red Vex, and from Blackjade. Access to Diablo.





Diablo (Single and Multi)
Given by Cain

Diablo

Diablo is initially trapped in a room, so be sure to take out all of the other monsters on this rather small level prior to pressing all of the levers which allow him out. This level is essentially four large areas connected by a passageway in the middle. There will be lots of Blood Knights and Advocates. Mana Shield is a must for this level, particularly if you are a mage, and lots of mana potions come in handy. If you can cast Golem, try to use one against the mages, but realise that the Golem won't last long against the Blood Knights on the level. To help your Golem, cast Stone Curse on enemies near the Golem and watch him shatter them. Three of the four main areas contain levers (two in one area), and the fourth area contains Diablo and yet more minions.

The area with the two levers will open Diablo's chamber, so leave it until you have cleared out the other areas. When you finally do let Diablo out, you may want to get him to chase you into one of the other cleared out areas (preferably on the other side of the level). He tends to get lost following you, so you should be able to sneak back to finish off his minions (for extra experience points). Diablo casts Apocalypse spells, which are quite dangerous, so keep an eye on your hit point level or, if you are using a Mana Shield, your mana level. If you are luring him away, zigzagging will allow you to dodge his spells. Unfortunately, Stone Curse will not work on Diablo. The best way to take him out may be to actually go head-to-head with him, keeping Mana Shield up, using spells from a staff (like Fireball or Lightning), and chopping away. Diablo appears to be vulnerable to all types of spells, including Holy Bolt, but excluding Stone Curse, as discussed above. Ah, he was a wimp after all.

Monsters: Blood Knights [many], Advocates [many], Black Knight [1], Sir Gorash, Diablo.

Reward: A magic item from Sir Gorash, end game for killing Diablo.





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