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[[Image:Quests-den-of-evil-entrance.jpg|right|frame|Den of Evil]]The Den of Evil will always be in the Blood Moor, the first area outside of town. Follow the dirt path from the gate out of the Rogue Encampment, and it will lead you to it. The path will have a fork, one way will lead to the Cold Plains, the next area, and if you get there and see Flavie, the Rogue NPC standing there, you should backtrack and follow the other fork in the path to the Den (or the DoE as it's called). | [[Image:Quests-den-of-evil-entrance.jpg|right|frame|Den of Evil]]The Den of Evil will always be in the Blood Moor, the first area outside of town. Follow the dirt path from the gate out of the Rogue Encampment, and it will lead you to it. The path will have a fork, one way will lead to the Cold Plains, the next area, and if you get there and see Flavie, the Rogue NPC standing there, you should backtrack and follow the other fork in the path to the Den (or the DoE as it's called). | ||
Kashya's rogue scouts have found a nearby cave filled with shadowy creatures and horrors from beyond the grave. Akara fears that these creatures are massing for an attack against the encampment. Destroy all of the monsters in the Den of Evil including any Champions or Unique monsters. | |||
This is an easy quest, you need merely kill all the monsters in the den. There are usually around 50 of them, depending on the random spawn and size of the Den. When you get down to five left the Quest Button will pop up telling you that, and the display in the Quest Window will count down the remaining kills. | This is an easy quest, you need merely kill all the monsters in the den. There are usually around 50 of them, depending on the random spawn and size of the Den. When you get down to five left the Quest Button will pop up telling you that, and the display in the Quest Window will count down the remaining kills. | ||
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* '''Reward:''' One free Rogue mercenary from Kashya and option to hire more of them. | * '''Reward:''' One free Rogue mercenary from Kashya and option to hire more of them. | ||
* '''Quest Priority:''' Not mandatory, and most characters skip it. | * '''Quest Priority:''' Not mandatory, and most characters skip it. | ||
Kashya's Rogue scouts have reported an abomination in the Monastery graveyard. Blood Raven, one of the Rogue's finest captains in the battle against Diablo at Tristram, has been corrupted by Andariel. She can be found in the Monastery graveyard raising the Rogue's dead as zombies. You must help the Rogues destroy her. | |||
You must find the [[Burial Grounds]] and kill [[Blood Raven]], an evil corrupted Rogue, to complete this quest. To reach the Cemetery you need only follow the dirt path through the [[Cold Plains]]. It will fork twice, one path leads to the [[Stony Field]] (where you need to go to advance through the act), another leads to [[The Cave]] dungeon level, and the other leads to the Cemetery. You have to just follow them and see where they go, and if you pick the wrong fork backtrack and follow the path onwards. It's not a very large area, so you can just run around the perimeter if you don't want to follow the paths; you'll get there eventually. | You must find the [[Burial Grounds]] and kill [[Blood Raven]], an evil corrupted Rogue, to complete this quest. To reach the Cemetery you need only follow the dirt path through the [[Cold Plains]]. It will fork twice, one path leads to the [[Stony Field]] (where you need to go to advance through the act), another leads to [[The Cave]] dungeon level, and the other leads to the Cemetery. You have to just follow them and see where they go, and if you pick the wrong fork backtrack and follow the path onwards. It's not a very large area, so you can just run around the perimeter if you don't want to follow the paths; you'll get there eventually. | ||
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* '''Reward:''' Free item identification from Cain and a ring from Akara. Ring Ilvl: Normal 7 (magical ring), Nightmare 28 (Rare Ring), Hell 49 (Rare Ring). The ring's Ilvls are preset, it doesn't matter what your Clvl is when you do this quest or get the reward. | * '''Reward:''' Free item identification from Cain and a ring from Akara. Ring Ilvl: Normal 7 (magical ring), Nightmare 28 (Rare Ring), Hell 49 (Rare Ring). The ring's Ilvls are preset, it doesn't matter what your Clvl is when you do this quest or get the reward. | ||
* '''Quest Priority:''' This is not a mandatory quest, but it's useful to get free ID's from Cain and the ring reward. | * '''Quest Priority:''' This is not a mandatory quest, but it's useful to get free ID's from Cain and the ring reward. | ||
Akara informs you that you are facing an evil difficult to comprehend and there is one Horadrim Sage, schooled in the most arcane history and lore who could help known as Deckard Cain. You must travel to Tristram to find him. To begin your quest the people of the Rogue encampment tell you to find bark from the Tree of Inifuss which holds mystical runes. Take the bark to Akara. Once she has translated it she tells that you find the Cairn Stones and touch them in the order written. | |||
Finding and rescuing Cain is the most complicated quest in Act One. You must: | Finding and rescuing Cain is the most complicated quest in Act One. You must: | ||
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* '''Reward:''' Killing the Countess on the fifth level of the tower releases dozens of stacks of gold and numerous items from the magical chest. | * '''Reward:''' Killing the Countess on the fifth level of the tower releases dozens of stacks of gold and numerous items from the magical chest. | ||
* '''Quest Priority:''' This is not a mandatory quest, and most characters skip it. It became more popular with v1.08, as the Countess began to drop a Rune nearly every time. | * '''Quest Priority:''' This is not a mandatory quest, and most characters skip it. It became more popular with v1.08, as the Countess began to drop a Rune nearly every time. | ||
The Tower Tome recounts a story of a Countess who was buried alive. Her castle in which so many cruel deeds took place fell rapidly to ruin. Rising over the buried dungeons, a solitary tower is all that remains. The Countess's fortune was said to be divided among the clergy, although some say that more remains unfound, still buried in the tower. | |||
The trigger, reading the [[Moldy Tome]], is not required for this quest. You can just find the ruins of the tower in the Black Marsh, and descend into it. It's a very nasty area, one of the hardest in Act One, with small rooms and numerous boss and champion monster packs. The levels are very small though, and on the fifth and lowest level there are two rooms with dozens of stacks of gold in each, and several chests. The end of the fifth level has a room with a glowing golden chest guarded by [[The Countess]], a melee-fighting [[Corrupt Rogue]]. | The trigger, reading the [[Moldy Tome]], is not required for this quest. You can just find the ruins of the tower in the Black Marsh, and descend into it. It's a very nasty area, one of the hardest in Act One, with small rooms and numerous boss and champion monster packs. The levels are very small though, and on the fifth and lowest level there are two rooms with dozens of stacks of gold in each, and several chests. The end of the fifth level has a room with a glowing golden chest guarded by [[The Countess]], a melee-fighting [[Corrupt Rogue]]. | ||
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* '''Reward:''' Charsi will imbue an item for you. This means take any normal item and make it into a Rare with random stats, based on your Clvl. | * '''Reward:''' Charsi will imbue an item for you. This means take any normal item and make it into a Rare with random stats, based on your Clvl. | ||
* '''Quest Priority:''' Not a mandatory quest, but the reward is valuable. | * '''Quest Priority:''' Not a mandatory quest, but the reward is valuable. | ||
When Charsi fled the Monastery she left behind her Horadric Malus, an enchanted smithing hammer. If you can retrieve it for her, she will use its magic to strengthen your weapons. The Malus is guarded by the Smith. | |||
When you get near the Barracks, Charsi will be activated to ask you to retrieve a smithing hammer she had to leave in the Monastery when they fled the sudden invasion of demons lead by Andariel. You need to find the inner room (in a random location each game) of the Barracks level (first level inside the Monastery) with the forge and the hammer on a stand. It is guarded by the Smith, a large boss monster reminiscent of the Butcher from Diablo. He will pursue you at a high rate of speed and is a pretty nasty fight. He hits very hard and has a lot of hit points. You however do not need to kill him, you can just dodge around him and grab it from the stand. Once you return to town and click on Charsi she'll claim the hammer, even if you have it in your stash. | When you get near the Barracks, Charsi will be activated to ask you to retrieve a smithing hammer she had to leave in the Monastery when they fled the sudden invasion of demons lead by Andariel. You need to find the inner room (in a random location each game) of the Barracks level (first level inside the Monastery) with the forge and the hammer on a stand. It is guarded by the Smith, a large boss monster reminiscent of the Butcher from Diablo. He will pursue you at a high rate of speed and is a pretty nasty fight. He hits very hard and has a lot of hit points. You however do not need to kill him, you can just dodge around him and grab it from the stand. Once you return to town and click on Charsi she'll claim the hammer, even if you have it in your stash. | ||
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[[Image:Quests-a1-q6-andy-death.jpg|frame|left]] | [[Image:Quests-a1-q6-andy-death.jpg|frame|left]] | ||
[[Andariel]] is the Quest boss of Act One, and the hardest monster to defeat in the Act. She is in a large inner room at the bottom of the Catacombs, on level four. You enter in a long room that usually has a few zombies in it, then enter a larger room with a blood lake and tons of Dark Ones, the black type of Fallen. Once you clear that room you face a large set of double doors, and within Andariel awaits. | [[Andariel]] is the Quest boss of Act One, and the hardest monster to defeat in the Act. She is in a large inner room at the bottom of the Catacombs, on level four. You enter in a long room that usually has a few zombies in it, then enter a larger room with a blood lake and tons of Dark Ones, the black type of Fallen. Once you clear that room you face a large set of double doors, and within Andariel awaits. | ||
It's time to face the demon queen Andariel, who has corrupted the rogue sisterhood and defiled their ancient monastery. You must kill her before the Monastery becomes a permanent outpost of hell and the way east lost forever. | |||
Prior to v1.08 she would usually rush right out once you opened the doors, but now she is found well back in the room, which gives you a chance to clear out the monsters near the door before you encounter her. Andariel's main attack is her poisonous sting and the poisonous cloud she spews out in a half circle. This poison will drain your hit points at a terrible rate if you don't have poison resistance and/or lowers poison resistance equipment. Stocking up on some antidote potions before this battle is never a bad idea. | Prior to v1.08 she would usually rush right out once you opened the doors, but now she is found well back in the room, which gives you a chance to clear out the monsters near the door before you encounter her. Andariel's main attack is her poisonous sting and the poisonous cloud she spews out in a half circle. This poison will drain your hit points at a terrible rate if you don't have poison resistance and/or lowers poison resistance equipment. Stocking up on some antidote potions before this battle is never a bad idea. | ||
