The Forger's HellFire FAQ v2.9 Copyright of The Forgers Inc., a subsidiary of The Cheaters Corp. "Forge this and we will take legal action against you ! " Table of Contents : 1. Version History 2. Monster Tables 3. Spells and Magic 4. Magical Items, Prefixes and Suffixes 5. Mundane Items and their Attributes 6. Magical Shrines and Fountains 7. Quest Walkthroughs 8. Bonus Quests ( v1.00A ) 9. Rumors(?) 10. Acknowledgments ----------------------------- Section 1 : Version History : Version 2.9 : This is little more than an update of v2.8. I have added some information on a few more HellFire unique monsters and corrected some minor spelling errors to facilitate easy reading. Version 2.8 : Although I had originally decided to stop writing another HellFire FAQ until the end of the year, I discovered that there were many mistakes in v2.6/2.7 that had to be corrected. Furthermore, I hope to answer some questions that I received from people, but have not got around to answering ( I was black- listed and I have no account ) in this FAQ. There are many glaring mistakes that no one seems to have pointed out in the previous FAQs. I have corrected them. Furthermore, I have included the statistics of some HellFire hidden(?) uniques that I have encountered thus far and the information on the sword "Ice Shank". Note also that I have included the data from my FAQ supplement v1.00A into this FAQ under the new Rumors(?)section. Version 2.6/2.7 : In this updated version of my FAQ, I have corrected some of the minor errors in v2.5, added a little extra information on the v1.00A upgrade, updated the items lists, included the statistics of more unique monsters and added information of the special abilities of the Cornerstone of the World. Version 2.5 : In this FAQ, I have corrected more mistakes, updated the statistics of some items and shrines and included a revised version of the quest walkthroughs. I have also taken the liberty to include a special section on the updated HellFire v1.00A, as well as some information regarding the Bard character class from Diablo2, which can be used if you have certain files and the upgraded version of HellFire. Version 2.2 : In this version, I corrected some of the errors in the lists and charts. Unfortunately, this was not published. Version 2.1 : This FAQ, which was completed on the 28th of December, contains miscellaneous information, lists and walkthroughs for HellFire. Most people should have read this FAQ. Versions 1.0 to 2.0 These were all earlier versions of this FAQ, written between the 21st to the 27th of December, and they contained only several lists, tables and quest solutions. They were not published because I sent them at an awkward time when the people in charge of GameFaqs were away for the holiday season. If you have any information you would like to share or corrections you would like to make, please address them to either : The Forger, N.H.M Ojo or Jason K. of The Cheaters Corp. ( Redirect your mail to my assistant at 96161@oldham.acs.sch.edu.sg, and I shall read them. ) A Brief Overview of the new features in HellFire : For starters, HellFire features a new character class for those tired of playing the warrior, rogue and sorcerer; that of the Monk. The monk is a slightly better than average character, and although he cannot attain extremely high statistics, his statistics are more balanced, thus allowing him to use most of the items and spells in the game. The monk also starts with the "Search" skill, which performs a function similar to the spell of the same name. The monk does great damage with his unarmed attacks, and may attack up to three opponents at once with his staff. The maximum statistics of the monk are as follows : Str.150, Dex.150, Mag.80, Vit.80. Other features in HellFire also include the option to select the game's difficulty level. Apart from the normal, standard game, there is now the option to select Nightmare and Hell settings. In the Nightmare mode, the monsters gain an increased armor class and resistance, as well as three times their normal health plus another one hundred. However, the rewards are also increased, as you gain ten times the experience you would normally gain fighting these monsters and ten times the gold. In Hell mode, the monsters are further powered up, and their health is double that in Nightmare mode, but likewise, the rewards are also doubled. I would not recommend playing the Hell mode setting unless you are really suicidal and enjoy seeing your character getting killed at every turn. I tried playing the Hell setting with my Level 35 Warrior and I still got killed by a Horror Captain in Level 4! There are now two new areas to explore, The Nest and The Crypt. There are four levels in each of these two new areas, as well as numerous new monsters to fight. There are also several new unique monsters such as the Hork Demon and The Defiler to battle. There is now also a bonus section for HellFire v1.00A. If you have installed this upgrade, together with the relevant command.txt file, you will discover that you can use two new classes : The Bard and The Barbarian. The command text file and upgrade patches, including the 1.01b file ( I have not tried it yet though ) can be found at various Diablo and HellFire sites on the net. The Bard is an all rounded character similar to the Rogue, but she can use two weapons simultaneously, use most of the spells and items in the game and Identify items as a skill. The Bard's maximum attributes are listed below : Str.120, Dex.120, Mag.120, Vit.100. * If you equip two weapons that inflict different forms of elemental damage on the Bard, ( e.g. Griswold's Edge and Lightsabre ), the Bard fires a bolt of lightning ( similar to the spell but twice as damaging ) on every hit! * The Barbarian, on the other hand, is a strong fighter based on the warrior class who specializes in melee. The Barbarian is exceedingly strong and can wield two-handed swords such as a Great Sword with one hand, but cannot cast or use magic spells, staves and scrolls with magic requirements. However, the Barbarian's attack with an axe can hit multiple enemies. The Barbarian's special skill is Rage, which throws him into a berserk fury and increase his stats for a short duration. The Barbarian's maximum stats are as follows : Str.270, Dex.40, Mag.0, Vit.150. There are also two new quests in this upgrade, which will replace the Farmer Quest. They are the Little Girl quest and the Jersey's Jersey quest, which take place in the last two levels of the hive. The quests are outlined below in the bonus section. Remember, there are many more things which I have yet to discover, and if you readers out there find anything noteworthy, please send them to me. Section 2 : MONSTERS I have provided several monster tables which have the names of the monsters and creatures that I have encountered so far in HellFire. I have categorized them according to their relative power and order of appearance where applicable. Note that some of the information may be inaccurate as I have yet to fully determine all their abilities and statistics. Apart from The Butcher, King Leoric, Gharbad, Snotspill, Zhar, Red Vex, Blackjade, Lazarus, Diablo, The Defiler and Na-krul, who are all quest monsters, the rest of the unique monsters and monsters in the dungeons are randomized. Diablo Monsters : The following is a list of the monsters and the unique monsters ( denoted by * ) in the Diablo section of the game. Monster Type #Hits Resistances/Immunities/Abilities Fallen One (spear) 1-2 none Fallen One (sword) 1-2 none Scavenger 1-3 none Skeleton 1-2 none/magic Skeleton Archer 1-2 none/magic Skeleton Captain 1-3 none/magic Zombie 2-3 none/magic Bladeskin the Slasher* ?/? some/none Bonehead Keenaxe* ?/? none/magic Boneripper* ?/? none/some The Butcher* ?/? some/none Carver (spear) 2-4 none Carver (sword) 2-4 none Corpse Axe 2-3 none/magic Corpse Bow 4-8 none/magic Corpse Captain 6-10 none/magic Deadeye* ?/? some/magic Devil Kin (spear) 6-12 none Devil Kin (sword) 8-12 none Fiend 1-3 none Flesh Clan 15-22 none Flesh Clan Archer 10-17 none Ghoul 3-5 none/magic Goretongue* ?/? none/none Hidden 4-12 none Plague Eater 6-12 none Pukerat the Unclean* ?/? some/none Rotfeast the Hungry* ?/? none/magic Rotting Carcass 7-12 none/magic Shadowbite* ?/? none/fire Soulpus* ?/? fire/none Blink 6-14 none Black Death 12-30 none/magic/life draining Bongo* ?/? none Brokenhead Bangshield* ?/? some/magic Burning Dead 4-6 fire/magic Burning Dead Archer 5-12 fire/magic Burning Dead Captain 8-15 fire/magic Madburner* ?/? fire/magic Dark One (spear) 10-18 none Dark One (sword) 12-18 none El Chupacabras* ?/? fire/none Gutshank the Quick* ?/? fire/none Horror 6-10 lightning/magic Horror Archer 7-22 lightning/magic Rotcarnage* ?/? some/magic Shadow Beast 12-18 none Skeleton King(Leoric)* ?/? some/magic/raises skeleton warriors Skullfire* ?/? none/fire Warpskull* ?/? fire/none Blackash the Burning* ?/? none/magic,fire Bone Gasher 14-20 magic/none Gharbad the Weak* ?/? none/lightning Gloom 14-18 magic/none Horror Captain 17-25 lightning/magic Moonbender* ?/? none/fire Overlord 30-40 none Pulsecrawler* ?/? magic/fire Snotspill* ?/? lightning/none SpineEater* ?/? none/lightning Bloodskin Darkbow* ?/? fire,lightning/none Familiar 10-17 magic/lightning/lightning attack Foulwing* ?/? fire/none Horned Demon 20-40 none Shadowcrow* ?/? none/none Shadow Drinker* ?/? fire/magic/teleportation Stone Clan 20-27 magic/none Stone Clan Archer 15-20 magic/none Winged Demon 22-30 fire/magic Wrathraven* ?/? none/fire Acid beast 20-33 none Bilefroth* ?/? lightning/fire,magic Bloodgutter* ?/? none/fire Deathshade Fleshmaul* ?/? some/magic/charge attack Death Spit* ?/? some/none Fire Clan 25-32 fire/none Fire Clan Archer 20-25 fire/none Unseen 17-25 magic/none Blightfire* ?/? none/fire/Bloodstar attack Blighthorn Steelmace* ?/? some/none/charge attack Blood Stone 27-37 none/magic,fire Gargoyle 30-45 lightning/magic Gorestone* ?/? some/none Illusion Weaver 20-30 magic,fire/none Magma Demon 25-35 fire/magic Mud Man 50-62 none Night Clan 27-35 magic/none Night Clan Archer 25-32 magic/none Nightwing the Cold* ?/? fire,lightning/magic Stalker 21-35 some/some Baron Sludge* ?/? some/some Chaos Howler* ?/? none Firewound the Grim* ?/? fire/magic Lava Lord 35-42 none/magic,fire Poison Spitter 30-42 none Toad Demon 67-80 none/magic Zhar the Mad* ?/? lightning/magic/casts spells Blood Claw 37-62 none/magic,fire Breakspine* ?/? some/none Brokenstorm* ?/? none/lightning Hell Stone 30-40 none/magic,fire Mud Runner 25-45 none Oozedrool* ?/? fire/none Redstorm 27-55 lightning/magic Blackstorm* ?/? none/lightning,magic Flayer* ?/? some/lightning Frost Charger 30-50 lightning/magic Obsidian Lord 35-55 lightning/magic Pit Beast 40-55 magic/none Plaguewrath* ?/? lightning,fire/magic/acid attack Succubus 60-75 magic/none/Bloodstar attack Cave Viper 50-75 none/magic Death Wing 42-75 none/magic,lightning Fangspeir* ?/? none/fire Flayed One 80-100 magic/fire Guardian 70-80 magic/fire/Inferno attack Goldblight* ?/? none/magic,fire Storm Lord 37-67 magic/lightning Storm Rider 30-60 magic/lightning Maelstrom 45-75 magic/lightning Viletouch* ?/? none/lightning Viperflame* ?/? lightning/fire Firedrake 60-85 fire/magic Gold Viper 70-90 lightning/magic Lava Maw 50-75 magic/fire Snow Witch 67-87 lightning/none/Bloodstar attack Steel Lord 90 magic,lightning/fire Warlord of Blood* ?/? none/fire,magic,lightning Witchmoon* ?/? some/none Doom Guard 82 magic,fire/none Rustweaver* ?/? none/some magic immunities Fangskin* ?/? lightning/magic Hellspawn 75-100 magic/lightning/Bloodstar attack Lachdanan (NPC)* ?/? none/none Stareye the Witch* ?/? none/fire/Bloodstar attack Steelskull the Hunter* ?/? some/none Blood Knight 100 fire/magic,lightning Vortex Lord 80-90 magic/fire Advocate 72 fire/lightning,magic/casts spells Azure Drake 80-100 fire,lightning/none Balrog 90-100 magic/fire/Inferno attack Blackjade* ?/? lightning/magic/Bloodstar attack Bloodlust* ?/? none/fire,lightning/Bloodstar attack Cabalist 60 magic,fire/lightning/casts lightning Dreadjudge* ?/? some/lightning/casts spells Lazarus* ?/? fire,lightning/magic/casts spells Magistrate 42 magic,lightning/fire/casts spells Red Vex* ?/? fire/magic/Bloodstar attack Soul Burner 70-112 magic,lightning/fire The Vizier* ?/? none/fire/casts lightning Black Knight* 75 magic,lightning/fire Diablo* ?/? Immune to most spells/casts Apocalyse Sir Gorash* ?/? none/none These are the HellFire uniques I encountered in the game, as well as the names of the other uniques I have not encountered as yet : Madeye the Dead* ?/? some/some ( a glowing Burning Dead leader ) Graywar the Slayer* ?/? some/none ( a red-grey Doom Guard leader ) Windspawn* ?/? none/some ( a grey Vortex Lord leader ) Witchfire the Unholy ?/? none/some ( a pink Succubus leader ) Doomcloud* ?/? some/some ( a black Maelstrom leader ) Bluehorn ?/? some/some ( a brown Frost Charger leader ) Doomlock* ?/? Grimspike* ?/? Fleshdancer Webwidow* ?/? Zamphir The Vizier* ?/? Bloodmoon* ?/? Soulfire ?/? Howlingire the Shade* ?/? Lord of the Pit* ?/? Soulslash ?/? Blackskull ?/? Blacktongue ?/? Lionskull the Bent ?/? Festerskull ?/? Warpfire Hellspawn ?/? Stormbane ?/? Devilskull ?/? Sharpbone ?/? Bonesaw the Litch ?/? Doomgrin the Rotting ?/? Wrathfire the Doomed ?/? Bronzefist Firestone ?/? Glasskull the Jagged ?/? Warmaggot the Mad ?/? Hazeshifter ?/? Blightstone the Weak ?/? HellFire Monsters : The following is a list of the monsters and unique monsters ( denoted by * ) found in the HellFire section of the game. Monster Type #Hits Resistances/Immunities/Abilities Arachnon 30-40 none Necromorb 15-20 none/Bloodstar attack Torchant 40-60 fire/Fireball attack Hellboar 35-50 some Stinger 15-20 none Venomtail 20-25 none Lashworm 15 none Hork Spawn 15 magic Hork Demon* ?/? some/some Psychorb 10-15 none/Bloodstar attack Spider Lord 40-50 none/none/acid spitting attack Felltwin 30-40 none/none The Shredded 40-60 fire,lightning Devil-kin Brute 60-80 fire,lightning The Defiler* ?/? some/some/attack knocks target back Gravedigger 60-120 none/lightning/self regeneration Satyr Lord 80-100 fire,lightning Crypt Demon 100-120 fire,lightning/magic Firebat 30-40 fire/Fireball attack Hellbat 50-70 lightning,magic/fire/Fireball attack Skullwing 35 fire,lightning Tombrat 40-60 none/magic Bone Demon 120-120 fire,lightning/Bloodstar attack Flesh Thing 150-200 magic,lightning,fire Biclops 100-120 lightning Reaper 130-150 lightning/magic,fire Arch Lich 90-100 magic,fire/lightning/Bloodstar attack Lich 70-90 magic,lightning/fire/Fireball attack Na-krul* ?/? none/some/attack knocks target back. Section 3 : Spells and Magic The following are the spells that are available to a character in Hellfire. I have categorized them according to their spell level. Note that most spells will increase in potency ( damage/duration/range etc. ) as your character gains experience levels. Level 1 : Firebolt - A fire-based projectile attack. Inflicts moderate damage. Charged Bolt - A lightning based spell, creates a spread of small lightning bolts that home in on monsters around the caster. Holy Bolt - A magic based projectile attack. Does moderate damage, but affects only the undead and true demons e.g. Diablo and Na-krul. Note that most creatures such as Succubi and their brethren, the Lichs in the Crypt and other creatures that look distinctly undead, skeletal or supernatural generally count as demons or undead. Use your discretion and common sense. Heal Other ( Multi-player spell )- Similar to the Heal spell, Heal Other restores the health of another player character. Healing - Heals player character. Inferno - A fire-based attack, creates a short stream of fire in front of the caster. Has greater accuracy and damage potential compared to a Firebolt, but its range is much shorter. Level 2 : Identify ( Scroll spell ) - Reveals the special abilities of a magical or unique item. Firewall - Creates a stationary wall of fire that damages anything trapped in it. This spell is great for killing big groups of monsters in confined areas. Telekinesis - A fairly versatile spell, Telekinesis allows a player character to move/push monsters and items. Lightning - Hurls a wide bolt of lightning energy at enemies. Town Portal - Opens a wormhole back to Tristram. Flash - A magic based spell attack that inflicts great damage to all enemies within two steps of the caster. Stone Curse - Temporarily transmutes a monster to stone, allowing the caster to attack or to flee from it. Level 3 : Phasing - Teleports the caster several steps away in a random direction. The spell may be directed by the mouse pointer if target destination is within five steps of the caster. Mana Shield - Creates a magical shield which absorbs damage. The damage done is deducted from mana instead of health. The spell ends when mana is depleted. Elemental - Summons a Fire Elemental to attack enemies. Fireball - A fire-based projectile attack. The fireball explodes upon impact, causing devastating damage to a cluster of enemies. Flame Wave - Creates a moving column of fire. This spell works as well as a fire wall, and it does more damage. Very useful for destroying a large roomful of monsters. Chain Lightning - Fires several lightning bolts simultaneously at enemies, causing great damage. Guardian - Conjures a Chimera, which attacks all monsters in its vicinity with firebolts. Level 4 : Golem - Summons a Stone Golem to attack enemies. Teleport - Teleports the caster to any location as indicated by the cursor. Bone Spirit - Reduces an opponents health by 1/3. This spell is especially useful against unique monsters like The Defiler and The Butcher. Bloodstar - Creates a blood red missile of magical force, which inflicts great damage on an enemy. Apocalypse - A fire-based spell, Apocalypse causes all creatures in your line-of-sight, i.e. the current screen, to be struck by a roaring jet of fire, suffering massive damage. This spell affects even those resistant to fire magic. Nova - An improved version of charged bolt, Nova creates a spread of bolts which fan out to strike enemies in every direction. Resurrect ( Multi-player Scroll spell ) - Restores the life of a slain player character. Level 5 ( New Spells ) : Ring of Fire - A variation of the Fire Wall spell, this spell creates a fiery barrier which encircles the caster. Immolation - A fiery variation of the Nova spell, Immolation creates a spread of Fireballs which fan out to strike enemies in every direction. Reflect - Causes an enemy's attack to damage itself instead of the player character. Lightning Wall - Creates a barrier of magical lightning similar to the Fire Wall spell. Warp - Transports the caster to the nearest staircase. Search - Highlights all items around the caster with a blue outline, allowing the player to see the obscured items easily. With this spell, you will be much less likely to miss those items hidden behind cavern walls etc. Berserk - Turns an enemy against its fellows. This spell does not affect unique monsters. Section 4 : Magical Items, Prefixes and Suffixes The following is a list of the prefixes and suffixes of common magical items and their abilities, categorized according to their effects. The prefixes/suffixes denoted by * are new, and any item that has one or more of these prefixes/suffixes can only be found in HellFire. Table 1 : Increases All Attributes Sky : +1-3 Moon : +4-7 Stars : +8-11 Heavens : +12-15 Zodiac : +16-20 Table 2 : Increases Strength Strength : +1-5 Might : +6-10 Power : +11-15 Giants : +16-20 Titans : +21-30 Table 3 : Increases Vitality Vitality : +1-5 Zest : +6-10 Vim : +11-15 Vigor : +16-20 Life : +21-30 Table 4 : Increases Magic Magic : +1-5 Mind : +6-10 Brilliance : +11-15 Sorcery : +16-20 Wizardry : +21-30 Table 5: Increases Dexterity Dexterity : +1-5 Skill : +6-10 Accuracy : +11-15 Precision : +16-20 Perfection : +21-30 Table 6 : Increased Resistances Magic Resistance : White: +10-20% Pearl: +21-30% Ivory: +31-40% Crystal: +41-50% Diamond: +51-60% Fire Resistance : Red: +10-20% Crimson: +21-40% Garnet: +41-50% Ruby: + 51-60% Lightning Resist : Blue: +10-20% Azure: +21-30% Lapis: +31-40% Cobalt: +41-50% Sapphire: +51-60% All Resistances : Topaz: +10-15% Amber: +16-20% Jade: +21-30% Obsidian: +31-40% Emerald: +41-50% Table 7 : Hastened Attacks Readiness : Quick Attack Swiftness : Fast Attack Speed : Faster Attack Haste : Fastest Attack Table 8 : Increased Health/Mana Hit Points (Life): Fox : +10-15 Jaguar : +16-20 Eagle : +21-30 Wolf : +31-40 Tiger : +41-50 Lion : +51-60 Mammoth : +61-80 Whale : +81-100 Magic Points (Mana): Spider's : +10-15 Raven's : +16-20 Snake's : +21-30 Serpent's : +31-40 Drake's : +41-50 Dragon's : +51-60 Table 9 : Miscellaneous Modifiers Increased Damage : Quality : +1-2 Maiming : +3-5 Slaying : +6-9 Gore : +10-13 Carnage : +13-16 Slaughter : +17-20 Reduced Enemy Damage : Health : -1 Protection : -2 Absorption : -3 Deflection : -4 Osmosis : -5/-6 Hit Recovery : Balance : Fast Stability : Faster Harmony : Fastest Enhanced Blocking Speed : Blocking : Fast Block Mana Draining(%): Bat : -3 Vampire : -5 Life Draining(%): Leech : -3 Blood : -5 Increased Light Radius(%): Light : +20 Radiance : +40 Increased Spell Levels(Levels): Angel : +1 Arch-Angel : +2 Item Durability : There are no exact stats for item durability, so I have provided a list of the suffixes that provide increased item durability, ranked in order of power. They are : Craftsmanship, Many, Plenty, Structure and Sturdiness. There is also one more suffix, that of The Ages, which renders an item indestructible. Increased Hit% and Damage(+%): Sharp : 1-5/20-30 Fine : 6-10/36-50 Warrior's : 11-15/51-65 Soldier's : 16-20/66-80 Lord's : 21-30/81-95 Knight's : 31-40/96-110 Master's : 41-50/111-125 Champion's : 51-75/126-150 King's : 76-100/151-185 Doppelganger's* : 20-30/81-95 Increased Hit% (+%): Bronze : 1-5 Iron : 6-10 Steel : 11-15 Silver : 16-20 Gold : 21-30 Platinum : 31-40 Mithril : 41-60 Meteoric : 61-80 Weird : 81-100 Strange : 101-120 Increased Damage (+%): Jagged : 20-35 Deadly : 36-50 Heavy : 51-65 Vicious : 66-80 Brutal : 81-95 Massive : 96-110 Savage : 111-125 Ruthless : 126-143 Merciless : 145-166 Increased Armor Class(+%): Fine : 20-30 Strong : 31-40 Grand : 41-55 Valiant : 56-70 Glorious : 71-90 Blessed : 91-110 Saintly : 111-130 Awesome : 131-150 Holy : 151-170 Godly : 171-198 Table 10 : Other Prefixes/Suffixes There are several other special abilities that items can have. Listed below are some of them. Piercing/Bashing/Puncturing : Penetrates an opponent's armor. Fire/Flame/Burning : Additional Fire damage (Varies). Shock/Lightning/Thunder : Additional Lightning damage (Varies). Jester* : Random 0-500% damage/Cast a random magic spell. Plentiful/Bountiful : Additional Spell Charges. Thieves : Absorbs half of a traps damage. Mana* : Replenishes your mana. Doppelganger* : As above, randomly summons a non-unique monster. Devastation* : Randomly inflicts triple damage. Table 11 : Negative Modifiers Listed here are some negative modifiers that may affect your items. Dull/Clumsy/Bent/Useless : Reduces Hit% and/or Damage. Weakness/Frailty : Reduces strength and damage. Crystalline* : Reduced durability, enhanced damage (+200-300%) Decay* : Enhanced +150-250% damage, but gradually loses bonus. Dyslexia/The Fool : Reduces Mana and Magic. Brass/Tin : Reduces Hit%. Jackal/Vulture : Reduces life. Frog/Hyena : Reduces mana. Tears/Pain : Suffer additional damage from enemies. Disease/Illness : Reduces Health and Vitality. Night/Dark : Reduces your light radius by 20%/40% respectively. The Pit/Trouble : Reduces your all your attributes by a variable amount. Fragility/Brittleness : Reduces item durability. Atrophy/Paralysis : Reduces your Dexterity. Peril* : Does double damage to the monster, and half that damage to you. Rusted/Vulnerable/Weak : Reduces Armor Class or Damage by a variable %amount. Table 12 : Unique Items : Listed below are some of the unique items that I have found in HellFire. They are not categorized in any order, but all the Diablo items and some of the HellFire items should be there. The new items that can only be found in HellFire and not in Diablo are denoted by *. The Bovine Plate denoted by # can only be found in v1.00A++. Although I have the complete list of Diablo's unique items, I have only discovered the statistics of nineteen out of the twenty+ new HellFire items, and I would welcome any information regarding the other six or so. "Doombringer" - +25% to-hit, +250% damage, -5 to all attributes, -25 hit points, -20% light radius. "The Grandfather" - +5 to all attributes, +20% to-hit, +70% damage, +20 to hit points, can be used one handed. "The Grizzly" - +20 str, -5 vit, +200% damage, knocks target back, high durability. "Defender" - +5 AC, -5% to-hit, high durability. "Inferno" - +2-12 fire-hit damage, +30% light radius, +20 mana, resist fire +75%. "Lightsabre" - +20% light radius, +1-10 lightning damage, +20% to-hit, +50% lightning resistance. "The Falcon's Talon" - +20% to-hit, -33% damage, -10 dexterity. "Gornnagal's Dirk" - -5 dexterity, +4 damage, +25% magic resistance. "Gryphon's Claw" - +100% damage, -2 magic, -5 dexterity. "The Celestial Axe" - +15% to-hit, +15 hit points, -15 strength. "Eaglehorn" - +20 dex, +50% to-hit, +100% damage, indestructible. "Fleshstinger" - +15 dex, +40% to-hit, +80% damage, high durability. "Wicked Axe" - +30% to-hit, +10 dex, -10 vit, -2 damage from enemies. "Messerschmidt's Reaver" - +200% damage, +15 damage, +5 to all attributes, -50 hit points, +10-50 fire damage. "Hellslayer" - +100% damage, +25 hit points, -25 mana, +8 str and vit. "The Mangler" - +200% damage, -5 to dexterity and magic, -10 to mana. "Baranar's Star" - +12% to-hit, +80% damage, Quick attack, +4 dexterity, -4 vitality, enhanced durability. "Crackrust" - +2 to all attributes, +15% to all resistances, -25% damage, indestructible. "Hammer of Jholm" - +7% damage, +15% to-hit, +3 str, indestructible. "Cranium Basher" - +20 damage, +15 str, +5% to all resistances, -150 mana, indestructible. "Schaefer's Hammer" - -100% damage, Lightning damage +1-50, +30% to-hit, +50 hit points, +10% light radius, +75% lightning resistance. "Dreamflange" - +30 magic, +50 mana, +50% magic resistance, +20% light radius, +1 spell level. "Lightforge" - +40% light radius, +150% damage, +25% to-hit, +10-20 fire damage, +8 to all attributes, indestructible.(?) "Rift Bow" - +2 damage, fires random speed arrows. "Flamedart" - +1-6 fire damage, +10% to-hit, +40% fire resistance. "Ice Shank" - +40% fire resistance, Str +9, altered durability. "Blackoak Bow" - +10 dex, -10 vit, +50% damage, -10% light radius. "Aguinara's Hatchet" - +10 magic, +1 spell level, +75% to magic resistance. "Arkanines' Valor" - AC 25, +10 vital, -3 damage from enemies, fastest hit recovery. "The Bonesaw" - +10 to damage, strength and life, -5 to dexterity and magic. "Black Razor" - +150% damage, +2 vitality, altered durability. indestructible. "Bow of the Dead" - +10% to hit, +4 dexterity, -3 vitality. "The Butcher's Cleaver" - +10 Str, unusual damage, altered durability. "Civerb's Cudgel" - +200% damage versus demons, -5 dexterity, -2 magic. "Empyrean Band" - +2 attributes, +20% light, fast hit recovery, absorbs 20% of trap damage. "Executioner's Blade - +150% damage, -10 hit points, -10% light, high durability. "The Protector" - +5 vit, -5 damage from enemies, AC +40, 86 healing charges, attacker takes 1-3 damage. "Thundercall" - +35% to-hit, +1-10 lightning damage, +20% light radius, +30% lightning resistance, Lightning 76 charges. "Mindcry" - +15 magic, Guardian 69 charges, +15% to all resistances, + 1 spell level. "Gleamsong" - +25 mana, -3 str, -3 vit, Phasing 76 charges. "Storm Spire" - +35% to-hit, Lightning damage +1-10, +20% light radius. "Leather of Aut" - AC 15, +5 str and dex, -5 magic, no requirements. "Sparkling Mail" - AC 30, attacker takes 1-10 lightning damage. "Wisdom's Wrap" - AC 15, +5 magic, +10 mana, +25% lightning resistance, -1 damage from enemies. "Naj's Light Plate" - AC 43, +5 magic, +20 to mana and resistance, +1 spell level. "Scavenger's Carapace" - -9 AC, -15 damage from enemies, +5 dexterity, +40% lightning resistance. "Fool's Crest" - -4 attributes, hit points +100, +4 damage from enemies, attacker takes 1-3 damage. "Royal Circlet" - AC 40, +10 to all attributes and light radius, +40 mana. "Gibbous Moon" - +2 attributes, +25% damage, mana +15, -30% light. "Gnarled Root" - +20% to hit, +300% damage,+10 dexterity, +5 magic, resist all +10%, AC -10. "Gotterdamerung" - +20 all attributes, AC 60, -4 damage from enemies, all resistances=0, -40% light radius. "Griswold's Edge" - Fire hit 1-10 damage, +25% to hit, fast attack, knocks target back, +20 mana, -20 life. "Holy Defender" - AC 15, -2 damage from enemies, fast block, high durability, +20% fire resistance. "Dragon's Breach" - +25% fire resistance, +5 str, -5 magic, AC 20, indestructible. "Blackoak Shield" - +10 dex, -10 to vit and light radius, high durability. "Harlequinn Crest" - AC -3, -1 damage from enemies, +2 to all attributes, +7 to both mana and life. "Immolator" - resist fire +20%, fire hit 4 damage, mana +10, vitality -5, no requirements. "Optic Amulet" - +20% light, resist lightning +20%, -1 damage from enemies, +5 magic. "Rainbow Cloak" - AC 10, +1 all attributes, resist all +10%, hit points +5, high durability. "Ring of Engagement" - -1 damage from enemies, attacker takes 1-3, AC 5, damages target's armor. "Ring of Truth" -1 damage from enemies, +10 resist all, +10 hit points. "Ring of Regha" - -3 to str and dex, +10 to magic, magic resistance and light radius. "Constricting Ring" - +75% to all resistances, every step you take drains 1 life. "Shadowhawk" hit steals 5% life, +15% to hit, resist all +5%, -20% light radius. "Split Skull Shield" - AC 10, +10 hit points, +2 strength, -10% light, altered durability. "Stonecleaver" - +30 hit points, +20% to hit, +50% damage, resist lightning. "Storm Shield" - AC 40, +4 damage from enemies, +10 strength, fast block, indestructible. "The Needler" - Hit% +50, Damage 1-3, Fast attack. "Thinking Cap" Spells are increased 2 levels, mana +30, resist all 20%, altered durability (1/1). "Torn Flesh of Souls" - AC 8, +10 vitality, -1 damage from enemies, indestructible. "Undead Crown" - life stealing, AC 8. "Veil of Steel" - -20% light, +50% resist all, +60% AC, mana -30, +15 strength and vitality. "Windforce" - +5 strength, +200% damage, knocks target back. "Wizard's Spike" - +15 magic, +35 mana, +25% to hit, resist all +15. "Bramble" - -2 to all attributes, +3 damage, +10 mana. "The Bleeder" - +20% magic resistance, +30 mana, -10 life. "Celestial Bow" - +2 damage, +5 AC, no strength requirements. "Deadly Hunter" - +200% damage vs. demons, +20% to-hit, -5 magic. "Sharp Beak" - +20 life, -10 mana and magic. "Bloodslayer" - +100% damage, +200% damage vs. demons, -5 to all attributes, -1 spell level. "The Celestial Star" - +20% light, +10 damage, -8 AC, no strength requirements. "Staff of Shadows" - -10 magic, -20% light, +10% to-hit, +60% damage, Quick attack. "Naj's Puzzler" - +20 magic, +10 dex, +20% to all resistances, -25 life, Teleport ( 57 charges ). "Helm of Spirits" - Hit steals 5% life. "Overlord's Helm" - +20 str, +15 dex, +5 vit, -20 magic, altered durability. "Gladiator's Bane" - AC 25, -2 damage from enemies, -3 to all attributes, high durability. "Nightscape" - faster hit recovery, -40% light, AC 15, +3 dex, +20% to all resistances. "Demonspike Coat" - AC 100, +50% fire resistance, +10 str, -6 damage from enemies, indestructible. "The Deflector" - AC 7, +10% to all resistances, -20% damage from enemies, -5% to-hit. The following are unique items indigenous to the HellFire expansion only. "Mercurial Ring"* - +60 dex, -30 str. "Giant's Knuckle"* - +60 str, -30 dex. "Xorine's Ring"* - +60 mag, -30 str. "Korik's Ring"* - +60 vit, -30 mag. "Amulet of Warding"* - +40% to all resistances, -100 HP. "Ring of Magma"* - +60% fire resistance, -30% to other resistances. "Ring of the Mystics"* - +60% magic resistance, -30% to other resistances. "Ring of Thunder"* - +60% lightning resistance, -30% to other resistances. "Shirotachi"* - Fastest attack, penetrates armor, +1-6 lightning damage, can be used one-handed. "Gnat Sting"* - Indestructible, quick attack, fires multiple arrows, unusual item damage. "Armor of Gloom"* - AC 225, all resistances are reduced to 0, -20% light. "Bone Chain Armor"* - AC 40, extra AC vs. undead. "Demon Plate Armor"* - AC 80, extra AC vs. demons. "Bovine Plate"# - Indestructible, AC 150, +50% light, -2 spell levels, +30% to all resistances. "Acolyte's Amulet"* - Converts 30% of your mana into Hit Points. "Blitzen"* - Lightning Damage 10-15, unusual item damage, indestructible. "Flambeau"* - Fire damage 15-20, unusual item damage, indestructible. "Eater of Souls"* - +50 life, hit steals 5% life and 5% mana, constantly lose hit points, indestructible. "Gladiator's Ring"* - Converts 40% of your Hit Points into mana. "Diamondedge"* - Altered Durability, +50% to-hit, +100% damage, +50% lightning resistance. "Thunderclap"* - +20 str, +30% resist lightning, +20% light radius, hit casts charged bolt, indestructible. Many people have been writing in about the HellFire items featured at the Sierra site and the back of the CD case/box. The truth is, I have only found the items that are described above, and have no idea whether the other items do exist. If any of you find some of those strange looking items ( Fool's staff, spiky sword or that femur axe or whatever ) please mail me and I will honour you in my FAQ. However, if anyone sends me falsified information, I will not hesitate to openly discredit that person. Section 5 : Mundane Items The following is a list of the mundane items that can be found in HellFire, together with their relevant statistics. Again, * items are new and indigenous to HellFire, and cannot be found in Diablo. Weapon/Armor Damage/Armor Class Duration Requirements Dagger 1-4 16 None Sabre 1-8 45 17 str Short Sword 2-6 24 18 str Scimitar 3-7 28 23 str, 23 dex Blade 3-8 30 25 str, 30 dex Falchion 4-8 20 30 str Long Sword 2-10 40 30 str, 30 dex Claymore 1-12 36 35 str Broad Sword 4-12 50 40 str Bastard Sword 6-15 60 50 str 2-Handed Sword 8-16 75 65 str Great Sword 10-20 100 75 str Short Bow 1-4 30 None Long Bow 1-6 35 25 str, 30 dex Hunter's Bow 2-5 40 20 str, 35 dex Composite Bow 3-6 45 25 str, 40 dex S. Battle Bow 3-7 45 30 str, 50 dex Long Battle Bow 1-10 50 30 str, 60 dex Short War Bow 4-8 58 35 str, 70 dex Long War Bow 1-14 60 45 str, 80 dex Club 1-6 20 None Spiked Club 3-6 20 18 str Mace 1-8 32 16 str Morning star 1-10 40 26 str Flail 2-12 36 30 str War Hammer 5-9 50 40 str Maul 6-20 50 55 str Small Axe 2-10 24 None Axe 4-12 32 22 str Large Axe 6-16 40 30 str Broad Axe 8-20 50 50 str Battle Axe 10-25 60 65 str Great Axe 12-30 75 80 str Short Staff 2-4 25 None Long Staff 4-8 35 None Composite Staff 5-10 45 None Quarter Staff 6-12 65 None War Staff 8-16 75 30 str Buckler 1-5 16 None Small Shield 3-8 24 25 str Large Shield 5-10 32 40 str Kite Shield 8-15 40 50 str Gothic Shield 14-18 60 80 str Tower Shield 18-20 50 60 str Cap 1-3 15 None Skull Cap 2-4 20 None Helm 4-6 30 str 25 Full Helm 6-8 35 str 35 Crown 8-12 40 None Great Helm 10-15 60 str 50 Rags 2-6 6 None Cape 1-5 12 None Cloak 3-7 18 None Robe 4-7 24 None Quilted Armor 7-10 30 None Leather Armor 10-13 45 None H.Leather Armor 11-14 40 None S.Leather Armor 15-17 45 20 str Ring Mail 17-20 50 25 str Chain Mail 19-22 55 30 str Breast Plate 20-24 80 40 str Scale Mail 23-28 60 35 str Splint Mail 31-34 65 40 str Field Plate 40-45 80 65 str Plate Mail 46-50 75 60 str Gothic Plate 51-60 100 80 str Full Plate 63-75 90 90 str Item Effects Healing Potion Restores 20-50% of your life. Mana Potion Restores 20-50% of your mana. Strong Healing Potion Restores all your life. Strong Mana Potion Restores all your mana. Potion of Rejuvenation Restores 20-50% of your life and mana. Potion of Full Rejuvenation Restores all your life and mana. Rune of Fire* Sets a stationary fire trap. Rune of Lightning* Sets a stationary lightning trap. Greater Rune of Fire* Sets a more damaging fire trap. Greater Rune of Lightning* Sets a more damaging lightning trap. Rune of Stone* Sets a Stone Curse trap. Oil of Sharpness* Adds +1 to an item's maximum damage. Oil of Accuracy* Adds +1-2 to a weapon's Hit%. Oil of Imperviousness* Adds +3-9 to an armor's AC. Oil of Skill* Reduces an item's requirements by 4-9. Oil of Mastery* Adds +4-9 to a weapon's Hit%. Blacksmith Oil* Restores 20% of an item's duration, or permanently increases an undamaged item's initial duration by 1. Oil of Death* Adds +2 to an item's maximum damage, and +1 to an item's minimum damage. This oil only affects melee weapons. Oil of Fortitude* Adds +5d10 to an item's duration. Oil of Hardening* Adds +2-4 to an item's AC. Oil of Permanence* Makes an item indestructible. Section 6 : Magical Shrines and Fountains The following is a list of some of the shrines I have encountered in HellFire and their properties. The shrines denoted by * are new, and can only be found in HellFire. Abandoned Shrine - +2 dexterity. Blood Fountain - Each sip restores 1 Hit Point. Cauldron - Has a randomly generated effect. Creepy Shrine - +2 strength. Cryptic Shrine - Casts the Nova spell, restores mana to its initial level. Divine Shrine - Restores health and mana, and gives a player either two full potion of rejuvenation, or one full mana potion and one full healing potion. Eerie Shrine - +2 magic. Eldritch Shrine - all potions become rejuvenation potions. Enchanted Shrine - One spell is reduced by one level while all other spells gain a level. Fascinating Shrine - Reduces initial mana, increases Fire Bolt by 1 level. Fountain of Tears -1 to one attribute and +1 to another. Glimmering Shrine - Identifies all items in inventory Goat Shrine - Causes a random effect. Gloomy Shrine - All weapons lose 1 point of damage, while all armor gain + 2 to Armor Class. Hidden Shrine - One item in your inventory loses 10 durability, while all others gain 10 durability. Holy Shrine - Phases you to random location of currently explored level. Imposing Shrine - +2 Dexterity. Magical Shrine - Casts Mana Shield Murky Pool - Casts Infravision Mystic Shrine - Lose all but 1 gold piece, and gain experience points. Mysterious Shrine - +5 to one attribute, -1 to all others. Ornate Shrine - Reduces initial mana, increases Holy Bolt by one level. Purifying Spring - Every sip restores one point of mana. Quiet Shrine - +2 vitality Religious Shrine - Repairs all items in the your inventory. Sacred Shrine - Reduces initial mana, increases Charged Bolt by one level. Secluded Shrine - Reveals the entire automap. Spiritual Shrine - Adds 10-20 gold pieces to each empty slot in your inventory. Stone Shrine - Restores all spell charges. Thaumaturgy Shrine - Closes and reseeds all chests in the level. Weird Shrine - Increases the maximum damage done by all your weapons by one. Solar Shrine* - Adds two to one of your character's attributes. Shimmering Shrine* - Restores your mana to its initial level. Glowing Shrine* - Adds 1 point to your initial mana and 5 to your magic. Oily Shrine* - Casts Fire Wall on the player and adds two points to the character's primary attribute(s). Town Shrine* - Casts Town Portal Mendicant's Shrine* - Lose half your Gold and gain that amount in experience points. Sparkling Shrine* - Suffer some lightning damage, and gain experience points. Murphy's Shrine* - Halves the durability of your non-permanent items. Section 7 : Quest Walkthroughs The following is a series of walkthroughs for all the quests in the game, arrange according to their level of solution. Apart from the quests in the HellFire section of the game, all the quests in the Diablo section randomly selected by the computer. Thus it is impossible to receive all the quests listed under the Diablo section of the game. General Playing Guidelines : When you begin the game, you will only have a basic weapon, one hundred gold pieces and two potions of either mana or healing. The first thing you should do is to buy armor, such as a simple cloak, a cap or helm and, if you are using a one handed weapon, a shield. Do not buy any weapons or potions unless you have excess money to spend. These items can always be gotten from chests and monsters in the dungeon. You should also save as much money as you can to buy either scrolls of stone curse or runes of stone to tackle unique monsters. After completing the first and second levels of the dungeon, you should be at least Level 8, possess two to three magic items, a few spells, one unique item, and several thousand gold pieces. By now, you can purchase better items and armor. You should constantly return to town every one or two levels to restock your supplies, receive healing and sell off whatever useless equipment you find. Your common sense will tell you which magical items you should keep, should you find any, and what you should not. You should also return to town often to receive quests from the townsfolk. The following tips and tricks are NOT foolproof, and depend both on your character's class and current abilities/spells/weapons etc. However, there are some tricks that apply to all classes such as these : 1. Use Walls and Stone Curse spells as often as possible, especially if you are facing a powerful adversary. The two Walls can be layered one on top of the other, which makes for an excellent tactic that can be employed against practically every creature in the game. This tactic is especially deadly if coupled with a Stone Curse spell. 2. Another trick I particularly favour is the "Room of Fire". Throughout the game, you will often encounter sealed rooms/chambers that are filled with hoards of nasties who have a tendency to swarm and overwhelm. Try filling the whole chamber with layers of Walls, then slam the door and let the monsters fry. 3. When faced with areas sealed off with a portcullis or some other barrier always try teleporting behind it to lure the monsters to the barrier, then quickly teleport back to safety where you can pick off monsters at your own leisure. Not only does this technique offer you some measure of protection, it also tends to prevent monsters from swarming or sneaking behind you. Furthermore, this trick almost always lines up the monsters for a little BBQ fun. Fry them to a crisp golden brown with a Fire Wall. 4. Always cast Golem if possible, for as they say, many hands make light work. 5. Do NOT waste mana casting spells like Elemental, Flash, Bloodstar etc. with little or no practical application unless you have a mana draining weapon on hand to replenish expended mana. 6. Against enemies with long-ranged attacks ( missiles/magic etc. ) try using a Stone Curse spell, then a few well-placed blows from your trusty weapon. This is usually more economical than wasting potions and mana. Berserk also tends to work well, especially if you can successfully turn a few of the enemy against their fellows. This should distract the enemy long enough for you to charge into the foray. 7. If possible, try using a combination of Reflect and Manashield. These two spells should keep your character from expiring too early in the game. And now, on to the Quest Walkthrough proper. The Butcher ( Lv.2 ) : This quest is fairly straightforward. After receiving the quest from the wounded townsman outside the cathedral, enter the dungeon and clear the whole of Level 1. You should receive some spellbooks from the bookcases in the level, some better weapons and a better suit of armor, which you should wear. If you are lucky, you will also find a unique weapon or item in the first level. Usually this item is only slightly more powerful than a basic item, but it should tide you through at least till you find a better item such as "Arkaine's Valor". When you have cleared Level 1, return to the town and sell off any excess equipment. With the money, you should purchase a Rune of Stone or a Scroll of Stone Curse and a Scroll of Fire Wall. Return to the dungeon and explore Level 2 thoroughly, killing all the monsters in Level 2. During your dungeon exploration, you should come across a large square room with blood covered floors, staked bodies and a door facing the south-east. This is The Butcher's room. Do not open the door until you have killed all the other monsters, as the Butcher will come rushing out when the door is opened, and immediately attack. When you are sufficiently prepared, open the door, and quickly cast Stone Curse or use the Rune of Stone on him when he has just stepped out of the room. If you have done this correctly, the Butcher should be immobilized, and you can roast him with the Fire Wall, which should kill him or weaken him sufficiently for you to slay him. The Butcher's Cleaver will make an excellent weapon for low leveled characters until they can get a better unique or magic weapon, though its durability is low and it tends to break easily unless you use Blacksmith Oil to increase its durability. Poisoned Water Supply ( Lv.2 ) : Another straightforward quest, all you have to do is talk to Pepin when the fountain in the centre of the town is murky. Once you receive the quest, enter the Dark Passage, which can be found in Level 2, explore the mini dungeon thoroughly and slay all the monsters therein. If you have killed all the monsters, the brackish, brown water will turn blue, and you can return to Pepin to receive the Ring of Truth. Leoric ( Lv.3 ) : This quest can be initialized by talking to Ogden when you are on the second level of the dungeon. On the third level of the dungeon is a large square structure with an archway to King Leoric's Tomb. Entering this archway will lead you to a mini dungeon called the Skeleton King's Lair. King Leoric has transcended death and has become an undead Skeleton King, who will pose a somewhat difficult challenge to low leveled characters. The tomb is guarded by Burning Dead, Corpses and Horrors. Again, the tactics to taking down the Skeleton King and his minions are similar to the tactics used against The Butcher, except for several small differences. There are two levers, one in each anteroom on the north east and south west corners of the big room with the grille. The lever in the north east opens a secret door leading to some magic treasure, while the one in the south west opens the grille. You should take the treasure and return to town to stock up first before fighting the skeletons behind the grille. In town, buy some scrolls of Lightning, Chain Lightning, or Stone Curse. The Holy Bolt spell and a bow are especially useful here as well, if you can get them. Return to the lair, and use the Lightning spells, Holy Bolt or bow to shoot down all the skeletons behind the grille. Open the grille only when all the skeletons are killed. Enter the small passage behind the grille and lure the Skeleton King into one of the anterooms. Cast Stone Curse on him, then proceed to blast him with the Holy Bolts or smash him to death with a blunt weapon such as a mace. If you kill him, you will receive the Undead Crown. If you need more cash or items, you can proceed to kill all the skeletons in the large rooms behind the grille. There is also a secret room which can be opened by attacking the crucified skeletons in the four corners of the big room. This room contains another two pieces of treasure and some more skeletons. Ogden's Sign ( Lv.4 ) : When you return to town while you are playing the third level of the dungeon, Ogden may tell you that some Dark Ones stole his sign. In Level 4, you will encounter a Dark One named Snotspill, who wants you to get the "Magic Banner" from the monsters around the corner. This magic banner is the sign, and it can be gotten from the chest in the room above Snotspill's, which is guarded by five Overlords. Kill them, and take the tavern sign to Ogden to receive the Harlequin's Crest. Take this opportunity to speak to Griswold as well, as he may tell you about the Magic Rock. Return and fight Snotspill and his fellow Dark Ones. Kill them all and the way to Level 5 will be clear. ( There is a slight chance that Snotspill may drop a unique item, but most often, it will be a magical item of better than average quality. ) Gharbad the Weak ( Lv.4 ) : A sort of sub-quest, Gharbad the Weak is a Goat- man who will plead with you for his life in exchange for some magic items. The first time you talk to him, he will tell you not to kill him and he will give you something good. Return later and talk to him again to receive an item. You must then go down to Level 5, back to town, or kill some monsters before talking to him a third time. This time he will tell you that he is not done making an artifact for you. Repeat the procedure once, and he will fight you when you speak to him. Kill him for a magic bludgeon. The Magic Rock ( Lv.5 ) : This quest is very simple, and you can get it from talking to Griswold when you are on the fourth floor of the dungeon. All you have to do is find the Magic Rock on Level 5 and bring it back to Griswold to receive the Empyrean Band. Valor ( Lv.5 ) : After you read the book on Valor, a door will be opened, enabling you to enter a chamber with horned demons and a pedestal with pool of blood in it and a bloodstone. Pick up the bloodstone and click on the pedestal when the stone is in your inventory, and another room to the north will be opened. Enter the room, kill the horned demons and pick up the blood- stone. Place it on the altar and another room will be opened. Repeat the process, and when the last bloodstone is placed on the pedestal, the wall behind it will vanish, and a passage leading to the room with Arkaine's Valor will appear. Beware of the six horned demons inside though. The Chamber of Bone ( Lv.6 ) : On Level 6, there is a staircase in a room which can be accessed by reading the Mythical Book. This leads to the Bone Chamber, a mini dungeon filled with Horror Captains, Horned demons and the Unseen. The only things of note in this straightforward level are the two levers, which open rooms to the north east wall filled with treasure. The numerous Horrors in the central room can be slain quickly with either the Chain Lightning or Flame Wave spell. The highlight of this mini level is the Ancient Tome, which imparts the Guardian spell to your character. Halls of the Blind ( Lv.7 ): On the seventh level of the dungeon, there is a large enclosed central area with two small chambers within that is inaccessible. The entrances to this places can be opened by reading the Book of the Blind. This central area is guarded by Illusion Weavers, as are the rooms within. The Optic Amulet is in the small room to the north west, while a random magic item is in the room to the south east. Zhar the Mad ( Lv.8 ) : Similar to the Gharbad quest, all you have to do is talk to Zhar to receive a spellbook. After receiving the book, open the bookcase behind him to receive another spellbook. After you pick up the book, Zhar will fly into a rage and attack. Stone Curse him, then slay him for a powerful magic item or another spellbook. Black Mushroom ( Lv.9 ) : A series of tiresome errands rather than a full quest, this quest can be initiated by taking the Fungal Tome found on Level 9 to Adria the Witch. After giving her the Fungal Tome, return to Level 9, find the mushroom patch, pick up the black mushroom and return to Adria. She will tell you to bring Pepin a demon's brain. Enter the dungeon again, and slay the next monster you meet. Pick up the brain, give it to Pepin to receive the Spectral Elixir. Talk to Adria to end the quest. Drink to Elixir to boost all your attributes by three. Anvil of Fury ( Lv.10 ) : Another relatively simple quest, all you have to do is to talk to Griswold before entering the tenth level, then find the Anvil of Fury in the center of a large, crossed piece of land in a large pool of lava and bring it back to Griswold to receive Griswold's Edge. Watch out for the Night Clan Archers and other monsters ! Warlord of Blood ( Lv.13 ) : This quest can be initiated by reading the Steel Tome, which will tell you about the Warlord of Blood. The Warlord guards the passage to the next level, and you cannot pass unless you kill him and his cronies. As with most unique monsters, the Warlord is susceptible to Stone Curse, and you can use that spell to freeze and slay him. If you can summon a Golem, do so, as the summoned Golem can take care of the other knights while you slay the Warlord. The Warlord's treasure includes several magic weapons and armors. ( The Warlord usually drops a unique item if you play the one of the HellFire classes. ) Lachdanan ( Lv.15 ) : Somewhere on Level 14, you will meet a solitary Blood Knight NPC named Lachdanan who will ask you to help him get a Golden Elixir. This Elixir can be found near the giant pentacle of Level 15. Bring the Elixir to Lachdanan to receive a magic or unique item and the Veil of Steel. Lazarus ( Special ) : On Level 15, there is a vile stand with Lazarus' staff. By bringing this staff to Cain, you will receive the quest to slay Lazarus. Return to Level 15, and a Portal to the Unholy Altar will appear beside the giant pentacle. Enter the portal, and you will be transported into Lazarus' Lair. Exit the room you are in and follow the passage until you enter the room with the Books of Vileness and the teleport pads, killing the Hell Spawn and Acolytes on the way. Step on the teleport pads and read the books to be transported in to the previously inaccessible grilled areas. Slay all the Hellspawn. Repeat the procedure until both the grilled areas are clear. Return to the chamber you first appeared in and step on the teleport pad to be transported into the altar room. The room is guarded by Blackjade and Red Vex, as well as eight Hell Spawn. Quickly kill the Hell Spawn and Lazarus' bodyguards with Fireballs before dealing with Lazarus. Stone Curse him to prevent him from phasing around and proceed to chop him up. Lazarus and his bodyguards will reward you with a lot of experience points and several pieces of magical or unique treasure. Diablo ( Lv.16 ) : After killing Lazarus, return to Cain, and he will tell you about Diablo. Return to Level 15, and you will discover that the large pentacle is pulsating. Go down to Level 16 to kill Diablo. Level 16 is guarded by a huge amount of Steel Lords, Acolytes and Sir Gorash. You should slay all of them before pulling the lever in the room in the upper north west area of the level which opens the way to the spiraling chamber in the upper north east area. Remember, Stone Curse works well against the monsters here, and Mana Shield and Golem are a must if you wish to survive all these tough monsters. After pulling the lever, you should enter the spiral chamber and slay all the monsters. Pull the lever at the heart of the room to open the chamber in the lower south west corner of the level. Enter this large chamber and kill all the monsters. Pull both levers to open the last closed area to the south east and release Diablo. If you can, cast Golem now to deal with the monsters, and proceed to duke it out with Diablo. Diablo is impervious to most of your spells and attacks, and Holy Bolt is the only spell that really works well against him. Kill Diablo, and you will see the End Game sequence. HellFire Section : In the HellFire section, there are another four quests, which span two new areas. The following are the solutions to these quests in order of their appearance. Note that you must complete all these quests before you kill Diablo. Farmer's Orchard : After you have attained a significantly high level and have completed some quests for the townsfolk, talk to Lester the Farmer. He will ask you to help him blast open the Nest so that he can return to his orchard. Take the Rune Bomb and use it on the Nest to blast it open. Return to tell Lester the good news and he will give you the Auric Amulet which doubles your gold capacity. The Defiler ( Nest Lv.4 ) : Upon entering the Nest, you will receive the quest to slay The Defiler. This quest is basically straightforward, and all you really have to do is to navigate the Nest, go down to Level 4 and fight the Defiler. The only significant things of note in this dungeon are the new monsters and the Hork Demon, a unique demon that can create Hork Spawn, which may overwhelm you with the sheer weight of their numbers. Nova works very well in this area, as the monsters tend to crowd round you. Like all other unique monsters, the Defiler is very susceptible to Stone Curse, and you can use it to slay the Defiler. Killing the Defiler rewards you with the Cathedral Map, which can be used to open the Crypt. Grave Matters : After completing the Hive, return to town and talk to the Barmaid, Gillian. She will tell you about her grandmother's story about great powers being hidden in the Crypts. This initiates the Grave Matters quest. Go to the graveyard beside the church, and use the Cathedral Map on the large ornate grave to open the passage down to the Crypts. Na-krul ( Crypt Lv.4 ): Enter the Crypt, explore the first floor and you will find the necromancer's journal titled The Meeting. Read it and it will initiate the quest to slay Na-krul. There are also other journals in the Crypt which will shed more light on Na-krul and his nature. There are three Torn Notes in the Crypt, as well as the Cornerstone of the World, which will reveal the history of the cathedral to you if you drop an item on it. The torn notes, when pieced together will reveal a secret essential to defeating Na-krul. The main quest for Na-krul is basically straight forward, and what you really have to do is to survive the Crypt until you do meet Na-krul. The Golem and Mana Shield spells should be cast often to prevent you from dying at the hands of the very powerful monsters in the Crypt. When you get to the fourth level in the Crypt, you will see a small rectangular room with ornate double doors, three spellbooks, each containing a portion of the spell described in the torn notes, and a lever before it somewhere in the level. This is Na-krul's prison. Do not pull the lever ! Instead, read the books to cast the spell of unlocking. The spell should be cast in this order : "In Spiritu Sanctum, Praedictum Otium, Efficio Obitus Ut Inimicus." ( Sounds familiar ? It's part of an old Roman Catholic exorcism rite. ) This not only opens the door, it also renders Na-krul powerless against most of your spells and attacks. If you kill Na-krul, you will receive three magic weapons and the spellbook of Apocalypse. *Special note : If you place an item on the cornerstone and start a new game, it will appear on the cornerstone in your new game.* Section 8 : Bonus Quests These quests are unique to version 1.00A, and are initiated if you have the command.txt file. Note that these quests replace the Farmer's Orchard quest. The upgrades, patches and command.txt files can be downloaded from Yegg's Tavern at the following site : http://diablo2.gamestats.com/hellfire/ There are also some strange patches and a few other upgrades, such as v1.01b etc. though I have not exactly tried them myself. If any of you have tried these files, do write in with your discoveries, views etc. The Jersey's Jersey : This quest is initiated by talking to the Complete Nut dressed in a cow suit near the entrance to the catacombs. The first through third times you talk to him, he will utter some nonsense about just being a cow, but on the fourth time, he will tell you the reason he is dressed in the cow suit and ask you to retrieve his costumes for him. Pick up the Rune Bomb and use it to blow open the Nest. Enter the Nest and search for the Grey suit on Level 3 and Brown suit on Level 4. Return with the suits to the Complete Nut with the suits to receive the Bovine Plate. Little Girl ( Nest Lv.3 ) : Before entering Level 3, talk to the little girl standing under the tree near the bridge across the fork of the river. She will ask you to rescue her teddy bear Theodore from the clutches of the bugs in the Nest. Enter the third level of the Nest, and kill the Hork Demon to retrieve the bear. Bring it back to the little girl to receive an amulet. *If you complete these quests, then release Na-krul by pulling the lever, you will hear him give a little advertisement for an Aerosmith concert. ( Backstage passes ? Heh heh ! )* Section 9 : Rumors(?) A recent rumor I have tried to verify is one dealing with the time of day and the generation of unique items. Though I have not successfully verified this theory, I have discovered that generally, the HellFire character classes like the Monk, Bard and Barbarian tend to find more rare unique items. Furthermore, it seems that these classes have a higher chance of finding a unique item, especially when the time is set to between 3:00 to 4:00 AM. I am using the Taipei standard time timezone setting, so I am still unsure what the correct time setting would be in the US or UK. Well, if anyone can verify the rumor, do e-mail me through my assistant at the above-mentioned address. The following is some text that I was told appeared in the program but have yet to encounter myself. ( Do they occur in multi-player mode ? ) I suspect that, like Na-krul's Aerosmith concert pronouncement, some of the following are also products of the programmer's odd sense of humor. Complete Nut ( The Jersey's Jersey Quest ) "All right, I'll cut the bull. I didn't mean to steer you wrong. I was sitting in the privy, feeling moo-dy, when things got really un-stable; a whole stampede of monsters came out of the floor! I just cowed. I just happened to be wearing this Jersey when I ran out the door, and now I look udderly ridiculous. If only I had something normal to wear, it wouldn't be so bad. Hey! Can you go back to my place and get my suit for me? The brown one, not the gray one, that's for evening wear. I'd do it myself, but I don't want anyone seeing me like this. Here, take this, you might need it... to kill those things that have overgrown everything. You can't miss my house, it's just south of the fork in the river... you know... the one with the overgrown vegetable garden." A Diary Entry of sorts by the mage in the Intro ? ( Na-krul Quest ) "Cloudy and cooler today. Casting the nets of necromancy across the void. Landed two new subspecies of flying horror; a good day's work. Must remember to order some more bat guano and black candles from Adria; I'm running a bit low." The Defiler ( Defiler Quest ) "Ahh, mammal, welcome. Such a... tasty planet you have. My Nest shall spread across this land, and you and your species shall serve as food for our colony. I'm sure our meeting will be quite... delicious. Have you been enjoying yourself, little mammal? How pathetic. Your little world will be no challenge at all. Come closer, morsel...come find me, the Defiler. I have waited thousands of years...do not try my patience any further. Ah, I can smell you. ..you are close! Close! Ssss...the scent of blood and fear...how enticing..." A source who requested to remain anonymous also told me that the Map of Stars quest which nobody has encountered so far exists. He claims to have gleaned this piece of info from HellFire.MPQ file. There is also some mention about a wandering merchant or trader in this file. If any of you can verify these, please e-mail me. Section 10 : Acknowledgments Special thanks to the following people : Anduril, ( current address unknown ), for some of the information on the Diablo unique items. Desslock, interlog.com, for some information on monsters, items and unique items in the Diablo section of the game. All the people at Yegg's Tavern, diablo2.gamestats.com, for some of the information on unique HellFire items and shrines. The Enforcer, of The Cheaters Corp., for information on Madburner, Rustweaver, Madeye the Dead, the Bone Demon, Diamondedge and lots of other stuff. Special mention : A very special commendation to Lee Yi, for informing me about the Barbarian class and the cow quest. Copyright(c) The Forgers Inc., 20th September 1998. Note : This FAQ can be distributed and circulated in any way you like, but it should not be used for any criminal purposes or for profit ( unless the Cheater's Corporation is given 20% of the spoils ). Note that the we will not entertain any plagiarising or open forgery of this FAQ, and will take legal action if such practices come to our attention !