Diablo 3 Walkthrough
Welcome to our massive Diablo 3 text and video walkthrough, where we’ll delve deep into the depths of Hell to bring you the tips and tricks you’ll need to survive. Prepare your left-buttons, because the clickfest is about to begin all over again with mega developers Blizzard still holding the reigns to this massive franchise. Taking place 20 years after the events of Diablo 2: Lord of Destruction, Diablo 3′s tale is one steeping in mystery. The Archangel Tyrael returns to help you investigate the Lesser Evils and their missing army from the Burning Hells, which will no doubt require the murder of several legions of horrible monsters.
To help take down the armies of evil, Blizzard has provided five classes; Barbarian, Wizard, Monk, Demon Hunter, and Witch Doctor. Each of the classes can be customized as your upgrade their skills, and their looks will be more diverse with male and female options available for all classes. Questing has been stream-lined to include random mini quests, or character specific quests to go with your linear story monster squashing. It’s going to be a long adventure, so curl up with Deckard Cain and listen to our story (In text and video formats!) as we lead you through Diablo 3.
For more in-depth guides on a variety of subjects, stop by the Diablo 3 cheats page.
Check back soon for new text and video updates.
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
The Siege of Bastion’s Keep
Turning the Tide
The Breached Keep
Tremors in the Stone
Machines of War
Siegebreaker
Heart of Sin
Fall of the High Heavens
The Light of Hope
Beneath the Spire
Prime Evil
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
Video Walkthrough
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
The Fallen Star
Your journey starts on Overlook Road on the way to New Tristram. The first enemy encountered are the Risen . They are slow movers with a basic bash attack, so depending on your chosen Hero, keep your distance or get up close and personal with them as you return them to the grave.
Once you arrive at the gates of New Tristram, speak to Captain Rumford. He’ll say he won’t open the gates until all the Risen are dead. Help the militia defend the gates against the attacking Risen.
Speak to Captain Rumford again, and he’ll tell you to speak to Leah, at the Slaughtered Calf Inn.
It’s a very good idea to speak to everyone with a speech bubble icon when you hover the mouse pointer over them. They will often have multiple topics to cover that tell the overall story of Diablo III, some history about the previous Diablo games, and will sometimes even talk about themselves.
Enter the Slaughtered Calf Inn and speak to Leah. She will talk about her uncle, the infamous Deckard Cain, and what has happened to him.
The wounded villagers taking refuge in the Inn suddenly turn into Risen; dispatch them quickly.
Speak to Leah again, and she will direct you to Captain Rumford for more instructions.
Go into Leah’s Room in the Inn, and read her journal.
Go into Deckard Cain’s house, next door to the Inn, and read his journal.
Locate the wooden chest in front of the Slaughtered Calf Inn. This is your Stash .
Take the Minor Health Potions in it to add to your carried supply.
Find Captain Rumford, and help him take out another wave of attacking Risen. He will mention the Wretched Mother and her ability to keep vomiting up new Risen. Dodge her spit attacks and focus on killing her before killing the other Risen.
Wretched Mothers stop moving and turning when they vomit, so take advantage of this time to attack in force.
Leave New Tristram behind for now and venture out along Old Tristram Road on the way to the Old Ruins to seek out and slay the Wretched Queen .
Walking Corpses are slow, bloated Risen with two attacks: a quick one-hand strike, and a stronger two-hand bash. When slain, their upper half becomes a Crawling Torso that moves much faster.
Quill Fiends scurry about in small packs, attacking from a distance by shooting quills, and up close by slashing with their claws.
Keep your eyes open for items that may contain loot: barrels, corpses, logs, rock piles, tree stumps, and especially Old Keepsake Boxes.
If encountered, investigate additional locations that may spawn, such as Cellars and Wishing Wells, as they are good for more monster XP and loot.
Bonus Quest: Kill 3 Wretched Mothers.
Enter the Old Ruins and kill the Walking Corpses and Wretched Mothers in the area before taking on the Wretched Queen.
Locate the ruins of the old Armory, and see if the weapon rack there has a suitable weapon for your hero.
The Wretched Queen attacks the same as the Wretched Mothers, just a bit stronger. Again, take advantage of her standing still to lay the smack down on her first, then do the same for her minions.
Use the waypoint here to return to Captain Rumford at the Slaughtered Calf Inn, and tell him of your success. The Fallen Star quest is complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
The Legacy of Cain
Step onto the New Tristram Waypoint and select the Old Ruins location.
Allow Leah to open the gate, and lead the way through it and northeast along Old Tristram Road.
Blast through the few Risen that appear, and listen to Leah talk about her mother, Adria.
Arrive at and enter Adria’s Hut.
Follow Leah through the entrance to the Hidden Cellar.
Move to the central room in the Cellar, where a number of Risen attack, along with the former Captain of the Guard, Captain Daltyn , now in undead form.
Captain Daltyn is merely an enhanced Risen, with a bit of a stranger punch, but just as slow-moving. Focus attacks on him while Leah deals with the other Risen.
Search the cauldron in the center of the room.
Speak to Leah, who will give you the key to the Cathedral, and stay behind to learn more her mother.
Exit the Hidden Cellar and fend off another Risen attack, which opens up the path to the north.
Continue northward along Old Tristram Road toward the Cathedral, smashing through a few more Risen and Walking Corpses.
Search the bodies of any dead militia you find along the way.
Arrive at the Cathedral, and search around outside for any hidden loot.
Enter the Cathedral, and move up to the glowing blue pit where the fallen star landed.
Click the pit to jump down and begin the trek through the Cathedral in search of Deckard Cain.
Grotesques are large, bloated, Buddha-turned-undead creatures with two dangers: a sudden spike growth from their bodies for a melee attack, and an AoE explosion upon their death which releases 3 Corpse Worms that continue to seek you out.
Carrion Bats attack swarming in and stinging, then flying away to safety, and returning for another attack.
Molten Carrion Bats attack the same as above, but have Fire attack and resistance, and explode when they die. Beware.
Pay close attention to the environment here, as you’ll find many traps that may be used against creatures, such as falling chandeliers and loosely propped-up sections of wall. Use them to your advantage.
Search through this level of the Cathedral to find Leoric’s Passage.
Go through Leoric’s Passage to trigger a cutscene with the finding of Deckard Cain.
After the cutscene, quickly run to Cain’s aid against the Royal Henchmen . Kill off the first few, then take on a few more, this time lead by the Headcleaver .
Royal Henchmen move a bit faster than Risen, and attack with basic weapons.
Headcleaver is a larger version of the Royal Henchmen, with more hit points, and an added attack: its evil laugh. It stops moving and attacking when it laughs, however, making that the opportune time to attack it.
Speak with Cain, and he’ll open a secret exit.
Follow Cain through the secret exit, and then back to New Tristram as he makes use of the Cathedral waypoint.
Report to Leah at New Tristram. The Legacy of Cain quest complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
A Shattered Crown
Speak to Cain in New Tristram to learn about the prophecy of the fallen star, and the return of the Skeleton King. Cain will mention needing to find the crown of King Leoric, the only thing that will defeat the Skeleton King, and that Haedrig the blacksmith knows where to find it.
Follow the path north through town, stopping to check out the wares of the town’s two newest shop keepers: Arghus the Collector and Radek the Fence.
Find and speak to Haedrig. His immediate concern is about his wife, Mira, who has been bitten. Follow Haedrig to the cellar where Mira and other infected people are quarantined.
Enter the Cellar of the Damned with Haedrig, and kill all the Ravenous Dead surrounding Mira to allow Haedrig a moment to speak to her one final time.
The Ravenous Dead walk as slow as their brethren, but turn much faster, and hit much harder.
After Mira transforms, help Haedrig put her out of her misery.
Mira Eamon changes into the likeness of a Wretched Mother, with slow melee attacks and a more dangerous poison spit. But, she doesn’t raise any Risen, so take her down quickly.
Speak to Haedrig, who will tell you about his grandfather, who was King Leoric’s Chancellor. The crown is buried with him, in a cemetery past the Weeping Hollow.
Before you leave for the Weeping Hollow, Haedrig will ask you to tell his apprentice to get back to town, if you happen to find him.
Head to the north gate out of town, and help the guards there kill a small pack of Scavengers as they try to rush in to town.
Scavengers are fast-moving critters, sometimes leaping in to attack with claws or a bite, and sometimes burrowing into the ground to pop up at another place for a new attack. Use some AoE power to slow them down or root them in place, and they are easy pickings.
The Cemetery of the Forsaken lies to the northeast through the Weeping Hollow. Don’t be in a rush, and take time to clear out the Weeping Hollow and gain plenty of XP and loot.
Scores of Ravenous Dead, Scavengers, Skeletons, Hungry Corpses, and Hungry Torsos can be expected here, along with Retching Cadavers .
Retching Cadavers will blow rancid and deadly chunks as a ranged attack, and will also vomit up Ravenous Dead.
Skeletons will crawl out of grave sites and Rotting Coffins, so stay cautious when you see headstones nearby.
Packs of Hungry Torsos will quickly crawl out from the Weeping Hollow’s flora when you get close.
Stay alert for loot sources, as usual: stumps, rock piles, logs, rotten logs, chests, resplendent chests, rotting coffins, and dead villagers.
Bonus Quest: Find Haedrig’s Apprentice.
Once in the Cemetery of the Forsaken, there will be three Defiled Crypts open to explore, one of which houses the Chancellor’s Tomb, where King Leoric’s crown is kept.
If you find a blue glowing Dungeon Stone in a crypt, your hero will remark about the crown not being in this crypt, giving you the cue to search another one. Use the Dungeon Stone to teleport to the entrance of the crypt.
Imps are fast darting buggers that make more noise and nuisance than anything else, but don’t let them get close, anyway.
Harvesters are tougher Grotesques, with spike and suicide bomb attacks, which release a trio of Fiends (slightly tougher Imps).
Tomb Guardians are tough boss skeletons with magic; they hurl Arcane Orbs as ranged attacks, and can summon four Skeletons at a time.
Ghastly Gravediggers attack with their shovels capable of inflicting cold damage and that irksome knockback effect.
Ghostly Murderers are dead brigands armed with a dagger, which they can throw from a distance. They have a quick dodge and slash attack ability, as well.
EVENT: The Matriarch’s Bones – A ghostly Lady Dunhyld implores you to find the three urns that hold her remains and return them to her sarcophagus. Lord Dunhyld, her ghostly husband, will attempt to stop you with Soul Leech attacks and by raising Skeletons. Find and put Lady Dunhyld’s remains back in her coffin for a quest complete reward.
EVENT: Jar of Souls – Finding a large room with a small blue jar floating above a platform triggers this event. You must stay alive for 60 seconds against a swarming mass of Skeletons. Bring out your best AoE powers, and stay close to the walls so they don’t surround you. Quest completes and doles out a reward when time is up.
You will know you have found the Chancellor’s Tomb when the monstrous Manglemaw attacks. Stay out of reach of his massive melee / knockback attack, and let him have it.
Once in the Chancellor’s Tomb, you’ll have to fight off one or two Tomb Guardians before approaching the crown.
The crown is resting on an Altar, and clicking on the Altar summons the dead Chancellor Eamon , now the astral guardian of the crown.
Chancellor Eamon has a nasty Soul Siphon ability that chills and slows you down, setting you up for his knockback melee attack. He also teleports around often, but never far away from the crown. Defeat him and claim the crown.
Return to New Tristram with the crown and report to Headrig. A Shattered Crown quest complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
Reign of the Black King
Speak to Cain in New Tristram to begin the quest. He will tell you to return to the Cathedral and seek out the Crypt of the Skeleton King.
Use the Waypoint to teleport back to the Cathedral Garden.
Enter the Cathedral and take Leoric’s Passage to the ornate door that will only open to the one carrying the crown.
Cathedral Level 2
Tomb Guardians are hiding behind large wall frescoes, and will burst forth to attack once you’re close.
Beware of hulking Unburied popping up through the ground to attack. They move slow, but have strong melee attacks and a ground strike with knockback to look out for.
Stay on the look out for traps to use to your advantage!
Cathedral Level 3
Enter this level to bear witness to a circle of Dark Cultists using magic on a helpless warrior to spawn their Necromantic Minions .
Necromantic Minions are slightly tougher versions of Skeletons.
Dark Cultists don’t move around much, preferring to stand and slash with their wicked knives.
Take out the Dark Cultists to put an end to their spawning more Necromantic Minions, and to rescue the warrior.
Help the warrior to the chest where his equipment is stashed, killing the Dark Cultists and Necromantic Minions guarding it.
Once he’s rearmed, he becomes the Templar, and speaks to you of finding Jondar , an evil enemy who now guards access to the Skeleton King.
Battle along with the Templar through the Servants of Jondar to the other side of this level.
Servants of Jondar are simply Tomb Guardians who move a bit slower.
Take the stairs nearby to head down and face off against Jondar.
Jondar attacks with a 360 degree spread of poisonous bolts. Dodge these bolts if possible and focus your attacks on him, while the Templar handles the Skeletons summoned by Jondar.
TEMPLAR: Choose to have the Templar join with your quest to defeat the Skeleton King, or choose to continue solo.
Choose one of his level 5 skills: Heal or Intervene.
Inspect his current weapons and equipment, and if you have any better, equip them on him.
Cathedral Level 4
The largest of the Cathedral levels is filled with Tomb Guardians, Harvesters, Skeletal Archers , and Skeletal Shieldbearers . Blast through them as you search for the Royal Crypts.
Skeletal Archers will constantly shoot at you from a distance, but are crushed easily when hit.
Skeletal Shieldbearers have large shields to take the brunt of frontal attacks, so flank them from their non-shield sides, including overhead and underfoot.
Head into the Royal Crypts to find the ghosts of King Leoric and his guard, Lachdanan. Watch as Lachdanan kills King Leoric, then make your way on toward the Skeleton King.
The Skeleton King will run away, activating four pillars that will bring in a nonstop flow of Skeletons and Skeletal Archers.
Destroy the Activated Pillars to end the influx of enemy.
Use AoE attacks here, or funnel the enemy onto a staircase to better focus your direct attacks on them.
Take a moment before entering the Crypt of the Skeleton King to look over the status and quality of your items and equipment. Use the nearby Waypoint to return to New Tristram if needed.
Enter the Crypt of the Skeleton King and kill the Returned guarding the gate to his throne.
Returned attack with sword slashes and bony foot kicks that can knockback quite a distance, but may be easily flanked..
BOSS FIGHT: Skeleton King
The Skeleton King employs four main attacks methods: Summon Skeletons, Whirlwind, Teleport, and Cleave.
He will summon two Returned and two Forgotten Soldiers to appear almost right on top of you, and he’ll immediately summon the same four in a different location, making eight additional enemy to deal with at each summoning.
Keep an eye on when he is winding up his Whirlwind attack and get away quickly. Better still, lure him and the summoned skeletons into the same path and watch as the Skeleton King lays waste to his own minions. Because this attack takes a few seconds to play out, if you can get out of the way in time, it also leaves him open to your attacks.
Ranged fighters beware of the Skeleton King’s instant Teleport ability, which he uses to quickly get close to you for his Cleave attack.
Once the Skeleton King is defeated, go through the passage behind his throne to enter the Desolate Chamber, and follow the path down to the bottom of the fallen star’s crater.
Talk to the stranger there about what he can remember, which is not much at the moment.
Follow him out of the crater on back to New Tristram.
Talk to Cain and see if he can get more info from the stranger. Reign of the Black King quest complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
Sword of the Stranger
Cain has been speaking with the Stranger, who remembers that he had a sword with him when he fell. The sword has broken apart, and a piece of it may have landed in the nearby Fields of Misery, home to a tribe of Goatmen known as the Moon Clan tribe.
Travel via the Waypoint back to the Cemetery of the Forsaken, break through the gate in the northwest corner, and begin your search for the sword shard in Khazra Den.
Moon Clan Warriors wield large two-handed axes, and like to get in a headbutt with their horns when they can.
Moon Clan Impalers keep throwing a barrage of spears at you, often changing position for a better attack angle.
Wood Wraiths try to attack with surprise very quickly, moving in close to pound with their branches, and calling up Spore Pods near you which explode and spread poisonous spores in a small area.
The poisonous living Plague Nest spews forth a number of Plague Carrier bats. Dodge the Plague Carrier stings and take out the Plague Nest to stop the bats from spawning, then finish them off, as well.
While searching the Fields of Misery for Khazra Den, it’s possible to encounter a variety of side quest locations:
Forlorn Farm – Click on the dead large beast of burden in front of the Farm to trigger an attack by a pack of Burrowing Leapers and their pack leader.
Burrowing Leapers are slightly tougher versions of the Scavenger, with like movement speed and burrowing ability.
After slaying all the Burrowing Leapers, a Terrified Farmer will exit from the Farm’s cellar, and invite you down to meet his wife. Collect your reward from the chest there before leaving.
Rathe Family – Encountered on the second level of the Decaying Crypt.
Deathspitters prefer to stay away from close combat to use their projectile vomit attacks, and to spew forth their Decayer children. Decayers are slow-moving zombies with a bite-claw attack.
The ghost of Willa Rathe will ask for your help in ending a terrible curse on her family by killing the ghost of Father Rathe, Mother Rathe, and Little Jebby Rathe.
Father Rathe attacks with bashing and a short knockback, Mother Rathe has a cold aura defense, and Little Jebby Rathe is a faster Decayer with extra health.
Secluded Grove – When your hero enters an almost fully enclosed grove with a single suspicious chest in the center under a large tree you’ve found the Secluded Grove. You’ll have to battle The Old Man and his Wood Wraiths to survive this trap and loot the chest.
The Old Man is a much tougher version of the Wood Wraith, complete with a strong knockback, and the ability to summon normal Wood Wraiths to his aid.
Use the narrow entrance to the Grove to slow their attack advance and focus your attacks on The Old Man first, then dispatch the rest of them.
Precious Ores – This encounter takes place within the second level of The Lost Mine, and has you helping Tashun the Miner locate a Pure Gemstone vein and the Vein of Metals. Find them, and he will allow you to buy from his shop of fine weapons and armor.
Quill Demons and Burrowing Leapers infest The Lost Mine. When you locate the second item you’re looking for, a pack of rare Burrowing Leapers will attack.
Scavenger’s Den – This seems to once have been some villagers’ last stand that didn’t end well. It’s now infested with Quill Demons, Deathspitters, Decayers, and Leapers. Loot the Resplendent Chest once it’s all clear.
Pillaged Home – This sheltered cottage only shelters the dead now, so feel free to pillage the corpses of all the loot that remains.
Keep your eyes open for traps to use to your advantage, including tripwires connected to massive axes, and log piles to set rolling down on following enemies.
Find and enter Khazra Den, and battle through Dark Cultists to the rear of the cave.
Look for a circle of Dark Cultists performing a summoning ritual, and take them out along with their leader, Urik the Seer .
This prophet of torture uses fire and lightning as his attack and defense, respectively. He will also summon Dark Hellions to aid him. Dodge the thrown fireballs and Dark Cultists blades, grit your teeth against his up close lightning shocks, and put him down as quickly as possible.
Before you can get to the glowing sword shard, Maghda appears and summons another wave of Dark Cultists. Slay them all, then collect the sword shard.
Return to New Tristram and give the sword shard to Cain. Sword of the Stranger quest complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
The Broken Blade
Leah thinks she knows where the second piece of the sword is, based on Maghda’s description of it having fallen “where only the Ancients may tread”. Leah will join with you to lead you to the sacred Drowned Temple.
Return to the Fields of Misery, then move along the path northeast toward the Old Mill.
Once you encounter the Scoundrel, hear his story, then follow him to the locked Old Mill gate and through it, and assist him in the proceeding combat against the Brigands .
Brigands attack with throwing knives, and can easily dodge missile weapon attacks, but they are not very tough.
Once the first few Brigands are down, another group appears from out of the farm house, lead by Nigel Cutthroat , a Thieves Guild Assassin.
Nigel has a good bit more health than the normal Brigands, but is very much like them in his attack and dodge combat methods.
Defeat all the Brigands to get the Scoundrel his relic from the farmer’s daughter.
SCOUNDREL: Speak with the Scoundrel and he will offer to officially join in with you as your second companion.
Inspect his current weapons and equipment, and if you have any better, equip them on him.
Continue northeast along the path to reach the Drowned Temple.
Speak to Alaric the Guardian, the ghostly figure keeping watch over the entrance to the Drowned Temple. He will tell you the two keys to the Drowned Temple may be found in two places, the Crypt of the Ancients, and the Warrior’s Rest, both of which are located somewhere in the Festering Woods.
The Festering Woods hold more creatures to fight, Ghouls and Enraged Phantoms being the most notable. Ghouls will move into melee range quickly, make a slashing strike with its sword, then run off in a circular route to attempt to come up on your flank for another strike. Enraged Phantoms are ghosts that will float straight at you and attack multiple times with its claws, then dart far away to ready a repeat attack.
Locate and enter the Crypt of the Ancients.
Returned and Returned Summoners are the main threats in here. Returned Summoners keep their distance and continually throw Arcane Orbs at you, and will aim to keep a steady flow of their summoned sword-wielding Returned in play to keep you busy up close. Kill the Returned Summoners to stop more Returned from entering combat, then wipe out any Returned that remain.
Find and collect the Beacon of Light before leaving.
Locate and enter the Warrior’s Rest.
Returned Archers , most likely lead by a Dark Skeletal Archer , are the threats to face down in here. Returned Archers attack with a non-stop barrage of arrows, and can fire them at a very long range. Dark Skeletal Archers attack the same way as Returned Archers, but at a much faster firing rate.
Find and collect the Beacon of Hope before leaving.
When both Beacons have been found, return to the Drowned Temple and place them on their respective pedestals to open the way.
As Alaric the Guardian warned, you’ll have to face his brothers if you expect to get to the sword piece.
Ezek the Prophet is a spectral champion with plenty of health and a massive axe. Do your best to dodge his axe swings and bring him down quickly.
Brother Moek is the fastest of the three Brothers who attack at once. Lure him away from the other two and kill him quickly before he gets reinforcements.
Brother Karel has a very strong knockback ability to beware of.
Brother Larel is perhaps the most dangerous of the three with his fire abilities. Get away quickly when he dies!
After defeating the Brothers, speak to Alaric again to receive a reward.
Maghda is waiting in the final chamber, and will summon a wave of Dark Zealots for you to deal with as she escapes – without the sword piece.
Retrieve the second sword piece and return to Cain in New Tristram. The Broken Blade quest is complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
The Doom in Wortham
Make your way to the New Tristram docks with Leah following and talk to the Ferryman. He will ferry you both across the river to the burning Wortham village.
Your destination here is the Chapel Cellar, but you’ll have to fight your way past burning buildings and members of Maghda’s Coven (Dark Zealots and Dark Evokers) to get there.
Speak with the fleeing villager who will ask you save the other villagers trapped in the burning chapel.
Maghda will be there waiting for you, and introduces you to Urzel Mordreg .
Urzel is a Dark Summoner who can summon Dark Hellions, cast fire spells, and attack with his deadly dagger.
Keep up a fierce assault to attempt to keep him from summoning too many Dark Hellions, and bring him down quickly.
A group of Dark Summoners and Dark Berserkers attack next.
Dark Berserkers try to slam you with their heavy large maces. If they miss, the mace can get stuck in the ground for a couple of seconds, leaving them open to attack.
Speak to the priest near the chapel, who will tell you he left the third (hilt) piece of the sword with Virgil, down in the Chapel Cellar.
Descend in the Chapel Cellar to find Virgil dead, and no sword hilt.
Maghda will appear over an altar and laugh at you for falling into her trap. With you gone from New Tristram, she was able to steal all the sword pieces!
Quickly return to New Tristram and enter Cain’s House. The Doom in Wortham quest is complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
Trailing the Coven
Inside Cain’s House, Leah displays her true power, and discovers that Maghda has taken the Stranger and the sword shards into The Highlands. You’ll have to hurry to catch her and save the Stranger and the sword!
Return to the Chapel Cellar, then go north towards the other side of Wortham village, through the gates, and up to Wortham Bluffs. The path to The Highlands leads through the Caverns of Aranae, located just below.
Look for Rodger the Alchemist on the path before entering the Caverns. He has potions for sale, and a small quest for you.
Stay on the lookout for Egg Sacks, Cocooned Victims, Strange Bags, Dusty Bags, and Chests for sources of loot.
Waves of Spiderlings will rush at you down here, easily surrounding you if you’re not careful. They are highly resistant to poison attacks, so adjust accordingly, if needed.
Toxic Lurkers leave poison pools where they walk, so step lively. They attack with webbing to slow you down, making it easier for them to rush in and hit with their poison bites.
The Arachnid Horror also shoots webbing to slow you down, and will then try to hit you with biting and slashing attacks.
Enter the Chamber of Queen Aranae and quickly move to free the woman trapped in the wall of webbing.
BOSS FIGHT: Queen Aranae
Queen Aranae employs biting and attacks with her front legs in melee combat. Her ranged attacks involve a web spit to root you in place, followed up quickly with a stream of poison that will do damage as long as you are in contact with it. However, when she spits her poison, she stands still, so dodge the spit, flank her, and launch your best attack at this time. She will also summon swarms of her Aranae Minions, copies of the Arachnid Horrors fought earlier.
After Queen Aranae’s death, find and activate the Pool of Venom in a chamber corner to successfully free the trapped woman, Karyna, from the webbing.
Exit the cavern, and speak to Karyna about Maghda’s Coven. She will tell you she saw them dragging someone into Leoric’s Manor, but the path there has been blocked by the local Khazra clan. If you can get to Karyna’s cart and retrieve the staff she stole from the Khazra and return it to them, they may let you pass through their camp.
The Highlands area is divided into the Southern Highlands and the Northern Highlands.
The Dark Moon Clan of Khazra dominate the Southern Highlands, and come in Impaler , Warrior , and Shaman forms. Highland Walkers , Withermoths , and an assortment of traps should also be on your watch list. Also be on the watch for these locations: Skehlinrath, Cave of the Moon Clan, Watch Tower, and Ancient Pyre.
Dark Moon Clan Shaman attack with Ice Orb at range, and staff and head-butts when in close. Dark Moon Clan Impalers prefer to stay back and throw spears, circling to get better angles. Dark Moon Clan Warriors wield a damaging two-handed axe along with their standard head-butt.
Highland Walkers are Wood Wraiths that will sprout poisonous spores on the ground around it while in combat.
Withermoths attack by swiftly flying in and stabbing with their hind legs, and also have lightning abilities.
Skehlinrath is a walled camp of Khazra, lead by Rambolt the Lunatic, a Dark Moon Clan Shaman with extra lightning abilities.
The Cave of the Moon Clan is a two-level cavern system full of Dark Moon Clan Khazra and Spiderlings. Look for and loot Urik’s Satchels for his notes.
The Watch Tower’s first level primarily houses Dark Cultists, while the second level is home to Returned Archers, Returned Executioners, and Returned Shieldman.
Encounter the ghost of Gharbad and accept his quest to get the Shard of Resurrection from atop the Ancient Pyre. He has strong melee attacks, but is slow and easy to pelt with range attacks.
Once you find Karyna’s Lost Wagon, expect a wave of Dark Moon Clan to attack, including Nalghban the Foul , a Shaman with electric abilities.
Find the zigzag path to the Khazra barricade in the north, and fight your way up to the main camp leading to the Northern Highlands.
Expect many of the same creatures encountered in the Southern Highlands to be here, with the addition of Winged Moloks , Cursed Nests , and very possibly a couple of rare Withermoths.
Winged Moloks quickly dive from the sky, land, then circle around you spitting fireballs.
The Cursed Nest will attempt to keep a steady stream of Vile Hellbats headed your way, who fly slow and have a basic stinger attack.
Continue to the north to get to the crumbling ruins of Leoric’s Hunting Grounds.
Look for and destroy the Khazra Totems in this area to stop the summoning of Khazra.
Enter Leoric’s Manor.
Advance through Leoric’s Manor, slaying Dark Cultist left and right. Make your way to the balcony that overlooks a group of the Coven and Maghda herself, surrounding a Wounded Man.
Kill off the Dark Summoners and their summoned Dark Hellions. Consider using the stairs and high ground to your advantage.
Speak to the Wounded Man. Trailing the Coven quest is complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
The Imprisoned Angel
The Wounded Man speaks of Maghda’s new prisoner, someone with golden eyes, whom she has taken down into the Halls of Agony under Leoric’s Manor. The entrance is located just under the outside balcony.
On the first level of the Halls of Agony, watch for Inferno Zombies to crawl forth from fire pits along the walls. They are not particularly dangerous solo, but they are fire resistant, so fight accordingly.
Disentombed Hulks slowly roam around looking for heroes to bash with their massive clubbed arms. Don’t let it be you.
Packs of Vicious Hellions wander the level, seeking prey to take down with their lunge and bite attacks.
Bloated Corpses want to get in close and slap you around a bit, and turn into a Voracious Torso when brought down.
The Voracious Zombie is your standard slow-moving zombie, just don’t let them up close.
If you encounter the Cultist Grand Inquisitor and his entourage of Dark Summoners and Dark Vessels , try to stay away from his lightning abilities and pull him away from his minions to take him down first.
Dark Summoners have a punching melee attack, a ranged fire attack, and the ability to summon Dark Hellions.
Dark Vessels are the ones ominously tapping their staves on the ground. On the seventh tap, they transform into an Unholy Thrall , with the ability to make very quick and damaging dashing attacks.
Keep a sharp eye out for more traps and hazards, including huge automated cleavers and fire gutters.
The second level has more of the same creatures and hazards, with the creatures in larger groups than on the first level.
Look and listen for Merhan, trapped in one of the Iron Maidens. Remove the nearby Disentombed Hulks and Inferno Zombies, and rescue him for an XP and gold reward.
Before exiting up the last set of stairs to the Highlands Passage, check the nearby pit to stir up the Tormented Behemoth and his Inferno Zombie friends. The Tormented Behemoth fights like a Disentombed Hulk, but with a strong knockback ability.
Expect to battle more Dark Berserkers, Dark Cultists, Dark Hellions, and Dark Summoners as you progress across the Highlands Passage on the way to the Cursed Hold and the third level of the Halls of Agony.
Enter the Cursed Hold and hear Queen Asylla’s request for you: find and release the souls of six of her people trapped here.
You’ll encounter more Returned (Archers,Executioners, and Shieldman) here than ever before, and they seem to be slightly tougher than before.
Use the cell bars to take as many down with ranged tactics as possible.
The Warden and his Savage Fiend minions will be waiting for you at a four-way intersection just before the stairs to the Halls of Agony. Kill him to get past and onward.
The Warden wields a huge spiked mace with an impressive knockback, and he can cast an immobilize aura around you, rooting you fast in place for a few terrible seconds to allow the Savage Fiends a chance to circle and strike you at will.
Take the stairs into the third level of the Halls of Agony.
Expect much more of the Dark Cultists down here.
Make your way down stairs until you reach the Chamber of Suffering, where you’ll witness the awakening of The Butcher.
BOSS FIGHT: The Butcher
Dodge or stay out of reach of his axe smash attacks. The Butcher will do some quick hops just before this attack, so stay alert.
Beware his grappling hook, which he uses to hook and pull you up next to him, briefly stunning you in the process.
He has a cone-area attack where he shoots out chained spears in front of him to also look out for.
He also has a charge attack, where he will square his horns and dash at you full speed. His anger will cause him to glow orange just before this attack, so beware. Move aside and let him slam into the wall, stunning him long enough for you to get in some solid hits.
Lastly, pay close attention to the sections of the grated flooring. The flames underneath will flare up in a random section, burning you if you’re on the section.
Use the two Healing Wells in the Chamber’s upper area wisely, along with your own Health Potions.
After butchering The Butcher, move on toward and down into the Cells of the Condemned, through more Dark Cultists, to where the Stranger is being held.
Slay the Dark Cultists and members of Maghda’s Coven surrounding the Stranger, then give him his sword.
Watch as the Stranger reveals himself to be the Angel of Justice, Tyrael. The Imprisoned Angel quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Fallen Star
The Legacy of Cain
A Shattered Crown
Reign of the Black King
Sword of the Stranger
The Broken Blade
The Doom in Wortham
Trailing the Coven
The Imprisoned Angel
Return to New Tristram
ACT ONE
Return to New Tristram
Listen to Tyrael as he tells you his newly-remembered memories, and about the plans of Azmodan and Belial.
Return to New Tristram via Tyrael’s portal.
Speak to Tyrael again to hear his plans to save Caldeum.
When you are ready, speak to the Caravan Leader to leave New Tristram for Caldeum. Quest, and Act One, complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
ACT TWO
Shadows in the Desert
You are now located at the Hidden Camp, set high atop the bluffs overlooking Caldeum. Take a few minutes to look around the Camp to get familiarized with where everyone is.
Speak with Leah; you’ll tell her and Tyrael to go in search of Belial, and you will track down Maghda.
Take the stairs at the north end of the Hidden Camp to get down to the Caldeum Bazaar.
Speak with Asheara, Commander of the Iron Wolves. She will say Maghda is headed to Alcarnus, and her Dark Cultists have blocked the road behind her, forcing you to make the detour through Khasim Outpost.
See the sights of Caldeum Bazaar and stock up on supplies from the vendors and the Searing Sands Inn before heading out.
Speak with Leah and Tyrael to find out what they have learned, and about their plan to enter the sewers.
Exit to the Sundered Canyon in the northeast part of Caldeum Bazaar. Make a note to seek out Captain Davyd if you make it to Khasim Outpost, as the guard by the exit requests of you.
The first part of this journey leads into the Stinging Winds desert, where you are introduced to the Enchantress.
Sand Wasps and Lacuni Huntresses dominate this part of the desert.
Sand Wasps will fly in close to jab at you with its poisonous stinger, and launch a volley of poisonous baby wasps at you from afar.
Lacuni Huntresses can throw firebombs at range, but prefer to use their quick speed and jumps to get in close and slash with their claws.
Battle your way through the Canyon until you reach a blockade. It’s a trap set by Maghda’s Deranged Cultists !
Deranged Cultists don’t move around much, and are armed with only daggers. Easy kills.
Speak to the Enchantress, named Eirena, and she will remove the blockade illusion. Continue on.
Encounter Jarulf leading a band of Iron Wolf soldiers, and hear his plea to help them defend against a group of Lacuni Warrior following them.
Lacuni Warriors expertly wield two swords, and can swiftly make a spinning blade attack that is best to steer clear of.
Speak to Jarulf again to learn about some strong magic coming from two desert locations. The magic will have to be stopped before you can cross Black Canyon Bridge further on the path.
Move on to the next section of desert known as the Howling Plateau to search for two locations: the Hidden Conclave, and the Secret Altar.
Expect more Sand Wasps and Lacuni, and a new foe: Dune Threshers .
Dune Threshers are sand sharks that roam around areas by burrowing underground, rising up to attack with strong bites.
Eirena will sense and uncover another illusion, one that is hiding the tracks of the Cultists in the Howling Plateau. Once found, follow the tracks to the main locations you’re seeking.
The Hidden Conclave holds a group of Dark Cultists involved in a ritual, and are guarded by a Vicious Mangler armed with a large battle mace. Watch for it to power attack with the mace, which gets stuck in the ground, leaving it open to your attacks.
The Secret Circle holds more Dark Cultists and Vicious Manglers, along with Pain Mongers , Accursed Hellions , and Frenzied Hellions .
Pain Mongers look similar to and attack just like Vicious Manglers, including the power attacks.
Accursed and Frenzied Hellions are ferocious summoned dog-like beasts with a bite attack.
A few other locations may be encountered within the Howling Plateau.
A Miner’s Gold – a lone miner requests your help in fending off a band of Fallen while he lifts a large chest of treasure. Take the closest Fallen out first, then go after any Fallen Shaman you see summoning in more Fallen. Once done, the miner will share the treasure with you.
Mining for Treasure – Keep your eyes open on the lifts that still hold a treasure chest. Use the lift to bring up the chest, and loot it.
Sirocco Caverns – a very dangerous lair full of Brood Hatchlings , Cave Wings , and Savage Rockworms .
Brood Hatchlings only have a poisonous bite, but come at you in large groups.
Cave Wings will pop up from the many pits throughout the Caverns, swarming in to sting and electrify their prey.
Savage Rockworms burst forth from underground, and can swallow you whole if it catches you standing still.
Frightened Girl – Help out the poor scared little girl trying to hide in a small area among some houses. Realize it’s another illusion trap set by Dark Cultists. Fight or die.
After disrupting the magic, head north towards the Black Canyon Bridge.
Speak to Eirena the Enchantress to hear her story.
Your Hero will ask Eirena to join in on the quest against Maghda.
Allow her to join you, or not. If she joins, consider using the Town Portal to return to the Hidden Camp and getting her proper equipment.
Eirena will use her magic to uncover the hidden Black Canyon Bridge. Shadows in the Desert quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
ACT TWO
The Road to Alcarnus
Go across Black Canyon Bridge to enter the Black Canyon Mines. As Asheara mentioned in the previous quest, the direct route (north) to Alcarnus is blocked, so you’ll have to find and go through Khasim Outpost (northwest) instead.
The Black Canyon Mines area is home to numerous creatures encountered before in the Sundered Canyon and Howling Plateau, along with some new ones. Of particular note are the Fallen Overseers and the Fallen Hounds .
Fallen Overseers are champion class monsters who attack with a ferocious battle roar that surrounds the Overseer in a red energy burst, and a massive overhead slam with its weapon that will both damage and knock you backwards.
Fallen Hounds are akin to Accursed and Frenzied Hellions, but tougher, a bit faster, and will pursue you no matter how far you run away.
Look for a number of possible sub-locales that may appear during your jaunt through this section of the Stinging Winds desert.
The Lost Caravan – This former caravan is now the home to Beyatt the Reviver and his horde of Fallen. Beyatt can constantly summon Fallen as long as he’s alive, and he has electricity attacks and can teleport at will.
Deserted Cellar – Contains a bunch of Stinging Swarms , along with a possible unique creature named Hurax . Hurax is an Unholy Thrall class monster with electricity and the ability to multiply himself.
Saved from the Hounds – Enter the Blood Cellar to save a survivor from the packs of Fallen Hounds feeding on corpses within.
Tunnels of the Rockworm – Enter the Deserted Cellar and fight the unique Rockworm named Graveljaw the Devourer , then drop down into his vacant hole to retrieve his ill-begotten loot.
The Ruins – This tomb holds some very dangerous creatures, but the number of Resplendent Chests make it worthwhile, should you survive.
The Serpent Magus fights by moving up close to you and casting a large lightning AoE spell centered on it. Very dangerous.
The Writhing Deceivers wield tridents, can bite, and have the ability to go invisible, very often appearing out of thin air right next to you. Stay alert for a shimmering spot of air to detect where they will appear.
The Crumbling Vault – This two-level dungeon has a timer, so don’t waste time with much while looking for the Crumbling Vault Treasure Room.
Guardian Towers will endlessly spawn Spiderlings until they are destroyed. Kill only what you must, and quickly.
The Idol of Rygnar – Takes place in the Chamber of the Lost Idol, where Poltahr needs your help in finding the Rygnar Idol.
Noxious Guardians are resistant to poison, and attack at range and close up with blobs of poison slime.
Frost Guardians are resistant to cold attacks, and cast their own volley of three ice shards that numb and slow movement.
The Restless Sands – Encounter Mehtan the Necromancer, activate the two Necromancer Totems, slay the six Deathly Haunts (claw attacks that slow and damage), then slay the band of Coven and Vicious Manglers.
In the western part of the Black Canyon Mines is the entrance to the Stinging Winds, with like creatures encountered in previous desert locations. Head northwest to Khasim Outpost.
Enter Khasim Outpost and speak to Lieutenant Vachem. He will direct you to speak to Captain Davyd in the Command Post for the gate key.
Get the Guard’s Orders from the nearby chest.
Head into the basement that holds the Command Post.
Encounter another illusion trap as Maghda flees the scene again, leaving you to fight her Writhing Deceivers.
Free Captain Davyd and his Iron Wolves.
Exit the Command Post to find Serpent Magus and more Writhing Deceivers attacking the outpost. Kill them all.
Speak to Captain Davyd and he’ll open the gate to allow you passage to Alcarnus. The Road to Alcarnus quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
ACT TWO
City of Blood
Exit the east gate of the Command Post and into the next section of the Stinging Winds Desert, where you’ll battle more Hell minions and find more encounters before finally reaching Alcarnus.
If you come upon the unique Dark Berserker named Shatterbone , beware his massive overhead attacks with his mace, wait for it to get stuck in the sand, then attack him with all your might.
Hadi’s Claim Mine – This small cave has a hidden chest hanging down on a lift, but you’ll have to fight the unique Dervish Lord before retrieving it. He has bonus health, so dodge his electrified attacks and whittle him down to death.
The Restless Sands – Encounter Mehtan the Necromancer, activate the two Necromancer Totems, slay the six Deathly Haunts (claw attacks that slow and damage), then slay the band of Coven and Vicious Manglers.
Find the bridge into Alcarnus on the east side. Cross the bridge and enter the city.
Battle your way through Crazed Summoners and Frenzied Hellions to make it to the stairs in the north.
Bonus Quest – Save 8 Prisoners locked in cages. Their locations will be shown on the minimap.
Head up the stairs and to the northeast corner of the city and find the Lair of the Witch.
Stop here and return to the Hidden Camp for supplies, if needed.
Enter the Lair of the Witch, and prepare to take on Maghda and her army of minions.
BOSS FIGHT: Maghda, Leader of the Coven
Maghda has no special resistances, so any attacks you can throw her way will hurt – if you can hit her.
She will teleport at will all around the Lair, disappearing for a few seconds at a time. Down her summoned Dark Cultists and Berserkers and replenish your health at these times.
She has an impenetrable force field she casts at random, and nothing can hit or hurt her while this is up.
When she casts her force field, she also calls all Dark Cultists to focus their attacks on you and you alone.
Maghda will also spew attack moths from her mouth, or throw a swarm of them at you when you’re not close.
Once Maghda is defeated, return to the Hidden Camp and speak to Tyrael. He’ll inform you that Belial has taken Leah, and you must find her quickly. City of Blood quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
ACT TWO
A Royal Audience
Speak to Asheara, located in the Caldeum Bazaar.
Follow her as she convinces Captain Ravan to let you pass to see the emperor.
When the Imperial Guard lose their illusions and reveal themselves as Writhing Deceivers, Leah will once again unleash her power to break her chains. Join the fight.
Follow Leah through the city, fighting Writhing Deceivers, Serpent Magus, and Demon Summoners, to get to the Sewers of Caldeum.
Enter the Sewers of Caldeum to escape the city. A Royal Audience quest complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Scouring of Caldeum
Lord of Lies
ACT TWO
Unexpected Allies
Speak with Leah once inside the Sewers of Caldeum to hear what she’s learned about her mother, Adria.
On your way through the Sewers in search of the Wretched Pit, you’ll encounter a lot of poisonous creatures, so having a strong poison resistance here is recommended.
Grotesque piles of Diseased Bodies litter the corridors, spawning forth Betrayed , both which burst into a poisonous cloud when killed.
Dead Bloated Corpses can be found decaying about, and may unleash a Stinging Swarm when bothered.
Bone Warriors will drop down through collapsing spots in the ceiling. Beware.
Find and climb the ladder leading up to the second level and the Wretched Pit.
Once Leah breaks free, focus your attacks on the Snakemen leader, Goz’turr the Torturer .
Goz’turr is a much improved Serpent Magus with teleport ability, slam and knockback melee attacks. He will also cast small spots of deadly fire on the ground, targeting the very spot where you are standing, so keep moving.
After killing Goz’turr and his minions, talk to Adria.
Follow Adria through the portal she creates leading back to the Hidden Camp. Unexpected Allies quest complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
ACT TWO
Betrayer of the Horadrim
Having learned of the Black Soulstone and the renegade Horadrim named Zoltun Kulle, set off to Caldeum Bazaar to begin your search for Kulle’s head.
Enter the sewers leading into the Flooded Causeway.
Locate the refugee Karla to see if she has any items of interest to you.
Meet with Emperor Hakan II, and he will open the nearby gate.
Climb down the ladder and enter the Ruined Cistern.
This section is very similar to the Sewers of Caldeum you ventured through earlier, with like creatures, environmental hazards, and loot sources. Explore thoroughly.
Locate and climb up the ladder leading to the Path of the Oasis.
The Path of the Oasis is but a short section, directly connected to the main area, Dahlgur Oasis.
Search Dahlgur Oasis for the resting place of Zoltun Kulle’s head, the Forgotten Ruins.
Perhaps the most threatening creatures here are the Dune Dervish and Gore Harriers .
Dune Dervishes attack by spinning their way towards you to catch you in their swirling electric blades. Kill them from a distance, or wait until their spinning stops to get in a couple of good melee hits.
Gore Harriers circle high overhead, waiting for the most (in)opportune time to swoop down for an attack, usually when you get distracted by another creature.
Beware the many dangerous and poisonous plants in this area.
Watch out for numerous traps, and oil bottles on top of barrels that explode when hit. Use these to your advantage against creatures.
Cellars (Rotting, Storm, Swampy) – These small areas have merchants, miners, and villagers to save from numerous Fallen creatures.
Ancient Cave – A good 2-level cave system full of loot, worth slogging through the host of creatures for.
Chilling Constructs shoot a volley of 3 ice bolts at you, and are immune to cold damage.
Webspitter Spiders advance in groups, some spitting webbing at you to slow your movement, the rest circling around to attack you from another angle.
Electric Eels attack in threes, darting in for a quick shocking strike, then darting away.
Savage Flyers spawn from Blood Nests , and attack with lightning and poisonous stingers.
Mysterious Cave – Save Zaven the Alchemist from attacking Deathly Haunts, and he will open this 2-level cave, and his shop, to you. Venture within the Cave to slay Shock Guardians and Skeletal Rangers and take all the loot you can find.
Shock Guardians shoot lightning bolts at you, and have a good resistance to lightning damage.
Skeletal Rangers shoot a non-stop volley of arrows at you from long ranges.
Thirst for Salvation – Triggered when poking at a particular pile of Defiled Bones. A large group of Cursed Pilgrims (Bone Warriors) spawn and attack with swords. Stay alert for when their leader Fezuul joins the battle, a unique Horror with knockback ability and extra health.
Prisoners of Kamyr – Set loose a Captive Prisoner tied to a post to begin. Defeat the small army of Fallen in and around the immediate area, then rescue three other Prisoners for a gold and XP reward.
Flooded Cave – A 2-level lair of mainly Rockworms, Winged Moloks, and Webspitter Spiders.
The Lost Treasure of Khan Dakab – Find and operate two wheels and a lever to open a large stone door sealing off the Tomb of Khan Dakab. The Spirit of Khan Dakab and four Grim Wraiths will need to be vanquished to get to the Khan’s treasure.
The water wheel system in the center of Dahlgur Oasis is guarded by a host of Fallen, with a random appearance from their leader, a Fallen Shaman named Mundunogo.
This Bad Medicine Chieftain can resurrect his fellow Fallen, teleport, and launch fireballs. Attempt to pull him away from the other Fallen, and keep him in places where he has less ground to teleport away to.
Locate and enter the Forgotten Ruins.
Guardians (Shock and Blazing), Guardian Towers, Spiderlings, Dust Imps, and Bone Warriors will mostly be encountered here.
Find and claim Zoltun Kulle’s head, then either run to the nearby Dungeon Stone for a quick escape, or take on the Ancient Guardian that gets summoned after taking Zoltun’s head.
The Ancient Guardian packs a lot of health and a strong knockback, but moves slowly. Use powers that slow his movement even more, then employ hit and run tactics.
Return to the Hidden Camp and speak with Adria. Betrayer of the Horadrim quest complete!
Return to the Diablo III Walkthrough Main Page
Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
ACT TWO
Blood and Sand
Zoltun Kulle’s head tells you he wants to be made fully whole again, before he activates the Black Soulstone. That’s the deal, take it or leave it. Regrettably, you have to take it. Kulle tells you to retrieve his blood from the Horadric constructs from two places: the Cave of the Betrayer and the Vault of the Assassin.
Return to Dahlgur Oasis and head northeast to get to the Ancient Waterway.
Enter the Ancient Waterway and see that the path to the Waterlogged Passage is sealed closed.
Search for and activate the Western Flow Control lever and the Eastern Flow Control lever to unseal the door to the Waterlogged Passage.
The Skeletal Sentry carries a shield, and can block your attacks. However, it lowers its shield when it attacks, giving you a chance to land your own strikes.
The Accursed and Hungerer are vicious melee strikers, and explode into a poison cloud when killed.
Descend into the Waterlogged Passage and continue on until reaching a pile of Diseased Bodies, and a talking barrel. Yes, a talking barrel.
Kill the Betrayed that rise up from the Bodies.
Smash the talking barrel to release the trapped Covetous Shen, and listen to his story.
Continue along to a lower part of the Waterlogged Passage to reach the Hidden Aquaducts.
In searching this section for Gavin the Thief and the Jeweler’s Crucible, you’ll have to deal with Vile Swarms, Serpent Magus, Writhing Deceivers, and Shen’s constant chatter. Which is the more irritating is for you to decide.
Gavin the Thief has already found the Jeweler’s Crucible, so you’ll have to kill him and the surrounding horde of Serpent Magus to get it.
Take down the Serpents first, so you’ll not have to deal with their lightning attacks when taking on Gavin.
Because Gavin is plagued, his axe attacks deal poison damage, while he is resistant to poison. He will also explode in a poison cloud when he dies, so back away quickly.
Retrieve the Jeweler’s Crucible from the altar.
Exit the Hidden Aquaducts out onto the Ancient Path, where Leah and Shen will return to the Hidden Camp.
Return to the Hidden Camp.
Talk to Covetous Shen to convince him to join your caravan. He will open his jeweller shop for you.
Return to the Ancient Path and continue up the path to the Desolate Sands.
Search the large Desolate Sands area for the Cave of the Betrayer and the Vault of the Assassin.
The Desolate Sands is home to more Lacuni, Bloodhawks, and Dessicated Imps, along with various Skeletons and Constructs.
Beware the numerous tar pits here, as well. Walking through them slows you and creatures alike, so use them to your advantage.
Cave of Burrowing Horror – Look for a ring of Ancient Bones, and slay the unique Rockworm that erupts from the center to attack. Drop down the hole it made to enter the Cave. Explore the 2-level area, fighting off Charged Stingers, Murderous Fiends (razor-toothed sword), and the very dangerous Reapers (burrowing and leaping).
Vile Cavern – This is another 2-level cave system, full of Charged Stingers, Webspitter Spiders, Slime Spewers, and Rockworms.
The Cave of the Betrayer is a 2-level area predominantly with Charged Stingers, Rockworms, Slime Spewers, Larva Sacks, and Webspitter Spiders.
Locate the Blood of Zoltun Kulle on the second level.
Taking the Blood will trigger four Chilling Constructs to spawn and attack, so be prepared beforehand.
The Vault of the Assassin is home to Guardian Towers and their spawned Spiderlings, along with numerous Skeletons and Blazing Guardians.
The Blood of Zoltun Kulle is guarded by Mage Lord Misgen , the Guardian Lord of Blood. He has adept control over fire, using it to surround his body, mark the path where he walks, and lobbing fireballs at short and long distances.
With the total of Zoltun Kulle’s Blood in hand, return to the Desolate Sands area. Blood and Sand quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
ACT TWO
The Black Soulstone
Make your way northwest through the Desolate Sands to get to the entrance to the Archives of Zoltun Kulle.
Learn that to complete the spell to bring Zoltun Kulle back to life requires you to venture into the Terminus and use Kulle’s blood on the Shadow Locks in the Unknown Depths and the Storm Halls.
Enter the Unknown Depths and find the Shadow Lock. Use Kulle’s blood on it to unlock it.
Plenty of the Fallen occupy this section, including Masters, Curs, and Conjurers. Constructs and Guardian Towers are also to be expected.
Rock Giants are huge lumbering dangers, and will often attack by surrounding themselves with a swirling sand wall followed by slamming the ground with their huge fists.
Look for Vile Revenants to be guarding the Shadow Lock.
Enter the Storm Halls and find the Shadow Lock. Use Kulle’s blood on it to unlock it.
Expect to battle through Skeletal Raiders, Skeletal Bowmasters, Rock Giants, Venomous Spinners (poison bite), Shocking Crawlers (lightning), and more Constructs.
When both Shadow Locks are open, return to The Terminus.
Take the center pathway to enter the Realm of Shadow.
Sand Behemoths are tougher versions of Rock Giants.
Beware of Shade Stalkers , as they have very good stealth and speed, and attack in large numbers.
Zoltun Kulle’s body is guarded by a pack of Constructs, elemental Sentinels (Molten, Frost, Vile, Lightning) with dangerous ranged and melee attacks.
Retrieve Zoltun Kulle’s body and return to The Terminus, where Leah will bring Kulle back to life.
Follow Kulle to the Soulstone Chamber.
Kulle will rely heavily on his summoned Eternal Guardians to keep you busy at close range while he attacks you from far away.
His Eternal Guardians are versions of Rock Giants, but with about double the hit points.
Kulle will throw fireballs, call down large rocks on your head, go invisible, and use a couple of strong magic spells against you. Watch his hands closely to get a tell on what power he is about to use.
Kill Zoltun Kulle, then cross the bridge to claim the Black Soulstone.
Return to the Hidden Camp and speak with Adria. The Black Soulstone quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
ACT TWO
The Scouring of Caldeum
Belial has begun his assault on Caldeum, and it’s up to you to save the citizens.
Quickly head down into Caldeum Bazaar and to the entrance to the Flooded Causeway where Asheara is waiting.
Watch out for the green glows on the ground that mark where an acid bomb is about to strike.
Speak to Asheara and listen to her plan to save the refugees.
With three minutes on the clock, race through Caldeum Bazaar and gather as many refugees as possible.
Look for their locations marked on the minimap, and for sparkles marking their hiding places on the main map.
Doom Vipers and Writhing Deceivers will attack both you and the refugees.
Don’t get too many refugees gathered at once, as they will be more difficult to lead safely through falling acid bombs and melee combat.
Bring the refugees back to the Flooded Causeway and to safety. The Scouring of Caldeum quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Shadows in the Desert
The Road to Alcarnus
City of Blood
A Royal Audience
Unexpected Allies
Betrayer of the Horadrim
Blood and Sand
The Black Soulstone
The Scouring of Caldeum
Lord of Lies
ACT TWO
Lord of Lies
The refugees are safe. Caldeum is beginning to break apart under Belial’s assault. It’s time to take the fight to him!
Lead Leah, Adria, and your companion back across Caldeum Bazaar, dispatching Doom Vipers along the way.
Leah will open the city gates for you. Enter!
In the city, rescue the cowering citizens from the fake Imperial Guard (more Doom Vipers and Serpent Magus).
Climb the stairs towards the Imperial Palace, dodging the fissures pouring forth poisonous gas.
Kamyr will be encountered shortly before reaching the Imperial Palace. He is not particularly tough or damaging, but keeps himself surrounded with plenty of Fallen, allowing his ability to suddenly pull you into close quarters to work best.
Before entering the Imperial Palace and the major fight within, consider returning to base or the inn in Caldeum Bazaar for repairs and supplies.
Enter the Imperial Palace.
Watch the scene play out, as Belial himself tears forth from the body of Emperor Hakan II. Kill him!
BOSS FIGHT: Belial, Lord of Lies
The Imperial Guard will unmask themselves as Veiled Sentinels and Veiled Evokers , more powerful versions of Writhing Deceivers, and will be in play courtesy of Belial’s summons throughout the fight.
Belial will shoot a volley of three green fireballs, easy to dodge the further away from him you are. This attack is supported with insect swarms.
Belial also has a very large sickle that he uses to slash when you get close enough.
When he’s taken a certain amount of damage, Belial will relinquish his small humanoid form and reveal his immense true demon form, destroying all but a small section of the Imperial Palace.
Belial will employ massive slamming attacks with his fists. Watch out for the green circles on the ground that mark where his fists will strike.
Belial will soon throw in his lightning attacks, coming from his breath and from the sky.
Pay close attention to Belial’s arms, as they will signal what lightning attack he’s about to launch. When he draws his arms back (as if taking a deep breath), expect a breath lightning attack. When he moves his arms to the far ends of the balcony, expect the lightning to strike from the sky.
When Belial is finally destroyed, take the Soul of Belial as a reward.
Return to the Hidden Camp.
Speak with Tyrael, who tells you about Azmodan’s legions of hellspawn crawling forth from Arreat Crater to attack Bastion’s Keep.
Speak to the Caravan Leader when you are ready to leave Caldeum and head to Bastion’s Keep. Quest, and Act Two, complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Siege of Bastion’s Keep
Turning the Tide
The Breached Keep
Tremors in the Stone
Machines of War
Siegebreaker
Heart of Sin
ACT THREE
The Siege of Bastion’s Keep
You have arrived at Bastion’s Keep, the stronghold high in the frozen north of Sanctuary, where the the defense against Azmodan’s forces rages hot. It’s up to you to help ensure the Keep doesn’t fall, and see to it that Azmodan and his evil onslaught are defeated.
Speak to Tyrael. He will give you a report on the situation, then light a nearby signal beacon. Your instructions: find and light the 5 remaining Signal Beacons found along the Skycrown Battlements. Their locations will be marked on the minimap.
Go down the stairs and into the Armory. Take a few moments to familiarize yourself with where all your travelling companions are located here.
When fully supplied and ready, exit the Armory and head out onto the Skycrown Battlements.
Fallen make up a good part of Azmodan’s forces, namely Soldiers, Firemages, Grunts, Overlords, Hellhounds, Slavelords, and Prophets.
The Demonic Hell Bearer is a huge monstrosity that will appear on the Keep’s wall, belching forth wave after wave of Demon Troopers wielding massive maces.
Watch the skies for the fireball-spitting Demonic Hellflyers , as they will often swoop down to carry off the Keep’s defenders.
Locate the barrels of burning oil along the Battlements and use them to your advantage.
A Colossal Golgor guards the fifth Signal Beacon. Armed with two huge maces, watch out for attempts to smash you in between them, and for swift uppercut swings that will knock you way back.
Find Sergeant Dalen waiting for you at a door, where a Vision of Azmodan also appears. The Siege of Bastion’s Keep quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Siege of Bastion’s Keep
Turning the Tide
The Breached Keep
Tremors in the Stone
Machines of War
Siegebreaker
Heart of Sin
ACT THREE
Turning the Tide
Sergeant Dalen will inform you that Azmodan’s forces are building up a full-scale assault on Stonefort, and you are to assist the Captains of the Guard in putting three catapults back into action as quickly as possible.
Advance along the Battlements to find Captain Haile waiting at the drawbridge. The bridge must be raised before you and his soldiers can go further.
Demon Troopers and Hellflyers will make trouble as the bridge is being raised.
Once it’s fully raised, a unique Demon Trooper named Dragus will attack. He’s a fast-moving bugger with firebomb and lightning attacks.
Expect the same types of creatures to be attacking as in the previous quest.
Sergeant Burroughs will direct you at the first catapult.
Lieutenant Lavail will direct you at the second catapult.
Lieutenant Clyfton will direct you at the third catapult.
Return to Tyrael in Bastion’s Keep Stronghold. Turning the Tide quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Siege of Bastion’s Keep
Turning the Tide
The Breached Keep
Tremors in the Stone
Machines of War
Siegebreaker
Heart of Sin
ACT THREE
The Breached Keep
With an over-the-wall attack diverted, Azmodan turns his forces to an attack from underground. Delve into the three-level Keep Depths below Bastion’s Keep to thwart this assault.
Search level 1 for the entrance to level 2.
The first level holds sword-wielding Skeletal Marauders and Dark Skeletal Bowmen who work in tandem when fighting you.
Blazing Swordwielders are a new creature encounter, and easily handled as long as you don’t let them and their fires surround you.
Many groups of creatures can be attacked through iron gates and doorways with ranged weapons.
Search level 2 for the entrance to level 3.
The second level holds a number of the very dangerous Swift Skull Cleaver , able to make deadly horizontal and overhead attacks with its huge double-bladed axe.
Fallen Maniacs will charge directly at you and explode in your face if you let them.
Demon Raiders are tougher versions of Demon Troopers.
Search level 3 for the entrance to The Larder.
Level 3 holds the terrible Demonic Tremors , which have large ‘shields’ on its front legs that it uses along with a shimmering aura when in a defensive stance. Their massive bulk allows them to crash through doorways to chase you.
Enter The Larder, where the main breach is found. Consider returning to the Stronghold before engaging in the next fight.
BOSS FIGHT: Ghom, Lord of Gluttony
Ghom will emit large gas clouds that will slow you down when caught within, allowing him to get close for a chomping attack with one of his four mouths.
He can spit up to four acid slimes at you, and each will pursue you until they or Ghom are killed.
Ghom will also vomit forth poisonous bile in a large area, and at a good distance.
Ghom moves slow, so move around to keep your attacks on his flanks and rear, and to stay out of direct line of his mouths.
Once Ghom is slain, return to the Stronghold. The Breached Keep quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Siege of Bastion’s Keep
Turning the Tide
The Breached Keep
Tremors in the Stone
Machines of War
Siegebreaker
Heart of Sin
ACT THREE
Tremors in the Stone
The Stronghold appears to be in a state of panic. Lieutenant Lavail tells you about strange sounds coming from the Armory, where Tyrael has gone to investigate.
Go to the Armory, and find Leah using her power to try to control the Black Soulstone. Shadow Vermin are escaping from it, and must be killed quickly!
These ghostly creatures try to sneak up on you by passing through the ground to suddenly appear next to you and attack.
Try to stand near the Black Soulstone and slay them as they come out of it.
Once all the Shadow Vermin are dead, speak to Leah. Tremors in the Stone quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Siege of Bastion’s Keep
Turning the Tide
The Breached Keep
Tremors in the Stone
Machines of War
Siegebreaker
Heart of Sin
ACT THREE
Machines of War
Speak to Tyrael in the Armory, and he will tell you the news of Azmodan’s forces moving a number of siege machines into position out on the Fields of Slaughter. It’s now time to take the fight to them.
Exit the Stronghold via the drawbridge and make for the Arreat Gate.
Meet and talk to Sergeant Pale at the bottom of the steps. He will tell you to battle your way across the Battlefields to the Bridge of Korsikk, then across the Fields of Slaughter to get to the siege machines.
There’s an entrance to a new area close by Sergeant Pale and the catapults, leading to one of two areas.
The Barracks – A two level area full of Fallen and plenty of loot. A guard on the second level asks you to search for his missing friend here for a nice XP and gold reward.
Fortified Bunker – A two level maze filled with Demonics (Tremors and Hellflyers), Plagued Swarms, Winged Moloks, and Tormented Stingers. The loot makes it worthwhile to explore fully.
Cross the Battlefields. Expect more khazra, much tougher Blood Clan members than the Moon Clan ones you’ve previously fought.
Tide of Battle – Come upon a camp under attack by Blood Clan, and help Colonel Severyn defend it. Following the defeat of the Blood Clan, a Colossal Firewing will attack. Similar in look to the Winged Moloks, but much larger and with way more hit points, it attacks by spitting fire and with its tusks and claws.
Beware for the Herald of Pestilence , a particularly dangerous and toxic foe. It will plunge an arm into the ground, which will then pop up some distance away for a ranged attack, or it may pop up right next to you. Wait until it uses this tactic, making it unable to move, then launch your own attacks on the main body.
Guard Rescues – A number of Bastion’s Keep guards have become separated from their units, and are now scattered about the Battlefields. They will join you when you find them, but don’t expect them to last long in combat.
A large crater in the center of the Battlefields has steps leading into it and down to an entrance to a random area: Battlefield Stores, Foundry, or Forward Barracks. They have no special encounters within them, just monsters, XP, and loot.
Make your way northeast across the Battlefields to the Bridge of Korsikk.
The Bridge is short, and not held by many enemy. Blast across it quickly.
Cross the bridge and venture onto the Fields of Slaughter.
Find and destroy three Demonic Ballistae (and their demon guards) near the center of the Fields.
Destroy the gigantic Trebuchet in the midst of the Ballistae.
Continue northeast to the next bridge, Rakki’s Crossing, where Tyrael awaits news of your victory.
Speak to Tyrael and learn of your next mission. Machines of War quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Siege of Bastion’s Keep
Turning the Tide
The Breached Keep
Tremors in the Stone
Machines of War
Siegebreaker
Heart of Sin
ACT THREE
Siegebreaker
Tyrael joins you as you head across Rakki’s Crossing.
This bridge is much larger than the Bridge of Korsikk, and packed with many more creatures, and a few random encounter areas.
Bridge Stores – The crates and barrels here hold plenty of loot, and possibly the merchant Vidar the Collector.
The Underbridge – More crates, barrels, and loot.
Crazy Climber – Find Private James, who’ll ask you to fight your way to deliver a spyglass to Lieutenant Gryffith at the top of a nearby tower.
Blaze of Glory – Meet Captain Haile (again) about halfway across, and help him repel a particularly strong and lengthy demon attack.
Stay on alert for the Blood Clan Sorcerer . He can shoot fireballs that travel faster than any before, and his magic adds an increased health buff to the demons close by. Take him down quickly when spotted.
Battle your way north across the expanse of Rakki’s Crossing, eventually reaching the gated Edge of the Abyss.
Watch as Tyrael’s attempt to break the gate fails, only to be smashed down by the attacking monstrosity known as the Siegebreaker Assault Beast.
BOSS FIGHT: Siegebreaker Assault Beast
SAB has a very powerful front leg stomp that deals wide AoE damage. When you see it rise up on its hind legs, get away quickly.
SAB will launch into short charge attacks that include critical melee attacks with its arms. When you see it pawing the ground, prepare to dodge. Position yourself next to a wall, then get it to charge you and miss. Attack while it’s recovering.
SAB is immune to any knockback powers, but stun and slow work well, and should be used due to its agile speed.
There are no Healing Wells in this area, so keep moving and use your own healing items carefully.
When the Siegebreaker Assault Beast is dead, follow Tyrael to the gate.
Listen as Adria tells you about the Sin Hearts inside Arreat Crater. Siegebreaker quest complete!
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Video Walkthrough
ACT ONE
ACT TWO
ACT THREE
ACT FOUR
The Siege of Bastion’s Keep
Turning the Tide
The Breached Keep
Tremors in the Stone
Machines of War
Siegebreaker
Heart of Sin
ACT THREE
Heart of Sin
Azmodan is using the Sin Hearts to give power to his demon army. Tyrael says that destroying them is crucial to defeating Azmodan’s army, and possibly Azmodan himself.
Descend into the first level of Arreat Crater, through the two levels of the Tower of the Damned, to get to the first Sin Heart in the Heart of the Damned.
Expect massive amounts of much tougher Blood Clan (Impalers, Maulers, Occultists), along with the unholy Tormented Stinger (lightning sting), Demonic Serpents (burrowing attacks), Soul Lashers (tongue strikes and grabs), Hulking Phasebeast (teleport), and the deadly Succubus . Beware the red balls of death (damage and armor reduction) she sends your way, which will track your movement, making it difficult to evade.
Cydea and her Daughters of Pain guard this Sin Heart. She also has a protective shield over the Sin Heart. Kill them to get to the Heart.
Cydea will appear in giant spider form, and will use melee, poison spit, and Spiderlings as her attacks. She will also drop web traps on the ground to slow your movement. She will run away after a certain time, calling in her Daughters of Pain to replace her.
The Daughters of Pain are three very tough succubi. They will make avid use of their red balls of death to weaken you for their Blazing Ghoul reinforcements to finish you off.
Continue down the stairs to the second level of Arreat Crater, through the two level Tower of the Cursed, to get to the next Sin Heart in the Heart of the Cursed.
Stygian Crawlers are tougher versions of Tormented Stingers.
Hellhide Tremors are much tougher versions of Demonic Tremors.
You’ll know you’ve reached the Heart of the Cursed when all goes quiet, with no creatures in sight. Continue along the path towards the center, where Cydea awaits.
BOSS FIGHT: Cydea, Maiden of Lust
Cydea will attack in the same manner as before, with short retreats into the ceiling for rest. She will summon green pits that will spawn forth waves of Spiderlings during this time.
Destroy the final Sin Heart, then go down the nearby stairs and into the Core of Arreat.
Fight across the Core of Arreat to get to the Heart of Sin.
Consider going back to Bastion’s Keep Stronghold for supplies before entering.
Enter the Heart of Sin, and kill Azmodan once and for all.
BOSS FIGHT: Azmodan, Lord of Sin
Azmodan has a couple of strong melee attacks: a standard fist strike that will damage and slow you, and a more powerful belly flop attack with knockback ability.
Azmodan’s magic is much more dangerous. He will summon a mass of corpses to fall from the sky to strike you. Watch out for their red rings on the ground which indicate where they will hit.
He will also throw large fireballs at you, which will track your movements, and explode after a few seconds. Avoid these!
At about 3 quarters of life, Azmodan will add two more attacks: shooting lasers from his eyes, and opening up Demon Gates through which the Minions of Azmodan (unique Demon Troopers) pour forth. Watch for gray circles on the ground telling where a Demon Gate will appear, and destroy them quickly to stem the flow of Minions.
At about half health, Azmodan will then summon very large black pools of death to cover large areas, greatly reducing the amount of safe area you have to maneuver in. His previous attacks will continue, so fight well!
Kill Azmodan, then collect the sparkling Soul of Azmodan.
Tyrael, Leah, and Adria will arrive on scene to put the Soul of Azmodan into the Black Soulstone.
Return to Bastion’s Keep Stronghold.
Speak with Lieutenant Lavail.
Talk to Leah in the Armory.
Head up to the Keep Tower and watch as more of the story unfolds, leading up to the next and final Act.
Enter the Portal to Heaven to begin Act Four. Heart of Sin quest , and Act Three, complete!
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ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Fall of the High Heavens
The Light of Hope
Beneath the Spire
Prime Evil
ACT FOUR
Fall of the High Heavens
The Prime Evil himself, Diablo, is no longer concerned with Sanctuary. Instead, he has taken his malice and destruction into the High Heavens. Can you stop him?
Speak with the guilt-ridden Tyrael.
Leave Tyrael to sort out his mental state, and enter the Vestibule of Light.
Your Town Portal is very restricted while in the High Heavens, so make the time now to go back to the Bastion’s Keep Stronghold for repairs and supplies.
Wade through the hordes of Shadow Vermin that immediately and relentlessly attack.
Meet Iskatu just the first of many of Diablo’s unique minions you’ll fight here.
Iskatu has deadly and fast claws to use for melee attacks.
Beware the pools of flaming death Iskatu summons on the ground.
Iskatu likes to teleport around, disappearing in a puff of black smoke, then reappearing up next to you.
Kill Iskatu and the Shadow Vermin. Fall of the High Heavens quest complete!
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ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Fall of the High Heavens
The Light of Hope
Beneath the Spire
Prime Evil
ACT FOUR
The Light of Hope
Speak to Itherael, and learn that Auriel, the Angel of Hope, has been captured by Rakanoth, the Lord of Despair. You need to save her!
Go through the archway just past Itherael. This will take you through the first level of the Gardens of Hope.
The Armaddon is a powerful beast with mana and arcane power-draining bites and slam attacks. Will often be used as a mount for a Subjugator to make a Mounted Armaddon , combining its speedy firebombing and arcane damaging attacks with the Armaddon to make a truly fearsome creature.
Corrupted Angels use their hammers to hit with the full range of elemental magic. Their unholy shields will give them a strong resistance to an elemental attack for a duration when hit by one. And they have a very fast dash ability that they use to quickly get up close and personal with you.
Mallet Lords have four arms that can make very powerful slam attacks that are best avoided.
Morlu Invaders can revive themselves, so don’t stop hitting them when they fall to a kneeling position, else they’ll get right back up.
Oppressors are elite demons and masters of fire, able to attack with flaming breath and a flaming charge, along with melee mace attacks.
Vile Temptress is a high-level Succubus, complete with those red balls of death, and the ability to quickly leap away from your attacks.
Seek out the Library of Fate, somewhere to the west.
Consider making a return for supplies before entering, as the Town Portal cannot be used once inside.
Enter the Library of Fate and kill Rakanoth.
BOSS FIGHT: Rakanoth, Lord of Despair
Rakanoth has swords for arms, and he is superbly skilled at using them in melee.
He will combine his teleport ability with a spinning sword attack that is especially damaging, so stay on the move.
He will often teleport to the center of the room and shoot a volley of ice bombs outward. They don’t have much range, so dodge or run away from them.
He will also summon Soul Devourers to aid him, so beware their long tongue attacks and knockback strikes.
With Rakanoth dead, destroy Auriel’s Prison, then speak to her to gain the power needed to remove the Corrupt Growths blocking your way onward.
Go through Auriel’s portal to return to the first level of the Gardens of Hope. Be prepared!
Traverse the Gardens of Hope, destroying all the Corrupt Growths, and locating the Hell Rift.
Enter the Hell Rift and seek out the Rift Oculus.
Destroy the Rift Oculus, after killing its guardian, the unique Mallet Lord named Hammermash .
Hammermash has the lightning element added to his already very powerful slam attacks.
Take Auriel’s portal to return to the first level of the Gardens of Hope.
Locate and go through the portal to the second level of the Gardens of Hope.
As on the first level, traverse this level of the Gardens of Hope, destroying all the Corrupt Growths and locating the Hell Rift portal.
Blessed Chance – a random Sigil Room where you’ll battle through Demon Marauders and Shadow Vermin to get to an Exquisite Chest.
Holy Sanctum – a random Sigil Room where you’ll work out the solution to a floor tile puzzle while fending off Armored Destroyers (frenzy attacks) to get to an Exquisite Chest.
Sacellum of Virtue – a random Sigil Room where you’ll battle through Demon Marauders and Oppressors to get to an Exquisite Chest.
Enter the Hell Rift and seek out the Rift Oculus.
Destroy the Rift Oculus, after killing its guardian, the unique Mallet Lord named Sledge .
Sledge’s element is fire, so prepare accordingly. Also, it will explode in a fiery blast when killed.
Use Auriel’s portal to return to the second level of the Gardens of Hope.
Find and speak to Tyrael near the portal to the Crystal Colonnade.
Enter the portal to the Crystal Colonnade. The Light of Hope quest complete!
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ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Fall of the High Heavens
The Light of Hope
Beneath the Spire
Prime Evil
ACT FOUR
Beneath the Spire
Follow Tyrael to come upon a scene of Angel Troopers fighting Oppressors. Imperius arrives and easily defeats the enemy, then says some rather harsh words to you.
Auriel and Itherael arrive after Imperius leaves, and tell you to ignore Imperius, and focus on saving the Silver Spire from destruction.
Kill the wave of Shade Stalkers that appear before the Silver Spire entrance.
Enter the Silver Spire. Beneath the Spire quest complete!
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ACT ONE
ACT TWO
ACT THREE
ACT FOUR
Fall of the High Heavens
The Light of Hope
Beneath the Spire
Prime Evil
ACT FOUR
Prime Evil
Diablo waits for you at the top of the Silver Spire. Battle your way through the Spire’s two levels for the final confrontation with him.
Race with Tyrael on the narrow bridge that leads to the Spire’s gate, slaughtering all evil along the way.
The Aspect of Terror is an elite Terror Demon with the ability to phase in and out of sight. Its slashing claws will reduce your healing ability for 10 seconds after each successful strike.
It will also summon more Terror Demons.
Take the lift to the first level of the Silver Spire.
Talk to the ghost to trigger a fight with another Aspect.
Ghosts and Aspects: The ghosts and Aspects are randomly selected. Ghosts include Leah, Deckard Cain, Mira Eamon, Captain Rumford, Maghda, Zoltun Kulle, and a character from Diablo II, Marius. Aspects include Lies, Sin, Anguish, Pain, Hatred, and Destruction.
Fight through this level of the Silver Spire.
Morlu Incinerators can call down burning meteors, so watch for the red glows on the ground telling where they will strike.
Morlu Legionnaires and Morlu Incinerators can revive themselves, so be sure to destroy them fully after they drop to a knee.
Expect plenty more Mallet Lords, who will work in conjunction with Hell Witches (tougher Succubi) to deadly effect.
Take the lift to the Great Span that links the two levels of the Silver Spire.
Cross the Great Span towards the second level of the Silver Spire.
BOSS FIGHT: Izual the Betrayer
Diablo’s corruption has turned this once glorious angel and Tyrael’s former lieutenant into an elite Oppressor.
Izual uses the cold element instead of fire, throwing large ice bombs that will greatly decrease your movement when they hit.
He wields a massive mace for melee attacks.
Corrupted Angels, Oppressors, and Swift Flayer Demons (frenzy attacks) will aid Izual in combat.
Face off against another randomly selected ghost and Aspect just before reaching the Silver Spire’s second level.
Enter the second level of the Silver Spire and fight through to the Pinnacle of Heaven lift.
Beware the Enslaved Nightmares , as they can drop your resistances by 50%!
Speak to Tyrael before taking the Pinnacle of Heaven lift.
This is it! Consider returning to Bastion’s Keep Stronghold for any and all supplies you’ll need for the next and final fight!
Take the Pinnacle of Heaven lift up to the Crystal Arch.
Watch the scene play out with Imperius, Tyrael, and Diablo.
Enter the Crystal Arch.
Kill Diablo.
ULTIMATE BOSS FIGHT: Diablo, The Prime Evil
Diablo’s main element is fire, so take precautions against it.
The Crystal Arch has only 2 healing wells that replenish 30 seconds after use, so use them wisely.
Diablo will melee strike with instant damage and a damage over time with each successful hit.
His ground stomps send forth fireballs in all directions, but only do instant fire damage when they hit.
His fire projectile attacks will hit the ground and spout a large flaming area that will cause burning damage over time if you’re caught within it.
Beware the shadow cages that Diablo summons from the ground. Watch Diablo’s hands, and when you see him raise them above his head, look out for the darkening circles on the ground, and run away. If you get caught in one, Diablo will quickly grab you, crush you in his grip, and slam you to the ground.
Diablo is susceptible to Chill/Freeze and Slow/Stun controlling attacks, so use ‘em if you got ‘em.
Once Diablo reaches about half health, he will teleport to you and cast you all into the realm of Terror for the next phase of the fight.
(Shadow of) Diablo has all the attack powers from the previous phase.
He will also summon Shadow Clones , dopplegangers of your Hero’s class, complete with an assortment of skills and powers from that class. Look for Diablo to suddenly vanish, then expect Shadow Clones to attack. Diablo will return after they are slain.
Hooded Nightmares will come to aid Diablo. Take them down quickly so you don’t lose focus on Diablo for long.
There are no healing wells in this phase!
Once Diablo has been defeated here, you’ll return to the Crystal Arch for the final phase of the fight.
Diablo has only half of his health for this phase, but don’t think it’s gonna be a quick and easy fight!
Diablo has the same attack powers as in the first phase, only now he will cast them in incredibly quick succession. Don’t. Stop. Moving.
Watch for Diablo to lean back, as if taking a deep breath. When he does, he will emit his deadliest attack: lightning breath. This attack and both range and longevity, as Diablo will slowly turn in place to have the lightning beam cut a sweeping path of death across half of the Crystal Arch area. The best safe area during this attack is behind Diablo, if you can get there quickly.
Once Diablo is dead, speak to Auriel. Prime Evil quest, and your journey through Diablo 3, complete!
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