Diablo II/Seven Tombs

You can actually activate the sixth and final quest of the second Act after talking to Atma to complete the first, ../Radament's Lair/: she tells you that Jerhyn wants to see you and you'll find him in front of the palace, in the west corner of Lut Gholein.

If you talk to anyone before completing this quest:

Jerhyn's right, it will take you quite some time to find The Tomb: you need to destroy the ../Tainted Sun/ Altar before you can find the ../Arcane Sanctuary/ and read within, which will open a portal to the Canyon of the Magi and tell you the Symbol of the True Tomb of Tal Rasha, allowing you to pick the correct tomb from the seven you'll find there. However, there's little point in finding it if you don't have a ../Horadric Staff/ when you do so...

Canyon of the Magi
The last waypoint of the second Act is to the north of the portal from the (which remains open until you save and exit). When you enter the Canyon, this quest is activated if talking to Jerhyn after completing ../Radament's Lair/ has not already done so.

The Symbol will be one of seven marking the tomb entrances along the northern walls of the Canyon, each of which is labelled Tal Rasha's Tomb.



The portal and waypoint are in the middle of the Canyon so, unlike previous areas above ground, you'll be obliged to cross open desert to travel towards the True Tomb, rather then around the perimeter (although the sides of the canyon are closer to the southeast and -west of the waypoint, if you want to be really careful).

The Canyon is randomly populated by three of the following five monster types, all animal: s, s (which spawn s, which in turn spawn ), s, s and s. You can advance carefully, in case you get attacked from multiple directions, or simply charge across the desert to the True Tomb and enter it, leaving any pursuers outside in the Canyon.

Tal Rasha's Tomb
All seven tombs are randomly populated by three of the following seven monster types: s, s, Gorebellies,, s, s (2) with (this means Unravelers can be picked twice, for 5/7 or ~71.4% chance of spawning, while the others each have 'only' 3/7 or ~42.8% chance of spawning). There can also be s and Mummy Sarcophagi (which spawn s).

Unravelers can raise any low undead (fortunately this doesn't include Ghoul Lords, or each other) so they should be a priority target. However, the confines of the tombs don't necessarily allow this, and you may need to use similar tactics to those used against.

The True Tomb is much larger than all but one of the false ones, so if you've made a mistake it should soon become apparent. You're looking for a small square room with an Orifice on a raised platform at its center, illuminated by a shaft of light from the ceiling: the most direct route to it is most likely to be found by traveling left after entry. Once you've found it, insert the ../Horadric Staff/: it glows and rises out of the Orifice, and once the seven symbols of the tombs carved into the platform around it have lit up, it emits a bolt of lightning which creates a hole in the northwest wall, allowing you to enter.

Before you do so, make sure you have plenty of healing and mana potions: if your cold resistance isn't particularly high, you should also drink multiple s. Since you won't be able to exit Tal Rasha's Chamber once you enter it, it's also highly advisable to have a Scroll or Tome of Town Portal so that you can cast a portal to escape back to Lut Gholein if need be.

The six false tombs all contain a chest guarded by a non-random monster, in addition to those randomly spawned: the most direct route to these is most likely to be found by traveling left after entry. One of the false tombs is significantly larger than the others, and if you keep traveling left then you'll encounter Ancient Kaa the Soulless.

Ancient Kaa the Soulless


Ancient Kaa the Soulless and his minions can be found in a dead end chamber, so they can be easily avoided.

Tal Rasha's Chamber
The floor has collapsed into a sunken pit, preventing you from returning to Tal Rasha's Tomb. You enter on the northeast side, and the only exit (aside from casting a town portal) is a set of stone doors in the northwest wall. However, these remain closed until you've killed the Lord of Pain...

Duriel
Looking for Baal?

Duriel charges towards you, but fortunately he no longer actually uses. However, this can still be the hardest fight in Normal, particularly for ranged attackers and casters due to the confined space and the fact that he inflicts 200% damage on any mercenary and 400% damage on any pets that might normally keep attackers away from you (although this increased damage can be exploited if you can use, or , particularly when combined with ). He's a pure melee attacker who can use, and even though it doesn't always hit, it can be blocked and its percentage damage increase doesn't apply, it can still knock back and inflict stun length (so melee attackers should stand with their backs to a wall).

However, his most frequent attack is, which is the most efficient means of inflicting the cold damage added to his attacks by his aura (level 5 in Normal and Nightmare, level 6 in Hell). While cold resistance will reduce this damage, neither it, Half Freeze Duration or Cannot be Frozen has any effect on its slowing, which can be frustrating for attackers, even if you can respond in kind with cold length, or Slows Target.

As ever, and  can decrease an Evil's life most quickly, and once he's killed rocks fall (harmlessly) from the ceiling. He should always drop at least one Scroll of Town Portal to allow you to return to town, but you should pay attention to your quest log:

The stone doors in the northwest wall are no longer sealed!

Tyrael
The passage beyond the unsealed doors turns northeast, leading to an open chamber where a large rock is suspended from chains over a circular pit of lava in its center. A rope bridge leads to the rock, where you must talk to the Archangel Tyrael:

Tyrael opens a portal to allow you to return to town: it remains open until you save and exit.

If you talk to anyone but Jerhyn and Meshif:

Talk to Jerhyn:

Cross Lut Gholein to talk to Meshif by the docks, in its east corner:

Now you can sail east, to Kurast.