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The second quest can be activated if you talk to Hratli after completing the Golden Bird, or entering the Flayer Jungle:

Hratli
As I told you before, I placed an enchantment upon the dockside in order to keep the demons at bay. But lately, the enchantment seems to be weakening.

If memory serves me correctly, there is a holy Skatsimi blade that could revitalize the enchantment. The blade is called the Gidbinn.

Find it, and our sanctuary here will remain safe.
DII Icon Blade of the Old Religion.png Blade of the Old Religion
Look for the Gidbinn in the Flayer Jungle.

If you talk to anyone before leaving:

Hratli Deckard Cain Alkor
As far as we know, the Gidbinn is in the possession of the Children of Light. They do not wish it to fall into the hands of those who can restore its powers.

You may not believe it, but Ormus is the one who can use the Gidbinn to protect us.
I've done some research on the Taan mage-clan, and it seems that most of their magical studies were focused on Skatsimi rites.

If anyone is qualified to use the powers of the Gidbinn, it would be Ormus.
Have you not heard of the Gidbinn? Well, allow me to reduce your ignorance on the subject.

The Gidbinn is an enchanted dagger - a religious artifact greatly valued by the Old Religion, Skatsim.
Ormus Asheara Natalya Meshif
Ormus is familiar with the Gidbinn. But how would a powerful Skatsimi artifact aid an unbeliever like you? The Gidbinn will reinforce the enchantments that protect the dockside from the evil that infests Kurast. Don't let the Gidbinn's size fool you. Though it is only a small dagger, it holds tremendous power when in the hands of a true Skatsimi mage. The Gidbinn is one of the few remaining relics of Skatsim, the Old Religion. It is reputed to have great powers.

If you return without the Gidbinn:

Hratli Deckard Cain Alkor
Once the Gidbinn is found, Ormus will use it to strengthen the protective barrier around the dockside. Since you haven't come across the Gidbinn yet, the dagger must be deeper in the jungle nearer Kurast. Legend has it that the Skatsimi priests placed great power within the small blade. Power enough to repel this terrible jungle-curse which encroaches on our sanctuary.
Ormus Asheara Natalya Meshif
If we are to have peace from the shadow, you must find the weapon which will destroy the Light. I'm certain that the Gidbinn is very closely guarded. You'd best get back out there and find that blade. The jungle creeps further into this camp by the hour. The jungle is like nothing you've ever seen before. Imagine Paradise festering like a wound... then bursting!

Flayer Jungle[edit]

The Flayer Jungle can be entered from the Spider Forest or Great Marsh (possibly both). It's randomly populated by three of the following seven monster types: Flayers, Flayer Blow Pipers, Flayer Shamans with Flayers and Flayer Blow Pipers, Slime Princes, Soul Killers, Soul Killer Shamans with Soul Killers and Soul Killer Blow Pipers, and Winged Nightmares. There are always Flayer Shamans with Flayers and Flayer Blow Pipers guarding paths branching off from the river, and River Stalkers lurking in bodies of water in the clearings to which these paths lead.

A waypoint and the entrance to the Swampy Pit will be in the same clearing at the end of one of these paths; the Gidbinn and the entrance to the Flayer Dungeon, where Khalim's Brain can be found, are in another such clearing. If you keep traveling along the riverbank to the northeast, then you should find the entrance to Lower Kurast, which is always guarded.

Stormtree[edit]

Super Unique Thrasher (Extra Fast Lightning Enchanted)

It's inadvisable to get surrounded by Stormtree and its minions, so melee attackers in particular may want to retreat back across the bridge to the southwest of the entrance to Lower Kurast to use it as a choke point.

Gidbinn[edit]

The Gidbinn is in the same area as the entrance to the Flayer Dungeon: if you find it before finding a waypoint in the Flayer Jungle or beyond, you may want to create a portal so you can return to it when you do.

The Gidbinn is suspended over a fire: however, when you try to take it, it vanishes. After a short pause, a Champion or Unique Rat Man appears, and drops the Gidbinn when killed:

The Gidbinn
  • One-Hand Damage: 3 to 7
  • Durability: 30
  • Required Dexterity: 25
  • Required Strength: 15
  • Dagger Class - Speed -20

It requires 2x1 inventory space. Picking it up activates this quest if talking to Hratli has not already done so.

DII Icon Blade of the Old Religion.png Blade of the Old Religion
Return the Gidbinn to Ormus.

If you talk to anyone other than Ormus or Asheara:

Hratli Deckard Cain Natalya
The Gidbinn's magic can only be channeled through Ormus.

Take it to him. He has the necessary knowledge about the ancient Skatsimi magics.
Who could have foreseen that the Old Religion would play such an effective role in our war against the Three? Again, your efforts amaze me, my friend. You are truly amazing, stranger. There are precious few items in the world that would tempt me to go up against the Children of Zakarum and their midget minions.
Alkor Meshif
Hah! You have stolen the fabled blade from right under Zalarum's nose! This is a great day, indeed! With any luck, the spirits of Skatsim will grant us revenge upon the powers that ravaged this land.

Return the Gidbinn to Ormus:

Ormus
You have done well, noble hero. Ormus congratulates you. The old spirits of Skatsim will watch over you for returning their sacred blade.

Now, after all these years, Ormus will once again use his powers to protect the innocent from the shadow. The spell that protects the dockside shall now be reinforced.
DII Icon Blade of the Old Religion.png Blade of the Old Religion
Talk to Asheara.

While Ormus goes to a nearby stone plinth to mount the dagger in a blue force field, travel northwest along the walkway to talk to Asheara in the Iron Wolves' hut:

Asheara
Now that fewer of the Iron Wolves are needed to guard the dockside, some of them have volunteered to accompany you free of charge.

She gives you an Iron Wolf to fight alongside you, and allows you to hire replacements should this one be killed.

Diablo II: Lord of Destruction
Diablo II: Lord of Destruction

You won't get an Iron Wolf if you already have a mercenary (although you can still hire one to replace your existing mercenary: just remember to remove any equipment before doing so).

DII Icon Blade of the Old Religion.png Blade of the Old Religion
Talk to Ormus.

Return to talk to Ormus, and he gives you a rare ring:

Ormus
This magic ring does me no good.

Here... Wear it proudly!
DII Icon Blade of the Old Religion.png Blade of the Old Religion
Quest completed.
DII Icon Blade of the Old Religion.png Blade of the Old Religion
You completed this quest in a previous game.

Vendor prices have also been reduced by 10%.

Flayer Dungeon Level 1[edit]

The first level is randomly populated by three of the following eight monster types: Dark Shapes, Flayers, Flayer Blow Pipers, Flayer Shamans with Flayers and Flayer Blow Pipers, Gloombats, Soul Killers, Soul Killer Shamans with Soul Killers and Soul Killer Blow Pipers, and Undead Flayers (which explode upon death, inflicting physical damage on players, but not a mercenary or any pets). There can also be Flayer Shamans with Flayers and Flayer Blow Pipers in some locations, as well as Water Watchers lurking in any pools.

The most direct route to the entrance to the second level is most likely to be found by traveling left after entry.

Flayer Dungeon Level 2[edit]

The second level is similarly populated to the first, and once again the most direct route to the entrance to the next level is most likely to be found by traveling left after entry.

Flayer Dungeon Level 3[edit]

The third level is similarly populated to the first two, with the chest containing Khalim's Brain most likely to be in a chamber in one of its corners.

Witch Doctor Endugu[edit]

Super Unique Soul Killer Shaman (Magic Resistant Fire Enchanted)

The Witch Doctor and his Soul Killer minions guard the chest containing Khalim's Brain. Due to their Unique bonuses, Endugu and the Soul Killer carrying him are also Immune to Fire (even in Normal) and explode upon death, so melee attackers should be careful if their own life is low (although neither he nor his minions need to be killed).

Swampy Pit Level 1[edit]

The first level of this optional area is randomly populated by three of the following five monster types: Fiends, Gloams, Preserved Dead, Undead Soul Killers and Undead Stygian Dolls. There can also be Fetish Shamans with Fetishes and Fetish Blow Pipers in some locations, as well as Water Watchers lurking in any pools.

The most direct route to the entrance to the second level is most likely to be found by traveling left after entry.

Swampy Pit Level 2[edit]

The second level is similarly populated to the first, except Drowned Carcasses replace Preserved Dead. Once again, the most direct route to the entrance to the next level is most likely to be found by traveling left after entry.

Swampy Pit Level 3[edit]

The third level is similarly populated to the first two, except there are no Preserved Dead or Drowned Carcasses, and in Normal Champion or Unique Feeders replace Champion or Unique Undead Soul Killers.