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{{Header Nav|game=Diablo II}} | {{Header Nav|game=Diablo II}} | ||
{{floatingtoc}} | {{floatingtoc}} | ||
This quest is activated when a Jade Figurine, requiring 2x1 inventory space, drops from a {{ | This quest is activated when a Jade Figurine, requiring 2x1 inventory space, drops from a {{DII|Enemies|Champion}}, {{DII|Enemies|Unique}} or {{DII|Enemies|Super Unique}} monster killed. This should normally be the first one generated in a game: if you're having trouble getting it to drop, in multiplayer create your own game (it won't drop if the game creator has already completed this quest) and travel to locations like {{DII|Blackened Temple|Travincal}} where Super Unique monsters can always be found. | ||
{{DII/Log|The Golden Bird|Ask Cain about the Jade Figurine.}} | {{DII/Log|The Golden Bird|Ask Cain about the Jade Figurine.}} | ||
If you've already completed this quest in a previous multiplayer game, then you cannot pick up another Jade Figurine in a game created by someone who hasn't already done so. Upon returning to the Kurast Docks, other than {{ | If you've already completed this quest in a previous multiplayer game, then you cannot pick up another Jade Figurine in a game created by someone who hasn't already done so. Upon returning to the Kurast Docks, other than {{DII|Act III: The Infernal Gate|Deckard Cain}} and {{DII|Act III: The Infernal Gate|Meshif}}, {{DII|Act III: The Infernal Gate|Asheara}} is the only one to whom you can talk about it: | ||
{| {{prettytable}} | {| {{prettytable}} | ||
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{{DII/Log|The Golden Bird|Ask Cain about the Golden Bird.}} | {{DII/Log|The Golden Bird|Ask Cain about the Golden Bird.}} | ||
Aside from Cain and Asheara, you can now talk to {{ | Aside from Cain and Asheara, you can now talk to {{DII|Act III: The Infernal Gate|Natalya}} and {{DII|Act III: The Infernal Gate|Hratli}} about it: | ||
{| {{prettytable}} | {| {{prettytable}} | ||
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{{DII/Log|The Golden Bird|Give the Golden Bird to Alkor.}} | {{DII/Log|The Golden Bird|Give the Golden Bird to Alkor.}} | ||
The Golden Bird also requires 2x1 inventory space. Once again, you can simply talk to {{ | The Golden Bird also requires 2x1 inventory space. Once again, you can simply talk to {{DII|Act III: The Infernal Gate|Alkor}} directly: | ||
{| {{prettytable}} | {| {{prettytable}} | ||
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==Spider Forest== | ==Spider Forest== | ||
Upon first entering the Spider Forest after crossing the bridge on the northeast side of the Kurast Docks, you run into a Dark Wanderer! However, he disappears and six {{ | Upon first entering the Spider Forest after crossing the bridge on the northeast side of the Kurast Docks, you run into a Dark Wanderer! However, he disappears and six {{DII|Demon|Flesh Beast}}s appear in his place. | ||
The Spider Forest is randomly populated by three of the following six monster types: {{ | The Spider Forest is randomly populated by three of the following six monster types: {{DII|Animal|Cloud Stalker}}s, {{DII|Demon|Fetish}}es, {{DII|Demon|Fetish Blow Piper}}s, {{DII|Animal|Jungle Hunter}}s, {{DII|Animal|Sucker}}s and {{DII|Animal|Thorned Hulk}}s. There are always {{DII|Demon|Fetish Shaman}}s with Fetishes and Fetish Blow Pipers guarding paths branching off from the river. | ||
A waypoint and the entrance to the Arachnid Lair will be in the same clearing at the end of one of these paths; the entrance to the {{ | A waypoint and the entrance to the Arachnid Lair will be in the same clearing at the end of one of these paths; the entrance to the {{DII|Golden Bird|Spider Cavern}}, where {{DII|Khalim's Will|Khalim's Eye}} can be found, is in another such clearing. If you keep traveling along the riverbank, then you should find the entrance to the {{DII|Golden Bird|Great Marsh}}, and possibly that to the {{DII|Blade of the Old Religion|Flayer Jungle}}: if you find the latter, then you don't need to enter the Great Marsh. | ||
===Arachnid Lair=== | ===Arachnid Lair=== | ||
The Arachnid Lair is an optional area, relatively small and square, randomly populated by three of the following five monster types, all animal: {{ | The Arachnid Lair is an optional area, relatively small and square, randomly populated by three of the following five monster types, all animal: {{DII|Animal|Fiend}}s, {{DII|Animal|Flame Spider}}s, {{DII|Animal|Giant Lamprey}}s (which generate {{DII|Animal|Giant Lamprey Egg}}s, which in turn generate {{DII|Animal|Giany Lamprey Young}}) and {{DII|Animal|Poison Spinner}}s (2) (this means they can be picked twice, for '''90%''' chance of spawning, while the others each have 'only' 60% chance of spawning: there's also 10% chance of being populated exclusively by Flame Spiders and Poison Spinners). They guard a chest. | ||
===Spider Cavern=== | ===Spider Cavern=== | ||
The Spider Cavern is similarly laid out and populated to the {{ | The Spider Cavern is similarly laid out and populated to the {{DII|Golden Bird|Arachnid Lair}}, except its chest is always in its south corner, and specially guarded... | ||
====Ssark the Burning==== | ====Ssark the Burning==== | ||
{{ | {{DII|Enemies|Super Unique}} {{DII|Animal|Flame Spider}} ({{DII|Enemies|Extra Strong}} {{DII|Enemies|Cursed}}) | ||
This Giant Spider and its minions guard the chest containing {{ | This Giant Spider and its minions guard the chest containing {{DII|Khalim's Will|Khalim's Eye}}. Although it doesn't need to be killed, caution may dictate that you do so. Extra Strong ''and'' Cursed is already bad, and in Nightmare and Hell it's more likely that {{DII|Enemies|Aura Enchanted}} with {{DII|Offensive Auras|Might}} or {{DII|Offensive Auras|Fanaticism}} will be selected, which is a truly nightmarish (or hellish) combination: its minions will also always be physically stronger, and being cursed with {{DII|Curses|Amplify Damage}} makes you much more susceptible to physical damage from ''any'' source. If you're cursed and poisoned before it's killed, you may even want to create a portal to return to Kurast Docks to be cured by Ormus before continuing. | ||
==Great Marsh== | ==Great Marsh== | ||
The Great Marsh is a potentially optional area randomly populated by three of the following six monster types: {{ | The Great Marsh is a potentially optional area randomly populated by three of the following six monster types: {{DII|Animal|Bog Creature}}s, {{DII|Animal|Bramble Hulk}}s, {{DII|Undead|Drowned Carcass}}es, {{DII|Demon|Fetish Shaman}}s with {{DII|Demon|Fetish}}es and {{DII|Demon|Fetish Blow Piper}}s, {{DII|Undead|Gloam}}s and {{DII|Animal|Swamp Dweller}}s. There are always Fetish Shamans with Fetishes and Fetish Blow Pipers guarding paths branching off from the river, and {{DII|Animal|River Stalker}}s lurking in bodies of water in the clearings to which these paths lead. | ||
A waypoint can be found in a clearing at the end of one of these paths, while others lead to clearings containing chests. You may also find the entrance to the {{ | A waypoint can be found in a clearing at the end of one of these paths, while others lead to clearings containing chests. You may also find the entrance to the {{DII|Blade of the Old Religion|Flayer Jungle}}: if you haven't found it after following the river and a thorough exploration of the clearings away from it, return to the {{DII|Golden Bird|Spider Forest}} and search for it there. | ||
{{Footer Nav|game=Diablo II|prevpage=Act III|nextpage=Blade of the Old Religion}} | {{Footer Nav|game=Diablo II|prevpage=Act III: The Infernal Gate|nextpage=Blade of the Old Religion}} |