DIABLO II Necromancer FAQ ver. 1.0

by: Fiefo! (fiefo@hotmail.com)

TABLE OF CONTENTS:
A. Legal Stuff and Where to Find This FAQ
B. Revision History
C. What is This FAQ For?
D. Necromancy 101
     1. Curses
     2. Poison and Bone Spells
     3. Summoning Spells
E. Training Your Necromancer
F. Necromancer Walkthru
     1. Act I
     2. Act II
     3. Act III
     4. Act IV
G. Boss Guide
     1. Act I Bosses
     2. Act II Bosses
     3. Act III Bosses
     4. Act IV Bosses
H. Tips and Hints
I. Help Me!
J. Credits

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A. Legal Stuff:

     All the information here is for public viewing and should not be 
used for profit and the expressed permission of the author. Please do 
not use the information in here for any personal gain. This FAQ, being 
published in the Internet is automatically is protected by international 
copyright laws.
     In other words, this is mine! Don't remove my name and say, "This 
is my FAQ and I'm taking all of the credit for it!" Got it?

     This FAQ can only be found in these places for now...
       1) www.gamefaqs.com (Lots of faqs here. Duh! The first update 
                            will ALWAYS be here!)
       2) DLH.net (European site! Pretty cool design here!)
       3) neoseeker.com (More like a host page, but it does got a few 
                         good FAQs as well!)
       4) gameadvice.com (Actually has TWO sites within it!)

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B. Revision History

1.0 October 1, 2000
     First draft. More to come?
1.1 October 3, 2000
     Boss Guide Update. Thanks to Werebear and DragonSlayer2500.
     More websites where this FAQ can be found!
1.2 October 8, 2000
     MAJOR REFORMAT of borders and spaces. Thanks to Thomas Schuering.
     UPDATE on almost everything! Thanks to Ja Mes Kor and Jason
       Lane (and the "Lurkers")for the big amount of info.

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C. What is This FAQ For?

     First things first, although this FAQ gives hints on how to play 
the game as a Necro, you can use a lot of the information, like the 
walkthru and the boss guide. But, it shows on how to use a Necromancer 
efficiently, because... HE'S TOUGH TO USE!

     Anyway, I hope you enjoy my work!

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D. Necromancy 101

     This is a general runthrough on the Skill Tree of the Necromancer. 
As you know, there are some skills that are useful and some, well, 
plain suck. This goes for all of the Classes. But more so for the 
Necromancer! A lot of his skills are not useful, but he sure has some 
powerful stuff. This is just to make sure you don't get a lemon-like 
skill (which he's got a lot of!).


1. CURSES

     The weakest part of a Necromancer's Skill Tree. A lot of the stuff 
here is plain useless... but there are a few gems here... not much, but 
the few that are actually good you'll probably use until the end of the 
game. 

[FROM: Jason Lane

Curses: You've underestimated the power of this entire tree.  You're 
        not the only one.  Various people have played curse-specialized 
        Necromancers. The curses are so powerful that it does in fact 
        work - all the way through the higher difficulty levels.  This 
        tree is fully as powerful as the other two, if employed 
        properly. ]

 
                                                            -Jason Lane

     The great thing about curses is that they don't use up a lot of 
Mana points.

Skill Name   : Amplify Damage
Required     : None
Skill Effect : Double damage to a group of enemies in a set radius.
Pros         : Makes killing bad guys much, much easier!
Cons         : Radius range and time of effect is limited.
Comments     : One of the better skills a Necromancer has to him. 
               You'll probably use this in almost all instances when 
               fighting. 

[FROM: Jason Lane

Amplify Damage:  Actually reduces the 'resist physical' attribute. 
                 This is largely irrelevant, but it does mean that 
                 melee attacks against the Insects will do 11 times as 
                 much damage as normal (they have 90% physical 
                 resistance), and similar effects will be seen against  
                 anything with the 'resist physical' attribute - 
                 Wraiths would be an example.  Not as powerful as you 
                 think it is, in comparison to other curses. ]


                                                            -Jason Lane
               
Skill Name   : Dim Vision
Required     : Level SIX (6)
Skill Effect : Cursed monster's light radius is greatly reduced. 
               Affects a certain area or group of monsters.
Pros         : Opponents can't see far ahead, making it easier to do 
               sneak attacks or just sneak past opponents.
Cons         : Once you get close to the bad guys, it becomes pretty 
               useless.
Comments     : Not really that good. It's pretty useful against 
               monsters with projectile attacks, tho. 

[FROM: Jason Lane

Dim Vision:  This can completely freeze many monsters in their tracks -
             melee attackers as well as ranged.  The major trick is 
             that if it's already targeting something, it will continue 
             to chase and target it. 

             If it has to pick another action - ranged attackers do 
             this for each attack - it'll realize it's blind and stop.  
             I've noted earlier in this email that BONE WALL and FIRE        
             GOLEM cause their victims to pick a new action.  :)  Of 
             course, if it's attacked melee, it'll just 
             counterattack... but this can still be used to effectively 
             immobilize many opponents in many circumstances. ]


                                                            -Jason Lane

Skill Name   : Weaken
Required     : Level SIX (6)
Skill Effect : Casts a curse in a set radius that makes that group of 
               monsters strike with less strength, thereby reducing the 
               damage inflicted.
Pros         : Hey, damage done to you is reduced! Makes you like 
               longer, right?
Cons         : A whole group of monsters, even while WEAKENed, can 
               still take you out!
               Damage reduced isn't that much, unless you really put 
               Skill Points here.
Comments     : Better off putting the Skill Point into AMPLIFY DAMAGE. 
               That way, you can kill the monsters before they can even 
               get a chance to cause damage!

Skill Name   : Iron Maiden
Required     : Amplify Damage, Level TWELVE (12)
Skill Effect : Casts on a group of monsters, this will cause them to 
               receive some damage that the cursed ones dish out.
Pros         : Opponents can actually kill themselves!
Cons         : You can still get killed!
               Doesn't seem to work on Elemental attacks.
Comments     : Good for fighting against those "Extra Strong" monsters.
               Cast it on them and then let your minions take the 
               damage. Or just cast BONE ARMOR on yourself and let
               yourself get attacked and recast BONE ARMOR again and 
               again until the monster dies!

[FROM: Jason Lane

Iron Maiden: In and of itself, is vastly powerful in combination with
             any minions - more so than the minions attacking in and of 
             themselves. This is the single most commonly cast 
             Necromancer curse on higher difficulties.  It's worth it.]
 

                                                            -Jason Lane

Skill Name   : Terror
Required     : Weaken, Level TWELVE (12)
Skill Effect : Causes monsters to flee!
Pros         : Good when surrounded!
Cons         : You'll have to chase your opponent!
Comments     : Not that useful. Just try not to get surrounded and you 
               won't need this skill at all. Besides, CORPSE EXPLOSION 
               works better in clearing out a room if you are 
               surrounded!

[FROM: Jason Lane

Terror:  A wonderful curse.  As I said in the BONE WALL entry, this can
         be used to end fights instantly.  But wait, there's more! 
         TERROR sets a bit of information on the monster, called its 
         'flee flag'.  This means that REGARDLESS of whether TERROR is 
         actually on it, the monster will continue to flee.  Yes, this 
         means that you can effectively stack another curse on TERROR.  
         Why would you want to?   Wait. :) ]


                                                            -Jason Lane

Skill Name   : Confuse
Required     : Dim Vision, Level EIGHTEEN (18)
Skill Effect : Cursed monsters attacks anyone in range, friend or foe!
Pros         : Can make the opponent fight one of his partners.
Cons         : They still can attack you!
               You have to have learned DIM VISION!
Comments     : Kinda fun to use... but is it worth getting this skill? 
               Not really.

[FROM: Jason Lane

Confuse: A beautiful, beautiful curse.  Its basic effect is to cause
         CONFUSED monsters to attack any non-CONFUSED monster they see.  
         The first note regarding this is that this only becomes 
         effective when they decide what to do - ie, a FIRE GOLEM's 
         aura affects them.  So, I just said that TERROR was so useful.  
         Why?  

         Because you can stack CONFUSE the fleeing monsters.. and they   
         will run off at warp speed to find non-CONFUSED monsters to 
         kill!  

         Another huge application of this skill comes from the fact 
         that Uniques, Champions, and Bosses are basically immune to 
         most curses - including this one.  So if you cast a CONFUSE
         over the Unique and his army of Minions, all of the Minions 
         will become CONFUSED... and the Unique won't.  CONFUSE makes 
         CONFUSED monsters attack non-CONFUSED monsters.  Poor, poor 
         Unique. :) ]


                                                            -Jason Lane

Skill Name   : Life Tap
Required     : Iron Maiden, Level EIGHTEEN (18)
Skill Effect : When any of your party hits a monster inflicted with 
               this, they will get back 50% on what they inflict.
Pros         : You can get your life back without using a potion!
Cons         : You have to hit to get life back!
Comments     : Use this on one-on-one battles only! You won't get 
               enough life back if you try to fight back against a 
               horde of baddies to survive.

[FROM: Jason Lane

Life Tap: You should never be meleeing anything as a Necromancer.  If
          you play the game single-player, this curse is basically 
          useless.  If you ever play the game multiplayer, and use LIFE 
          TAP with the right people around, they will follow you around 
          like lost puppies.  (Much as Barbarians do regarding my 
          Paladin's high-level Concentration aura. Something about 
          doing more than four times their usual damage, I think.)  
          Why?  

          Because LIFE TAP basically makes a melee Paladin or a 
          Barbarian completely invincible.  They do so much damage that  
          having half of it return to them means it looks like they 
          drank a Rejuvenation potion anytime they hit.  LIFE TAP will 
          make you lots and lots of friends. ]


                                                            -Jason Lane

Skill Name   : Attract
Required     : Confuse, Level TWENTY-FOUR (24)
Skill Effect : Cursed monsters attack each other!
Pros         : Hey! Any damage not done to you is great!
Cons         : You have to have learned DIM VISION!
Comments     : Watch the monsters fight each other! They kill each 
               other and you and your minions can finish off the 
               leftovers. Problem is, you've gotta learn DIM 
               VISION, and that sort of sucks!

[FROM: Jason Lane

Attract:  Like CONFUSE, worship this curse.  The applications should be
          fairly common-sense - ATTRACT and CONFUSE basically make 
          living monsters into your minions.  Why bother with corpses?  
          Note that like CONFUSE and DIM VISION, the effects of ATTRACT
          depend on having the monsters "decide what to do next".  If 
          they're already targeting something, you have to shake them 
          off of it to make ATTRACT work. ]


                                                            -Jason Lane

Skill Name   : Decrepify
Required     : Weaken, Level TWENTY-FOUR (24)
Skill Effect : Cursed Monsters move sloooooooooowly.
Pros         : Makes opponents use slowly so's you can chase them down!
               Also does AMPLIFY DAMAGE and WEAKEN at the same time!
Cons         : Nothing really... but it's such a pretty stupid skill 
               for a Level 24 curse.
Comments     : You and your minions  will have an easier time smashing 
               up baddies and avoiding the blows of the baddies! 
               Still... at this point, you won't really need this 
               skill!

[FROM: Jason Lane

Decrepify:  An evil, evil curse.  Its main application is in player-vs-
            player curse.  This curse massively slows its victim, has 
            an effect similar to a weaker AMPLIFY DAMAGE, AND WEAKENs 
            things more than WEAKEN does.  A high-level DECREPIFY and a 
            high-level BONE SPIRIT are a very lethal combination in 
            [player-vs-player] indeed. ]


                                                            -Jason Lane

Skill Name   : Lower Resist
Required     : Decrepify, Life Tap, Level THIRTY (30)
Skill Effect : Affected monster takes extra damage from elemental 
               attacks.
Pros         : When used in conjunction with your poison attacks, FIRE 
               GOLEM and SKELETAL MAGES, you can pump up the damage 
               pretty fierce.
Cons         : AMPLIFY DAMAGE is better, and you can get that at 
               Level 1, right from the start!
Comments     : For one thing, AMPLIFY DAMAGE is much more powerful when 
               you've got a FIRE GOLEM and a good weapon.
               Another thing, it may increase the elemental damage 
               caused, but you've got to have SKELETAL MAGES that live 
               long lives to make this useful.

[FROM: Jason Lane

Lower Resist:  Not all that useful.  It's noteworthy that if you
               associate with a character whose primary attack forms do 
               elemental damage and cast this Curse, they will worship 
               you, follow you around, try to become your friend, etc..  
               
               Sorceresses would be the major example.  I've had a 
               Necromancer cast this spell for my Sorceress. Things 
               die.  Immediately.  So a single, lonely point might be 
               worth it. ]


                                                            -Jason Lane


2. POISON AND BONE SPELLS

     A much better set of spells compared to Curses! Has some pretty 
powerful damaging spells and quite a few weak ones as well.

Skill Name   : Teeth
Required     : None
Skill Effect : Throws a spread of magical bone projectiles.
Pros         : Your first magical projectile.
               Has spread damage.
               TEETH can pass thru opponents, harming the one behind 
               the creature!
               The next spell after this is POWERFUL!
Cons         : Extremely SUCKY damage.
Comments     : Lot of pros, but pretty weak! Teeth becomes useless very 
               quickly!
               Put one point into it, so you can learn the spell after 
               this, which it pretty powerful!

Skill Name   : Bone Armor
Required     : None
Skill Effect : A revolving shield of bones protect the Necromancer from 
               melee and non-magical projectile attacks.
Pros         : If this is active, you take no damage from melee and 
               non-projectile attacks from baddies.
Cons         : Doesn't protect against elemental and magical attacks.
               It can get destroyed.
Comments     : Great spell! Just watch the BONE ARMOR closely. If it 
               gets damage, recast it again! Upgrade this a lot early 
               in the game!

Skill Name   : Poison Dagger
Required     : Level SIX (6)
Skill Effect : You can cause poison damage when using a dagger.
               Also amplifies attack rating when used.
Pros         : Poison damage with this spell is pretty good.
               You pump up the attack rating with this move, almost 
               getting a sure hit.
Cons         : You need a dagger!
Comments     : When the hell are you gonna use a dagger?

Skill Name   : Corpse Explosion
Required     : Teeth, Level SIX (6)
Skill Effect : Cast on a dead monster. The surrounding monsters will 
               take 60-100% of the corpse's  hit points!
Pros         : Does a heck of a lot of damage!
Cons         : You need a dead body to use this.
Comments     : Bound to be one of your favorite spells! Kill a monster. 
               Lead baddies to the dead monster and let loose with 
               this! If the group of baddies don't die, they should be 
               easy pickings! If some of them die, use this again...
               Use in conjunction with AMPLIFY DAMAGE for lotsa mayhem!

[FROM: Jason Lane

Corpse Explosion: The first spell I've found you overestimating the
                  effectiveness of.  While this is a wonderful 
                  offensive spell, as of version 1.03 the damage does 
                  not scale with monster hp.  

                  Say you use this against a monster that has 1000 hp.  
                  In a single-player game, this will do 600-1000 damage 
                  and, of course, be wonderful.  In an eight-player 
                  game (common in Realm play), however, it will STILL 
                  do 600-1000 damage.. while the monster will now have 
                  huge numbers of additional hp.  REVIVED and other 
                  methods become more effective methods of doing damage 
                  at ths point. ]


                                                            -Jason Lane

Skill Name   : Bone Wall
Required     : Bone Shield, Level TWELVE (12)
Skill Effect : Creates a wall of bone to block your opponent's path.
Pros         : You can either use this to escape or prevent monsters 
               from escaping!
Cons         : Pretty useless in almost all situations!
               Hard to aim properly!
               The SKELETONS that you re-animate will actually try to 
               destroy it!
Comments     : Don't waste your time here. By this time, running should 
               be easy with AMPLIFY DAMAGE-CORPSE EXPLOSION combo.
               Besides, you've got minions to sacrifice when you want 
               to escape!

[FROM: Jason Lane

Bone Prison : These two spells are widely agreed, by those who use
Bone Wall     them, to be the most widely underestimated Necromancers 
              spells in the game.  BONE WALL is up there with TERROR, 
              in general, as one of the best spells for ending a fight 
              that's not going your way IMMEDIATELY. Very, very unfair 
              kills are possible against the Smith and Hephasto with 
              BONE WALL.  One of these spells' major advantages, and 
              one that's very hard to find out about, is the fact that 
              their HP scale with difficulty level.  In Hell 
              difficulty, BONE WALL has a base of 400+ hp. 

              Furthermore, EACH SECTION has that many hp - meaning that 
              attacks on unrelated sections of the wall don't 
              effectively combine. The destruction of one section, of 
              course, results in the destruction of the whole wall.  
              It's worth noting here, because it'll become relevant 
              when I get to Curses, that BONE WALL causes monsters to 
              stop and think about what to do next. ]


                                                            -Jason Lane

Skill Name   : Poison Explosion
Required     : Poison Dagger, Corpse Explosion, Level TWELVE (18)
Skill Effect : Poison explodes from a corpse.
Pros         : Works well against monsters with good defense.
Cons         : Not as powerful as CORPSE EXPLOSION.
               You have to get POISON DAGGER... which is very useless!
Comments     : Stick with CORPSE EXPLOSION. This is only useful against 
               opponents who have high defense ratings... but you've 
               got AMPLIFY DAMAGE so there's no need to worry against 
               high defense monsters, correct?

Skill Name   : Bone Spear
Required     : Corpse Explosion, Level EIGHTEEN (18)
Skill Effect : Throw a magical bone projectile at opponents.
Pros         : Very powerful, very fast.
               The projectile will pierce thru monsters, hitting 
               baddies who are behind them.
               Good for creating long distance CORPSE EXPLOSIONS.
Cons         : Lots of mana needed.
Comments     : I love this one! Useful in tight places when you can 
               just line up the baddies and let loose with this 
               multiple times to kill all of them quickly!
               Use against multiple baddies.

Skill Name   : Bone Prison
Required     : Bone Wall, Level TWENTY-FOUR (24)
Skill Effect : Surrounds monsters with Bone Walls.
Pros         : Makes monsters stop running so you can pelt them with 
               projectiles.
Cons         : Useless in most cases.
               The SKELETONS that you re-animate will actually try to 
               destroy it!
Comments     : Like BONE WALL, don't waste your time here... but then 
               again, you wouldn't be able to learn this in the first 
               place unless you wasted your time with BONE WALL, right?

[FROM: Jason Lane

Bone Prison : These two spells are widely agreed, by those who use
Bone Wall     them, to be the most widely underestimated Necromancers 
              spells in the game.  BONE WALL is up there with TERROR, 
              in general, as one of the best spells for ending a fight 
              that's not going your way IMMEDIATELY. Very, very unfair 
              kills are possible against the Smith and Hephasto with 
              BONE WALL.  One of these spells' major advantages, and 
              one that's very hard to find out about, is the fact that 
              their HP scale with difficulty level.  In Hell 
              difficulty, BONE WALL has a base of 400+ hp. 

              Furthermore, EACH SECTION has that many hp - meaning that 
              attacks on unrelated sections of the wall don't 
              effectively combine. The destruction of one section, of 
              course, results in the destruction of the whole wall.  
              It's worth noting here, because it'll become relevant 
              when I get to Curses, that BONE WALL causes monsters to 
              stop and think about what to do next. ]


                                                            -Jason Lane

Skill Name   : Poison Nova
Required     : Poison Explosion, Level THIRTY (30)
Skill Effect : Necromancer produces foul-smelling Body Odor (hehe).
Pros         : All monsters surrounding the Necro takes a big, powerful 
               whiff of poisonous, and deadly body odor, or something 
               like that.
               You don't need a corpse or a whimpy dagger!
Cons         : You need to learn POISON DAGGER!
Comments     : In the first place, you shouldn't get surrounded! Also, 
               it takes time to kill with poison, so you can still die 
               while waiting for the monsters to die!

Skill Name   : Bone Spirit
Required     : Bone Spear, Level THIRTY (30)
Skill Effect : Aim at a baddie and cast this. The projectile will hunt 
               down the target!
Pros         : Follows the baddie wherever it may go!
               Extremly Powerful!
Cons         : Dissipate with time.
               Doesn't hit multiple monsters like BONE SPEAR and TEETH.
               You have to aim it to make sure it hits the desired 
               baddie.
Comments     : Extremly useful, especially against fast moving monster 
               who are hard to aim with the BONE SPEAR.
               Use this against single opponents.

[FROM: Jason Lane

All of the Poison spells: Poison, for numerous reasons, is horribly
                          buggy in Diablo 2.  It fails to work in a 
                          whole multitude of nasty ways.  No one who's 
                          not deliberately playing a difficult 
                          character should consider these spells at 
                          all. ]

        
                                                            -Jason Lane


3. SUMMONING SPELLS

     Although you only use these spells from time to time (re-casting 
your Golem, trying to get a better Skeletal Mage, etc.), these are 
probably your most useful spells in the game for the Necromancer!

Skill Name   : Raise Skeleton
Required     : None
Skill Effect : Raises a Skeleton Warrion from a dead monster to fight 
               for you.
Pros         : Have an extra ally when you need it!
Cons         : Pretty dumb (can get in your way in tight corridors)
               Very low HP.
               Pretty much useless by the end of Act I.
Comments     : Putting Skill points into this will increase the number 
               of SKELETON WARRIORS you can create at a time. By the 
               end of Act I, these guys pretty much die with a few 
               hits, so I suggest you don't put too much reliance on 
               these guys.

[FROM: Jason Lane

Raise Skeleton: It would be a good idea to make the entry for Raise
                Skeleton read more like: "This skill is completely 
                useless after Act I Normal, and in the higher 
                difficulties becomes a complete joke.  Do not even 
                think about putting a second point into this skill.  
                Ever." ]


                                                            -Jason Lane

Skill Name   : Skeleton Mastery
Required     : Raise Skeleton 
Skill Effect : Raises the damage and health of all types of SKELETONS 
               and REVIVED creatures.
Pros         : Makes your SKELETONS stronger and tougher to kill!
               Being a PASSIVE Skill, this requires no Mana.
Cons         : The boost in life and damage really isn't sufficient to 
               put a lot of points into this skill.
Comments     : You may want to put a few points here, but in the long 
               run, it would be better to put the points into GOLEM
               skills.

Skill Name   : Clay Golem
Required     : Level SIX (6)
Skill Effect : Creates a creature from the ground to fight for you.
Pros         : Stronger and tougher that your Skeleton creatures in 
               every way.
Cons         : You can have only one Golem, of any type, at a time.
               Pretty dumb (can get in your way in tight corridors)
Comments     : Putting points here will give the CLAY GOLEM more life 
               and strength, NOT the ability to make more GOLEMS.
               This is better than the SKELETON WARRIORS in every way. 
               But they do become useless by the middle of Act II.

[FROM: Jason Lane

Clay Golem: I'm told that various odd strategies involving them are
            possible, mainly revolving around Iron Maiden and the fact 
            that they cost very, very little to cast. ]


                                                            -Jason Lane

Skill Name   : Golem Mastery
Required     : Clay Golem, Level SIX (6)
Skill Effect : Increases the life and speed of your Golems.
Pros         : Your Golems will live longer and move faster.
               Being a PASSIVE Skill, this required no Mana.
Cons         : Doesn't increase the attacking power of your GOLEMS.
Comments     : Put some points into it. You're gonna use GOLEMS a lot, 
               even in the end part of the game.

Skill Name   : Raise Skeletal Mage
Required     : Raise Skeleton, Level TWELVE (12)
Skill Effect : Summons from a dead baddie a SKELETON that can throw 
               elemetal projectiles.
Pros         : Projectile throwing SKELETONS makes it easy to find 
               baddies.
               They do elemental damage, which is always useful.
Cons         : Pretty dumb (can get in your way in tight corridors)
               They die easily in higher stages of the game.
Comments     : Putting points here increases the amount of SKELETAL 
               MAGES you can have at a time, So, if you want, put a lot 
               of points here to have a powerful elemental army!

Skill Name   : Blood Golem
Required     : Clay Golem, Level EIGHTEEN (18)
Skill Effect : Summons a Golem that is linked to your health.
Pros         : Very tough to kill!
               When the BLOOD GOLEM hits a monster, you get back a 
               small percentage of life.
Cons         : When the BLOOD GOLEM is hit, you lose a small percentage 
               of life.
               You can have only one Golem, of any type, at a time.
               Pretty dumb (can get in your way in tight corridors)
Comments     : Good for getting life back. Just sit back and watch it 
               give you life by letting it kill baddies for you. 
               Unfortunately, if your BLOOD GOLEM gets overwhelmed,
               you lose some life as well. 
               Putting Skill Points here will increase the damage
               and the percentage of life/damage returned to you.

[FROM: Ja Mes Kor

Blood Golem: BLOOD GOLEM is your blood of survival till ACT 4. ]


                                                            -Ja Mes Kor


[FROM: Jason Lane

Blood Golem: You underestimate the current (v1.03) power of BLOOD GOLEM
             and IRON MAIDEN.  While BLOOD GOLEM is nothing special in 
             and of itself, damage inflicted by IRON MAIDEN is counted 
             as damage inflicted by the GOLEM.  Meaning that the GOLEM 
             will heal itself, and you, thus making the two of you 
             practically immortal.  Note that this is widely agreed to 
             be a bug, and will probably get nerfed (weakened).  
             Eventually.


                                                            -Jason Lane

Skill Name   : Summon Resist
Required     : Golem Mastery, Level TWENTY-FOUR (24)
Skill Effect : All your minions gets resistances to elemental attacks.
Pros         : Your minions don't die that easily from elemental magic.
               Being a PASSIVE Skill, this required no Mana.
Cons         : Your minions still will die from elemental attacks!
               This skill DOES NOT increase YOUR resistance to 
               elemental attacks.
Comments     : Not really that useful in my opinion since it doesn't 
               help you defend against the elements. Better off putting 
               that point in the MASTERY skills if you want them to get 
               tougher.

Skill Name   : Iron Golem
Required     : Blood Golem, Level TWENTY-FOUR (24)
Skill Effect : Creates a Golem from any weapon or armor made of metal.
Pros         : The IRON GOLEM takes on the properties of the object 
               it's created from!
               At level 2, the IRON GOLEM has a THORNS Aura, which 
               returns damage that it takes from close melee attacks.
Cons         : You NEED a metal weapon for this to work!
               You can have only one Golem, of any type, at a time.
               Pretty dumb (can get in your way in tight corridors)
Comments     : Buy a magical weapon made of metal then cast this spell 
               the instant you leave town. Now you don't have to worry 
               about finding a metal weapon with good magical 
               properties. Can be expensive, tho.
               With the THORNS Aura, baddies can actually kill 
               themselves... and with the AMPLIFY DAMAGE curse working 
               in your favor...

Skill Name   : Fire Golem
Required     : Iron Golem, Level THIRTY (30)
Skill Effect : Creates a Fire Golem... 'nuff said.
Pros         : FIRE GOLEMS actually ABSORB Fire elemental damage to 
               it's life!
               Has a Fire Aura that hits for small damage when a baddie 
               is visible.
               Creating a new or Unsummoning a FIRE GOLEM, or if it 
               dies, willl cause it to explode for extremely powerful 
               fire damage.
Cons         : Very consuming on the Mana!
               You can have only one Golem, of any type, at a time.
               Pretty dumb (can get in your way in tight corridors)
Comments     : You'll love this guy! This is the reason why I leveled 
               up until Level 30!
               Send this guy into the fray. If he gets surrounded and 
               you've got Mana to spare, blow him up! Big time damage, 
               setting up for the CORPSE EXPLOSION chain attack for the 
               leftovers!

[FROM: Jason Lane

Fire Golem:  One note.  This GOLEM's fire aura, while nearly useless in
             higher difficulties in terms of damage dealt, is 
             significant in that it's counted as an attack against 
             anything it targets - causing the monster to stop and 
             think about what to do next (more about this later, under 
             Curses), and under most circumstances causing them to then 
             turn and attack the GOLEM.  This makes this GOLEM VERY 
             good at attracting monsters. ]


                                                            -Jason Lane

Skill Name   : Revive
Required     : Raise Skeletal Mage, Level THIRTY (30)
Skill Effect : Revived a dead monster to fight for you! 
Pros         : Works on all dead baddies!
               They get a life boost!
Cons         : Time limit sucks.
Comments     : If it weren't for the time limit, this would be the 
               Necro's best spell.
               Raise a baddie that you had a tough time killing so that 
               the rest of the remaining monsters can feel the 
               hardships that you endured!

[FROM: Jason Lane

Revive: You underestimate the power of Revived.  Revive is unbelievably
        useful - any conventional Necromancer in NightMare+ difficulty 
        will have a bunch floating around.  Ten at a time isn't at all 
        unusual.  You cannot revive Bosses, Uniques, or Champions, 
        unfortunately.  Mephisto will not get up and follow you around.  
        Pity. :) ]


                                                            -Jason Lane

-----------------------------------------------------------------------
E. Training Your Necromancer

     Okay, let me get this out first. The Necromancer is very, VERY hard 
to make effective, seeing that his Skill Tree has a lot of useless 
stuff in it. But, the useful spells that he can learn are, without a 
doubt, the most powerful spells in the World of Sanctuary.
     Below are the strengths and weaknesses of a Necromancer. They are 
not really 100% correct for your character because you'll be 
distributing your stat and skill points the way you think. I'm just 
basing this on my experience in the game.

WEAKNESSES:

1) He doesn't go to the gym that often.
  
     The Necromancer's starting strength is pretty low. He is on par 
with the Sorceress strength-wise. Not exactly a young Hercules, is he? 
Which brings us to his defense. Seeing that he cannot carry heavy 
stuff, heavy armor will be a problem!
     This is easily remedied by pumping up his strength stats early on 
in the game, rather than his other abilities. It's easier to get useful 
items that increase you Attack and Defense Ratings, the amount of Mana 
and Health you have, rather that equipment that boosts your strength ratings.

[FROM: Jason Lane
     
     Your stat advice fails to take in one major factor.  In higher
difficulty levels, defense is basically completely meaningless, unless
you're a Barbarian with Shout and Iron Skin so as to achieve 3000+
defense.  The 1k defense my paladin has is just a nice addition to
shield blocking.  The basic reason for this is that monster Attack
Rating is a multiple of what it should actually be, and the bug causing
it isn't likely to be fixed for game balance reasons.  In Hell
difficulty, it's 16 times what it should be.  Defense is useless,
especially for spellcasters.  Go for modifiers instead.  Even for melee
classes, non-defense equipment is now desirable - check out what 
Iceblink, a unique splint mail with low defense, is trading for these
days.

     This means that Strength, in your strategy, is... kinda useless.  
Don't ask me what to go for instead.  I'm still thinking about it. :) ]


                                                            -Jason Lane

2) For a Spell-Caster, he doesn't have a lot of Mana.

     His Mana is really limited, unlike the Sorceress, who has a 
Passive skill that will increase the rate of her Mana recovery. 
Thankfully, his Summoning spells are pretty low, and the Curses 
practically use no Mana. The only problem is his Poison and Bone 
spells,
which are pretty Mana-expensive.
     It's a good thing that Mana potions give him a lot of Mana when 
compared to other classes like the Barbarian.

3) Health Potions are not too effective on him.

     Health Potions, when compared to, say, a Barbarian class warrior, 
doesn't give him much health. Pumping up on his energy is out of the 
question, because you should be concentrating on putting those Stat 
Points to Strength.
     To offset this (sorta), the Necromancer has the BLOOD GOLEM, which 
gives life back to you with each successful attack it does, and the 
LIFE TAP Curse. Still, your better off bringing a whole herd of Health 
and Rejuvenation potions instead.


STRENGTHS:

1) Necromancers got good eyesight!

     The initial dexterity is really high for a Necromancer! This means 
that he has good initial Attack and Defense Ratings. Sadly, this won't 
be much use for a Necromancer. The reason is...

2) You're almost never gonna fight alone!

     With the ability to create minions, you don't have to buy friends 
like the other classes. You can MAKE friends! They will do most of the 
fighting for you, while you just concentrate on the baddies that cause 
the most trouble for you (monsters that heal and ressurect other monsters, 
enchanted creatures, etc.), or you can just hang back and watch the 
action!
     Still, you shouldn't over-rely on your minions, especially against 
Uniques and Bosses. They are generally throw pillows to them. You 
definitely need to help out in these cases.

3) Dead bodies is the ammunition of your Necromancer.

     CORPSE EXPLOSION is super damaging... and it can kill a whole mess 
of creautes in a hurry... creating more corpses for your CORPSE 
EXPLOSION! Also, you need corpses to create your Undead army!

4) The few Curses that are useful are REALLY useful!

     AMPLIFY DAMAGE makes baddies easy pickings for your minions and 
CORPSE EXPLOSION. IRON MAIDEN is great against bosses because they 
actually whack the crap out of him or herself! They smash up your 
minions? Just make some more! They kill them again? Make more! They'll
eventually kill themselves! Sneaky, huh?


-----------------------------------------------------------------------
F. Necromancer Walkthru:

     Although this is for Necromancers, other classes can get ideas for 
their own battles.

     A SPECIAL NOTE! This Section has some spoilers on the storyline. 
So, read with caution.

     A note before I start with the walkthru. You will eventually find 
gemstones while defeating the monsters and such and you will find Gem 
Shrines, which will give you a gemstone if you don't have one or 
upgrade a gemstone in your inventory.
  
     I suggest the instant you find a Gem Shrine, try to make sure that 
you upgrade the Diamond, the Skull and Emerald Gemstones to Perfect if 
you can. You'll need them when you are in the final Act.

     Another note: These are notes for casual players of Diablo II.
That means, no heavy levelling up. Just enough leveling up. No extra
levels (like the Moo Moo Farm, Nightmare or Hell levels). Just for the
ones who are having a devil of a time with the game.

--------
1. Act I
--------

Town/City: Rouge Encampment

People : Akara  - Heals you for free when you talk to her.
                  Sells specific class weapons (wands for example), 
                  potions and scrolls.
         Kasha  - Lets you hire Amazon archer warriors.
         Charsi - Repairs your equipment.
                  Sells weapons and armor.
         Gheed  - Sells weapons and armor.
                  Sells unidentified equipment (Gamble option).
         Cain   - Identifies items for free (only after Quest III)
         Warriv - Brings you to Lut Gholein (only after Quest VI).

QUEST I: Den of Evil
   Available when    : after talking to Akara.
   Goal of Quest     : Kill all monsters in the Den of Evil.
   Reward given      : Free Skill Point.
   Recommended Level : 1 - 6

     After talking to Warriv (the first person you see), he directs you 
to talk to the leader of the camp, Akara. Go speak to her (she is 
located in the east part of the encampment). She tells you that there 
is a cave that is filled with the minions of evil. If you are truely 
their friend, you will help them. So, off to the Blood Moor, which is 
just outside the camp.

     I suggest you train a bit so that you can get at least one more 
SKELETON WARRIOR or a CLAY GOLEM in the Blood Moor. Oh, and get AMPLIFY 
DAMAGE while you're at it. If you can, get TEETH now. It's probably the 
only time it will be useful in th game. 
  
     Anyway, eventually, you'll come across a cave (the Den of Evil) in 
the Blood Moor. Enter and the quest box will change and say that you 
must kill all the baddies in here. Well, at least it's not one-on-100.

     This is pretty easy. Let your minions do most of the work for you 
and assist them if they start to get overwhelmed or you encounter 
Fallen Shamans which ressurect dead Fallens. You don't get experience 
from killing raised Fallens again so it's better to kill them off 
quickly. None of the mosters should give you a terrible time.

     After cleaning you the entire cave of monsters, light will shine 
in, proclaiming that the cave is now pure from evil. Go back to Akara 
to get your reward or walk around a bit outside to get more experience.

     When you return back to the Rouge Encampment, talk to Akara and 
you will get a free Skill point. Learn anything you like, but remember 
the recommendations I gave you in Necromancy 101. I recommend getting 
BONE ARMOR if you haven't yet or CORPSE EXPLOSION if you are at 
Level 6 by now.

Quest II: Sisters Burial Grounds
   Available when    : talk to Kasha after Quest I.
   Goal of Quest     : Kill Blood Raven.
   Reward given      : Free Amazon Warrior.
   Recommended Level : 3 - 8

     Now, talk to Kasha. She tells you that one of her best warriors, 
Blood Raven has been corrupted by the evil and is now fighting against 
them. She asks for your help.

     Go past the Blood Moor and into the Cold Plains. You'll know that 
you are near the Cold Plains because you'll encounter Flaivie, the 
Rouge guarding the entrance to the Blood Moor from the Cold Plains.

     This is where it gets tougher because you're not exactly fighting 
the undead anymore. You're fighting humans that have been converted to 
the side of evil! They can be tough, even if you have a lot of minions 
by your side. My advice is to find the Waypoint in the area here as 
soon as possible and retreat back to the Rouge Encampment via Waypoint 
if you get in trouble. 

     Also, there is a cave in this area. While it doesn't really have 
anything to do with your quest, this would be a good place to get some 
extra experience points if you want to level up some more.

     From the Cold Plains, there will be two paths that you can take. 
One will lead to the Burial Grounds and the other will lead to the 
Stony Field. Since Blood Raven is at the Burial Grounds, head there if 
you want to fight her immediately, or go the the Stony Field if you 
want to level up a bit before you fight her. It's up to you.

     This is a small area and the place is just overflowing with the 
undead. Run around the outer boundary of the area, killing up monsters. 
This is just in case you have to make a hasty retreat later if you get 
overwhelmed in the middle with Blood Raven and her army of Undead 
Zombies. Retreat to town if you need to get health up. Don't use the 
potions in your belt just yet. Save them for Blood Raven.

     For my recommendations on how to beat Blood Raven, look at 
Section G, Boss Guide.

     After beating her, and getting the stuff she drops, explore the 
area a bit and find the Crypt and Mausoleum. They don't pose much of a 
challenge and they contain Golden Treasure Boxes, which are just full 
of valuable treaure and filled with cash.

     Return to the Rouge Encampment and receive your reward from Kasha, 
a free Rouge.

Quest III: The Search for Cain
   Available when    : talk to Akara after finishing Quest II.
   Goal of Quest     : Rescue Deckard Cain in Tristram.
   Reward given      : Cain is rescued, and will identify your magical 
                       items for free!
                       Random Ring.
   Recommended Level : 6 - 10

     This is one of the hardest quest because the monsters are pretty 
tough, so I advise you to level up like mad before undertaking this 
quest, especially the ending part of the quest (when you go to the town 
of Tristram).

     Akara realises that you and the Sisterhood needs a good advisor. 
And that person is Deckard Cain. But he has been imprisioned in the 
town of Tristram. You must first get the Scroll of Inifuss which is 
found on the Tree of Inifuss in the Dark Wood. So, off you go once 
again...

     Go to the Stony Field. If you search around here, you can find a 
Waypoint, a cave (the Underground Passage you need to go to the Dark 
Wood), the Carin Stones (which will be needed later in your present 
quest), and a Moldy Tome. Reading the Tome will activate The Forgotten 
Tower Quest now. 

     Enter the Underground Passage. There are two levels to this 
dungeon. Although you only need to stay at Level 1, Level 2 is really, 
really small, but jam-packed with monsters and goodies to take, so 
explore that area as well. 

     Passing through the Underground Passage, it would be helpful if 
you've got CORPSE EXPLOSION by now, seeing that there are a huge amount 
of monsters here! BONE ARMOR also helps greatly if you get surrounded 
before you can make a corpse for the CORPSE EXPLOSION.

     After reaching the other side of the Underground Passage, you 
emerge at the Dark Wood. Search for the Tree of Inifuss (I still don't 
understand why a tree has a scroll. Oh, well). After you search it and 
get the Scroll of Inifuss, look for the Waypoint and go back to Akara 
for advice (namely, how to use the damn scroll in the first place). Or, 
stay awhile and fight baddies before returning. The monsters here are 
kinda strong but they do give good experience.

     Back at the Rouge Encampment, Akara reads the Scroll and gives it 
back to you. She tells you to find the Carin Stones found in the Stony 
Field (remember them?) and touch them in the order she marked in the 
Scroll of Inifuss to create a Portal to the Town of Tristram. So, use
the Waypoint to the Stony Field. 

     At the Stony Field, find you way back to the Carin Stones and 
right-click on the Scroll. A pattern will show the order you need to 
touch the Stones to activate the Portal. Do so and a red Portal with 
accompanying flashes of light will appear. Now, get ready to face a 
whole lot of monsters and uniques in Tristram...

     If you played Diablo 1, you may find that the town of Tristram 
sure has changed a lot. The monsters here are sure tough! Your minions 
may die a lot so be ready with Mana potions or a quick escape back to 
the Rouge Encampment via Town Portal. You'll probably meet Griswald
(remember him?) and a Unique off the bat the instant you walk a few 
steps. They are tough so you will really need to help out your minions 
against them, using melee attacks, casting AMPLIFY DAMAGE and CORPSE 
EXPLOSION often just to thin things out. Having a SKELETAL MAGE 
at this point with a Cold attack really helps out tremendously since 
they freeze the target for a limited time.

     After you defeat them, reorganize and create a few minions again. 
There are still some Uniques to fight, althought they aren't as tough 
as Griswald. Walk around the edge of town first to find Wirt's body 
(remember him? He's the kid with the super expensive stuff in Diablo 
1). Loot his corpse and get a fountain of gold coins and... his leg? 
(actually, his leg has a purpose but as of now, it's not needed so you 
don't have to get it. You can get it at the end of the game if you feel 
like playing an extra stage.) 

     Go to the middle of the town. Here you'll find a whole lot of gold 
and Deckard Cain hanging in a cage. Free him and he'll thank you but 
he's not greatful enough to allow you to go with him by the Town Portal 
he uses to get to the Rouge Encampment :).

     With that over, return to the Rouge Encampment. But, save the game 
first before talking to Akara. Copy the save file to a separate folder. 
Load the game again then talk to Akara. She'll give you a ring. If you 
think that the ring is just crap. Copy the save file from your separate 
folder back to the save directory in Diablo and load that game. Repeat 
until you get a good ring... or if it feels like too much work, never 
mind. Just talk to Akara.

     Finally, talk to Deckard Cain, he says he's greatful for saving 
him and as a reward, he'll follow you wherever you go and identify the 
magical items you get along your way! Yahoo! No need to waste money on 
Identify Scrolls ever again!

Quest IV: The Forgotten Tower
   Available when    : read the Moldy Tome in the Stony Field
   Goal of Quest     : Kill the Countess found in the Forgotten Tower.
   Reward given      : nothing really. But you do get a whole lot of 
                       cash for your effort!
   Recommended Level : 8 - 13

     Remember the Tome you read back at the Stony Field? Well, it tells 
you about the Countess and the riches that she had hidden. So, off you 
go to find if she's still wealthy although she's been corrupted by 
evil.

     Off you go past the Dark Wood and into the Black Marsh. Here 
you'll find a cave which leads to a Hole. You'll want to go here for 
the experience and the treasure that it has. The monsters in the Hole 
are not that tough, but in the second level of this dungeon, there's a
whole horde of several hordes (in other word: much more than a mess of 
monsters to fight), and a few Unique monsters so lots of magical 
equipment and experience to get, but also becomes easy to get killed, 
too.

     Also in the Dark Wood is the passage to The Forgotten Tower. It's 
easily identified 'coz the entrance looks like a trapdoor. The first 
level doesn't have any monsters so no problem there...

     Along the way, to the depths of the Celler (I thought it was a 
Tower? Never mind.), you will probably have your first battles with the 
Ghost-like creatures. They drain Mana as well as hurt you, so it would 
be wise to back-off and let your minions doing most of the work, while 
you lay back and CORPSE EXPLOSION the ones that die to help out. 
Hopefully, by this time, you've got a good SKELETAL WARRIOR and MAGE 
troop to go along with your sidekick CLAY GOLEM. That way, the SKELETAL 
MAGES can attack while the Ghosts approach and the rest of your minions 
close in for the kill, attracting their attention from you.

     Eventually, you'll reach the bottom of the Cellar and find lots 
and lots (and I do mean LOTS) of gold just lying around! And with all 
that gold, you should conclude that the Countess should be close by. 
Beef up your Minions to full then face her and her court.

     Refer to the Boss Section to find my recommended method of beating 
the Countess.

     After the battle, (I'll tell you ahead of time. She's a cakewalk) 
return to town so that you can store your piles of gold in your stash 
immediately. You wouldn't want to die with all that gold, now would you?

Quest V: Tools of the Trade
   Available when   : talking to Charsi after activating Quest IV.
   Goal of Quest    : Return the Horadric Malus to Charsi.
   Reward given     : Charsi will imbue one piece of equipment with 
                      magical abilities.
   Recommened Level : 10 - 16

     Now, talk to Charsi. She says that she lost her Horadic Malus in
the Barracks. So now, she wants to get it back because, with it, she 
will imbue one (Why only one? How about all?) piece of your ordinary 
equipment with magic abilities (basically, she'll take that item and make 
it into a Rare item. Pretty good, huh?) to help you on your quest.

     This quest will allow you to level up pretty fast, seeing that all
the monsters you're gonna fight are tough and plenty of them to go 
around. Also, it's a long way to the next Waypoint, so I suggest 
finally getting a Tome of Town Portal so you can keep a lot of those 
Scrolls of Town Portal easily in your limited inventory.

     Anyway, use the Waypoint back to the Black Marsh and find the 
Tamoe Highland. Here, even the weak Quill Rat versions (the Razor 
Spine) can really rack up the damage because they not only fire at a 
rapid pace, they also fire in a spread fashion, making it hard to 
dodge... and they usually come in groups of three or more!

     You'll probably face the Returned Mage, which are Evil's version 
of your SKELETAL MAGE. Since, you should know by now, they attack with 
elemental projectiles, it would be wise to take these guys out quickly 
if you're really weak at your resistances to the elements.

     Now, your next destination will most probably be at the entire 
upper right of the place, which is the Monestary Gates. This area is 
very small, so you should breeze thru this place and quickly enter the 
Outer Cloister. 

     The Outer Cloister is where you'll find the next Waypoint, and, 
boy, are you gonna need it! The baddies here are overwhelming, easily 
killing your SKELETAL WARRIORS with a few strikes, and your SKELETAL 
MAGES will probably your main attack force, keeping the monsters at 
bay. Hopefully, the MAGES you've summoned attack with Ice spells, 
slowing your opponents down so you and your CLAY GOLEM can rush in and 
break them into little pieces before they can attack.

     Unfortunately, there are a lot of Razor Spines here, too. So, your 
SKELETAL MAGES will get wiped out pretty quickly also, but at least not 
as quickly as your SKELETON WARRIORS. Once again, AMPLIFY DAMAGE and 
CORPSE EXPLOSION work their magic...

     Next, you should eventually enter the Barracks where the Horadic 
Malus is contained. Hopefully, a Well will be easily found. You may 
find yourself running back to the well more often than not with all the 
baddies here. Be careful! One of the doors you open will open up to the 
Smith Boss, who guards the Horadic Malus with his life!

     Refer to the Boss section with my way of killing the Smith.

     After the Smith is defeated and you've got the Malus, go back to 
the Rouge Encampment and return it to Charsi. She says you can now give 
her a piece of ordinary equipment for her to enchant it. 

     DON'T USE THE IMBUE YET! (Note that I even used a separate 
paragraph to tell you not to Imbue any of your equipment yet.) Save it 
until Act IV, when the equipment you'll get are already powerful by 
themselves when compared to the magic equipment you can get now! Trust
me! You can come back here anyway via Waypoint easily, even all the way 
in Act IV!

     By the way, DON'T USE THE IMBUE NOW!

Quest VI: Sisters to the Slaughter
   Available when    : talking to Cain after Quest V.
   Goal of Quest     : Kill Andariel in the Catacombs.
   Reward given      : passage to Lut Gholein (Act II). Also, you get 
                       to see a new movie!
   Recommended Level : 14 - 18

     Cain tells you that the evil here is probably cause by Andariel, 
the one who is responsible for banishing Diablo, Mephisto and Baal into 
the realm of the living in the first place. Killing her will probably 
stop the evil from propagating in the Rouge Monestary. So, off you 
go...

     After the Barracks, the next area will be the Jail. Now, the Jail 
has three levels to it and all of them are large and brimming with 
evil. It would be a good idea to have a full accompanyment of your own 
minions, especially the Skeletal Mages. This is because of the bars. 
You cannot run thru the bars but projectile attacks, like the ones that 
your SKELETAL MAGES use. Thankfully, there's a Waypoint here.

     After the hellish trip thru the Jail, you'll finally find yourself 
in the Inner Cloister. There will be a lot of those Razor Spines again 
hurling their quills at you, but since this in an open area, they 
should be easily dealt with when compared to the Jail levels. You will 
also find a Waypoint, which is good. After walking in the Jail for a 
long time, it's good to see progress (and now you can go back easily if 
you haven't sold or identified your magical items since your descent 
into the Jail).

     After clearing out the Inner Cloister (you have been cleaning out 
the areas for the experience, right?), enter the Cathedral. This area 
isn't so tough if you've gotten used to killing the Shamans early on 
when you encounter them. If you've reached Level 18 at this point, it 
would be good to have learned BONE SPEAR now because now you have an 
effective long range weapon against the Wraiths who suck up your Mana.

     With the Cathedral cleared, enter the last area of the entire act,
the Catacombs Being the last area, you can bet that this area will be 
chock-ful of evil's minions. And you'd win that bet hands down! Not 
only that, you and your minions will be facing a lot of Uniques, too! 
That's okay, tho, because the Waypoint will be at the 2nd level of the 
Catacombs for you to return to sell your unnecessary magical equipment 
you get from them and to heal after those battles!

     Level 4 is where Andariel is located so don't say I didn't warn 
you. She will be tough, no matter how prepared you are (unless you've 
managed to really get super-unheard of levels). She should be behind 
the big double doors, so clear out the minions on your side. Check your 
equipment and open the doors and face her.

     To see my suggestions on how to fight Andariel, check out the Boss 
Section.

     After the battle (hopefully she's the one dead), a red portal will 
open close to her body. You may want to get the stuff she drops and 
clear out the rooms for any extra baddies you may have missed before 
using the red portal back to town.

     With Andariel dead, the Rouges thank you for cleansing their 
Monestary of the evil and now Warriv can pass to the desert city of Lut 
Gholein. Talk to all the Rouges and bid them goodbye. Tell Warriv 
you're ready to leave and off you go to Act II!


---------
2. Act II
---------

Town/City: Lut Gholein

People : Jerhyn   - Leader of the City. Not really a useful NPC. He'll 
                    give you a quest.
         Cain     - Identifies items for free.
         Warriv   - Brings you back to the Rouge Encampment.
         Kaelan   - Guards the palace. He really has nothing to say but 
                    guard the palace.
         Elzix    - Has the Gamble feature that Gheed had, but with 
                    better equipment.
         Griez    - Has warriors that you can hire.
         Drognan  - sells you the specific class equipment like wands 
                    and staves.
                    Also the one selling attacking potions and scrolls.
         Atma     - Gives you a quest. After that, she's useless.
         Geglash  - Totally useless.
         Lysander - Sells you various potions.
         Fara     - The weaponsmith. She'll repair your equipment when 
                    damaged.
                    She's also the healer!
         Meshif   - Takes you to Kurast, the location of Act III after 
                    you finish off the quests of Act II.

QUEST I: Radament's Lair 
   Available when    : After talking to Atma
   Goal of Quest     : Kill Randament found in the Sewers of Lut 
                       Gholein
   Reward given      : all vendors will give you a discount.
   Recommended Level : 16 - 20

     Jerhyn will greet you first in the city. He tells that he is the 
leader of Lut Gholein but evil has been creeping in slowly in the lands 
that he controls. In fact, something has already befallen one of the 
townspeople and directs you to Atma.

     When you talk to Atma, she tells you that her husband and child 
were killed by monsters that climbed up from the sewers. Although the 
sewers are closed up, she wants revenge. She implores you to kill the 
monster that killed her husband and son in cold blood. No problem, 
right?

     There are two ways into the Sewers. One is close to Griez, the 
other one is next to the docks. Either way is fine. Most of the 
monsters (if not all of them) are undead. One of them (the Dried 
Corpse) releases a cloud of poison smoke after you re-kill them. In 
other words, don't get close to them after you kill them. In fact, let 
your minions kill them and CORPSE EXPLOSION on them.

     This place is pretty easy with a full accompanyment of undead 
evils to face. But, this place is a cakewalk. The Waypoint is on the 
second level. Going a level below that and you'll find Randament, the 
monster who killed the husband and son of Atma (I'm assuming). He's the 
Boss of the area.

      Look at the Boss Strategy on advice to beat Randament.

      After killing him (again?), the Quest is over! Go back to town 
and talk with Atma. She'll tell you that she has talked to the vendors 
and they have agreed to give you discounts on the wares they show you.

QUEST II: The Horadic Staff
   Available when    : you show the Horadic Scroll (found in the 
                       Sewers) to Deckard Cain.
   Goal of Quest     : Find the Horadric Cube, Horadric Shaft and Viper 
                       Amulet. Combine the Horadric Shaft and Viper 
                       Amulet with the use of the Horadric Cube.
   Reward given      : The Horadic Cube and Horadic Shaft (also the 
                       Viper Amulet)
   Recommended Level : 18 - 22

     This is a super massive quest. In fact, it encompasses another 
Quest! So, when you finish this quest, you also finish another one! Two 
for the price of one! Cool! Also, the reward, the Horadic Cube, is one 
of the most useful items in the game! I'll just list the things you 
have to do that doesn't belong with the other quests.

     With the Horadic Scroll in your inventory, talk to Deckard Cain. 
He will explain that you need to find the Horadic Staff which was 
broken up into two parts. You'll need to repair the Staff with the 
Horadic Cube. The Horadic Staff is the key to enter the prison of 
Baal, one of the Three Prime Evils.

     First thing to do, exit the Town and enter the Rocky Waste. You'll 
find the Stony Tome here. There is a Gold Chest in the Stony Tome and a 
whole lot of monsters to battle, but, they upside is you can get a 
whole lot of experience here... but they are tough if you are at a low 
level. Even a Level 18 Necromancer can have a hard time!

     Afterwards, from the Rocky Waste, find the passage to the Dry 
Hills. Here, you'll find a Waypoint and two paths to different areas. 
Also, you'll see the entrance to the Halls of the Undead. This will 
lead to the Horadric Cube, the first item of your quest.

     In the Halls of the Undead, there are a lot of monsters, most of 
them undead. There is also a creature (the Hollow One) that will 
ressurect your killed undead monsters, so as much as possible, take him 
out first or all your hard earned killing with be for nothing. There is 
a Waypoint here on the second level, and it's a good thing, too! You'll 
probably lose a lot of health fighting those monsters. 

     Finally, a the bottom of the Halls of the Undead, you can find a 
Gold Chest. It contains the Horadric Cube which you need. It'll 
probably be surrounded by monsters. A lot of them! It would be wise to 
lead them out or BONE SPEAR them from a distance and use CORPSE 
EXPLOSION to take them out en masse! Take the Horadric Cube to Cain and 
he'll congratulate you and explain how it works. You can also use the 
Horadric Cube to combine the same type of gems that you've gotten and 
combine three of them to upgrade them. You can also use the Horadric 
Cube to hold items!

     Next, by the Dry Hills is the entrance to the Far Oasis. There is 
a Waypoint here and the entrance to the Maggot Lair. You'll face a lot 
of Death Beetles here, which can be a pain because of their Lightning 
counterattack, so let your minions do the work in taking them out. 
You'll also have your first encounter with the Swarms (they're called 
Itchies here) and they can drain your Stamina with their attacks. More 
of a hassle rather than a problem, they can be taken out with relative 
ease.

     Anyway, enter the Maggot Lair. Hopefully, you've got BONE SPEAR 
because this is the most useful areas to use this spell! The hallways 
are so narrow that the monsters will have no choice but to line up! 
You'll face the Rock Worm and Sand Maggots. These monsters have the 
ability to lay eggs that hatch out their young version. But, with the 
BONE SPEAR and the small hallways, you can take them out with ease.

     In the third level of the Maggot Lair, you'll find Coldworm the 
Burrower, surrounded by a ton of Sand Maggots! And where there are Sand 
Maggots, you'll find their Young! This could, and will get ugly pretty 
quickly.

     Read the Boss Guide to find out how easily Coldward the Burrower 
is defeated!

     After the battle, you'll find the Gold Chest which contains the 
Horadric Shaft. Take it and make your way back to Lut Gholein (or use a 
Town Portal, but it's not necessary if you've cleared out all levels of 
the Maggot Lair). Show the Horadric Shaft to Cain and he will tell you 
that you now need the Viper Amulet and the combine that item with the 
Horadric Staff with the Horadric Cube to finally get the Horadric 
Staff, which you will need to open The Tomb of Tal Rasha, the reason 
why you're here in the first place.

     This will be accomplished in a later quest, specifically, the 
Tainted Sun quest.

QUEST III: The Tainted Sun
   Available when    : The sun goes dark. This happens when you enter 
                       the Lost City area.
   Goal of Quest     : Find the cause of the Solar Eclipe over Lut 
                       Gholein and fix it.
   Reward given      : Viper Amulet (Top part of the Horadric Staff)
   Recommended Level : 18 - 22

     Find your way to the Lost City. When you enter the area, all of 
the sudden, it will become night.  You may want to find the Waypoint 
and kill a few monsters to gain experience since you're here anyway. 

     Once you go back to town, talk to Drognan. He'll explain that the 
darkness is caused by something blocking the sun (Duh!). He wants you 
to find the source of the problem, which is probably close to the Lost 
City. So, off you go!

     Back at the Lost City, you'll have to find the path to the Valley 
of the Snakes. But, take a side trip to the trap door in the area that 
leads to the Ancient Tunnels. It's only one level and the monsters are 
pretty easy if you have a full compliment of minions with you. There's 
a Gold Chest here, so you know there's a lot of goodies to be had in 
the Ancient Tunnels.

     Anyway, when enter the Valley of the Snakes, there's only one 
place to go. That place is the Claw Viper Temple. That's where you'll 
find the Viper Amulet and what's blocking the sunlight. You'll fight 
the Claw Viper, who can charge at you that can cause Cold damage, and a 
Salamander who can do the same. Use the AMPLIFY DAMAGE and CORPSE 
EXPLOSION combo. Also, BONE SPEAR is great here if you happen to face a 
lot of them at once. It won't happen too much, but it's good to help 
your minions with this once in a while.

     On the second level, you'll face a swarm of Salamanders and a 
Unique. The Unique here is Extra Fast, so it would be in your best 
interest to help out your minions in taking out the monsters in the 
area quickly. Either take out the Unique first or the normal Salamander 
creatures (which I recommend so you have ammo for your CORPSE 
EXPLOSION).

     In the center of the second level of the Claw Viper Temple, you'll 
find the altar that contains the Viper Amulet. Apparently, the snake 
beings managed to use the Amulet to block out the sun (Why?). So, once 
you get the Viper Amulet from the Altar, the sun will shine in Lut 
Gholein again.

     Back at Lut Gholein, Cain will tell you that the Viper Amulet is 
actually the top part of the Horadric Staff. Place the Horadric Shaft 
with the Viper Amulet inside the Horadric Cube and Transmute the two 
item to create the Horadric Staff, the key into the Tomb of Tal Rasha.

QUEST IV: Arcane Sanctuary
   Available when    : Talking to Drognan after completing Quest III.
   Goal of Quest     : Find the Portal to the Arcane Sanctuary 
                       underneath the Palace.
   Reward given      : Entrance to the Arcane Sanctuary and a path to 
                       the Canyon of the Magi
   Recommended Level : 19 - 24
 
     After restoring the Horadric Staff, talk to Drognan. He will tell 
you that the entrance to the Tomb of Tal Rasha should be around the 
area. But, it was lost. There is a person who witnessed the 
imprisonment of Baal and Mephisto. He was the Summoner Horazon, who can 
control the forces and wills of different creatures. Drognan tells you 
to talk to Jerhym, who has requested to see you, and to tell you more 
about this.

     Go to the palace and talk to Jerhym. He tells you that the palace 
has been overrun by foul demons, which is why he hired Greiz's warrior 
mercenaries to guard the city. The palace guards are too busy 
protecting the palace from the demons. He also tells you that the 
bowels of the Palace must be where the entrance to the Arcane Sanctuary 
of The Summoner must be. The Arcane Sanctuary will also lead you to the 
Canyon of the Magi, where the Tomb of Tal Rasha is located.

     In the palace, you and your minions will face a lot of long-range 
projectile slinging undead creatures, like the Horror Archers and 
Horror Mages. They are plain annoying since the walls are grates which 
they can shoot thru while you are busy finding a door to get to them. 
If you are too lazy to do so, let your SKELETAL MAGES take them out 
from a distance with you casting BONE SPEAR and CORPSE EXPLOSION to 
quicken the process. The other baddies are no problem. Even the hulking 
Blunderbore, who will Stun you and your minions if his attack connects, 
are pretty easy to kill by now.

     Eventually, you'll find a portal that leads into the Arcane 
Sanctuary. Fortunately, the Waypoint is very close to the portal exit 
in the Arcane Sanctuary. So, return back to Lut Gholein for healing. 
This is gonna be a tough area!

     The Arcane Sanctuary has four paths to take. Three of them will 
lead to goodies and the fourth will have you battling the Summoner 
(hehe). The monsters here are tough! Suitable defense against Fire is 
great here. 

     Specters have good attack ratings, can fly so they don't have to 
follow the paths and bridges that you are limited to, and a whole pack 
of them can occupy the same place! Not only that, they suck your Mana! 
It's best to let your minions face them and you BONE SPEARing them from 
a distance so your Magic won't get sucked away.

     Hell Clan members are easy to deal with, even without your 
minions! So, no problem here. Just take them out in melee combat or let 
your minions do them in. No sense in wasting Mana on them. In fact, 
it's fun to let your SKELETAL MAGES kill them when you're in a 
different bridge than the Hell Clans are!

     Now, the toughest monsters in my opinion the the Arcane Sanctuary 
would have to be the Ghoul Lords. They can cast Fire Wall with deadly 
accuracy, throw Fire Balls with tremendous accuracy and, when they hit 
you with their melee attacks, they'll absorb some of your Health to 
theirs! As much as possible, get close to them quickly and kill them as 
fast as you can! They can be a tremendous bother in large packs of 
monsters because they can assault you with their Fire spells and the 
other monsters block your avenues of escape. 

     The next quest, the Summoner, will finish off the Arcane Sanctuary 
quest as well.

QUEST V : The Summoner
   Available when    : you get close to the location of the Summoner in 
                       the Arcane Sanctuary
   Goal of Quest     : Kill the Summoner of the Arcane Sanctuary.
   Reward given      : Learning the true symbol of Tal Rasha
   Recommended Level : 19 - 24

     When you get to a certain place, you'll see a new quest pop up. 
This means you are close to the Summoner and completing Quest IV as 
well. You'll also have to face a lot of monsters getting to him. Lead 
them away from the Summoner and take them out one by one.

     To find out how wussy the Summoner is, read my Boss Guide.

     After you take out the Summoner, or while in battle with the 
Summoner (Yes! He IS that easy to kill!), read the Horazon's Journal. A 
portal will open, gaining you access to the Canyon of the Magi.

QUEST VI: The Seven Tombs
   Available when     : talk to Jerhym after Quest I
   Goal of Quest      : Kill Duriel.
   Reward given       : passage to Kurast Docks (Act III). Also, you 
                        get to see a new movie!
   Recommeneded Level : 19 - 24


     You can get this quest very early if you talk to Jerhym after 
killing Randament. But, this is the only time you can do something 
about it. Anyway, when you talk to Jerhym after Quest I, he will tell 
you about the Seven Tombs and one of them is the Tomb of Tal Rasha.

     Going thru the portal from the Arcane Sanctuary, you will end up 
in the Canyon of the Magi. Activate the Waypoint here since it's so 
close. Head back to town and heal up and repair equipment and stuff.

     Return via Waypoint and search the surrounding area. You will find 
seven Tombs of Tal Rasha. Six of them are fake, and only one of them is 
the one you are looking for. In front of each tomb is a symbol. Look at 
your Quest Log and you will see the symbol for the True Tomb of Tal 
Rasha. When you see it in front of a Tomb, that's the one that will 
lead you to the final battle of Act II.

     But, like before, enter each of the fake Tombs first to build up 
experience. The bad guys here give a hefty amount of experience, and 
believe me, you're gonna need it for the Boss of Act II. Besides, the 
monsters here aren't so tough and each of the fake tombs has a Gold 
Chest. In fact, you may want to save and load the game a few times just 
so you can level up a few times.

     When you do decide to enter the True Tomb of Tal Rasha, you'll 
eventually find an Orifice, where you should place the Horadric Staff 
in order to unlock the entrance to the burial place / prison of Tal 
Rasha and Baal. Once you do so, a passageway will open that leads to 
the Boss of Act II.

     Sadly, you are too late! The Dark Wanderer has already been here 
and released Tal Rasha / Baal from his prison. In his place, the 
Wanderer has left Duriel, I assume is one of the Lesser Evils.

     To read why Diablo II players are calling him the toughest Boss in 
the entire game of Diablo II, refer to my Boss Guide. (PS. I agree with 
them!)

     After the toughest battle yet, and Duriel is down, the cave will 
start crumbling, revealing a pathway leading to where Baal was 
imprisioned. You will find the Archangel Tyrael. He tells you that 
Diablo / The Dark Wanderer and Baal / Tal Rasha have left for the town 
of Kurast. They seek to revive the last imprisioned Prime Evil, 
Mephisto. Tyrael gives you the holy mission to follow them and stop 
them before its too late. At this point, a portal leading back to Lut 
Gholein will open. Step in.

     Say your goodbyes to the townspeople of Lut Gholein and then talk 
to Meshif. Now that he is able to leave the docks, he tells you that he 
will gladly bring you to the port town of Kurast.

----------
3. Act III
----------

Town/City: Kurast Docks

People : Hralti  - Weaponsmith. Repairs your weapons.
         Cain    - Identifies items for free.
         Natalya - Useless NPC.
         Ormus   - Heals you for free when you talk to him.
                   Sells specific class weapons (wands for example), 
                   potions and scrolls.
         Asheara - Has warriors for you to hire.
                   She also sells weapons!
         Alkor   - Sells potions. 
                   He's also the one with the GAMBLE feature.
         Meshif  - Takes you back to Lut Gholein if you want.

QUEST I: The Golden Bird
   Available when    : You find the Jade Figurine
   Goal of Quest     : Trade specific items to the townspeople to make 
                       them happy?
   Reward given      : Added 20 points to Life
   Recommended Level : 22 - 25

     Once you talk to all the townspeople and go for the exit, you'll 
SEE THE DARK WANDERER just taking a stroll. When you get close, he 
dissapears and small demons appear. Kill them off easily, but it does 
tell you that you are close to the ending, huh?

     Enter the Spider Forest. Here, you'll encounter the Fetishes and 
the Fetish Shamans. The Fetishes with daggers aren't much of a problem 
because they have to get close to you to attack, but they can wreck 
havok on your minions, especially the SKELETAL MAGES, since they rely 
on long-ranged attacks. The Fetishes with blowdarts are worse, 'coz 
they can pelt you from long-range, across rivers and offscreen. Not 
only that, they run pretty fast when you get close.

     Now, the worse of the Fetishes, the Fetish Shaman. He has a Flame 
Breath attack that can wipe out your Life quickly for the unprotected. 
Better use the BONE SPEAR rather than get close and risk getting hit by 
it. By the way, once you kill the top part (actually, the top part 
isn't real! It's just a doll that the lower Fetish is using to fool the 
other Fetishes to follow him! So, you cannot ressurect the Fetish 
Shaman corpse), there will be another Fetish that you have to kill!

     While in the Spider Forest, you'll eventuall kill a Special 
Monster (Unique or Champion) which will drop a Jade Figurine. Well, you 
have no use for it, right? But, maybe Deckard Cain can identify it's 
use.

     Once back in Kurast, talk to Cain. He'll identify it as... a 
statue. That's it? What the hell am I gonna... oh, wait... Cain then 
tells you that on your way to Kurast from Lut Gholein, Meshif mentioned 
to Cain that he (Meshif, that is) collects statues like the one you've 
got. So, go have a chat with Meshif.

     Showing the Jade Figurine to Meshif, he's happy 'coz now he 
finally completed his collection of Jade Figurines. In return for the 
Jade Figurine, Meshif trades it for a Golden Bird statue. Now, you 
still have no use for this, so go show it to Cain.

     Cain takes a look at the Golden Bird statue and remembers a story 
about a great man who died and was cremated. His ashes were put in a 
statue just like the Golden Bird. So, what now? Alkor may have a use 
for this, so go to his tent and show him the statue.

     Alkor takes the statue from you and tells you to return in a 
while. He's going to make a potion from the ashes inside the Golden 
Bird. Talk to him again and he'll give you a Potion of Life. Drink it 
down and you'll get 20 points to Life permanently.

     That's it! Lame quest, wasn't it?

QUEST II: Blade of the Old Religion
   Available when    : After Quest I, talk to Hralti
   Goal of Quest     : Retrieve the Gidbinn.
   Reward given      : Random Ring and a free Mercenary
   Recommended Level : 23 - 26

     Hralti tells you that the barrier that is currently protecting the 
Kurast Docks is getting weaker and weaker as time goes by. It isn't 
going to last for long. The only thing that will strengthen it again is 
the Gidbinn, a legendary weapon with mystical properties. Ormus will 
use the Gidbinn's powers to reinforce the barrier.

     Back in the Spider Forest, find the Spider Cavern. It's filled 
with Spiders (Duh!) and has a Gold Chest. Clear out the Spider Cavern 
for good experience. You can also try out getting a mercenary from 
Asheara to be impressed with his skills in killing them. Watch out, 
tho! If he gets poisoned, he's dead for sure!

     Pass the Spider Forest, enter the Great Marsh. Explore the area 
and you'll eventually find a Gold Chest in the area as well. Watch out 
for Gloam, who has a Lightning Spell. Not only that, the Gloam is hard 
to see. You can see him while invisible by looking at the light radius 
surrounding him. Also, watch out for River Stalkers. They are hard to  
hit with melee weapons, but projectile attacks work well on them!

     After the Great Marsh, you'll go to the Flayer Jungle. You'll meet 
the Flayers, brothers of the Fetish, but much tougher. Also, you'll 
find the Swampy Pit. The Swampy Pit isn't needed to finish anything, 
but that OK. You can get a whole lot of experience here.

     The Flayer Dungeon is also located here, and you'll need to 
remember the location 'coz you will need to go there for the next 
quest.

     Anyway, continue searching the the Flayer Jungle, and the Gidbinn 
will be found in a village. But when you touch it, the Gidbinn burns up 
and then Rat Men and a Unique will appear. Kill them off, especially 
the Unique because he's the one carrying the real Gidbinn. Redeem the 
Gidbinn and return to Kurast Docks.

     Back in town, give Ormus the item and he will use the weapon to 
reinforce the barrier. For a reward, Ormus will give you a ring (Random 
abilites. Save the game and copy the file to a different folder. Replay 
the game. If you don't like the ring, simply exit the game and then 
copy the save game back to the save directory of Diablo II.) and you  
can go talk to Asheara to get a free mercenary volunteer (or not if 
you don't want to).

QUEST III: Khalim's Will
   Available when    : Talking to Cain after your encounter with the 
                       Dark Wanderer
   Goal of Quest     : Find Khalim's Eye, Khalim's Brain, Khalim's 
                       Heart and Khalim's Flail scattered all over 
                       Kurast. Use the Horadric Cube to combine all 
                       these items into Khalim's Will.
   Reward given      : Khalim's Will
   Recommended Level : 24 - 30

     You can get this quest after the first quest even though you 
haven't gotten the second quest. I have to mention that this quest is 
pretty similar to Quest II in Act II, the Horadic Staff. You have to 
find four items this time and then use the Horadric Cube on the four 
items to create Khalim's Will.

     Cain will tell you that since your mission here is to find and 
destroy Mephisto, he tells you about the Compelling Orb, which hides 
the lair of Mephisto. The only way to detroy it is to find the body 
parts of Khalim, the former Que-Hegen of the Zakarum Church. His body 
part were scattered all over the land of Kurast. You need to combine 
the said parts with Khalim's Flail to create Khalim's Will, the only  
weapon that can smash the Compelling Orb.

     First off, you have to go back to the Spider Forest. Find the 
Spider Carvern, the other dungeon other than the Aracnid's Lair in the 
area. Like the Aracnid's Lair, the Spider Cavern is filled with giant 
spiders. There are also Giant Lampreys, which are like the Sand Maggots 
back in Lut Gholein. Find the Gold Chest in the area to find Khalim's
Eye, the first item.

     Next, go back to the Flayer Jungle and find the Flayer Dungeon. 
The baddies here are previous monsters you have encountered while on 
the surface, so at least you already know what you're up against. Go to 
the third level of the dungeon and open the Gold Chest you find to 
retrieve Khalim's Brain. Two down. Two to go!

     For Khalim's Heart, go to Lower Kurast, the area just after the 
Flayer Jungle. Lower Kurast has new monsters, namely the the Tree 
Lurker, which are just tougher Cave Leapers, and Zakarumites, former 
follwers of the Order of Zakarum. The monsters here are pretty easy to 
kill, and there's very little chance to get overwhelmed, thanks to your 
minions. Since this is a relatively safe place, Lower Kurast is a great 
place to level up a bit.

     Now, go past Lower Kurast into the next area, Kurast Bazaar. Here, 
you will find the Sexton. Sure, she has a funny name but her abilites 
are hard to laugh at! She can heal the Zakarumites and teleport around. 
Because of this, you will usually see the Zakarum now run away when you 
hurt them, so they can get healed by the Sextons. This area can get
tough if, all of a sudden, you get surrounded by Zakarumites and a 
couple of Sextons.

     Anyway, find the Sewer entrance. There should be a couple of them. 
Enter either one. It doesn't matter. The Sewers is a very big place, so 
it would be wise to check the map once in a while if you don't leave it 
on. You could get lost. Khalim's Heart is located on the second level. 
But you have to open the door to the second level with a lever. So, 
find the lever, then find the entrance to the second level of the 
Sewers. On the second level, find the Gold Chest and pick up Khalim's 
Heart. You're almost there...
     
     The last item you need, Khalim's Flail will be finished in another 
Quest, specifically, Quest V, The Blackened Temple.

Quest IV, Lam Esen's Tome
   Available when    : talk to Alkor after entering Lower Kurast
   Goal of Quest     : Give Lam Esen's Tome to Alkor.
   Reward given      : added Five (5) stat points.  
   Recommended Level : 27 - 29

     After entering Lower Kurast, return to Kurast Docks. Talk to 
Alkor. Since you can go to Kurast and face the monsters there, Alkor 
remembers Lam Esen, who has done studies on the effects of the Three 
Prime Evil on the world. It will be of great help to you and the world 
if it were to be found again. It was lost in one of the temples of  
Kurast. So, back you go into Kurast!

     There are six temples in Kurast which are accessable by stairs you 
have to touch to open them. But, Kurast is split into three parts, 
Kurast Bazaar, Upper Kurast and, finally, Kurast Causeway. Each of 
these areas have 2 temples each. Lam Esen's Tome is located in one of 
those temples and it seems that it is always placed in the Ruined 
Temple, found in the Kurast Bazaar area. But explore all the temple 
anyway for experience.

     Once you find it, return to town and give Lam Esen's Tome to 
Alkor. As a reward, Alkor will boost your character stats with five 
points. Too bad it's not a level up, tho.

Quest V: The Blackened Temple
   Available when     : Talk to Ormus after you enter Travincal
   Goal of Quest      : Kill all Council Members of Travincal and 
                        destroy the Compelling Orb.
   Reward Given       : Access to Durance of Hate
   Recommended Level  : 27 - 30

     Once you enter Travincal, return to Kurast Docks. Have a chat with 
Ormus. He'll tell you basically that the Zakarum Council Members have 
already been corrupted by Mephisto's dark powers. Now, those former 
holy people are now guarding the Compelling Orb, which appears to be 
controlling the evil in the area. He hopes that you are able to destroy
the Compelling Orb and kill the Council Members guarding it. Since it 
is one of your quests anyway (Remember Khalim's Will?), go ahead!

     Now, enter Travincal and activate the Waypoint if you haven't yet! 
This is a really tough area! Not only are the Zakarumites (now called 
Zealots) and Sextons back in full force, they are now joined by the 
Night Lords, which are tougher versions of the Ghoul Lords! Night Lords 
have all the spells and properties of the Ghoul Lords, they also have 
the spell Meteor! If you're standing on a piece of ground that has a 
circle of red, GET OUT OF THAT SPOT IMMEDIATELY! That's where the 
Meteor is gonna hit.

     I suggest that you clear out the upper border levels first of 
monsters and slowly work your way to the upper center of the area where 
the High Council members are located. It's bad enough to face all the 
baddies at once, but add a Council Member or two into the mix, you'll 
soon find your way running all the way to the Waypoint to escape!

     It's also in your best interest to take on once Council Member at 
a time, so move to the upper center structure slowly and wait for a 
Council Member to come out then run away and lead them (the Council 
Member and his minions) to a safe place where you can move around and 
take them out from a distance with BONE SPEARS, AMPLIFY DAMAGE and 
CORPSE EXPLOSIONS. Your minions will take a beating but they will 
distract the monsters chasing you from your Necro. 

     Anyway, one of the Council Members has Khalim's Flail. So, when 
you find it, return to town and use the Horadric Cube to combine 
Khalim's Eye, Brain, Heard and Flail together to obtain Khalim's Will. 
Return to the upper center structure and enter the building to find 
the Compelling Orb. Equip Khalim's Will as your weapon and smash the
 Orb. The stairs in the center of the room will open up, leading you 
into The Durance of Hate, where you will find Mephisto and the rest of 
the High Council Members waiting to take you out.

Quest VI: The Guardian
   Available when    : talk to Ormus after returning the Tome of Lam 
                       Esen to Alkor
   Goal of Quest     : Kill Mephisto.
   Reward given      : passage to the Pandamonium Fortress(Act IV). 
                       Also, you get to see a new movie!
   Recommended Level : 27 - 30

     Now, to find Mephisto. The mosters in the Durance of Hate are real 
tough. Not only that, it's harder to run away from them since it isn't 
an open space like in Travincal. Take it slowly and keep your supply of 
minions up. It's a good thing there is a Waypoint in the second level 
of this dungeon. But you know what this means. Mephisto is on the third 
level. Clear out all the baddies in the second level so you can run up 
quickly if the battle gets too intense on the third level. 

     On the third level of the Durance of Hate, the instant you enter, 
you'll probably encounter a few Blood Lords and a Council Member. They 
are tough, but don't get any bright ideas of running away into any 
unexplored area of the third level of the Durance of Hate! Mephisto 
lies waiting and also two more Council Members and their minions. So,  
if you get into trouble with the monsters you are facing now, run up 
into the second level, heal up and return to town, if necessary.

     Mephisto lies just opposite of the entrance of the third level, so 
you may want to go to the other areas (the left and right areas if 
north is where Mephisto is), before taking on the big guy right now. 
This way, you take out the other High Council Members out before taking 
on the eldest of the Prime Evils.

     Once you've cleared the area of the Council Members and Uniques, 
refer to Section G, Boss Guide to see how to take on Mephisto.

     After your battle with Mephisto and he is broken, a Red Portal 
will open up. But before you enter the portal to the Pandamonium 
Fortress, collect the Soulstone from Mephisto's body. You'll need it 
for later.

---------
4. Act IV
---------

Town/City: Pandemonium Fortress

People : Tyrael  - Gives you a quest. But that's it.
         Cain    - Identifies items for free.
         Halbu   - Weaponsmith. 
         Jamella - Healer, sells potions and specific Class weaponry.
                   Not only that, she provides the Gamble option.

QUEST I: The Fallen Angel
   Available when    : Talk to Tyrael
   Goal of Quest     : Kill Izual
   Reward given      : Two free Skill Points
   Recommended Level : 28 - 31

     The Pandamonium Fortress is the last remaining outpost of Heaven 
in the relm of Hell. With this in mind, it's painfully obvious that 
there are no mercenaries available to you! Thank God for your minions! 
But first, it's nice to outfit yourself with the best equipment you can 
have. Remember the Imbue reward way back in Act I? Now, it's time to  
use it!

     Get the best armor you can buy. If you can get Superior Gothic 
Armor with high Defense and Durability, get it. It'll be worth it! Save 
the game and copy that file to a separate directory. Now, load the game 
again and take that armor to Charsi and Imbue it to get a new piece of 
Unique Armor! If you don't like what comes out, simply exit and copy  
the old save game back to the Diablo II save directory.

     [FROM: Jason Lane

     Imbues.  Don't even use them in Act IV.  Wait til at least 
level 40 or so to use them.  Imbuing is entirely dependant on character 
level, and I waited until level 50 to use mine. :) ]


                                                            -Jason Lane

     Talk to Tyrael, and he will tell you about Izual, a former Angel 
who has become corrupted by Diablo and his brothers. As punishment, 
Izual's body has been twisted and reshaped to show what his soul looks 
like... hideous and monstrous. Tyrael cannot take this anymore, so he 
charges you to kill Izual and relieve him of his eternal torment.

     When you leave the Pandamonium Fortress, you'll immediately know 
that this is indeed Hell. New monsters abound and they are plentiful! 
The first area, just outside the stairs of the Pandamonium Fortress, is 
called the Outer Steppes. There are a lot of monsters here... so 
getting surrounded here is pretty easy.

     You'll face the Flesh Spawners, who can spit out Flesh Beasts, 
which are just like the ones you've encountered when you got close to 
the Dark Wanderer at the start of Act III. Take out the Flesh Spawners 
quickly or you could get overwhelmed by a swarm of Flesh Beasts.

     The Doom Knights, which are just like Paladin warriors are good at 
swords attacks and pack a mean wallop. It's a good thing your minions, 
especially your IRON or FIRE GOLEMS are tough enough to stand up to 
them. Help out your minions with AMPLIFY DAMAGE and CORPSE EXPLOSIONS.

     Finally, the Corpulents, who can eat dead bodies to replenish 
life, aren't that tough, but they do possess a poison spit attack. They 
are pretty easy to kill, but if they are surrounded by the others, this 
could get ugly.

     Make your way to the Plains of Despair. Izual is here, and a few 
more monsters, like the Doom Casters, who are like the Gloams but with 
auto-tracking projectiles and the Pit Lords, big hulking brutes whose 
blows can stun you. 

     Before facing Izual, you may want to read a good way on defeating 
him in the Boss Guide.

     After Izual is dead and his soul released, Izual reveals that it 
was he who told the Three Prime Evils how to corrupt the Soulstones, 
so, in fact, he wasn't corrupted by them. He was corrupted already!

     With your coversation with Izual is over, head back to Tyrael. 
He'll say that he is dissapointed with his brother, but since you did 
complete your mission, he allows you to develop your skills with two 
Skill Points.

QUEST II: The Hellforge
   Available when    : Talk to Cain after completing Quest I
   Goal of Quest     : Collect the Hellforge Hammer and smash 
                       Mephisto's Soulstone.
   Reward given      : Lots of gems.
   Recommended Level : 28 - 31

     Now, Cain will tell you that in order to destroy Mephisto's evil 
forever, you must smash his Soulstone that contains his essence. In 
order to do so, there is only one place and one item that can do so, 
the Hellforge and the Hellforge Hammer. Both are located in the River 
of Flame.

     Return to the Plains of Despair and pass it to enter the City of 
the Damned. More new baddies are located here and all of them are 
tough. It's a good thing there's a Waypoint in the area for you to make 
a quick escape back to the Pandamonium Fortress. But, they do give off 
a healthy chunk of experience points!

     Pass the City of the Damned and enter the next area, the River of 
Flame. Here, you'll find new and improved monsters to kill. All of them 
are just revisions of the monsters you have faced before. But, they are 
plentiful and tough. Use your minions to take most of the heat away 
from you while you pelt away with BONE SPEARS and CORPSE EXPLOSIONS.

     Here, you will also face Hephasto the Armorer, and he holds the
Hellforge Hammer. So, you have to kill him to redeem the Hammer. He is 
bound to be surrounded by a group of Blood Maggots (like Sand Maggots) 
and the like, so be careful!

     To see how to defeat Hephasto the Armorer, refer to Section G. 
Boss Guide for info.

     After Hephasto is dead, he will drop the Hellforge Hammer. Pick it 
up and then take it to the Hellforge, which should be pretty close to 
where you encountered Hephasto. Once again, the place will be swarming 
with baddies. Clear them all out with AMPLIFY DAMAGE and CORPSE 
EXPLOSIONS with your minions help, of course.

     With the place clean of monsters, you can now work in peace. Place 
Mephisto's Soulstone on top of the Hellforge. Equip the Hellforge 
Hammer and use it to smash Mephisto's Soulstone into small fragments. 
The fragments are various gems, so pick them up. 

      Move past the Hellforge a bit and find the Waypoint so you can 
return to Tyrael and give a report. But first...

     Since you've got all these Gems, and you have been saving and 
upgrading Gems since the start of the game, it's time to finally use 
them! It's near the end of the game anyway. Better make the best 
Headgear and Shield you can now before the final battle!

     Go back all the way to the Pandamonium Fortress and get a really 
good Socketed Crown or Socketed Great Helm and stick in a Skull. This 
will replenish some life and Mana while you run around avoiding 
attacks. Also, stick in an Emerald in that piece of Head Gear. This 
will increase your Dexterity value, so you can hit more accurately and 
dodge attacks better.

     Go get a Socketed Gothic Shield. Now, put in as many Diamonds (two 
is good enough) so your resistance to all elemental attacks will 
increase. You may want to stick in a Skull so that damage will be 
returned to the monsters who do manage to strike you. But I prefer to 
add an extra Amethyst instead of a Skull to increase your Defense 
rating.

     [FROM: Jason Lane

     Your advice telling everyone to build 3d (triple diamond socketed)
shields is dead on.  However, make them Tower Shields, not Gothic.
Higher blocking is the best attribute a shield can have, and
imperative..  If you have trouble locating a Tower Shield, wander Act 3
for a while.  They show up there regularly. 

     Gems in equipment, other than a 3d shield, are basically garbage
compared to exceptional rares.  Gems at higher difficulties are mainly
useful to brew up full rejuvenation potions - and you want your shield
to be three diamonds, not two diamonds and a sapphire, because of the
resistance reduction in the higher difficulties! ]
                                                   

                                                            -Jason Lane

     After getting the best mix of Gemmed Headgears and Shields, talk 
to Tyrael. He will give you two more Stat points for you to better your 
skills. You're gonna need it! Why? It's nearly the end of the game!
    
QUEST III: Terror's End
   Available when    : Talk to Tyrael after completing Quest II
   Goal of Quest     : Kill Diablo.
   Reward given      : The Epilogue cinema of Diablo II.
   Recommended Level : 28 - 32

     With Mephisto's Soulstone out of the way, Diablo is next. Diablo 
is being protected in the Chaos Sanctuary. He is your target now. 
Tyrael charges you to find Diablo and finally destroy his evil forever. 
Easier said than done, pal!

     Use the Waypoint and use it to go to the River of Flame. You will 
meet Hadriel, the Angel guarding the path to the Chaos Sanctuary to 
ensure that the forces of evil do not suddenly charge forth into Earth. 
He lets you pass and informs you that Diablo is protected by 5 seals. 
In order for Diablo to appear, you must break all 5 seals and the Lord 
of Terror will appear in the center.

     You will have to pass a series of floating bridge islands to reach 
the Chaos Sanctuary, where Diablo resides. But, blocking your way are 
Hell's full force of lower monsters. A whole herd of baddies are to be 
fought on these island bridges. And you haven't even entered the Chaos 
Sanctuary proper yet!

     After wading thru the hordes of monsters, you will finally enter 
the Chaos Sanctuary. Being the last line of defense of Hell, all the 
monsters you will fight here are gonna be hard to defeat!

     First and foremost, the Storm Casters can suck up Mana points, 
become invisible and shoot tracking projectiles at you and your 
minions. It would be wise to lead them away and let your minions take 
most of the heat. BONE SPEAR works great here in taking them out en 
masse while the baddies are busy trying to whack your minions.

     The Venom Lords are just like the Pit Lords. But, by this time, 
they just look imposing. Even in large groups, they aren't too hard to 
defeat especially with a FIRE GOLEM and AMPLIFY DAMAGE. 

     The hardest monsters here would have to be the Doom Knights and 
Oblivion Knights! You may have faced Doom Knights before, but when they 
are this plenty and have an Oblivion Knight, who can cast Iron Maiden 
and Decrepify Curses on you, with them, you can die in a blink of an 
eye! Oblivion Knights are just like Undead Necromancers! They have  
various curses that they can cast, and they also have the Bone Spirit 
tracking spell with them! As much as possible, kill the Oblivion 
Knights off first! They can be a bitch!

     I prefer to have a lot of Town Portal Scrolls in a neat Tome just 
in case. This is where the use of FIRE GOLEMS are greatly appreciated. 
It loves to charge into the middle of a group of monsters. And, WHEN it 
dies (you can be sure it will die after being overwhelmed), the 
resulting explosion will kill of the baddies surrounding him! Create a 
new FIRE GOLEM quickly and repeat. Help out the process with AMPLIFY 
DAMAGE and CORPSE EXPLOSION to take out the baddies quickly.

     After polishing all of the monsters in the Chaos Sanctuary, go 
find the seals. But be careful, 3 of the seals will also release 
monsters and very tough Uniques! This is when you should use those Gems 
you've been collecting and the Imbue reward from Charsi from way back 
in Act I! 

     Since the sealed Uniques are tough, read Section G, Boss Guide to 
see ways on how to defeat them.

     After all the seals have been broken and all the Uniques have been 
killed, Diablo will emerge from the center of the Chaos Sanctuary for 
the final face-off against Good and Evil! I hope you're ready!

     The final battle with Diablo is described in Section G. Boss 
Guide. Get ready!

     After the aurodous battle with Diablo, collect the magic Items 
that he drops because they are almost always good! If you still have 
time, talk with Tyrael and Deckard Cain to hear their words of praise 
for your work!

     [FROM: Jason Lane

     Above all, you need to keep in mind strategically that Act 4, 
Normal difficulty, is not the end of the game.  Heck, to anyone who's 
actually been through the entire game ([Nightmare]/Hell), everything 
through level 30 is the beginning, and one that only takes a day or two 
to get through at that. ]


                                                            -Jason Lane

     That's it! You have finished Diablo II! Now, all you've got to do 
is wait for the add-on to find out what happened to Baal! 

-----------------------------------------------------------------------
G. Bosses Guide:

     NOTE: It's always good to have BONE ARMOR active when battling the 
Bosses to limit the physical damage done to you. Re-cast BONE ARMOR 
when it gets destroyed, but be sure to run away from a Boss anytime you 
feel your Necromancer is about to bite the dust. Heal up and then go 
back to the Boss.

-------------
Act I Bosses:
-------------

1) BOSS   : Blood Raven

ABILITIES : Bow and Arrow attack
            Fire Arrows
            Rapid Arrow
            Summon Undead

STRATEGY  :    Blood Raven is pretty easy if you're totally ready for
            her. As I said in the walkthru, it's smart if you clear out 
            the baddies around the border of the area. Afterwards, move 
            in to the center of the Cemetery to face her and her 
            minions.

               It would be great if you had a long range attack, but 
            all you have now is TEETH, and that's pretty useless! And 
            I'm not suggesting to switch to bow and arrows for this 
            battle either. So, you'll have no choice but to go toe-to-
            toe with her. But she won't like that, being an archer.

               With your minions by your side, charge in quickly! 
            Almost surely, they will attack HER minions and not her, so 
            they won't be of much help for this battle. So, you're the 
            one who has to smash her without relying on your minions 
            for the first time.

               Run towards her in a zig-zag fashion to avoid her 
            arrows. When you get close, wail at her with your weapon! 
            It's a difficult battle only because she runs extremely 
            fast for a tall girl (not that I'm saying all girls run
            slowly! I mean, I admire the WNBA players!). You'll have to 
            chase her around a lot. If you've got a weapon that can 
            inflict COLD damage, the battle will be easier 'coz she
            won't be able to run fast anymore when she's frozen.

               What you need is against Blood Raven is actually good 
            Stamina! As long as you have got the Stamina to chase after 
            her, Blood Raven shouldn't be a problem.

2) BOSS   : The Countess

ABILITIES : Fire Axe
            Fire Wall

STRATEGY  :    Cakewalk. She doesn't really seem like a boss when you 
            face her! It may be a bit hard because she has assistants 
            with her. But you've got an army of undead monsters with 
            you, so no problem!

               Once you enter the room where she's at, she'll cast Fire 
            Wall at the entrances of the area so you'll take an 
            enourmous amount of FIRE damage if you try to leave the 
            battle. But, you've got Town Portal Scrolls, so you can 
            actually escape at any time you want. The joke's on her! 
            Not that you'd want to leave, tho.

               Anyway, lay back and let your minions smash up her 
            assistants, helping out with your AMPLIFY DAMAGE and CORSE 
            EXPLOSION spells. If some of your minions die, no problem! 
            Just make new ones during the battle. Eventually, The 
            Countess will be all alone against your entire army of 
            minions. AMPLIFY DAMAGE on her and let your minions have 
            fun smashing her to pieces.

               In fact, the Countess doesn't really feel like a Boss. 
            The only thing that makes her tough is if you get trapped 
            between her minions and get stuck in her Fire Wall attack.

3) BOSS   : The Smith (Extra Strong)

ABILITIES : Overhead Smash

STRATEGY  :    Hard to beat! It gets easier on the higher levels. But 
            as for now, let's say your Necromancer is around Level 12 
            to 16. Not high enough to have BONE SPEAR, where you can 
            just pelt at him from long range. So this isn't an option 
            yet. He's extra strong, which means one swipe from his 
            attack will cause that red globe at the lower left of your 
            screen become transparent pretty quickly! Your minions 
            don't fare well against him, especially the SKELETONS, who 
            pretty much crumble with one swing. So, what's a poor 
            Necromancer to do? There are two ways, actually, which I
            found to be effective, and they all involve the WELL in the 
            area.

               When you meet up with The Smith, chances are he's with a 
            bunch of Devilkin and Shamans, so take the battle away from 
            there! The Smith is hard enough by himself and with those 
            pesky ressurecting fiends there... it's gonna be triple 
            hard! So, run away and lead The Smith (and a few Devilkins) 
            away from their room. Run all the way to the WELL, but kill 
            of as many Devilkins that manage to follow you.
             
               Now, when it's just you and The Smith with the well 
            close by, you've got two options. Both of them are Mana 
            extensive but work very well! 

               The first way is to cast AMPLIFY DAMAGE and create 
            minions constantly, using the dead Devilkins for SKELETON 
            WARRIORS and MAGES and CORPSE EXPLOSION if The Smith is 
            close by. Also, run close and hack away at him and quickly 
            run away to avoid his attack. Use the Well to replenish 
            your Mana and let it recharge by running around The Smith.

               Another method is to use his Extra Strong ability 
            against him! Cast IRON MAIDEN on him and let him attack 
            your minions and yourself with the BONE ARMOR active on 
            you. Rush him and take the damage and let your minions die 
            but create new ones immediately. If your BONE ARMOR gets 
            destroyed, re-cast it again and let yourself get hit by The  
            Smith as long as you have IRON MAIDEN cast on him. Run to 
            the Well if you're getting pummeled or run out of Mana to
            have the BONE ARMOR cast. This is a shorter method, 
            although more dangerous because you might die all of a 
            sudden if you're not careful.

               Both methods are dangerous against him, because one big 
            blow from him and it means it's all over for you! Just be 
            alert on your Health Status and run to the Well when your 
            Health drops to about 1/3 of it's full level.


4) BOSS   : Andariel

ABILITIES : Poison Slash
            Poison Cloud
            Poison Spray

STRATEGY  :    Now, she's the last Boss of Act I, so you can bet your 
            bottom dollar and your mother's freshly baked cookies that 
            Andariel will be ultra hard! And ultra hard is just putting 
            it mildly.

               First and foremost, she'll be surrounded by a ton of 
            monsters in her room. Make sure you clear the room before 
            her when you're going to face her. She's tough enough 
            alone, but with her minions, it's going to be Hell! Her 
            attacks cause you to be Poisoned so it would be helpful if 
            you've got items that will increase your Poison Resistance 
            of reduce Poison Length. Andariel's Poison Cloud has her 
            spit out a fast moving cloud of Poison and her Poison Spray 
            has her fire a spray of Poison Clouds in a spread fashion. 

               Now, how to beat her. There are three methods, actually. 
            One of them is extremely dangerous, and the other two are 
            safer but still dangerous. There is no easy way to beat 
            her, other than leveling up really big, but that would
            take too long.

               Before I tell you the methods I used to beat her, I have 
            to tell you one important factor about Poison Damage. It 
            may kill your minions and your hired Warriors, BUT IT WON'T 
            KILL YOU! You'll be reduce to 1 point of Life only. But, of 
            course, that means you're and easy target. One slight tap 
            would kill you at that point, but this is important 'coz 
            you can run away if that occurs.

               The first method is to use dead bodies for CORPSE 
            EXPLOSIONS. Why is this dangerous? You'll have to face a 
            ton of monsters in her lair and use them as ammo. This 
            means, you'll have to kill a ton of monsters while avoiding 
            Andariel's Poison attacks, and they can drain your health 
            pretty quickly. You can use this method but it's risky.

               The second and third way is much like the methods used 
            to defeat The Smith. You can use IRON MAIDEN on her but 
            you'll need to get close to get hit, 'coz it seems that 
            Poison and other Elemental Damage done to you won't cause 
            the IRON MAIDEN Spell to return damage back to Andariel. 
            So, this is risky to do as well.

               So, the third and safest method is also the most 
            brainless method. First, lead her out of her chamber and 
            goad her into following you close to the stair leading the 
            the upper level of the Catacombs. This way you can escape
            anytime you want if you get inflicted with poison. Simply  
            go up the stairs, wait for the poison to subside (you won't 
            die, remember?) and heal (or use Town Portal if you want).

               Now, you have a means to escape if you get too hurt to 
            fight. But how do you take out Andariel? AMPLIFY DAMAGE on 
            her and have you and your minions team up and surround her, 
            wailing away at her! You'll get hurt, so run back up the 
            stairs, heal and then go back to beat on her some more. 
            Repeat until Andariel bites the dust, finally.

--------------
Act II Bosses:
--------------

1) BOSS   : Randament (Extra Fast)

ABILITIES : Cross Smash
            Shadow Projectile
            Poison Breath
            Raise Dead Minions
            Heal Minions

STRATEGY  :    He's tough when Randament is with his minions. Alone? 
            He's a wuss. So, take out his minions first... but, then 
            again, don't! Randament has the ability to raise his fallen 
            warriors when you kill them. There are two ways. One is the 
            long method, and the other is the short method.

               The long method involves you leading Randament's minions 
            away from him then killing them. And I mean FAR, FAR, FAR 
            away! Randament can heal and ressurect them at quite a 
            distance, even if he can't see them! Anyway, afterwards, 
            when all the minions are just piles of bones, go back to
            Randament and take care of him.

               The short method may be quick, but you run a risk of 
            dying. Have your minions attack Randament's minions and 
            then lead Randament towards the pile of dead bodies. Then 
            CORPSE EXPLOSION as much as possible. This way, he cannot 
            ressurect the dead because they're all blown away! This is 
            Mana expensive but can be quick if you're lucky.

               I suggest using the short method, because once you've 
            defeated Randament, any leftover minions are going to be 
            easy to mop up since they cannot be brought back to life.

2) BOSS   : Coldworm the Burrower (Cold Enhanced, Magic Resistant)

ABILITIES : None

STRATEGY  :    As a Boss, it's a real creme-puff! In fact, it doesn't 
            do a single solitary attack! All it does is sit there! So, 
            the only time it will cause damage to you is when it dies 
            (it explodes with an ice ring and a poison fountain). So,
            it's not him you're worried about. The Sand Maggots and the 
            Sand Maggot Young monsters are the one who dish out the 
            damage.

               You'll probably face the Sand Maggot Young first. You'll 
            know you're near Coldworm the Burrower when the tunnel 
            becomes filled with Sand Maggot Young. Pretty easy when 
            you've got BONE SPEAR! You just fire at them and they'll
            die the instant it connects in one fell swoop!

               Next, clear out the Sand Maggots. Let your minions enter 
            the room with Coldworm the Burrower and the other Sand 
            Maggots and have them kill one of them. Then, here comes 
            the fun part! Just AMPLIFY DAMAGE on the ones close to the 
            dead Sand Maggot then start the CORPSE EXPLOSION chain 
            reaction! All the Sand Maggot will be dead in a few 
            seconds!

               Coldworm the Burrower will be the only one left. Sit 
            back and let your minions kill it! Don't bother helping 
            out. It'll fall soon enough. Keep your distance because 
            when it does die, it will explode with an ice ring that 
            causes Cold damage. Also, it's death will have it spruting 
            a fountain of poison. 

               In fact, I killed it without any damage to me! He's that 
            easy!

3) BOSS   : The Summoner

ABILITIES : Fire Wall
            Fire Ball
            Frost Nova
            Glacial Spike
            Amplify Damage Curse

STRATEGY  :    Think of him as a Coldworm the Burrower with attacks... 
            but easier! You don't have to worry about him. Worry about 
            his companions, because there's a lot of them, namely Ghoul 
            Lords and Hell Clans. 

               Lead the Ghoul Lords and Hell Clans away from the 
            Summoner and kill the baddies one by one. It would be best 
            to join in the fray with your minions 'coz they ARE tough.

               Once they are taken care of, all you have is the 
            Summoner to worry about. Then again, you don't need to 
            worry about anything! Simply go up the stairs where the 
            Summoner is and have your GOLEM follow. Let the GOLEM swing 
            and connect WITH JUST ONE HIT AND IT'S ALL OVER! The 
            Summoner will get killed with that one hit! That's it! I 
            guess the Summoner has only 5 hit points.

               In fact, when I faced him for the first time, I read 
            Horazon's Journal accidentally while chasing after him, 
            then my Blood Golem came running in, slashed him once, and 
            that was it!

4) BOSS   : Duriel

ABILITIES : Claw Swipe (can Stun)
            Holy Freeze Aura

STRATEGY  :    Now, this guy's a BOSS! Ultra-tough Starship Troopers-
            like creature. Not only is he fast, he's stronger than than 
            Extra Strong, Duriel has a Holy Freeze Aura that will 
            freeze you, but not cause COLD Damage. Did I mention that 
            he's tough?

               First and foremost, Duriel can smash you up real quick 
            since Super Strong. Your minions will die faster than you 
            can say the word "DIE", so you can count them out of the 
            battle. Now, with Duriel's Holy Freeze Aura freezing you 
            and slowing you down, he can quickly catch up with you 
            easily with his six legged sprint that can chase you down 
            quickly.

               CORPSE EXPLOSION, your most useful spell, can't be used 
            because, well, there aren't any corpses to explode! For 
            once, you'll be hoping for the Boss to have minions to help 
            you out. 

               Now, how to beat him. The instant you enter the area, 
            open up a Town Portal. You'll need it for a quick escape 
            back to town, and believe you me, you're gonna need it! A 
            few swipes with his claw can kill you! So, it's good to run 
            back into Town the instant you start to get beaten up to 
            regroup and replenish your minion supply.

               He has a Holy Freeze Aura, so having items to help you 
            with COLD will be good right now. But, it won't be useful 
            'coz he'll just get close to you and you'll get frozen 
            again! So, never mind getting those equipments to help you 
            against the COLD. 

               Duriel, although he runs very fast, is still very easy 
            to avoid. Just run parallel (ie. across) to where he's 
            running. In other words, when he's charging at you, run to 
            the left or right. He won't be able to stop quickly and you 
            can get a few blows in.

               But, wait a minute! By this time, you're bound to have 
            BONE SPEAR at this point in the game! So, run left and 
            right to avoid his attack. Then, fire BONE SPEARS at        
            Duriel. When your Mana level is low, replenish with a Mana 
            potion, run around a while so your Mana builds up or return 
            to town and get healed by Fara.

               There is another way, but dangerous. I did this against 
            him a bit before I switched to the above strategy. This 
            method works good, but not as well as the BONE SPEAR way. 
            Simply cast IRON MAIDEN on Duriel and have your minions get 
            killed by him. Have BONE ARMOR cast on you and let him get 
            a few strikes in before running away and activating your 
            BONE ARMOR (It'll probably be blown away with one swing of 
            Duriel's Claw Swipe). If you're too beat up, use the Town 
            Portal to get back to Lut Gholein, heal, exit the town and 
            create a full compliment of minions and return and repeat 
            the process. This method is dangerous because Duriel can 
            get a good swipe in and, all of a sudden, you will be 
            scrambling for the Town Portal.

               I recommend pelting Duriel with the AMPLIFY DAMAGE and 
            BONE SPEARS, rather than the IRON MAIDEN method.

               Good luck! Did I mention that he's tough?

            [FROM Werebear:

               Fighting Duriel isn't as hard as what you think. I find 
             him easier though a bit more dangerous than Mephisto. Why? 
             Let's see..

               BLOOD GOELMS and IRON MAIDEN works to very good effect. 
             IRON MAIDEN returns whatever damage back by a BIGGER 
             percentage and the damage done is by whoever it strikes. 
             When you consider a BLOOD GOLEM steals 33% of damage done 
             by itself...and it means even by IRON MAIDEN. Let's see, 
             Duriel got a BIG BAD attack as you said in your FAQ. So if 
             you boost your IRON MAIDEN enough, the damage return will 
             be much more BIGGER. :> Like what you said, Mephisto deals 
             lotsa elemental attacks and yeah, they don't hit back with 
             IRON MAIDEN, thus useless. 

               And I remembered killing Duriel with BLOOD GOLEMS and 
             BONE SPEAR in like 15 seconds. Though the COLD damage will 
             kill your golem if your mastery is too low...

    
                                                              -Werebear

             PS : Oh yah, you can try gambling for Tarnhelm early on so 
             when you go for Duriel, you have easily a higher skill lvl 
             on BLOOD GOLEM(More blood stealing and damage), IRON 
             MAIDEN (More damage returned) and BONE SPEAR. ]

             [FROM DragonSlayer2500:

                Hello, nice faq. I would like to say that the necro has 
             a very cheap trick against Duriel, which makes him easy.

                Just have a GOLEM spell, and as many SEKELETAL MAGES as 
             you can. What you do is simple... Duriel always goes for 
             the GOLEM as long as he is the closest. So keep making 
             CLAY GOLEMS as they die while you stay out of reach and
             the SKELETAL MAGES shoot him down! This is EXTREMELY safe 
             but EXTREMELY Mana consuming though. ]  

                           
                                                      -DragonSlayer2500

            [FROM: Ja Mes Kor

               Firstly, I fought Duriel, Izual, Mephisto and some other 
            bosses in ACT 2 & later using the BLOOD GOLEM. Firstly, I 
            would have to invest a few more points in GOLEM MASTERY. 
            BLOOD GOLEM with IRON MAIDEN on the above bosses allow you 
            to attack the boss while he is busy entertaining himself 
            with your GOLEM and you do get the blood back from your 
            cute BLOOD GOLEM. I find it useful and so far but I have 
            not met Duriel in Nightmare yet...In normal, this is 
            feasible as one of my friend who did it, agreed with my 
            tactics so far. ]


                                                            -Ja Mes Kor

            [FROM: Jason Lane:

               Regarding Duriel, unless you wear the sash from the 
            Death's set (which prevents ALL freezing), no COLD item in 
            the game will do a single thing about his Holy Freeze aura.  
            They won't let you move one inch faster, and it won't end 
            until he dies anyway.  You also fail to note that Duriel 
            gets a free attack while the game loads him into existance.
            While this is a negligible problem for a Necromancer (since 
            the minions will happily eat the damage), it's a huge one 
            for members of any other class. ]


                                                            -Jason Lane
            
---------------
Act III Bosses:
---------------

1) BOSS   : Mephisto

ABILITIES : Death Swipe
            Charged Bolt
            Lightning
            Ice Ball
            Poison Explosion

STRATEGY  :    Oddly enough, Duriel, a Lesser Evil, is a whole lot 
            tougher than Mephisto, in my opinion, anyway. Sure, 
            Mephisto may have a lot of abilities compared to Duriel,
            but, he is still easier!

               First thing you got to do is to make sure that all the 
            other mosters and Uniques are taken care of. In other 
            words, they should be dead. Now, it's just going to be you 
            and Mephisto in a one-on-one match... Nah! You've got 
            minions! Use them!

               The best way is to face Mephisto head on! Mephisto will 
            only use Charged Bolt, Lightning and Ice Ball when you are 
            at a distance from him. Being that these are his more 
            damaging attacks, you can have him not use these spells by 
            simply getting close to him!

               Now, the only spells Mephisto will use are Poison 
            Explosion and his physical attack, the Death Swipe. But, he 
            will have to contend with you, a GOLEM, a bunch of SKELETON 
            WARRIORS and SKELETAL MAGES. So, odds are he'll be kinda 
            busy striking all of you and distributing his time on his 
            attacks.
 
               So, cast either AMPLIFY DAMAGE or IRON MAIDEN on 
            Mephisto. Either you and your minions kill him quickly, or 
            Mephisto kills himself!
 
               But, he isn't a cakewalk. He CAN still kill you with his 
            powerful strikes. If you need to get away, go behind a wall 
            so that Mephisto cannot reach you. Use potions to heal you 
            or return to town and restock on health and repair your 
            equipment. Return to Mephisto and repeat. But, you won't 
            have to do this that often when you compare the battle to 
            the one you had with Duriel.

            [FROM DragonSlayer2500:

               Mephisto is really easy for a necro. Just stay away from 
            him, and everytime he shoots something, sidestep it and 
            shoot a couple of BONE SPEARS at him. Make sure you have 
            Mana and Stamina potions on your belt when you do this.

               You can do the same for Diablo. ]

            
                                                      -DragonSlayer2500

            [FROM: Ja Mes Kor

               Firstly, I fought Duriel, Izual, Mephisto and some other 
            bosses in ACT 2 & later using the BLOOD GOLEM. Firstly, I 
            would have to invest a few more points in GOLEM MASTERY. 
            BLOOD GOLEM with IRON MAIDEN on the above bosses allow you 
            to attack the boss while he is busy entertaining himself 
            with your GOLEM and you do get the blood back from your 
            cute BLOOD GOLEM. ]


                                                            -Ja Mes Kor

            [FROM: Jason Lane            

               Regarding Mephisto.  On higher difficulty levels, the 
            High Council members stationed down there with him are far, 
            far, far more dangerous than Mephisto can dream of being. ]


                                                            -Jason Lane
                                        

--------------
Act IV Bosses:
--------------

1) BOSS   : Izual

ABILITIES : Freeze Slash
            Frost Nova

STRATEGY  :    Now, I actually found this fallen angel harder than 
            Mephisto! What's up with that, huh? He may be twisted to 
            match his soul, but I thought that Izual looked really 
            good! Really cool looking!

               Izual is tough enough alone because of his freezing 
            attacks that will slow you and your minions down quickly. 
            This, when combined with an army of Doom Casters and other 
            baddies, will slow down you and your minions enough for
            Izual and the rest of the monsters to surround you. So, one 
            of your goals in facing this Boss is to avoid this. 

               Having suitable resistances to Cold attacks is optional 
            but recommended for this battle. But, it's more important 
            to clear out an area free from the normal monsters, 
            preferribly close to the stairs that lead back to the Outer
            Steppes or a corner of the area. This is where you should 
            battle Izual. Once you've got Izual in this area, you've 
            got two choices to go to beat him.

               The first way is to go toe-to-toe with him, attacking 
            him face-to-face and have your minions join in. Cast 
            AMPLIFY DAMAGE or IRON MAIDEN on Izual to help out on the 
            damage delivering. This is very dangerous but the quickest
            way to do so. Just heal up and cast BONE ARMOR when doing 
            this method.

               The other way is safer, but as usual, Mana-expensive. 
            Simply keep a distance from Izual and pelt him from long 
            range with your BONE SPEAR or BONE SPIRIT. You may want to 
            cast AMPLIFY DAMAGE to double the damage. Usually, he will 
            go after your GOLEM while you run around pelting him with 
            your offensive spells. Obviously, your GOLEM will 
            eventually die. Run away and replenish your Mana then
            return to him and resume the assaul with a new GOLEM in 
            tow.

               Obviously, I would recommend the safer method. Sure, 
            it's longer, but any way you defeat Izual means you defeat 
            him! Also, when you kill Izual, you'll be amazed at the 
            amount of experience you get! The little white bar above 
            your Stamina Meter goes up a good notch or two!

            [FROM Werebear:

                There're lotsa other boss that die without much to do 
            like Izual. He dies fairly easily with a BLOOD GOLEM 
            standing there for him to hit and damage himself with IRON 
            MAIDEN casted on him. Even the ermm Venom Lord Uniques? The 
            Storm Caster Unique? All their damage doubles back to 
            themselves or even 4 times back. BOOM. I just leave my 
            BLOOD GOLEM there with IM and all of them dies. Cheap on 
            Mana, and by just watching.

            [FROM: Ja Mes Kor

               Firstly, I fought Duriel, Izual, Mephisto and some other 
            bosses in ACT 2 & later using the BLOOD GOLEM. Firstly, I 
            would have to invest a few more points in GOLEM MASTERY. 
            BLOOD GOLEM with IRON MAIDEN on the above bosses allow you 
            to attack the boss while he is busy entertaining himself 
            with your GOLEM and you do get the blood back from your 
            cute BLOOD GOLEM. ]


                                                            -Ja Mes Kor

2) BOSS   : Hephasto the Armorer (Extra Strong, Cursed, Magic 
                                  Resistant)

ABILITIES : Hammer Smash 
            Amplify Damage Curse

STRATEGY  :    He's probably the Smith's (Remember him way back in 
            Act I?) older, tougher bully of a brother. He's really 
            scary to face! Not only is he Extra Strong, Hephasto has an 
            Amplify Damage Curse, ensuring pretty much instant death if
            he connects, even with BONE ARMOR active! Also, since he is 
            Magic Resistant, using your offensive magic spells like 
            BONE SPEAR and BONE SPIRIT won't be as effective on him.

               So, what's a poor Necromancer to do? Well, the first 
            thing to do is to take him away from the other monsters he 
            has surrounding him. An excellent place will be the stairs 
            leading back to the City of the Damned so you can quickly 
            climb up the stairs to safety and use the Waypoint to heal 
            up from the massive damage he dishes out. Once he's 
            isolated, there are two ways that work well against 
            Hephasto the Armorer.

               One way to kill Hephasto the Armorer when you take him 
            on is to slow him down! So, have a SKELETAL MAGE with COLD 
            Magic is great. When he gets frozen, you can get close 
            enough to him to get in a few whacks with your own AMPLIFY
            DAMAGE Curse cast on him. When you see him raise his mighty 
            hand to hit you, quickly run away from the blow! Have your 
            SKELETAL MAGE freeze him up again, and strike him a few 
            times once more.

               But, obviously, this is really a long process. Not only 
            that, very risky! Another way is to use his Extra Strong 
            stat against him. Cast IRON MAIDEN on him and let your 
            minions do the fighting for you. When he strikes your 
            friends down, he is actually killing himself! Actually, 
            having an IRON GOLEM here with THORNS on him is better than 
            having a FIRE GOLEM! This is because the THORNS aura 
            combined with the IRON MAIDEN Curse on him will triple the 
            damage returned to him! And with him being Extra Strong, he 
            should be gone pretty quick!

               The second method is easy and safe, but the first method 
            works pretty well! I used the first way on Hephasto and I 
            didn't get scratched! All it takes are real good reflexes 
            to avoid the blows of Hephasto.

            [FROM Werebear:

               Now, imagine [a] BLOOD GOLEM going to kill Hephasto with 
            IRON MAIDEN. Remember, Hephasto do[es] AMPLIFY DAMAGE on 
            the GOLEM and only do melee damage....

               Hope you find this useful. ]


                                                              -Werebear

            [FROM: Jason Lane

               Regarding Hephasto the Armorer, use any sort of minion 
            whatsoever and cast Iron Maiden on him.  I've seen this in 
            action, it makes for a very short fight, even on Hell 
            difficulty - since he deals so much damage. ]


                                                            -Jason Lane
                
3a) BOSS  : Infector of Souls (Extra Fast, Spectral Hit)

ABILITIES : Power Strike

STRATEGY  :    Infector of Souls is a Venom Lord Unique. He is also the 
            easiest of the three sealed monsters of the Chaos  
            Sanctuary. Think of him as a beefed-up Venom Lord. Sure 
            he's strong and got a lot of hit points. But, without his
            minions with him, he's pretty much nothing.

               Simply cast AMPLIFY DAMAGE on his minions and BONE SPEAR 
            them. When one of them is down, use CORPSE EXPLOSION. And 
            again if there are any leftovers. Once all of the Infector 
            of Souls' minions are down, he should also be badly beated 
            with all of the CORPSE EXPLOSIONS done on him in the 
            process.
               
               Now, all you got to do are a few more CORPSE EXPLOSIONS 
            on the pile of bodies you've done with AMPLIFY DAMAGE on 
            him and, poof!, no more Infector of Souls!

3b) BOSS  : Grand Vizier of Chaos (Extra Strong, Fire Enchanted)

ABILITIES : Spark Melee Strike
            Homing Mana Drain Missiles
            
STRATEGY  :    Grand Vizier of Chaos is a Storm Caster Unique. He has 
            those annoying Homing Mana Drain Missiles which make it 
            hard to keep a distance and attack with BONE SPEAR and BONE 
            SPIRIT because if you get hit with those missiles, your 
            Mana will empty out pretty quick.

               This is an easy battle if you've got a FIRE GOLEM with 
            you. Run around the Grand Vizier of Chaos and his minions 
            so that they won't be able to get a bead on you. If they 
            can't aim at you, they won't be able to hit you with those 
            missiles. And running around them is a good distraction, 
            too! Your FIRE GOLEM will kill a few of the minions off 
            with a little help from your SKELETAL MAGES and a AMPLIFY 
            DAMAGE Curse. With a few of them down, you've got your ammo 
            for CORPSE EXPLOSION fun! Keep on running around and 
            casting CORPSE EXPLOSION on the dead carcasses of the 
            minion Storm Casters.

               Another good thing about the FIRE GOLEM is if it does 
            die, there is a good chance that the resulting explosion 
            from its death will take some of those baddies along with 
            him! This still means that you're gonna get ammo for your 
            CORPSE EXPLOSIONS!

               But, what if you haven't gotten a high enough level for 
            a FIRE GOLEM? Well, this will be a hard fight! What you 
            have got to do is pretty much the same thing, but you 
            really need to be a bit more active!
 
               You still have to have your Necromancer run a circle 
            around all of the baddies while your minions are in the 
            fray. Once in a while, stop and cast BONE SPEAR in the 
            crowd of baddies. Hopefully, you've got some Mana or 
            Rejuvenation Potions with you to replenish your Mana. When 
            a few of them are dead, use your CORPSE EXPLOSION on the 
            dead Storm Casters and keep on doing so until all of them, 
            including the Grand Vizier of Chaos is dead.

3c)  BOSS : Lord De Seis (Extra Strong, Aura Enchanted, Thief)

ABILITIES : Thief Swipe
            Bone Spirit
            Iron Maiden Curse
            Decrepify Curse

STRATEGY  :    First of all, Lord De Seis is an Oblivion Knight Unique.
            And you know what a pain ordinary Oblivion Knights are!    
            Now, he's a buffed-up Oblivion Knight surrounded by an army 
            of Doom Knights and Oblivion Knights! Now, THIS is gonna be 
            rough!

               This battle will be extremely tough because, not only is 
            he a Oblivion Knight, Lord De Seis is surrounded by a horde 
            of Doom Knights and a few Oblivion Knights. He is also 
            Extra Strong, so his attacks, the Thief Swipe and Bone 
            Spirit, do a heck lots of damage to you and your minions! 

               He also has Iron Maiden and Decrepity Curses. When he 
            casts Iron Maiden on you, just run away quickly! You'll 
            know it's Iron Maiden when you see the same tiny fireworks 
            display over your head. His Decrepify Curse will make it 
            difficult for you to run and strike with your weapon. So, 
            run away as far as possible, too, when you get hit with 
            this curse.

               His Thief ability means that each time he connects with 
            his Thief Swipe, one of your potions from your belt gets 
            knocked off. Get hit a few times and you're going to have 
            an empty belt! So, this will make it hard for you to heal 
            with your potions.

               With this in mind, Lord De Seis is going to be extremly 
            difficult to kill. But, of course, it is possible. With 
            great skill on you, your Necromancer, the assistance of all 
            your minions, and a bit of luck, he will die.

               This easiest way to kill Lord De Seis is to have a FIRE 
            GOLEM in your party. Cast AMPLIFY DAMAGE on the herd of 
            baddies that are coming after the FIRE GOLEM. Now, while 
            they're all busy beating on your FIRE GOLEM, quickly create 
            another one, preferribly close by Lord De Seis' position.  
            With your AMPLIFY DAMAGE over the herd of Doom and Oblivion 
            Knights that went for the old FIRE GOLEM, the resulting 
            explosion of creating a new one will kill almost all of 
            them! Clean up is then easy with a few CORPSE EXPLOSIONS. 
            Now, all you're left with is Lord De Seis. Run up to him 
            quickly and whack him. Staying close to him and hitting him 
            with your weapon will prevent him from casting Bone Spirit 
            on you. Sooner or later, Lord De Seis will bite the dust.

               Without a FIRE GOLEM, you have to rely on your BONE 
            SPEAR to kill as many minions as possible. Just aim for 
            Lord De Seis with the BONE SPEAR and make sure that the 
            BONE SPEAR will strike the group of baddies heading toward 
            you. Make sure you've got AMPLIFY DAMAGE on him and his 
            minions while doing this. Afterwards, when a few of the 
            baddies are dead, CORPSE EXPLOSION on them to clear them 
            out, leaving Lord De Seis all by his lonesome. Get close to 
            him, and attack! 

               At any time, during any of the above methods, you feel 
            that you're gonna get killed, just run away! I mean it! If 
            you do die at this point, it is going to be tough returning 
            to your corpse and get back your equipment with all the 
            tough monsters still in the area surrounding your dead 
            body.

               Personally, get the FIRE GOLEM and use the first method. 
            It's really easy with that method! As long as Lord De Seis 
            is alone, he's really not that hard to beat!

4) BOSS   : Diablo

ABILITIES : Ice Claw
            Fire Nova
            Fire Wall
            Fire Bolts
            Lightning Wave
            Bone Cage

STRATEGY  :    Here it is! The final battle to decide the fate of 
            humanity! The concluding match between the forces of good 
            vs. evil! More importantly, the last boss of Diablo II! 
            Kill Diablo and the game is over! Sure, you're gonna miss 
            the long, sleepless nights playing the game! You're going 
            to remember the good times you had with your faithful 
            GOLEMS and SKELETON WARRIORS. It's been one hell of a ride 
            (In fact, the ride took you right into Hell!), but now it's 
            time to end it! Once and for all!

               Diablo has three ranges for his attacks. Get close to 
            him, he will either try to strike you with his Ice Claw 
            melee attack or unleash his Lightning Wave. The Ice Claw is 
            really nothing to fear by itself. But, get hit with it, and 
            you'll slow way down, making it easy to follow it up with 
            another Ice Claw or strike you with his Lightning Wave. The 
            Lightning Wave is a multi-hitting lightning attack, much 
            like the Fetish Shaman's Inferno. The Inferno does lots of 
            damage, but Diablo's Lightning Wave will do a colossal 
            amount of damage if you stay still, even with the best 
            LIGHTNING Defense on the entire planet! So, close range is 
            very risky.

               At mid-range, Diablo will unleash his Fire Nova (imagine 
            a Poison Nova, only it's made of fire), Lightning Wave, 
            Fire Wall and Fire Bolts (much like a Charged Bolt of 
            fire).  The Fire Nova will outright kill your SKELETON 
            WARRIORS and SKELETAL MAGES. And, with your SKELETAL MAGES 
            always keeping a distance from a baddie, Diablo will use 
            Fire Nova for sure to get them!

               At long-range, Diablo's attacks are just limited to Fire 
            Bolts, Fire Nova and his Fire Wall (which he won't do too 
            much). This is where you should be! Keep a good distance 
            from Diablo! He can't do much damage with his Fire Wall if 
            you keep moving. The Fire Bolts are pretty easy to dodge as 
            well and the Fire Nova will spread out, so you can move in 
            between the fire balls with precise movement.

               Now, while keeping a distance, run around Diablo, just 
            enough so you can still see him in the screen. Stop 
            occasionally to cast AMPLIFY DAMAGE on him and your long-
            range offensive spell on him. I hope by this time, your 
            Necromancer has already learned BONE SPIRIT! Having this 
            spell will eliminate the need for you to accurately aim. 
            BONE SPEAR can work, but if Diablo's moving around as well, 
            so it is pretty easy to miss with BONE SPEAR.

               Having a FIRE GOLEM is good, too! He will absorb any of 
            Diablo's Fire attacks into his health, but since his main 
            close range attacks are non-fire based, your FIRE GOLEM 
            will die pretty quickly. Which is, actually, a good thing! 
            The FIRE  GOLEM will explode next to Diablo, giving off a 
            few extra points of damage (I'm guessing Diablo's got good 
            defense against Fire). Any extra damage is good! Just don't 
            bother creating a new one. It's better to do it solo (for 
            once).

               If you need to run back to town via Town Portal, run 
            away from Diablo! I mean, FAR AWAY! Diablo will usually 
            cast Bone Prison around Town Portals! So, if you're going 
            to use a Town Portal, either go behind a wall so Diablo 
            can't see the Portal, or open it up far away from him.

               In conclusion, in facing Diablo in the final battle, 
            pelt away with your BONE SPIRIT or BONE SPEAR spell with 
            AMPLIFY DAMAGE on him. It'll take a long, long time, but it 
            is the easiest method I found to kill Diablo!

            [FROM: Ja Mes Kor

               As for Diablo in Normal, my friend actually suggested to 
             use the BLOOD GOLEM instead of FIRE, and you need to re-
             cast your BLOOD GOLEM numerous times (he was at level 31). 
             I tried and found that you may still need to run around a 
             bit like you suggested. My stand is: BLOOD GOLEM is your 
             blood of survival till ACT 4. ]


                                                            -Ja Mes Kor

            [FROM: Jason Lane

               Regarding Diablo tactics.  The very best tactic for a 
            Necromancer against Diablo, from what I've seen, is to get 
            someone else to help you.  This is easy enough, as many 
            characters, in higher difficulties, have major problems 
            with Hephasto.. and an IRON MAIDEN-wielding Necromancer 
            will, as I said, laugh at him. ]


                                                            -Jason Lane

            
-----------------------------------------------------------------------
H. Tips and Hints

1) PUT THOSE STAT POINTS IN YOUR STRENGTH
     
     Although you won't be needing to get up close and personal with 
the baddies most of the time, it's better to be safe and sure. In order 
to increase your Defense Rating, you'll need good armor of have good 
Dexterity. Unfortunately, increasing your Dexterity won't do much for
your Defense Rating when your Necromancer is at a very high level.

     So, what you want is a good armor, shield, etc. In order to do 
that, you need to be strong enough to carry the stuff. This is why 
Strength increase should be the Character stat you should be putting 
your points into. Getting items that can increase your Attack Ratings
is pretty easy to find!

2) SAVE AND UPGRADE THOSE GEMSTONES

     In the last Act, where a lot of the baddies do huge Elemental 
damage to you. That's why you need to get those Gemstones and upgrade 
them. Diamonds, when attached to a Shield will increase all your 
Elemental Resistances. Putting an Amethyst in your Shield will increase 
it's Defense. Adding a Skull into your Helm will increase your Mana  
recovery and will recover Life! Finally, the Emerald in your Headgear 
will increase your Dexterity!

3) GET A FAST WEAPON BUT NOT A WIMPY FAST WEAPON

     Since you won't be fighting that much, you'll want a weapon that 
hits hard and fast for quick getaways. I know that you'll probably find 
a weapon that does Enchanted Damage or get a Hammer that does more 
damage than your very fast sword, but the fast hit-and-run style really 
works well for a Necromancer.

     But don't go overboard on the speed department! If you get 
surrounded, and you've got a fast weapon but does little damage (for 
example, a Dagger), you won't be able to clear out the bad guys around 
you! 

     Also, two handed weapons aren't meant for the Necromancer. Since 
you need two hands on a two handed weapon (Duh!), you won't be able to 
carry a Shield! And your Shield is needed for added Defense, and if 
you've added Gems into your Socketed Shield, it's needed to take most 
of your Elemental Damage.

     Swords work well. They have fast attacking speed while delivering 
modest damage to the opponent. There are other weapons that have 
Enhanced Attacking Speed so, even though those type of weapons are slow 
weapons normally, the added speed will be welcome while doing the same 
amount of damage.

[FROM: Ja Mes Kor

     In another Necro FAQ, someone actually suggested to use a really 
damaging 2-handed weapon in later ACTs...I think this may be true in 
Nightmare...I found one Maul and went back to get it imbued and it does 
nearly 90 dmg on average and it kills off enemy faster. A gemmed shield 
is useful when you meet up with those irritating elemental attacks... 
otherwise I keep the shield for later uses. ]


                                                            -Ja Mes Kor

4) LEARN THOSE USEFUL SPELLS AND USE THEM!

     You've gotta love those spells the Necromancer has! Sure, a lot of 
them suck big time and aren't worth getting, but the ones that really 
work well, really work damn good!

     AMPLIFY DAMAGE is bound to be one of your faves! It costs only a 
few Mana points, yet it will double the damage you and your minions can 
do! 

     CORPSE EXPLOSION does a huge amount of damage! Kill a baddie and 
cast it on the body! BOOM! A few more baddies are bound to die, setting
up for more CORPSE EXPLOSION attacks! Also, exploding a corpse prevents 
the dead body from being ressurected by creature that have the ability 
to raise the dead.

     BONE SPEAR and BONE SPIRIT also does a lot of damage! BONE SPEAR 
is great for huge groups of monsters. The BONE SPEAR will eliminate a 
few of them, setting them up for CORPSE EXPLOSION. The BONE SPIRIT, on 
the other hand, will only hit one baddie, but will to massive damage, 
and will chase the targeted monster!

5) SUMMONING MAKES SURE YOU'RE NEVER ALONE

     Any SKELETON WARRIOR and MAGE are really good in times when you 
need assistance quickly. They can provide distractions if you need to 
run away. Not only that, using those spells will deny the body to be 
ressurected ever again.

     REVIVED creatures, although they are active for a limited time, 
are really powerful if you use this spell on Champions and Uniques. 
They also get a big boost on their life stats. It's great on Bosses, 
like Mephisto (if you manage to get Level 30 at that time) and Diablo! 

     Finally, the jewel of your Summoning monsters, the GOLEMS! The 
CLAY GOLEM is tough enough to last till the end of Act I, and BLOOD 
GOLEMS work wondrous against huge amount of baddies. IRON GOLEMS are 
real bad boys! They can take a beating and dish it out as well! It's 
THORNS Aura also help it kill tough monsters, especially the Extra  
Strong, by returning 150% of the damage back to the attacker.

     And, last but not least, the FIRE GOLEM will absorb Fire Elemental 
attacks to its health, has a Fire Aura as well and really hits hard! 
Another ability that the FIRE GOLEM has that no one really exploits is 
the fact that, when it dies, it explodes, delivering Fire Damage to the 
surrounding baddies!

     The Summoned Monsters are Mana expensive, but, then again, YOU 
ONLY HAVE TO CAST IT ONCE! Unlike your other spells, like AMPLIFY 
DAMAGE and BONE SPEAR, the effect of the spell and the damage it does 
either has a time limit or is instantaneous. They can last for a long 
time. And, when they do die, you can always make another one, and  
return to the nerest town and recharge you Mana!

6) SAVE THAT IMBUE

     In Act I, when you return the Horadric Malus to Charsi, she'll say 
that she'll Imbue one of your ordinary Items with Magic properties. It 
may be tempting to use it immediately, but don't! Save it until Act IV!

     In Act IV, the ordinary Item you can buy are really good! So, 
Imbuing an item that you get during Act IV, and Imbue that Item, you'll 
get a really powerful item!

     I suggest Imbuing the best armor you can get later in the game, 
then go back all the way to the Rouge Encampment. Go to Charsi and give 
her the armor and have her Imbue it. After that, she'll give you your 
new, powerful Magic Armor!

7) CHEAT!

     You heard me right! Cheat! For example, if you're gonna Gamble or 
get a Ring as a reward, save the game first! Then, go back to Windows 
(you don't have to exit the game) and copy all the save game data from 
the save directory of Diablo II to another directory.

     Now, load the game again and do whatever you want. If you get a 
lousy item from Gambling or a crummy Ring for a reward, go back to the 
Main Menu of Diablo II by saving the game. Since you didn't want what 
you got, simply overwrite that save game with the one you copied to a 
different directory! You're back again without the said Item and you can try again!

     Do this when you're about to use the Imbue! Imbue it and then, if 
you think the new Imbued Item sucks, just do the above process!

8) IF YOU CAN PLAY MULTIPLAYER WITH YOUR FRIENDS, DO SO!

     Why? Playing with friends is just darn fun! I played with my 
friend. I was using my Necromancer while he used his Paladin character. 
No matter how powerful the baddies were, the fights were pretty easy!

     Imagine the combinations! Your Necromancer and his minions, with 
the help of a Paladin with Prayer, Might or Thorns Aura. You, your 
Undead army, a Golem with an Amazon pelting the baddies from long 
range. Two Necromancers with a ton of minions! Your Necromancer casting 
Amplify Damage while a Barbarian totally killing the forces of evil! 
Letting your minions distract a horde of monsters while a Sorceress 
friend cast Frozen Orb on the lot of them! Or, ALL CHARACTER CLASSES 
against the army of the Evil Dead! The possibilites are endless!

     Also, you can trade your items! With the help of your online 
friends, it's pretty easy to complete the Set Items! Help your friends 
by giving him items that you don't need anymore! Or they can help you 
in the same way!

-----------------------------------------------------------------------
I. Help Me!

Send me some comments or suggestions to make this FAQ a better one. 
They are always welcome! Contact me at fiefo@hotmail.com. 

-----------------------------------------------------------------------
J. Thanks!

www.gamefaqs.com (CJayC)- a great site for your faqs! Thanks for 
                          putting this one up! You get credit now for 
                          being the first one to do so!

DLH.net (Bernd Wolffgramm) - thanks for asking to put this up!

gameadvice.com (Al Amaloo) - thanks for asking to put this up!

neoseeker.com (Peter Judson) - thanks for asking to put this up!

Blizzard - for making Diablo II. I hope you guys can read this FAQ! 
           'Coz I wanna say thanks for the great game that Diablo II 
           is!

Werebear (Chris Chua) - Gave me a few pointers on how to defeat Duriel, 
                        Izual, Hephasto the Armorer, and even Diablo 
                        himself! That's quite a lot of help!

DragonSlayer2500 - Gave advice to beat Duriel and Mephisto, two major 
                   Bosses! Thanks!

Ja Mes Kor - For some great advice to beat Duriel, Izual, and Mephisto.
             Diablo, too!

Jason Lane - For tons of advice in the game! And I mean TONS! Go ahead!
             weight it! It's about 2,000 lbs!

The "Lurkers" - Friends to Jason Lane. They gave Jason Lane a huge bulk
                of the info he sent.

Thomas Schuering - For pointing out to me that my FAQ was a bit wonky
                   in it's former setting.

Norman Lee - for letting me play Diablo II for the first time at his 
             house! And for playing with me online! Thanks, pal!

END!