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    FAQ/Walkthrough by Mister Sinister

    Updated: 05/28/08 | Printable Version | Search This Guide

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                                    Dedicated to Jan and Frank, David and Eileen.
    
    =============================================================================
    ¦      This walkthrough is copyrighted to Mister Sinister (2007)            ¦
    ¦ I don't mind it being lifted in its entireity, but if you do so, please   ¦
    ¦ make sure you give credit to the author (me) and DON'T pass it off as     ¦
    ¦ your own.  Thanks !                                                       ¦
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    ¦                                                                           ¦
    ¦                                   INDEX                                   ¦
    ¦                                                                           ¦
    =============================================================================
    
               PART ONE              CHOOSING YOUR CHARACTER
               PART TWO              THE TOWN OF TRISTRAM
               PART THREE            LEVELS 01-04 - THE DUNGEON
               PART FOUR             LEVELS 05-08 - THE CATACOMBS
               PART FIVE             LEVELS 09-12 - THE CAVES
               PART SIX              LEVELS 13-16 - HELL
               PART SEVEN            QUESTS
               PART EIGHT            SPELLS
               PART NINE             SHRINES
               PART TEN              BESTIARY AND CAPTAINS
               PART ELEVEN           ITEM PREFIXES AND SUFFIXES
               PART TWELVE           UNIQUE ITEMS
               PART THIRTEEN         THE PLOT ACCORDING TO THE SCRIBES
               PART FOURTEEN         HINTS AND TIPS
               PART FIFTEEN          ACKNOWLEDGEMENTS
    
    
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    ¦                                                                           ¦
    ¦                           BEFORE WE GET STARTED                           ¦
    ¦                                                                           ¦
    =============================================================================
    
    Yes, before we get started I just wanted to say a quick thank you to you for
    choosing to read my guide for Diablo.  I try and put as much work and detail
    and detail into my walkthroughs as possible, and it is always nice to get 
    (ideally positive) feedback, so if you do have any questions, queries or 
    HELPFUL suggestions (as sending me UNhelpful suggestions will just result in
    you getting ignored - perhaps after a chiding), then feel free to contact me
    by e-mailing me at shadowpath@hotmail.com.
    
    So - the game at hand.  Diablo.  Fantastic Game.  The End.  Wait a minute -
    you want ... what ?  You want MORE ?  Ok then ...
    
    Diablo is a very simple-interface point-and-click, few-frills, many-spills,
    hack-and-slash adventure games where you select a character from one of the 
    three that is on offer, and then get a' hackin' !!
    
    Your adventure starts in the town of Tristram, a town which has more than its
    fair share of secrets let me tell you.  You arrive and swiftly learn that a 
    lot has changed since last you were there ... little do you know just HOW 
    much ... or what a huge part you will have to play in shaping forthcoming 
    events.
    
    The game itself is very, VERY easy to play.  You simply left-click on the
    things you want to hit, pick up, open or move, and right-click on the things
    you want to fry or heal with magic spells.  What could be simpler !!      )
    
    Obviously it's a BIT more complex than that, but not much ... honest !!
    
    Here are the basic commands ... all of which can be found by pressing the F1
    key at any time during play ...
    
       F1       Opens the Help Screen
       Escape   Displays the Main Menu
       Tab      Displays the Auto-Map
       Space    Hides all Information Screens
       S        Open your Spells and Skills Speedbook
       B        Open your Spellbook
       I        Open your Inventory
       C        Open your Character Screen
       Q        Open your Quest Log
       F        Reduce Screen Brightness (aka Gamma Correction)
       G        Increase Screen Brightness (aka Gamma Correction)
       Z        Zoom Game Screen
       + / -    Zoom In/Out of the Auto-Map
       1 - 8    Use Belt Item 1 - 8
       F5 - F8  Set Hot Key for Skill or Spell
       
       To move, simply click-and-hold the left mouse button to move in a given
       direction.  If you want your character to move to an object/enemy, etc.,
       then just click on that object/enemy.
       
       To interact with a character (which means to either speak with a friendly
       player, or strike an enemy character), simply left-click on them.
       
       To pick up an object, simply left-click on it.
       
       To strike at a target without moving, hold Shift and left-click the object
       or character you wish to strike at.
       
       To drop a specific amount of gold, right-click on a pile of gold in your
       inventory, and select how much of it you want to drop, in GP (Gold Pieces).
       
       HOT-KEYING
       
       You can "hot key" up to four skills or spells using the F5-F8 commands.  To
       use this functionality (which is VERY very helpful I must admit), press S
       to call up your Spells and Skills Speedbook, and then move the mouse over 
       the skill you want to hot key, and press either F5, F6, F7 or F8 to bind
       that command to that key.
       
       When you are in-game, pressing that key will make the bound skill or spell
       available to you immediately.  Simply repeat the process (S, hover, press
       the key) to bind another skill to the same key (should you pick up more 
       powerful spells, etc., etc.)
          
    
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    ¦                                                                           ¦
    ¦                                 PART ONE                                  ¦
    ¦                          CHOOSING YOUR CHARACTER                          ¦
    ¦                                                                           ¦
    =============================================================================
    
    Obviously the single most important decision you will make in any game of 
    this ilk is one of the very first - choosing your character.  This is because
    you cannot change your player once you have started them.  You can make new
    ones, sure ... and you probably will, but you cannot change this one ...
    
    So, without further ado, here are your choices !!
    
    =========================
    - T H E   W A R R I O R -
    =========================
    
    The Warrior is a very strong, brutish and capable fighter.  He likes to get 
    stuck hip-deep in enemies and then slice them to pieces, wading through their 
    battered corpses and bloodied bodies as he goes.  In short, he's a nasty pig.
    
    Capable of wielding the most demanding of weapons, and heaviest of suits of 
    armour the Warrior loves nothing more than the taste of battle, and the sound 
    of his enemies screaming in agony as they expire upon his blades.
    
    STARTING ATTRIBUTES
    
       Strength        30 
       Magic           10 
       Dexterity       20 
       Vitality        25 
       
       Life            70 
       Mana            19 
       Armour Class    04 
       To Hit          60% 
       Damage          1-1 
    
    MAXIMUM ATTRIBUTES
    
       Strength       250 
       Magic           50 
       Dexterity       60 
       Vitality       100 
    
    EFFECTS OF BOLSTERING ATTRIBUTES
    
       Strength        +1 damage per 3 points 
       Magic           +1 mana   per 1 points 
       Dexterity       +1 to Hit per 2 points, +0 Damage, +1 AC per 5 points 
       Vitality        +2 Life   per 1 point 
    
    BONUSES WHEN LEVELLING UP
    
       Life            +2 Life per level 
       Mana            +1 Mana per level 
    
    SPECIAL SKILL
    
       Repair          This skill enables the warrior to perform repairs to his 
                       weapons and armour, thus negating the need to have Griswold
                       repair them for you.  HOWEVER, this skill comes at a high
                       price, for every time you repair an item, its overall 
                       durability decreases.  Griswold repairs items up to their
                       original durability (but he cannot replace maximum 
                       durability lost as a result of your having used this skill),
                       so use it wisely.
    
    WHY CHOOSE A WARRIOR ?
    
    Well the most OBVIOUS reason to choose a warrior would be because you like to
    hit things ..... a lot.  You would be the type of person that would rather just
    pummel something into millions of little pieces with your fists and THEN ask
    it for directions than to begin with a nice cup of tea and cucumber sandwich.
    
    The Warrior's near TOTAL lack of skill with magic makes it an absolute 
    necessity for him to be THE best when it comes to hand-to-hand combat, and I 
    must say he does hold his own very well.  A high-level warrior will be able to
    be completely surrounded by powerful enemies and batter them one-by-one with
    his combat skills.
    
    Statistically-speaking, the warrior gets the best benefits from the strength
    attribute when compared with the other character classes.  This will enable
    your warrior character to wear the best suits of armour comparatively quickly
    when contrasted with the other classes.
    
    DRAWBACKS OF CHOOSING THE WARRIOR
    
    His near total lack of skill in magic is the most obvious.  He will be able to
    learn the bulk of spells in the game, but his limited maximum mana means he 
    will never be able to do so at higher levels - he just won't have the skill
    points needed to be able to read the tomes !!
    
    
    =====================
    - T H E   R O G U E -
    =====================
    
    Mistress of Stealth and Subterfuge, the Rogue excels at anything involving a 
    high degree of dexterity and nimbleness of finger and foot.  She is swift to 
    draw her bow, and swift to launch volleys of pain and death upon her enemies 
    from afar.
    
    Though she lacks the absolute mastery of either weapon or magic (as the Warrior 
    and Sorceror have already taken those areas), her power comes from her ability 
    to blend the two elements into one.  Thus, she is a formidable warrior both at 
    close-quarters, at range, and with a magic spell in her midst.
    
    Her forte is undoubtedly her ranged attacking powers, however.  Give her a bow,
    and she'll turn herself into a minigun awaiting your command to fire.
    
    STARTING ATTRIBUTES
    
       Strength        20 
       Magic           15 
       Dexterity       30 
       Vitality        20 
    
       Life            45 
       Mana            22 
       Armour Class    06 
       To Hit          65% 
       Damage          1-1 
    
    MAXIMUM ATTRIBUTES
    
       Strength        55 
       Magic           70 
       Dexterity      255 
       Vitality        80 
    
    EFFECTS OF BOLSTERING ATTRIBUTES
    
       Strength        +0 Damage 
       Magic           +3 Mana   per 2 points 
       Dexterity       +1 to Hit per 2 points, +0 Damage, +1 AC per 5 points 
       Vitality        +3 Life   per 2 points
    
    BONUSES WHEN LEVELLING UP
    
       Life            +2 Life per level 
       Mana            +2 Mana per level 
    
    SPECIAL SKILL
    
       Disarm Traps    The Rogue has the power to disarm any trapped chests, 
                       sarcophagi, etc., that she encounters during her travels
                       in the game.  Beware, however, as it is only a CHANCE to
                       disarm these items - it is not guaranteed.
    
    WHY CHOOSE A ROGUE ?
    
    Representing balance between the other two extremes - the Warrior and the 
    Sorceror, the Rogue is a fierce character when armed with a bow and arrow, 
    and can hold her own pretty well in close-quarters combat.  However her 
    general emphasis is on speed, and keeping her distance where possible from 
    her enemies.
    
    She can blend magic and regular attacks in a good, solid balance, and with
    a potential maximum Dexterity (before modifiers) of 255, her chances of hitting
    enemies are virtually guaranteed, and her Armour Class should be VERY healthy
    indeed.
    
    So ... you would probably choose the Rogue if you wanted to be a jack of all
    trades and master of none ... or if you just wanted to play the only female
    character in the game.
    
    The Rogue is a balanced character, to be sure.
    
    DRAWBACKS OF CHOOSING THE ROGUE
    
    It is her balanced approach as a character that is both her greatest asset and
    her greatest downfall.  Since she lacks the insanely high Magic Attribute of
    the Sorceror, and the insanely high Strength Attribute of the Warrior, her 
    power comes from her pinpoint accuracy and resilience to being struck, meaning
    you have generally got to play her with your head or you'll get MUTHERED in
    close-quarters combat later on in the game.
    
    
    ===========================
    - T H E   S O R C E R O R -
    ===========================
    
    The Sorceror is an absolutely dreadful hand-to-hand combatant.  He can't swing a
    staff for beans, and gets battered every time he tries to defend himself.  Give 
    him a few magic books to leaf through, however, and you get the Sherman Tank of
    the game.
    
    Bolstered by the Mana Shield Spell, the Sorceror becomes a virtually 
    undefeatable force of magic energy, able to stand up to Diablo himself with a 
    smirk on his face.
    
    Focus on his strengths and you will have a weapon of mass destruction.  Focus on
    his weaknesses, and you might as well be grabbing your ankles.
    
    STARTING ATTRIBUTES
    
       Strength        15
       Magic           35 
       Dexterity       15 
       Vitality        20 
    
       Life            30 
       Mana            70 
       Armour Class    03 
       To Hit          57% 
       Damage          1-1 
    
    MAXIMUM ATTRIBUTES
    
       Strength        45 
       Magic          250 
       Dexterity       85 
       Vitality        80 
    
    EFFECTS OF BOLSTERING ATTRIBUTES
    
       Strength        +0 damage 
       Magic           +2 mana   per point 
       Dexterity       +1 to Hit per 2 points, +0 damage, +1 AC per 5 points 
       Vitality        +1 Life   per point
    
    BONUSES WHEN LEVELLING UP
    
       Life            +1 Life per level 
       Mana            +2 Mana per level 
    
    SPECIAL SKILL
    
       Recharge        The Sorceror has the power to recharge staves, thus 
                       increasing their longevity during play.  The only other 
                       character that can do this in the game is Adria, the Witch
                       on the far-eastern side of the town.  Be careful when using
                       this power, however, as every time you recharge your staff,
                       the maximum number of charges of whatever spell the staff
                       is imbued with decreases, so you are ultimately damaging
                       the staff as well as regenerating its power.  Adria does 
                       NOT do this - she replenishes a staff up to its maximum 
                       number of charges with no penalty (aside from the cash it
                       costs of course !!).
    
    WHY CHOOSE A SORCEROR ?
    
    Well, you definitely SHOULDN'T choose a sorceror because you like to hit things
    with your big staff - that really ISN'T his best selling point.  Oh no.  You
    would play the sorceror if you were more the "ah-HAH !!  KABOOOOOOOOOOOOM !!"
    kinda "I like to click on things and watch them burst into flames" kinda dude.
    
    The Sorceror should be kept out of hand-to-hand combat (particularly earlier 
    on in the game) AT ALL COSTS, or he WILL become mincemeat, guaranteed.
    
    Once he has learned the infamous Mana Shield Spell, however, the worm turns, 
    and with his HUGE Magic Attribute, he can DECIMATE huge numbers of enemies 
    in very short order with his magical powers.
    
    DRAWBACKS OF CHOOSING THE SORCEROR
    
    Well, basically he's CR@P at hand-to-hand combat !!  He's slow, he has two 
    left-feet, he doesn't know how to fight, he just smacks things as hard as he
    can and makes a poor "dink" kinda noise ... he's just pants basically.  However
    if you can look past this and see him for what he is - basically a HUGE mana 
    resource with a potentially LIMITLESS arsenal of magic powers at his disposal,
    then I think you might find him worth the time it takes to get used to him ;)
    
    =========================
    MISCELLANEOUS INFORMATION
    =========================
    
    Higher Strength means      
    
              - more damage 
              - you can wear better armour and wield cooler weapons 
    
    Higher Magic means      
    
              - normal mana potions restore more mana 
              - you can read more spell books 
              - spells have a greater effect, such as casting faster, lasting 
                longer, or doing more damage
    
    Hence, if you have the option of an increase in mana or an item that increases 
    magic so that mana goes up by the same amount, the second item (an increase in 
    magic) is definitely better.
    
    Higher Dexterity means      
    
              - better AC 
              - higher to-hit 
              - more damage 
              - can wield the heavier bows 
    
    Higher Vitality means      
    
              - more hit points 
              - normal heal potions (not full healing potions) restore more HP per 
                potion 
    
     
    =============================================================================
    ¦                                                                           ¦
    ¦                                  PART TWO                                 ¦
    ¦                            THE TOWN OF TRISTRAM                           ¦
    ¦                                                                           ¦
    =============================================================================
    
    Tristram - the town in which you start the game - was once a great place.  
    They had a carnival, and regular fêtes where people would come and drop off
    their children, and elderly ladies would make jam and everybody would smile
    and be happy ...
    
    ... then, just recently, demons descended upon it and destroyed the vast 
    majority of it.  Over half the townsfolk were slain in a demented slaughterfest
    that swept the town, much like chuck-out down the town centre round our way.
    
    Now there are only eight villagers left in the town of Tristram ..............
    .................. so let's waste no time and introduce ourselves to them eh !!
    
    ==============
    CAIN THE ELDER
    ==============
    
       Also known as Deckard Cain, the Elder, or the creepy old guy that hangs 
       around by the well, Cain can be found right in the centre of Tristram, 
       standing by the well (whether it be brown or blue).  He is a deceptively
       knowledgeable character who knows HEAPS about the denizens of the dungeon,
       the legends and tales you will encounter therein, the other townsfolk ...
       in fact pretty much anything !!  If you can put up with his dodgy Scottish
       accent for long enough that is ... =./
       
       Cain is able to identify any unidentified magic or unique items you pick up
       in the game at a cost of 100 Gp per item.  Usually this works out as being
       a good investment, but smart money says save BEFORE shelling out to have 
       him identify the item/s, as those which are negatively enchanted (e.g. the
       WEAK staff of bla or the BENT shield of ka-ching), can only be sold for 
       1 Gp, meaning you lose 99 Gp a pop on those.  If you save before you speak
       with him, get him to ID everything, and then if you DID come a cropper and
       find out that he identified one or more items as being total POO, reload
       your game, drop those items and then only have him ID the ones that are 
       worth selling on.  Voilà !!
    
       Cain is responsible for giving you both the "Archbishop Lazarus" and 
       "Diablo" Quests.
    
       USEFULNESS : 5/5
       ANNOYANCE  : 2/5
    
    =======================
    GRISWOLD THE BLACKSMITH
    =======================
    
       Another Scottish resident of Tristram, bless him.  Griswold is the resident
       Smith, and can rustle up quite a few tasty treats for you as the game moves
       along.  His shop is just to the north-east of Cain, in the main square of 
       Tristram.
       
       The only downside to dealing with Griswold (aside from his only marginally
       better than Cain's Scottish accent) is the PRICE of the things that he wants
       to sell you.  I mean fine, I can appreciate that we are like ... his only
       living customer and everything ?  But we're not MADE of money, y'know !?!?!
       
       Anyhow - aside from that Griswold is sound.
       
       As a tradesman, Griswold will buy any regular, magic or unique weapons (with
       the exception of magic staves, which he does not deal in), or armour from 
       you.  He can also repair any damaged weapons or armour that you have on 
       your person, making him a VERY handy lad to know indeed !!
    
       Griswold is responsible for giving you both the "Magic Rock" and "The Anvil
       of Fury" Quests.
       
       USEFULNESS : 5/5
       ANNOYANCE  : 2/5
    
    ================
    PEPIN THE HEALER
    ================
    
       Pepin the Healer has set up his shop on the western-side of the main square
       in Tristram, and you should pay him a quick visit if ever you come back to
       the town and are injured, as he will immediately replenish your health to 
       its maximum amount free of charge, just as a thank you for speaking to him !
       
       Sweet eh !!
       
       Pepin peddles an assortment of wares, all centred around healing.  He sells
       potions of healing, potions of full healing, potions of rejuvenation, potions
       of full rejuvenation, and scrolls of healing.
       
       Later on in the game (as in when you enter Hell), Pepin will begin selling
       you elixirs as well (but we shall come to those later on).
    
       Pepin gives you the "Poisoned River Water Supply" Quest, and is instrumental
       in progressing Adria's "Black Mushroom" Quest later on in the game.
       
       USEFULNESS : 5/5
       ANNOYANCE  : 1/5
    
    ===============
    ADRIA THE WITCH
    ===============
    
       Adria the Witch is the most removed member of the townsfolk you will be 
       visiting on a regular basis.  Her shack is aaaaaaaaaaaall the way to the 
       east of the town, and you'll have to walk quite a distance to get there.
    
       Adria will gladly buy any staves and potions you have on your person, and
       will sell you spellbooks, scrolls, potions of mana, potions of full mana,
       magic staves.
       
       When you enter Hell, she will begin peddling (along with Pepin) elixirs for
       your use as well, but we'll come to that in due course.
       
       Adria can also replenish any magical staves you have on your possession, so
       if you find one that you like but you run out of charges in it ?  Bring it 
       to her and, for a fee, she will gladly replenish it to its maximum number
       of charges for you ...
       
       Adria is responsible for giving you the "Black Mushroom" Quest.
       
       USEFULNESS : 5/5
       ANNOYANCE  : 4/5 (just from having to walk as far in Diablo !!)
    
    ======================
    OGDEN THE TAVERN OWNER
    ======================
    
       Ogden and his wife Garda run the "Tavern of the Rising Sun" - the Tristram
       Inn, located on the northern-side of the main square in Tristram and, not 
       surprisingly, he appears to have had rather a downturn in his business of 
       late.
       
       Ogden is a pleasant-enough chap, but there is no point in speaking with him
       beyond picking up quests from him, as he cannot sell you anything, nor can
       he buy anything off you.
    
       Ogden is responsible for giving you the "Curse of King Leoric" and "Ogden's 
       Sign" Quests.
       
       USEFULNESS : 2/5
       ANNOYANCE  : 1/5
       
    =======================
    WIRT THE PEG-LEGGED BOY
    =======================
    
       Wirt, the peg-legged boy, is a Wheeler Dealer who buys and sells goods of
       dubious origin (as quoted by Griswold).  He used to be a nice, playful kid,
       but having lost his leg in a painful altercation with some demons, he has 
       lost that side of his personality and become a money-grubbing little wide
       boy.
       
       You can find Wirt all the way to the west of Tristram, amidst the rocks
       past the church to the west.
       
       Wirt will trade items with you, but whatever he tries to sell you will be
       fantastically expensive.  Sometimes his goods are worth the price, but much
       of the time you WILL get ripped-off, so ALWAYS save before buying anything
       from him or risk CONSIDERABLY annoyance.
    
       Wirt gives you no quests.  He's greedy like that.
       
       USEFULNESS : 1/5
       ANNOYANCE  : 3/5
    
    ===================
    GILLIAN THE BARMAID
    ===================
    
       Gillian the Barmaid cares for her psychic grandmother, in a house to the
       west of the Tavern of the Rising Sun.  She is a pleasant girl, who serves
       absolutely NO useful purpose WHATSOEVER.  She doesn't give you any quests,
       she doesn't sell you anything, she doesn't buy anything from you - there
       is only one character more annoying than Gillian in the game and that is 
       Farnham, as at least Gillian talks sense, and gives you her honest opinion
       about anything you discuss with her.
       
       Gillian doesn't give you any quests.  Perhaps she's too busy tending to 
       her grandmother, poor love.
       
       USEFULNESS : 0/5
       ANNOYANCE  : 4/5
    
    =================
    FARNHAM THE DRUNK
    =================
    
       This USELESS b@stard can be found sitting by himself, getting tanked, to the
       south-east of the main square of Tristram.  Granted, Farnham has had his 
       fair share of troubles in his time - he was part of the party that the 
       Archbishop Lazarus tried to rustle up to accompany him down into the 
       dungeons to save Prince Albrecht - King Leoric's son who had apparently 
       been kidnapped by the demons, but Farnham lost his mind when he saw his 
       friends and fellows being hewn to pieces by the demonic Butcher Demon that
       lives underneath the Chapel, and it has driven him to drink quite a bit.
       
       Now I'm not an unsympathetic kind of guy ... but that does NOT excuse the
       fact that Farnham is a COMPLETELY USELESS DOODOOHEAD with absolutely 
       NOTHING useful OR interesting to say about ANYTHING.  If I could choose 
       to erase one video games character from existence for all time ?  It would 
       be one of the Power Rangers for SURE ... but if I could choose to erase TWO ?
       The second would be Farnham, GUARANTEED.
    
       Farnham doesn't give you any quests BECAUSE HE'S USELESS.
    
       USEFULNESS : -500/5
       ANNOYANCE  : 5000/5
    
    
    =============================================================================
    ¦                                                                           ¦
    ¦                                PART THREE                                 ¦
    ¦                         LEVELS 01-04 - THE DUNGEON                        ¦
    ¦               "The Sanctity of this Place has been Fouled !"              ¦
    ¦                                                                           ¦
    =============================================================================
    
    So !!  You're ready to begin are you ??  Good good.
    
    This is actually going to be a reasonably short area of the guide believe it
    or not, because the levels of Diablo are all randomly generated terrain-wise
    each time a new game is started.  Therefore they only conform to certain 
    basic points game-by-game.
    
    Similarly, the recurrence of Quests in-game is random, so you will never have
    all the quests in a single play-through.  Therefore I shall try and make you
    aware of the signs and triggers that signify quests are available for you,
    as you adventure further.
    
    Once you have done speaking with the townsfolk, head north-west of Ogden's
    Tavern and follow the path that leads into the church.
    
    ===============
    QUEST INDICATOR
    ===============
    
    If you spot a badly beaten and lacerated man lying by the entrance to the 
    church, stop and speak with him to get the "Butcher" Quest (see the Quests
    section for more information on this).
    
    Once you're done making small talk (or if he isn't there), head into the 
    church, to descend to ... Level One.
    
    Now, just to make the entire process easier for you to visualise, if you 
    imagine starting at ground level (which is easy ... since you have ...), and
    taking steps down to level one, then again down to level two, and so on and 
    so forth, until you reach level sixteen - the final level in the game.
    
    Keeping that in mind, this is how the levels break-down
    
                     Ground Level = Tristram
                        Levels 01-04 = The Dungeons
                           Levels 05-08 = The Catacombs
                              Levels 09-12 = The Caves
                                 Levels 13-16 = Hell
    
    So !!
    
    Levels one through four are what are called "The Dungeons".  They are a proper
    set of rooms with interconnecting doors and archways that would once have been
    populated by priests and worshippers, attending to the various needs of the 
    church, praying and so on.
    
    Now they have become the home of various low-level denizens of the demonic 
    underworld including scavengers (scurrying creatures that scuttle about the
    floor on all fours), carvers (small imp-like creatures armed with an assortment
    of weaponry), skeletons and zombies.
    
    During your travels you will encounter a number of things which warrant 
    specific mention, namely :-
    
    -------
    SHRINES
    -------
    
       Shrines are large structures that will either be mounted on walls, or free-
       standing in rooms.  They can generally only be used once, and have a 
       specific effect depending on their name - to see the shrine's name, move 
       your mouse over it.
    
       I have compiled a full list of shrines in Diablo, and inserted all of them
       in section ten for your reference.  Be forewarned that whilst some shrines
       are good and give positive benefits, others are positively awful, and will
       rob you of attributes, gold, and a whole lot more.  My advice ?  Save before
       activating a shrine (or refer to section ten - that'll serve you just as 
       well).
    
    ------
    CHESTS
    ------
    
       Whilst I have called them simply 'chests', this applies equally to tombs,
       barrels, sarcophagi - pretty much any receptacle that you can click on and
       open with the left-mouse button.
    
       Some of them contain nothing - some contain great treasures.  Others yet 
       are trapped, and so you should be aware of this before you start randomly
       running around opening everything in sight ...
    
       When you open a trapped chest (or other receptacle), the trap will go off
       IMMEDIATELY.  The most common types of trap are :-
    
         - Skeleton Trap   - a skeleton rises from the receptacle to fight you);
         - Arrow Trap      - an arrow fires at you from the receptacle);
         - Lightning Trap  - a lightning spell strikes you;
         - Firebolt Trap   - a firebolt spell strikes you;
         - Nova Trap       - a nova spell strikes you;
         - Mana Bleed Trap - you lose ALL your mana !!!;
         - Belt Thief Trap - you lose a number of items from your belt;
    
       There are plenty of others, but those are some of the most common.
    
       The best advice I can give is this.
    
       When you are opening chests and other receptacles that are near walls ?  
       Always look on the walls for small circular holes from which projectiles
       might be fired.  If you see one, it's a dead cert that one of the chests
       in the immediate area IS booby-trapped, so try and stand out of the line
       of attack of the hole when opening the chest.
    
       Secondly, as it is usually not THAT easy to determine whether a chest is
       potentially boody-trapped or not before you try and open it, try and 
       open it and keep moving past it - this helps reduce your chances of being
       shot with the projectile traps.
    
       Finally, if you hear the noise of a projectile being fired at you but you
       do NOT take damage immediately ?  RUN !!  RUN AWAY !!!!!  You might have 
       lucked out and get away with avoiding the projectile.
    
       Beware as barrels sometimes explode (but the good news is that they will 
       take out any explosive adjacent barrels too, so if one explodes and the 
       ones immediately around it don't ?  They won't explode when you hit them).
    
    -----
    TOMES
    -----
    
       Tomes, aka Spellbooks, can be found all OVER the place in Diablo.  When 
       you pick one up it will take up four squares in your inventory, and can
       only be used once.  Reading a tome will cause the spell it contains to be
       transferred to your spellbook or, if you already know the spell, it will
       cause you to level-up in that spell by one level.
    
       The higher you progress in your knowledge of a given spell, the more points
       you will require on your Magic Attribute to be able to read the tome.
    
       The maximum Magic you need to be able to read a tome is 255.
    
    -------
    SCROLLS
    -------
    
       As with tomes, scrolls can only be used once, but unlike tomes, using a 
       scroll causes the spell written thereon to be cast - just once - and then
       the scroll is destroyed.
    
       There are certain advantages to using scrolls over tomes, namely that they
       only take up one inventory square each; that there are certain spells which
       can only be cast from scrolls, and that some scrolls are easier to cast than
       their spellbook spells of the same name, meaning those characters that are 
       not quite as hot on the old magic as others, are still able to cast them.
    
    ---------
    BOOKCASES
    ---------
    
       ALWAYS always AlWaYs ALWAYS use bookcases.  A bookcase can only be used 
       once, but will ALWAYS drop a tome (or spellbook).
    
    --------------
    SKELETON TOMES
    --------------
    
       Skeleton Tomes are usually found standing in the same room as bookcases,
       and are more often than not (shockingly) guarded by Skeletons.  They will
       contain either a tome or a scroll.
    
    -------------
    LIBRARY BOOKS
    -------------
    
       Similar to Skeleton Tomes, Library Books are usually found standing in the
       same room as bookcases, and will contain either a tome or a scroll.
    
    -----------
    STORY TOMES
    -----------
    
       You will encounter what I have named "Story Tomes" throughout the game - 
       they are written by various sources and you will almost always find them
       on pedestals on various levels, surrounded by lit candlesticks.  Their 
       purpose is to help fill you in on the storyline - usually what has already
       taken place to lead things to their present state.  All of them are worth
       reading, and I have tried to give you a complete run-down in section 
       fourteen - the Plot according to the Scribes.
    
                                         -----
    
    In order to descend from level one to level two (and beyond), you will need to
    locate a set of stairs leading down on each floor.  Common sense, right ?
    
    ================
    QUEST INDICATORS
    ================
    
    Here are the quest indicators for levels one-four - the Dungeons.  In order
    to get more information about the quests, please check out section ten - quests
    as these are merely indicators to show you that you are on the right track.
    
    THE BUTCHER
    *  Man lying on the ground outside the entrance to the church dying.
    *  There is a large room filled with blood and bodies on level two.
    
    THE POISONED WATER SUPPLY
    *  The water in the well in the centre of town (behind Cain) is brown, not blue.
    *  There is a hole in a wall on level two which, when wanded, says "to a dark
       passage".
    
    THE CURSE OF KING LEORIC
    *  There is a large room on level three, the entrance to which says, when 
       wanded, "to King Leoric's Tomb".
    
    OGDEN'S SIGN
    *  There is four-room block of rooms, with Snotspill and a group of Overlords,
       USUALLY on level four, but sometimes on level three.  The stairs leading 
       down to the next level will be in the north-western room of the block.
    
                                         -----
    
    Once you have descended from level four down to level five, you exit the 
    Dungeons, and enter ...
       
    =============================================================================
    ¦                                                                           ¦
    ¦                                  PART FOUR                                ¦
    ¦                         LEVELS 05-08 - THE CATACOMBS                      ¦
    ¦                       "The smell of Death surrounds me"                   ¦
    ¦                                                                           ¦
    =============================================================================
    
    These are the darkest levels in the game light-wise.  The walls are dank, and
    the rooms are considerably more cavern-like than the comparatively well-built
    dungeons up above.
    
    Similarly you will encounter several new and exciting enemy-types down here,
    including the Unseen (malformed creatures with clawed hands that have the 
    ability to turn invisible in the shadows), Goatmen (of various clans, each
    of which has their own strengths and weaknesses), and Blinks (and their kin,
    all small, flying imp-like creatures that shriek and bite and scratch their 
    enemies).
    
    The rooms in the catacombs are generally not as well-designed - there are 
    lots of them with no doors - just three-sided rooms basically, and this can
    make for some very interesting combat sessions, as you don't have the luxury
    of closing doors to prevent being swamped.
    
    Here are some hints for navigating the catacombs effectively.
    
    ---------------------
    LOOK FOR GOAT SHRINES
    ---------------------
    
    Since you can see, and wand shrines even in rooms you have not yet been into,
    you can take it as read that a closed room with a Goat Shrine in it WILL be 
    heavily protected by Goatmen, and you should prepare yourself on that basis.
    
    ------
    LISTEN
    ------
    
    Always listen out for shrieks in the distance, as these are often Glooms (kin
    of the Blink) who charge at you from a distance.  Move out of their way and
    they will sail past you - it's rather satisfying really !!
    
    ---------------------------
    LOOK FOR THE STAIRS TO TOWN
    ---------------------------
    
    On levels five, nine and thirteen you will find a set of stairs leading you
    back up to the town.  USE THESE as soon as you find them, as they open a 
    permanent passageway back down to those levels.
    
    This can save you a LOT of hassle, particularly if your last save was quite
    a while ago.
    
    ================
    QUEST INDICATORS
    ================
    
    Here are the quest indicators for levels five-eight - the Catacombs.  In order
    to get more information about the quests, please check out section ten - quests
    as these are merely indicators to show you that you are on the right track.
    
    GHARBAD THE WEAK
    *  You will find Gharbad the Weak (a purple and red Goatman) just standing 
       around in the catacombs.
    
    VALOUR
    *  In a long, roughly torch-shaped room you will find the Book of Blood, 
       somewhere in the catacombs.
    
    THE MAGIC ROCK
    *  There is a lump of magic rock on a pedestal somewhere in the catacombs.
    
    ZHAR THE MAD
    *  In a room with a bookcase and a fair few Skeleton Tomes, you will find Zhar
       the Mad, standing around, somewhere in the catacombs.
    
    THE HALLS OF THE BLIND
    *  You will find a "Book of the Blind" on a pedestal somewhere in the catacombs.
    
    THE CHAMBER OF BONE
    *  You will find a "Mythical Book" on a pedestal somewhere in the catacombs.
    
                                         -----
    
    Once you have descended from level eight down to level nine, you exit the 
    Catacombs, and enter ...
    
    
    =============================================================================
    ¦                                                                           ¦
    ¦                                  PART FIVE                                ¦
    ¦                           LEVELS 09-12 - THE CAVES                        ¦
    ¦                           "It is HOT down here !!"                        ¦
    ¦                                                                           ¦
    =============================================================================
    
    Wow - nice !!  We appear to have wandered straight into a VOLCANO !!!!!  WHO
    had the map ... who was it ??  COME ON OWN UP DAMMIT !!!!!
    
    In spite of being one of the best lit sections of the game, the Caves are 
    quite an awkward place to manoeuvre around really, for two main reasons :-
    
       1) For the most part, the walls do not fade - particularly at the edges of
          the screen - when you go up to them, meaning that quite often you will
          miss chests, barrels etc., etc., as you won't see them.  Therefore I 
          would suggest you counter this by wanding those areas you cannot see,
          just to make sure you're not missing anything; and
       2) The lava streams that criss-cross and weave throughout the levels can
          sometimes leave you stranded with no option but to go back and take, 
          often quite laborious detours, to get to where you want (unless you have
          one of the game's teleportation spells - Phasing or Teleport - to get
          you around).
    
    As with the previous changeovers you will find that on level nine there are 
    a set of "stairs to town", which you should DEFINITELY find and take ... and
    the enemies you will encounter down here have become somewhat more brazen as
    well, and include an assortment of Dogs (all of whom spit acid so watch your
    step as you move about the place), Balrog Demons (who breathe Inferno Spells
    at you), and Serpents (who slither about and then SHOOT into combat range to 
    strike at you with their multiple arms).
    
    Another change in the caves from the caverns and above is the introduction of
    gates rather than doors.  There is no functional difference, aside from the 
    fact that your enemies can see you (and Dogs can spit at you) through the 
    gates ...
    
    It is when you get to the Caves that I would suggest you start SERIOUSLY trying
    to beef up your Fireball and/or Chain Lightning Spells, as the monsters you 
    encounter from hereon in do start to become rather more challenging than their
    weaker counterparts up above ...
    
    You can buy Tomes from Adria in town, and I have developed a handy re-jig tip
    which you can view in the tips section, should she not have what you want when
    you FINALLY complete the trek to go and see her ...
    
    One final thing I will mention is that you will find, on level nine, the 
    decapitated body of a fallen comrade.  SEARCH HIS BODY and you will find an 
    item that is specific to your player.  The Sorceror, for example, will ALWAYS
    find a Tome of Lightning on the body.
    
    ================
    QUEST INDICATORS
    ================
    
    Here are the quest indicators for levels nine-twelve - the Caves.  In order
    to get more information about the quests, please check out section ten - quests
    as these are merely indicators to show you that you are on the right track.
    
    THE ANVIL OF FURY
    *  You will find the Anvil of Fury sitting proud in a VERY exposed area of 
       the Caves.
    
    THE MAGIC MUSHROOM
    *  You will find both a Fungal Tome and a Mushroom Patch on the same level of
       the Caves (whichever level that may be).
    
                                         -----
    
    Once you have descended from level twelve down to level thirteen, you exit the
    Caves, and enter ...
    
    
    =============================================================================
    ¦                                                                           ¦
    ¦                                  PART SIX                                 ¦
    ¦                            LEVELS 13-16 - HELL                            ¦
    ¦                        "I must be getting close ..."                      ¦
    ¦                                                                           ¦
    =============================================================================
    
    Ah yes, HELL.  Much like my bedroom before a spring clean.  Hell is really 
    quite a happenin' place - I dig the walls and all the boney pointy bits and
    ooh look !!  People impaled on SPIKES ... how homely ...
    
    Hell represents the final section of the regular Diablo game and, consequently,
    is the breeding ground for the hardest, toughest enemies in the game.
    
    You will encounter SCORES of Succubi (very scantily-clad female spellcasters),
    as well as innumerate Demonic Knights (all of whom are wearing VERY spanktastic
    armour), Serpents (as you did in the Caves above), and Advocates (old mages
    with a MEGA penchant for throwing fireballs and firebolts at you in quick 
    succession).
    
    ================
    QUEST INDICATORS
    ================
    
    Here are the quest indicators for levels thirteen-sixteen - Hell.  In order
    to get more information about the quests, please check out section ten - quests
    as these are merely indicators to show you that you are on the right track.
    
    THE WARLORD OF BLOOD
    *  You will find a "Steel Tome" on a pedestal somewhere in Hell.
    *  The level will be replete with "Steel Lords" - Knights in shiny Steel Armour.
    
    LACHDANAN
    *  You will find Lachdanan, Captain of King Leoric's Knights, standing around
       in Hell.
    
    ARCHBISHOP LAZARUS
    *  You will find Lazarus' Staff balanced on a Vile Stand on level fifteen of
       Hell.
    
    DIABLO
    *  You will find a HUGE pentagram in a circle on level fifteen of Hell.
    
    Once you have completed the Archbishop Lazarus and Diablo Quests (both of which
    are mandatory), you will complete the game !!
    
    CONGRATULATIONS !!!!!  Now you can go through it aaaaaaaaall again either on 
    the same difficulty, or on Nightmare or Hell ;)
    
    
    =============================================================================
    ¦                                                                           ¦
    ¦                                 PART SEVEN                                ¦
    ¦                                   QUESTS                                  ¦
    ¦                                                                           ¦
    =============================================================================
    
    ===========================
    D U N G E O N   Q U E S T S
    ===========================
    
    ===========
    THE BUTCHER
    ===========
    
    INDICATOR
    
       You will find a man lying on the ground, dying, at the entrance to the 
       Church in Tristram.  Speaking with him will show you that he was part of 
       the party that the Archbishop Lazarus led down into the Labyrinth to find
       Prince Albrecht, the son of King Leoric.
    
       It turns out that Lazarus led the men into a trap, and the vast majority
       of them were slaughtered where they stood - limbs being hewn from their 
       screaming bodies as the Demon under Lazarus' command - the Butcher - made
       mincemeat out of them.
    
       Sorry - that was a bit graphic wasn't it ... but I wanted to convey to you
       just what a NASTY piece of work the Butcher really is - he doesn't just 
       make sausages you know ... OH no ... he chops them off !!!!! =O
    
    TRIGGER
          
       Finding the dying man at the entrance to the Church will start this quest.
       If you ignore the man you will find the entrance to the Butcher's room on
       level two, and can start the quest this way - just look for the room with
       all the mutilated bodies in it - you can't miss it !!
    
    SOLUTION
          
       Find and slay the Butcher on level two.  As I have said, he is in a large,
       square room chock-full of blood and bodyparts - you really cannot miss it.
       When you open the door he will call out "Aaaaaah, fresh meat !!", and come
       running out to fight you.
    
       If he overpowers you (as he's like the Duracell bunny when he gets going),
       fall back !!  Try and use the terrain to your advantage and DON'T retreat
       into areas you haven't explored yet - otherwise you will just make the task
       of defeating him that much harder.
    
       He can open doors, but he doesn't always think to, so you might even be
       able to shut him in a room and pelt him with spells and arrows - your call.
    
    PRIZE
    
       The Butcher's Cleaver - a unique item which the Butcher drops.  See section
       thirteen for its stats.
    
    =====================
    POISONED WATER SUPPLY
    =====================
    
    INDICATOR
    
       The water in the well in the centre of town is poisoned - it will be brown
       instead of its usual deep blue colour.
    
       You can speak with Pepin (only after you have been into the Dungeons at 
       least once), and he will confirm that the water has become brackish and 
       stagnant, and some of the townspeople have become ill drinking from it.  He
       suspects that the monsters have had something to do with it, and asks you to
       see if you can find out what has caused the pollution, and put it to rights.
    
    TRIGGER
    
       Talk to Pepin after returning to town from the dungeons for the first time,
       and he will give you the quest.  Failing that, you will find a small hole
       to squeeze through in a chamber on level two which, when wanded with the 
       mouse, will say "to a dark passage".
    
    SOLUTION
    
       Enter the aforementioned "dark passage", and purge it of ALL enemies inside.
       This will include a large contingent of carvers, some fire kin, and some 
       Goatmen.  Once all the enemies are slain, the water at the back of the 
       dark passage will turn from a sickening yellow to a beautiful blue via a 
       RATHER cool special effect.
    
    PRIZE
    
       The Ring of Truth from Pepin.  Again, see section thirteen for its stats.
    
    ========================
    THE CURSE OF KING LEORIC
    ========================
    
    INDICATOR
    
       You will either get this quest by speaking with Ogden on your return to 
       Tristram sometime, or by seeing a large room on level three of the Dungeon
       with an entrance that will say "to King Leoric's tomb" when wanded with the
       mouse.
    
       Ogden will tell you that when his son Prince Albrecht was kidnapped and 
       taken from him, King Leoric who had already fallen into a state of withdrawal
       compared to his usual self, FLEW into a rage, blaming innocent townsfolk for
       the disappearance of the boy.  Over half the population of Tristram was 
       executed at the King's order in his search for the boy, who continues to 
       elude them.
    
       Ogden goes on to say that the King had to be slain by his own guard as the
       final step in containing his ever-increasing madness, but that his tormented
       spirit has risen and possessed his body, which now stalks the halls of the
       third level of the dungeon.  Ogden asks that you find his King, and put him
       to eternal rest so that his soul may at last find peace.
    
                                                  ... i.e. smash his head in ... =)
    
    TRIGGER
    
       Talking to Ogden at the Tavern, or finding the door "to King Leoric's tomb"
       on level three of the Dungeon.
    
    SOLUTION
    
       Find and slay King Leoric in his tomb.  This won't be QUITE as easy as you
       might have originally thought, however, as he is heavily protected.  Forget 
       trying to get the drop on him either, since as soon as you enter his tomb,
       he barks out "The Warmth of Life has entered my Tomb ... prepare yourself
       Mortal ... to serve my Master for Eternity !!  HAHAHAHAHAAAAAAAR".
       
                        ... which is a bit of a bugger really ...
       
       SHOCKINGLY you will wind up fighting quite a lot of SKELETONS when you 
       enter the tomb - they come at you in waves from the north-west.  First you
       have just a few to deal with ... but then when you enter the next area,
       you are given a choice of two doors - one in the south-western wall, the 
       other in the north-eastern wall.  You won't be able to head further to the
       north-west at this time, as a large gate blocks all the archways.
       
       Take the door in the south-western wall first, kill the skeletons and pull
       the lever.  This will open up the gate in the north-western wall.  Head
       back through the door in the north-eastern wall, slay all the newly 
       released skeletons in the main chamber, and head through the door in the 
       north-eastern wall and clean that area out.  In that room you will find
       a further entrance to the north-west which leads to a small room and some
       TREASURE ... :)  Grab it and then head south-west and back into the main
       chamber.
       
       NOW.  Head to the north-west, through the previously blocked archways, and
       you will enter your audience with the Undead King, Leoric.
       
       ===============================
       KING LEORIC - THE SKELETON KING
       ===============================
       
       Leoric is a BIG boy, and we have a bone to pick with him.  He must be almost
       twice your height, and armed with a rather handy sword which is swings with
       considerable ease unfortunately.
       
       He has the power to resurrect fallen skeletons as well, but generally if he
       wants to do that he kinda walks around the houses a bit - he isn't all there
       if you catch my drift ;)
       
       The easiest way to win this fight is therefore to take him on and all but 
       ignore any skeletons that are not directly in hand-to-hand combat with you.
       
       Forget the skeletal archers for now - we'll deal with them in a moment.
       
       Head into the Skeleton King's main chamber, and draw his attention to your
       presence - either by just walking sufficiently close to him that he comes
       running towards you, or by pelting him with some type of projectile.
       
       Once he starts to head towards you, fall back and lure him with you.  Not
       all the skeletons will follow him, and this will make him easier to take 
       out.  Focus all your attacks on him and then when HE has fallen, take the
       Undead Crown which he drops, and then proceed into his original chamber, 
       and wipe out ALL the skeletons that are there, taking the time to destroy
       all four of the crucified skeletons that are located in each of the four
       corners of the room, as this will open up a secret door in the north-eastern
       wall that leads to even MORE treasure !!
    
       Therefore once you have wiped out the four crucified skeletons there are
       three ways out of this chamber.  To the north-west (to treasure), to the
       north-east (to treasure), and to the south-east (back the way you came).
    
       Take all the treasure, and then leave the Skeleton King's Chamber via the
       original doorway all the way to the south-east.
       
    PRIZE
    
       The Undead Crown, which the Skeleton King drops.  See section thirteen for
       its stats.
    
    ============
    OGDEN'S SIGN
    ============
    
    INDICATOR
    
       You can get this quest one of two ways.  Either speak with Ogden on one of
       your trips to Tristram and he will give it to you (he will begin his 
       dialogue with "Master, I have a strange experience to relate ..."), or 
       alternatively you will come across a block of four rooms, usually on either
       the third or fourth floor.  The south-western room will contain a Dark One
       named Snotspill, with the stairs leading down to the next floor in the 
       north-western room, and a group of Overlords in the north-eastern and south-
       eastern rooms.  There is a treasure chest in the south-eastern room.
    
    TRIGGER
    
       Either speak with Ogden, or locate the block of four rooms yourself and 
       speak with Snotspill.
    
       If you speak with Ogden he will tell you that he cannot understand for the 
       life of him WHY, but a group of imps (I'm 99% sure they are Dark Ones) 
       came into his yard the other night and stole the sign to his Tavern.  He 
       cannot even venture a suggestion as to why, but it does seem strange.
       Whilst Ogden doesn't specifically ask for its return, he is sure to want 
       that sign back if at all possible ...
    
       If you speak with Snotspill instead, he will tell you (in his childish
       way) that he has heard of your reputation, and that he wants you to get him
       back his Magic Banner, or his troops will attack and you will surely die.
    
       It appears his Dark Ones have had the sign nicked by the Overlords !!
       TURF WAR !!!!! =)
    
    SOLUTION
    
       There are two distinctly different ways of dealing with this quest.  You 
       must decide whether you want to help Ogden, or Snotspill.
    
       If you choose to help Ogden, you should do as Snotspill suggests and head 
       around the complex and into the north-eastern room.  Kill the Overlords in
       that room and the south-eastern room, and then open the chest, retrieve 
       Ogden's Sign and return it to him in Tristram.  You will get a reward for
       this, but Snotspill will attack you on sight, and the wall to his north-
       east will disappear to reveal a small ARMY of Dark Ones (I would suggest 
       using either the Fire Wall or Lightning Wall Spells and systematically 
       eradicating the Dark Ones row by row).
    
       If you choose to help Snotspill, you should do as he suggests and head 
       around the complex and into the north-eastern room.  Kill the Overlords in
       that room and the south-eastern room, and then open the chest, retrieve 
       Ogden's Sign and give it back to Snotspill in the south-western room.  He 
       will thank you for returning it to him, and then promptly attack you with
       his Dark Ones.  The wall to his north-east will disappear and a small army
       of the little buggers will descend on you.  I would recommend using either
       the Fire Wall or Lightning Wall Spells and casting them row, after row, 
       after row, to push back and destroy the Dark Ones one rank at a time.
       You will NOT get a reward for helping Snotspill.
    
    PRIZE
    
       If you help Ogden, he will give you the Harlequin Crest - a magical cap
       which was left in one of the rooms of his tavern by a Magician who happened
       to be travelling by and stopped off for the night.  See section thirteen
       for its stats.
    
       If you help Snotspill you get sod all !!
    
                                         -----
    
    ===============================
    C A T A C O M B S   Q U E S T S
    ===============================
    
    ================
    GHARBAD THE WEAK
    ================
    
    INDICATOR
    
       Gharbad the Weak - a purple and red Goatman - will be standing around 
       somewhere in the Catacombs.  He won't move, and you can approach him without
       being attacked by him.
    
    TRIGGER
    
       Speak with Gharbad to receive his quest.  It turns out he's quite a 
       cowardly Goatman, who offers to bribe you with items of power in exchange
       for his safety.
    
    SOLUTION
    
       Head away from him until he disappears off the screen, and then return and
       speak with him.  He will, true to his word, give you an item or weapon of 
       power.
    
       Repeat this process and he will tell you that he hasn't got anything for 
       you just yet, but that he is working on something very powerful, and that 
       if you just him live that little bit longer, he will keep his promise.
    
       Repeat the process one last time, and he will tell you that he has changed
       his mind, that the item he has crafted is TOO powerful for you, and that if
       you want it you are going to have to take it from him.
    
       With that, he attacks you !!
    
       Just batter him to pieces (I personally enjoy turning him to stone and then
       smashing him to bits), and then take the "very powerful" item he had crafted
       as your own !! :)
    
       Usually these items aren't THAT powerful - it just appears that Gharbad is
       a very poor judge of most things !!
    
    PRIZE
    
       Two magical items or weapons - one of which he will give to you whilst he 
       is still alive, and the other of which you can wrestle from his lifeless 
       corpse once he has been slain for his IMPUDENCE.
    
    ======
    VALOUR
    ======
    
    INDICATOR
    
       Somewhere in the catacombs you will find "The Book of Blood" on a pedestal.
       It will be located in a large, roughly torch-shaped room that you will have
       to enter from the south-west, through one of two doors that are adjacent to
       each other.  You will have to fight some horny brutes (if you don't believe
       me check 'em out !!) to get to it.
    
    TRIGGER
    
       Read the Book of Blood.
    
    SOLUTION
    
       Just to the north-east of the Book of Blood you will find a Blood Stone next
       to the Pedestal of Blood (sensing a common theme for this quest ??).  Once
       you have placed the Blood Stone on the Pedestal of Blood, you will find that
       a door opens in an adjacent room to the north-east (on the northern side of
       the structure).  You can either walk around to that door, or teleport or 
       TRY and phase into that room.  Kill the Brutes in that room and grab the 
       Blood Stone on the floor there.  Place that Blood Stone on the Pedestal of 
       Blood to open another room to the north-east, this time on the southern 
       side of the structure.
    
       Nip in there, kill the Brutes, take the Blood Stone and place THAT on the 
       Pedestal of Blood to fully open up a pathway to the north-east.  You will
       hear the chink of something metallic falling to the ground as the path 
       opens.
    
       Watch out for the final group of Brutes in this room, as they will attempt
       to charge you from the north-east.  Once they are defeated, pick up your 
       prize - Arkaine's Valour - a medium-ranking suit of armour !!
    
    PRIZE
    
       Arkaine's Valour from the Chamber of Valour
    
    ==============
    THE MAGIC ROCK
    ==============
    
    INDICATOR
    
       You will find a Magic Rock mounted on a pedestal somewhere in the Catacombs,
       or else Griswold will give you this quest at some point when you stop off
       at his shop.
    
    TRIGGER
    
       Either speaking with Griswold, or picking up the Magic Rock :)
    
    SOLUTION
    
       Quite simple really - just find the Magic Rock on the pedestal, and bring 
       it back to Griswold, who will fashion it into something swanky for you.
    
    PRIZE
    
       The Empyrean Band - a ring that Griswold makes for you.  See section 
       thirteen for its stats.
    
    ============
    ZHAR THE MAD
    ============
    
    INDICATOR
    
       Zhar the Mad - a very orange-looking Advocate - will be standing around 
       in the catacombs somewhere.  He can be approached and will not attack you.
       He will be in a room (whether it has a doorway or not is another question),
       with at least one Bookcase and some Library Books or Skeletal Tomes kicking
       around.
    
    TRIGGER
    
       Speak with Zhar.
    
    SOLUTION
    
       Speak with Zhar the first time and he will bark at you that you are 
       interrupting his work, and he cannot understand why you are here.  He gives
       you a tome and asks you to leave him alone.
    
       If you encounter him in a room that has a door, MAKE SURE YOU LOCK 
       YOURSELVES IN IMMEDIATELY.  I will explain why in a second.
    
       You can pick up anything from any of the Library Tomes or Skeletal Tomes 
       in the room he is in, but woe betide you if you touch the Bookshelf, as 
       that sends him over the edge, and he attacks you.
    
       Zhar is slightly more powerful than a standard Advocate, and has their 
       regular compliment of powers, so he can throw fireballs at you, and more
       importantly he can teleport around the place.  If you have closed the door
       (if there IS a door - the catacombs can be a bit cack like that), then you
       won't have to worry about chasing him around the catacombs, as he cannot 
       teleport through a wall or locked door.  If you DIDN'T think to close the
       door, then this can become quite a protracted fight, as he can teleport 
       outside, down corridors and so on ...
    
       Once Zhar has died, examine his body and take whatever item he has dropped.
    
    PRIZE
    
       A Spellbook (which he gives you to leave him alone), and a magical item or
       weapon (which he drops when you slay him).
    
    ======================
    THE HALLS OF THE BLIND
    ======================
    
    INDICATOR
    
       Somewhere in the catacombs you will find the "Book of the Blind" on a 
       pedestal.  Read it.
       Alternatively you may come across a room that is shaped like a big figure
       eight, but at an angle.  Both indicate this quest is available to you.
    
    TRIGGER
    
       Reading the Book of the Blind will open two entrances into the Halls of 
       the Blind.
    
    SOLUTION
    
       Enter the Halls of the Blind and kill all the Illusion Weavers (bright 
       yellow stalkers) that you find.  You don't need to kill them to complete
       the quest - just to prevent them ambushing you ;)
    
       Once you have cleared the outer hall, open the northernmost of the two 
       rooms, slay the Illusion Weavers there and take the Optic Amulet as your
       prize.  You can open the southernmost room if you like, but it only ever
       contains Illusion Weavers.
    
    PRIZE
    
       The Optic Amulet - located in the northernmost of the two rooms in the 
       Halls of the Blind.
    
    ===================
    THE CHAMBER OF BONE
    ===================
    
    INDICATOR
    
       Somewhere in the catacombs you will find a "Mythical Book" on a pedestal.
       In addition, you will come across a stairway leading "Up to the Chamber 
       of Bone", which will be inaccessible until the book has been read.
    
    TRIGGER
    
       Read the Mythical Book to open up the staircase that leads to the Chamber
       of Bone.
    
    SOLUTION
    
       Enter the Chamber of Bone and immediately prepare to defend yourself as 
       there are 2-4 Stalkers waiting in ambush for you, as well as several 
       Skeletons.
    
       Here is an approximated layout of the Chamber of Bone.  You start where
       it says "STAIRS DOWN" ...
    
       ------------------------------------------------------------------------
       ¦            ¦                                  ¦            ¦         ¦
       ¦            ¦              BOOK                ¦            ¦         ¦
       ¦            ¦                                  ¦            ¦         ¦
       ¦     L      ¦                                  ¦      L     -    x    ¦
       ¦            ¦----------------------¦   ¦-------¦                      ¦
       ¦            ¦                                  ¦            -         ¦
       ¦            ¦                                  ¦            ¦         ¦
       ¦            ¦    ROOM FILLED WITH SKELETONS    ¦            ¦---------¦
       ¦            ¦    [AND I DO MEAN FILLED !!!]    ¦            ¦         ¦
       ¦            ¦                                  ¦            ¦         ¦
       ¦            ¦                                  ¦            -         ¦
       ¦            ¦                                  ¦                 x    ¦
       ¦            ¦                                  ¦            -         ¦
       ¦            ¦---------¦   ¦--------------------¦            ¦         ¦
       ¦                                                            ¦         ¦
       ¦                                                            ¦---------¦
       ¦                                                            ¦         ¦
       ¦                                                            ¦         ¦
       ¦                                                            ¦         ¦
       ¦                                                            ¦         ¦
       ¦            ------------------------------------            ¦         ¦
       ¦            ¦                                  ¦            ¦         ¦
       ¦            ¦                                  ¦            ¦         ¦
       ¦            ¦            STAIRS                ¦            ¦         ¦
       ¦            ¦                DOWN              ¦            ¦         ¦
       ¦            ¦                                  ¦            ¦         ¦
       ¦                                                            ¦         ¦
       ¦                                                            ¦         ¦
       ¦                                                            ¦         ¦
       ------------------------------------------------------------------------
    
       [KEY]
    
          L   = Lever
          x   = Treasure
        BOOK  = Book of Arcane Knowledge
    
       Once you have cleared out the initial attack, head around the wall above
       you, and keep heading north-west (you have to imagine that my top-down 
       map above is tiled in alignment with the game on-screen).  You need to 
       go and activate each of the "L" markers on the map (L stands for LEVER in
       case you don't know), and this will open up the secret doors to the 
       otherwise inaccessible parts of the chamber for you.
    
       I would strongly suggest you clear out the two rooms to the north-east 
       before venturing anywhere NEAR the Skeleton Room.  This is because it is 
       easier to clear out the outer halls before worrying about being attacked 
       from in front as well ... common sense really ;)
    
       Once you have plundered the treasure and despatched the enemies in the two
       rooms to the north-east, then I would recommend you stand in front of the 
       door that leads to the Skeleton Room, and ready either a Fire Wall or 
       Lightning Wall Spell.
    
       When you are sure you are ready, open the door, AVOID cr@pping your pants
       when you realise that every single available square in the entire room is
       taken up with a Skeleton, and cast Fire Wall on the first square immediately
       inside the room, thus creating a barrier between you and the army of 
       Skeletons.
    
       Mana-permitting, keep casting either Fire Wall or Lightning Wall and destroy
       your Skeleton foes row-by-row.  If you do this calmly and sensibly, you will
       be able to wipe them out in seconds rather than having a protracted, pitched
       battle with them over the next 40 minutes or so ...
    
       Once they have all fallen, pick up all the items they dropped, and then head
       further north-west and into the next room, all the way up to the top where 
       you will find a Book of Arcane Knowledge.  My advice is that you leg it 
       straight up to the book, TOTALLY ignoring any enemies you face (as long as 
       you didn't get your BUTT kicked by the Skeletons in the previous room), and
       activate it.
    
       Activating the Book of Arcane Knowledge will automatically teach your 
       character the Guardian Spell (or raise your knowledge of this spell by one
       level should you already know it), AND, equally importantly, CAST the spell
       at your current level of knowledge on your behalf.
    
       The Guardian Spell (in case you haven't used it before), summons a three-
       headed Hydra from under the ground that spits firebolts at your enemies for
       a period of time and then disappears back into the ground from whence it 
       came.
    
       The Guardian always backs you up in combat, and cannot hurt you, so it 
       makes a FANTASTIC (albeit brief) bedfellow for the fight you have on your
       hands.  There are a small contingent of Brutes, plus Hidden that you must
       defeat.
    
       Once you have slain EVERYBODY in the Chamber of Bone ("eternal death ..."
       not for US mateypeeps !!), then head back to the stairs leading back down
       to whatever level of the catacombs you were on.
    
    PRIZE
    
       Several magical items (all randomly generated) from the chests to the north-
       east of the level, plus one level's worth of Guardian Spell knowledge from
       the Book of Arcane Knowledge in the north-western room of the Chamber !!
    
                                         -----
    
    =======================
    C A V E S   Q U E S T S
    =======================
    
    =================
    THE ANVIL OF FURY
    =================
    
    INDICATOR
    
       You will find the Anvil of Fury sitting in a VERY prone position on one 
       of the levels in the Caves.  Even drawing CLOSE to it will get you pelted
       with Night Clan Archers' Arrows, Dog Vomit and all sorts of other niceness.
    
    TRIGGER
    
       Either stop and speak with Griswold at his shop at some point during your
       trek through the Caves.  He will disclose his knowledge of the Anvil, and 
       offer to make you something natty with its power.
    
    
    SOLUTION
    
       Another simple search and retrieval mission for Griswold, bless him.  Just
       head into the Caves, find the Anvil of Fury, and take it back to him - just
       be VERY careful about the level of exposure which you are subject to when 
       taking the Anvil, however, as you CAN be killed quite quickly by the sheer 
       number of projectiles you WILL get chucked at you.
    
       Therefore I would MOST DEFINITELY ensure that you have enough inventory 
       space to pick up the Anvil before you get to it - otherwise you can kiss 
       yo' butt goodbye !!!
    
    PRIZE
    
       Griswold's Edge - a KICK@SS sword which Griswold will fashion for you.
    
    ==================
    THE MAGIC MUSHROOM
    ==================
    
    INDICATOR
    
       Oh aye ... a MAGIC Mushroom eh ??  Hmmmmmm =./
    
       You will find two items on the same level of the Caves (the level will be 
       randomly chosen if the quest appears at all) - a Fungal Tome, and a Mushroom
       Patch.  These two things will VERY seldom be together.
    
    TRIGGER
    
       Taking the Fungal Tome to Adria will trigger this quest.
    
    SOLUTION
    
       Bear with me, as this is the longest quest in the game by FAR.
       
       I am going to do it in stages to make it easy to digest :-
       
         A)  Pick up the Fungal Tome and take it to Adria.
         B)  Adria will ask you to keep your eyes peeled for a big, black 
             mushroom.
         C)  Head back into the Caves and examine the Mushroom Patch to obtain
             said big, black mushroom and take it to Adria.
         D)  Adria will tell you that the mushroom is PERFECT, and that you should
             go and speak with Pepin the Healer, as she has learned that he is 
             looking for the brain of some sort of demon to help him in creating
             an elixir to cure the effects of their poisonous attacks.
         E)  Go and speak with Pepin, and he will tell you that Adria (who must 
             have Air Jordans or something to move so quickly) has already spoken
             with him, and confirmed that you have offered to help him find the 
             brain of a demon (any demon will do), so that he can study it.
         F)  Head back into the Caves, and pay VERY close attention to the next 
             demon you slay, as he or she will drop ... their brain !!  Pick up the
             brain and take it back to Pepin.
         G)  Pepin is elated, and says that whilst he was able to complete his work
             on the elixir without the brain, it can't hurt to have it to study.
             He gives you a sample of the elixir, and asks you to carry it to 
             Adria, who is expecting it.
         H)  Take the elixir to Adria, who says that she no longer needs it, and 
             that you can keep it.
    
    PRIZE
    
       The Spectral Elixir - a magical elixir which bolsters all your attributes
       by 3 points !!
    
                                         -----
    
    =====================
    H E L L   Q U E S T S
    =====================
    
    ====================
    THE WARLORD OF BLOOD
    ====================
    
    INDICATOR
    
       You will find "the Steel Tome" on a pedestal on one of the levels in Hell.
       On the same level, you will find yourself fighting an awful lot of "Steel 
       Lords".
    
    TRIGGER
    
       Reading the Steel Tome when you come across it.  It tells a tale of how 
       the Warlord of Blood - a slayer of man and angel alike - has as his fortress
       the Armouries of Hell.  It turns out that he indiscriminately slaughters 
       anybody and anything he comes across in a blood-fuelled craze, to keep 
       offering sacrifices to his Dark Gods.  He has already slain thousands, so
       odds are it's time he met his match, non ?
    
    SOLUTION
    
       First off, you won't be able to descend to the next level until you've read
       the Steel Tome, as this opens the gateway to the Armoury which is, as I have
       already pointed out, inhabited by the Warlord of Blood (and his entourage).
       
       Therefore, you must read the Steel Tome.  THEN you must head for the exit.
       Once you get to him, he will initially stand where he is and call out the 
       following statement (which I just LOVE).
       
       "My blade sings for your blood MORTAL, and by my dark Masters it shall NOT
       be denied !!"
       
       COOL !!  FIGHT !!!!! =)
       
       I would suggest taking out the Warlord's Steel Lord Bodyguards whilst he is
       delivering his speech to you, as once he has finished he WILL come after 
       you.
       
       He isn't an insanely difficult enemy to face, but you should be aware that 
       if you let your guard down he WILL have you, so be alert ;)
    
       Once you have defeated him, you can raid the Armoury !!  WOOHOO !!!!! =)
    
    PRIZE
    
       Numerous randomly-generated suits of armour and weapons, from the various
       stands (4 weapon, 2 armour) in the Warlord of Blood's Armoury.
    
    =========
    LACHDANAN
    =========
    
    INDICATOR
    
       You will find Lachdanan, Captain of King Leoric's Knights, standing on one
       of the levels in Hell just waiting patiently for your arrival.  He will 
       not attack you.
    
    TRIGGER
    
       Speak with Lachdanan, and he will explain that as Captain of King Leoric's
       Knights, he and his fellows were subjected to a curse by King Leoric as 
       retribution for their part in his demise (if you recall, Leoric went berserk
       when his son Albrecht went missing, and blamed the innocent people of 
       Tristram for his abduction.  Enraged, he had over half of the townsfolk 
       executed in his search for the boy, and so his own knights felt forced to
       take the mutha DOWN), and fled the King's Burial Chamber as his fellow 
       knights succumbed to their fates.
    
       Whilst he has spent considerably energy trying to save himself from the 
       curse, he has been unable to find the Golden Elixir which purports to be 
       able to cure him.  He says if you find the Elixir and bring it to him, he
       will reward you.
    
    SOLUTION
    
       You need to search for, find, retrieve and bring back to Lachdanan, the 
       Golden Elixir.  It will always be either on the same level as Lachdanan,
       or one level further down.
    
    PRIZE
    
       At least one random magic weapon which Lachdanan drops when he passes on,
       and the Veil of Steel - Lachdanan's Helm.  See section thirteen for its
       stats.
    
    ==================
    ARCHBISHOP LAZARUS
    ==================
    
    INDICATOR
       This is actually a mandatory quest, so there is no indicator per se, as it
       will ALWAYS be there.  On level fifteen you will find a Vile Stand with
       Lazarus' Staff perched on it.
    
    TRIGGER
    
       Take Lazarus' Staff and show it to Cain in Tristram.  He will tell you that
       it must have been the Archbishop Lazarus that kidnapped the boy Albrecht, 
       and that he cannot BELIEVE he didn't work that out previous (nor can we
       Cain ... nor can we).  Cain believes that Lazarus can only be planning on 
       sacrificing Albrecht to appease his dark Gods, and urges you to make haste
       to Lazarus' Chambers with all due haste !!
    
    SOLUTION
    
       Cain removes Lazarus' Staff from your inventory.  You should then return to
       level fifteen, and find the gigantic pentagram in the circle which will be
       somewhere on that level.
    
       You will find that a RED (Town) Portal Spell has been cast, and that this
       portal leads you to Lazarus' Lair.
    
       Take the Portal, and immediately save upon entering Lazarus' Lair.
    
       Rather than draw the floorplan of his lair for you, I am going to give you
       step-by-step instructions as to how to navigate it quickly, and reasonably
       safely.
    
        A) Ready a Fireball Spell if you have one available, and open the door to
           the north-east.  Cast the Fireball Spell almost immediately to take out
           the Hell Spawn that is waiting for you there.
        B) Turn and head south-east, taking out the Hell Spawn in the enclosed 
           area to the south-west.
        C) Keep heading south-west and kill the Hell Spawn standing by the closed
           doors that lead south-west.
        D) Open the doors and kill the Advocates in the next area.
        E) Stand on the circle and activate the tome against the north-western 
           wall, to be teleported to the north-east and into the thick of combat
           with another group of Hell Spawn.
        F) Slay them and then head back to the south-west (to where you stood on
           the circle and activated the tome).
        G) From here, head south-west and then north-west, clearing out the long
           corridor of enemies.
        H) Turn and head north-east, taking out the Hell Spawn and Advocates.
        I) Open the door to the north-east and kill the Hell Spawn.
        J) Head north-east and take out the Hell Spawn in the enclosed room to the
           south-east.
        K) About-face and head back to the south-west, through the now opened door.
        L) Stand on the circle against the wall, and activate the tome to be 
           teleported to the north-east and into the thick of combat with YET 
           ANOTHER group of Hell Spawn.
        M) Dispatch these FREAKS, and then head back to the room where you started.
    
       Now, when you stand on the circle that you were standing on when you first
       set foot in this lair, you will be teleported to the boss fight with the 
       Archbishop and his cronies, so be prepared.
    
       ==================
       ARCHBISHOP LAZARUS
       ==================
    
       After the RATHER cool cutscene of Lazarus closing his eyes and his irises
       turning red once he opens them again, you are placed in a previously hidden
       area of his chambers, immediately to the south-west of the main room where
       you started.
    
       Archbishop Lazarus (who is standing to your north-west) calls out "Abandon
       your foolish quest.  All that awaits you is the wrath of my Master.  You 
       are too late to save the child.  Now you will join him ... in Hell !!"
    
       His two lieutenants - Red Vex and Blackjade (both Hell Spawn) are to your
       north-east, and south-east.
    
       As soon as Lazarus starts speaking, leg it to either the south-west or the
       south-east, and hide.  The fight cannot begin until you draw sufficiently
       close to him or his lieutenants, so this gives you time to ENSURE you are
       fully healed-up and ready for a tough fight.
    
       Now ... you need to be aware that they have set a trap for you.  As soon 
       as the fight begins proper, the wall to the south-west of the three main
       villains in this piece will open up to reveal a squad of Hell Spawn and 
       Advocates, who will pelt you to bits in moments if you aren't careful.
    
       If you have the Flame Wave Spell available to you, this is the PERFECT time
       to use it.  Head up to Archbishop Lazarus, and when the trap is sprung, 
       wheel on your heels and fire off the Flame Wave at the Hell Spawn that have
       just appeared, and watch them WILT.  Despatch these lesser enemies before
       focusing on the bosses.
    
       Once all the bosses are in full fight mode, focus on Red Vex and Blackjade,
       as they move around a LOT more than Lazarus - he's an Advocate, so generally
       he will stay put unless you get TOO close in which case he will teleport 
       away to a safe distance so that he can continue bombarding you with Fireball
       Spells from afar.
    
       Once Red Vex and Blackjade have fallen to your MIGHT, focus all your 
       attention on Archbishop Lazarus.  Pelt that mutha until he CRACKS !!!!!
    
       Take note of the boy on the altar - the one that has just been recently 
       sacrificed ??  Could that be Albrecht ???  Are we too late !?!?!
    
       After his demise, pick up the items that are scattered about - at LEAST one
       magical item or weapon from each of the three bosses, plus whatever the 
       lesser muppets dropped, and then head back to the main circle that you 
       started the lair on, and you will find another red Portal has opened up for
       you.  It will take you back to level fifteen.
    
    PRIZE
    
       At least 3 magical items or weapons (randomly generated) - one is dropped by
       Archbishop Lazarus, one is dropped by Red Vex, and the third is dropped by
       Blackjade.
    
    ======
    DIABLO
    ======
    
    INDICATOR
    
       As with the Archbishop Lazarus Quest, this one is mandatory for the 
       completion of the Diablo title - therefore there is no indicator for it per
       se - you are GOING to find it - guaranteed.  The closest thing would be the
       presence of the huge pentagram in the circle on level fifteen, as this 
       denotes the entryway to Diablo's Lair.
    
    TRIGGER
    
       This quest is triggered by reporting to Cain upon completion of the 
       Archbishop Lazarus quest.  Cain will tell you that the time has now come
       for you to hunt down and destroy Diablo - the Lord of Terror - himself.
    
       Cain says that based on your description of the boy on the altar has
       ruled out the possibility of that being Albrecht.  It appears that the boy
       on the altar was no more than a diversion to trick you ... ANOTHER trick !!
    
       This raises many questions.  Where is Albrecht ?  Why was the other boy 
       sacrificed ?  Is Albrecht still alive ?  Lazarus said we were too late to
       save him, but if he isn't dead then ... where ... is he ... ?
    
    SOLUTION
    
       Return to level fifteen and step into the huge pentagram on the floor to 
       descend to Diablo's Lair.
    
       The lair is partially randomly-generated, and partially fixed in its 
       layout.
    
       It will ROUGHLY look like this :-
    
       ------------------------------------------------------------------------
       ¦                             ¦          ¦                             ¦
       ¦   -----------------------   ¦          ¦   -----------------------   ¦
       ¦   ¦                     ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   ¦                     ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   ¦       AREA 3        ¦   ¦          ¦   ¦       AREA 1        ¦   ¦
       ¦   ¦                     ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   ¦                     ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   ¦                     ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   -----------------------   ¦          ¦   -----------------------   ¦
       ¦                             ¦          ¦                             ¦
       ¦                             ¦          ¦                             ¦
       ¦                             ¦          ¦                             ¦
       ¦                             ¦          ¦                             ¦
       ¦                                                                      ¦
       ¦          START HERE                                OR START HERE     ¦
       ¦                                                                      ¦
       ¦                             ¦          ¦                             ¦
       ¦                             ¦          ¦                             ¦
       ¦                             ¦          ¦                             ¦
       ¦                             ¦          ¦                             ¦
       ¦                             ¦          ¦                             ¦
       ¦   -----------------------   ¦          ¦   -----------------------   ¦
       ¦   ¦                     ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   ¦                     ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   ¦                     ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   ¦       AREA 4        ¦   ¦          ¦   ¦       AREA 2        ¦   ¦
       ¦   ¦       DIABLO        ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   ¦                     ¦   ¦          ¦   ¦                     ¦   ¦
       ¦   -----------------------   ¦          ¦   -----------------------   ¦
       ------------------------------------------------------------------------
    
       You will start the level at the foot of a set of stairs which is randomly
       placed on either the left, or right-hand sides (hence my saying start 
       here OR here on the map above).
    
       The level is divided up into four main areas, three of which (areas 2, 3 
       and 4) are locked and must be unlocked via a series of skull levers in 
       the preceding sections (e.g. to unlock area 4 you must activate the skull
       levers in area 3, but you can only unlock area 3 by using the skull levers
       in area 2, and so on).
    
       Only area 1 is available for you to ENTER at the outset.
    
       HOWEVER, before you even BEGIN considering activating the skull levers, I
       would STRONGLY suggest you explore the entire of this level and slay any 
       and all enemies you encounter.  TOTALLY DISREGARD ALL THE SKULL LEVERS AND
       ANY AREAS YOU CANNOT ACCESS FOR NOW - just go everywhere you can (which will
       be AROUND areas 2, 3 and 4, and inside and outside area 1), and kill ALL 
       your opponents.
    
       Ordinarily you will find Sir Gorash (a Blood Knight Captain) with a platoon
       of his troops kicking around somewhere.
    
       Once you have pacified the entire level, THEN I would suggest you do the 
       following :-
    
         1)  Go to Area 1 and activate the skull lever there to open Area 2;
         2)  Go to Area 2 and activate the skull lever there to open Area 3;
         3)  Go to Area 3 and activate the skull levers there to open Area 4;
         4)  Town Portal back to Tristram;
         5)  Pick up any items you may have left lying on the floor - treat it 
             as if you WON'T be coming back to Tristram ever again, and so every
             item you don't have in your inventory or on your belt WILL BE LOST 
             FOREVER - INCLUDING money;
         6)  SAVE THE GAME; and
         7)  Teleport back to Diablo's Lair and prepare yourself for the final 
             showdown !!
    
       It is VERY important to remember that as soon as you have killed Diablo,
       you MUST save the game.  You will only have a few seconds to do this, but
       it is of PARAMOUNT importance if you want to play your character through
       again and make them even more powerful, trust me on this.
    
       So !!  Ready to take on the Lord of Terror ??  Let's go !!
    
       When you activate the last skull lever in Area 3, the central portions of
       the north, south, east and west walls of Area 4 all disappear, making it 
       look like this :-
    
                                ----               ---- 
                                ¦.....................¦ 
                                 .....................  
                                 ........     ........  
                                 ........  X  ........  
                                 .....................  
                                ¦.....................¦ 
                                ----               ---- 
    
       Now, Diablo is waiting for you where the X is ... but do you see all the 
       little dots ??  Those are his cronies ...
    
       ... ok ok so there aren't QUITE that many, but Diablo is VERY well guarded
       I will say that.
    
       I have developed a sure-fire way of reducing his outer-guard before taking
       him on, and I would suggest you observe it, as it will make your life a 
       fair bit easier ...
    
       So here we go !!
    
       From Area 3, move to the very left-hand side of the wall and follow it to the
       south.  This will cause those enemies located nearest the outside of the left
       wall (but on the inside of Area 4) to come out and fight you.
    
                         ¦                                   ¦
                         ¦      ----               ----      ¦
               HUG       ¦      ¦.....................¦      ¦
              THIS ----->¦       .....................       ¦
              WALL       ¦       ........     ........       ¦
                         ¦       ........  X  ........       ¦
                         ¦       .....................       ¦
                         ¦      ¦.....................¦      ¦
                         ¦      ----               ----      ¦
                         ¦                                   ¦
    
       Once you get to the bottom, take ONE STEP to the right, and then head back
       up, and the enemies one-step into Area 4 from the previous lot will come out.
    
       Do this 3-4 times and Diablo will come out, but you will have taken out 
       enough of his entourage to make the fight considerably easier for you to cope
       with.
    
       ===========================
       DIABLO - THE LORD OF TERROR
       ===========================
    
       Here he is !  The Big Boss of the Game !!
    
       Diablo is one TOUGH mutha - he is quick, LOVES fire, and is horny to boot. 
       Just LOOK at him - he could impale a HILLSIDE on those things.  Anyhow ...
       His primary attacks are twofold - he likes to strike you with the Apocalypse
       Spell (which causes a blast of flame to strike you wherever you are standing
       as long as you are within a radius - it's very hard to dodge because it does
       not emanate from him - it strikes from the ground underneath your feet so you
       don't get a lot of warning that it's coming) or, when he's up-close-and-
       personal, he likes to strike you with his clawed hands.
    
       He is, as I have already said, QUICK in combat, and quick to move as well,
       so you can expect that he will outpace and catch up to you ... which is MORE
       than can be said for his lackies.
    
       Therefore, once he comes at you, retreat back to Area 3 - not all his cronies
       will follow him, and so if you take the ones that DO come after you out 
       first, you can quickly reduce it to a 1-2-1 with him and you.
    
       I ALWAYS use the Fireball Spell to take Diablo out as, even though he is a 
       master of wielding flame attacks himself, he himself is NOT immune to fire,
       which is good ...
    
       If you've been beefing up your Fireball Spell like I suggested when you got
       into the Caves (or even Chain Lightning to be honest), then you should find
       that this is a very manageable fight.  HOWEVER, having said that, Diablo has
       one trick up his sleeve, which I actually regard as more of a glitch in the
       game to be honest, and that is that he can virtually parry magic ?  As in,
       you go to cast a Fireball Spell yeah ?  You get JUST as far as paying for 
       it from your available mana, and then he SLAPS you with his Apocalypse Spell.
       You've lost the mana for the Fireball Spell, but he's effectively parried it,
       so he takes no damage, and you come off worse for the encounter.
    
       Therefore, if you're going to rely on Fireball EXCLUSIVELY (like wot I do), 
       you should make sure that you are WELL stocked-up with potions of mana, and
       I do mean WELL stocked-up.
    
       Once Diablo dies, you will be unable to move, and should save the game 
       IMMEDIATELY.  This is because the end cutscene will then play, after which
       you will only be given two options with this character - either load your 
       previous save (which, if you didn't save it after defeating Diablo, means
       that you will have to slay him again), or starting a new game (which means
       you will start again from scratch in Tristram with the character that just
       slew Diablo, but everything on the ground in Tristram will have disappeared.
    
       THAT is why I told you to pick everything up and save the game immediately
       after defeating Diablo, as you can now begin a new game (on whatever 
       difficulty setting you choose), and you will still have all your inventory
       items and everything, which you can then drop off in Tristram and continue
       adventuring !!!!!
    
    PRIZE
    
       You win the game - congratulations !!
    
                                         -----
    
    =============================================================================
    ¦                                                                           ¦
    ¦                                  PART EIGHT                               ¦
    ¦                                    SPELLS                                 ¦
    ¦                                                                           ¦
    =============================================================================
    
    - L E V E L   O N E -
    
    
    NAME            : SPECIAL SKILL (Character-specific)
    DESCRIPTION     : This skill is given to you automatically, and will be repair 
                      for the Warrior, Disarm Traps for the Rogue, and Staff 
                      Recharge for the Sorceror.
    SINISTER RATING : 5/5
    
    NAME            : FIREBOLT
    DESCRIPTION     : Fires a small bolt of flame in a direct line.  The Firebolt
                      is very quick, and generally quite accurate.  It is sometimes
                      difficult to hit moving targets with it, but at lower levels
                      it is DYNAMITE.
    SINISTER RATING : 5/5
    
    NAME            : CHARGED BOLT
    DESCRIPTION     : Charged Bolt discharges a number of small electrical pulses
                      which shoot across the floor in seemingly random directions.
                      They are generally quite reasonable at hitting their targets,
                      although they are seldom 100% accurate.  Their strength comes
                      from the number of projectiles they fire, and whilst this is
                      a decent spell at lower levels, against tough opponents you 
                      might as well be hitting them in the face with a handkerchief.
    SINISTER RATING : 3/5
    
    NAME            : HOLY BOLT
    DESCRIPTION     : Holy Bolt is like the biblical equivalent of Firebolt.  This
                      divine projectile is, like Firebolt, very quick to move, and
                      makes a very satisfying "Bzzzzt" sound when it discharges,
                      whether against an enemy or a wall.  The biggest DOWNSIDE of
                      Holy Bolt is that it can only do damage to undead creatures.
                      It passes through any living being.
    SINISTER RATING : 2/5
    
    NAME            : HEALING
    DESCRIPTION     : Ah, yes !!  This is a FANTASTIC spell - provided you have a
                      sufficiently plentiful mana reserve, you will find the Healing
                      spell will fully replenish your character to their maximum 
                      health, and the mana cost is actually NOT that painful once 
                      you start sinking serious pointage into the spell.  VERY 
                      handy.
    SINISTER RATING : 5/5
    
    NAME            : [NOT AVAILABLE IN SINGLE-PLAYER MODE]
    
    NAME            : INFERNO
    DESCRIPTION     : This spell creates a series of small, connected blasts of fire
                      that travel in a straight line towards your enemies.  
                      Unfortunately for you, the range of the Inferno spell is 
                      always VERY limited, which sucks.
    SINISTER RATING : 1/5
    
    
    
    - L E V E L   T W O -
    
    
    NAME            : [NOT AVAILABLE IN SINGLE-PLAYER MODE]
    
    NAME            : FIRE WALL
    DESCRIPTION     : Fire Wall creates a wall of flame that extends for as many
                      squares in a direct line as the spell and its level will 
                      allow.  All units trying to traverse the flames stand a 
                      chance of taking damage, and in most cases this means the 
                      lower-level enemies will be atomised.  There is a drawback
                      to using this spell at higher levels, and that is that it
                      will last so long you will either need to teleport over it,
                      or go and make yourself a five-course meal before it dies
                      down !!
    SINISTER RATING : 4/5
    
    NAME            : TELEKINESIS
    DESCRIPTION     : Undoubtedly one of the most useful spells in the game, the
                      Telekinesis spell enables you to manipulate objects remotely.
                      What this means is that you can open chests, doors, tombs, 
                      etc., at a distance (which is great if you are worried about
                      any traps going off), as well as pick up items and add them
                      to your inventory even if they are in locked rooms.  Anything
                      you can see you can pick up with one exception and that is
                      barrels.  You cannot destroy barrels with this skill.  You 
                      can, however, open and shut doors, so you can trap enemies
                      in rooms - it's just a GREAT great spell.
    SINISTER RATING : 5/5
    
    NAME            : LIGHTNING
    DESCRIPTION     : Fires a bolt of lightning in a direct line.  The stronger
                      your mastery of the spell, the longer and more damaging the
                      bolt of lightning fired.  This is a great spell as it enables
                      you to kill not just one enemy, but a whole LINE of enemies
                      (if they are standing still and/or coming at you head-on).
                      It is best used against low-to-moderately-powered enemies,
                      as on higher levels you will get surrounded, and that is 
                      where this particular spell falls short unfortunately.
    SINISTER RATING : 5/5
    
    NAME            : TOWN PORTAL
    DESCRIPTION     : This is one of THE single best spells in the game.  It 
                      creates a Town Portal - a fixed, two-way gate which allows
                      you to travel from your present location back to Tristram,
                      and then back to exactly where the portal was created, 
                      whereupon the Town Portal shuts, and the spell must be 
                      re-cast to create another, if required.  Just make sure that
                      you leave yourself enough mana to cast it, as it can save
                      your @rse in a pinch.  My advice ?  Carry an additional 
                      potion of Full Mana (or just a potion of Mana if you are
                      playing the Sorceror) to use in dire emergencies, and only
                      to fuel this spell.
    SINISTER RATING : 5/5
    
    NAME            : FLASH
    DESCRIPTION     : Pretty ... but cr@p.  This creates a very small, concentrated
                      burst of light and energy that discharges in the immediate
                      area around the Spellcaster.  Even at the highest levels,
                      the extremely poor radius detracts from the raw power of the
                      spell, making this a USELESS addition to your library in my
                      humble opinion.
    SINISTER RATING : 1/5
    
    NAME            : STONE CURSE
    DESCRIPTION     : Whilst it can only be used on one enemy at a time, this spell
                      enables you to turn that enemy to stone for the duration of
                      the spell.  PERFECT if you have small children and can't keep
                      track of where the little blighters are ;)  You can also fire
                      off other spells at them whilst they are held in their stone
                      form (or you can just smack them about) and, if they take
                      enough damage, they crumble into little bits of stone !!
                      WICKED fun.
    SINISTER RATING : 3/5
    
    
    
    - L E V E L   T H R E E -
    
    
    NAME            : PHASING
    DESCRIPTION     : This is like a baby teleportation spell, which will randomly
                      pop you from where you are to a different location in the
                      near vicinity.  It can be used to good effect if you are very
                      careful where you cast it, just as it can be your undoing if
                      you aren't careful with it.  For example, it can pop you
                      through a wall and into a room on the other side, thus saving
                      you the time and trouble of walking all the way around to it.
                      Similarly it can drop you right smack-bang in the middle of
                      a monster orgy, which can be a LITTLE compromising let me 
                      assure you !!
    SINISTER RATING : 2/5
    
    NAME            : MANA SHIELD
    DESCRIPTION     : FANTASTIC - a REALLY useful spell this one.  It creates a 
                      golden orb above your head which ensures that any damage your
                      player sustains will be drained from your mana (until it 
                      reaches zero), and THEN your health.  If you are playing a
                      Sorceror, or any other character with a large mana reserve,
                      this spell will turn you into a TANK - just be mindful that
                      all your damage sustained will be being taken from the same
                      reserve as your spells cast, so you will need to stock up on
                      a LOT of Mana potions ... other than that, it's one of the
                      very best spells in the game !!
    SINISTER RATING : 100/5
    
    NAME            : ELEMENTAL
    DESCRIPTION     : A nice, but ultimately not extremely useful spell - this one
                      summons a Fire Elemental who immediately charges at and bear
                      hugs the nearest enemy, causing him (the Fire Elemental) to
                      explode and do damage to that enemy, and anybody in his 
                      immediate vicinity.  Useful, but the high mana cost and poor
                      controllability make it one you won't use very often.
    SINISTER RATING : 2/5
    
    NAME            : FIREBALL
    DESCRIPTION     : A MUST-HAVE Spell, and definitely one you will want to sink
                      a lot of training into.  The Fireball Spell is like a beefier
                      Firebolt spell, insofar as it still travels fast, but when it
                      hits, it does damage to any enemies in a small radius of the
                      blast - not just the enemy it hits.  The huge amounts of 
                      damage that it can inflict at higher levels make this THE 
                      choice of weapons for the discerning spellcaster.  I use it
                      to deal with most bosses - including Diablo himself !!
    SINISTER RATING : 5/5
    
    NAME            : FLAME WAVE
    DESCRIPTION     : The Flame Wave spell causes a concentrated wall of flame to
                      rocket out in a horizontal line towards your enemies.  Think
                      of it as a fast-moving, smaller Fire Wall spell, and you will
                      have a good idea of what it can do.  It does HUGE (and I do
                      mean HUGE) amounts of damage to enemies en route, and is 
                      great for levelling large amounts of enemies coming straight
                      for you - particularly in enclosed spaces, like many of the
                      rooms in the Catacombs.
    SINISTER RATING : 4/5
    
    NAME            : CHAIN LIGHTNING
    DESCRIPTION     : The perfect partner for the Fireball Spell, Chain Lightning
                      fires off as many Lightning Spells as are required to hit 
                      each and every enemy that is within your line of sight.
                      Quite often this will result in 5 ?  10 ?  Lightning Spells
                      being shot out at the same time, making this one of the most
                      visually impressive spells in the entire game (and one of the
                      deadlist to boot).
    SINISTER RATING : 5/5
    
    NAME            : GUARDIAN
    DESCRIPTION     : The Guardian spell summons a three-headed Hydra from under
                      the ground to do battle with your enemies.  Whilst the Hydra
                      cannot move, it can launch Firebolts at any enemies it sees
                      for the duration of the spell.  You will find the Guardian
                      Spell up for grabs in the Chamber of Bone, so if you want
                      to get to Level 15 in this spell easily, just do that quest
                      15 times (!!)
    SINISTER RATING : 3/5
    
    
    
    - L E V E L   F O U R -
    
    
    NAME            : NOVA
    DESCRIPTION     : The Nova Spell kicks BUTT - it unleashes (and yep, that is
                      the right word) an expanding circle of lightning that travels
                      as far in every conceivable direction as possible until it
                      hits a wall.  It travels THROUGH people, just as Lightning 
                      and Chain Lightning do, and can level a room full of enemies
                      NO sweat.
    SINISTER RATING : 5/5
    
    NAME            : GOLEM
    DESCRIPTION     : You might think that this would be a bit of a pants spell,
                      and in SOME ways you'd be right.  The Golem is a great ally,
                      but he has a will of his own, and will slowly plod off to 
                      do battle with the enemy nearest to him.  He doesn't stand
                      about, and this can mean he will level an entire floor of 
                      low-level enemies (great), or alert a bunch of high-level
                      enemies to your presence whilst you're trying to heal up 
                      (which is NOT so great obviously).  Use with care ;)  Also,
                      the Golem will explode when you use Town Portal or leave a
                      level to go up or down, so he only has a limited usefulness.
                      He can be destroyed by your enemies too (obviously).
    SINISTER RATING : 3/5
    
    NAME            : TELEPORT
    DESCRIPTION     : A VERY expensive spell to buy OR cost, but with obvious 
                      reasons to back it up.  This is a VERY, very handy spell to
                      have in your repertoire.  You can use it to teleport to any
                      location on your screen, whether it is within your player's
                      line of sight or not.  If you teleport onto a set of stairs
                      or a Town Portal, your character will automatically activate
                      it, so you needn't worry about asking "Will I be able to make
                      it into the Town Portal or up/down the stairs before I get
                      lynched ??" - the game takes care of that for you !! :)
    SINISTER RATING : 5/5
    
    NAME            : APOCALYPSE
    DESCRIPTION     : BRILLIANCE - absolutely BRILLIANCE.  All enemies within your
                      screen's view burst into flames, à la Diablo's main attack
                      stylee - WICKED !! :)  Pure, simple, chaotic fun.  Makes 
                      killing that muppet Na-Krul well worth it !!  Please do note,
                      however, that Apocalypse is NOT available in the regular 
                      single-player version of Diablo.
    SINISTER RATING : 5/5
    
    NAME            : BONE SPIRIT
    DESCRIPTION     : To be honest I have never understood the viability of the 
                      Bone Spirit Spell.  Apparently it knocks 1/3 off the life 
                      force of any enemy it hits ... which tells me you have to 
                      cast THREE of them at any ONE enemy to get the full advantage.
                      In addition, you lose health when you cast it !!!!! :( :( :(
                      Add to that the high casting cost and VERY high cost of buying
                      any books to improve your knowledge of it, and you have a 
                      spell that is about as much use as ... ooh ... something 
                      really not very much use !!
    SINISTER RATING : 1/5
    
    NAME            : BLOOD STAR
    DESCRIPTION     : You know those really annoying and quite powerful balls of
                      energy that the Succubi, Snow Witches and other cuties throw
                      at you in HUGE quantities in Hell ??  Those are Blood Stars.
                      Use this spell to give them a taste of their own medicine !!
                      The only real drawback is that it's quite costly to cast, as 
                      you actually have to sacrifice both mana AND life to cast
                      it, and it is very expensive to learn.
    SINISTER RATING : 4/5
    
    NAME            : [NOT AVAILABLE IN SINGLE-PLAYER MODE]
    
    
    - S P E L L S   W H I C H   Y O U   C A N N O T   L E A R N -
    
    Unfortunately there are some spells which you quite simply cannot learn.  These
    include the Identify Spell (which will identify an item in your inventory), and
    the Apocalypse Spell, which Diablo uses to great effect against you when you
    do battle against him, the little GIT !!
    
    =============================================================================
    ¦                                                                           ¦
    ¦                                  PART NINE                                ¦
    ¦                                   SHRINES                                 ¦
    ¦                                                                           ¦
    =============================================================================
    
    There are a great many shrines in the Diablo game, each of which having a set
    effect (or set OF effects), depending on its name.  Here is a list of all the
    shrines I have encountered, together with the quote you are given when they 
    are activated, and what effect it has.
    
    DO NOT FORGET that NOT every shrine grants you a benefit - some are really 
    quite nasty !! =./
    
                                         -----
    
    ===============
    REGULAR SHRINES
    ===============
    
    Abandoned Shrine
    QUOTE  : The hands of men may be guided by fate
    EFFECT : Dexterity +2
    
    Creepy Shrine
    QUOTE  : Strength is bolstered by heavenly faith
    EFFECT : Strength +2
    
    Cryptic Shrine
    QUOTE  : Arcane power brings destruction
    EFFECT : The shrine casts a Nova Spell, and your mana is fully replenished
    
    Divine Shrine
    QUOTE  : Drink and be refreshed
    EFFECT : Your life and mana are fully replenished, and two potions are dropped
             for you (either 2 rejuvenation potions, or 1 full mana and 1 full 
             life potion)
    
    Eerie Shrine
    QUOTE  : Knowledge and wisdom at the cost of self
    EFFECT : Magic +2
    
    Eldritch Shrine
    QUOTE  : Crimson and Azure become as the Sun
    EFFECT : All healing and mana potions become equivalent rejuvenation potions,
             so head back to the town and buy yourself loads and loads of full 
             Health or Full Mana potions ;)
    
    Enchanted Shrine
    QUOTE  : Magic is not always what it seems to be
    EFFECT : One spell loses 1 or 2 levels, all others gain a level
    
    Fascinating Shrine
    QUOTE  : Intensity comes at the cost of wisdom
    EFFECT : Maximum mana drops by -1 to -22; Firebolt spell gains 2 levels
    
    Glimmering Shrine
    QUOTE  : Mysteries are revealed in the light of wisdom
    EFFECT : Identifies all unidentified items on your person
    
    Gloomy Shrine
    QUOTE  : Those who defend seldom attack
    EFFECT : All shields, armour and helmets in your inventory gain +2 to their 
             armour class, but all weapons in your inventory lose -1 to their 
             maximum damage
    
    Glowing Shrine
    QUOTE  : Knowledge is Power
    EFFECT : +5 Magic; -5% Experience
    
    Hidden Shrine
    QUOTE  : New strength is forged through destruction
    EFFECT : One item suffers -10 to its durability; all others gain +10 to their
             durability
    
    Holy Shrine
    QUOTE  : Wherever you go, there you are
    EFFECT : Phases you randomly
    
    Imposing Shrine
    QUOTE  : A surge of blood interrupts your thoughts
    EFFECT : 1/4 of your maximum Mana is converted into your maximum Life
    
    Magical Shrine
    QUOTE  : While the spirit is vigilent, the body thrives
    EFFECT : A Mana Shield is cast upon you
    
    Mendicant's Shrine
    QUOTE  : Give and you shall receive.
    EFFECT : Halves your carried gold, and transfers it to your experience
    
    Murphy's Shrine
    QUOTE  : That which can break will
    EFFECT : Varies - it will cause either :-
                        a) All weapons to take 8 points of damage; or
                        b) One item to take 50% damage; or
                        c) A 33.3% chance of damage to an item you wear; or
                        d) 1/3 of your gold to disappear.
    
    Mysterious Shrine
    QUOTE  : Some are weakened as one grows strong
    EFFECT : One attribute gains 5 points, all others lose 1 point.
    
    Mystic Shrine
    QUOTE  : Your skills increase, but at a price
    EFFECT : All gold piles are converted into XP.  (I believe this is only in the
             Demo-version of the game)
    
    Oily Shrine
    QUOTE  : That which does not kill you ...
    EFFECT : Depends on your Class :-
    
                    Warrior   +2 Strength
                    Rogue     +1 Dexterity; +1 Magic
                    Sorcerer  +2 Magic
    
    Ornate Shrine
    QUOTE  : Salvation comes at the cost of wisdom
    EFFECT : Maximum Mana loses -15; Holy Bolt gains 2 levels
    
    Quiet Shrine
    QUOTE  : The essence of life flows from within
    EFFECT : Vitality +2
    
    Religious Shrine
    QUOTE  : Time cannot diminish the Power of Steel
    EFFECT : All items on your person are fully repaired
    
    Sacred Shrine
    QUOTE  : Energy comes at the cost of wisdom
    EFFECT : Maximum Mana suffers a -1 to -20 loss; Charged Bolt spell gains 2 
             levels
    
    Secluded Shrine
    QUOTE  : The way is made clear when viewed from above
    EFFECT : Auto-map reveals the entire level (which is not as good as it sounds)
    
    Solar Shrine
    QUOTE  : You feel (x)
    EFFECT :          (x) depends on the local time where you are :-
    
                     (x =)         Local Time     Effect
                     Stronger      12:00-18:00    +2 strength
                     Wiser         18:00-20:00    +2 magic
                     Refreshed     20:00-04:00    +2 vitality
                     More Agile    04:00-12:00    +2 dexterity
    
    Sparkling Shrine
    QUOTE  : Some Experience is gained by Touch
    EFFECT : Character gains a level of experience! - or - 1,000 - 7,000 Experience
             Points.
    
    Spiritual Shrine
    QUOTE  : Riches about when least expected
    EFFECT : All empty inventory slots are filled with gold of varying amounts.
    
    Spooky Shrine
    QUOTE  : Where avarice fails, patience gains reward
    EFFECT : Invoke Full Rejuvenation on all other players (I believe this shrine
             is only available in multi-player mode)
    
    Stone Shrine
    QUOTE  : The power of mana refocused, renews
    EFFECT : All staves are fully recharged
    
    Supernatural Shrine
    QUOTE  : You hear a strange cry from the distance
    EFFECT : The level above your current level is restocked with creatures & items
    
    Tainted Shrine
    QUOTE  : Those who are last may yet be first
    EFFECT : All other players get +1 to +3 on a random stat, all other stats are -1
             (I believe this shrine is only available in multi-player mode)
    
    Thaumaturgic Shrine
    QUOTE  : What once was opened now is closed
    EFFECT : All chests on the level are closed and re-filled with items
    
    Town Shrine
    QUOTE  : There's no place like home
    EFFECT : Opens a Town Portal for you (at your current location)!
    
    Weird Shrine
    QUOTE  : The sword of justice is swift and sharp
    EFFECT : The maximum damage of all weapons on your person increases by +1
    
                                         -----
    
    ==============
    UNIQUE SHRINES
    ==============
    
    In addition to the Regular Shrines in Diablo, there are a number of Unique 
    Shrines which you may, or may not encounter during your travels, including :-
    
    Fountain of Tears
    EFFECT : Raises 1 stat by 1 point; lowers 1 stat by 1 point
    
    Goat Shrine
    EFFECT : Invokes the effects of one of the Regular Shrines (randomly), so save
             before using it !! ;)
    
    Cauldron
    EFFECT : Invokes the effects of one of the Regular Shrines (randomly), so save
             before using it (as with the Goat Shrine) ;)
    
    Pool of Blood
    EFFECT : Restores 1 Hit Point each time used (and can be used indefinitely)
    
    Purifying Shrine
    EFFECT : Restores 1 Mana Point each time used (and can be used indefinitely)
    
    Murky Pool
    EFFECT : Grants you temporary Infravision - the ability to see your enemies
             through walls !! =)
    
    =============================================================================
    ¦                                                                           ¦
    ¦                                  PART TEN                                 ¦
    ¦                                  BESTIARY                                 ¦
    ¦                                                                           ¦
    =============================================================================
    
    Here is a list of all the races that I have found whilst playing Diablo, 
    together with notes on their resistances, immunities and average hit points.
    If you can fill in any of the blanks, please let me know and I shall give you 
    full credit for your submissions =)
    
    =============================================================================
    ¦ RACE                   ¦ RESISTANCES       ¦ IMMUNITIES        ¦  AVG HP  ¦
    =============================================================================
    ¦ Acid Beast             ¦ None              ¦ None              ¦   20-33  ¦
    ¦ Advocate               ¦ Fire              ¦ Magic Lightning   ¦   72-72  ¦
    ¦ Azure Drake            ¦                   ¦                   ¦          ¦
    ¦ Balrog                 ¦ Magic             ¦ Fire              ¦   90-100 ¦
    ¦ Black Death            ¦                   ¦                   ¦          ¦
    ¦ Black Knight           ¦                   ¦                   ¦          ¦
    ¦ Blink                  ¦ None              ¦                   ¦          ¦
    ¦ Blood Claw             ¦                   ¦                   ¦          ¦
    ¦ Blood Knight           ¦ Fire              ¦ Magic Lightning   ¦  100-100 ¦
    ¦ Blood Stone            ¦ None              ¦ Magic Fire        ¦   27-37  ¦
    ¦ Bone Gasher            ¦ Magic             ¦ None              ¦   14-20  ¦
    ¦ Burning Dead (Archers) ¦ Fire              ¦ Magic             ¦    5-12  ¦
    ¦ Burning Dead           ¦ Fire              ¦ Magic             ¦          ¦
    ¦ Burning Dead (Captains)¦                   ¦                   ¦          ¦
    ¦ Cabalist               ¦ Magic Fire        ¦ Lightning         ¦   60-60  ¦
    ¦ Carver                 ¦                   ¦                   ¦          ¦
    ¦ Cave Viper             ¦                   ¦                   ¦          ¦
    ¦ Corpse Axe             ¦                   ¦                   ¦          ¦
    ¦ Corpse Bow             ¦                   ¦ Magic             ¦    4-8   ¦
    ¦ Corpse Captain         ¦                   ¦ Magic             ¦          ¦
    ¦ Counselor              ¦                   ¦                   ¦          ¦
    ¦ Dark One               ¦                   ¦                   ¦          ¦
    ¦ Death Wing             ¦ None              ¦ Magic Lightning   ¦   45-75  ¦
    ¦ Devil Kin              ¦                   ¦ None              ¦    8-12  ¦
    ¦ Doom Guard             ¦                   ¦                   ¦          ¦
    ¦ Fallen One             ¦                   ¦                   ¦          ¦
    ¦ Familiar               ¦ Magic             ¦ Lightning         ¦   10-17  ¦
    ¦ Fiend                  ¦                   ¦                   ¦          ¦
    ¦ Fire Clan (Archers)    ¦                   ¦                   ¦          ¦
    ¦ Fire Clan              ¦                   ¦                   ¦          ¦
    ¦ Fire Drake             ¦                   ¦                   ¦          ¦
    ¦ Flesh Clan (Archers)   ¦ None              ¦ None              ¦   10-17  ¦
    ¦ Flesh Clan             ¦ None              ¦ None              ¦   15-22  ¦
    ¦ Frost Charger          ¦                   ¦                   ¦          ¦
    ¦ Gargoyle               ¦                   ¦                   ¦          ¦
    ¦ Ghoul                  ¦                   ¦ Magic             ¦          ¦
    ¦ Gloom                  ¦                   ¦                   ¦          ¦
    ¦ Gold Viper             ¦ Lightning         ¦ Magic             ¦   70-90  ¦
    ¦ Guardian               ¦                   ¦                   ¦          ¦
    ¦ Flayed One             ¦                   ¦                   ¦          ¦
    ¦ Hell Spawn             ¦ Magic             ¦ Lightning         ¦   75-100 ¦
    ¦ Hell Stone             ¦ None              ¦ Magic Fire        ¦          ¦
    ¦ Hidden                 ¦                   ¦                   ¦          ¦
    ¦ Horned Demon           ¦                   ¦                   ¦          ¦
    ¦ Horror                 ¦                   ¦                   ¦          ¦
    ¦ Horror Captain         ¦                   ¦                   ¦          ¦
    ¦ Illusion Weaver        ¦                   ¦                   ¦          ¦
    ¦ Lava Lord              ¦                   ¦                   ¦          ¦
    ¦ Lava Maw               ¦ Magic             ¦ Fire              ¦   50-75  ¦
    ¦ Maelstrom              ¦                   ¦                   ¦          ¦
    ¦ Magistrate             ¦                   ¦                   ¦          ¦
    ¦ Magma Demon            ¦                   ¦                   ¦          ¦
    ¦ Mud Man                ¦ None              ¦ None              ¦          ¦
    ¦ Mud Runner             ¦                   ¦                   ¦          ¦
    ¦ Night Clan             ¦                   ¦                   ¦          ¦
    ¦ Night Clan (Archers)   ¦                   ¦                   ¦          ¦
    ¦ Obsidian Lord          ¦                   ¦                   ¦          ¦
    ¦ Overlord               ¦ None              ¦ None              ¦   30-40  ¦
    ¦ Pit Beast              ¦ Magic             ¦ None              ¦   40-55  ¦
    ¦ Plague Eater           ¦ None              ¦                   ¦    6-12  ¦
    ¦ Poison Spitter         ¦ None              ¦ None              ¦   30-42  ¦
    ¦ Red Storm              ¦                   ¦                   ¦          ¦
    ¦ Rotting Carcass        ¦ None              ¦ Magic             ¦    7-12  ¦
    ¦ Scavenger              ¦                   ¦                   ¦          ¦
    ¦ Shadow Beast           ¦                   ¦ None              ¦          ¦
    ¦ Skeleton               ¦                   ¦ Magic             ¦          ¦
    ¦ Skeleton Captain       ¦                   ¦                   ¦          ¦
    ¦ Skeleton King          ¦                   ¦                   ¦          ¦
    ¦ Slayer                 ¦                   ¦                   ¦          ¦
    ¦ Snow Witch             ¦ Lightning         ¦ None              ¦   67-87  ¦
    ¦ Soul Burner            ¦                   ¦                   ¦          ¦
    ¦ Stalker                ¦ None              ¦ None              ¦   15-22  ¦
    ¦ Steel Lord             ¦ Magic Lightning   ¦ Fire              ¦   90-90  ¦
    ¦ Stone Clan             ¦                   ¦                   ¦          ¦
    ¦ Stone Clan (Archers)   ¦                   ¦                   ¦          ¦
    ¦ Storm Lord             ¦                   ¦                   ¦          ¦
    ¦ Storm Rider            ¦                   ¦                   ¦          ¦
    ¦ Succubus               ¦ Magic             ¦ None              ¦   60-75  ¦
    ¦ Toad Demon             ¦ None              ¦ Magic             ¦   67-80  ¦
    ¦ Unseen                 ¦ Magic             ¦ None              ¦   17-25  ¦
    ¦ Vortex Lord            ¦                   ¦                   ¦          ¦
    ¦ Winged Demon           ¦                   ¦                   ¦          ¦
    ¦ Zombie                 ¦                   ¦                   ¦          ¦
    =============================================================================
    
    Kill 15 of a given enemy and you learn their resistances and immunities
    Kill 30 of a given enemy and you learn their hit points
    
    =============================================================================
    ¦                                                                           ¦
    ¦                                  CAPTAINS                                 ¦
    ¦                                                                           ¦
    =============================================================================
    
    So ... we have covered the various races that you may well encounter during
    your travels in Diablo, but now let's take a look at their Captains.  To the
    best of my knowledge, each race has one or more captains.  That being said
    my list is not complete, so it may be that SOME races don't actually have a 
    captain ... but ANYWAY - here is my list ...
    
    =============================================================================
    ¦ CAPTAIN'S RACE         ¦ CAPTAIN'S NAME              ¦   FOUND ON LEVEL   ¦
    =============================================================================
    ¦ Acid Beast             ¦ Deathspit                   ¦         06         ¦
    ¦ Advocate               ¦ Archbishop Lazarus          ¦         15         ¦
    ¦ Advocate               ¦ Zhar the Mad                ¦      Catacombs     ¦
    ¦ Azure Drake            ¦                             ¦         15         ¦
    ¦ Balrog                 ¦ Blackskull                  ¦         13         ¦
    ¦ Black Death            ¦                             ¦                    ¦
    ¦ Black Knight           ¦ Lionskull the Bent          ¦         12         ¦
    ¦ Blink                  ¦ Moonbeam                    ¦         04         ¦
    ¦ Blink                  ¦ Moonbender                  ¦         04         ¦
    ¦ Blink                  ¦ Wrathraven                  ¦         05         ¦
    ¦ Blood Claw             ¦ Goldblight the Flame        ¦         10         ¦
    ¦ Blood Knight           ¦ Lachdanan                   ¦         14         ¦
    ¦ Blood Knight           ¦ Sir Gorash                  ¦         16         ¦
    ¦ Blood Stone            ¦                             ¦         10         ¦
    ¦ Bone Gasher            ¦ Spineeater                  ¦         04         ¦
    ¦ Burning Dead (Archers) ¦ Blackash the Burning        ¦         04         ¦
    ¦ Burning Dead           ¦ Madeye the Dead             ¦        03/04       ¦
    ¦ Burning Dead (Captains)¦ King Leoric                 ¦         03         ¦
    ¦ Cabalist               ¦ The Vizier                  ¦         15         ¦
    ¦ Carver                 ¦ Gutshank the Quick          ¦         03         ¦
    ¦ Cave Viper             ¦ Fangspeir                   ¦         11         ¦
    ¦ Corpse Axe             ¦ Bonehead Keenaxe            ¦         02         ¦
    ¦ Corpse Bow             ¦ Deadeye                     ¦         02         ¦
    ¦ Corpse Bow             ¦ Skullfire                   ¦         03         ¦
    ¦ Corpse Captain         ¦ Brokenhead Bangshield       ¦         03         ¦
    ¦ Counselor              ¦                             ¦         13         ¦
    ¦ Dark One               ¦ Shadowcrow                  ¦         05         ¦
    ¦ Dark One               ¦ Snotspill                   ¦      Dungeons      ¦
    ¦ Death Wing             ¦ Viletouch                   ¦         12         ¦
    ¦ Devil Kin              ¦ Bongo                       ¦         03         ¦
    ¦ Doom Guard             ¦ Graywar the Slayer          ¦         14         ¦
    ¦ Doom Guard             ¦ Rustweaver                  ¦         13         ¦
    ¦ Fallen One             ¦ Bladeskin the Slasher       ¦         02         ¦
    ¦ Fallen One             ¦ Pukerat the Unclean         ¦         02         ¦
    ¦ Familiar               ¦                             ¦                    ¦
    ¦ Fiend                  ¦                             ¦                    ¦
    ¦ Fire Clan (Archers)    ¦ Blightfire                  ¦         07         ¦
    ¦ Fire Clan              ¦ Bloodgutter                 ¦         06         ¦
    ¦ Fire Drake             ¦ Viperflame                  ¦         12         ¦
    ¦ Flesh Clan (Archers)   ¦ Bloodskin Darkbow           ¦         05         ¦
    ¦ Flesh Clan             ¦ Gharbad the Weak            ¦ Dungeons/Catacombs ¦
    ¦ Frost Charger          ¦ Bluehorn                    ¦         11         ¦
    ¦ Gargoyle               ¦ Nightwing the Cold          ¦         07         ¦
    ¦ Ghoul                  ¦ Rotcarnage                  ¦         03         ¦
    ¦ Gloom                  ¦ Foulwing                    ¦         05         ¦
    ¦ Gold Viper             ¦ Fangskin                    ¦         14         ¦
    ¦ Guardian               ¦                             ¦         11         ¦
    ¦ Flayed One             ¦                             ¦         12         ¦
    ¦ Hell Spawn             ¦ Blackjade                   ¦    Lazarus' Lair   ¦
    ¦ Hell Spawn             ¦ Red Vex                     ¦    Lazarus' Lair   ¦
    ¦ Hell Spawn             ¦ Stareye the Witch           ¦         14         ¦
    ¦ Hell Stone             ¦                             ¦                    ¦
    ¦ Hidden                 ¦ Warpskull                   ¦         03         ¦
    ¦ Horned Demon           ¦                             ¦                    ¦
    ¦ Horror                 ¦ Shadowdancer                ¦         05         ¦
    ¦ Horror                 ¦ Souldrinker                 ¦         05         ¦
    ¦ Horror Captain         ¦ Shadowdrinker               ¦         05         ¦
    ¦ Illusion Weaver        ¦                             ¦                    ¦
    ¦ Lava Lord              ¦                             ¦                    ¦
    ¦ Lava Maw               ¦                             ¦         12         ¦
    ¦ Maelstrom              ¦ Doomcloud                   ¦         13         ¦
    ¦ Magistrate             ¦ Dreadjudge                  ¦         14         ¦
    ¦ Magma Demon            ¦ Firewound the Grim          ¦         07         ¦
    ¦ Mud Man                ¦ Baron Sludge                ¦         08         ¦
    ¦ Mud Runner             ¦ Breakspine                  ¦         09         ¦
    ¦ Night Clan             ¦ Blighthorn Steelmace        ¦         07         ¦
    ¦ Night Clan (Archers)   ¦ Gorestone                   ¦         07         ¦
    ¦ Obsidian Lord          ¦ Blackstorm                  ¦         10         ¦
    ¦ Overlord               ¦ The Butcher                 ¦         02         ¦
    ¦ Overlord               ¦ Bilefroth the Pit Master    ¦         06         ¦
    ¦ Pit Beast              ¦                             ¦                    ¦
    ¦ Plague Eater           ¦ El Chupacabras              ¦         03         ¦
    ¦ Plague Eater           ¦ Plaguewrath                 ¦         10         ¦
    ¦ Poison Spitter         ¦ Chaoshowler                 ¦         08         ¦
    ¦ Poison Spitter         ¦ Plaguewrath                 ¦         10         ¦
    ¦ Red Storm              ¦ Brokenstorm                 ¦         09         ¦
    ¦ Rotting Carcass        ¦ Goretongue                  ¦         03         ¦
    ¦ Scavenger              ¦ Shadowbite                  ¦         02         ¦
    ¦ Shadow Beast           ¦ Pulsecrawler                ¦         04         ¦
    ¦ Skeleton               ¦ Boneripper                  ¦         02         ¦
    ¦ Skeleton Captain       ¦ King Leoric                 ¦         03         ¦
    ¦ Skeleton King          ¦ King Leoric                 ¦         03         ¦
    ¦ Slayer                 ¦                             ¦         10         ¦
    ¦ Snow Witch             ¦ Witchmoon                   ¦         13         ¦
    ¦ Soul Burner            ¦ Bloodlust                   ¦         15         ¦
    ¦ Stalker                ¦                             ¦                    ¦
    ¦ Steel Lord             ¦ Warlord of Blood            ¦        Hell        ¦
    ¦ Stone Clan             ¦ Deathshade Fleshmaul        ¦         06         ¦
    ¦ Stone Clan (Archers)   ¦                             ¦                    ¦
    ¦ Storm Lord             ¦                             ¦         12         ¦
    ¦ Storm Rider            ¦ The Flayer                  ¦         10         ¦
    ¦ Succubus               ¦ Witchfire the Unholy        ¦         12         ¦
    ¦ Toad Demon             ¦ Oozedrool                   ¦         09         ¦
    ¦ Unseen                 ¦                             ¦         06         ¦
    ¦ Vortex Lord            ¦ Windspawn                   ¦         12         ¦
    ¦ Vortex Lord            ¦ Gorefeast                   ¦         13         ¦
    ¦ Winged Demon           ¦                             ¦                    ¦
    ¦ Zombie                 ¦ Soulpus                     ¦         02         ¦
    ¦ Zombie                 ¦ Rotfeast the Hungry         ¦         02         ¦
    =============================================================================
    
    
    =============================================================================
    ¦                                                                           ¦
    ¦                                PART ELEVEN                                ¦
    ¦                         ITEM PREFIXES AND SUFFIXES                        ¦
    ¦                                                                           ¦
    =============================================================================
    
    Hokay, so you may well pick up the Fantastic Shield of Cr@pness and think
    "Hmmmmmmmmmmm ... mixed messages", so in order to try and give you a reasonable
    idea as to whether it's a really WICKED Fantastic Shield of Cr@pness, or a 
    really PANTS Fantastic Shield of Cr@pness ?  Here's my list of item prefixes,
    and suffixes
    
    =============================================================================
    ¦ ITEM PREFIX            ¦ POWER                                            ¦
    =============================================================================
    ¦ Amber                  ¦ Bonus to Resistance (All) +17-20%                ¦
    ¦ Angel's                ¦ + 1 Level to all known spells                    ¦
    ¦ Arch-Angel's           ¦ + 2 Levels to all known spells                   ¦
    ¦ Awesome                ¦ Bonus to Armour Class +131-138%                  ¦
    ¦ Azure                  ¦ Bonus to Resistance (Lightning) +22-29%          ¦
    ¦ Bent                   ¦ Penalty to Damage                                ¦
    ¦ Blessed                ¦ Bonus to Armour Class +93-108%                   ¦
    ¦ Blue                   ¦ Bonus to Resistance (Lightning) +11-16%          ¦
    ¦ Bountiful              ¦ Extra Charges                                    ¦
    ¦ Bronze                 ¦ Bonus to hit +1-5%                               ¦
    ¦ Brutal                 ¦ Bonus to Damage +81-95%                          ¦
    ¦ Champion's             ¦ Bonus to hit, Bonus to Damage                    ¦
    ¦ Clumsy                 ¦ Penalty to Hit -7-9%, Penalty to Damage-61-74%   ¦
    ¦ Cobalt                 ¦ Bonus to Resistance (Lightning) + 43-49%         ¦
    ¦ Crimson                ¦ Bonus to Resistance (Fire) + 21-37%              ¦
    ¦ Crystal                ¦ Bonus to Resistance (Magic) +42-50%              ¦
    ¦ Crystalline            ¦ Bonus to Damage +222-268%, Low Durability /12-24 ¦
    ¦ Deadly                 ¦ Bonus to Damage + 39-50%                         ¦
    ¦ Diamond                ¦ Bonus to Resistance (Magic) +54-60%              ¦
    ¦ Doppleganger's         ¦ Bonus to hit +24-5%, Bonus to damage +82-89%     ¦
    ¦ Dragon's               ¦ Bonus to Mana +53-55                             ¦
    ¦ Drake's                ¦ Bonus to Mana +41-49                             ¦
    ¦ Dull                   ¦ Penalty to hit -2-5%, Penalty to damage -32-45%  ¦
    ¦ Emerald                ¦ Bonus to Resistance (All) +48%                   ¦
    ¦ Fine                   ¦ Bonus to hit +6-10%, additional bonus :-         ¦
    ¦                        ¦  If a weapon, bonus to damage +39-50%            ¦
    ¦                        ¦  If armour/shield, bonus to Armour Class +22-30% ¦
    ¦ Flaming                ¦ Fire Damage 1 - 10                               ¦
    ¦ Frog's                 ¦ Penalty to Mana -6                               ¦
    ¦ Garnet                 ¦ Bonus to Resistance (Fire) +42-45%               ¦
    ¦ Glorious               ¦ Bonus to Armour Class +75-81%                    ¦
    ¦ Godly                  ¦ Mega Bonus to Armour Class                       ¦
    ¦ Gold                   ¦ Bonus to hit +23-30%                             ¦
    ¦ Grand                  ¦ Bonus to Armour Class + 41-55%                   ¦
    ¦ Heavy                  ¦ Bonus to Damage +52-63%                          ¦
    ¦ Holy                   ¦ Bonus to Armour Class                            ¦
    ¦ Hyena's                ¦ Penalty to Mana -12                              ¦
    ¦ Iron                   ¦ Bonus to hit +7-10%                              ¦
    ¦ Ivory                  ¦ Bonus to Resistance (Magic) +32-39%              ¦
    ¦ Jade                   ¦ Bonus to Resistance (All) +22-29%                ¦
    ¦ Jagged                 ¦ Bonus to Damage + 21-34%                         ¦
    ¦ Jester's               ¦ Random 0-500% Damage                             ¦
    ¦ King's                 ¦ Bonus to hit +82-97%, Bonus to Damage +157-175%  ¦
    ¦ Knight's               ¦ Bonus to hit +37%, Bonus to Damage +102%         ¦
    ¦ Lapis                  ¦ Bonus to Resistance (Lightning) +31-40%          ¦
    ¦ Lightning              ¦ Lightning Damage 2-20                            ¦
    ¦ Lord's                 ¦ Bonus to hit +21-28%, Bonus to Damage +82-92%    ¦
    ¦ Massive                ¦ Bonus to Damage +99-110%                         ¦
    ¦ Master's               ¦ Bonus to hit +45-48%, Bonus to Damage +118-124%  ¦
    ¦ Mercenary's            ¦ 
    ¦ Meteoric               ¦ Bonus to hit +62-80%                             ¦
    ¦ Mithril                ¦ Bonus to hit +43-58%                             ¦
    ¦ Obsidian               ¦ Bonus to Resistance (All) +31-39%                ¦
    ¦ Pearl                  ¦ Resist Magic +21-24%                             ¦
    ¦ Platinum               ¦ Bonus to hit +31-40%                             ¦
    ¦ Plentiful              ¦ Extra Charges / 48-154                           ¦
    ¦ Raven's                ¦ Bonus to Mana +18-20                             ¦
    ¦ Red                    ¦ Bonus to Resistance (Fire) +13-20%               ¦
    ¦ Ruby                   ¦ Bonus to Resistance (Fire) +54-57%               ¦
    ¦ Rusted                 ¦ Penalty to Armour -42%                           ¦
    ¦ Saintly                ¦ Bonus to Armour Class +113-128%                  ¦
    ¦ Sapphire               ¦ Bonus to Resistance (Lightning) +52-60%          ¦
    ¦ Savage                 ¦ Bonus to Damage +113-124%                        ¦
    ¦ Serpent's              ¦ Bonus to Mana +32-34                             ¦
    ¦ Sharp                  ¦ Bonus to hit +4%, Bonus to Damage +26%           ¦
    ¦ Silver                 ¦ Bonus to hit +16-20%                             ¦
    ¦ Snake's                ¦ Bonus to Mana +22-29                             ¦
    ¦ Soldier's              ¦ Bonus to hit +17-19%, Bonus to Damage +66-70%    ¦
    ¦ Spider's               ¦ Bonus to Mana +10-14                             ¦
    ¦ Steel                  ¦ Bonus to hit +11-15%                             ¦
    ¦ Strange                ¦ Bonus to hit                                     ¦
    ¦ Strong                 ¦ Bonus to Armour Class +31-40%                    ¦
    ¦ Tin                    ¦ Penalty to hit                                   ¦
    ¦ Topaz                  ¦ Bonus to Resistance (All) + 10-13%               ¦
    ¦ Useless                ¦ Penalty to Damage -100%                          ¦
    ¦ Valiant                ¦ Bonus to Armour Class + 61-69%                   ¦
    ¦ Vicious                ¦ Bonus to Damage +71-79%                          ¦
    ¦ Vulnerable             ¦ Penalty to Armour -82%                           ¦
    ¦ Warrior's              ¦ Bonus to hit +11-15%, Bonus to Damage +52-65%    ¦
    ¦ Weird                  ¦ Mega Bonus to hit +100%                          ¦
    ¦ White                  ¦ Bonus to Resistance (Magic) +10-20%              ¦
    =============================================================================
    
    =============================================================================
    ¦ ITEM SUFFIX            ¦ POWER                                            ¦
    =============================================================================
    ¦ of Absorption          ¦ Reduces damage taken when hit - 3                ¦
    ¦ of Accuracy            ¦ Bonus to Dexterity +12-15                        ¦
    ¦ of the Ages            ¦ Indestructible                                   ¦
    ¦ of Atrophy             ¦ Penalty to Dexterity                             ¦
    ¦ of Balance             ¦ Fast hit Recovery                                ¦
    ¦ of Bashing             ¦ Penetrates or Damages Target's Armour            ¦
    ¦ of the Bat             ¦ Hit Steals 3% Mana from Target                   ¦
    ¦ of the Bear            ¦ Knocks Target Back                               ¦
    ¦ of Blocking            ¦ Fast Block                                       ¦
    ¦ of Blood               ¦ Hit Steals 3-5% Life from Target                 ¦
    ¦ of Brilliance          ¦ Bonus to Magic +11-15                            ¦
    ¦ of Brittleness         ¦ Decreased Durability / 12                        ¦
    ¦ of Burning             ¦ Fire Hit does 1 - 6 points of damage             ¦
    ¦ of Carnage             ¦ Bonus to Damage                                  ¦
    ¦ of Corruption          ¦ Wielder loses all mana !!                        ¦
    ¦ of Craftsmanship       ¦ High durability /30-81                           ¦
    ¦ of the Dark            ¦ -40% Light Radius                                ¦
    ¦ of Decay               ¦ Decaying +181-244% Damage                        ¦
    ¦ of Deflection          ¦ Reduces damage taken when hit -4                 ¦
    ¦ of Devastation         ¦ Occasional Triple Damage                         ¦
    ¦ of Dexterity           ¦ Bonus to Dexterity +2-5                          ¦
    ¦ of Dyslexia            ¦ Penalty to Magic -5                              ¦
    ¦ of the Eagle           ¦ Bonus to Hit Points +21-30                       ¦
    ¦ of Fire                ¦ Fire Hit does 1 - 6 points of damage             ¦
    ¦ of Flame               ¦ Fire Arrows 1 - 3 points of damage               ¦
    ¦ of the Fool            ¦ Penalty to Magic -9-10                           ¦
    ¦ of the Fox             ¦ Bonus to Hit Points                              ¦
    ¦ of Frailty             ¦ Penalty to Strength -6                           ¦
    ¦ of Giants              ¦ Bonus to Strength +16-20                         ¦
    ¦ of Gore                ¦ Bonus to Damage +9-12 to damage                  ¦
    ¦ of Harmony             ¦ Fastest hit Recovery                             ¦
    ¦ of Haste               ¦ Fastest Attack                                   ¦
    ¦ of the Heavens         ¦ Bonus to all Attributes (12 - 15)                ¦
    ¦ of Health              ¦ Reduces damage taken when hit -1                 ¦
    ¦ of Illness             ¦ Penalty to Vitality -7-8                         ¦
    ¦ of the Jaguar          ¦ Bonus to Hit Points +17-18                       ¦
    ¦ of the Jester          ¦ Casts a random spell each time it is used.       ¦
    ¦ of the Leech           ¦ Hit Steals 3% Life from Target                   ¦
    ¦ of Life                ¦ Bonus to Vitality +27-30                         ¦
    ¦ of Light               ¦ + 20% Light Radius                               ¦
    ¦ of Lightning           ¦ Lightning 1-10                                   ¦
    ¦ of the Lion            ¦ Bonus to Hit Points +53-58                       ¦
    ¦ of Magic               ¦ Bonus to Magic +3                                ¦
    ¦ of Maiming             ¦ Bonus to Damage +3-5                             ¦
    ¦ of the Mammoth         ¦ Bonus to Hit Points                              ¦
    ¦ of Many                ¦ High Durability / 60-70                          ¦
    ¦ of Might               ¦ Bonus to Strength +6-10                          ¦
    ¦ of the Mind            ¦ Bonus to Magic +6-10                             ¦
    ¦ of the Moon            ¦ Bonus to all Attributes (4-7)                    ¦
    ¦ of the Night           ¦ - 20% Light Radius                               ¦
    ¦ of Osmosis             ¦ Reduces damage taken when hit                    ¦
    ¦ of Paralysis           ¦ Penalty to Dexterity -7-10                       ¦
    ¦ of Perfection          ¦ Bonus to Dexterity +22-30                        ¦
    ¦ of Peril               ¦ 2x damage to monsters, 1x damage to you          ¦
    ¦ of Pain                ¦ Increases damage taken when hit                  ¦
    ¦ of Piercing            ¦ Damages Target's Armour                          ¦
    ¦ of the Pit             ¦ Penalty to all Attributes -4-5                   ¦
    ¦ of Plenty              ¦ High durability / 90-135                         ¦
    ¦ of Power               ¦ Bonus to Strength +11-14                         ¦
    ¦ of Precision           ¦ Bonus to Dexterity +16-20                        ¦
    ¦ of Protection          ¦ Reduces damage taken when hit -2                 ¦
    ¦ of Puncturing          ¦ Damages Target's Armour                          ¦
    ¦ of Quality             ¦ Bonus to Damage +1-2                             ¦
    ¦ of Radiance            ¦ + 40 % Light Radius                              ¦
    ¦ of Readiness           ¦ Quick Hit Recovery or Attack                     ¦
    ¦ of Shock               ¦ Lightning Damage 1-6                             ¦
    ¦ of Skill               ¦ Bonus to Dexterity +7-9                          ¦
    ¦ of the Sky             ¦ Bonus to all Attributes (1-3)                    ¦
    ¦ of Slaughter           ¦ Bonus to Damage                                  ¦
    ¦ of Slaying             ¦ Bonus to Damage + 8                              ¦
    ¦ of Sorcery             ¦ Bonus to Magic +16-20                            ¦
    ¦ of Speed               ¦ Faster Attack                                    ¦
    ¦ of Spirits             ¦ Hit Steals 5% Life from Target                   ¦
    ¦ of the Stars           ¦ Bonus to all Attributes (8-11)                   ¦
    ¦ of Stability           ¦ Faster hit Recovery                              ¦
    ¦ of Strength            ¦ Bonus to Strength +1-5                           ¦
    ¦ of Structure           ¦ High durability /69-127                          ¦
    ¦ of Sturdiness          ¦ High durability /22-35                           ¦
    ¦ of Swiftness           ¦ Fast Attack                                      ¦
    ¦ of Tears               ¦ Increases damage taken when hit +1               ¦
    ¦ of Thieves             ¦ Halves Trap Damage                               ¦
    ¦ of Thorns              ¦ Attacker takes 1 - 3 points of damage            ¦ 
    ¦ of Thunder             ¦ Lightning Damage 1 - 20 points                   ¦
    ¦ of the Tiger           ¦ Bonus to Hit Points +41-48                       ¦
    ¦ of Titans              ¦ Bonus to Strength +27-30                         ¦
    ¦ of Trouble             ¦ Penalty to all Attributes (-8-10)                ¦
    ¦ of Vampires            ¦ Hit Steals 5% Mana from Target                   ¦
    ¦ of Vigor               ¦ Bonus to Vitality +16-20                         ¦
    ¦ of Vim                 ¦ Bonus to Vitality +11-15                         ¦
    ¦ of Vitality            ¦ Bonus to Vitality +3-5                           ¦
    ¦ of the Vulture         ¦ Penalty to Hit Points - 21                       ¦
    ¦ of Weakness            ¦ Penalty to Strength                              ¦
    ¦ of Wizardry            ¦ Bonus to Magic + 23-30                           ¦
    ¦ of the Whale           ¦ Bonus to Hit Points +100                         ¦
    ¦ of the Wolf            ¦ Bonus to Hit Points +32-40                       ¦
    ¦ of Zest                ¦ Bonus to Vitality +7-10                          ¦
    ¦ of the Zodiac          ¦ Bonus to all Attributes (18-20)                  ¦
    =============================================================================
    
    =============================================================================
    ¦                                                                           ¦
    ¦                               PART TWELVE                                 ¦
    ¦                               UNIQUE ITEMS                                ¦
    ¦                                                                           ¦
    =============================================================================
    
    There are a great many unique weapons and items in Diablo, the vast majority 
    of which can be sold for a tidy sum $$$$$ =)
    
    Here are the attributes of all the unique items which I have encountered in 
    Diablo.
    
                                         -----
    
    ====
    AXES
    ====
    
    "Aguinara's Hatchet"
    Type of Weapon / Item : Small Axe
    Special Powers        : +10 Magic
                            Spells are increased 1 level
                            Max. Resist Magic
    Damage                : 2-10
    Durability            : 24/24
    Value to Griswold     : 6,200 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Butcher's Cleaver"
    Type of Weapon / Item : Cleaver
    Special Powers        : +10 Strength
                            Unusual item damage 4-24
                            Altered Durability (/10)
    Damage                : 4-24
    Durability            : 10/10
    Value to Griswold     : 912 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Celestial Axe"
    Type of Weapon / Item : (Some sort of) Axe
    Special Powers        : +15% to Hit
                            +15 Hit Points
                            -15 Strength
                            10-25 Damage
                            60 Durability
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Hellslayer"
    Type of Weapon / Item : Battle Axe
    Special Powers        : +100% Damage
                            +25 Hit Points
                            -25 Mana
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "The Mangler"
    Type of Weapon / Item : Large Axe
    Special Powers        : +200% Damage
                            -5 Dexterity
                            -5 Magic
                            -10 Mana
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
    
                                         -----
    
    "Messerschmidt's Reaver"
    Type of Weapon / Item : 
    Special Powers        : 12-30 Damage
                            +200% Damage
                            +15 Damage
                            +5 all Attributes
                            -50 Hit Points
                            2d6 Fire Hit Damage
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        :  Gp
    
                                         -----
    
    "Stonecleaver"
    Type of Weapon / Item : Great Axe
    Special Powers        : +30 Hit Points
                            +20 to Hit
                            +50% Damage
                            +40% Resist Lightning
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Wicked Axe"
    Type of Weapon / Item : Great Axe
    Special Powers        : +30% to Hit
                            +10 Dexterity
                            -10 Vitality
                            -6 Damage from Enemies
                            Indestructible
                            6-16 Damage
                            Requires 30 Str. to wield
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    ==================
    BOWS AND CROSSBOWS
    ==================
    
    "The Blackoak Bow"
    Type of Weapon / Item : Hunter's Bow
    Special Powers        : +10 Dexterity
                            -10 Vitality
                            +50% Damage
                            -10% Light Radius
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Blitzen"
    Type of Weapon / Item : Composite Bow
    Special Powers        : Lightning Damage 10-15
                            Unusual Item Damage - 0
                            Indestructible
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Bow of the Dead"
    Type of Weapon / Item : Composite Bow
    Special Powers        : +10% to Hit
                            +4 Dexterity
                            -3 Vitality
                            -20% Light Radius
                            Altered Durability (/30)
    Damage                : 3-6
    Durability            : 30/30
    Value to Griswold     : 625 Gp
    Value to Adria        : -
    
                                         -----
    
    "Deadly Hunter"
    Type of Weapon / Item : Composite Bow
    Special Powers        : +200% Damage to Demons
                            Change to Hit +20%
                            -5 to Magic
    Damage                : 3-6
    Durability            : 45/45
    Value to Griswold     : 2,187 Gp
    Value to Adria        : -
    
                                         -----
    
    "Eaglehorn"
    Type of Weapon / Item : Long Battle Bow
    Special Powers        : +20 Dexterity
                            +50% to Hit
                            +100% Damage
                            Indestructible
                            2-20 Damage
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Flamedart"
    Type of Weapon / Item : Composite Bow
    Special Powers        : Fire Hit 1d6
                            +10% to Hit
                            Resist Fire
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Fleshstinger"
    Type of Weapon / Item : Long Bow
    Special Powers        : +15 Dexterity
                            +40% to Hit
                            +80% Damage
                            High Durability (/37)
    Damage                : 1-6
    Durability            : 37/37
    Value to Griswold     : 4,125 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Needler"
    Type of Weapon / Item : Crossbow
    Special Powers        : +50% to Hit
                            Unusual item dam. (1-3)
                            Fast Attack
    Damage                : 1-3
    Durability            : 30/30
    Value to Griswold     : 2,225 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Rift Bow"
    Type of Weapon / Item : Short Bow
    Special Powers        : Fires random speed arrows
                            +2 Damage
                            -3 Dexterity
    Damage                : 1-4
    Durability            : 30/30
    Value to Griswold     : 450 Gp
    Value to Adria        : -
    
                                         -----
    
    "Windforce"
    Type of Weapon / Item : Long Battle Bow
    Special Powers        : +200% Damage
                            +5 Strength
                            Knocks Target Back
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
                                         
    ==================
    DAGGERS AND SWORDS
    ==================
    
    "Black Razor"
    Type of Weapon / Item : Dagger
    Special Powers        : +150% Damage
                            +2 Vitality
                            Altered Durability (5)
    Damage                : 
    Durability            : 5/5
    Value to Griswold     : 500 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Bonesaw"
    Type of Weapon / Item : Claymore
    Special Powers        : +10 Damage
                            +10 Strength
                            -5 Magic
                            -5 Dexterity
                            +10 Hit Points
                            -10 Mana
    Damage                : 1-12
    Durability            : 36/36
    Value to Griswold     : 1,100 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Defender"
    Type of Weapon / Item : Sabre
    Special Powers        : Armour Class (5)
                            +5 Vitality
                            -5% to Hit
    Damage                : 1-8
    Durability            : 45/45
    Value to Griswold     : 500 Gp
    Value to Adria        : -
    
                                         -----
    
    "Diamondedge"
    Type of Weapon / Item : Long Sword
    Special Powers        : Altered Durability (10)
                            Chance to Hit +50%
                            +100% Damage
                            Resist Lightning +50%
                            Armour Class       10
    Damage                : 
    Durability            : 10/10
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Doombringer"
    Type of Weapon / Item : Bastard Sword
    Special Powers        : +25% to Hit
                            +250% Damage
                            -5 to all Attributes
                            -25 Hit Points
                            -20% Light Radius
    Damage                : 6-15
    Durability            : 60/60
    Value to Griswold     : 4,562 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Executioner's Blade"
    Type of Weapon / Item : Falchion
    Special Powers        : +150% Damage
                            -10 Hit Points
                            -10% Light Radius
                            High Durability /60
    Damage                : 4-8
    Durability            : 60/60
    Value to Griswold     : 1,770 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Falcon's Talon"
    Type of Weapon / Item : Scimitar
    Special Powers        : Fastest Attack
                            +20% to Hit
                            -33% Damage
                            -10 Dexterity
    Damage                : 3-7
    Durability            : 28/28
    Value to Griswold     : 1,966 Gp
    Value to Adria        : -
    
                                         -----
    
    "Gonnagal's Dirk"
    Type of Weapon / Item : Dagger
    Special Powers        : -5 Dexterity
                            +4 Damage
                            Fast Attack
                            +25% Resist Magic
    Damage                : 
    Durability            : 
    Value to Griswold     : 1,760 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Grandfather"
    Type of Weapon / Item : Great Sword
    Special Powers        : +5 to all Attributes
                            +20% to Hit
                            +70% Damage
                            +20 Hit Points
                            One Handed
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "The Grizzly"
    Type of Weapon / Item : Two-Handed Sword
    Special Powers        : +20 Strength
                            -5 Vitality
                            +200% Damage
                            Knocks Target Back
                            High Durability (/150)
    Damage                : 8-16
    Durability            : 150/150
    Value to Griswold     : 12,500 Gp
    Value to Adria        : -
    
                                         -----
    
    "Griswold's Edge"
    Type of Weapon / Item : Broad Sword
    Special Powers        : Fire Hit 1 - 10
                            +25% to Hit
                            Fast Attack
                            Knocks Target Back
                            +20 Mana
                            -20 Hit Points
    Damage                : 4-12 (+ 1-20 Fire Hit)
    Durability            : 50/50
    Value to Griswold     : 10,500 Gp
    Value to Adria        : -
    
                                         -----
    
    "Gryphon's Claw"
    Type of Weapon / Item : (Some type of) Sword
    Special Powers        : +100% Damage
                            -2 Magic
                            -5 Dexterity
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        :  Gp
    
                                         -----
    
    "Ice Shank"
    Type of Weapon / Item : (Some type of) Sword
    Special Powers        : +40% Resist Fire
                            Altered Durability
                            +9 Strength
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Inferno"
    Type of Weapon / Item : Long Sword
    Special Powers        : 2-6 Fire Hit Damage
                            +30% Light Radius
                            +20 Mana
                            Max. Resist Fire
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Lightsabre"
    Type of Weapon / Item : Sabre
    Special Powers        : +20% Light Radius
                            Lightning Hit 1-6
                            +20% to Hit
                            +50% Resist Lightning
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        :  Gp
    
                                         -----
    
    "Shadowhawk"
    Type of Weapon / Item : Broadsword
    Special Powers        : -20% Light Radius
                            Hit Steals 5% Life
                            +15% to Hit
                            +5% Resist All
    Damage                : 4-12
    Durability            : 50/50
    Value to Griswold     : 3,437 Gp
    Value to Adria        : -
    
                                         -----
    
    "Wizardspike"
    Type of Weapon / Item : Dagger
    Special Powers        : +15 Magic
                            +35 Mana
                            +25% to Hit
                            +15% Resist All
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    ==========================================
    MACES, MAULS, HAMMERS, CLUBS, FLAILS, ETC.
    ==========================================
    
    "Baranar's Star"
    Type of Weapon / Item : Morning Star
    Special Powers        : Chance to Hit +12%
                            +80% Damage
                            Quick Attack
                            +4 to Vitality
                            -4 to Dexterity
                            Altered Durability /60
    Damage                : 1-10
    Durability            : 60/60
    Value to Griswold     : 1712 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Celestial Star"
    Type of Weapon / Item : Flail
    Special Powers        : No Strength Requirement
                            +20% Light Radius
                            Adds 10 Points to Damage
                            Armour Class -8
    Damage                : 
    Durability            : 
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Civerb's Cudgel"
    Type of Weapon / Item : Mace
    Special Powers        : +200% Damage to Demons
                            -5 Dexterity
                            -2 Magic
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Crackrust"
    Type of Weapon / Item : Mace
    Special Powers        : +2 to all Attributes
                            +15% Resist All
                            -25% Damage
                            Indestructible
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Cranium Basher"
    Type of Weapon / Item : Maul
    Special Powers        : +20 Damage
                            +15 Strength
                            +5% Resist All
                            -150 Mana
                            Indestructible
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "DreamFlange"
    Type of Weapon / Item : Flail
    Special Powers        : +30 Magic
                            +50% Resist Magic
                            Spells Increased by 1 Level
                            +20% Light Radius
                            1-6 Damage
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Gnarled Root"
    Type of Weapon / Item : Spiked Club
    Special Powers        : +20% to Hit
                            +300% Damage
                            +10 Dexterity
                            +5 Magic
                            +10% Resist All
                            -10 Armour Class
    Damage                : 3-6
    Durability            : 20/20
    Value to Griswold     : 2,455 Gp
    Value to Adria        : -
    
                                         -----
    
    "Hammer of Jholm"
    Type of Weapon / Item : Maul
    Special Powers        : +4% Damage
                            +15% to Hit
                            +3 Strength
                            Indestructible
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Lightforge"
    Type of Weapon / Item : Mace
    Special Powers        : +40% Light Radius
                            +150% Damage
                            +25% to Hit
                            Fire Hit 10-20
                            +8 to all Attributes
                            Indestructible
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
    
                                         -----
    
    "Schaefer's Hammer"
    Type of Weapon / Item : War Hammer
    Special Powers        : -100% Damage
                            Lightning Hit 1-50
                            +50 Hit Points
                            +30% to Hit
                            Max. Resist Lightning
                            +10% Light Radius
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    "Thunderclap"
    Type of Weapon / Item : War Hammer
    Special Powers        : Charged Bolt upon Striking
                            +20 Strength
                            Resist Lightning +30%
                            +20% Light Radius
                            Indestructible
    Damage                : 
    Durability            : 
    Value to Griswold     :  Gp
    Value to Adria        : -
    
                                         -----
    
    =================
    STAFFS AND STAVES
    =================
    
    "Gleamsong"
    Type of Weapon / Item : Short Staff
    Special Powers        : +25 Mana
                            -3 Strength
                            -3 Vitality
                            76 Phasing Charges
    Damage                : 
    Durability            : 
    Value to Griswold     : -
    Value to Adria        : Gp
    
                                         -----
    
    "Immolator"
    Type of Weapon / Item : Long Staff
    Special Powers        : +20% Resist Fire
                            Fire Hit Damage 4-4
                            +10 Mana
                            -5 Vitality
    Damage                : 4-8 (+4-4 Fire Hit)
    Durability            : 35/35
    Value to Griswold     : -
    Value to Adria        : 975 Gp
    
                                         -----
    
    "MindCry"
    Type of Weapon / Item : Short Staff
    Special Powers        : +15 Magic
                            69 Guardian Spells
                            +15% Resist All
                            All Spells Gain 1 Level
    Damage                : 
    Durability            : 
    Value to Griswold     : -
    Value to Adria        : Gp
    
                                         -----
    
    "Naj's Puzzler"
    Type of Weapon / Item : Long Staff
    Special Powers        : +20 Magic
                            +10 Dexterity
                            Resist All       +20%
                            57 Teleport Spells
                            -25 Hit Points
    Damage                : 4-8
    Durability            : 35/35
    Value to Griswold     : -
    Value to Adria        : 8,500 Gp
    
                                         -----
    
    "The Protector"
    Type of Weapon / Item : (Some sort of) Staff
    Special Powers        : +5 Vitality
                            -5 Damage from Enemies
                            Armour Class       40
                            86 Healing Spells
                            Attacker Taker 1-3 Dam.
    Damage                : 
    Durability            : 
    Value to Griswold     : -
    Value to Adria        : Gp
    
                                         -----
    
    "Rod of Onan"
    Type of Weapon / Item : War Staff
    Special Powers        : +100% Damage
                            50 Golem Spells
                            +5 to all Attributes
    Damage                : 
    Durability            : 
    Value to Griswold     : -
    Value to Adria        : Gp
    
                                         -----
    
    "Stormcall"
    Type of Weapon / Item : 
    Special Powers        : +35% to Hit
                            Lightning Hit
                            +20% Light Radius
    Damage                : 
    Durability            : 
    Value to Griswold     : -
    Value to Adria        : Gp
    
                                         -----
    
    "Storm Spire"
    Type of Weapon / Item : War Staff
    Special Powers        : Resist Lightning +50%
                            Lightning Hit 2-8
                            +10 Strength
                            -10 Magic
    Damage                : 8-16
    Durability            : 75/75
    Value to Griswold     : -
    Value to Adria        : 5,625 Gp
    
                                         -----
    
    "Thundercall"
    Type of Weapon / Item : Composite Staff
    Special Powers        : +35% to Hit
                            1-10 Lightning Hit
                            +20% Light Radius
                            +30% Resist Lightning
                            76 Lightning Spells
    Damage                : 
    Durability            : 
    Value to Griswold     : -
    Value to Adria        : Gp
    
                                         -----
    
    ======
    ARMOUR
    ======
    
    "Arkaine's Valor"
    Type of Weapon / Item : Medium-Ranking Armour
    Special Powers        : Armour Class 25
                            +10 Vitality
                            -3 Damage from Enemies
                            Fastest Hit Recovery
    Damage                : N/A
    Durability            : 40/40
    Value to Griswold     : 10,500 Gp
    Value to Adria        : -
    
                                         -----
    
    "Demon Plate Mail"
    Type of Weapon / Item : Full Plate Mail
    Special Powers        : Armour Class 80
                            Extra AC vs. Demons
    Damage                : N/A
    Durability            : 90/90
    Value to Griswold     : 20,000 Gp
    Value to Adria        : -
    
                                         -----
    
    "Demonspike Coat"
    Type of Weapon / Item : Full Plate Mail
    Special Powers        : Armour Class 100
                            -6 Damage from Enemies
                            +10 Strength
                            Indestructible
                            Resist Fire      +50%
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : 62,793 Gp
    Value to Adria        : -
    
                                         -----
    
    "The Gladiator's Bane"
    Type of Weapon / Item : Studded Leather
    Special Powers        : Armour Class 25
                            -2 Damage from Enemies
                            High Durability / 135
                            -3 to all Attributes
    Damage                : N/A
    Durability            : 135/135
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Holy Defender"
    Type of Weapon / Item : Gothic Armour
    Special Powers        : Armour Class 15
                            -2 Damage from Enemies
                            +20% Resist Fire
                            High Durability /96
                            Fast Block
    Damage                : N/A
    Durability            : 96/96
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Leather of Aut"
    Type of Weapon / Item : Leather Armour
    Special Powers        : Armour Class 15
                            +5 Strength
                            -5 Magic
                            +5 Dexterity
                            Indestructible
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : 2,637 Gp
    Value to Adria        : -
    
                                         -----
    
    "Naj's Light Plate"
    Type of Weapon / Item : Field Plate
    Special Powers        : +5 Magic
                            +20 Mana
                            +20% Resist All
                            All Spells Gain 1 Level
    Damage                : N/A
    Durability            : 
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    "Rainbow Cloak"
    Type of Weapon / Item : Cloak
    Special Powers        : Armour Class 10
                            +1 to all Attributes
                            +5 Hit Points
                            +10% Resist All
                            High Durability
    Damage                : N/A
    Durability            : 
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Scavenger Carapace"
    Type of Weapon / Item : Breastplate
    Special Powers        : -9 Armour Class
                            -15 Damage from Enemies
                            +5 Dexterity
                            +40% Resist Lightning
    Damage                : 
    Durability            : 
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Sparking Mail"
    Type of Weapon / Item : Chain Mail
    Special Powers        : Armour Class 30
                            Lightning Hit 1-10
    Damage                : 1-10 (Retaliatory Damage)
    Durability            : 
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Torn Flesh of Souls"
    Type of Weapon / Item : Rags
    Special Powers        : Armour Class 8
                            +10 Vitality
                            -1 Damage from Enemies
                            Indestructible
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : 1,206 Gp
    Value to Adria        : -
    
                                         -----
    
    "Wisdom's Wrap"
    Type of Weapon / Item : Robe
    Special Powers        : Armour Class 15
                            +5 Magic
                            +10 Mana
                            +25% Resist Lightning
                            -1 Damage from Enemies
    Damage                : N/A
    Durability            : 
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    =======
    SHIELDS
    =======
    
    "Blackoak Shield"
    Type of Weapon / Item : Small Shield
    Special Powers        : +10 Dexterity
                            -10 Vitality
                            Armour Class 18
                            -10% Light Radius
                            High Durability /60
    Damage                : N/A
    Durability            : 60/60
    Value to Griswold     : 1,431 Gp
    Value to Adria        : -
    
                                         -----
    
    "Dragon's Breach"
    Type of Weapon / Item : 
    Special Powers        : +25% Resist Fire
                            +5 Strength
                            Armour Class 20
                            -5 Magic
                            Indestructible
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Split Skull Shield"
    Type of Weapon / Item : Buckler
    Special Powers        : Armour Class 10
                            +10 Hit Points
                            +2 Strength
                            -10% Light Radius
                            Altered Durability (15/15)
    Damage                : N/A
    Durability            : 15/15
    Value to Griswold     : 506 gp
    Value to Adria        : -
    
                                         -----
    
    "Stormshield"
    Type of Weapon / Item : Gothic Shield
    Special Powers        : Armour Class 40
                            +4 Damage from Enemies
                            +10 Strength
                            Indestructible
                            Fast Block
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    =======
    HELMETS
    =======
    
    "Fool's Crest"
    Type of Weapon / Item : Helm
    Special Powers        : -4 to all Attributes
                            +100 Hit Points
    Damage                : N/A
    Durability            : 
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Gotterdammerung"
    Type of Weapon / Item : Helm
    Special Powers        : +20 to all Attributes
                            Armour Class 60
                            -4 Damage from Enemies
                            Reduce all Resistance to 0
                            -40% Light Radius
                            Requires 50 Str. to wield
    Damage                : N/A
    Durability            : 60/60
    Value to Griswold     : 13,725 Gp
    Value to Adria        : -
    
                                         -----
    
    "Harlequin Crest"
    Type of Weapon / Item : Helmet
    Special Powers        : Armour Class -3
                            -1 Damage from Enemies
                            +2 all Attributes
                            +7 Hit Points
                            +7 Mana
    Damage                : N/A
    Durability            : 15/15
    Value to Griswold     : 1,000 Gp
    Value to Adria        : -
    
                                         -----
    
    "Overlord's Helm"
    Type of Weapon / Item : Helm
    Special Powers        : +20 Strength
                            +15 Dexterity
                            +5 Vitality
                            -20 Magic
                            Altered Durability (15/15)
    Damage                : N/A
    Durability            : 15/15
    Value to Griswold     : 3,125 Gp
    Value to Adria        : -
    
                                         -----
    
    "Royal Circlet"
    Type of Weapon / Item : Unique (Actually looks like a Stone Belt !!)
    Special Powers        : Armour Class 40
                            +10 to all Attributes
                            +40 Mana
                            +10% Light Radius
    Damage                : N/A
    Durability            : 
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Thinking Cap"
    Type of Weapon / Item : Skull Cap with a Red Base
    Special Powers        : Armour Class 3
                            +30 Mana
                            All Spells Gain 2 Levels
                            +20% Resist All
                            Enhanced Durability
    Damage     
    Durability     
    Value to Griswold     
    Value to Adria     
    
                                         -----
    
    "The Undead Crown"
    Type of Weapon / Item : Crown
    Special Powers        : Armour Class 8
                            Life Stealing
    Damage                : N/A
    Durability            : 50/50
    Value to Griswold     : 4,162 Gp
    Value to Adria        : -
    
                                         -----
    
    "Veil of Steel"
    Type of Weapon / Item : 
    Special Powers        : Armour Class 18
                            +50% Resist All
                            -20% Light Radius
                            +60% Armour
                            -30 Mana
                            +15 Strength
                            +15 Vitality
    Damage                : N/A
    Durability            : 70/70
    Value to Griswold     : 15,950 Gp
    Value to Adria        : -
    
                                         -----
    
    =======================
    RINGS AND OTHER JEWELRY
    =======================
    
    "Acolyte's Amulet"
    Type of Weapon / Item : Amulet
    Special Powers        : 50% Mana is converted to Health
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : 2,500 Gp
    Value to Adria        : -
    
                                         -----
    
    "Constricting Ring"
    Type of Weapon / Item : Ring
    Special Powers        : Maximum in ALL Resistances
                            Constantly lose Hit Points
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Empyrean Band"
    Type of Weapon / Item : Ring
    Special Powers        : +2 to all Attributes
                            +20% Light Radius
                            Fast Hit Recovery
                            Absorbs Half of Trap Damage
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : 2,000 Gp
    Value to Adria        : -
    
                                         -----
    
    "Ring of Engagement"
    Type of Weapon / Item : Ring
    Special Powers        : -1 Damage from Enemies
                            Attacker takes 1-3
                            Armour Class 5
                            Damages Target's Armour
    Damage                : 1-3 (Retaliatory Damage)
    Durability            : Indestructible
    Value to Griswold     : 3,119 Gp
    Value to Adria        : -
    
                                         -----
    
    "Gladiator's Ring"
    Type of Weapon / Item : Ring
    Special Powers        : 40% of your Health is moved to your Mana
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Optic Amulet"
    Type of Weapon / Item : Amulet
    Special Powers        : +20% Light Radius
                            +20% Resist Lightning
                            -1 Damage from Enemies
                            +5 Magic
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : 2,437 Gp
    Value to Adria        : -
    
                                         -----
    
    "Ring of Regha"
    Type of Weapon / Item : Ring
    Special Powers        : +10 to Magic
                            +10% Resist Magic
                            +10% Light Radius
                            -3 Strength
                            -3 Dexterity
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : Gp
    Value to Adria        : -
    
                                         -----
    
    "Ring of Truth"
    Type of Weapon / Item : Ring
    Special Powers        : +10 Hit Points
                            -1 Damage from Enemies
                            +10% Resist All
    Damage                : N/A
    Durability            : Indestructible
    Value to Griswold     : 2,275 Gp
    Value to Adria        : -
    
                                         -----
    
    =============================================================================
    ¦                                                                           ¦
    ¦                              PART THIRTEEN                                ¦
    ¦                     THE PLOT ACCORDING TO THE SCRIBES                     ¦
    ¦                                                                           ¦
    =============================================================================
    
    Section 6
    
    "The Plot according to the Scribes"
    
    The Tale of the Horadrim
    
    Take heed and bear witness to the truths that lie herein, for they are the last 
    legacy of the Horadrim.  Nearly three hundred years ago, it came to be known 
    that the three Prime Evils of the Burning Hells had mysteriously come to our 
    world.  The three brothers ravaged the lands of the East for decades, while 
    humanity was left trembling in their wake.  Our order - the Horadrim, was 
    founded by a group of secretive Magi to hunt down and capture the three evils 
    once and for all.
    
    The original Horadrim captured two of the three within powerful artifacts known 
    as Soulstones, and buried them deep beneath the desolate Eastern Sands.  The 
    Third Evil escaped capture and fled to the west with many of the Horadrim in 
    pursuit.  The Third Evil - known as Diablo, the Lord of Terror, was eventually 
    captured, his essence set in a soulstone and buried within this labyrinth.
    
    Be warned that the soulstone must be kept from discovery by those not of the 
    faith.  If Diablo were to be released, he would seek a body that is easily 
    controlled as he would be very weak - perhaps that of an old man or a child.
    
    The Great Conflict
    
    Take heed and bear witness to the truths that lie herein, for they are the last 
    legacy of the Horadrim.  There is a war that rages on even now, beyond the 
    fields that we know - between the Utopian Kingdoms of the High Heavens and the 
    Chaotic Pits of the Burning Hells.  This war is known as the Great Conflict, 
    and it has raged and burned longer than any of the stars in the sky.  Neither 
    side ever gains sway for long, as the Forces of Light and Darkness constantly 
    vie for control over all Creation.
    
    The Dark Exile
    
    So it came to be that there was a great revolution within the burning hells, 
    known as the Dark Exile.  The lesser evils overthrew the three prime evils and 
    banished their spirit forms to the mortal realm.  The demons Belial (the Lord 
    of Lies) and Azmodan (the Lord of Sin) fought to claim rulership of Hell during 
    the absence of the three brothers.  All of Hell polarised between the factions 
    of Belial and Azmodan, while the Forces of the High Heavens continually battered
    upon the very Gates of Hell.
    
    The Sin War
    
    Many Demons travelled to the Mortal Realm in search of the Three Brothers.  
    These Demons were followed to the Mortal Plane by Angels, who hunted them 
    throughout the vast cities of the East.  The Angels allied themselves with a 
    secretive order of mortal Magi named the Horadrim, who quickly became adept at 
    hunting Demons.  They also made many dark enemies in the Underworlds.
    
    The Wages of Sin are War
    
    Take heed and bear witness to the truths that lie herein, for they are the last 
    legacy of the Horadrim.  When the Eternal Conflict between the High Heavens and 
    the Burning Hells falls upon Mortal Soil, it is called the Sin War.  Angels and 
    Demons walk amongst humanity in disguise, fighting in secret, away from the 
    prying eyes of mortals.  Some daring, powerful mortals have even allied 
    themselves with either side, and helped to dictate the course of the Sin War.
    
    The Binding of the Three
    
    So it came to be that the Three Prime Evils were banished in Spirit form to the 
    Mortal Realm, and after sewing Chaos across the East for decades, they were 
    hunted down by the cursed order of the mortal Horadrim. The Horadrim used 
    artifacts called Soulstones to contain the essence of Mephisto, the Lord of 
    Hatred, and his brother Baal, the Lord of Destruction.  The youngest brother - 
    Diablo, the Lord of Terror, escaped to the West.
    
    Eventually the Horadrim captured Diablo within a Soulstone as well, and buried 
    him under an ancient forgotten Cathedral.  There, the Lord of Terror sleeps and 
    awaits the time of his rebirth.  Know ye, that he will seek a body of youth and 
    power to possess - one that is innocent, and easily controlled.  He will then 
    arise to free his brothers and once more fan the flames of the Sin War.
    
    The Realms Beyond
    
    All Praises to Diablo - Lord of Terror and survivor of the Dark Exile.  When he 
    awakened from his long slumber, my Lord and Master spoke to me of secrets that 
    few mortals know.  He told me the kingdoms of the High Heavens and the Pits of 
    the Burning Hells engage in an eternal war.  He revealed the powers that have 
    brought this discord to the realm of man.  My lord has named the battle for this
    world, and all who exist here "The Sin War".
    
    Tale of the Three
    
    Glory and approbation to Diablo - Lord of Terror and Leader of the Three.  My 
    Lord spoke to me of his two brothers, Mephisto and Baal, who were banished to 
    this World long ago.  My lord wishes to bide his time, and harness his awesome 
    power, so that he may free his captive brothers from their tombs beneath the 
    sands of the East.  Once my lord releases his brothers, the Sin War will once 
    again know the fury of The Three.
    
    The Black King
    
    Hail and Sacrifice to Diablo - Lord of Terror and Destroyer of Souls.  When I 
    awoke my Master from his sleep, he attempted to possess a mortal's form.  Diablo
    attempted to claim the body of King Leoric, but my master was too weak from his 
    imprisonment.  My lord required a simple and innocent anchor to this World, and 
    so found the boy Albrecht to be perfect for the task.  While the good King 
    Leoric was left maddened by Diablo's unsuccessful possession, I kidnapped his 
    son Albrecht and brought him before my master.  I now await Diablo's call and 
    pray that I will be rewarded when he at last emerges as the Lord of this World.
    
    
    =============================================================================
    ¦                                                                           ¦
    ¦                              PART FOURTEEN                                ¦
    ¦                              HINTS AND TIPS                               ¦
    ¦                                                                           ¦
    =============================================================================
    
    ===========
    TOWN PORTAL
    ===========
    
       Do your best to try and learn the Town Portal Spell as soon as possible,
       as it will save you HUGE amounts of time in the long-run walking back to
       the town and selling all your clobber.  Always make sure you carry at least
       one full mana recharge potion on your person (unless you are playing the 
       Sorceror, in which case a regular mana recharge potion will suffice), so 
       that you can cast Town Portal and get the HELL outta thar when you need to.
    
    ===============================
    PLEASE STAND CLEAR OF THE DOORS
    ===============================
    
       Take care when slaying your enemies, as the bodies of fallen foes can block
       doorways, meaning you can no longer close the doors over them.  This can 
       pose a number of problems for you, as lower-level enemies cannot open doors
       and can be routed around the dungeon on that basis.
    
       Therefore, wherever possible, stand IN the doorway to prevent enemies from
       blocking the door, and then fall back and CLOSE the door behind you when
       you go to prevent them from following you.  Doesn't work on ALL enemy types,
       granted, but even in the caves there are some enemies that just can't open
       doors - like the serpents, for example.
    
    ===============
    WATCH YOUR STEP
    ===============
    
       Some enemies, most commonly the dogs you encounter in the caves and in hell,
       have the ability to spit acid which remains on the ground for a period of 
       time.  Be fleet of foot, and don't stand in it - it does unnecessary damage
       to your character.
    
    ===================
    RANDOMISE INVENTORY
    ===================
    
       If ever you go to - particularly Pepin or Adria and think "I WISH you sold
       (x)", then you can force them to re-jig their inventory by viewing what 
       they have for sale, exiting your dialogue with them, saving the game and
       then reloading it.  Their inventory will be revamped and you might find what
       you're after !  If not, just rinse and repeat !!
       
    =========================
    I CAN'T CARRY ANY MORE !!
    =========================
    
       If you get tired of your player WHINING that he or she cannot carry any more
       in their inventory, don't forget that you can always drop things in the town
       and they WILL be there when you save and exit and then reload the game ...
       
       Just make sure you pick them up before you complete the game or start a new
       game ;)
       
    =====================
    SAVING WITH PRECISION
    =====================
    
       If you save the game, when next you reload it you will be in EXACTLY the 
       same location as you were.  This is a trick you should use whenever you're 
       about to fight a boss, as it can save you a HUGE amount of trouble.  Just 
       remember that you only have ONE save at a time with each character, so 
       saving at a poor time can make your life EXTREMELY more complicated than it 
       needs to be ;)
    
    ==================
    TRY BEFORE YOU BUY
    ==================
    
       Sometimes when you run out of space it is tempting to drop whatever you are
       carrying wherever you are, and to adorn yourself with unidentified magic 
       items for the trip back to Tristram.  This is all well and good, but beware
       as not all magic items are for your betterment.  Some are really quite CR@P
       as it happens, and as soon as Cain identifies each item, the full force of
       its enchantments is brought to bear (be they good or bad).  Therefore if I 
       were you, I would only ever have Cain identify magic items in your INVENTORY
       and NOT on your person.  Transfer items to your inventory from your person
       before he identifies them ;)
       
       Plus, this means that you won't forget to sell them off afterwards, as I 
       always seem to.  I get back to the caves wearing everything I'd so 
       painstakingly put on my body, having forgotten to sell any of it !!  Grrrr.
    
    =============================================================================
    ¦                                                                           ¦
    ¦                               PART FIFTEEN                                ¦
    ¦                             ACKNOWLEDGEMENTS                              ¦
    ¦                                                                           ¦
    =============================================================================
    
    This guide is dedicated to Jan and Frank, and David and Eileen - my best 
    friends' parents.  Thank you for always looking after me while my parents are
    away, thank you for taking me into your homes and into your lives, and thank
    you for your unwavering support of everything I do.  I love you x