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- Diablo II
- Use left clicks to buy potions
- CTRL + Left Click to sell quickly
- SHIFT + Left Click to belt a potion from inventory
- SHIFT + Potion to feed merc
- Sell and re-buy stacked items to quickly re-stock (ie tomes, throwing pots)
- Act 1
- -----
- Blood Moor/Den
- -need gold/items before Cold Plains (also level 2)
- - daggers, javelins, gems, charms, rings, blues, etc...
- -set TP at Den, go to Plains WP
- -buy >= 2 staminas, many mana pots
- -focus energy on sort at first (to 40) (push charged bolt til level 6)
- -save and exit out of Den
- -keep moving & charged bolt
- Cold Plains
- -level 4 before exit
- -burial ground exit is in a corner (Stony Field in center)
- Stony Field/Underground Passage
- -kill Rakanishu (stones are always near the path)
- -get to U.P. ASAP
- -stay generally to the right, inside
- Dark Wood/Black Marsh
- -level 4.5 -> 5.5 upon arrival
- -level 6 before tower - FROST NOVA!
- - need BM WP & Tower location
- Tower
- -be level 13+ at the end
- -starting block direction is straight, exit is left
- -TAL & ETH are goals (RAL, TIR are bonus)
- look for at shops:
- - 2x 2 socket helms, belt, 2x 2 socket shield, 2 socket armor (25 str)
- - 10% faster cast rate wand
- goal: 2 RAL, 2 TIR, TAL, ETH, Topaz, Diamonds
- Moving On...
- - 2 Socket armor for STEALTH! (TAL + ETH)
- - 2 Socket helm for TIR/RAL runes
- - 2 Socket shield for TIR/RAL/Diamond/Topaz
- (- light resistance for act 2 is important, fire res for act 3/4)
- - 1 helm/shield - dedicated RAL (ideally this is a shield)
- - 1 helm - dedicated TIR
- - shield Topaz/Diamonds
- (3 TAL makes a RAL)
- respect at 13 for Sorc
- 25 str
- 50 energy
- rest in VIT
- 7 static field
- 1 tele
- 1 frost nova
- 1 frozen armor
- max Nova (Nova until level 18 -> Teleport)
- Attack Pattern:
- - Frost Nova -> Static -> Nova (Rinse Repeat)
- Outer Cloister
- Cross, top right
- Open, top left
- WP on left, bottom right
- Barracks
- -straight or left
- -see the Smith? just grab the hammer
- Jail 1/2
- -exit is straight
- Jail 3
- -exit is left
- Catacombs
- -no real good direction on 1 or 3
- -WP on 2 is left of the exit (or, if the WP block is "straight", then the door is to the "right")
- Andariel
- -lure guys away from door
- -close door, clear room a bit
- -static her down, gg (hope for topaz for shield)
- -run straight to Act 2!
- -ideally Level 14+ w/ some light res in shield
- -also, look for fast run/walk boots
- Act 2
- -----
- Overworld
- -kill beetles for EXP
- -maps are square, exits are in corners (complete corners with no cutouts)
- -set TP at hall or dry hills exit (unless you find WP)
- -order doesn't matter, if it's easy to come back to something, skip it
- Maggot Lair
- -Level 1/2 - identify starting block, then exit is right
- -Level 3 - straight
- Temple of Vipers
- -exit faces left of the start block
- -set TP on level 2
- Halls of the Dead
- -same deal, exit is left from the starting block
- -talk to Drognan to unlock Arcane Sanctuary quest
- (if you quit the game after getting cube and other stuff before talking to him, it will make you morph before talking to him)
- Tombs Layout
- *
- [] / \ V
- U / \ ^
- O / \ O)
- Duriel
- -thawing potions!
- -ezpz?!?!
- -hopefully level 18
- -talk to Jehryn to open passage
- -go back in harem and use TP to warp back across to boat
- Act 3
- -----
- *light potions are no longer useful*
- Jungles
- -stick to left of the river
- -double bridge has an entrance (corners do, too)
- - look for spider cavern (ezpz)
- -look for funky river situations
- -Flayer Jungle has good experience!
- -drop TP at flayer dungeon and progress to next WP
- Flayer Dungeon
- -always go left from starting block
- *Level 20+ after jungles
- Lower Kurast
- -exit in top corners
- Bazaar
- -entrance and exit are on a diagonal
- Sewers
- -just look around the outsides
- -look for full offshoots from the main squares
- Travincal
- -one of the unique guys for the flail
- Durance
- -left of path on level 1
- -straight of path on level 2
- Mephisto
- -gg
- -ezpz
- (except probably impossible)
- Act 4
- -----
- -Make sure you have Act 2 defensive merc
- -Get rid of cube, get a *PIKE* for Merc
- Outer Steppes
- - exit is either Top Left Corner, or one of two Bottom Right Corners
- Plains of Despair
- -exits
- / \
- X \
- / X
- / \
- / \
- \ /
- \ /
- X /
- \ X
- \ /
- City of the Damned
- - Find WP go down stairs
- River of Flame
- - Teleport top right til WP and Sanctuary
- - (Quest log will alert if you're heading to forge)
- Chaos Sanctuary
- - Get towards middle and try to drag/kill some stuff out until it's not bothering you - leave TP
- - Sorc: Vizier, De Seis, Infector
- - Vizier - Merc tanks and does damage. Frost Nova/Static
- - De Seis - same
- - Infector - Merc will die
- - Diablo
- - avoid the lightning, static him down
- Act 5
- -----
- -Revive merc
- -Level 20 minimum (Canyon of Magi if you need to grind)
- -Kill Shenk to halve potion cost
- -Frigid Highlands -> go direction the doors are facing
- -Arreat Plateau
- -Crystaline Passage
- -turn *left* from starting block
- -same in Glacial Trail
- -Ancient's Way - again! left of start
- -leave a TP before going up to the Ancients
- Ancients
- -can't go back to town
- -use merc
- -separate them if you need to
- -run will probably be dying here if you actually got past Act 4
- Worldstone Keep
- -basically just try to find it
- -leave TP at L2 start in case you find WP
- -sometimes at end game you have to start selling your gear
- Throne Room
- -leave TP
- -if too much stuff, try to pull it out and death warp
- -2nd set, Nova the skeletons
- -3rd set, drag them out
- Baal
- -win!
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