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→Hell
Most map layouts of the levels in Hell are divided into quadrants, with long walls along the middle of the level and four large rooms in each corner. There are exceptions, and some layouts are practically honeycombs, but the majority of areas of Hell are fairly wide open and very conducive to ranged attacks. Rogues can turn these areas into a sort of bowling alley, firing in straight lines well off the visible screen and listening for the sound of their arrows hitting. Sorcerers are very happy in Hell also, with good firing lines for their spells and long, straight stretches of level to retreat to, while still firing at the advancing enemies.
====Level 16====
[[Image:Fireball-tactic.gif|thumb|300px|Dash and dodge through the fireballs.]]
Level 16 always has the same layout and monsters (Blood Knights and Advocates) each game, with about half of the monsters in pre-set positions. Others are spawned in random locations each game, though. There are no chests, barrels, or cauldrons found on level 16. Since there are always only two types of monsters on this level, and since Advocates are triple immune on Hell difficulty, all characters can benefit from special tactics on this level. One of the simplest and most useful is to run through the open areas of this level, especially the northern quarter, activating all of the Blood Knights and training them out to some area that's already clear of Advocates. This makes it easier to kill the Knights (with fire or melee) without having to dodge fireballs at the same time, and makes it easier to deal with the Advocates without having the tanking Knights slowing you down. This same sort of Fireball gauntlet can be run in other places on the map, including the western quarter (once the switch is thrown to open the walls). It's much easier to clear the Advocates out of that + shaped box once the Knights are disposed of.
[[Image:D1-level-hell1.gif|center|frame|Hell; bones and blood lakes behind the walls.]]