Difference between revisions of "Deckard Cain"

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Revision as of 21:32, 31 May 2008

Npc-cain.jpg
Deckard Cain is an NPC found in all five acts of Diablo II. He provides identification of items (for free, to characters who rescued him in Act One; for 100 gold per item for characters who did not rescue him on that difficulty level) and lectures forth a great deal of plot information and game lore. He is found in a central location in all five towns, and is conveniently near the stash in the first four towns.

Cain fulfilled the same role in Diablo, where he became known for his loquacious nature and rambling, overlong stories. This tendency of his was used as something of a joke in Diablo II and the fact that he was caged and tortured by the demons in Act One was something of a fan service for long-suffering Diablo fans, who after endlessly clicking through his stories in the first game had often wanted to stick him in a cage themselves. His usual verbal prompt in Diablo II is "Stop, and listen a while." in homage to his wordy nature.

Act One Dialogues

Cain has no dialogues for the first two quests, even though it's possible to do his quest before completing the Den of Evil and Sisters' Burial Ground quests.

Rescue Cain

Cain is the target of this quest, hanging in a basket in Tristram. After a character rescues him, he returns to town and offers identification of items for free. If he is not rescued, he will show up in Act Two with a story about the rogues rescuing him, and charge 100 gold per item to be identified.

In multiplayer games created by characters who have already rescued Cain or moved to Act Two, Cain will be in town for even brand new characters, the Rescue Cain quest will be unavailable, and he will charge them to identify items. A character who has not yet rescued Cain must create their own game to do so, or join a game created by someone who has not yet completed that quest or moved on to Act Two.

After Completion

... I thank you, friend, for coming to my aid.

Regrettably, I could do nothing to prevent the disaster which devastated Tristram. It would appear that our greatest fears have come to pass. Diablo, the Lord of Terror, has once again been set loose upon the world! As you know, some time ago Diablo was slain beneath Tristram. And when our hero emerged triumphant from the labyrinth beneath town, we held a grand celebration that lasted several days. Yet, as the weeks passed, our hero became increasingly aloof. He kept his distance from the rest of the townsfolk and seemed to lapse into a dark, brooding depression. I thought that perhaps his ordeal had been so disturbing that he simply could not put it out of his mind. The hero seemed more tormented every passing day. I remember he awoke many times -- screaming in the night -- always something about 'the East'. One day, he simply left. And shortly thereafter Tristram was attacked by legions of foul demons. Many were slain, and the demons left me to die in that cursed cage. I believe now that Tristram's hero was that Dark Wanderer who passed this way before the Monastery fell. I fear even worse, my friend... I fear that Diablo has taken possession of the hero who sought to slay him. If true, Diablo will become more powerful than ever before. You must stop him or all will be lost.

As a token of my gratitude, I will identify items for you at no charge.

The Forgotten Tower

That tower marks a place of danger. There is an epic poem about it... How much sorrow one can stand was tested there.

Quickly in and quickly out is all the advice I can give you.

Well done, my friend. Courage and opportunity together have created in you a kind of alchemy.

Tools of the Trade

The Malus was forged and enchanted by the ancient Horadric Mages during the Sin Wars. When their union dissolved, the Malus was entrusted to the Sisterhood guarding the pass into the East.

The Malus has eluded you so far. Well, search thoroughly in the Barracks... That is where the Rogues kept their forge.

The magical effects imbued by the Malus are impossible to predict, but are always to the good.

Sisters to the Slaughter

Cain gives this quest, the final one in Act One.

Quest Introduction

It is certain that we face the demon queen, Andariel, who has corrupted the Rogue Sisterhood and defiled their ancestral Monastery. This does not bode well for us, my friend. Ancient Horadric texts record that Andariel and the other Lesser Evils once overthrew the three Prime Evils -- Diablo, Mephisto and Baal -- banishing them from Hell to our world. Here, they caused mankind untold anguish and suffering before they were finally bound within the Soulstones. Andariel's presence here could mean that the forces of Hell are once again aligned behind Diablo and his Brothers. If this is true, then I fear for us all. You must kill her before the Monastery becomes a permanent outpost of Hell and the way east lost forever.

Diablo is heading east for some foul purpose. And the only passage east is through the Monastery gate. Obviously, Diablo summoned Andariel to block any pursuit. For her part Andariel hopes to win Diablo's favor... the lesser demons are always vying for positions of power within the unholy hierarchy!

Quest Tips

It is clear that Andariel is acting on behalf of Diablo to prevent anyone from following him eastward. Her defeat would allow you to continue the pursuit. Ancient lore has it that while Andariel was spawned in the Burning Hells, she is not fond of fire.

This is a great victory indeed, but many more battles await. I will accompany you on your journey, lending what assistance I can... Remember... Diablo is still out there, seeking something in the desert. I'm afraid that this nightmare will not end until you find what it is that he seeks.


Act Two Dialogues

Introduction

If your character did not rescue Cain in Act One, he says the following when you first speak with him in Act Two:

Oh... Blessings on the Rogues! They finally rescued me from that cursed place!

Radament's Lair

The Horadrim used to mummify their highest mages, and infuse them with spells that would allow them to protect their tombs, even after death. I have no idea why one of them would be acting so malevolently. Perhaps Drognan or Fara would know more about this.

The Horadric mummies were created to protect the tombs, but Radament is far from his burial chamber. Given the aberrations that have been witnessed lately, it comes as no surprise that even the ancient guardian spells have begun to unravel. Be wary of this as you venture farther into the desert.

If you haven't already, tell Atma that Radament is dead. It may help to ease the weight of her mourning.


The Horadric Staff

Ahh... The lost Horadric Scroll! What a fortunate turn of events... As the last living Horadrim, I alone have knowledge of its meaning. Now, to read the Horadric runes it bears. Hmmm... The Horadric Mages, after binding Baal within Tal Rasha, magically sealed off his Burial Chamber from the mortal realm. Those same Mages also crafted fearsome Horadric Staves and imbued them with the special power to open the Chamber's hidden door. After nearly losing one to the thievery of a rogue sorcerer, they divided all the Horadric Staves into two parts - wooden shaft and metal headpiece - hiding them separately to safeguard them. The Horadrim foresaw our current plight and designed the hiding places to reveal themselves to worthy heroes like you. Collect both parts of a Horadric Staff and unite them using a Horadric Cube. Then, you may enter Tal Rasha's Burial Chamber.

The Viper Amulet you bear is actually the headpiece of a Horadric Staff! Yes... You have an uncanny knack for finding rare and valuable artifacts. Of course, you'll have to use a Horadric Cube to combine the headpiece with the shaft.

The Staff of Kings! You astound me, my friend. You have discovered the shaft portion of a Horadric Staff. I trust you know how to use a Horadric Cube to unite the shaft with its headpiece.

You have quite a treasure there in that Horadric Cube. According to Horadric lore, the Cube can restore a Horadric Staff. To do it - use the Cube as you would a scroll. When the Cube opens, place both pieces of the Staff into it and use the Cube's transmute power. You'll be pleased to know that the Cube has other alchemical uses as well... Six gems plus one sword transmute into a socketed long sword. You may also transmute two quivers of crossbow bolts into one quiver of arrows, while two quivers of arrows yield one quiver of bolts. I must leave it to you to discover other formulae.

Excellent! You have a Horadric Staff. Carry it with you into Tal Rasha's Tomb. Find within the Tomb the chamber whose floor is inset with the Circle of Seven Symbols. Place the Staff into the receptacle you find there. That will open the secret passage into Tal Rasha's Burial Chamber. But, be prepared for a fight - you'll likely have to kill Tal Rasha to destroy Baal.


The Tainted Sun

Quest Tips

Drognan may have some advice on this matter. Hmm... I think I'll speak with him myself.

The source of this spell is probably a magical altar. It will not be enough to kill the Claw Vipers. To reverse the spell you must destroy the altar.


After Completion

I've been speaking with Lord Jerhyn, and I sense that he is becoming more and more agitated by something. You should try to talk to him again. If he still won't take you into his confidence, seek to prove yourself a bit more. I gather that his respect for you is growing.


Arcane Sanctuary

Quest Tips

I very much doubt that Horazon still lives in his Sanctuary. He possessed great power and influence over demons, but even that may not have been enough in the end. One of his notoriety cannot easily remove himself from the vengeful reach of Hell.

I've been thinking about the problems in Jerhyn's palace. Perhaps this has occurred to you as well... If those cellar passageways lead to the Arcane Sanctuary, then that is where the demons came from. Horazon's haven must have been breached!

After Completion

You must move quickly now, friend, for Diablo is undoubtedly close to finding what he seeks. Find the Tomb of Tal Rasha before he frees the Lord of Destruction.


The Summoner

Quest Tips

The appearance of the mage you describe sounds like one I met back in Tristram. Many Vizjerei came to fight against Diablo, the Lord of Terror. Perhaps, this is one of them. You know, fate seems to have frowned upon all of the heroes who confronted that terrible Evil. Take care or the same may happen to you.

After Completion

I hope that this false Summoner found peace in death. Unfortunately, it is more likely that he will be dragged down into Hell by the demons he was bound to. Let this be a lesson to you... Demonic magic is a quick path, but its powers are seductive and deadly.


The Seven Tombs

Quest Tips

Diablo nears his goal. We have little time to lose. Remember, my friend, that Andariel gave herself willingly to Diablo's cause. It would be prudent to assume that the other Evils will attempt to aid their master as well.

After Completion

The Archangel Tyrael was the one who gave the Soulstones to the Horadrim two hundred and sixty years ago. It is highly unusual for the forces of Heaven to so directly interfere with man's destiny, but Tyrael was said to act of his own volition. We have never been able to discern why. Perhaps, he goes against the consensus of Heaven because he doubts our ability to defend ourselves, or perhaps, he sees more threat than his peers. Where the actions of Hell often seem straightforwardly bent on destruction, the motives of Heaven are unfathomable. Now make haste... Both Diablo and Baal must be stopped before they join with their brother, Mephisto. If the three Prime Evils unite once again, the world as we know it will be no more.


Act Three Dialogues

Introduction

I've not set foot in glorious Kurast for many years. But I never would have imagined it could be so corrupted.

Certainly, this must be Mephisto's work! You'd best get going, my friend. Diablo and Baal are still out there and you must find them.


The Golden Bird

Quest Tips

I've read legends about a sage named Ku Y'leh, who studied the mysteries of life beyond death.

If I remember correctly, his ashes were ensconced within a golden statuette. It was a very strange tale.

After Completion

So, Meshif had the Golden Bird all along. I wonder if he knows what he gave up for that jade figurine.


The Blade of the Old Religion

Quest Tips

I've done some research on the Taan mage-clan, and it seems that most of their magical studies were focused on Skatsimi rites. If anyone is qualified to use the powers of the Gidbinn, it would be Ormus.

After Completion

Who could have foreseen that the Old Religion would play such an effective role in our war against the Three? Again, your efforts amaze me, my friend.

Gossip

Have you met Natalya? She appears to be a member of the Khral-Harzhek, a secret order that has been around for centuries . . . almost as long as the Horadrim, itself.

Her presence here makes me uneasy, for they are traditionally sworn to hunt down Magi who have betrayed the trust of their order.

I wonder why she is here.


Khalim's Will

Cain gives this quest.

Quest Introduction

Never forget that your ultimate purpose here in Kurast is to destroy Mephisto. The ancient Horadrim imprisoned the Lord of Hatred inside the Guardian Tower that is located within the Temple City of Travincal.

Know this, friend. The only way to gain entry to Mephisto's prison is to destroy the artifact known as the Compelling Orb.

Mephisto used this device to control the Zakarum Priests and their followers. The Orb can only be destroyed with an ancient flail imbued with the spirit of the one incorruptible priest.

Soon after his imprisonment, Mephisto worked his evil corruption on the Zakarum priesthood. All were turned to his dark ways, save one - Khalim, the Que-Hegan of the High Council.

Mephisto directed the other Council priests to slay and dismember Khalim and then scatter his remains across the Kingdom. The Priest Sankekur succeeded Khalim as Que-Hegan, eventually becoming the embodiment of Mephisto here on the mortal plane.

The corrupted High Council fashioned an Orb to control the rest of the Zakarum faithful and used their powers to hide the lair of their master from mortals.

Your task is to collect the scattered relics of Khalim - his Heart, his Brain, and his Eye. Then, using the Horadric Cube, transmute Khalim's Flail with his relics.

Once this is accomplished, you must destroy the Compelling Orb with Khalim's Will to open the way into the corrupt sanctum of Mephisto.

Quest Tips

Ahh ... Khalim's Eye! Only it can reveal the true path to Mephisto. Place the Eye in the Horadric Cube along with Khalim's other relics - the Heart, the Brain, and the Flail.

This is most fortunate! Khalim's Brain knows Mephisto's weakness. Place it in the Horadric Cube along with Khalim's other relics - the Eye, the Heart, and the Flail.

You have found Khalim's Heart, and it still bears the courage to face Mephisto! Place it in the Horadric Cube along with Khalim's other relics - the Eye, the Brain, and the Flail.

Once properly imbued, Khalim's Flail can destroy the Compelling Orb and reveal the way to Mephisto. Place it into the Horadric Cube along with Khalim's relics - his Heart, his Brain, and his Eye. Then, transmute them to carry out Khalim's Will.

After Completion

Masterfully done, hero! You have crafted Khalim's Will. Employ it to destroy the Compelling Orb and open the way to Mephisto. May the true Light guide your way.


Lam Esen's Tome

Quest Tips

You have found a source of information powerful enough to turn the tide against the Zakarum.

The Blackened Temple

Quest Tips

Sankekur may be using a Compelling Orb to control the minds of the Children of Zakarum.

After Completion

Ridding Kurast of the Council of Zakarum was essential. Still, there is more you must do. The Compelling Orb, too, must be destroyed. Diablo and Baal must be close to finding their brother, Mephisto, by now. You've no time to waste.


The Guardian

Quest Tips

Search the Tower thoroughly. Mephisto must not escape.

After Completion

Our faith in you was well deserved. But Diablo has made his way to Hell; and it is likely that Baal followed him there.

Enter the Infernal Gate and kill the Lord of Terror before all is lost. Only then will our world be saved!


Act Four Dialogues

There is very little NPC talk to be had in Act Four. Tyrael only talks to give quests, the two NPCs don't talk at all, and even Cain hasn't much to say.

Introduction

Can you believe this place? Did you ever dare to dream that you'd one day stand upon the crossroads between Heaven and Hell? This Pandemonium Fortress is truly miraculous.

However, your journey is not yet over. Diablo still roams free in Hell, marshaling his demonic forces. Only when he is beaten will our world finally have peace.


The Fallen Angel

You should speak of this with Tyrael. He will know what to make of this.


The Hellforge

Hurry now . . . the sands of time slow for no one! The time has come for you to destroy Mephisto's Soulstone! Take the Stone to the Hellforge. Place it upon the forge and strike it soundly with the Hammer. Only by doing this can you prevent Mephisto from manifesting in this world ever again.

Gossip

I have read much about the enigmatic Archangel Tyrael. He was revered in Horadrim lore both for his compassion for mortals and his unquenchable spirit. It was rumored that he went against the wishes of Heaven and gave the Horadrim the original Soulstones in order to trap Diablo and his Brothers.


Terror's End

After Completion

I knew there was great potential in you, my friend. You've done a fantastic job.

Though my ancestors often struggled against the Three Evils and their minions, I've always lived a shut in, scholarly life. I'm glad that my wisdom aided you.

Now, I wish to leave this place. Though Heaven's Gate are a marvel to behold, I hope I won't have to see them again for many, many years.

Please talk to Tyrael about leaving this place now!

Act Five Dialogues

Coming soon...