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Poisoned Water Supply

49 bytes added, 19:22, 16 November 2009
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+10% Resist All
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Entering the passage takes you to a long, narrow [[Diablo_Levels#Caves|cave-like level ]] with a few branching forks. In the cave you will find a variety of [[D1 Monsters|Fallen]], as well as several [[D1 Monsters|Goatmen]]. You must kill all of the monsters in the Dark Passage, not just the ones near the stream at the end of the level. When you do, heroic music sounds and the yellow stream turns blue. When you return to town after clearing the Dark Passage, the water in the well is also blue, and when you speak with him Pepin surmises that the mere presence of the demons was enough to poison the water.
When you return to town after clearing the Dark Passage, the water in the well is also blue, and when you speak with him Pepin surmises that the mere presence of the demons was enough to poison the water. He also rewards you for your efforts with a unique ring. Once identified, it is revealed to be the Ring of Truth, which should be a substantial upgrade over whichever (if any) rings your low level character has thus far obtained.
===Strategy Tips===
The quest is not complicated, but the goatmen in the Dark Passage are the highest level monsters yet encountered, and should be a challenge for a low level character.  The level itself adds to the difficulty, since it's narrow and quite linear. There is nowhere to run that's far enough to lose pursuing monsters, and there are no doorways to bottleneck the demons. Visibility can be a problem as well, since the [[Diablo_Levels#Caves|cave walls]] do not go transparent when you are behind them, and it's hard to see your character or short enemies like Dark Ones when you are along the lower wall of this level. Advancing very cautiously is the key, since while one goatman can be an ordeal at this early stage in the game, two or three at once is a very dangerous situation.
Goatmen move erratically; closing in fairly quickly, but seldom advancing in a straight line, which makes them difficult for rogues or mages to fire at. Goatmen can string their hits fairly well, but pause and get confused if the target moves just out of reach. If you retreat with a ranged attacker, try to stay within two or three squares, so the goatman will pause, and then come straight at you. If you move further away than a few squares, they usually go back into their default advance, which will have them running all the way to a wall to your left or right, and bouncing back and forth.
 
Visibility can be a problem as well, since the cave walls do not go transparent when you are behind them, and it's hard to see your character or short enemies like Dark Ones when you are along the lower wall of this level.
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