Act II
Lut Gholein

Lut Gholein, often called the Jewel of the Desert, is the main trading port in Aranoch and the midpoint between the Western Kingdoms and Kehjistan beyond the Twin Seas in the East. (1)

NPCs:  Jerhyn, Deckard Cain, Atma, Lysander, Greiz, Fara, Elzix, Meshif, Geglash, and Kaelan

Quests:  Radament's Lair,  The Horadric Staff,  Tainted Sun,  The Arcane Sanctuary,  The Summoner,  The Seven Tombs

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Quest:

The Sewers Level I

The Sewers is always a fun zone, if you enjoy close quarter combat. Monsters packed so tightly, you could easily gain a level or two on your way to find Radament. Level II has four spawn locations.

Area Foe:

Sand Raider, Burning Dead, Burning Dead Archer, Dried Corpse

Quest:

The Sewers Level II

Same as Level I, Tightly pack mobs and four spawn locations for Level III, keep on moving.

Area Foe:

Sand Raider, Burning Dead, Burning Dead Archer, Dried Corpse

Quest:

Radament's Lair

The Sewers Level III

This is where you will ultimately find Radament. But note before you check three corners only to realize he spawned in the last corner :P.

Area Foe:

Burning Dead, Horror (Radament's location only), Burning Dead Mage, Dried Corpse, Huntress, and Radament

Quest:

Rocky Waste

The Rocky Waste is the first zone outside the walls of Lut Ghoulin. This zone doesn't really have anything going for it. Get through it quickly and move along.

Area Foe:

Carrion Bird, Sand Leaper, Dung Soldier, Huntress, Slinger, Flying Scimitar

Quest:

Stony Tomb Level I

Stony Tomb has nothing of value here. Not worth your time to even explore.

Area Foe:

Burning Dead Mage, Horror, Dung Soldier,

Quest:

Stony Tomb Level II

Stony Tomb has nothing of value here. Not worth your time to even explore.

Area Foe:

Burning Dead Mage, Horror, Dung Soldier, Decayed (minion), and Creeping Feature

Quest:

Dry Hills

Dry Hills is where the famous Halls of the Dead are located. The Halls of the Dead have four potential spawn locations. Also it is a location of one of the "Hidden Ubers"

Area Foe:

Saber Cat, Spear Cat, Undead Scavenger, Cave Leaper

Quest:

Halls of the Dead Level I

Halls of the Dead Level I is linear. One spawn location for Level II, always in the upper part.

Area Foe:

Returned, Hollow One, Decayed, Desert Wing, Spear Cat, Mummy Sarcophagus, Dried Corpse (sarcophagus),

Quest:

Halls of the Dead Level II

Level II has a Waypoint located in the bottom left hallway, and the entrance to Level III is located in the upper right hallway. Its always the same, no need to hunt for it.

Area Foe:

Returned, Hollow One, Decayed, Desert Wing, Spear Cat, Mummy Sarcophagus, Dried Corpse (sarcophagus)

Quest:

The Horadric Staff (Part I): Get Cube

Halls of the Dead Level III

This is the famous location of the Horadric Cube. You'll use the cube as a mobile runeword crafting bench. Check out the section on Runewords to learn more.

Area Foe:

Returned, Hollow One, Decayed, Desert Wing, Spear Cat, Huntress, Mummy Sarcophagus, Dried Corpse (sarcophagus), and Blood Witch, the Wild

Quest:

Far Oasis

The Far Oasis in this mod actually gives the feeling on a desert oasis. The Maggot Lair I can be found in one of four spots located in the Oasis.

Area Foe:

Itchies, Death Beetle, Undead Scavenger, Black Raptor, Sand Maggot, Sand Maggot Young

Quest:

Maggot Lair I

The Maggot Lair is condensed into only two zones in this mod, makes it way more streamline. But unfortunately it can still be a pain to navigate. Level II has only three spawn locations.

Area Foe:

Sand Maggot, Sand Maggot Young, Rock Worm, Rock Worm Young, Scarab, Death Beetle, Black Locusts, Flying Scimitar

Quest:

The Horadric Staff (Part II): Get Staff

Maggot Lair II

This is quite simple. Find the staff and get out.

Area Foe:

Sand Maggot, Sand Maggot Young, Rock Worm, Rock Worm Young, Scarab, Death Beetle, Black Locusts, Flying Scimitar

Quest:

Tainted Sun

Lost City

When entering the Lost City, the sun goes out. The land grows dark. If you can find it, there is four spawn locations for the Ancient Tunnels (all four spawn every game)

Area Foe:

Plague Bearer, Night Slinger, Night Tiger, Tomb Creeper, Marauder, Flying Scimitar

Quest:

Ancient Tunnels

The Ancient Tunnels are an okay spot to farm, nothing amazing, but okay. The big reason to come here is it is a known location of one of the "Hidden Ubers".

Area Foe:

Plague Bearer, Embalmed, Horror Mage, Invader,

Quest:

Valley of Snakes

Just like the base game, this zone is just a filler. Enter the Claw Viper Temple from here.

Area Foe:

Quest:

Claw Viper Temple Level I

The Claw Viper Temple might seem hard to navigate at first, but its quite easy. Level II has three spawn locations.

Area Foe:

Bone Warrior, Guardian, Claw Viper, Salamander, Embalmed, Mummy Sarcophagus, Flying Scimitar

Quest:

The Horadric Staff (Part III): Get Amulet

Claw Viper Temple Level II

Get in, kill the Unique Monster, Grab the Amulet, Get out.

Area Foe:

Bone Warrior, Guardian, Claw Viper, Salamander, Embalmed, and Fangskin

Quest:

Arcane Sanctuary (Part I)

Harlem Level I

This zone.......why....is this even here? Whos Idea was this? Someone must've been hungover at Blizz North on Palace I day.

Area Foe:

Quest:

Arcane Sanctuary (Part II)

Harlem Level II

To get to the Palace Level I, go to the opposite corner in which you spawn in. Easy.

Area Foe:

Blunderbore, Invader, Dune Beast, Horror Archer, Horror Mage

Quest:

Arcane Sanctuary (Part III)

Palace Level I

This is the same way as Harlem Level II, opposite corner to which you spawned into.

Area Foe:

Blunderbore, Invader, Dune Beast, Horror Archer, Horror Mage

Quest:

Arcane Sanctuary (Part IV)

Palace Level II

Make your way to the middle of the Palace Level II to find the portal to the Arcane Sanctuary. Be advised, there is always a Unique mob near the portal, if your not geared they could be very deadly.

Area Foe:

Blunderbore, Invader, Dune Beast, Horror Archer, Horror Mage

Quest:

The Summoner

Arcane Sanctuary

The Arcane Sanctuary works a little different then the original game. I portal will spawn at each end of the zone. But the summoner will only spawn at one. You still need to kill the summoner to progress the story. It was done this way to fix a bug of the portal not spawning.

Area Foe:

Hell Clan, Ghoul Lord, Specter, and The Summoner.

Quest:

Canyon of the Magi

The Canyon of Magi and the search for Tal Rasha's Tomb works differently in this mod. No need to look at the symbols. All you have to do is find which Tomb you are able to enter. Only one will have the blue glow from it.

Area Foe:

Hell Cat, Hell Slinger, Devourer, Devourer Young, Steel Scarab, Crusher

Quest:

The Seven Tombs

Tal Rasha's Tomb

Tal Rasha's Tomb is the same every time. Once you have found the door to Duriel's Chamber once, you'll be able to find it again and again.

Area Foe:

Gorebelly, Steel Scarab, Burning Dead, Unraveler, Ghoul Lord, Apparition, Preserved Dead, Mummy Sarcophagus, Flying Scimitar

References

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