Necromancer: They know where the next piece is. Their leader said it fell where only ancients may tread.
Leah: That makes me think of the Drowned Temple near the Festering Woods. I remember you telling me about it, Uncle.
Deckard Cain: Exactly, Leah. The temple was home to the nephalem. Leah, your knowledge could be invaluable. You must go and help our friend retrieve the sword piece.
- Go to the Drowned Temple
Leah: The nephalem were ancient humans with fantastic powers. Legend holds that they waged a terrible battle near the temple and that their ghosts still war with one another.
Note: Funny. Leah reacts to players visiting Cain’s House and Leah’s Room.
Leah: You know it’s not polite to go through other people’s things, don’t you?
Leah: This is my room. Do you like it?
Note: If Leah’s Tristram Journal, Part 5 or other book is on her table, Leah reacts to your rudeness.
Leah: What? You’re not really thinking of reading my journal, are you?
|LEAH’S TRISTRAM JOURNAL, PART 5
|Uncle Deckard believes the key to unlock the Stranger’s memories is reassembling his sword. I wish I could say this is another of uncle’s crazy theories, but I can’t deny that these ominous events are starting to really scare me.
Note: Go to the Waypoint and click Fields of Misery in the map.
Leah: You and I aren’t so different. I have great power within me, too. The only difference is — I have no control over mine.
Necromancer: Then you must learn to master it.
Leah: It’s only happened a few times in my life, and only when I was in grave danger. Something rises up from deep within me… and, well, I can’t really explain it.
LOCATION: THE OLD MILL
Note: Head northeast until the map shows a yellow arrow for the destination. Along the way you find n Stolen Sack on the ground which drops Scoundrel’s Journal.
|After my searching I found a promising lead. A family near New Tristram has obtained a valuable relic, and poor fools that they are, they don’t have the slightest idea what to do with it. I have some idea what to do with their daughter, though. And through her, I will get my prize.
- Follow the Scoundrel
Scoundrel: You there! Please help: they’re going to kill my friend! Thieves are going to kill my friend if we don’t do something! Help me break these bonds, and see for yourself!
Necromancer: Who is this friend of yours?
Scoundrel: She’s just a farmer’s daughter — Sasha… but she has a relic that the thieves are after.
- Talk to the Brigand
Brigand: He’s deserted you. Just give it over!
Sasha: My sweet love will save me!
Necromancer: Enough of this. Release Sasha and give her the relic.
Brigand: You actually believe what the scoundrel tells you? Fine, you fools. We’ll kill the both of you!
- Kill the brigands
Nigel Cutthroat: This isn’t over. The rest of the Thieves Guild will find you…
- Speak with the Scoundrel
Sasha: Here’s the relic, my love. I hid it like you asked. Father’s grown suspicious of us, but that won’t matter once we’re married. It won’t be long, right?
Scoundrel: Of course, my dear! Soon we will settle down to a quiet life of tilling the fields and raising brats… uh… children. But first I have to sell this relic! Alas, I must travel away with my friend here to do so.
Necromancer: What? You mean to accompany me?
Scoundrel: Yes. Yes! You look like you know a lot about markets. Now lead the way!
- Take the Scoundrel north to the waypoint!
Scoundrel: Wait– the relic is a fake! Gods, I should have known. Well, you seem like you could use a helping hand, and I sure as hell don’t want to stay around here!
Templar: Please tell me that you’re not considering this criminal’s proposal.
Scoundrel: Ah, there you are!
Note: Click the Scoundrel to continue.
Necromancer: And your betrothed?
Scoundrel: Betrothed? Do I look like the marrying kind to you? By the way, my name is Lyndon.
- Go to the Drowned Temple
Leah: What the tome said about Alaric and this temple is not encouraging.
- Talk to Alaric
Leah: You must be Alaric the guardian… Uncle Deckard told me of your eternal watch over this cursed place. I thought it was a myth!
Alaric: Are you nephalem?
Leah: No. There have been no nephalem for a millennium.
Alaric: Hah! Yet another myth. You seek entrance to this temple, but only a nephalem can enter. If you retrieve the keys from the outlying tombs and use them on the gates, we will see who… and what… you truly are.
- Go to the Festering Woods
Alaric: Follow me. I will raise the bridge, that you may pass. Seek two tombs in the woods beyond– the Warrior’s Rest and the Crypt of the Ancients. Within them reside the keys to our sacred temple.
- Retrieve the Beacon of Honor from Warrior’s Rest (0/1)
- Retrieve the Beacon of Light from the Crypt of the Ancients (0/1)
Leah: I will stop these things.
Note: Enter the Crypt of the Ancients.
Click the Beacon of Light at the end of the crypt.
Leah: I used to love traveling, seeing the world.
Necromancer: When the Balance is lost, everything changes.
Leah: Yes, it’s not like it was.
Templar: Have no fear, Leah. We will make this world safe again.
Leah: Are these Alaric’s people?
Necromancer: No… their story was quite different.
Leah: Uncle Deckard called these flying creatures “death with wings.”
Templar: Always wanted to fight some of these!
Leah: I spent years exploring places like this with Uncle Deckard. This brings back memories.
Note: Enter the Warrior’s Rest.
Note: Click the Beacon of Honor at the end of the crypt.
- Beacons placed on Pedestals (0/2)
Optional: You can walk back to the Drowned Temple gate, or you can press T to use Town Portal, then use the waypoint to the Drowned Temple.
Note: Click the Pedestal.
Note: Go across to the left side, and click the second pedestal.
- Enter the Drowned Temple
Alaric: The temple is open. Enter and defeat the guardians within. Although they are my brothers, they will seek your death when you enter.
Templar: I can not fault them for doing their duty.
Note: Enter the Drowned Temple.
- Explore the Drowned Temple
Leah: Look at this architecture. This predates the Sin War!
- Kill Ezek the Prophet and the skeletons
Ezek the Prophet (Ancient Nephalem Champion): Rise, my brothers! Rise and do battle!
Note: Three champions spawn: Brother Moek, Brother Larel, and Brother Karel.
- Talk to Alaric in the Drowned Temple
Alaric’s test is at an end, and we have passed, as expected. However, it seems we shall face a greater trial within the temple walls…
Note: You will find an Ancient Bones in this spot. He drops a book titled: The Drowned Temple.
|THE DROWNED TEMPLE
|The Worldstone has been changed. Our children are born weak and suffer short lives. The demon Nereza promised to restore their power, but instead turned them into misshapen creatures and sent them to war against us. We may die, but not before she is sent back to the Burning Hells.
Necromancer: Why would you open an Inn?
Leah: The world is so dangerous. Everybody needs a quiet, safe place to rest and recover. A waystation on their journeys.
Necromancer: The Priests of Rathma are not always welcome in such places, though they would be of use to us.
Leah: That’s why I want to make one.
Note: Talk to Alaric.
Alaric: Your strength rivals that of our greatest champions. What now do you think you are? You may enter our most sacred place.
- Secure the Glowing Sword Shard
Temple: The spirit speaks the truth. This was a good place. I can feel it.
Note: Go through the opened doorway to retrieve the Glowing Sword Shard.
Maghda: The noble hero fought her way here just to die.
Necromancer: You are again mistaken.
Maghda: And who is this you bring with you? Adria’s daughter? She has… power within her. No matter; your mother will soon share your fate, little one. The shard is mine. Fill this temple with their blood!
Note: 7 Coven cultists teleport into the room.
Leah: What did she mean my mother will share my fate? Could my mother be alive after all these years?
Necromancer: She has every reason to deceive us. Do not listen.
Templar: And what is the power within you that she spoke of?
Leah: This fight was too easy. She’s toying with us. We must get back to Uncle Deckard right away.
- Get the Glowing Sword Shard
Note: Click the Glowing Sword Shard at the center of the blue-ish crater.
- Return the Glowing Sword Shard to New Tristram
Note: Press T to use the Town Portal.
|My grandfather used to tell me stories of ancient heroes who performed impossible feats. You remind me of those heroes.
Of course, he also told me I looked like a quill fiend. He was a strange man.
|Villager: With the dead squared away and Cain back in town, I hope things won’t be so bad around here.
|Such a strange place this world is. You never know what you might find over the next rise, or what the next day might bring.
A man who fell from the sky, a king who cannot die. I can tell I will have no dull days, traveling with you.
|The Worldstone was an ancient artifact of immense power. It was used not only to create our world, but also to control mankind.
The original humans were known as the nephalem, and their power was such that it was feared they would tip the balance in the Eternal Conflict between the High Heavens and the Burning Hells.
So the Worldstone was tuned to lessen our powers, turning mankind into what we are today. But now that it has been destroyed, it is conceivable that the powers of the nephalem will reappear.
|DESTRUCTION OF THE WORLDSTONE
|Tyrael was forced to destroy the Worlstone when Baal, the Lord of Destruction, corrupted it in his attempt to control all of mankind.
|Indeed. A Priest of Rathma was among the heroes who fought him, though the ruin from the Worlstone’s destruction was terrible.
|It obliterated Mount Arreat, the mountain that housed it, leaving only a smoking crater in its place. And nothing has been heard from Tyrael since.
|LEAH AND CAIN’S TRAVELS
|I heard Leah grew up traveling with you. Was it not dangerous having a child on your journeys?
|Not as dangerous as you might think. There was a calm about the world then. Most people paid no mind to an old man and young girl, weaponless and penniless, crossing their lands.
Achievement Unlocked: Stay Awhile and Listen.
|Uncle Deckard and I traveled all over the world in my youth, looking for lost lore and artifacts. It was so exciting– crawling around ancient temples, digging through forgotten crypts…
I feel fortunate that Uncle Deckard raised me the way he did. The things I learned from him… But now I don’t know. I see what his obsession with his quest has cost him… has cost us…
|ABOUT THE TEMPLE
|The Drowned Temple was once known as the Sarceum Emporis. It was the most sacred of their temples, a site where legend claims angels would come to impart their wisdom to the nephalem.
|Tell me of your father.
|My father was a diplomat. We had a manor in Caldeum with servants, terraces, all of that.
Everything changed when the troubles started. Somehow, rumors spread that my grandfather was responsible for the king’s madness.
My father’s work fell apart. No one would speak to him. He kept believing it would blow over, though.
|But it was not to be.
|No. I’d rather not talk about it now, if you don’t mind. I have work to see to.
|THE UNREPENTANT ROGUE
|How can you waste so much time pursuing women?
|Waste?! Time is scarcely better spent.
|No. You still lack companionship, even now.
|I’ve only found one worth keeping… but she slipped away from me.
|I’d rather talk about the ones I caught and didn’t want!
|Villager: I really do miss that bard. The way he sang “Bartuc and Horazon” could make a bad man weep and turn his life around.
|Villager #2: You’re always on about the bard! Tell you what: why don’t you learn to sing for us instead of complaining all day?
|Villager: Well, I’m more of a patron of the arts than an artist.
|Villager #2: That, and you have a voice like a wounded quill beast.
|Villager: Oh, there she goes again. Were I not a happily married man, I’d let her take me on an adventure.
|Villager #2: Ha! I’m sure she’s aching to haul an old cooper with a bald spot around. Be my guest!
|Villager #1: I was thinking…
|Villager #2: Don’t hurt yourself.
|Villager #1: I was thinking that we should try to recruit more soldiers. What happens if we get attacked again?
|Villager #2: We just spent a week fighting off hundreds of walking corpses outside our impenetrable gates. We’re the hardest bastards within a hundred miles. Who’s going to attack us?