Quest 2: Blade of the Old Religion and Quest 3: Khalim’s Will
Recommended Level: 24-26
We’re grouping these two together because you’ll finish the second quest while working through the third. This portion of Diablo 2: Resurrected is maybe the most frustrating because the Jungle in Act III can be so confusing to navigate. This is because the areas are connected at random. Sometimes you’ll need to go through the Spider Forest to get to the Flayer Jungle and other times you need to make your way through the Great Marsh. The best advice we can give is to stick the outside edges of the map and scour each area to find what you need.
The Jungle is home to several enemies including Cloud Stalkers, Blue Hawks, and Suckers. However, the most notable enemy of Act 2 is Fetishes, which are upgraded versions of the Rat Men you might have seen in Act 1. This time, they come with their own Shamans, which means they can be resurrected. These Shamans also blow a plume of fire that can deal lots of damage. On their own, they aren’t tough, but they often attack in groups of ten or more, which can become a problem quickly. We should also note that Thorned Hulks can pop up, which can use a version of Frenzy and stun you. Mixing those two together can turn deadly quickly.
Generally, most players find the Spider Cavern first. It’s located, as you might’ve assumed, somewhere in the Spider Forest. Pay attention because there is another dungeon in this location called the Arachnid Lair, which is completely optional. Make sure you don’t go in there by accident. Inside the Spider Cavern, you’ll face off against lots of Flame Spiders and a mini-boss. Take them down, open up the golden chest, and pick up Khalim’s Eye.
Next up, you need to make your way to the Flayer Dungeon within the Flayer Jungle. As mentioned before, there’s no real rhyme or reason to getting through the Jungle, so just do your best. When you find the entrance to the Dungeon, you’ll also notice a large alter that you can click on. Do so and it will spawn a group of monsters that you need to deal with. They will drop the Gidbinn, which you need to take back to town and give to Ormus. Then, go talk to Asheara , and Ormus will give you a rare ring completing the Blade of the Old Religion Quest.
Now, head down into the Flayer Dungeon and fight through the hordes of powered-up Fetishes. Again, these aren’t too tough on their own but can overwhelm you. At the end, you’ll find a mini-boss version of a Shaman. Take it down to open the golden chest and pick up Khalim’s Brain. Then, continue through the Jungle until you come upon the ruined city of Kurast.
Kurast is guarded by Baboon Demons, Zealots, Faithful, Thorned Hulks, and Zakarum Priests. Many of these enemies are a bit more intelligent than your run-of-the-mill enemy and will retreat after taking damage. This both makes them annoying to kill and can result in your pulling more groups of enemies and being overwhelmed. Plus, the Priests can heal the other monsters, making fights take even longer. Try to kill things quickly and don’t chase them if it’s into an area you haven’t explored.
You’re looking for the Sewers within the town. This is a large area, but you just need to walk around the map edge to eventually find what you’re looking for. Within the golden chest in the Sewers, you’ll pick up Khalim’s Heart. We’re almost finished!
The last place you need to make your way to is Travincal. Work your way through the various areas of Kurast until you find this location. Prepare yourself for some tough enemies. Hierophants can heal other enemies and use lightning and blizzard skills. There are also Night Lords, which cast Meteor and other fire spells that can chunk your health pool. And then there’s your target, the Council.