Diablo Wiki
Advertisement

Trail of Terror is a main quest in Diablo Immortal. The quest was introduced as part of the Age of Falling Towers update. Players must play the game on Hell V difficulty or higher in order to access it.

Objectives[]

  • Talk to Cain.
    (There's been no word of the terror cultists who stole the Worldstone shard from Stormpoint. Check in with Deckard Cain in Westmarch)
  • Talk to Zatham.
    (Zatham found his way to Cain's Workshop. Talk with him, and see if he has made any progress hunting the Cult of Terror)
  • Talk to Zatham's informant.
    (Zatham has met someone who is willing to inform on the cult. Meet them at Wolf City Tavern)
  • Talk to Tamraz.
    (Speak with Zatham's informant to find more about the Cult of Terror)
  • Wait by the stairs (0/1).
    (Zatham's informant will point out the cultists if you wait by the stairs until they come down)
  • Follow the cultists.
    (Carefully follow the cultists without being spotted and see what you can learn)
  • Enter the Hideaway.
    (The cultists have ducked into a small building. Follow them inside)
    • Search for Clues
    • Kill the cultists
    • Search for Clues
    • Search the Cultists' Dwelling
    • Leave the Dwelling
  • Talk to Cain.
    (Share the information you've found on the Cult of Terror's activities with Cain and Zatham)
  • Go to Wortham.
    (The cult is headed for Wortham. Join Zatham and find where they gather)
  • Talk to Korrin.
    (Wortham's blacksmith; Korrin is known to keep late hours. If the Cult of Terror is lurking around, perhaps he has seen them)
  • Find the Cave.
    (The Cult of Terror is convening in the cave southwest of Wortham. Track them there and uncover their plans)
    • Reach the Cultists' Ritual
    • Inspect the Ritual Site
    • Talk to Zatham
    • Search for Clues
    • Talk to Zatham
  • Talk to Cain.
    (Return to Westmarch, and see if Deckard Cain knows anything about the parchment you recovered)
  • Talk to Cain.
    (Show Cain the parchment you've repaired)
  • Talk to Zatham.
    (Zatham seems like he has a plan in mind. Speak with him)
  • Talk to Sailors in Westmarch.
    (You and Zatham will need sailors for a voyage to the Forgotten Sea. Westmarch's docks are a good place to start)
  • Go to Stormpoint.
    (Zatham has a boat in Stormpoint--find him there when you are ready to brave the Forgotten Sea)
  • Talk to Zatham.
    (Zatham has moored his boat off the coast of Stormpoint. Reach him and prepare for your voyage)
  • Sail to the Forgotten Sea.
    (Set sail to the Forgotten Sea and recover the Pathstone)
    • Reach the deck
    • Defeat the Drowned
    • Board the Dread Reaver
    • Defeat the Drowned
    • Go to the Lower Deck
    • Rescue the Sailors
    • Defeat the Remaining Monsters
    • Rescue the Sailors
    • Drive Off the Haffegul
    • Explore the Cove (0/1)
    • Kill the Haffegul
  • Return to Westmarch.
    (Bring the Pathstone to Deckard Cain, and plan your next move)
  • Talk to Cain.
    (Visit Cain in his workshop and let him know the outcome of your voyage to the Forgotten Sea)
  • Talk to Zatham.
    (Zatham seems to know quite a lot about the Pathstone. Speak with him)
  • Talk to Karshun.
    (Karshun looks as dour as ever. Speak with him)

Transcript[]

Terror Trail
  • Deckard Cain: Thank you for coming. With everything afoot, I thought it important to check. Have you located the thieves who took the Worldstone shard?[1]
  • Class: Not yet. One of my allies is trying to track them down, but I haven't heard from him.
  • Deckard Cain: I suspect I hope this means the shard has not yet reached Diablo. The signs would be far worse otherwise.
    But what is it that prevents them from moving more quickly?
Zatham Arrives

Zatham arrives at Cain's Workshop

  • Zatham: I have the beginning of an answer.
  • Class: Cain, this is Zatham. He fought besides me on Stormpoint, and he's been trying to track down the Cult of Terror ever since.
  • Deckard Cain: If you stand on the side of righteousness, Zatham, then you are counted as a friend.
  • Zatham: Thank you Elder. The fanatics swarm even here, in your city. I spoke with a watcher in the tavern who says he will identify them to you. Give him my name.
Terror Trail2

Meet the Informant at Wolf City Tavern

  • Class: Zatham said you had information for us.
  • Tamraz: Zatham paid up front-- and decently for a stranger in a hood. I believe I do.
    But I'm not waiting on you hand and foot, Your Majesty. You get your look, and I'm gone after.
    Take a seat at the table near the stairs, and I'll nod when they come down. Two Westmarch boys, more swagger'n they deserve. Can't miss them.
At the bottom of the stairs
Cultist Swagger

The undercover Terror Cultists come down the stairs

  • Iockin: I can't wait to visit our friends for dinner. I heard they're bringing the most exquisite dish.
  • Hamit: Did you get everything they asked for?
  • Iockin: Help me check if you are so concerned.
  • Hamit: Everything you do concerns me. You are such a loudmouth.
After they leave
  • Class: Well, I can't follow them both.
Tainted Trail3

Pick a cultist and trail him

  • Class: I need to keep my distance, or they'll realize they're being watched. (close to the target)
  • Class: Too close. He almost saw me. (too close to the target)
After they enter their hideaway
Cultist Dwelling

In front of the Cultists' Hideaway

  • Class: They've gone to ground. I'm sure the answers are inside.
Enter the Hideaway

Cultists Dwelling[]

Terror Trail4

The player's cover is blown

  • Iockin: Oh. Seems we have rats sniffing about, Hamit.
    Don't squeal too much. I'd hate for the neighbors to hear you.
Kill all the Cultists
  • Class: No choice but to rummage through their things.
Search the room for clues
  • Class: Well, I ought to search the dead.
Search the dead cultists for clues
  • Letter: As His eyes, we look across Khanduras, gazing where you point. And I have found a suitable location, one you will be able to sense for yourself. Near the township of Wortham is a cavern suffused with the energy of the stone. You are not to be a moment late. Thus Akinees bids you. Thus you are commanded.
  • Class: "Near the township of Wortham is a cavern suffused with the energy of the stone. You are not to be a moment late."
    They're expecting these two. Cain and Zatham need to know.
Leave the Dwelling and return to Cain
  • Class: I found two members of the Cult. More of them are gathering at a cave near Wortham. We should make for the town immediately.
  • Deckard Cain: How much will Wortham endure? Those people... they will need your help.
  • Zatham: We will learn what the fanatics have planned, and we will make an end to them. Let us go.

Wortham[]

Terror Trail5
  • Class: Korrin? Are you well? And... have you seen anyone suspicious about?
  • Korrin: You are always right on time. Things aren't quite like before... but... they're frightful still.
    The cave... to the west. Don't even look in that direction. Was out gathering and I saw... more of them skulking towards it. Looked like walkin'shadows in their hoods. Gods, not again.
Start heading to the cave
  • Class: When you pursued the cult what did you learn from their poisoned minds?
  • Zatham: Their plot to bring the shard to the Burning Hells did not work as they wished it to. They are fearful of punishment.
    Now they scurry beneath us like mice, seeking another way for the shard to reach Hell. Mice always find a new path. Let us approach cautiously. We may overhear something.

Silent Chamber[]

  • Class: Skarn used this place. I am not surprised to find another cult here.
  • Zatham: Nor am I. Sin infests the land and calls the sinful.
  • Class: Their ritual could be underway. We need to hurry.
The player come across a gathering of Terror Cultists
Shard Transfer

Akinees gives the Bride of Hell the shard

  • Bride of Hell: Terror will be ascendant soon. Whoever finds the key to the island will ascend by my side.
    Seek it out. The Heart has waited too long to be made pure.
Bride Exit

The Terror Cultists leave the scene

Inspect the Ritual Site
  • Zatham: They have left us a ruin.
  • Class: The portal looks inactive. They're a step ahead of us still.
    There must be more clues to their destination here. How does one "purify" a Worldstone shard?
  • Zatham: They are still searching. This is to our advantage. Seek the answer, and I'll do likewise.
Search the area for clues
First clue
  • Class: "Gale winds in the waters far northwest of the crater. A day of surging tides and fog. A day later, the same, south 50 leagues as though it followed us".
    Records of... weather patterns?
Second clue
  • Class: Looks like... a map of an ocean. One I don't recognize.
Third clue
  • Zatham: Over here. Pieces of parchment. Somewhat intact.
Zatham Clue

Zatham finds a possible clue

Examine the parchment pieces
  • Zatham: I have a suspicion about these pieces. We should get back to your Elder Cain.
Return to Westmarch and speak with Cain
  • Deckard Cain: Hmmm... this parchment is rent to shreds, but I can make out a few details yet. With repair it should become clearer.
  • Class: Let me try.
Repair the burnt parchment
Burnt Map

Repaired parchment

  • Deckard Cain: Ah, look at it! There are notes on the currents. Depth measurements in the margins. Hell is searching for something else, indeed... and of all places...
    The Forgotten Sea. An expanse of ocean west of Mount Arreat. Accounts of its crossing are scattered, but... if they can be believed, it is mostly empty.
  • Zatham: "Forgotten" is appropriate, Elder. But it is not empty. It hides a place of power. An isle concealed since the creation. The Cradle of the Ancients.
    This isle and its power will be what they seek. But they lack the means to reach it. The Pathstone conceals it with fog and rain. And its wake is clear on this map.
  • Deckard Cain: Fascinating! You must tell me more of this place when days are less dire.
  • Zatham: Yes. If we reach the Pathstone before the fanatics do, we can stop their arrival. I have a ship at Stormpoint, but you will need to bring sailors. Ones who have never been beaten by fear.
Find sailors near the docks that will join you on your voyage
  • Norzo: The Forgotten Sea, eh? Sounds abysmal... n'plenty far from this den of wolves. When do we leave?
  • Thumasson Peck: Not sure I need to lock eyes with the blue again. On the other hand... the money spends good.
  • Greengul: Just so we're clear: there's anvils swim faster than me. If that's a problem, go find someone else.
Meet Zatham at Stormpoint

Stormpoint[]

Terror Trail6

Getting ready for the voyage

  • Zatham: It is a feat to cross these waters and live. Take this truth into your heart, and join me when you are prepared.
Board Zatham's boat and set sail to the Forgotten Sea

Forgotten Sea (Dread Reaver Dungeon)[]

The events marked with a superscript * do not occur in subsequent replays of the Dread Reaver dungeon.
Terror Trail7

Aboard Zatham's boat

  • Zatham: The darkness gathers around us. I will cut it out at its source.*
A kraken passes beside the boat
Fearless Zatham

Zatham jumps into the sea after the kraken*

  • Norzo: Are you mad? 'Course you are.*
Morowith Boat

A floating woman approaches the starboard of the boat*

Drowned Sailors start climbing into the boat. Kill them
  • Morwith: Forswear your craft and your flesh. You are mine now.*
Morwith leaves,* and a ship full of Drowned approaches
Drowned Reavers

The Dread Reaver raids Zatham's boat


  • Drowned Aberration: Burn them to nothing.
After the first wave is killed, more Drowned come aboard; this time with the Drowned Steward
  • Drowned Steward: Kneel... and praise her.
    I call the flames.
The Dread Reaver starts shooting canons at Zatham's boat
  • Drowned Steward: Burn... burn us all.
By the time the battle is over, Zatham's boat is in flames
Aboard Dread

Board the Dread Reaver before Zatham's boat sinks

There, more Drowned await the player. Kill them all, amidst the violent rocking of the ship.
As the last one is killed...
Diving Haffegul

A kraken moves beneath the Dread Reaver

  • Class:That monster could drag me into the ocean. Need to get below.
Lower Deck

Go to the lower deck of the Dread Reaver ship

Kill the remaining monsters and reach the captive sailors. Unfortunately their cages are guarded by the Drowned Aberration
  • Norzo: Help us! You have to!
  • Class: No more prisoners.
Kill the Drowned Aberration.
Upon his death...
Hungry Haffegul

Haffegul breaks into the ship and swallows the Aberration

Free the Sailors
  • Norzo: Thank you.
  • Greengul: We're free.
  • Thumasson Peck: This way!
  • Class: There has to be a way to pierce its hide.
  • Norzo: We don't gut the big one soon, we're going to be drinking a lot of seawater.
    Even this floating pustules gotta have throwers. Why don't you dig about.
Dread Thrower

The Sailors prepare the line throwers to attack the Haffegul

  • Thumasson Peck: Better than nothing I suppose. Winch 'em up.
    Look at those waves. Size of mountains.
Peck sees something in the waves
  • Thumasson Peck: Hell's that!
Haffegul Ambush

A tentacle spears through the port hole and kills Peck

  • Norzo: Shoot! Shoot!
The Haffegul continues spearing the Dread Reaver with its tentacles, killing the other sailors. Sea monsters begin to board the ship.
After injuring its tentacles...
Tilted Reaver

Haffegul turns the ship to its side

Once the remaining sea Monsters are killed, Haffegul bursts into the sinking ship
Vs Haffegul

Fighting Haffegul in the sinking Dread Reaver

After sustaining enough injuries, Haffegul dives into the sea, breaking the Dread Reaver apart.
Broken Reaver

Haffegul breaks the Dread Reaver apart

The player is washed onto the shores of a desolated island
  • Class: Ugh... where is this place? Did anyone survive?
Terror Trail8

Shores of the desolated island

Upon reaching the Haffegul's lair
  • Class: This evil ends here.
  • Morwith: It will take more than you to drag me back.
    Be freed of your woeful life.
Kill the Haffegul.
After that, Morwith floats back into the scene*
  • Morwith: Your people's blood have cooled too much. None will set foot on the Ancients' land aga-.*
Morowith End

Zatham kills Morwith*

  • Morwith: You... you...*
Morwith dies, and Zatham picks up the Pathstone*
  • Zatham: Do not appoint yourself my judge. Honor has no place among monsters.*
End of Dread Reaver dungeon.
Return to Cain in Westmarch
  • Class: We found the Pathstone. It wasn't easy.
  • Zatham: Once it is attuned, it will lead us to the Ancients Cradle... while the fanatics drift in the fog. Perhaps they shall perish on their journey.
  • Class: Or perhaps we'll use it to ambush them and take the Worldstone shard. Zatham, is that possible?
  • Zatham: It may be. But the Pathstone is the artifact of a broken and misguided people. We must be careful.
  • Karshun: And how is it you know so much of this place and its people?
  • Zatham: To catch a quarry you must be one with the terrain. I have travelled for years in pursuit of the wicked.
  • Karshun: It must be a burden for you to spend so long away from home.
  • Zatham: It is no burden. It is my charge. All who do evil deserve punishment.
  • Karshun: How charmingly straightforward.
  • Class: (to Zatham) We should go as quickly as we can. How do we prepare the Pathstone?
  • Zatham: I have not heard it being attuned apart from the Cradle. And the one who claimed it is dead. We will need to experiment.
  • Deckard Cain: Karshun is quite practiced in the crafting of arcane objects. Perhaps he can assist you.
  • Karshun: No need to flatter me. But I suggest we learn more of its origins before using it in any working significance.
  • Deckard Cain: Of course... and I will begin that research immediately. Zatham, would you join me and share a few of your tales? I too must prepare for a journey.
  • Class: Good luck. I'll be ready to depart when you are done.
  • Karshun: Too much needs to go right for this to work. Don't indulge in false confidence. You're better than that.
  • Class: Really? Before today, the Cult of Terror had all the advantage. Now, we have something.
  • Karshun: Remember how long the cult has had to prepare for this moment. Our hope should be no louder than a whisper.
  • Class: Are you admitting that we have a chance.
  • Karshun: Don't spread it around.

Locations[]

Monsters[]

Bosses[]

  • Drowned Steward
  • Drowned Aberration
  • Haffegul

Trivia[]

  • The transcript follows the Monk gameplay. Other classes might have slightly different transcript.

References[]

Cold Isles
Relentless Tide (Tempest-only)
Wortham
Prologue
Ashwold Cemetery
The Risen Dead
The Exiled Apprentice
Consulting the Guards
The Handmaiden
The Tomb of the Queen
Into Ashwold Manor
Masters of Death
Battle for the Shard
City of the Light
Westmarch
Reach Cain
Fragments of the Past
Legends of Eld
Braving the Rift
Bounties Abroad
Diamond in the Rough
Tools of the Trade
To the Dark Wood
Shard Bearer
Rift of the Elders
A Walk Through Westmarch
Trading at the Market
The Hilts Trader
Answers in the East
A Captain's Need
To the Docks
Docks of Westmarch
Dark Wood
Blackstone Village
Lucian's Hope
Bloodsworn Den
The Horadric Bestiary
Gathering the Reagents
Between Two Evils
Tree of Inifuss
Blood Resurrection
Delivering the Shards
Shassar Sea
Sea of Fire
A Trail in the Sand
Amber Blades
Lacuni's Roar
Loyalty's Price
Wisdom's Fragment
Fahir's Legacy
Final Fragment
Revealing the Path
Library of Zoltun Kulle
Library Beneath the Sand
Unseen Guardian
Restoring Order
Lost Runes
At Its Core
Source of Knowledge
The Eternal Guardian
Reforging the Soul
Recalling the Past
The Dark Exile
Heart of the Unknown
Bilefen
Welcome to the Jungle
Overgrown Temple
Blazing Raid
Among the Bodies
Heart of the Jungle
Parlay with Peril
The Final Summoning
To the Arena
Back to Westmarch
Mount Zavain
Into the Mountains
Khazra Aggression
Free the Captives
Devious Magic
Into the Khazra's Den
The Stranger's Identity
Track Dravec
Suspicious Cave
Strange Wooden Hut
Monastery in Crisis
Evil Stronghold
Dravec's Conspiracy
Save the Temple
Take Back the Worldstone Shard
Showdown at the Peak
Frozen Tundra
To the Frozen Tundra
Cold Pursuit
Through the Ruins
The Iceburn Tear
Those Who Come Before
Blessing of the Slain
The Realm of the Dead
Realm of Damnation
Into the Woods
Light Imprisoned
The Pestilent Corpse
Carved in Blood
The Citadel's Shadow
The Dessicated Legion
Within Flames
The Last Lieutenant
Lord of Damnation
Bearer of Ill Omens
Forgotten Nightmares
News from the Mount
Emergency Reinforcement
Scouring the Mists
Seeker of Truth
Parting Mists
Terror's Tide
Starsign
Terror's Tide
Message in Blood
Voice in The Coffin
Find the Abducted
The Planks
What the Sea Owes
Breaking the Siege
Unexpected Reinforcement
Bound for Eternity
Stolen Lives
Terror Ascending
Age of Falling Towers
Trail of Terror
Destruction's Wake
Fare You Well
Forsaken Land
Thieves of the Shard
Fraying Bonds
Hidden Rot
An Elder's Hope
My Father's House
Hateful Blessings
Creation's Husk
Dark Rebirth
Tristram Cathedral
Splintered Souls
Lost Justice
The Broken Church
The Madness Below
Daughter of the Owl
Open Revolt
  • Open Revolt: The Leftovers
  • Open Revolt: Owl's Perch
  • Open Revolt: Sabotage
  • Open Revolt: Vigilance
No Salvation
Precipice of Horror
Oblivion Awaits
Age of Unmaking
Abyssal Verges
Crucible of Justice
Crucible of Justice
Shattered Sanctuary
Shattered Sanctuary
Protectors of Sanctuary
  • An Oath Sanctified
  • Friends in the Shadows
  • Sight Unbound
  • The Dreadlands Remember
  • The Mountain's Might
The Long Voyage
The Crown of the World
An Alliance to End Evil
The Fount of Madness
Survival's Price
Resounding Discord
A Fated Choice
Terror's Reign
Scars of Victory
The Writhing Wilds
Writhing Winds
Castle Cyrangar
Ruined Expedition
Join the Ranks
Exploring Cyrangar
The Ancestral Tableau
Secrets of Cyrangar
Purge the Depths
Cycle of Strife
The Cycle Begins
Overthrow
The Cycle Turns
Cycle's Spoils
Immortals
Immortal Trials
Shadows
Shadow Lottery
Gathering Shadows
Eyes in the Dark
Accursed Towers
Legacy of Strife
Exalted Night
Ruptured Tides
Bloodstained Moon
Helliquary
Opening the Helliquary
Demonic Remains
A Volatile Mix
Power of the Helliquary
Lassal the Flame-spun
Frozen in Fear
Gorgothra the Claimer
Twin Terrors
Izilech the Misshapen
Resist the Wrathborne
The Chainbreakers
Hearthrot Helliquary
Elite Quests
Curse of the Scepter
Stranger in the Sands
The Astral Bloom
Vowed in Blood
Tempered Instinct
Optional (Tutorial/Prelude) Quests
Abyssal Verges (Abyssal Verge/Erebban)
Legacy of the Horadrim (Legacy of the Horadrim)
The Fractured Plane (Fractured Plane)
Making a Masterwork (5-star Legendary Gem crafting)
The Greatest Pastime (Fishing)
Legacy of Strife (Accursed Towers)
Salvage Demonic Remains
Trial of the Hordes (Trial of the Hordes)
Familiars (Familiars)
Chronicling the Past (Adventurer's Chronicle)
Vanguard Raid (Vanguard)
New Wolf City Tavern
Ore Mining (Crafting)
Removed
Dawn of Damnation
Go to Westmarch
Hostile Territory
The Demon's Lair
Advertisement