Tristram Cathedral is the main quest released with the Dark Rebirth update in Diablo Immortal.
Objectives[]
- The artifacts connected to the barrier can be found in any order
- Enter Cain's Workshop.
(There is no rest for heroes. Karshun has important information regarding the Worldstone shard. Head to Cain's workshop to find him.) - Speak with Karshun in Cain's Workshop.
(Karshun's brow appears more furrowed than usual, no doubt indicating trouble. Speak to him and see what weighs upon his mind.) - Travel to Wortham.
(Karshun senses that the Worldstone shard is being used in Wortham for nefarious deeds. Travel to Wortham and investigate. Sanctuary can handle only so much injustice.) - Talk to Captain Azmir.
(Wortham is not how you remember it. A determined guard stands by the blacksmith. Perhaps he knows something.) - Talk to the Villagers in Wortham.
(Madness has plagued Wortham, twisting the minds of its villagers. Captain Azmir has asked you to find a missing boy named Noah. Talk to the villagers of Wortham to see where he could have gone.) - Talk to the Concerned Wortham Guard.
(A guard stands watch by one of the gates to Wortham. Perhaps he knows where Noah went.) - Search for Noah with Captain Azmir.
(Jodie is relying on you to find her child. He couldn't have gone far from Wortham. Another mother should not grieve for their child. Continue your search, lest the darkness finds him first.) - Talk to Noah.
(A small child cries in the darkness, and yet you don't sense anything particularly sinister. He looks scared and alone, in desperate need of his mother.) - Talk to Captain Azmir.
(Noah has seemed to calm down now, trusting that his visions were merely dreams. Now that Noah is found, speak with Captain Azmir about finding the reason behind Wortham's bouts of madness.) - Wait for Captain Azmir at the Pier.
(Captain Azmir has informed you to wait for him at the pier southwest of Wortham while he escorts Noah back home. Wortham is not known for its sights, so best to hurry along.) - Talk to Captain Azmir.
(Captain Azmir has returned from escorting Noah. The mystery of Wortham's sudden descent into madness still remains. Speak to him about Leoric's manor.) - Take the Boat to Leoric's Manor.
(Leoric's manor holds clues as to why the villagers have gone mad. Perhaps due to Leoric's own tainted history. Take the boat to the manor and uncover the truth.)- Talk to Captain Azmir
- Kill the Cultists
- Enter Leoric's Manor
- Explore Leoric's Manor
- Search for Artifacts Connected to the Barrier
- Catch up to Albrecht
- Talk to Albrecht
- Search for Artifacts Connected to the Barrier
- Talk to Albrecht
- Take a History Book and Talk to Albrecht
- Talk to Albrecht
- Search for Artifacts Connected to the Barrier
- Talk to Albrecht
- Look for Albrecht
- Talk to Albrecht
- Enter the Courtyard
- Kill the Cultists
- Follow the Bride of Hell through the Portal
- Talk to Captain Azmir
- Enter Wortham
- Kill the Cultists
- Talk to Captain Azmir
- Search for Survivors at the Church
- Kill the Cultists
- Talk to Jodie
- Go to the Docks to Rescue the Kidnapped Villagers
- Kill the Cultists
- Check in with Captain Azmir
- Take the Boat to Tristram Cathedral
- Go to the Entrance of Tristram Cathedral.
(Tristram Cathedral has long been abandoned since King Leoric's spiral into the abyss of sanity. Once a church dedicated to the Light, it has been sullied by the darkness. Head to the entrance of Tristram Cathedral and witness the dilapidated edifice yourself.) - Enter Tristram Cathedral and Rescue the Villagers
(The villagers of Wortham, including Noah, have been captured by the Bride of Hell and her cultists. Travel into the depths of Tristram Cathedral and rescue them.)- Explore Tristram Cathedral
- Free Noah
- Protect Noah from the Cultists
Transcript[]
Speak with Karshun
- Karshun: I hope you've been communing with that angel of yours. Their divine strength will aid you in your next task.
I can sense utilization of the Worldstone shard near Wortham, but I can't get a full picture with the Astral Anchor. I need you to head there and scout it out for yourself. - Class: Wortham? Do you think the cultists are back?[1]
- Karshun: If the Worldstone shard is involved, it's quite likely. But I can't say for certain without any accurate insight.
- Tyrael: (disembodied) Your friend is right. Something vile is occurring, no doubt involving demon spawn. We must stop the fiends lest innocent lives fall victim to their cruelty.
- Travel to Wortham
Wortham looks different and everyone seems tense
- Class: What's happened? It doesn't seem like there's many people left to save.
- Overheard gossip
- Kindra: When I close my eyes, all I can see are cracks in everything I make.
- Approach the guard with the blacksmith
- Captain Azmir: Ah! You there, adventurer!
- Korrin: (to the player) Sorry to say, but...it's gotten worse since you came through last.[1]
Speak with Captain Azmir
- Captain Azmir: You've come at a bad time. I've had too many villagers go mad from nightmares, running off into the woods and mutilating their own bodies. I suggest you leave before the same happens to you.
- Class: I'm here to help. What do you know about those nightmares?
- Captain Azmir: The villagers sometimes ramble about the deceased prince, Albrecht. Other times they go on about Leoric's manor.
<sigh>. But before you go to the manor, I have something else I require aid in. One of the villagers that has gone missing is a child named Noah.
His father recently went mad. Killed himself by tearing at his body with his bare hands. I'm worried about the child. Could you help me find him?
Talk to the villagers for a clue on Noah's location
- Jodie: Are you here to help us? Please, find my Noah. He's only a child.
- Class: I'll find Noah. When was the last time you saw him?
- Jodie: Last night when I tucked him into bed. Only, he wasn't in bed this morning, and his shoes were still there. Please, <sob> you have to find him.
- Together with Azmir, search for clues on Noah's location
Meanwhile, the local priest preaches to the public
- Teron: All dreams contain omens! Do not attempt to run away from fate. Accept it into your heart!
A guard seems to have something to share
- Class: Did you see a child named Noah run through here?
- Concerned Wortham Guard: Noah? No, I didn't. I'm surprised he'd ever leave his mother's side. He constantly had his hand in hers.
I hope he hasn't wandered too far from the town. A lot of villagers who have gone missing don't come back.
- With no real clues, search around Wortham with Azmir
- Overheard gossip
- Canny: I've seen them looking in my window...their eyes burning red...
- Natine: Azmir won't let anything happen to us.
Noah is found
- Noah: Stay away with me! I don't want to hurt you!
- Captain Azmir: It's alright, Noah. What are you talking about?
- Noah: I-I had a nightmare. I was big and scary and hurting a lot of people. What if I become like my father?
I don't want to hurt mother... - Captain Azmir: You're not going to hurt anybody. It was just a scary dream.
- Noah: A dream? So, none of it was real?
- Captain Azmir: I know it felt real, but it wasn't. You're a big boy now, Noah. You can't be scared of dreams. You have to be brave to protect your mother.
- Noah: You're right. I have to be strong. I have to protect her.
- Captain Azmir: (to the player) Well, I'm glad we found him unharmed. I'll send him back to his mother.
We still need to see what's at Leoric's estate. That old manor must have some clues as to why the villagers are going mad. Wait for me at the pier southwest of Wortham.
- Captain Azmir: (turns to Noah) Let's return you to your mother, Noah. She's been worried about you.
- Start heading to the pier
The player comes across a familiar site
- Class: I never thought I'd be back here again.[2]
- At the pier
Speak with Captain Azmir
- Captain Azmir: (arrives at the scene) Ever since Mad King Leoric was slain, his manor has been abandoned. I don't know what could be of significance in there after all these years.
If you're ready, we'll get there by boat.
- Set sail to Leoric's Manor
Leoric's Manor[]
Speak with Azmir
- Captain Azmir: This place... The dense air weighs upon my chest.
We should head inside and investigate. I doubt anyone bothered to lock the front door.
- Start crossing the bridge leading to the manor grounds
- Bride of Hell: (from a distance) If you saw me now, mother, would you recognize me?
<chuckles>. Of course not. He has renewed me. I will never feel fear again. I will become fear itself. - Class: The Bride of Hell, here? Now is the time to end her plans.
The manor grounds is infested with cultists
- Captain Azmir: Cultists! Quickly, we need to stop them.
- After killing the Cultists, enter the Manor
The manor is also infested with Cultists
- Class: This place is completely ransacked.
- Explore the manor while killing cultists
The courtyard is obscured by a barrier
- Captain Azmir: A barrier. The cultists must be conducting some sort of ritual in the courtyard.
Try to find something that'll get us through. I'll stand guard in case any more of the bastards arrive. - Tyrael: (disembodied) I sense a deep curse all around us. It tethers this barrier to a few artifacts Seek them out and sever their connection.
Follow the traces of magic in the air to find the tethers of the barrier
- One of the trails leads to a patio
- Echo of Albrecht: (disembodied) Don't hurt me....
The traces lead to a Rusted Sword, which is guarded by cultists
- Kill the cultists and inspect the tether
- The player is dragged into Albrecht's memory
Albrecht receives swordfighting lessons from Aidan
- Young Albrecht: (charges at Aidan) Haaa!
- Aidan: (deflects the attack) You're going to have to be faster than that.
- Young Albrecht: (from the ground) No fair... (stands up).
- The player assumes the role of Aidan for the course of this memory
Talk to Albrecht
- Aidan: You're not going to learn if I go easy on you.
- Young Albrecht: I am learning! I'll prove it to you. You'll see! (runs into the woods)
- Catch up to Albrecht
He has been ambushed by wolves
- Young Albrecht: Stay back! I'm warning you!
- Kill the wolves
Speak with Albrecht
- Young Albrecht: Aidan... I tried. I really did.
- Aidan: I know, Albrecht. You have what it takes to be a great king, but you need to get stronger and faster before you can fight like one.
- Young Albrecht: But I want to fight like one now!
- Aidan: Albrecht, being grown up means more than fighting. It also means protecting the people you love, like mother.
I'm not going to be here forever to help you. And there are monsters out there worse than wolves.
- End of the Memory
- Class: Aidan, the Dark Wanderer and Prince of Khanduras. I suppose he was a caring brother as well.
- Follow the traces of magic in the air to find another tether
Another trail leads to a study
- Echo of Albrecht: (disembodied) Mother? Where are you?
- The trail ends on a book, which is guarded by cultists
After killing the Cultists
- Class: Why are they so interested in these artifacts?
- Inspect the History Book
- The player is dragged into Albrecht's memory where he plays with toys in the same study
- Asylla: Albrecht dear. Are you studying?
- Young Albrecht: Yes mother!
(looks to his mother) <surprised gasp>
Albrecht pretends to be studying
- The player assumes the role of Asylla for the course of this memory
Speak with Albrecht
- Asylla: Oh, Albrecht. You must take the time to study.
As a prince, you should know the history of our people. That's what makes a good leader. - Young Albrecht: But what about studying heroes and warriors? Aren't they also good leaders?
- Asylla: Winning wars is only part of being a good leader. You must also know what's best for your people. Your father became a great King because he read, and you will too.
- Young Albrecht: But studying is so boring...
- Asylla: Well, how about this? We study for just a little bit longer, and then you and I can go pick some fruit for dessert tonight.
- Young Albrecht: Okay! I'll finish studying in no time.
- Take the book "History of Khanduras" from a shelf
- Asylla: Here's a good start: The History of Khanduras. I'm sure we'll even get to read a bit about your father.
- Young Albrecht: Father is in the book? Let me see!
- End of the Memory
- Class: Queen Asylla... Fate can be cruel.
The final trail leads to a bedroom, where the tether is guarded by Cultists
- Echo of a Royal Guard: (disembodied) We have to find the boy, or it'll be our heads!
- After killing the Cultists, check on the tether
The tether is Albrecht's toy horse
- Class: This must have belonged to prince Albrecht.
- Inspect the Toy Horse
- The player is dragged into a memory of Albrecht playing with the same Toy Horse in the same bedroom
- Leoric: There's my boy
- Albrecht runs, giggling happily, to his father
- Leoric: (lifts Albrecht up) Oof! I think you've gotten bigger since the last time I saw you.
- The player assumes the role of Leoric for the course of this memory
Talk to Albrecht
- Young Albrecht: Father, father, let's play a game!
- Leoric: A game?
- Young Albrecht: I've been playing it with Aidan. I hide and you try to find me!
- Leoric: Well, you'd better find a good hiding spot.
- Young Albrecht: Here I go! (runs away to hide)
- Search for Albrecht
He's hiding behind a painting
- Leoric: There you are!
- Albrecht exits his hiding spot, clapping happily
- Leoric: So, have you been enjoying Tristram?
- Young Albrecht: I love it here! There's a whole field of flowers that mother showed me.
What about you, father? Do you like Tristram? - Leoric: Yes, well...In truth, I'm having trouble sleeping, and it has been difficult to think. Perhaps I should consult Lazarus.
- Young Albrecht: Why did Lazarus want to come here in the first place?
- Leoric: He believed it was best for our faith, and so I trust his judgment. Lazarus is a wise man and a faithful servant of Akarat.
As king, faith is essential, as faith unifies the people. It's not a source of power, son. It's a source of community.
- End of the Memory
- Class: So... he was a loving father once.
That seems to be all the artifacts. The path to the courtyard should be open now.
- Join Azmir atourtyard
The Bride of Hell stores the essence harvested from the tethers in the shard
- Bride of Hell: His influence still persists in these trinkets. Even after all this time.
(to the player) Still attempting to deter Terror, I see?[3] (exits through a portal)
- Cultists ambush the duo
Kill the Cultists
- More cultists begin to arrive
- Captain Azmir: What was she doing with the prince's things?
We have to hurry to Wortham. I have a feeling the prince's items aren't the only things she needs.
- Escape through the Portal (or kill the reinforcement before doing so)
Wortham[]
The duo are transported to the outskirts of Wortham
- Captain Azmir: Smoke? Quickly! (runs into the village)
- Follow Azmir into Wortham
The village has been ransacked by Cultists
- After killing the Cultists
- Captain Azmir: Damned cultists. I don't see any villagers.
If there are any survivors, they're in the church. Let's go.
- Kill the remaining Cultists and enter the Chapel
Speak with Jodie
- Jodie: Captain Azmir! They took my Noah! Those cultists took him and the others towards the dock.
- Captain Azmir: We'll save them, Jodie. Believe me. Follow me, adventurer.
- Follow Azmir to the Docks
Cultists are defending the Docks
- A boat with the last of the captured villagers departs as the Cultists are killed
- Noah: Mother? Mother, I'm scared!
- Captain Azmir has been injured in the battle
Check in with him
- Captain Azmir: No! Not the villagers. We have to stop them.
- Class: Are you all right?
- Captain Azmir: I'm fine. Just a scratch. Quickly, go save the villagers. I'll finish off the rest of these bastards.
- Take a boat to Tristram Cathedral
Tristram Cathedral[]
Locations[]
References[]
- ↑ 1.0 1.1 Diablo Immortal, Trail of Terror
- ↑ Diablo Immortal, Prologue
- ↑ Diablo Immortal, Creation's Husk
