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For information on the titular structure, see Tristram Cathedral.

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

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

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

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

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

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

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 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

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

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

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

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

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

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

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

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

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

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

He has been ambushed by wolves

  • Young Albrecht: Stay back! I'm warning you!
Kill the wolves
Speak with Albrecht

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

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

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

Albrecht pretends to be studying

The player assumes the role of Asylla for the course of this memory
Speak with Albrecht

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

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

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
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

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

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  harvested from the tethers in the shard

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

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

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

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

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

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

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. 1.0 1.1 Diablo Immortal, Trail of Terror
  2. Diablo Immortal, Prologue
  3. Diablo Immortal, Creation's Husk
Class-exclusive
Grovekeeper's Call (Druid)
Relentless Tide (Tempest)
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 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
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
Writhing Abyss
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
The Writhing Wilds
Prince of Freedom
Prince of Freedom
Flesh Harvest
Flesh Harvest
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)
Return to Sanctuary (Return to Sanctuary)
Removed
Dawn of Damnation
Go to Westmarch
Hostile Territory
The Demon's Lair