Quests

The three quests we cover in detail are the three that stop people, and none of them stops people because the fighting is hard. Each one asks for something combat does not provide: one wants a puzzle solved, one wants a difficulty tier you may not have reached, and one wants nine thousand nine hundred and ninety-nine more monsters than you can kill on your own.

So that is how they are sorted here, by what they actually cost, from the one you can finish alone in a few minutes to the one you cannot finish alone at all. Two of the three are not really quests either. They are the keys that switch on a whole system, which is why getting stuck on them costs more than a quest log entry.

What each quest is really asking

QuestThe real costWhere it startsWhat it unlocks
Lost RunesSolving two puzzlesLibrary of Zoltun KulleThe Nine-Star Waistband
Demonic RemainsA difficulty 3 Challenge RiftRayek, in WestmarchThe Helliquary
Establish Warband Camp10,000 kills, none of them soloThe Warband menuThe Warband Camp

Lost Runes: the one that wants an answer, not a fight

Lost Runes sits inside the Library of Zoltun Kulle questline and is two puzzles rather than one: the Lamp Pillars first, then the Mirrors. Nothing in it can be brute-forced with a better build, which is what makes it the odd one out in this bucket.

The lamps are the part people get stuck on, and the mechanic is the usual one where lighting a lamp also lights the pillars nearest to it, so lighting them in the wrong order keeps undoing your work. The solution is to take the corner lamps one at a time and finish with the lamp at the centre of the square, at which point the remaining torches light themselves. If you lose track, the torches can be reset and retried as often as you like, and there is a book sitting to the pillars' left that spells the sequence out in-game.

With all nine lit the rune appears, and picking it up completes the quest for the Nine-Star Waistband. The one thing to know going in is that you cannot light every lamp at once, so treat it as a sequence to work out rather than a speed problem.

Demonic Remains: the one behind a difficulty gate

Demonic Remains is the quest that hands you the Helliquary, which makes it the single most consequential item in this bucket. Without it there is no raid frame, no Combat Rating buffs from sealed trophies, and no route to Lassal.

It begins once the Library of Zoltun Kulle questline is behind you and you are back in Westmarch, where Deckard Cain introduces Rayek, a friend of Charsi. Rayek wants a Chaos Herald hunted down, and the gate is right there in the instructions: the hunt happens inside a Challenge Rift set to difficulty level 3. Take the Challenge Rift entrance in the Palace Courtyard, set the difficulty, and go in solo or with company.

The rift itself runs like any other, against a timer, and Chaos Herald Pyl waits at the end of the hallway. He is less dangerous than he looks and does not do much damage. Killing him yields Pyl's Flowing Chaos, which you carry back through the portal to Rayek, and exhausting his dialogue unlocks the Helliquary in your menu. Sealing Pyl's Flowing Chaos into it gives a bonus that only applies inside Challenge Rifts, which is a neat closing of the loop: the rift that gated the quest is the place the reward pays out.

There are three Demonic Remains in total and the other two come from raid bosses rather than quests. The Flame-Twisted Claw drops from Lassal the Flame-Spun at the Demonic Portal, and the Frozen Wing of the Shivering Death from Vitaath the Shivering Death at the same place.

Two bugs are worth knowing about before you start. Players have reported Chaos Herald Pyl not appearing at all during the Bilefen raid version of the encounter, and the workaround that has worked for most is to fight him solo, since he shows up when you approach alone, at the cost of a harder fight. The second bug, where his remains are not collectable after he dies, has no known fix on our page and needs a retry.

Establish Warband Camp: the one you cannot do alone

Establish Warband Camp is the most expensive quest in the bucket by a wide margin, and the cost is other people's time as well as yours. Warbands are Diablo Immortal's small-group layer, sitting under clans, and the camp is what the quest exists to unlock.

You start by making the Warband itself, through Menu, then Warband, then Create a Warband, where you can name it, describe it and set what content members are expected to clear and when. Then you invite people, and there is a real difference between the two routes: inviting from your friend list gets you the people you meant, while the Warband menu picks online members at random. If you want to play with friends, use the friend list.

Then the quest asks for ten thousand monster kills, which the campgrounds are the practical place to find. The number is large but it is not the reason people get stuck. The reason is that the counter does not move for solo kills. Players have reported grinding well past ten thousand monsters with the quest sitting at zero, and the explanation is simply that they were playing alone. Every kill has to happen while you are in a group or party. If the counter is not ticking, that is the thing to check first, before anything else.

Our multiplayer guide covers how parties, clans and Warbands relate to each other, and it is worth reading first if you have not cleared Wortham yet, because that zone is what opens the whole social layer.

The rest of the campaign

Most Diablo Immortal quests are zone questlines rather than standalone problems, and they are documented where they happen. Our regions guide covers the full quest chains for the Dark Wood, the Library of Zoltun Kulle, Mount Zavain and Wortham, and the levelling walkthrough covers the route from 1 to 60 across all of them. For the repeatable kind, bounties are the daily eight, and abandoning a bounty is how you get rid of one in a zone you are nowhere near.

Frequently asked questions

Why is my Warband quest stuck at zero kills? Because you are killing solo. Only kills made while in a group or party count toward the ten thousand.

How do I light all nine lamps in Lost Runes? Take the corner lamps one at a time, then the lamp in the centre of the square, and the rest light themselves. Reset and retry as often as you need, and check the book beside the pillars, which gives the sequence outright.

What difficulty do I need for the Demonic Remains Challenge Rift? Level 3. Set it at the Challenge Rift statue in the Palace Courtyard in Westmarch.

Chaos Herald Pyl will not spawn. What now? Try the fight solo. He tends to appear when you approach alone, which makes the encounter harder but gets the quest moving.

Which quest should I prioritise? Demonic Remains, because it is the one that unlocks the Helliquary, and the Helliquary is what the whole endgame Combat Rating ladder runs through.