| Name | Dead Girl's Spellbook Quest Guide |
| Category | Quest |
Players frequent Delera's Graveyard because of the Mystery of Delera's Tomb chain of quests. It's one of those quests you should take to get a massive amount of XP. It's really great if you're looking level up your character. The loot and end reward are also something to look forward to. Because of the popularity of the quest chain, there's one other quest in the graveyard that's quite ignored. It's called the Dead Girl's Spellbook. It doesn't offer a huge amount of XP and the end reward is random.
Inside Delera's Graveyard is an NPC known as the Dead Girl. She spends her time in the graveyard. She studies a lot, but all that changed when her mentor, Valak, died. She wanted to continue studying but she needs Valak's spellbook, which is in his tomb. As one would expect, Valak (who's known to be on the looney side) has set up some deadly traps around his tomb so no one would be able to come near it.
You're objective is to acquire the spellbook before time runs out. That's right, it's a quest that should be completed in 30 minutes. Perhaps this particular requirement has deterred some players in pursuing the quest. Others who've done it surely love to race against time and against a number of skeletons, wights, fire mephits, ghasts, and wraiths. With all these cast of characters, you very well know which weapons to bring, buffs to use, and spells to cast.
After speaking to the Dead Girl, you can proceed to Valak's Mausoleum. Once inside, start buffing (by yourself or with the help of a caster) for that much needed protection - stoneskin, fire, acid, and sonic (for the traps), jump, bless, good hope, and other buffs to help increase your AC. It'll be a great idea to bring a Rogue to disable Valak's nasty traps. Finally, make sure that your Sorcerer, Bard or Wizard cast haste. They can take turns casting haste so no one caster would have a more depleted spell point level than the other. Haste is a must in this quest because of the time limit requirement.
After the first of the many haste spells is cast, run until you find the first set of switches - one on the east and the other on the west. Once you pull the switch, you'll be attacked by several skeletons. They hit hard, so make sure the Cleric is keeping tabs of your health bars. The Bard can also take the role of a back up healer, because as the group progresses, it'll be tough for the cleric to heal everyone. After subduing the pesky skellies, you can move to the second set of switches just a few steps north. The path has exactly the same design, so you wouldn't miss the switches.
There are two more switches up north, but the rogue has to disable three traps on the way there. Once the traps are disabled, you'd then get to the maze part of the area. It's easy to get lost in this area, but if you look at your map, you'd find a guided path so you can get to the switches. Head to the west part to get to the first switch, then go back to the start then head east for the second switch and a shrine. That way, you wouldn't have to run around only to get to a dead end when you take the west side. Again, check your map. Also, use the shrine at this point, because the next shrine can be found towards the end of the quest. Take note that every time you pull a switch, undead comes attacking.
Once you find your way through the maze, let the Rogue lead the way as there'll be three traps in the hallway. This hallway will lead you to a room that has a locked door to the north. It also has a ramp that goes all the way up and leads to the two valves on the upper floor. On your way there, you'd find a collectible (southeast of the room). If your group is moving too slow, you can skip the collectibles. But in all honesty, they aren't time consuming, so it really wouldn't hurt if you grab it quickly as you run to the next destination.
Heading to the end of the wooden ramp would then lead you to a trident-shaped area. To the west is an adventurer's pack and to the east is the last shrine in the quest. Taking the middle path would lead you to a room that will slam shut. A wight priest will attack. Once you kill it, the door will open. When you're inside the room, you'd find a pool of water on the NE and SW part. Dive through the water and onto the tunnels and go up the ladders to get to the switches. Pulling the switch when you head on to the SW tunnel will spawn skeletons and wights. On the other hand, if you head to the NE tunnel and turn to the right, you'd be ambushed by an insane number of skellies, wights, and ghasts once you pull the lever. After the fight, go back north (turning left instead of right if you're coming from the NE tunnel) to find a secret door. Inside is the final shrine in the quest. Use the shrine. The casters should first buff the members before using the final shrine. This would be necessary in facing Valak's Firstborn.
Valak's Firstborn is in a room if you head onto the SW tunnel. You can find the room when you turn to the left. The firstborn is actually a skeleton that's quite tough to defeat. Fighting him gives you an idea on how much tougher Valak is in the endgame. After defeating Valak's Firstborn, loot the chest he guards and head back to the main room and walk up north to reach an area similar to the first sideways "H" you found in the beginning, this time, it's much bigger. There's a switch to the northeast and northwest area. Once you pull the NW switch, the floor will collapse that will lead you to a pit. You can't die as you'll fall onto water. But you can die fighting hordes of skellies waiting for you. Healers should be on standby at this time because there's no more shrine in this area. Use the ladders to go back up. At this time the corridors should've been unlocked, as well as Valak's room.
Valak is quite hard to defeat. You may not get much damage when he hits you, but his guards consisting of Wight Priests, Fire Mephits, and Greater Fire Mephits do a good work of keeping the healers busy. After defeating all of them (including Valak), you can grab the Dead Girl's Spellbook and loot the chest. Finish out and talk to the Dead Girl. You'll get a random reward if you return the spellbook to her. Of course, you have the option to destroy the spellbook instead of returning. If you want the reward, you have to return the spellbook.
In most cases, the quest can be completed in between 20 to 30 minutes. If it takes you more than 20 minutes, that means some members have gotten lost in the maze, or have fallen off and lost their way back. Also, it takes a little bit longer to kill skeletons if you don't have the appropriate weapons. Based on experience, doing the quest twice on hard with different group has an average of 22 minutes. As you keep repeating the quest, the time to finish the quest will definitely improve.
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