Highlands Passage

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The Highlands Passage is a small outdoor area within Diablo III that was seen in the Blizzcon 2010 demo. The outdoor area served as a bridging zone between the Halls of Agony and The Torture Chambers of the Mad King.

Though this level had a functional quest, it was clearly a very abbreviated version of something that must be fleshed out in the full game. The final boss Cultist did not have any combat AI, and it was ridiculous to have an escort mission in a level with no turns or side routes that could be run through in 15 seconds.

Theme/Style

The area is similar in feel to the Leoric Highlands seen in the gameplay video that was released upon Diablo III's announcement. The Highlands Passage is likely part of the same region. The lush, open outdoors were a stark contrast to the fiery Halls of Agony from which the player emerges. Weather effects (rain/lightning/wind) are showcased in this brief hiatus between dungeons. Diablo III's water effects can also be seen in the waterfall and river that are featured in the background beneath the stone bridges.

First stone bridge.
Second stone bridge.

Denizens

A cultist leader's pets - Berserkers.
A cultist leader in red garb.

Here, the player encounters cultists and the razorbacks that they are able to summon.

The Weaponmaker, Dargon, and a cultist leader are also found here and are part of the small quest (described below) for this area.

In the Blizzcon 2010 demo, the cultist leader did not seem fully fleshed out, since he was not a very formidable foe. However, he was accompanied by powerful Berserkers that seemed to be champions.

Quests

Emerging from the Halls of Agony.
Dargon and his cultist master block the way.

Upon leaving the Halls of Agony and seeing the light of the outside world, you encounter an NPC known as The Weaponmaker. A short dialogue ensues:

The Weaponmaker: “I will make an example of Dargon, that traitorous cur! Help me hunt him, and I will sell to you, instead of those zealots.”

The NPC follows you across the bridges, where you eventually find Dargon and a cultist leader. When you encounter the duo, a short exchange occurs:

Dargon: “Master, help me. The crazed weapon-maker wants my head!”
The Cultist Master: “What makes you think I care for your life? Kill them, my pets.”

Killing Dargon, the cultist leader, and his Berserkers completes the quest.

The Weaponmaker: “Now that Dargon is dead, no one shall question my reputation or my resolve. Now for my goods. You’ll find none better!”

The Weaponmaker now serves as an item vendor.

Play, Don't Tell

In the Crafting Sanctuary panel at Blizzcon 2010, Kevin Martens used this quest as an example of their "action storytelling".

Kevin Martens: "In Diablo III, I want to show you guys an example in the demo so you can go and see this for yourself. And, this is action storytelling. So, in this case, you're going to get a little quest from this man. He's a weaponsmith betrayed by somebody working with the evil cult. He will tell you what he needs from you as he joins behind you. So, he'll be talking and you can keep moving. Then the video is going to fade to the end of the plot where you have the showdown with the villain and a cultist leader who is ultimately behind it all. And, all of that happens while you keep playing as well."

Media

References