Gea Kul
Kehjistan62 m SW of the Gea Kul waypoint, or 207 m NW of Kurast Docks.
Part 1: the sea crossing: “I only pray we reach Gea Kul intact.”
Season 15 has the Pandemonium Event in it. Diablo, Baal and Mephisto in one arena, behind a red portal you open with a coin in Tristram’s fountain. All of this comes out of the game files. Nobody has done the last step yet.
There’s a hidden level called Echo of Tristram off the Season 15 Tristram. The quest for it is “No prayer reaches this place.” Enter the center of Tristram, slay the Prime Evils, come back. The Echo of Diablo, the Echo of Baal and the Echo of Mephisto are all in the arena at once, and the fight starts when you walk into the middle.
The key is a coin. Three Splinters of Evil turn into Wirt’s Lucky Coins in the cube, a coin goes in the fountain, and a portal called the Tristram Fountain Portal shows up at the fountain with the Echo as its destination. The steps below are that, in order.
None of this has been verified on the live servers yet, only in the game files. I’ll confirm it once I or someone else has tested it, and update this as needed.
They drop while you play. Terror is Diablo’s, Destruction is Baal’s, Hatred is Mephisto’s. The drop rules in the files: you can’t already be holding that one, it’s Season 15, and whatever dropped it was on a high enough Torment. The files put that gate at Torment 10 by the game’s own numbering, but they drop lower than that (Torment 7 is where I got mine), so don’t trust the number. What actually drops them isn’t in the files.
When one drops it lands in the Consumables tab next to the elixirs, as a Unique Consumable you can’t salvage or sell. Using it swaps your pledge to that evil, and the game won’t let you use the one you’re already on. You don’t have to use them at all, and nothing stops you holding all three. Mine sat in the consumables tab for a while before I noticed it.
There’s a hidden cube recipe: one Terror, one Destruction, one Hatred. Hidden the same way the Diablo II runeword recipes are, nothing shows up until the right things are in the cube. It’s named after Wirt’s Lucky Coins, and the coin exists as an item: “Sometimes, only you will be able to find a purpose for some things.” signed Wirt the Peg-Legged Boy.
Wirt is in Tristram (“Pssst… over here…”), set up as a gambler. What he sells isn’t in the files.
Tristram is its own zone this season. You get in through the Deckard’s Memory portal in the Imperial Library in Caldeum, right by the waypoint, and that portal doesn’t exist until you’ve done Deckard’s Journey. That quest isn’t part of the main story and nothing points you at it. Once the tavern intro in Tarsarak is done, ten Deckard’s Journal satchels are out in the world (an open satchel with a scroll in it). Read all ten, the quest starts by itself, Deckard shows you one last memory, and that memory is the portal to the Diablo 1 version of Tristram. It stays open after.
62 m SW of the Gea Kul waypoint, or 207 m NW of Kurast Docks.
Part 1: the sea crossing: “I only pray we reach Gea Kul intact.”
13 m SE of the Imperial Library waypoint, or 140 m NE of Iron Wolves Encampment.
Part 2: the library doors open at the name Cain; Jered’s “vault of dangerous wonders”.
226 m N of the Andariel lair entrance (teleport to the lair, then walk out), or 336 m N of Tarsarak.
Part 3: hours in the scorching sand, a Vecin wagon train on the next dune.
14 m N of the Wejinhani waypoint, or 269 m SE of Nevesk.
Part 4: the Zakarum Inquisition has descended; “Perhaps North?”
99 m SW of the Beast in Ice lair entrance (teleport to the lair, then walk out), or 172 m N of Nevesk.
Part 5: “Thank the Heavens I found this cabin, or I might have frozen stiff.”
88 m SW of the Hidden Overlook waypoint, or 238 m SE of Fate’s Retreat.
Part 6: a wedding in “Goolron? Gu-Gulran?”, a crown of wheat, Vasily.
80 m SW of the Marowen waypoint, or 480 m W of Braestaig.
Part 7: waking to waves on a stony shore, in Vasily’s home.
133 m N of the Braestaig waypoint, or 282 m W of Corbach.
Part 8: Druid elders “amidst the stones”, Triune glyphs, “Fiefdom House”.
158 m SW of the Tirmair waypoint, or 231 m SE of Corbach.
Part 9: the chapel, the cultists, six children found safe. Placed only in a public game.
97 m NW of the Yelesna waypoint, or 204 m SW of the Lord Zir lair entrance.
Part 10: the murky wood and the three-faced statue: “Behold the truths that lie within.”
The fountain is in the south-east part of town. One coin per use, it eats the coin, and you can use it again. It needs Torment 6 or higher (the files store it as 9, and Torment 1 is 4). The water turns to blood.
Then its script sets a flag on your character and a portal shows up at the fountain. The object is literally called the Tristram Fountain Portal. It has the same red hell-portal look as Mephisto’s, takes a two-second channel, and goes to the Echo of Tristram. It isn’t placed anywhere on the map; the fountain spawns it.
Walk to the center of Tristram and the fight starts. All three at once. You already fought each of them alone in the story: Diablo at the bottom of the Labyrinth, Baal at the Worldstone, Mephisto in the Durance of Hate under the Blackened Temple. Whatever got you through those is where to start; the difference is three of them in one arena.
From the files: Baal has separate actors for his lightning and his tentacles, so both will be going while the other two are on you. Mephisto is built in three phases. Diablo is the council version of the Labyrinth boss. All three can be staggered.
The council’s loot has a cooldown (there’s a variable for it), so the first kill is the one that counts. What they drop isn’t in the files. When they’re dead the quest sends you back to the center of Tristram.