Hexen - Complete Solution The problem and joy with Hexen is that it’s not linear. It’s structured so that there’s always a central room called the hub, which has links to four or five adjoining areas via teleporters. Pulling a switch in one area can open a door anywhere on any of these levels. Most of the time everything goes smoothly, but when it goes wrong it goes very pear-shaped indeed. Wander aimlessly for a while - you know you love it really. The following guide was written using the Cleric. Some of the objects will vary for the other two characters. A few basic hints first: Kill everything in existence; try to smash or collect all objects, because every now and again it’ll be worth it; tug all switches and prod every piece of wall you think looks suspicious. In some cases switches are triggered by walking across an invisible line. If you don’t think there’s any point in climbing up there, do it anyway. I’ve missed most of the secrets out on purpose - find them yourself. This guide is intended as a pure walkthrough only - I can’t make you good at playing it by telling you how to use the ALT key. The level numbers I’ve used are arbitrary - they don’t correspond to the cheat codes, although the ‘visit’ cheat numbers are in brackets. One thing, though: please use the mouse. It is faster when you get used to it. HUB 1 Level 1 There’s a concealed passage on the right-hand pane of the far western alcove - smash the glass to get at it. Go down the passage, pull the switch on the left, go through the doors. Pull the switch at the far end, collect the emerald key, go back through the maze to where you started and use the emerald key on the SW door of Winnowing Hall (map not shown). Hit the crescent switch, go up the new staircase, hit the second crescent switch and descend the stairs. Enter the new room and explore the small tunnel on the NW corner of the hall. Collect the silver key and run through the jaws. Use the silver key on the door in the room to which you return, then carefully run upstairs and ring the bell. Return to the main room; the cage has been dropped, so walk into the portal. You’ll be teleported to Hub 1. Level 2 Laugh at the speech, jump down, pull the switch to the east of the room. Descend the steps, climb onto the platform and enter the portal. Move northwards and pull the switch at the far north end. Pillars will come crashing down and you’ll have to solve the first puzzle. One of the pillars has a light sword pointing to it on the ceiling, the rest will kill you. Move under the one with the sword and you’ll be transported. Return to the main room and enter the second eastern room that has now opened up. Pull the switch at the far end and enter the portal. Level 3 Go ‘coo’ at the lighting effects and go up north along the corridor. Enter the area behind the window with the dragon by activating the obviously sticking out SW corner of the room. Exit and pull the switch. Repeat for the southern path. Explore the passages that run diagonally out of both sides. There is a large central room at the end of the diagonals that you will map out. Move to the outer eastern wall and open the disguised door. Jump in and open the wall that faces you. Pull the switch - these switches are the key to solving all the puzzles in the game. A message appears. Despite seeing switches and staircases galore around this level, none function yet. Return to the portal, enter and you will find yourself back in the hub. Enter the northern of the two eastern rooms, pull the switch (again), kill the dragon (which is released from the right side this time as you turn around), collect the power-ups and enter the new portal. Level 4 The wall in front of you will open up. Walk onto the tongue and wait. Jump into the archway, walk down the steps, pull the switch and read the message. Ignore the fire key doors. Push the gargoyle’s face on the east wall and enter. Climb the steps and align yourself with the path ahead. Run to the far side and ignore the vibrations (it’s disintegrating behind you as you run). Turn around and look to your right. At the end nearest you the ledge is slightly wider. Run for a pace or two and jump onto it (it may be easier to use the keys here). Move down the narrow ledge and enter the opening at the far end. Pull the switch, back away from the chasm a few paces and wait facing it. Several harpies will try to kill you. Deal with all of them, move back down the ledge, jump back onto the plinth and collect the flame mask. Return to the switch. Go back through the portal. Level 5 Move to the far western door in the hub. Move to the end of the room then down the stairs. Head out to the west, climb onto the plinth and go through the portal. Move north, and pull the switch at the end. Exit, turn right and right again. Move up the stairs and pull the switch at the top. Go north and look for the swords on the ceilings in that room again. Take the eastern one and flip the switch plate to the east. Pick up the fire key. Exit the room, bypass the stairs and open the western door. Run in, get freaked by the floor. Note the slippery floor when everything’s returned to normal. Return to the room you were just in and exit via the plinth on the floor with the arrow above. Back in the hub take the right-hand side of the northern east side wall and use that portal there. You’ll recognise it. Level 6 Move to the far south of the main room here and open up the eastern door. Leave the switch, exit the room and repeat for the western fire key door. Return to the east and now pull the switch. Move towards the gargoyle plate to the room’s south and enter. Explore the passages until you locate the disc of repulsion, turn around and use the smoking portal to exit. Kill the monsters, pull the chain, open the stone blocks then travel out by hitting the snowflake portal switch. You’ll appear in the north-western room of the hub. It’s a mirror of the eastern one. Pull the switch and return to the hub. Level 7 Move to the north end of the hub and climb the long straight stairs. Flip the switch and get down. Move to the south, climb those stairs, flip the right switch, read the message then flip the left one. Enter the far western room, teleport out and follow the path through to the wall box auto-firing mechanisms. Enter the large cavern, carry on round and up the stairs to the room with the swords on the ceiling. Enter the western room, pull the switch on the south-east corner of this room, pray you aren’t squashed and then move to the large western section of the room. Move onto the steel key then turn around and run back to the other side of the room. Exit the room, return up the stairs (do not teleport out yet) and take the eastern room that has now opened up at the top. Move to the south and pull the switch. Turn around and jump across the pit with the fireballs. Pull the switch and exit via the portal that has opened up to your right. Level 8 Move round to the left. Ho Ho. Wait for the lava to rise and for the enemy to emerge. Cross to the central plinth, pull the switch, read the vaguely encouraging message and return to the familiar room. Teleport back to the hub. Investigate the southernmost of the three western rooms, laugh tediously at the continued laziness of Raven’s level designers, pull the switch and teleport out. Level 9 Somewhere familiar, or so you think. You are now on the opposite side of where you were when you started Level 3. Move down the southern passage and pull the switch (the south-western of the four). Move to the steel door and open it using the key you collected earlier. Move around to the switch, pull it, read the message and return to the upper level before teleporting back to the hub. Level 10 Enter the southernmost of the western rooms and teleport through the left-hand portal. Move to the south, pull the switch that is already down again and re-enter the central part of that area via the SW diagonal steps. Use the steel key again, descend in the lift and turn to the left. The switch you have just pulled has opened an iron panel to the left of the lift. At the end of the corridor you will see another of the main pulleys that you have to activate. Return to the hub via either of the outer portals. Level 11 Climb the new set of stairs that has risen to the SE of the hub. Pull both switches and read the message. Use the far western room to teleport. Move back via the autofiring mechanisms, up the spiral staircase and on toward the room with the swords on the ceilings. Take the newly opened western door just before this room. Pull the switch on the far side of the first pillar. Exit through the portal and use the chutes at either side of the room. Use the steel door and its opposite equivalent again and move through the central area and restock. You have now released the double doors at the southern end of the hub. Flick the switch by the door and get rid of the stragglers. Move to the SE corner of chasm and jump onto the steps. Cross the twinkling bridge. Enter the portal and sigh with relief. Hub 1 is complete. Teleporters North-east teleporter goes to same room as north-west - arrive in centre. South-east goes to east side of L1_SW map. Far east goes to same section as west but arrives by dark room with plinth in it. HUB 2 Level 1 Jump up the steps to the SE of the stone blocks immediately in front of you. Move to the north of the room. Jump onto the water and activate the door. Climb the steps, jump down and run to the western side of the room. Pull the switch and jump onto the central platform. Pull this switch on the small uprising and run and jump onto the far right lift. Collect the dark servant plus the mana. Jump down and climb round the outside of the central plinth that now has steps. Pull the switch at the top. Ignore the portal that has opened up to the north for now. Return to the hub. Exit to the SE, open the door at the end, move to the north and open the door to your right at the end. Move round this section and return via the water tunnel to the portal you just ignored. Enter it. Level 2 Destroy the trees in whatever manner you deem necessary. Move to the north, exit to the north, turn west and run across to the far western plinth. Push the unlit statue and enter the door and activate the head. Exit, jump off and enter the door which is now open to the north. Turn left, open the door down the passage and set off the face. Push the central face and go through the door to the east that has now opened. Run to the wooden centre and push the crescent face in the NE room of the three. Exit using the portal to the north. Return via the water tunnel to the main room and move down the far west narrow passage. Pull the switch at the end. Return and exit via the portal that has opened by the ledge. Level 3 Pop through the small passage and kill the supposedly new monster. If you want to see what colour your blood is, stand on the spikes. Move down the tunnel to the south and enter the east tunnel in the area you enter. Advance and take the grey passage to the left. Hop down, take the right-hand passage and then the right-hand branch. Remember where the cave key entrance is. Re-enter the tunnels and head right (east). Open the revolving door to the north at the T-junction. Ascend the steps, move to the east and collect the horn key by crossing the stone bridge. Return to the revolving door, turn left. Go north and take the first right and then the pitch black first right. Gingerly enter prepared to fight and stop when you pick up the porkelator. Turn round, exit right and move on. Continue north killing as you go and the left wall will lower. You will need the swamp key to advance here. Continue moving round the north wall, finish uncovering the map and return to the hub via the portal. This level is completed later. Level 4 Re-enter foggy level. Head north, and at the end of the first building turn east into the uncovered area. Move onto the wooden platform, pull the switch and move onto the stairs that are collapsing. Take the north door behind the pillar and jump down the well. Push the switch and move back to the room you were just in. Climb the stairs and note the castle key door. Move back towards the exit portal to the north and enter the room that was previously inaccessible just by this portal. Collect the castle key. Return to where you have just been and use the key. Shatter the knight, look down and activate the crescent switch. Jump down and descend the stairs to the south of the room. You’ll find yourself in a banqueting room. Move to the far SE alcove and activate the gargoyle. Cross the room and open the door. Pull the switch to the SW of this passage, jump onto the lift. Move down the room, run through the darts and pick up the swamp key. You’ll notice the scenery has changed behind you. By running quickly down the centre corridor without being hit you’ll be able to escape - try it a few times (it all seems a little random). If all else fails, you can teleport back out using the red star/shield artefact you are carrying. Return to the banqueting room, exit by the gargoyle alcove and open the revolving door at the top of the stairs. Climb the stairs, pull the switch and read the depressing message. Exit via the portal. Level 5 Move to the swamp key door in the NE quadrant of the map. Enter and pull the switch in there. Enter new area, open the door facing north, pull the level behind the portal and use this portal. Return to the hub. Exit to the SE. Take the northern route and use the high passage on the right. Drop down the hole, push the button in front of you, return to the main north/south corridor and drop down the hole to the west. Run very quickly to the SW corner of the room, and hit the crescent symbol there. If you’re lucky, you might not fall to your death. Exit by the NE stairs, use the lift, hit the other crescent switch and then teleport out using the new portal. Level 6 Set off to the SE, take the first right, drop down the hole, collect the armour and clear out of the passage to the south. Return up the NE passage and take first right. Open the east-facing door using the horned key. Collect all the bits, pull the switch and resist using the portal for now. Re-enter the far southern room and exit using the NW stair passage. Collect the cave key from the room at the end. Exit via the north passage and head NW round the stairs in the next room. This teleport takes you back to the start of the level. Use it and then use the portal behind the door with the horned key which will return you to the Wastelands. Return to the swamp level using the raised portal. Level 7 Here’s where you use the cave key. Move to the north then the east to the drawbridge. Open the cave door to the east. Use the southern switch then the lift, then drop off the cliff. Take the passage where the tunnel bends left and explore the five exits from this cavern. There is nothing at the end of the two passages you cannot explore. Exit the cavern, continue to the north then the east, slaughtering as you go. Use the Indy Jones bridge that appears, return to the portal and re-enter the Caves of Circe. Move to the far west. Drift down the green water, activate the face and pull the switch in there. Move to the far south of the Wastelands level using the western portal in the hub. Open the cave door and take the smoky teleporter back to the centre of the Wastelands. Ascend the sparkling bridge, collect the urn and pull the lever. That’s 5/6ths done now. Exit west and use far SW teleporter. Level 8 Move to the drawbridge pulling the lever to the left on the way (it might do something) and go through the east-facing cave key door again. Go up the lift, drop down the pit and take the first right-hand passage. Follow it around and enter the newly opened northern alcove on the western passage off the chamber. Pull it and return to Shadow Wood. Go to the far east, and exit through the portal behind the doors that have now opened up. Level 9 Dispatch the welcoming party in the hypostyle. A door will open to one of the rooms. The order in which you explore these is up to you, but the aim is to activate every switch in them all. The western room: cross carefully to the other side and pull the moon switch. The southern room: activate the moon switch to raise the walkway and then set off the three symbols in turn at the end. The third will open a door. Eastern room: the moon is at the far end. Tread on all the lighted patches and exit using the small raised switch by the entrance. The northern room: the three moon switches are in the alcoves. Collect the segment of wraithverge (or your top weapon) in the centre. Advance down either of the passages that have opened up to the SE and SW of the main room. Work your way around the room and kill the new beastie. Don’t fall off. Finally, collect the wings, save and have a play around. Return to the main room and enter the portal that has now been exposed (the eastern of the two on the south wall). Teleporters Caves of Circe teleporters Far eastern takes you to Wastelands’ west side. Far south-western takes you to Darkmere’s SW end. Far north-east takes you to eastern labyrinth on Shadow Wood (and vice versa). Far north smoking one takes you to well in front of far NE one. Darkmere teleporters North-western takes you to far north of Shadow Wood hub (and vice versa). North-eastern takes you to north-eastern Caves of Circe. South-eastern takes you to west on Wastelands. Wastelands teleporters Western takes you to western on Shadow Wood (and vice versa). Northern takes you to south-west on Darkmere. Southern pond takes you to north-eastern Caves of Circe. Southern smoke takes you to centre of Wastelands. Shadow Wood teleports Eastern and northern and western are two way - see other sections. HUB 3 Level 1 Head north through the door. This dark room is, not to put too fine a point on it, a complete git. Head south through the two doors and pull the switch round the corner at the top. Move to the north end of the room, smash the six windows and pull the six switches behind them. Return to the SE passage off the main room and descend the steps. Use your most powerful long-range weapon to clear the platform at the far end. Return, pull the wall switch, turn to the right and enter the chamber exposed by the steps collapsing. Move to the NE exit of the big room. Pull the switch at the end and jump onto the descending lift as fast as possible. Move through the portal. Level 2 Move to the far south of the Silent Refractory and pull the switch in the corner. Do not exit via the portal that is to east, but take the newly opened passage to the right of the portal. Move to the east, pull the switch there. Turn around and collect the emerald planet (this is very important, so put it in your pocket). Move back to the NW of the crates and pull the switch. Move through the new opening to the north of crate section. Move into the dining room and walk into the north central wall. It will slide back and reveal a banishment device. Exit west then take the north passage. Find the section with the face and walk into it. Keep pushing and the door will rotate. Collect ruby planet from the other side. Go to east central section of the crates and pull the switch. Drop down to the hole that has opened to the north. Return to the south wall of the dining hall and you’ll be able to gain access to the windows that you can’t reach at the moment. Pull the switch at the end of the stairs. Return to the dining hall and take the east exit. Collect the sapphire planet and teleport out using the south-east portal down the stairs. Move to the starting room and descend the stairs to the NW. As you move around this dark tunnel you will be teleported to the east side of the map. Pull switch, drop down from the ledge. Cross to the opposite side of the cavern from the teleporter passage that’s opened. Demolish the trees and pull the switch. Exit west and explore the first two passages accessed by moving through the revolving doors. Exploring the southern of the four doors will allow you to assemble your final, most destructive weapon. Move back east and enter the portal there. Level 3 You’re now in the Orchard of Lamentations, so control your excitement. Head south until you reach a room with two adjacent lowered passages on the floor. Pull the switch, move round to the south and pull east switch. Enter the centre, pull both switches there and escape back to the north. Jump up the central stairs and collect the emerald planet from above the entrance to the level. Return to the main room in the hub and look at the door to the south. The six holes will accommodate the six planets you have found. Pop them in by jumping around a bit. Head to the far north and explore the three rooms that have opened up, including the portal cluster. Take the east one. Level 4 You’re in the Griffin Chapel. Set off the first of the nine (sob) pulleys in the secret door underneath plaque to west. Pull the other two switches in the hollow pillars to the north. Return to the hub. Take the north portal to the Dragon Chapel. Head north and walk over the eastern light patch on the plinth. Take the western exit with the revolving doors that has now opened. Pull the switch (2/9ths), move round to the north, push the wall and climb up to the top and push this switch. Return to the revolving things, head north and pull the switch (3/9ths) at the end of this passage. Move into the main room and take the east exit. Explore this area and then return to the hub. Take the west portal to the Wolf Chapel. Move around to south and enter central area having pulled the switch in the room to the SW up the stairs. Explore it completely (it’s easy). In the SW corner you will find a switch to make it 4/9ths and to the SW another to make it 5/9ths. Move up into the large NE room and jump onto both the plinths there - 6/9ths down. Return to the Dragon Chapel and move to the revolving things. Go south, hit the wall and rise up. Drop down, enter the east passage and take the southern route. Move the dragon head, follow it round and pull the seventh switch. Return to the Griffin Chapel, head south down to the stairs, take the west passage and go up onto the ledge where you will solve 8/9ths. Smash the window, return to the main room, head north and align yourself with the arrow on the floor. Walk and jump into the void. A bridge will form. Take the right path, activate the crescent switch and cross back to the left path. Use the portal and hop over the gap to the west when you arrive. The room ahead is moving. There are switches to the SE, NE and NW behind hidden walls that must be activated. Then pop on a pair of Boots of Speed and belt down the long corridor to the west. Pull the last switch and exit via the portal to your right. Return to the hub and prepare for some fun (you deserve it after all this). Level 5 The Master of Hub Three Ceremonies has awoken and is peeved. Kill him - work it out yourself, you’ve had far too much help already. When he dies move to the northern area by the nine vertical pillars. Things will wobble and these will drop for a moment. Nip in, jump down the hole in there and use the portal. Level 6 The Deathwind Chapel. Pull the switch in the north room and climb the stairs. Hop across to the NE and pull the switch there. Move to the centre, climb up the lift, pull the switch to the south. Return to the centre, hit the gargoyle’s face and move back towards the portal. Go down the stairs in the north room, collect the platinum helmet, move up the south headed stairs and pull the switch. Return to the portal and leave. On the west side of the main room is a new portal. Hop in and you’re done with Hub 3. Teleporters Heresiarch’s Seminary Central barred one on Heresiarch’s Seminary leads to Deathwind Chapel. Far eastern one leads to Orchard of Lamentations (and vice versa). Where there are three teleporters set as a triangle, two lead to the other chapels and the third returns you to the Heresiarch’s Seminary. HUB 4 There are two aims to this hub: 1) Re-start the clock to lower a platform and gain access to another area; and 2) Kill the Heresiarch behind the axe key door. And this is how it’s done... Level 1 Enter the castle proper by moving through the portal and activating the two switches by the drawbridge. Enter, go west and enter the dark room. The clock’s silver gear is sitting in the middle of the room. Pick it up and run out. Exit and head for the large room in the centre of the castle. The silver-rimmed yellow gear is in the centre of the eight hostile pillars. Pull the switch to the east of the room behind the pillar to enable you to reach the battlements. Take one of the lifts that have now descended to the north or south of the castle and go up. Run around all the towers activating the skull switch in each. Jump over the gap to save time. Jump down inside the castle and move to the south-east corner of the room. Descend the stairs and enter the south-east room in the castle. Collect the yellow- rimmed silver gear and return to the centre of the castle. Walk round the outside of the castle walls carefully and activate the four switches hidden round it. Avoid the spikes. Return to the central room and collect the fourth and final part of the clock, the yellow gear. Move to the clock room, which is on the south-west of the castle and enter. Put all four parts into the four holes in the wall. The clock will start to move and a platform will lower in the central room. Ignore this for now and move to the outer south-east area of the map. Take the portal that has opened up there. Level 2 You’ll arrive in the forsaken outpost. Exit the tunnels to the north and the chasm. Follow the ledge to the right. Ignore the repulsion discs for now but open up the doors on the walled ledge. Move to the far end of the room, ignore the rusted key door and go left. Collect the platinum helmet and take the right passage at the fork. Pull the switch in here and return back down the passage. Take the new opening and collect the Liber Oscura on the pedestal further down it. Return to the courtyard via the new passage and pull the switch behind the new wall. Pull the switch and enter the small room exposed by the platforms. Collect the rusted key and then enter the other entrance and then jump across the pillars and pull the switch at the end. Return to the rusted key door and open it. Kill the monsters and pull all four switches in the two rooms on each far side of the main room. Go to the north of the room and collect the Daemon Codex that is now visible. If you found the secret switch on the second hub, you’ll now be able to access the desolate garden secret level. If you didn’t, then you won’t. Teleport back to the castle and return to the central room. Activate the lift that has been released, and punch the snowflake portal. Level 3 Take the south passage off the central room of the Gibbet. Open the book-shelf to the left down the corridor and move to the far end. Slot your two books into the empty spaces (they spell KORAX in case you’re interested). Collect the skull and go to the other door on this passage. Activate the bookshelf and go down. Push the wall at the end then pull the switch in here. Activate the switch on the plinth but be prepared to jump off instantly. Explore the small passage by the exit but watch the hole. Return to the main room and take the east door. Smash all the stained glass windows and pull the switch behind the southern one. Move to the chasm at the far east and push the wall there. Walk over the new bridge and replace Yorik’s skull on the statue (you’ll have to select this and hit enter for some reason). Return to the central area and move into the space where the pool was and hit the snowflake. Level 4 Move north and hit the switch in the third eastern alcove. Continue north, move to the east and pull the ring there. Advance and collect the dungeon key from the NW hollow in there. Return to the start of this level and teleport out to the Gibbet. Move to the south and open the dungeon door behind the bookshelf. Pull the switch in there and move back to the room by the cage and descend the steps that have been uncovered. At the bottom of the stairs turn right and move through the portal there. Run down the stairs, explore and take the west passage. Punch the head to the far west. Return to the south of the main room, hit the crescent switch seven times and move in through the doors killing merrily. Hit the switch on the pillar in the centre of here, return to the main room and take the SW passage that has opened. Move down and pull the switch to the south at the end a couple of times to gain access to the cages. Keep moving around exploring all the turnings off and go to the north side of the far western turning off. Push the wall at the end of the hanging corpses. Collect the mesh armour and activate the head. Carry on round and take the north passage with the different textures. Collect the goodies, pull the switch in the NE cave and return up the tunnel through which you entered. Explore the steps up and all the associated caves. Return to the main room. Retrace all your steps and take the new steps that have opened up that lead to the river. Follow the river downstream and hurl yourself suicidally into the pit (just for a laugh?). The portal here will take you back to where you’ve just left. Have a play with the pulleys and explore this entire area thoroughly (it’s all bonus stuff) before returning to the area where you started. Head north again, and a small passage has opened up on the west wall. Enter it and pull the winch. Jump into the NE one, then the NW. Take the portal, collect the stuff, open the door and take the portal back. Then drain the SE then the SW reservoirs and explore them. Move into the SW, open the door and jump over the pit. Activate lift and push the wall in front of you. Turn round, open the door to the west and step in. Smash the windows and advance, opening the door. Read the message and then return to the gibbet’s north room via the Forsaken Outpost and the Castle of Grief. Level 5 Collect the axe key from inside the cage and jump and collect the flechettes. There’s a secret room in this pillar. Then return to the room with the axe key door to the west of the gibbet, save (this is important) and enter. Stock up first if you need to. Collect the icon of the defender by JUMPING onto the throne (if you don’t, the game will not continue properly). Kill everything you see, including all the dragons that teleport in and the wizards in the side rooms, and the back wall should open. If it doesn’t reload. If it does, kill your old friend’s brother and portal out. End of a good hub. Hub 5 The fifth hub deals with the final battle with your masters. As it turns out, Zedek, Marshal of the Legion, Traductus, Grand Patriarch of the Church, and Menelkir, Arch-Mage of the Arcanum are the three masters of the three classes in the game. Korax, who is their master in turn has granted them with the gift of the unlife and charged them with protecting the entrance to his abode. To defeat Korax you must therefore defeat these three (your own masters) first. Level 1 The flying corpses will plague you for the first few minutes of the level. They regenerate from dead a couple of times so it’s probably easier if you polish most of them off before trying to explore the rest of the level. Move to the south-east area of the Necropolis and enter the Vivarium. If you don’t collect all the goodies in here first, it will become sealed forever. In there, attack the south wall just behind you with weapon three until it moves. Restock completely and collect the cache of armour. Move to the east and west sides of the room and push the stained glass window there on the north wall. They are both doors. Climb the steps and collect what’s up there. Move to the north wall and attack the space under the dark. Get on the lift, activate the statue in the alcove and use the portal that has opened up behind you to return to the Necropolis. You should be in tip-top shape now. Level 2 Go to the south-west corner of the Necropolis and use the door there. Advance down the corridor and use the portal at the end. You’re now in Zedek’s tomb. Negotiate the pillars and move north. Activate the switch on the east wall at the end of the corridor, return to the south and explore the two new passages that have opened. Pull both new switches in these. Go to the room in the west one and pull the switch by the three gray squares. Memorise the patterns on the squares and return to the far north room. Rotate these three squares quickly (the ceiling is lowering) to match the other pattern you saw. Move north and kill the warrior king Zedek in his tomb. Collect the Glaive Seal and return to the Necropolis. Level 3 Head to the east of the Necropolis, use the door there and try and open the door at the end. Eight pillars with switches will rise up from the floor behind you. One opens the door and the other seven release a few wizards to kill you. Try them and see. Use the portal behind the door. Menelkir’s tomb’s a good level. Look at the pillar in the centre of the room. Push the switch on the wall that corresponds to this. Move on through the arrowed floor that has opened. Look at the map and view the room as a simple shape. Push the pillar that has the same schematic shape as the room. Move on and repeat for all eight rooms. Now return to one of the circular pillared rooms and activate the new crescent switch that has appeared. Climb up the lift and kill Menelkir. Collect the Sigil of the Magus and return to the Necropolis via the portal that has appeared in this room. Level 4 Move to the eastern side of the Necropolis and enter the room there. Stand on the rusty crate that is different to the rest to the north-east. It will lower. Go to the north end of the cavern that is at the bottom and climb up onto the ledge. Pull the switch at the end and use the portal that has opened at the bottom of the stairs. Take the left fork and head down the passage. There is a secret area to the north of the right-hand stained glass window and the two further down the passage are one-way walls. Run down to the end and move round the triangle to the north. Pull the three switches there, turn around and kill Traductus and collect his artefact. On the way back, ignore the two new passages that have opened up - they’ll just deplete your manna levels. Return to the Necropolis (use the switch in front of the portal to lower the lift) on your way there. Level 5 Move to the entrance to Korax’s tomb and slot in your three artefacts. Advance through the three rooms and portal into Korax’s tomb. Cross the bridge, pull the two switches and enter the room which Korax is sitting in. Have fun killing the overgrown ant before watching one of the most disappointing endings in videogame history.