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Hexen - Complete Solution
The problem and joy with Hexen is that itÆs not linear. ItÆs structured so that
thereÆs 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 itÆll 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 donÆt think
thereÆs any point in climbing up there, do it anyway. IÆve missed most of the
secrets out on purpose - find them yourself. This guide is intended as a pure
walkthrough only - I canÆt make you good at playing it by telling you how to use
the ALT key. The level numbers IÆve used are arbitrary - they donÆt correspond to
the cheat codes, although the ævisitÆ 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
ThereÆs 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.
YouÆll 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 youÆll 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 youÆll 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 æcooÆ 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 gargoyleÆs 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 (itÆs 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
everythingÆs 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. YouÆll 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 roomÆs 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. YouÆll appear
in the north-western room of the hub. ItÆs 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
arenÆt 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 RavenÆs 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. YouÆll 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. YouÆll notice the scenery
has changed behind you. By running quickly down the centre corridor without
being hit youÆll 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 youÆre 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
HereÆs 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. ThatÆs 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. DonÆt 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 WastelandsÆ west side.
Far south-western takes you to DarkmereÆs 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 youÆll be able to gain
access to the windows that you canÆt 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 thatÆs 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
YouÆre 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
YouÆre 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 (itÆs 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, youÆve 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 gargoyleÆs 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 youÆre done with Hub 3.
Teleporters
HeresiarchÆs Seminary
Central barred one on HeresiarchÆs 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 HeresiarchÆs 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 itÆs 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 clockÆs
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
YouÆll 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, youÆll now be able to access the
desolate garden secret level. If you didnÆt, then you wonÆt. 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 youÆre 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 YorikÆs skull on the statue (youÆll 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 youÆve just left.
Have a play with the pulleys and explore this entire area thoroughly (itÆs 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
gibbetÆs 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.
ThereÆs 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
donÆt, 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 doesnÆt reload. If it does, kill your old friendÆs 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 itÆs 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 donÆt 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 whatÆs 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. YouÆre now in ZedekÆs 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. MenelkirÆs tombÆs 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 -
theyÆll 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 KoraxÆs tomb and slot in your three artefacts. Advance
through the three rooms and portal into KoraxÆs 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.