Hexen 2 - Walkthrough

Hub #1: Blackmarsh

This is the Medieval hub, where you combat archers, spiders, skull wizards, golems, imps, hydras, and sheep. Some of the puzzles and settings in this hub make little sense, but they only get better in later hubs. At the end of this hub, you must battle the first of Edilon's Four Horsemen, Famine.

Step 1: The Bones of Loric

Step 2: The Mill Key

Step 3: Crush the Bones

Step 4: The Castle Key

Step 5: The Treasury Key

Retrace your steps back to the start of the area and the door to the King's Court.

Step 6: The Tailor's Key

Step 7: The Disrupt Magic Scroll and Amulet of Hunger

Step 8: Sand, Glass, and Lens

Step 8: The Crystal Golem

Hub #2: Mazaera

This is the Mezo-American hub. New adversaries you encounter include scorpions, were-jaguars, and the deadly were-panthers. Your old friends the archers, golems, hydras, and skull wizards (oh my!) are here, too. This level culminates in a brush with Death, the 2nd of Eidolon's dark generals. This is probably my favorite hub. The puzzles seem to flow for the most part, and the scenery and textures are probably the most beautiful in the game.

Step 1: The Ornamental Stone Key

Step 2: The Fire Element

Step 3: The Jade Skull

Step 4: The Water Element

Step 5: The Serpent's Heart and Crystal Skull

Step 6: The Element of Air

Follow the hall back to the room with the altar and stairs leading up and outside. Go up the stairs and return to the door leading to The Obelisk of the Moon. Enter.

Step 7: The Earth Element

Step 8: The Bridge of Star

Hub #3: Thysis

This is the Egyptian hub that a lot of people need help on. The new monster (mummy) isn't really that tough. There's imps, scorpions, spiders, archers, golems, and hydras, to be sure, but the fighting action isn't as hard, in my opinion, as the 2nd hub. The real fun comes from this hub's puzzles. They are, in a word, challenging. The puzzles are, however, probably the easiest to believe, and the most creative in the game. This represents the game's best work in the puzzle department.

Step 1: The Eye of Horus

Step 2: The Key of Anubus

Step 3: The Scarab of Time

Step 4: The Guardian Key

Step 5: The First Canopic Jar

Step 6: The Hapy Canopic Jar

Step 7: The Dark Pharaoh's Staff

Step 8: The Duamuteff Canopic Jar

Step 9: The Pharaoh's Key

Step 10: The Qebhsenuef Canopic Jar

Step 11: The Key of Ra, Sundial, and Lower Crown of Egypt

Step 12: The Staff of Nefertum

Step 13: The Upper Crown of Egypt

Hub #4: Septimus

Welcome to the Roman hub, where you shall ultimately face War himself, the 4th and last of Eidolon's dark generals. Many of the adversaries from the 1st hub are back in force, with the singular addition of the very dangerous Medusa. You also get friendly with one of the game's toughest monsters, the Skull Wizard Lords, or Shadow Wizards. This hub balances between action and puzzle solving, calling on both quick fingers and some clever lateral thinking. There is a strong emphasis on "Easter eggs" or "secrets" in the form of releasing artifacts in the Temple of Mars. There are lots of clues written on the walls, particularly near the doors that connect the maps. Make sure you note them all.

Step 1: The Power Crystal

Step 2: The Silver Bar

Step 3: The Gold Bar

Step 4: The Diamond Scepter

Drop down into the courtyard, go through the narrow hall in front of you, through to the second courtyard (grab the ring of flight to get the Krater on top of the house) and back to the door leading to the Hall of Heroes. Enter.

Step 5: The Crown of Kings

Step 6 The Sunstone

Step 7: The Shadowstone

Step 8: The Voidstone

Hub #5: Return to Blackmarsh

Blackmarsh: See it again for the first time. Eidolon's been busy since you've been gone, surrounding himself with lots more baddies. Of particular note is the Fallen Angel, who is one of the toughest foes to take out yet. Now that Eidolon's four generals are crushed, It's time to storm the Serpent Rider's citadel and confront him once and for all. The puzzles leading up to this event are not the most fiendish in the game, but the final confrontation is WELL worth it.

Step 1: The Gold Sphere

Step 2: The Mage's Tomb

Step 3: The Underhalls

The Final Step : Eidolon's Precision-Jumping Ordeal

The final test is left to you....remember that the Chaos Sphere grants Eidolon the power over life and death. Use this information wisely.

by Jamie Madigan