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- The Hexen Walkthrough
- By Hwei Teoh and David Madsen
-
- The Winnowing Hall
-
- ---------------------------------------------------------------------------
- This is the first level in Hexen. You start in front of some kind of
- chapel. This level is very simple, so here's a sketch of how to complete
- the level (the full solution is in the next section):
-
- 1. Get the Emerald Key from within the chapel
- 2. Open the door that requires the Emerald Key, and get the Silver Key
- 3. Ring the bell at the top of the tower
- 4. Go back into the chapel, step into the teleport and enter the portal
- to the next level.
-
- ---------------------------------------------------------------------------
-
- Getting the Emerald Key
-
- The key is in a secret area somewhere in the chapel. Hint: vandalize the
- chapel! (ie. smash the stained glass).
-
- Once you find the secret passage, pull the switch inside to open those big
- yellow slabs. Enter the now revealed door, and look for a switch. This will
- lower the pillar in the centre of the room to reveal the Emerald Key. Once
- you get the key, the big yellow slabs begin to move. Careful! It's a trap.
- You will get crushed by the slabs unless you run through when all of them
- are open. You need to time yourself carefully for this.
-
- Note: one of the yellow doors in the room will open if you're playing
- deathmatch. The teleport inside takes you up to the top of the cliff
- outside the chapel, where there's an item or two. This only applies to
- deathmatch games, though. So far, I've not been able to open this area in
- single-player mode.
-
- Getting the Silver Key
-
- Open the big door at the foot of the fort with the Emerald Key. Pull a
- switch inside to open a door that leads to the battlements. Now, go up to
- the battlements and walk to the mini-tower. When you get there, a switch
- will pop out of the floor. Pull this switch to open the inner door in the
- fort.
-
- Tip: there's a platinum helmet somewhere on the battlements which will
- increase your armor class: see if you can find it!
-
- Now, enter the courtyard with the bell tower. Somewhere on the right is the
- entrance to the cave with the silver key. Be careful once you get the key,
- though, because another trap will be activated. The easiest way to get out
- is to step in front of the first crusher, and when it slams together, run
- forward against it. Once it opens, you'll be running against the second
- crusher, and so on. This works because of the way the crushers are timed.
-
- Ringing the Bell
-
- This one is easy :) Use the Silver Key you just found to get into the bell
- tower. Climb to the top and strike the bell (or shoot at it if you're a
- mage). The bell will ring, and will cause the teleport inside the chapel to
- be opened.
-
- Now simply go back to the chapel and step into the teleport, which will
- take you to a small room with the portal leading to the next level, the
- Seven Portals. Stepping close to the portal opens a passage to the right
- that leads back to the front of the chapel.
-
- The Seven Portals
-
- ---------------------------------------------------------------------------
-
- This level is a 'hub' level which leads to several sub-levels. To solve
- this level you need to solve puzzles in the sub-levels.
-
- For convenience, from now on I will refer to each of the seven gates in
- this level by a number. The first gate on the left as you enter the level
- is Gate 1, the second gate on the left is Gate 2, and so on, going in a
- clockwise order around the level. Each gate leads to a portal that takes
- you to one of three sub-levels.
-
- The first three gates
-
- The first gate that you'll open is Gate 2. This is opened by pulling the
- switch on the pillar in front of the gate. You need to kill the chaos
- serpents behind the gate first; then a quartz flask will appear in front of
- a window at the far end of the room. Pick up the quartz flask, and two
- passages at the side will open. A portal will rise in the icy room beyond.
- This portal leads to the Guardian of Ice.
-
- Guardian of Ice (1)
-
- At this point, many passages are still inaccessible in the Guardian of Ice,
- and the only way you can go is to the room at the far end of the level.
- This room has four pillars. Pull the switch at the end of the room and
- these pillars will rise and fall for a while. Then they will all stop and a
- white arrow will appear on the ground, pointing to one of the pillars. This
- is the teleport to go back to the Seven Portals. DO NOT STEP INTO ANY OTHER
- PILLAR!! They will crush you. Note that this teleport is randomly picked;
- you should always watch for the arrow each time you play the game. For now,
- step into the teleport.
-
- This takes you back to Seven Portals, but now Gates 1 and 3 are open. There
- is a switch behind each gate which opens a portal. The portal in Gate 1
- leads to the Guardian of Fire; the portal in Gate 3 goes to the Guardian of
- Steel. Here, I'll take you through Gate 1 first (of course, you can always
- go to Gate 3 first, if you want to). Step into the portal in Gate 1 and you
- will go to:
-
- Guardian of Fire (1)
-
- The first room you see in front of you looks innocent... until you step
- into it. Well, you have to go through it, so go in and see what happens.
- After things have calmed down, enter the doorway to the right which leads
- to a room with a lava pool. You'll find a switch in a niche on the right
- side of the room. Pull it. This is one of three switches you need in order
- to open Gate 6 in the Seven Portals.
-
- Now go to the room with the lava pillar. There is a wall with a mask on it
- to the left. This is a secret door that leads to a long room with a bridge
- in the middle. There are lots of flechettes on the bridge.
-
- 1. If you're greedy for flechettes (like me), aim very carefully for the
- far end of the bridge and run across the bridge as fast as you can! Do
- not swerve to either side; you will drop to your death! When you reach
- the other side, clutch the door in fright until things calm down :)
- Now jump to the narrow ledge on the left and carefully walk down the
- ledge until you come to a new opening that leads back to the room with
- the lava pool.
- 2. Or, if you're less confident, step onto the bridge quickly, and step
- back. You can now watch the fun without having to be in it. :) Now, go
- back to the room with the lava pool. A new passage has opened.
-
- There is a switch in the newly-opened passage; pull it to open the door at
- the end of the bridge that closed when you stepped on the bridge. Walk
- along the ledge on the left side of the bridge room, and enter the door.
- Take the Flame Mask. Jump back on the ledge (I pity all you who are sacred
- of heights!) and go back to the room with the lava pool.
-
- That's all you can do on this level at this point. Go back to the portal
- that leads to the Seven Portals. If you haven't been to the Guardian of
- Steel yet, step into the portal in Gate 3 now. Otherwise, you can proceed
- to Gate 6.
-
- Guardian of Steel (1)
-
- You start in a room that opens into a corridor with stairs on both sides.
- Each flight of stairs lead to a similar chamber with a switch and a fast
- door. Remember these two rooms: you need to fiddle with the switches later.
- For now, enter go to either room and enter the fast door. You will see two
- flights of stairs; one leading up and one leading down. Take the one
- leading up and you'll get to what I call the central room in the Guardian
- of Steel. You get to this same room no matter which way you took.
-
- There are two doors here, besides the two flights of stairs. One of them
- needs the Steel Key: you don't have it yet. So, enter the other door. This
- is an elevator. Another door opens when the elevator reaches the bottom. Go
- out and you'll find yourself in a corridor. One end of the corridor will be
- blocked; go to the other end and you will see a room with a switch. Pull
- this switch. This is another one of the three switches you need to pull in
- order to open Gate 6 on the Seven Portals.
-
- Now, go back to the two rooms with the fast doors. The switch in one of
- them -- I leave it to you to find out which -- will open the blocked part
- of the corridor and close the other part where you just went and pulled the
- switch. Go to where the corridor just opened and pull the switch inside
- there. This switch is the third switch that you need to pull in order to
- open Gate 6 on the Seven Portals. That's all you can do here for now. Go
- back to the Seven Portals.
-
- If you haven't gone to the Guardian of Fire yet, do it now by stepping into
- the portal behind Gate 1. Otherwise, proceed to:
-
- Gate 6
-
- If you've pulled the switch on the Guardian of Fire and the two switches on
- the Guardian of Steel, Gate 6 at the Seven Portals should be open. Again,
- you must kill all the Chaos Serpents before the portal at the far end of
- the room behind Gate 6 will open. Be careful on your way to the portal,
- though. Do not step on those bright patches on the icy floor! Those are
- traps. Or, if you're good enough, run across them so that you won't ever
- step into them accidentally again (don't try this if you're not fast enough
- though). Enter the portal, and you'll find yourself in a new part of the
- Guardian of Ice.
-
- Guardian of Ice (2)
-
- Go forward into the room in front and pull the switch. This switch raises
- stairs in the room you just came from. Go back there and pull the two
- switches at the top of each of the stairs that were just raised. Now, the
- highest flight of stairs in the middle of the Seven Portals will be raised.
- Some ettins will also teleport into the room you're in. Now, take the
- passage that leads to an open area on the left. There's a room on the
- right.
-
- Enter that room (be careful of the trap in the room), and follow the
- passage. This will take you on a winding flight of stairs that has windows
- looking out to the open area you saw earlier. If you explored that open
- area and slipped and fell, there is an elevator that takes you up to the
- middle of this flight of stairs. Go the top of the stairs and pull the
- switch. Take the platform up and you'll find yourself in the room behind
- the dark room where you first entered the Guardian of Ice from Gate 2. Go
- all the way to the room with the four pillars. Now two new bright arrows on
- the ground will be pointing at two doors which you can now enter.
-
- The Fire Key
-
- The door on the right leads to the room with the Fire Key. To get the key,
- place the Flame Mask on the wall on the far end of the room. This wall
- looks exactly like other walls with similar masks except that the mask is
- missing. Placing the mask there will lower the pillar with the Fire Key on
- it.
-
- The Steel Key
-
- The door on the left leads to a large icy room. If you're playing a
- difficult level, run as fast as you can to the left corner of the room.
- Parts of the floor and ceiling will start to move. After a while, a switch
- appears in the corner where you have run to; pull this switch. More ice
- movements. The room now has deep crevasses in the floor; so be careful as
- you make your next moves.
-
- Go along the ledge on the left and jump into the next icy room. The Steel
- Key is resting top of some icy steps. Grab the key and watch out as the ice
- in this room begins rising and dropping too (a pillar of ice may even crush
- you if you're standing on the wrong spot). Some enemies will appear. You
- can either kill them or flee back to the first room (be careful as you jump
- though!) Carefully make your way back to the entrance (you need good
- jumping skills here... the ice is slippery too!) and get out of the room.
- Step on the teleport that goes back to the Seven Portals.
-
- Gates 5 and 7
-
- Gates 5 and 7 should now be open. Again, you have a choice of where to go
- first: Gate 5, which has a portal leading to another part of the Guardian
- of Steel, or Gate 7, which leads to the room with the lava pool on the
- Guardian of Fire.
-
- The Guardian of Fire (2)
-
- Now that you have the Fire Key, you can open the two doors in the room with
- the lava pillar. In either room, you will find a switch. Pull this switch
- and a platform lowers to ground level. Step on the platform and it takes
- you to the area beyond the lava river which is blocked by pillars (you can
- see this place vaguely from the room with the lava pillar). Kill the
- monsters here and the pillars on the lava river opens. If you ever need to
- get back to the room with the lava pillar this is the way out. But for now,
- go to the other side of the room where there's a wall with a fire mask
- symbol on it.
-
- Two elevators will lower on either side of you. Step into one of them and
- you get to an area with several connected corridors. There is a teleport
- here; step into it. This takes you to a room with a switch. Pull the
- switch. Note that if you open the walls with the fire mask symbol on them,
- you will get back to the connected corridors with the teleport. For now, go
- back to the room with the switch, and look behind where you teleported into
- the room. There's a teleport symbol there: activate it and you'll be taken
- back to the Seven Portals.
-
- If you've entered Gate 5 already, you're ready to solve the puzzle on the
- Seven Portals.
-
- The Guardian of Steel (2)
-
- The new area on the Guardian of Steel where Gate 5 takes you is very
- similar to where Gate 3 takes you. However, this area is on the opposite
- side of the level. Again, there are two rooms with fast doors and switches.
- The stairs from these two rooms lead to the central room. Note that these
- stairs were blocked when you first came here from Gate 3; now they are
- open.
-
- Since you have the Steel Key now, open the steel door. Again, there is an
- elevator that takes you to a corridor. One side of the corridor is blocked;
- the other side leads to a room with a switch. Pull this switch and a
- message tells you to look for another switch. This other switch is in the
- room behind where the corridor is blocked. Now... you guessed it! One of
- the switches in the two rooms with fast doors will open this area. Go
- figure out which one it is, and pull the switch in the room. More stairs
- have raised on the Seven Portals.
-
- If you have not been to Gate 7 yet, do it now.
-
- Gate 4: the Final Encounter
-
- You have almost solved the puzzle! Go back to the Seven Portals. By now,
- three flight of stairs have risen. The highest of them leads to a switch
- and a pair of Boots of Speed (your reward!). Pull this switch. This is one
- of three switches you need to pull to open Gate 4. The other two switches
- are at the top of the other two stairs. There are two switches at the top
- of each of these stairs. The ones that look like a cow's head are the ones
- that open Gate 4; the other two switches open two doors on the Guardian of
- Ice. This is related to the secret level of this episode.
-
- After you pull all three switches, Gate 4 will be open. This opens the
- arena for the final encounter in episode one. Go inside Gate 4 and kill the
- monsters there. There is a switch beside the big doors at the far end of
- the room; pull this switch to open the doors. Beyond the doors you can see
- a portal on the other side of a huge chasm. This portal takes you to
- episode 2. But to get to the portal, you must first kill the centaurs.
- After they are killed, a magic blue bridge will appear across the chasm.
- Cross this transparent bridge (don't worry! it won't break :) and the
- portal to episode 2 is waiting. There are lots of goodies around, so take a
- break from your slaughtering and collect the stuff around here. You find
- the first segment of your 4th weapon here, and there is a combined mana
- hidden behind the portal.
-
- For those of you who are more adventurous and those of you who noticed
- something on the map: you can jump across the chasm to a narrow passage on
- the east side of the chasm (look at the map to make sure... "look before
- you leap!"). You get a close encounter with some chaos serpents on your way
- up the passage. At the top, you can find a pair of Wings of Wrath on a
- ledge. Jump down the ledge to get back to the area overlooking the chasm.
- If you're paranoid about the magic bridge, you can use the wings to fly
- across the chasm. Or use them to explore some other areas in this episode.
-
- Now, take a deep breath, brace yourself, and step into the portal, which
- will take you to Episode 2: Shadow Wood. Or, you may want to visit the
- secret level first, if you haven't done so yet.
-
-
- The Secret Level in Episode 1: Bright Crucible
-
- ---------------------------------------------------------------------------
-
- Opening the Portal to the Bright Crucible
-
- To get to the secret level, you need to solve a few more puzzles on the
- Seven Portals.
-
- First, don't forget to pull the switches on top of the two stairs on the
- Seven Portals (not the ones that open Gate 4, but the ones that give you a
- message that doors are opening on the Guardian of Ice). After you pull both
- switches, enter the portal in Gate 2 to go to the Guardian of Ice.
-
- Guardian of Ice (3)
-
- Two doors have opened outside the dark room where you enter the Guardian of
- Ice. You can go to either room first, but I recommend the one on the right
- since the Afrits in there might sneak up on you from behind while you're
- busy doing something in the other room.
-
- The Afrit Room
-
- Go into the room on the right and get rid of the Afrits. Go down the stairs
- on the right and pull the switch. Fireballs will start to spew in the pit
- in the middle of the room. You need to run up the stairs and jump across
- the pit to the opposite side. There's a switch the small room here: pull
- it, and a portal behind this small room opens. Now, jump back across the
- pit and go behind this small room. Enter the portal, which takes you to a
- new are in the Guardian of Fire.
-
- The Traps Room
-
- This is the room on the left. Don't rush inside; as soon as you step in,
- the traps on the side walls activate. Time yourself carefully (notice the
- pattern that the balls of spikes are shot across the room) and go across to
- the end of the room. There is an icy room on the left with a pillar in the
- middle. The other side of the pillar has a switch you should pull. But
- don't just stand there after pulling the switch! You'll get poison darts on
- your back. You need to kill the centaurs that appear before the door of the
- room opens again. Leave the icy room and you'll see a portal that just
- opened. Get your weapons ready, and your healing potions handy (yes, it's a
- very nasty place inside there!) and step in to get to a new area in the
- Guardian of Steel.
-
- Guardian of Fire (3)
-
- You start in a small room. The wall in front will open as you step in. Go
- into the room and follow the ledge on the left. Be careful on the way:
- there's a wall here that will push you into the lava pit in the middle of
- the room: run fast to get past it. Now wait a moment and the lava in the
- pit will rise. Now, go to the pillar in the middle of the room and pull the
- switch. Jump back to the side of the room and exit the room. You'll find
- yourself in the room with the lava pillar. If you haven't been to the left
- room on the Guardian of Ice, or haven't entered the portal there, go there
- now. If you have activated the switch on the Guardian of Steel, go back to
- the Seven Portals.
-
- Guardian of Steel (3)
-
- The portal in the Traps Room on the Guardian of Ice takes you to an icy
- room on the Guardian of Steel. For those playing on high difficulty
- settings: have plenty of healing potions in hand, and run around and fire
- wildly as soon as you enter this place. After killing the Wendigos here,
- the walls will lower to reveal a larger room. You probably have seen this
- larger room from the central room in the Guardian of Steel. Unless you're
- very, very expert in the game, don't expect to kill the wendigos in the
- room (also, more will teleport in after you kill them, so don't waste your
- energy): run for the elevators (look at the map to find out where they are)
- and get out before you get killed!
-
- The two elevators take you to the two rooms behind the fast doors. Now go
- to the other two rooms behind the fast doors and take the elevators there.
- This will take you to the other area you can see from the central room on
- this level. This place has a lot of crushers. Always time yourself
- carefully when crossing these crushers. Look for a switch somewhere inside
- here (it's behind a crusher... look at the map to see where the switch is).
- Activate this switch.
-
- Now go back to the central room in this level. Some walls have opened in
- the area in the centre. Climb inside there, where there's a torch on a dark
- pedestal. Jump on the pedestal and grab the torch. This triggers something,
- and you'll get a message that stones are grinding on the Seven Portals.
-
- If you haven't been to the right room on the Guardian of Ice yet, or
- haven't entered the portal there that takes you to the new are in the
- Guardian of Fire, go there now.
-
- The portal to the Bright Crucible
-
- If you've pulled the switches in the Guardian of Fire and the Guardian of
- Steel, go to the Seven Portals. The area behind the highest stairs should
- now open. Go inside this area and jump into the water. There is an
- invisible portal here that takes you to the Bright Crucible.
-
- Solving the Puzzle on the Bright Crucible
-
- Note: there are many horrible monsters here; you should figure out a way of
- getting rid of them before you continue. Wings of Wrath would be very
- helpful here (you can find them behind Gate 4 in the Seven Portals).
-
- When you start, you are facing SOUTH. Turn right (face WEST) and jump into
- the muck. Or, if you've already jumped down somewhere in the process of
- killing the monsters, go to the WEST side of the level. Step on the
- elevator in front of the ledge on the NORTHWEST wall (the one with the
- Chaos Serpent). Enter the tunnel behind the ledge, and keep going until you
- come to a room with spewing fireballs. In the centre of the room there's a
- red object. Run into the room and grab it.
-
- This is the Heart of D'Sparil (for those of you who don't know: D'Sparil
- was the first of the three serpent riders. He was the last boss monster in
- the game Heretic). The fireballs will cease once you picked up this object.
- Now, go outside to the EAST side of the level and take another elevator on
- the NORTHEAST ledge where a chaos serpent is. Go into the tunnel behind the
- ledge once you get up there, and follow the corridor all the way to the
- end, where there is a stained glass wall blocking entrance into a room
- spewing with fireballs. To get into the room, you need to barge through it;
- just shooting at it is not enough. Run against it, push it, and shoot at it
- (some combination of these) and it will shatter. Now unless you want to get
- burned by the fireballs, quickly place D'Sparil's Heart on the stand in the
- centre of the room.
-
- The fireballs will stop. If you like, you can barge through the other
- stained glass wall too, which will take you up to another ledge where
- another Chaos Serpent was shooting at you. Anyway, after placing D'Sparil's
- Heart on the stand, a long flight of stairs will rise from the muck in the
- south part of the level, all the way up to where you first teleported in.
- Also, a hidden area on the north side of the level has opened (behind where
- you teleported in). There are a few serpents in there, and you can also
- find an Icon of the Defender.
-
- Now, go down the long flight of stairs into the muck. Follow the flow of
- the muck and go underground. Here's a portal that will take you back to the
- Seven Portals.
-
-
- Shadow Wood: synopsis of the puzzle
-
- ---------------------------------------------------------------------------
-
- So, you've finished episode 1 and are ready to tackle episode 2. Before I
- go into the details of how to solve this episode, here's a birds'-eye view
- of what is going on:
-
- Basically, you are heading for the Hypostyle, which is the conclusion of
- episode 2. The portal to the Hypostyle is behind a gate inside the temple
- on Shadow Wood. There are three panels on either side of this gate. Each of
- the three pairs of panels have a different symbol: the Swamp symbol
- (green), the Horn symbol (yellow) and the Cave symbol (grey).
-
- Each panel corresponds to a switch somewhere on this episode which you must
- activate, and the symbol on the panel indicates which key is needed to get
- to the switch. So, there are two switches which need the Swamp key to get
- to, two switches which need the Horn key and two switches which need the
- Cave key. Every time you activate one of the six switches the corresponding
- panel will brighten up. This way you can monitor your progress in solving
- the puzzle.
-
- Once you find all these switches, the gate opens, and you will enter the
- portal to the Hypostyle.
-
- Here's how to get to the temple on Shadow Wood and see the six panels:
- follow the left wall as you come out of the room where you start. Go
- through the doorway on the left and go up the stairs. This is the entrance
- to the temple. Go inside the temple, turn right and go to the end of the
- corridor. Open the metal wall on your left, and go down the corridor behind
- it. This leads to the room with the six switches and the gate. Since you
- haven't solved any puzzles yet at this point, the six panels will be dark
- (you need to walk up to a panel to see the symbol on it if it hasn't
- brightened up yet).
-
- OK, that's enough introduction. Time to actually solve the puzzles. Since
- you need the three keys in order to get to the six switches, you have to
- first find the keys.
-
- Shadow Wood: Solving the Puzzle
-
- ---------------------------------------------------------------------------
-
- Finding the Keys
-
- There are three keys which you need in order to solve the puzzle. You
- actually need a fourth key in order to get to one of the three keys. The
- three keys are:
-
- * The Horn key
- * The Swamp key
- * The Cave key
-
- (Note: I have arranged the order of finding the keys so that you can get to
- one of the six switches nearby while finding another key; so I suggest that
- you follow this order. Of course, I have included hypertext links in the
- text for those of you who rather do things your own order.)
-
- The Horn Key
-
- The Horn Key is in the Wastelands. You need to first open the portal that
- takes you there. So, in Shadow Wood, go to the place where there is a deep,
- deep drop and a narrow ledge. This is somewhere beside the river. Now you
- need to carefully jump from ledge to ledge. Keep going until you reach the
- end, where there is a switch (practice your jumping skills here! Or, save
- your game a lot because it's very easy to slip and fall to your death).
- Pull this switch. It opens a wall somewhere along the narrow ledge you have
- just passed, so start jumping back (have fun). The portal to the Wastelands
- is behind the wall. Also, another wall opens to the main area in Shadow
- Wood. If you go there, you'll find that yet another wall has opened to
- reveal lots of ammo and healing potions. You probably need this before you
- enter the Wastelands. Now, brace yourself and step into the portal.
-
- In the wastelands, go down the steps to the exit from the sad-looking area
- where the portal took you. If you look down the exit, this is SOUTH. It's
- very easy to get lost here, so keep your map handy. I'll be using the
- compass a lot. The exit leads to a ledge with brown serpents on an opposite
- ledge. Be very careful in this level; avoid standing on those piles of dirt
- on the ground... Now take the descending passage on the left and this takes
- you to the area between the two ledges. Enter the tunnel on the left
- (EAST). The tunnel will fork into two; take the right one. This goes on for
- quite some time. As you go on, watch for an exit to the right (SOUTH) --
- you may miss it if you're not looking.
-
- This exit leads to what I call the Two Portals room. It has a closed portal
- and a blocked teleport. You need the Cave Key to open these two; if you
- don't have it, go back to the tunnel and continue down the tunnel. This
- time, keep an eye on the LEFT (NORTH) wall. Somewhere along the way you'll
- see a square wall with a different texture from the tunnel walls. If you
- reach an open area before you see this, you've missed it: go back into the
- tunnel and look for it.
-
- This square wall is a revolving door. Open it and enter. Watch for the
- brown beastie waiting on the other side, though. Go up the winding path to
- a big open area. Go left (EAST), and you'll find a narrow walkway with lava
- on both sides. Go to the end of the walkway and you'll find the Horn Key.
- Note that once you get the key, the walkway breaks into pillars. You must
- jump from pillar to pillar all the way back if you don't want to fall and
- get burned by the lava.
-
- If you ever fall into the lava, simply follow the walkway until you reach
- the beginning, and pull the switch. This lowers a platform to take you out
- of the fire.
-
- If you're following my order of getting the keys, go back to Shadow Wood
- now (retrace your steps through the tunnel, and back to the starting room).
-
- The Swamp Key
-
- Go to the river in Shadow Wood, and walk downstream. Don't worry if you see
- a wall ahead; it will open. Go all the way until you reach metal bars that
- block your way. There are stairs to the left which lead to a high cliff
- with a green swamp below. There is a tower in the middle of the swamp; run
- and jump onto the base of the tower. Pull the switch there. This will raise
- several metal pillars on the sides of the swamp. Now, jump into the swamp
- and look for a switch on the wall. Pull this switch. This opens the metal
- bars blocking the river, so now you can jump back to the river.
-
- Climb up the stairs again, and this time, turn left and jump on the pillars
- you just raised. These pillars lead to a high area where the chaos serpents
- were firing at you earlier. Don't panic if a poison dart hits you; it's
- almost unavoidable. Of course, don't get hit by too many darts, otherwise
- your life may get too low. There's a switch on the high area that raises
- steps to go up the tower. Jump to the base of the tower (don't drop down to
- the swamp; it's just a little too high and you'll get hurt). Now climb up
- the tower and pull the switch. Now the portal beside the swamp is open.
- This portal takes you to the Darkmere.
-
- Smash down the rotten trees in front of you when you first enter the
- Darkmere. Enter the building and go to the room flooded with muck. Now,
- look for a piece of furniture that is different from the rest (you can find
- out what it is yourself, I won't spoil the fun here). Go up to it and
- activate it. This opens the door next to it. Activate the switch behind the
- door, and the other door in the room opens.
-
- Enter the door, and go left. At the end of the corridor, open the door and
- activate the switch inside. Now go back and take the corridor opposite the
- door. The first switch has opened a room here; go inside and activate the
- switch. Now go along the last corridor which leads outside to the swamp.
-
- Go into the porch of the small building here, and activate the switch
- there. If you look into the window, you'll see the Castle Key which you
- need in order to get to the Swamp key. However, the door to the building is
- not open yet, so follow the current of the muck and you'll get to a big
- open area with a castle. Don't drift with the current now; the muck flows
- into a very deep chasm and you'll get killed by the fall. Go to the front
- of the castle and pull the switch. This lowers the bridge into the castle.
- Don't fall off the bridge as the monsters come charging out! Go inside the
- courtyard, and look for the room with a well.
-
- Jump into the well and activate a switch. This raises the water level so
- that you can get out again, and at the same time, it opens the door in the
- small building with the Castle Key. You need the Castle key to open the
- room at the top of the tower in the courtyard, so go get it now. Climb up
- the tower and open the door. There is a hidden switch here: see if you can
- find it! Hint: vandalize the room! (ie., smash everything you can). This
- switch opens the door to the lower level of the castle.
-
- Go to the lower level of the castle (the entrance is somewhere in the
- courtyard of the castle), until you get to what looks like a dining room.
- Note: if you have the Horn Key, you can reach one of the six puzzle
- switches from here. Now, look for where a fireplace is supposed to be but
- isn't. Open the secret wall behind, and a secret passage will be revealed.
- Go along the passage and pull the switch at the end. This lowers an
- elevator that takes you to the room with the Swamp Key.
-
- As you approach the key, walls will rise and block you, and the masks on
- the wall starts shooting poison darts. You cannot avoid getting hit by the
- darts, so run as fast as you can along the zig-zag walls to minimize the
- damage. Now get the swamp key. The walls will re-arrange to form three
- rows, two rows with fireballs spewing from the ground and the last row with
- the poison darts trap. The leftmost row is the one you must run through to
- get out; if you run through the other two rows, you'll be teleported back
- to where the Swamp Key was.
-
- Note: There was some confusion on this point in previous versions of the
- walkthrough. Someone told me that he tried running through the leftmost row
- and got teleported back; so I thought that the leftmost row isn't always
- the correct one. However, I've found out that in fact, it is the correct
- row; except that sometimes it will still teleport you back. Just keep
- trying; you'll get through it eventually. I tried running through the other
- rows, and I always got teleported back, so they cannot be the correct way
- out. But of course, if I'm wrong again, please tell me.
-
- If you're following my order of getting the keys, go back to Shadow Wood
- now, using the portal beside the small building with the Castle key.
-
- The Cave Key
-
- The Cave Key is in the Caves of Circe. Go to the temple in Shadow Wood, to
- the room with the six panels. If you look at the map, you'll notice that
- there are two passages that lead to this room from the front of the temple.
- Go to where the north passage enters the room. Walk in front of the black
- mask there. This activates many traps in the temple, and also raises stairs
- in the front corridor. Run back to the front corridor and go up the new
- stairs that just raised. (This is north of the entrance to the temple.) Be
- careful! Don't fall of the last step: you need to jump (actually running
- will do) into the opening on the right at the top of the stairs. This goes
- into the room where the chaos serpents are, which overlooks the room with
- the six panels. Go to the centre of the room and look for a small manhole
- near the west wall. Jump inside and pull the switch. Now, go back to the
- opening at the top of the stairs where you came in (not the other opening
- which also leads to another part of the temple's front corridor). The
- switch you just pulled has lowered the stairs below ground level. Jump down
- and go to the bottom of the steps. There's a secret opening here which
- shuts behind you as soon as you enter it. Don't worry; follow the short
- passage into a large room with lots of goodies.
-
- Hold it there! Don't be greedy! Carefully step into the room and stop.
- Floors and ceilings will start to move; some pillars will crush down from
- the ceiling. Deep pits will form in the room. When things have calmed down,
- you can follow the right ledge, which will lead you to a room with the
- portal to the Caves of Circe.
-
- Alternatively, follow the left ledge (you need some jumping around for this
- route), until you come to a switch on the wall. Activate this switch, and
- the deep pits will be removed, partially restoring the room. (Thanks to
- Michael W. Daniels for telling me about this switch!) Now you can walk
- around the room and collect the goodies here. After collecting the goodies,
- look for the room with the symbol of Korax and step into the portal.
-
- This takes you to the Caves of Circe. Turn right and jump down from the
- ledge where you start, and turn right again. Jump down the hole with bats
- flying out. Now you are in what I call the Ettin Cave (you have to put up
- with my silly names because I'll be referring to them when giving you
- directions). There are three exits from here; take the leftmost one, which
- leads to Skylight Cave. I call it that because you can see the sky through
- the big crack in the ceiling. From here, there are two ways to get to the
- Cave Key:
-
- 1. Turn right when you enter the Skylight Cave, and jump into the hole at
- the end of the passage (or fall into it if you didn't see it!). This
- is a small cave that opens out to a corridor. Go out on the corridor
- and turn right. Take the first left turn. This takes you to what I
- call the Middle Cave. The Cave Key is here.
- 2. Go straight along the Skylight Cave. The passage will take you to what
- I call the Lower Cave, which has a pool in the middle and dripping
- water. Turn right and follow the passage there. Take the left turn
- when it forks. Now you are in the Middle Cave, where the Cave Key is.
- There are also ascending stairs from the Lower Cave that leads
- directly into the Middle Cave. (I leave it to you to figure out the
- other interconnected passages around here).
-
- Note: if you have the Horn Key, you can reach one of the six puzzle
- switches from here. If you have the Swamp Key, you can also get to another
- puzzle switch from here.
-
- If you don't have any of these keys, here's how to get back to Shadow Wood:
- Go back to the Ettin Cave. This time, take the right exit. You'll get to a
- cave with a bright open area at the far end overlooking a deep chasm (this
- is not the pit with water flowing down the sides). Walk along the ledge on
- the left, and make your way across the chasm. There's a Porkalator along
- the way... see if you dare to get it :) At the end of the path, there's a
- room with some goodies and a teleport. This teleport takes you to where you
- started when you came to the Caves of Circe. Step into the portal there
- that takes you back to Shadow Wood. To get out of the room under the temple
- in Shadow Wood, find a switch in the room. This lowers an elevator that
- takes you back to the main floor of the temple. Now you can get out.
-
- ---------------------------------------------------------------------------
-
- Finding the six puzzle switches
-
- Switches requiring the Horn Key (1)
-
- Go to the Dining Room in the castle at the Darkmere (see the directions to
- get to the Swamp Key). Look for a switch hidden in one of the fireplaces
- (don't worry... the fireplace doesn't burn you for some reason). Pulling
- this switch opens a secret flight of stairs behind the fireplace. Go to the
- top of the stairs and enter the revolving door with the Horn Key. Climb up
- the steps that lead to a ledge opposite another ledge with a portal. The
- puzzle switch is on the wall. The portal on the opposite side leads to the
- Wastelands.
-
- Switches requiring the Horn Key (2)
-
- Go to the Skylight Cave in the Caves of Circe (see directions on getting
- the Cave Key). If you got here from the Ettin Cave, go straight to the end
- of the cave and follow the passage. Look for a partially hidden exit on
- your left. Climb up the narrow steps, and open the door at the top with the
- Horn Key. There's a portal inside here that takes you to the Wastelands.
- The puzzle switch is on the wall beside the portal.
-
- Switches requiring the Cave Key (1)
-
- Go to the courtyard of the castle in the Darkmere (see directions for
- getting to the Swamp Key). Open the door that needs the Cave Key. Pull the
- switch inside, and take the elevator up. Now, jump down into the muck. You
- will get hurt when you jump down (I don't know why the level designers did
- this. If you know how not to get hurt here, please tell me). Now, follow
- the passage and take the right tunnel when it forks. (The left tunnel takes
- you to the deep chasm outside the castle; a magic bridge will appear when
- you step near the edge. It takes you back to the muck in front of the
- castle.) This right tunnel will lead to a cavern with many exits. Most of
- the passages lead to impassible pits: don't try to jump them; you can't do
- it. One of the passages lead to a portal. Don't go into the portal yet; the
- puzzle switch is somewhere along the passage. Hint: people don't put
- statues in caves for no reason. :) The portal here will take you to the
- Caves of Circe.
-
- Switches requiring the Cave Key (2)
-
- Go to the Two Portals room in the Wastelands (see directions for getting to
- the Horn Key). Use your Cave Key here to open the portal and the teleport.
- Step into the teleport (not the portal! The portal will take you to the
- Caves of Circe, which is not where you want to go at this point). This
- takes you to a room with a lava lake. Kill the Afrits and walk around the
- lava. A magic bridge will appear. Climb up the bridge (careful at the
- turns). Go inside the room at the top and pull the puzzle switch.
-
- Note: some people have written me about problems with gaps in the magic
- blue bridge. Here, I'll point out that for almost every magic blue bridge
- in the game, there's a small gap between the floor and the bridge. If you
- walk too slowly, there's a chance you might 'slip through' the bridge.
- Also, I encountered similar problems on this particular bridge before,
- where the first step doesn't appear. The solution here is to jump on the
- second step. I'm not sure as to the exact cause of this problem; please
- mail me if you know better.
-
- Now, go down the bridge and enter the exit at the bottom. Climb up the
- passage to the top and open the door using the Cave Key.
-
- Switches requiring the Swamp Key (1)
-
- Go to the Middle Cave in the Caves of Circe (see directions for getting the
- Cave Key). Look for a passage that goes upwards (there is only one that
- goes up). Note: be careful of pits in the floor here... unless you like
- close encounters with hungry monsters. This passage leads to the Upper
- Cave. Don't be greedy! Resist the temptation to get the platinum helmet in
- the corner (you won't like the consequences). There's a fast-flowing river
- on the left. Beside this river is a door that needs the Swamp Key. Open it
- and climb up the passage. Take the first left tunnel, which leads to a room
- with the puzzle switch. The other tunnel leads to a portal that takes you
- to the Darkmere.
-
- Switches requiring the Swamp Key (2)
-
- Go to the Wastelands (see the directions for getting the Horn Key). Go
- SOUTH to the place with the serpents on the opposite ledge. This time, take
- the RIGHT (WEST) tunnel (you went to the east tunnel to get the Horn Key).
- Along the way, you'll see a grey tunnel on the left. If this is not open
- yet, go kill some ettins. (I'm still not sure which ones -- but now I am
- sure that they are ettins -- probably those in the open area at the end of
- the tunnel. If you know better, please tell me.) Once this is open, go
- along it and take the right tunnel when it forks. (the left tunnel leads to
- the ledge with the serpents. There's a Krater of Might on the ledge). Now
- you're in a long, winding path with centaurs.
-
- Keep going until you reach a place where the path splits into three (this
- is after a dead-end tunnel on your left). Kill the centaurs here and a
- large swampy area opens nearby. Go to the far end of the swamp and climb up
- the stairs. Open the door with your Swamp Key. Go inside and pull the
- switch in the farthest room. This opens a large temple-like place near the
- swamp. (The long path with centaurs is actually the perimeter of this
- place; this switch lowers the entire right wall of the path to reveal it.)
- Go up the stairs to the main door in this temple-like place. Open the main
- door. (Hint: you may need to push it hard and try to open it at the same
- time). Go inside the building and go behind the portal. The puzzle switch
- is there. The portal here takes you to the Darkmere.
-
- ---------------------------------------------------------------------------
-
- The Hypostyle
-
- Now, you have solved the puzzle of the six switches on Shadow Wood! Brace
- yourself, and go to the room with the six panels in the temple on Shadow
- Wood. All six panels should be bright now (if not, you haven't pulled all
- six switches yet -- pull them first!). The gate to the portal should now be
- open. Take a deep breath, get your weapons ready (yes, you're not done
- yet!) and step into the portal.
-
- The portal will take you to the Hypostyle. There's a four-pointed star in
- the centre of the Hypostyle. One of the points will be raised: this points
- to which room you should enter next. Note that the order that the rooms are
- opened is random, so you must always follow where the star points. There
- are four possible rooms:
-
- * The Serpent Room
-
- This is the one with many chaos serpents. Go to the far end of the
- room, and activate the switch there. Come back to the door (which
- closed when you entered the room), and pull the switch in front of it.
- This lets you out of the room and opens a door to another room. Look
- at the star to find out where this next room is.
-
- Note: if you're playing the fighter, the second part of your fourth
- weapon is in this room.
-
- * The Centaur Room
-
- This is the room with many centaurs a many crushing pillars. Go to the
- left side of the room and press the switch behind the wall. (Monsters
- will teleport in.) Now go to the right side and press the switch
- behind the wall there. (More monsters.) Now go to the end of the room
- and press the switch there. This lets you out of the room and opens
- the next room. Again, look at the star to find out which is the next
- room.
-
- Note: if you're playing the cleric, the second part of your fourth
- weapon is in this room.
-
- * The Lava Room
-
- This is the room with many moving pillars on a lava lake (Not the one
- with the bridge; I call that the Bridge Room). You can jump from
- pillar to pillar to get to the end of the room where the switch is,
- or, go down the steps to the edge of the lava, and wait until the last
- pillar is almost fully down. Run across the lava and get on the pillar
- before it rises out of reach. Now you can jump to the ledge with the
- switch. This switch lets you out of the room and opens the next room.
-
- Note: if you're playing the mage, the second part of your fourth
- weapon is in this room.
-
- * The Bridge Room
-
- This is the room with a long bridge in the middle and lava on either
- side. When you enter the room, press the switch on your LEFT. Then,
- look to your RIGHT. There's a symbol on the raised floor there:
- remember this symbol!! Now, go across the bridge and activate the
- panel with the same symbol. This opens the door of the room. Make sure
- you do this first, before you read on. (Note: this symbol is also
- randomly picked, so you should always check it each time you play this
- level.)
-
- Now, to avoid getting hit by the traps that also activated, press one
- of the other panels. This teleports you to the door directly.
- (Actually, this is intended as a punishment to those who didn't look
- at the symbol; because if you didn't press the panel with the correct
- symbol, the door is still closed and you'll have to run through the
- fireball traps to get to the panels again.)
-
- The Final Encounter
-
- If you've completed all four rooms, none of the four points on the star in
- the centre of the Hypostyle should be raised now. Two doors, on the
- southeast and southwest side of the Hypostyle, are open. Both lead to a
- large chamber with a lava lake. Before you enter, get your best weapons
- ready! You will now face the wrath of the Death Wyvern. Have fun!! :)
-
- Here are some tips on fighting the Death Wyvern, for those of you who are
- having trouble with it:
-
- * Be careful of the ground where the fire-breath of the Wyvern hits,
- because his fire has secondary explosions which occur after one or two
- seconds after the initial impact -- this can be deceiving, because the
- explosions from the initial impact may have finished and the ground
- looks safe, but a second later, it will explode in flames again.
- You'll get burned if you step on the ground too quickly. The safest
- bet is to wait three or four seconds before stepping on that part of
- the ground again.
-
- * There's a pair of Wings of Wrath on the ledge on the far side of the
- lava lake, when you're playing single player mode. You can grab them
- and fly around to chase the Death Wyvern! If you're good enough, you
- can always keep behind it so that you won't get hit. (I owe Arne this
- neat trick... I've noticed the Wings before, but I didn't think of
- using them to chase the Wyvern from behind.)
-
- After you kill the Death Wyvern, the portal on the southwest of the
- Hypostyle will be open. It will take you to episode 3. Or, if you want to
- go to the secret level in the current episode, enter the portal on the
- southeast, which takes you back to Shadow Wood. You can then visit the
- secret level, Sacred Grove. (Advice: if you want to go to the secret level
- in Episode 4, you must go to the Sacred Grove.)
-
- The Secret Level on Episode 2: Sacred Grove
-
- ---------------------------------------------------------------------------
-
- Getting to Sacred Grove
-
- To get to the Sacred Grove, you must first solve all six puzzle switches on
- episode 2. Once all six switches are activated, the hidden portal to Sacred
- Grove opens.
-
- This portal is on Shadow Wood: go outside the temple on Shadow Wood, where
- there's a high rocky place. There are tall steps here that lets you climb
- to a high ledge near the top of the rocky place. Just before you reach the
- top, there's an opening to the right; the portal is inside there. Note that
- you won't be able to enter this opening until the six puzzle switches are
- pulled. Step into the portal...
-
- The Switch on Sacred Grove
-
- First, kill all the ettins that come charging at you as soon as you enter
- the level. After you kill them, something opens at the base of the pillar
- in the centre of the level. Go to the pillar, and look for a switch. Pull
- it. This switch is the one that Raven said will trigger something several
- levels ahead. It activates something in the Forsaken Outpost, which is in
- Episode 4. You must pull this switch if you want to get to the secret level
- in Episode 4.
-
- Three Mystic Urns
-
- I was wrong in the previous walkthrough when I said that there's nothing
- else left in this level!! I've found out that besides the goodies scattered
- around this level, there are three Mystic Urns hidden in three extremely
- secret places on this level! They're so secret that they don't even show on
- the map. (No, not even after you've found them!) Well, I'll let you figure
- out where they are yourself, since this level is small enough. :) Hint:
- look very carefully at those roots on the walls.
-
- After you've found the three Mystic Urns (what a bonus!), or you give up,
- :) step into the portal back to Shadow Wood and continue with your quest.
-
- ---------------------------------------------------------------------------
-
-
- Heresiarch's Seminary: synopsis of the puzzle
-
- Welcome to the Heresiarch's Seminary! You're going to have a really bad
- nightmare here (especially if you play the hardest difficulty setting).
- Anyway, the main emphasis of this walkthrough is the puzzle, so I'll skip
- the horrific superlatives and tell you about the puzzle in this episode.
-
- There are two distinct phases in this episode:
-
- 1. Solving the puzzle of the planets
-
- In the main hall in the Heresiarch's Seminary, there's a chart with
- circles and triangles on the wall. This is some kind of astrological
- chart with a symbol for the sun in the centre. You can also see a
- little red gem on the lower left corner, representing one of the
- planets. Five other spots for other planets are scattered across the
- chart, except that the gems representing those planets are missing.
- Your goal is to find these missing planets and fit them on the chart.
-
- 2. Solving the puzzle of the chapels
-
- The second puzzle involves nine sub-puzzles. Some are switches that
- you must pull, others are places that you must cross. These puzzles
- are scattered across three chapels: the Griffin Chapel, the Dragon
- Chapel, and the Wolf Chapel. After you find solve all nine puzzles,
- the Heresiarch himself will appear...
-
- Are you ready? Here we go...
-
- Heresiarch's Seminary: Solving the Puzzle of the Planets
-
- ---------------------------------------------------------------------------
-
- Before you start looking for the missing planets, you first need to get
- into the Seminary. The portal from the Hypostyle in episode 2 takes you to
- a tower in front of the Seminary (as the story tells you). Take the
- elevators down and enter the Seminary, which is very, very dark at this
- point. (Watch out for the Dark Bishops!) You need to enter some distance
- into the Seminary, and then a small earthquake occurs and the lights in the
- hall will light up. The chart with the missing planets are on the other
- side of the wall facing the entrance to the Seminary.
-
- As an interesting aside, go to the north part of the Seminary (the far
- end), where there's a hole in the ceiling with a roughly square wall under
- it. This is a magical area; stepping close to the wall lowers it and
- randomly teleports monsters and goodies into the area enclosed by the wall.
- To get the goodies (some of them are quite worth the trouble... such as
- Kraters of Might), you must get inside the area enclosed by the walls
- before the walls rise again, because after they rise, they won't lower
- again for quite some time. Once inside, you can collect all the stuff, and
- the walls can be opened from the inside when you want to get out again.
- (Note: if you are low on life/ammo, you shouldn't try this because the
- monsters that teleport in are among the tougher ones.)
-
- OK, back to solving the puzzle. The five planets that you need are not
- found in the Heresiarch's Seminary itself, but on two sub-levels:
-
- * Orchard of Lamentations (two planets)
- * Silent Refectory (three planets)
-
- There are stained glass walls on the northeastern and northwestern corner
- of the Seminary. Go and smash these glass walls and pull the switches
- behind them (there should be six switches). This opens the corridors on the
- northeast and southeast corners of the Seminary.
-
- Silent Refectory
-
- Go down the northeast corridor that just opened in the Seminary. At the end
- of the corridor, there's a switch on the wall on the left. Pull this
- switch, and quickly run to the far end of the corridor, and jump on the
- elevator that is lowering. You have to get on the elevator quickly,
- otherwise it'll be too far down and you'll get hurt jumping on it.
-
- In some difficulty settings, there may be a nasty surprise waiting for you
- when the elevator reaches the bottom, so prepare your weapons... At the
- bottom, you'll see the portal leading to the Silent Refectory. The switch
- on the wall is to lower the elevator so that you can get out when you come
- back from the Silent Refectory.
-
- The Silent Refectory looks like some kind of storage area with piles of
- wooden boxes. But the name is misleading, though... just take a few steps
- forward and you'll see what I mean :)
-
- Emerald Planet
-
- >From where you start in the Refectory, turn right and go south. Jump up
- onto the box in front of you, and turn left (east). Go straight and jump
- into the corridor. Now turn right and go south. When you reach the stack of
- boxes in front of you, follow the right side of the boxes (you should be
- going south here). When you reach the wall, turn left and look into the
- dark area. Pull the switch inside there. Now go east, around the boxes
- hiding the switch, and stairs should have lowered. The portal at the bottom
- of the stairs takes you back to the Heresiarch's Seminary. Don't enter the
- portal now; go to the room behind the portal where the Dark Bishops are.
- There's a switch on the raised walkway at the far end of the room. Pull
- this switch, and a small area behind the portal opens. One of the Emerald
- Planets is on the shelf inside.
-
- Sapphire Planet
-
- Go to where the portal is and climb up the stairs. Now turn right and go
- all the way until boxes block your way. Turn right, and you should see a
- stack of two boxes marked with some symbol. Jump on the boxes on your right
- (south of you), and go inside the dark area. The switch inside here lowers
- the pile of marked boxes I just mentioned. Pull the switch and quickly
- climb out of the dark area. Jump into the hole where the marked boxes have
- lowered (of course, if you prefer to shoot at the slaughtaurs from above,
- you can always go pull the switch again when the boxes rise up.) Climb up
- the spiral staircase, brace yourself (you can guess what's coming...) and
- pull the switch at the top. If you survive the surprise (find out what it
- is yourself :) go back to where the marked boxes are and activate it. The
- boxes will lower. Step on it and it will take you back to the area with
- many boxes.
-
- After you step off the marked boxes, go west and turn right (face north).
- Climb over the box in front of you and go all the way to the northern wall.
- Turn left and jump on the box that's also marked with a symbol. Walk on the
- boxes into the small at the back, and pull the switch there. (If I've lost
- you, this switch is on the northwest corner of this storage area.) Now, a
- door is open on the northern wall next to the marked box. Go into the room
- behind this door, which has windows looking into some kind of dining room.
- Enter the dining room and go to the southern end. There should be an
- opening here (the switch you pulled in the room with the spiral staircase
- opens this). This opening leads to an ascending passage which has windows
- looking into the room with the spiral stairs (you've probably been shot at
- from here when you were in that room).
-
- At the end of the passage there's a switch that opens a door on the east
- side of the dining room. Pull the switch, go back to the dining room and
- enter the opening on the east side. There's a large pillar rising from the
- pit in the middle of the room. When you approach the edge of the pit, the
- pillar begins to open, and reveal a Sapphire Planet on a smaller pillar
- inside. To get the Sapphire Planet, aim carefully and jump onto the pillar.
- Don't panic! The pillar will start to lower when you jump on it. (I guess
- this is for those who missed and fell into the pit). Just wait a while and
- it will rise again. Jump back out, and return to the dining room.
-
- As an aside, go to the northern wall of the dining room and push the wall
- with a purple dot a the top (push, ie., walk against it). If you push far
- enough, you'll see a small hole on the right with an item in it (Chaos
- Device?).
-
- Ruby Planet
-
- OK, back to your quest. Enter the door on the west side of the dining room.
- There are two doors here; you can pick either one. The one on the left goes
- into a room with a lava pool and the one on the right into a room with a
- water pool. Each of these rooms has a revolving door (which is not
- automatic... you have to push it to open it), which leads into a chamber
- with the Ruby Planet on a shelf. A word of warning: be careful when you
- grab the Ruby Planet: don't just stand there and admire it...
-
- That's all for the Silent Refectory. Now it's time to go to the Orchard of
- Lamentations. Note: if you go to the room with the lava pool, notice that
- one of the dark openings is taller than the rest. This is a hidden passage
- that leads right back to where you first enter this level. Go to the portal
- now and get back to the Heresiarch's Seminary.
-
- Orchard of Lamentations
-
- Go down the southeast corridor in the Seminary. Look for a switch on your
- right (before you come to the end of the corridor). Pull this switch, and
- turn around. After a short pause, the stairs you just came down on will
- lower, revealing a secret passage on the south wall beside the stairs. Go
- inside this secret passage, and climb up the stairs. Kill the Dark Bishops
- here. The southern wall of the room will open to the area outside the
- Seminary.
-
- Now, a similar room will open on the other side (the WEST side) of the
- Seminary. Go west (outside the Seminary) and enter the room there. Go down
- the stairs, and follow the zig-zagging passage. Note that this passage is
- magical; after going along it for a distance you'll find yourself on the
- ledge at the east side of the Seminary, at the end of the southeast
- corridor, where the slaughtaurs are. (Actually what happened is that in the
- middle of the zig-zagging passage there is an invisible teleport that warps
- you to a similar passage behind the ledge where the slaughtaurs are.) There
- is a switch on the ledge; pull it, and a door will open on the wall in the
- area below the ledge. The portal behind this wall takes you to the Orchard
- of Lamentations.
-
- Emerald Planet
-
- Don't worry, I didn't make a mistake. There are two Emerald Planets and two
- Sapphire Planets. In fact, there are two Ruby Planets too, except that one
- of them is already on the chart, so you only need to find the other one.
- So, now, in the Orchard, follow the path from the portal (there's nowhere
- else to go). Be careful of the muck here (you know why). You'll reach an
- area with slaughtaurs on two high ledges. Go further, and go down to the
- roundish area with ettins, slaughtaurs and quite a few poison mushrooms. Go
- down the stairs on the south side of this area.
-
- Now you have to very, very fast in making your moves. Pull the switch,
- which you lower the platform at the end of the path. Quickly jump down and
- run as fast as possible to the nearest corner, before the entire floor
- rises and crushes you to death! Now you'll be in a small room with a switch
- that lowers the floor again. Your goal is to reach the middle, southern
- room in this place (look at the map). You do this by pulling the switch in
- each of the rooms and going quickly from room to room as the floor lowers
- and rises. When you reach the middle, southern room, there should be two
- switches. The switch on the east wall opens the central room in this
- crushing-floor area (look at the map and you'll know what I mean). Once
- this is opened, you can reach it from any of the seven rooms. There are
- also two switches in this room; one of them activates something on this
- level, and the other lowers the floor so that you can get out.
-
- Once you pulled the switch, lower the floor and run to the north side where
- the exit is. Go back to the area with the slaughtaurs on the two ledges.
- The high place on the east has lowered; climb all the way up until you
- reach the slimy river at the very top. The Emerald Planet you're looking
- for is near the edge of the slime-falls (don't fall though, it hurts).
-
- Sapphire Planet
-
- Go to the raised ledge in front of the slimy river. You should be able to
- see one of the ledges with the slaughtaurs. Now, aim carefully, run as fast
- as you can and jump onto that ledge. If you can't make it, keep trying!
- (Hint: holding down your jump key longer helps.) Once on the ledge, enter
- the misty passage behind it. This is a magical passage similar to the one
- in the Heresiarch's Seminary: it teleports you somewhere along the way to a
- similar passage that leads into the west side of the area with the four
- paths.
-
- If you're greedy, or feel like bashing up some baddies, notice that the
- northern wall here has opened. Get your weapons ready, and go grab the
- porkalator. Monsters will appear at the sides where two other walls will
- open.
-
- Whether you're greedy or not, notice that the east side of this area is
- also open now. Go down the stairs into the misty passage. This is another
- of those magical passages. It teleports you to the other ledge with the
- slaughtaurs. The Sapphire Planet is here. Grab it, and jump down the ledge.
-
- There's nothing much else to do here, so go back to the portal and return
- to the Heresiarch's Seminary.
-
- The Last Segment of your Fourth Weapon
-
- This is an aside... but since finding the parts of your fourth weapon is
- also a puzzle, I guess I'll include this one as well.
-
- At this point, you should have found the first two parts of your fourth
- weapon. Go to the end of the southeast passage in the Heresiarch's
- Seminary. There's a switch here that you must pull: see if you can find it!
- (no, it's not the one on the ledge that opens the portal to the Orchard of
- Lamentations.) Hint: remember the first thing you did when you entered the
- Darkmere in Episode 2? (Remember what those trees looked like??) This
- switch will start rotating the four doors along the passage. Two of these
- doors lead to the ledges with the Chaos Serpents overlooking this area. The
- door we're interested in here is the southwestern one.
-
- It leads to a room with many pitchers. The last segment of your fourth
- weapon is in this room. The pitchers also have lots of ammo in them. But
- watch out, though. One of them contains no ammo but a nasty, nasty surprise
- (I won't tell you which one it is: find out yourself... hehe)
-
- Icon of the Defender
-
- Another aside... (if you're itching to solve the puzzle, you can skip this
- section).
-
- So, you're greedy to get the Icon of the Defender. Well, go through the
- northwestern door on the southeast passage in the Seminary (see the
- previous section). This leads to a U-shaped passage that goes around the
- area with many Chaos Serpents (you've probably seen them through the window
- from the main hall of the Seminary). At each end of the passage there's a
- wall with a purple gem at the top. Activating either of these walls lowers
- elevators around the passage that takes you right into the room with the
- Chaos Serpents (have fun!). The Icon is on the water in the middle of the
- room.
-
- Fitting the Planets on the Chart
-
- Go to the chart, select a planet, and use it on the chart. You should be
- able to figure out which planet belongs where on the chart: the game won't
- let you put a planet in the wrong place so just try another spot if it says
- "you can't use this here". Before you go on, check that you've fitted five
- planets on the chart. There should be six planets on the chart now,
- including one of the Ruby Planet that was already there before.
-
- Once you've fitted in all the planets, go to the north part of the Seminary
- where the magical area is. Doors will open on the side walls and on the
- wall behind the area. The door behind the magical area leads to a room with
- three portals and nine panels on the wall. Now, it's time to solve the next
- puzzle in this episode: the puzzle of the chapels.
-
- Heresiarch's Seminary: Solving the Puzzle of the Chapels
-
- ---------------------------------------------------------------------------
-
- You should have reached the area with three portals at the northern end of
- the Heresiarch's Seminary. If you look at the south wall, you'll see nine
- dark panels. Just as in Shadow Wood, each of these panels corresponds to
- one of the nine puzzles you must solve in the chapels. Each of the three
- portals lead to a different chapel. The portal with the symbol of a wolf
- leads to the Wolf Chapel; the portal with the dragon head symbol leads to
- the Dragon Chapel, and the portal with the griffin leads to the Griffin
- Chapel. Note that each chapel has three portals, each leading to the other
- two chapels and the Seminary. As you guessed, those portals also have the
- corresponding symbols on them to indicate where they go to. The portal
- leading to the Seminary has no symbol on it.
-
- The three chapels are quite intricately connected with each other; pulling
- puzzle switches in one chapel may open new areas in other chapels. This can
- become very confusing; so I recommend that you simply solve the nine
- puzzles in the order that I present them. This time it's not the best way
- of doing things though. In many places you can solve more than one puzzle
- without leaving the chapel, but for the sake of neatness, I'm doing things
- the long way. Of course, for those of you who want to do things your own
- way and don't mind getting confused, :) I've included many cross-links in
- this document.
-
- The First Three Puzzles
-
- Griffin Chapel (1)
-
- Go to the Griffin Chapel. There are two cages with Chaos Serpents on the
- northwest and northeast corners of the hall here, as well as another cage
- with another Chaos Serpent on the south side. On the south side, there are
- two staircases on the south, with really high steps. These are blocked with
- bars unless you've solved the first puzzle in the Wolf Chapel. If you did,
- you can solve the second puzzle in this chapel. There are also bars on the
- north side, which leads a deep chasm. If you've solved the first puzzle in
- the Dragon Chapel, you can solve the third puzzle in this chapel.
-
- Go to the west side of the hall where there's a wall with a purple diamond
- at the top. This is a secret door; open it and pull the switch inside. This
- is the first puzzle switch in the Griffin Chapel. Besides solving the
- puzzle, it also opens:
-
- * two pillars next to the two Serpent cages in the hall. The switches
- inside these pillars opens the cages.
- * the door on the north side of the hallway in the Wolf Chapel, which
- leads to the second puzzle in the Wolf Chapel.
- * the northern pair of rotating pillars on the west side of the Dragon
- Chapel, which leads you to the second puzzle switch in that chapel,
- and also open the bars blocking the northern passage on the east side
- of that chapel.
-
- Wolf Chapel (1)
-
- Go to the Wolf Chapel. The portal takes you to a small room with the three
- portals, outside the chapel building. Go to the southwest corner of the
- level, where there's a small staircase leading to a door in the building.
- Go inside and pull the switch inside. This switch opens the door on the
- south side of the building, which leads to long hallway.
-
- If you've solved the first puzzle in the Griffin Chapel, you can solve the
- second puzzle in this chapel from here; and if you've solved the first
- puzzle in the Dragon Chapel, you can also solve the third puzzle.
-
- Turn right when you enter this place, and open another door there. The
- switch inside is the first puzzle switch in this chapel. Besides solving
- one of the nine puzzles, this switch will:
-
- * open the bars blocking the staircases with high steps, in the Griffin
- Chapel. This leads to the second puzzle in that chapel.
- * open the southern pair of rotating pillars on the west side of the
- Dragon Chapel, as well as the bars blocking the south passage on the
- east side of that chapel. This south passage leads to the third puzzle
- switch in that chapel.
-
- Dragon Chapel (1)
-
- When you first enter the Dragon Chapel, beware of the crystal vials on the
- ledges at the sides of the room. If you decide to grab them, be ready for a
- nasty encounter. Also, watch out for slaughtaurs inside the main hall of
- the chapel: there are many of them here. There's a circle of unlit lamps in
- the front of the hall. If you've solved the first puzzles in the other two
- chapels, the lamps will be lit, and a Krater of Might will teleport into
- this circle after a while(how nice!). Go up the steps leading to the swamp
- pool, and go grab the goodies behind the pool. Kill the Dark Bishops that
- appear. Now two doors have opened on the east and west sides of the hall.
- Be careful when you enter one of these doors, because monsters behind the
- other door will be sneaking up behind you.
-
- The east door leads to a short corridor with two passages on the sides, the
- northern passage and the southern passage. These will be blocked with iron
- bars unless you've solved the first puzzles on the other two chapels. If
- you've solved the first puzzle in the Wolf Chapel, you can solve the third
- puzzle in this chapel from here.
-
- The west door leads to a short corridor with two pairs of rotating pillars
- on the north and south sides, which block the passages behind them. You
- cannot pass these pillars unless you've solved the first puzzles on the
- other two chapels. If you've solved the first puzzle in the Griffin Chapel,
- you can solve the second puzzle in this chapel from here. There's a switch
- on the left wall. This is the first puzzle switch in this chapel. Just as
- in the other two chapels, this switch also opens:
-
- * a door on the east and a door on the west side of the hallway in the
- Wolf Chapel. The west door leads to a series of dark corridors and a
- room with the third puzzle switch in that chapel.
- * The bars on the north side of the hall in the Griffin Chapel, which
- leads to a huge pit with lava at the bottom (yes, I was stupid enough
- to jump down just to see what's at the bottom!) This place leads to
- the third puzzle switch in that chapel.
-
- The other six puzzles
-
- Griffin Chapel (2)
-
- To solve the second puzzle in the Griffin Chapel, you need to solve the
- first puzzle in the Wolf Chapel. This opens the two staircases on the south
- side of the hall in the Griffin Chapel.
-
- Go to the Griffin Chapel, and down the stairs on the south side of the
- hall. Climb up the passage on your right. This leads to an open area with a
- deep chasm on either side of a walkway. Walk to the end of the walkway
- where it widens out into a round ledge. When you walk here, a trigger is
- activated. This is the second puzzle.
-
- Across the chasm on the east side, there's a stained glass wall. If you
- break the stained glass, a wall will open on the west side across the
- chasm. This leads to the room with the Porkalator, in front of the ledge.
- Note that this stained glass takes good aim to break. So far, I've been
- able to break it using the mage's wand. People have mailed me about
- breaking it with the serpent staff too, but the fighter's axe doesn't seem
- to work. If you know better, please mail me.
-
- Griffin Chapel (3)
-
- To solve this puzzle, you must first solve the first puzzle in the Dragon
- Chapel. This opens the bars that lead to the huge pit with lava at the
- bottom. If you noticed, there's a small black arrow on the floor pointing
- at the pit. Now, take a deep breath, and walk over the edge in that
- direction!
-
- Presto! a magic blue bridge appears at your feet, leading to two openings
- across the deep chasm. If this doesn't seem to work for you (ie., you fall
- into the chasm and die when the bridge appears, or it doesn't appear at
- all), note that: you must walk over the edge, not crawl like a coward.
- There's a small gap between the edge and the bridge; if you crawl too
- slowly, you'll fall through the gap to your death. Also, you must walk off
- the edge exactly where the arrow is. If you walk off elsewhere, you'll miss
- the bridge and die (or the bridge may not even appear).
-
- Now go to the opening on the right first, and press the switch there. This
- will open the bars that are blocking the opening on the left. After you
- press the switch, go to the opening on the left and enter the teleport.
- This teleport takes you to the southwest corner of the chasm, near the
- bottom. Follow the narrow passage and jump across the small section of the
- chasm. The passage on the other side leads to what I call the Crazy Walls
- Room.
-
- There are many walls in this room that move back and forth. If you're not
- careful, you'll be crushed between moving walls! The puzzle switch is at
- the far end of the room. But don't run there yet! If you do that now, the
- ceiling wall fall on top of you and kill you. You must first find four
- switches in this Crazy Walls Room. The switches are behind walls with a
- purple diamond at the top. They are located near the four corners of the
- room.
-
- Note: Several times when I played this level I had problems with walls that
- seemed to be stuck, and in places close to these walls I seem to be able to
- "see through" them (DOOM level writers call this the Hall of Mirrors
- Effect). The reason seemed to be that some ettins are stuck between the
- walls, and for some reason -- I think it's a bug -- the walls cannot move
- and this causes the wall-moving script to malfunction (my guess). This is
- especially irritating when one of the four switches are behind the stuck
- wall! The way to cure this bug is to either kill the ettin and quickly move
- out of the way before the wall crushes you, or use the Disk of Repulsion on
- the ettin. For some reason this kills it, and the walls go back to normal.
-
- After you have activated all four switches, go to the end of the room where
- the puzzle switch is. The ceiling won't fall down now. After you pull the
- switch, the "Crazy Walls" move into some fixed position and then stops
- moving.
-
- Wolf Chapel (2)
-
- You must solve the first puzzle in the Griffin Chapel before you come here;
- it opens the north door in the hallway in the Wolf Chapel. There's a long
- corridor behind this door. Be careful of the stained glass walls and
- ceilings. They've unexpected surprises for you!
-
- At the end of the corridor is a big auditorium, with a triangular symbol at
- the front and two pillars at the sides. You need to run and jump on both
- pillars. This solves the second puzzle in this chapel. Before you stop to
- congratulate yourself, some monsters are jealous of your progress...
-
- Solving this puzzle also raises the floor where the triangular symbol is
- marked. Now you can jump from this raised floor onto the small ledge with
- the Krater of Might.
-
- Wolf Chapel (3)
-
- The switch that solves this puzzle is in one of the rooms in the dark
- corridors on the western part of the Wolf Chapel.
-
- If you have solved the first puzzles in both the Dragon Chapel and the
- Griffin Chapel, you can enter the Wolf Chapel using the west entrance. From
- there, enter the first door on the right.
-
- Otherwise, go to the main hallway of the Wolf Chapel and enter the door on
- the west, where there's a room with a deep pit with a pillar in the middle.
- (I still don't know what this pillar is for. If you know, please tell me.)
- Enter the door on the left, which leads to dark corridors. Go left when you
- enter the door, and go inside another door on the left.
-
- Now you should be in the room with two pillars and some Dark Bishops. The
- door on the opposite side leads to a room with the puzzle switch. Once you
- pull the puzzle switch, four platforms at the corners of the room will
- lower, with some ettins on them. The two pillars in the first room will
- also lower, with some Dark Bishops on them.
-
- One of the platforms will rise when you step on it, and will take you to a
- small secret room with an Icon of the Defender.
-
- For those of you who are adventurous, you might want to try exploring other
- rooms along the dark corridors. There's a room with something that looks
- like a fireplace. Anyone knows what this is for? There's also a room which
- has three raised ledges with Discs of Repulsion on them. Each time you take
- the Disc, the ledge lowers into the floor. Once all three have lowered,
- Dark Bishops will teleport into the dark corridors outside. By the way, the
- map seems to show that there's a door from this room into one of the side
- rooms in the long hallway with stained glass, but I can't get it to open.
- Anyone has any ideas? Please tell me if you know anything about this.
-
- Dragon Chapel (2)
-
- To solve this puzzle you must first solve the first puzzle in the Griffin
- Chapel. This opens the northern pair of rotating pillars in the Dragon
- Chapel.
-
- If you haven't solved the first puzzle in the Dragon Chapel yet, do it now.
- Go to the west corridor where the rotating pillars are (this is also where
- the first puzzle switch is). Go past the northern pair of pillars. There's
- a wall with a dragon symbol on it. You need to open this door by pulling a
- switch upstairs. Turn right and activate the wall where the texture is
- different. This lowers an elevator which takes you to the ledge where a
- slaughtaur was. There's a wall with a dragon symbol on the left: open it
- and go up the stairs. Now you are on the high ledge in the northwest corner
- of the chapel. There's a switch near the edge. Pull this switch and the
- door downstairs that I mentioned will open. Now go back down the stairs and
- jump down into the main hall of the chapel. Note: don't jump down straight
- from the high ledge. You'll get hurt.
-
- Now go back past the northern pair of rotating pillars and go through the
- door that just opened. Go all the way to the end and pull the switch there.
- This is the second puzzle switch. If you look through the window here,
- you'll see a swampy pool with lots of goodies. You can get in there from
- the main hall of the chapel outside. Go to the swamp pool and strike the
- northern wall (strike, not open). This lowers the pool into this area
- behind the window.
-
- Dragon Chapel (3)
-
- You should solve the first puzzle in the Wolf Chapel before you come here.
- When you solve the first puzzle in the Wolf Chapel, the bars blocking the
- south passage on the east side of the Dragon Chapel will be opened.
-
- Go to the east corridor and down the south passage. Activate the wall with
- the dragon symbols. This is an elevator that takes you to the highest ledge
- in the southeast corner of the chapel. From there, jump down to the lower
- ledge on the north (not back into the main hall!). A wall will open on the
- right, with some baddies. The switch inside is the third puzzle switch in
- this chapel.
-
- The Heresiarch
-
- So, you've solved the puzzle of the three chapels. Now, go back to the
- Heresiarch's Seminary. All nine panels on the wall should be bright by now.
- Pull out your best weapons and go into the main hall. The battle begins!
- You must face the Heresiarch before you can get out of this place.
-
- Although this document is supposed to concentrate on the puzzle side of the
- game, I think a few tips on fighting the Heresiarch should be included here
- since it's an important juncture in the game.
-
- The Heresiarch has several modes of attack: he can fire a wavy trail of
- large purple fireballs that are extremely damaging (they explode, too, so
- stay away from them even when they miss you and hit the floor), or he can
- summon bouncing blobs of fire that chase you. These blobs of fire look like
- skulls and stay around for quite a long time before they disappear, if they
- don't hit you. When the Heresiarch is badly hurt, he'll also summon Dark
- Bishops to help him. Note that the Heresiarch can freeze into an
- invulnerable mode (when he has those purple swirly things around him, not
- necessarily when he raises his arms -- thanks to Arne for correcting me on
- this point). In this mode, all attacks are blocked, and most magical
- weapons are actually reflected back at you.
-
- Here are some strategies in fighting the Heresiarch:
-
- * Since you should have an ample supply of quartz flasks by this time,
- just ignore the homing bouncing fire blobs (they don't cost too much
- life); concentrate your attention on attacking the Heresiarch. Stay
- away from the purple fireballs, though. These may drain too much life
- and exhaust all your healing potions.
-
- * Don't just fire at the Heresiarch from one direction; move about and
- fire from different angles. This way, you've a much better chance of
- hitting him because shooting at him from the same angle simply causes
- him to freeze into invulnerable mode and your ammo will be wasted.
-
- * Don't be too distracted by the Dark Bishops when the Heresiarch starts
- summoning them. Just kill enough of them to keep their spiralling
- fireballs from draining too much life; don't spend all your ammo on
- them since the Heresiarch is going to summon more anyway. Instead,
- concentrate on attacking the Heresiarch. His summoning the Bishops
- show that he's quite badly hurt already. Kill him first, then you can
- take care of the remaining Dark Bishops.
-
- * Also, don't touch those bouncing mana cubes when the Heresiarch dies!
- They are very explosive and may kill you if you're greedy and think
- that they'll increase your mana points.
-
- After the Heresiarch dies, the Seminary will start to quake and tremble.
- Just stay still in a safe place until things calm down again. Hint: watch
- out for ettins that teleport in after you kill the Heresiarch. You're
- probably very low on life at this point, and they like to come just at this
- wrong time to beat you up from behind. Now, several places on the west side
- of the Seminary have opened. Go there now, and enter the inner sanctum of
- the Heresiarch. Be careful! The Heresiarch is dead, but his followers are
- still around seeking revenge, so don't put away your weapons yet!
-
- Jump inside the room where the Chaos Serpent was (you've probably seen this
- place from the outside before). The wall on the corridor behind you will
- open, and the portal leading to the next episode is standing there, waiting
- for you. Before you enter, you may want to explore the secret level first.
- If you're ready to enter the portal, make sure you have enough health and
- ammo left, otherwise you're not going to survive the next episode (yes,
- it's that horrible!).
-
- The Secret Level on Episode 3: Deathwind Chapel
-
- ---------------------------------------------------------------------------
-
- Getting to the Deathwind Chapel
-
- You must kill the Heresiarch before you can get to this secret chapel.
- After you kill him, go to the north part of the Seminary where the magical
- walls area is. The pillars south of this area are now opening and closing.
- Go behind the pillars and take the elevator down. The portal at the bottom
- takes you to the Deathwind Chapel.
-
- Solving the Deathwind Chapel
-
- There are three sections in this chapel, the Lava area, the Centaur Room,
- and the Goodies area. When you first come into the chapel, only the Lava
- area is open. This place is behind the door on your left as you enter the
- chapel.
-
- The Lava Area
-
- There are several Dark Bishops in the room, so be prepared before you open
- the door! After you get rid of them, activate the switch at the far end of
- the room. Stairs will rise on your left. Climb up these stairs to the top,
- where there's a ledge with lava below.
-
- You need to jump into the lava and run to the opening on the right (make
- sure you see where it is before you jump! It's not fun walking around on
- lava looking for something you can't find). There's a narrow staircase here
- that leads into a dark room with Dark Bishops. Activate the switch in this
- room. This switch activates the elevator in the next place you go to.
-
- Now, go back down to the lava, and run across to the opening. Go inside the
- room with a pillar. Step on the elevator behind the pillar, which takes you
- to two rooms where Dark Bishops were shooting at you earlier. There's a
- door in the room on the right which takes you back to the room where you
- activated the elevator switch. Go to the room on the left and down the dark
- passage to another room with Dark Bishops.
-
- Activate the switch in this room. This opens something in the pillar in the
- elevator room. Go back there and examine the pillar. Activate the skull
- switch. Now a wall has opened on another side of the lava, which leads back
- to the first room in the Lava area. Run across the lava into the room. Now
- stairs have lowered on the other side of the room.
-
- Go down the stairs to a room with a large pit. Follow the ledge on the left
- carefully. There's a pillar in the middle of the pit with a platinum helmet
- on it. Go to the ledge nearest to the pillar and jump on the pillar. Stairs
- will rise and join this pillar to the entrance of this room. Go back to the
- entrance, and now follow the ledge in the other direction. This leads to a
- switch which opens a wall back to the first room and also opens the door to
- the Centaur Room.
-
- The Centaur Room
-
- Go back to the room where you entered this chapel, and enter the Centaur
- Room. Be careful of the pillars inside... They will start to rotate and
- move about. You have to time yourself carefully and run past them to the
- far end of the room. Don't get crushed by the pillars! (You can also run
- past them before they start to move about). Pull the switch at the far end
- of the room. Walls will open, with goodies inside and more Centaurs. You
- have to run past the rotating pillars again to get out of the room.
-
- Goodies area
-
- Now, the third door in the portal room should be open. Don't rush inside!
- You'll be stampeded to death by hordes of monsters. The best strategy here
- is to run inside quickly and get out again, and stand at the doorway; then
- either put traps (like poison clouds from the flechettes if you're playing
- the Cleric) or whack away like mad at anything that tries to come out of
- the door.
-
- After you bash the guts out of the monsters, go inside the room. There are
- two teleports here, one on each of the dark sides of the room. Each
- teleport takes you to a small area which overlooks a courtyard with a
- statue in the middle. Pull the switches in both of these areas. This will
- open the door at the far end of the room, which leads to the courtyard with
- the statue. There are lots of goodies here, with a Krater of Might in an
- opening at the far end of the room.
-
- That's all there is to this level. Collect all the goodies and ammo here
- and step into the portal that leads back to the Heresiarch's Seminary. Now
- you're probably more equipped for the next episode! Step into the portal
- that leads to the next episode, the Castle of Grief.
-
-
- Castle of Grief: synopsis of the puzzle
-
- ---------------------------------------------------------------------------
- I'm skipping the horrific superlatives again... (I looked at the monster
- count: over 100 in this single level!) It's so crazy that even while Korax
- is giving you a polite little speech, a Chaos Serpent is breathing
- fireballs at you behind the wall -- you'll be fried unless you strafe to
- the side! Just as in the Heresiarch's Seminary (episode 3), there are two
- phases in this episode. Your ultimate goal is to find the other Heresiarch
- and kill him (yes, you've to face another one of 'em!!). As the story says,
- "somewhere within, your enemies are waiting." Somewhere in this castle
- episode, the Heresiarch is waiting.
-
- 1. The Clock
-
- One of the buildings inside the castle has a big clock in the wall.
- When you first enter this episode, the clock is not working. Some
- gears are missing from the clockwork machinery. You can see parts of
- the machinery behind the four rusty panels in this room. A gear is
- missing from the machinery behind each panel. You have to find the
- four gears, which are scattered across the castle, and fit them back
- into the machinery. Once the clock is repaired, it will start to move.
- OK, you ask, so what? Well, once the clock starts to move, an elevator
- in the middle of the castle is activated, which takes you to a portal
- leading to the Gibbet.
-
- 2. The Gibbet
-
- So, you've managed to find the way into the Heresiarch's hideout. But
- you're not done yet! The Heresiarch is not so easy to deal with. He's
- waiting somewhere behind the Axe door. But where's the Axe key? How do
- you get to the key?
-
- ---------------------------------------------------------------------------
-
- A Spoiler
- (If you ask me you've skipped a good fun portion of the game by doing this)
-
- Some people have mailed me about a shortcut that lets you finish this
- episode really fast. I've tested it, and it works: you can completely skip
- the Clock puzzle, and also skip almost all of the puzzles on the Gibbet. In
- effect, you've hardly played the episode at all! That's why I think that
- this is a possible bug/loophole the level designers overlooked. Or it could
- be a twist the level designers deliberately put in?
-
- Here's how it goes: in the centre of the Castle, there's a room with many
- traps in the centre. One of these traps is a Porkalator; if you stand
- there, you might get porkalated (ie., turned into a pig). The trick to this
- short-cut is that you deliberately stand in the middle of these traps to
- get porkalated. (You'll get hurt for a while by the other traps when you do
- this, though.) When you become a pig, you can fit through many places you
- aren't supposed to fit through in human form! Run out to the front of the
- castle, and run under the hole on the east side of the moat. There's a
- portal here that leads to the Effluvium. In fact, if you're not using this
- short-cut, you can get here from the Effluvium much later in the game. The
- hole where you crawled through can be opened from the inside so that it's
- big enough for you to fit through in human form.
-
- The portal takes you to a room with four mini-tanks of muck in the
- Effluvium. (Actually, you need to open the wall in a small space where you
- teleport in.) Jump to the one on your right, and turn the winch on the
- side, which will drain out the muck. Jump inside the tank, and go through
- the opening. Open the wall with a handle on the opposite side. Jump over
- the hole in front of you, and enter the room where the Brown Serpent is.
- There's another wall with a handle where the Serpent is standing; open it
- to reveal a portal to the Forsaken Outpost. Now, you've come to where it
- would take a much longer time to reach without using this shortcut! In
- fact, you've almost solved the puzzle of the Axe Key, without actually
- solving the puzzles themselves! But you missed all the fun you would have
- had otherwise, though. :)
-
- (I owe this short-cut to Rob Viren and Greg Hewgill. Thanks for telling me
- about this!)
-
- Getting into the Castle
-
- Of course, before you start looking for the gears, you must get into the
- castle first! You need to raise the bridge that leads to the front entrance
- of the castle. The switches to raise the bridge are in two small niches in
- the water on either side of the bridge. Pull both of them, and steps will
- be raised. Now you can get into the castle.
-
- As mentioned before, you need four gears. You can get them in any order you
- want, but I suggest that you follow my order, because I've arranged them so
- that you go from one part of the castle to another progressively.
-
- * Silver Gear
- * Silver-rimmed Yellow Gear
- * Yellow Gear
- * Yellow-rimmed Silver Gear
-
- If you want, you can see the room with the Clock and fiddle with the panels
- now. Or, if you're not in a hurry, read on. I'll get you there eventually.
-
- Silver Gear
-
- This gear is the easiest to find. From the front entrance of the castle, go
- inside and go right (WEST). Enter the dark room on the west (I call this
- the West Room). The Silver Gear is sitting in the middle of the room.
- Warning: NEVER stand there and admire the beautiful, intricately made gear
- once you pick it up. This is not a museum!
-
- Silver-rimmed Yellow Gear
-
- This one is also easy. It's in the big round room in the centre of the
- castle, opposite the West Room (see the section above on the Silver Gear).
- I call this the Gibbet Room because this is where the portal to the Gibbet
- is. The entrance to that room is on the south. The gear is in the middle,
- where there's a circle of eight pillars with masks on them. Note: again,
- this place AIN'T A MUSEUM! Get outta there once you grab the gear. It's not
- archaeologists who put those masks there...
-
- Yellow-rimmed Silver Gear
-
- This gear is in the room on the southeast corner of the castle. You need to
- activate five switches in order to get it. Each of the five switches are in
- one of the five towers of the castle.
-
- Getting up to the Battlements
-
- Go to the Gibbet Room in the centre of the castle (the round one where the
- Silver-rimmed Yellow Gear is). Jump on the window sill on the east side of
- the room. There's a switch behind the pillar here: pull it and the four
- elevators in the front and back of the castle will be activated.
-
- The Battlements
-
- The battlements of the castle are split into two parts, the one along the
- eastern wall, and the one along the western wall. The eastern battlements
- connects three towers, and the western battlements connect the other two.
- Just take the elevators up to the battlements, and look for a switch that
- looks like a skull in each of the five towers. You should activate five
- switches. After all of them are activated, go to the southeast room in the
- castle. Stairs should have lowered at one corner of the room. The
- Yellow-rimmed Silver Gear is on the shelf at the bottom of the stairs. Once
- you get the gear, fireball traps on the floor will activate. Run through
- them quickly to get back into the courtyard of the castle.
-
- The Clock Room
-
- While you're finding switches on the battlements, you may want to visit the
- room with the infamous Clock. The room is in the southwest corner of the
- castle. The entrance is on the south side. Be careful when you get there.
- Some monsters are jealously guarding their broken toy clock...
-
- Yellow Gear
-
- The Yellow Gear is also in the Gibbet Room, but it's on a platform that you
- cannot reach. To lower this platform, you need to press four switches on
- the outside of the castle. Follow the side of the wall carefully; some of
- the switches are quite well hidden. After you activate all four switches,
- the platform in the Gibbet Room will lower, with the Yellow Gear on it.
-
- Interlude: portal to the Forsaken Outpost
-
- While you're looking for the four switches outside the castle walls, you've
- probably noticed the small opening on the southeast corner of the level
- with a portal inside. This portal leads to the Forsaken Outpost. There are
- some items there which you need to solve the puzzle of the Gibbet; so you
- should go and get them now. Also, there's plenty of ammo there, for those
- of you who are running short of firepower.
-
- Fixing the Clock
-
- Go to the Clock Room. The infamous Clock is here, not moving at this point.
- There are four panels in this room; each panel has the picture of a gear
- above it. This picture indicates which of the four gears you should fit
- into the machinery behind the panel. (The game won't allow you to place a
- wrong gear into the machinery, so don't worry too much about this.)
-
- After all four gears are fitted in, the clock starts to move. Who cares,
- though? What you really want is the message that says that something has
- lowered in the Gibbet Room. Go there now, and get on the elevator that was
- activated. When the elevator gets to the top, activate the eight-pointed
- switch. This teleports you to the Gibbet.
-
- ---------------------------------------------------------------------------
- (This was my favorite portion of the game!)
-
- The Gibbet
-
- When you first come to the Gibbet, there's a switch in front of you. Pull
- the switch, and turn around! The switch lowers the floor you're on, down
- into the Central Room. Monsters will attack you from behind if you don't
- turn around.
-
- The Gibbet has several rooms and places:
-
- * Central Room
-
- This is where you start. There's a portal here that takes you back to
- the Castle of Grief, and a spire of stone on the pool in the middle.
-
- * Axe Key Room
-
- As the name indicates, the Axe Key Room is where the Axe Key is. This
- room is on the north of the Gibbet. You need the Axe Key to open the
- door to the Heresiarch's Lair. But don't be deceived! This doesn't at
- all mean that getting the Axe Key is easy. You can see where the Axe
- Key is, but to open the cage where it is, you have to solve a string
- of other puzzles.
-
- * Statue Room
-
- This is the room with many Dark Bishops, on the east side of the
- Gibbet. There's a statue at one end of the room, and a deep fissure in
- the floor. The presence of the fissure suggests that the floor in this
- room may be unstable...
-
- * Heresiarch's Lair
-
- This is the west room in the Gibbet. You need the Axe Key to get in.
- It's some kind of throne room, because it has a jasper throne in the
- middle and many lamps and pillars around. As you guessed, the
- Heresiarch is somewhere inside here. Of course, you need to get the
- Axe Key first, before you can enter this room to face the Heresiarch.
-
- * Library Area
-
- This area is on the south side of the Gibbet. There's a library here,
- with bookshelves and study tables; and another area which has a door
- that requires the Dungeon Key.
-
- To solve the puzzles to open the cage where the Axe Key is, you must first
- get some required items from the Forsaken Outpost. If you have done so
- already, you can skip to the next step. If not, go back to the Castle of
- Grief. Go to the southeast corner, outside the castle. There's an opening
- here with a portal that takes you to the Forsaken Outpost.
-
- Forsaken Outpost (1)
-
- Liber Oscura
-
- You start in a dark cavern, with many monsters around. Go to where these
- caves opens into an open area with a deep chasm (there aren't too many
- caves here, so you should be able to find your way around pretty easily).
- Follow the ledge on the right that goes to the doors where the Chaos
- Serpents are.
-
- Note: there's a pillar in the chasm with many Repulsion Discs. You can jump
- to it, but only if you're very expert. I suggest that you solve puzzles
- here first, and then come back, because a magic bridge will appear after
- you solve the puzzle.
-
- Enter the doors, which lead into a courtyard with a statue in the middle.
- There are two small rooms on the left and on the right. There's nothing in
- them yet, so go to the far end of the courtyard where there's a dark
- corridor. The big doors in front require the Rusted Key, which you'll get
- later. If you go right on the corridor, it will lead to the ledge where the
- Chaos Serpent is. There's a platinum helmet here. If you go left on the
- corridor, it will fork into two. The left turn goes to the other ledge with
- the Chaos Serpent, where there's a quartz flask. Follow the right turn,
- which leads into a small dark room with a switch.
-
- Pull this switch. This opens a new room at the corner of the passage where
- you came in. Go inside the room and kill the ettins there. There's a book
- lying on a pedestal in the middle. Wait! Don't forget to pull out your
- weapons before you grab the Liber Oscura. This mystic book has many jealous
- guardians! It's one of the items you need in the Gibbet.
-
- Daemon Codex
-
- There's a passage at the far end of the room which leads to one of the
- small rooms in the courtyard through a newly-opened exit. If you noticed, a
- wall has opened in the courtyard. The switch there lowers two platforms at
- the sides which lead to a small room with some items. Now, go to the other
- small room. A new passage has also opened here, as well as a wall with the
- Rusted Key inside. You can grab the Rusted Key now.
-
- The new passage leads into a dark room with a shallow chasm in the middle,
- and some Dark Bishops. Jump from pillar to pillar to get to the ledge at
- the other side of the room where there's a switch and a Porkalator. Unlike
- many other places in this game, don't worry if you fall into the chasm.
- It's quite shallow, and there are some high steps that let you climb back
- up (the steps are high, so you need to jump in some parts). Pull the switch
- on the ledge.
-
- If you're observant enough, you'll notice a grey ball lying on another
- ledge in this room. This is a sleeping Afrit... unfortunately you can't
- kill it yet. It's invulnerable in this "ball" mode.
-
- After pulling the switch, another area has opened in this dark room.
- There's some ammo there and a secret window which looks into the room
- behind the door that needs the Rusted Key (it's a secret window because you
- can't see it from the other side). There's also a door here that will open
- much later.
-
- Go back to the courtyard now, and open the big doors with the Rusted Key.
- Watch out, though. There are many unpleasant monsters behind the doors.
-
- The doors lead to a big room with many crystal vials and quartz flasks.
- There's also lots of ammo at the far corners. At the far end of the room,
- there's rusty pillar. You need to open it by pulling four switches. The
- four switches are in four small rooms at the sides of this room. You must
- kill the monsters inside here before the rooms open. Once they open, go
- inside and pull the four switches. The rusty pillar will split into two,
- move to the side, and the wall behind it will slowly lower. There's a book
- lying on the floor beyond. This is the Daemon Codex, which you need in the
- Gibbet.
-
- Desolate Garden
-
- If you've pulled the switch in the Sacred Grove back in Episode 2, when you
- grab the Daemon Codex, a portal will open behind it. This portal leads to
- the secret level in this episode, Desolate Garden. It won't open unless you
- pulled the switch in Episode 2; so if you didn't pull the switch back then,
- forget about going to the Desolate Garden. If you did, Go to the garden now,
- the stuff about it is at the end of the document.
-
- Now that you have both the Liber Oscura and the Daemon Codex, go back to
- the portal that leads to the Castle of Grief. Along the way, you might want
- to grab the Discs of Repulsion on the pillar in the deep chasm. Note that
- you must jump onto the blue magic bridge, and jump back; it's not really a
- bridge but just some kind of 'stepping stone' that helps you get to the
- pillar. Be prepared for some jealous monsters while you're grabbing the
- Discs, though.
-
- Go back to the Castle of Grief, and from there, go to the Gibbet: you're
- now ready to solve the next puzzle. (Or, finish solving the puzzle of the
- Clock first in order to get to the Gibbet, if you haven't done so already.)
-
- Yorick's Skull
-
- Go to the Library Area in the Gibbet. There are two bookshelves on the wall
- here; these are actually rotating doors in disguise. The door on the left
- leads to the library; this is where you should go now.
-
- The library has many bookshelves. For some reason, there are several ettins
- here (I don't know for what. In my opinion, they are really stupid
- blockheads; so dumb even though they've two heads. So it's surprising to
- find them in a library!!). Look for the bookshelf that has a demon mask at
- the top. (Hint: this bookshelf is the last one in its row, so it's facing
- the wall.) There are two empty slots between the books. You guessed it!
- This is where the Liber Oscura and the Daemon Codex belongs. If you look
- carefully, the letters on some of the books on the shelf spell out K-R-X.
- Notice that the Daemon Codex has the letter 'O' and the Liber Oscura has
- the letter 'A'. Pull them out of your pocket, and slide them into the empty
- slots on the shelf, so that the letters spell out K-O-R-A-X! The lights go
- out. Whip out your weapons and prepare for another battle...
-
- Several of the bookshelves have lowered into the floor. One of them has a
- skull with horns on it. Pick up this skull. This is Yorick's Skull. Just
- like the two books, this skull also belongs somewhere... can you think of
- where?
-
- Go to the Statue Room now. If you haven't been here yet, go and smash all
- the stained glass walls around here! Behind one of the stained glass walls
- there's a switch. Pull this switch. Now the broken bridge that leads to the
- statue is repaired. Walk up to the statue. Notice anything unusual?
-
- OK, you guessed it. Return Yorick his skull. Watch your step now! Remember
- I warned you about tectonic instability here...? When things have calmed
- down, walk back on the path and leave the room. The tremor has created a
- leak somewhere. Go to the Central Room now. The pool here is leaking
- through some leak near the black pillar. Go down to the pillar and you'll
- see an eight-pointed star. Flip this symbol, and oops...! You've been
- sucked into:
-
- Effluvium (1)
-
- This is some kind of stinking sewer, with lots of slime, grime and muck
- (hence the name Effluvium, which means a bad, repulsive smell). Just the
- kind of place for those slimy Stalkers! This is probably their favorite
- hangout: there are lots of them swishing around in the muck here.
-
- You start in some kind of drain, which flows ahead into a pool of muck in
- the room at the far end. Before you go there, you need to look for a switch
- in one of the small ledges on the side of the drain. If you're observant,
- you'll notice doors and walls in the other ledges that look like they might
- lead somewhere interesting. They do; however, you can't open these places
- yet, at this point, so just find the switch and activate it.
-
- The switch opens a portal back to the Gibbet in one of the other ledges,
- and also lowers another drain on the other side of the room with the muck
- pool (which lets in some nasty shooting Stalkers as well). Jump into the
- muck pool, and go to the end of this other drain. There's a ledge on the
- right, which leads into another room filled with muck. There are windows in
- this room that look out to the outside world. The door at the end of the
- room lets you out to breath some fresh air. :) If you look carefully
- enough, one of the windows has something on its sill on the outside. This
- is the Dungeon Key. Go out the door and turn left. Walk over to where the
- windows are and grab the Dungeon Key.
-
- This is about all you can do in the Effluvium at this point. Go back and
- step into the portal that the switch opened earlier, to get back to the
- Gibbet.
-
- ---------------------------------------------------------------------------
-
- Dungeons
-
- The Portal
-
- Now go to the Library Area in the Gibbet again, and go through the rotating
- bookshelf on the right. You're now in a room with a cage in front,
- something that looks like a bed on one side, a bookshelf in one corner, and
- a wooden ledge with a switch at the end. There's also a door that needs the
- Dungeon Key.
-
- Kill the Slaughtaur in the cage, and a wall beside the cage opens. This
- leads inside the cage itself, as well as into a room with many barrels.
- There's a secret passage in this barrel room that isn't open yet, so go
- back to the room outside the cage.
-
- The bookshelf in the corner lowers a platform underneath you if you
- activate it. This leads to a short passage with some monsters and a window
- beyond your reach that looks into a room with Dark Bishops. That room is
- behind the door that needs the Dungeon Key. To get out of this passage,
- pull the switch near the platform, which lowers it and takes you back to
- the first room.
-
- You need to pull the switch at the end of the wooden ledge. Watch out! As
- soon as you pull the switch, the wooden ledge collapses into a really deep
- pit! NO! you don't try to run back after you pull the switch. The ledge
- collapses too fast for that. Rather, you must stand on the tiny piece of
- wood that's left in front of the switch! Then, slowly turn around, and jump
- as hard as you can to get back on solid floor! (Hint: holding down the Jump
- key longer will help here... also, try to run forward at the same time.)
- This switch opens the room with the Dark Bishops that you saw earlier.
-
- Now, open the door with the Dungeon Key. Go inside the place that looks
- like a torture chamber, and turn right. The wall here should have opened
- (when you pulled that switch), and the room with the Dark Bishops is
- beyond. Go inside that room and pull the switch there. This lowers stairs
- in the room with barrels. Go to the room with the barrels now, which is
- behind the secret passage beside the cage in the first room.
-
- Go down the stairs at the far end of the room. Be careful here! At the
- bottom of the stairs, turn RIGHT. There's a very deep hole on the left, so
- don't ever back up into it! There's a portal in the room here, which leads
- to the Dungeons. Step into the portal now.
-
- The Dungeons
-
- You start in a small room with the portal that leads back to the Gibbet.
- The exit of the room opens to a very large, dark room with a lava pool in
- the middle. Go there, and climb down the stairs. On the south side of this
- room, there's a passage blocked with bars. Opposite the bars, there's a
- wooden pillar with a switch that's blocked by another piece of wood. You
- need to open both the bars and this switch.
-
- Go to the west side of the room now, where there are stairs leading into a
- really dark torture chamber. Go inside the chamber (watch out for
- monsters!) and go the west end. There's a switch here you must activate.
- This switch opens the other switch on the pillar in the large room with the
- lava, and also opens the bars blocking the south passage.
-
- Go back to the large room and enter the south passage that is now
- accessible. This leads into a round area with seven cages. In the centre of
- the cages there's a wooden pillar. A switch is hidden in this pillar, but
- it won't open just yet. Go back out to the lava room, and press the switch
- on the wooden pillar. Each time you press this switch, one of the seven
- cages open. You can either open them all by pressing the switch seven times
- all at once, or, (recommended) press it once at a time, go to the opened
- cage and kill the slaughtaur first, before you come back to press the
- switch the next time. After all seven cages are opened, another switch
- appears in the pillar in the centre of the seven cages. Go and press this
- switch. This opens two new passages on the west side of the lava room.
-
- These new passages lead to the walkway above the really dark torture
- chamber. You can jump on the pillars with the goodies from here which you
- couldn't reach before. There's also a couple of secret doors on the pillars
- that lead to the goodies on the high ledge that you can see from the lava
- room.
-
- Go up the stairs on the southern passage, and take the first left turn.
- This leads to two rooms with ettins. There's a porkalator in the farthest
- room. Come back out and continue along the passage. The second left turn
- leads to two cages with some nasties inside. The switch on the wall is
- worth mentioning here: if you pull it once, it opens the door to one of the
- cages. The second time you pull it, it opens the other cage. The third time
- you pull it, (notice the red eyes this time) it closes both cages.
-
- Continue along the passage, which turns a corner at this point. Take the
- left turn, and you'll get to a room with small cages and mutilated bodies
- in them. There's ammo at the far end of the room. Go back to the passage
- and continue. The next left turn leads to four rooms. The farthest room, on
- the northwest, (the one with many chains) has a secret door on the west
- wall, which leads to a long corridor that takes you to the room with the
- slaughtaurs at the end of the passage outside. There's plated armor here.
- Activate the switch, and the windows will open so that you can get out
- without having to retrace your steps.
-
- Go east now, along the northern ledge. A new passage has opened on the
- left, which has a different wall texture. Go down the passage to a room
- with a gang of Chaos Serpents and several cages at the sides. There's
- another passage on the right that leads to another room with Chaos Serpents
- and cages at the sides. Stairs from one of those cages lead to the room on
- the east of the lava room. If you go down the stairs at the far end of that
- room, you'll get back to the lava room.
-
- Bottomless Pit
-
- For now, come back to the first room with the Chaos Serpents and the cages
- at the sides. Examine the cages carefully. There's a well-hidden switch in
- one of them. Pull this switch. Now a new passage has opened somewhere along
- the passage that you came in. This is very hidden, and won't even show on
- your map unless you've looked in its direction. Go back along the passage
- where you came in and look carefully on the left. Walk down the steps in
- the new passage, to a curved room with a slimy river. Jump into the river
- now and follow it downstream. Yes, right into the pitch black tunnel. Keep
- going, keep going... don't hesitate...
-
- AAaaaaarrrrrrggghhhh... !!!!!! You've fallen into a pit! No! don't reload
- your game! Just hang on while you tumble into the bottomless pit...
-
- Effluvium (2)
-
- Miracle! You're still alive after all that drop! You're now in a new part
- of the Effluvium. Many new places have opened on this level at this point,
- and it's time to explore them! Go out the room and jump into the muck.
- Follow the current downstream. Along the way, you'll come through a room
- with ettins. The door on the right takes you to the drain where you first
- entered the Effluvium earlier on, from the Gibbet.
-
- If you can't wait to solve the puzzle, go there now and skip the following
- digressions.
-
- Interesting Places in the Effluvium
-
- So, you want to muck around. :) So, continue downstream in the room with
- the ettins (and of course, watch out for those Stalkers that are enjoying
- themselves in the muck and dirt).
-
- At the end of the journey, you'll come to a very high room filled with
- muck. On the opposite wall, the muck is draining out from the room through
- a drainhole. There's a winch on the left. Turn this winch now, and the hole
- closes. The muck will start to fill up the room... until the water level
- (or muck level, to be precise!) reaches two overflow-drainholes at the top
- of the room. You can now reach the ledge on the right side of the room
- where there's a Mystic Urn and another winch. Grab the Urn, and turn the
- winch. Quickly jump back into the muck; the winch has re-opened the
- drainhole at the bottom of the room, and the water level (muck level) is
- dropping back to its normal level. If you don't jump back now, the water
- level will be so low that you'll get hurt jumping back in.
-
- OK, that's enough disruption of sewer operation. :) Go back to the room
- with ettins and go to the place where the portal to the Gibbet is. A wall
- has opened on the ledge opposite the portal. There's a labyrinth of muck
- rivers beyond. Go inside there now. If you look carefully, you'll notice a
- Porkalator on the other side of a drain hole. You'll get there shortly...
- Now, go down the drain the leads from this room. It branches into three.
- Don't worry; it's not as confusing as it may seem.
-
- On the left, those walls are the walls of a room with a torch in it. I call
- this the Torch Room, because there's a torch inside to help you see more
- clearly in these dark drains. The entrance is on the other side. If you
- look up in that room, you'll see that you're looking up through a sewer
- grating.
-
- The walls on the right are walls of another room, which I call the
- Dragonskin room. It's not opened yet, so now, follow the drain on the
- right, and keep to the right wall. You'll see the walls of a third room on
- your left. Look along the wall on your right carefully. Open the wall where
- there's a rusty handle. There are two such walls; one leads into a room
- with a switch and a window looking out of the sewer, and the other leads to
- a platform that actually takes you outside. Activate the switch, and the
- walls of the third room lowers. There might be some monsters in that room.
- Now, the Dragonskin Room is open. There's an elevator there that takes you
- up on a ledge with Dragonskin Bracers.
-
- Go to the platform that takes you outside to a small dark area with some
- trees. Look for another sewer hole in this area, and jump down into it. Go
- right. There, you got the Porkalator you saw earlier on. To get back, climb
- on the rusty platform which takes you back out to the area with trees. Jump
- back into the hole where the three rooms are. Now go back to where the
- portal to the Gibbet is.
-
- Back to Solving the Puzzle
-
- Go down the drain beside the portal to the Gibbet. Jump into the pool of
- muck at the end of the drain, just like before, and walk up the other drain
- on the opposite side. Now, the ledge on the left has opened. Climb on it,
- and go into the big, dark room. Be careful here: there are Brown Serpents
- around. There are four mini reservoirs of muck here. Jump on the one
- closest to the top of the stairs where you came into the room (the
- southeast one). Now you can reach the other two mini-reservoirs on the
- north side by jumping from here.
-
- There's a winch between the two reservoirs on the north side. Turn it now,
- and the muck will drain way from the two reservoirs. Jump into the
- northeast one. There's a falcon shield in a small room to the north. The
- pillar on the south side of the reservoir is an elevator; activate it to
- get back out. Now jump into the northwest reservoir. There's a portal in
- the room beyond that takes you to back to the Castle of Grief. You'll come
- out in a hidden room at one end of the Castle's moat. You can raise the
- wall to get out onto the moat and into the Castle. For now, step back into
- the portal to get back to the Effluvium.
-
- The portal will take you to the west side of the room with the four
- mini-reservoirs. Jump onto the southwest reservoir now. There's also a
- winch between this reservoir and the southeast reservoir. Turn the winch to
- drain out both reservoirs. The southeast reservoir leads to a small chamber
- with some item. Again, the pillar in the reservoir is an elevator to take
- you back out. Go to the southwest reservoir. There's a wall with a handle
- in the room beyond. Open this wall, and you'll see another room behind the
- muck drain, with a Brown Serpent. Watch your step here! There's a pit right
- in front of you! You must jump over it to get to the room with the Brown
- Serpent.
-
- This room has a waterfall (muck falls, to be precise). There's also a rusty
- pillar which is an elevator. Activate it to lower it, and it'll take you up
- to a door which opens into one of the ledges beside the drain with the
- portal to the Gibbet. Don't go back to the Gibbet now; you haven't solved
- the puzzle yet. Go back to the room with the muck falls. Climb on the ledge
- where the Brown Serpent was. Notice the wall here that has a handle on it.
- Pull it open to reveal a portal. Step inside.
-
- Forsaken Outpost (2)
-
- The portal takes you to a new room on the Forsaken Outpost. Unless you feel
- like bashing up more monsters, don't break the stained glass walls. There
- are baddies behind them but only one or two goodies. :) The rusty wall at
- the end of the room opens out to the room with the secret window. As you
- approach the rusty wall, you'll get a message that something has opened on
- the Gibbet.
-
- Step back into the portal that leads back to the Effluvium, and take the
- portal in the Effluvium that goes to the Gibbet. Now you're ready to solve
- the final puzzle in this episode!
-
- Heresiarch's Lair
-
- Go to the Axe Key room in the north side of the Gibbet. On the left,
- there's a circular wall with flechettes on green pillars. If you want to
- grab the flechettes, be careful that you don't get crushed... If you walk
- to the south side of the circular wall, a small room will open in the
- circular wall, with some Afrits and some items inside.
-
- On the right side of the room there's a cage with some monsters inside and
- a pillar. If you've solved all the puzzles so far, the southeast corner of
- this cage will be open. Go inside and the pillar lowers, revealing the
- long-sought Axe Key. Grab the Axe Key, and go to the door of the
- Heresiarch's Lair. Now you're ready to face the Heresiarch! Open the
- Heresiarch's Lair with the Axe Key. Note that the door will close after a
- short time, and it cannot be opened from the inside. You must make sure you
- have enough health potions and ammo to face the Heresiarch plus lots of
- monsters before you enter this door. Once you go in, there's no return
- until you kill the Heresiarch (unless you have the Chaos Device, of
- course).
-
- Note: Some people, including myself, have experienced problems in this
- room, where some script malfunctions and the Heresiarch doesn't appear. So
- I advise you to save your game before you enter the Heresiarch's Lair, in
- case something goes wrong and you're stuck. I'm not sure exactly what
- causes this problem; many people have mailed me about this, but everyone
- seems to have a slightly different version of the problem. For my case, I
- must jump on top of the throne where the Icon of the Defender is, as soon
- as I enter the room. Just grabbing the Icon without jumping on the throne
- or jumping on it after the Afrits appear seems to be the cause of my
- problem. Other people have mailed me different solutions, including
- avoiding the god-mode cheat, opening the Axe door more than once, etc.. If
- anyone knows the real answer to this, please tell me!
-
- Enter the Heresiarch's Lair and kill the monsters there. Now, go up to the
- throne and jump on top of it when you grab the Icon of the Defender (see
- the note above). This opens pillars at the sides of the room with lots of
- Afrits. Kill all the Afrits, and Chaos Serpents will teleport into the room
- around the throne.
-
- Now, here is where the malfunction I mentioned above may occur. If after
- you kill the Chaos Serpents and waited a long time, and the Dark Bishops
- haven't appeared yet, something's wrong. You should reload your saved game
- and try again. You must kill all the Chaos Serpents as well as all the Dark
- Bishops.
-
- Then, a wall behind the throne opens, with a big star of lava on the floor
- and lots of quartz flasks lying around. The Heresiarch is standing on top
- of the star, prepared to beat the life out of you! You might want to review
- the tips on fighting the Heresiarch which I gave in Episode 3. (Remember,
- the Heresiarch is invincible when the little purple things are floating
- around him!)
-
- After you kill the Heresiarch, the portal behind the lava star opens. This
- portal leads to episode 5, Necropolis. Also, the door to this room is
- opened momentarily when the Heresiarch dies. If you want to get out of this
- room to explore other parts of this episode, you should run to the door as
- soon as the Heresiarch dies. Once the door closes again, there's absolutely
- no way out of this room except with the Chaos Device.
-
- ---------------------------------------------------------------------------
-
- Secret Level: The Desolate Garden
-
- Note: in order to reach this level you must pull the switch in the Sacred
- Grove (Episode 2). If you don't pull that switch, the portal to this level
- won't open.
-
- The portal to this level is in the Forsaken Outpost.
-
- Eight Switches
-
- You start in a desolate garden. :) Watch out, though. If you stand there
- too long enjoying the lonely breeze, a pretty spiral of yellowish-green may
- just come creeping out the window on the opposite far wall and float
- towards you... And don't forget that while fighting those Dark Bishops
- behind the window, there just might be a gift or two from some kind soul
- behind you. You'd better make sure you 'reward' that kind soul for the
- gift! ;)
-
- OK, jokes aside. If you look at the ground, you'll notice eight switches
- around the garden. These pop out of the ground randomly and pop back in.
- You need to catch each of the eight switches when they pop out and pull
- them. Well, you may think this is a funny game, but the switches don't
- think so, so be prepared as some monster teleports in each time you pull a
- switch...
-
- After all eight switches are pulled, the elevators on the north and south
- sides of the garden are activated, and the stairs there are opened as well,
- leading to new places to explore.
-
- The Ninth Switch
-
- Also, pulling all eight switches makes the switch in the pond in the middle
- of the garden rise out of the water. This switch opens the room with the
- portal back to the Forsaken Outpost. Some jealous 'gardeners' may appear
- too... :)
-
- Don't Drown
-
- The stairs on the north and south sides of the garden lead to the room
- where the Dark Bishops were. This room is opened only if you pulled the
- ninth switch. The portal here takes you back to the Forsaken Outpost.
- Behind the portal, where the window is, you can find one of the three parts
- of your fourth weapon. There's also another room across the drain on the
- other side of the corridor.
-
- If you look carefully, there are drainholes on the floor in this other
- room, and there's a pillar on the far side of the room. One of the three
- parts of your fourth weapon is here too. Uh-oh! muck is overflowing from
- the pillar into the room! The water level (or muck level) is getting higher
- and higher... the ceiling is getting closer and closer... Hurry up and run
- behind the pillar at the far end of the room. Activate the switch there.
- This switch stops the overflowing muck coming from the pillar, and the muck
- in the room will drain away through the drainholes on the floor.
-
- That's not all, though. A jealous Chaos Serpent will appear in a newly
- opened area opposite the door of the room. One of the parts of your fourth
- weapon is inside.
-
- Krater of Might
-
- The elevators on the north and south sides of the garden take you up to
- where the west side of the garden where some monsters were shooting at you
- earlier on. Be careful here, because there are more of them than you saw
- through the window. At first, the room here is split into two sections, one
- on the north side and one on the south. You can find your second and third
- weapons here, one on each section, as well as some ammo.
-
- If you go to both the two sections, a hidden area will open, joining the
- two sections, as you leave. There's a Krater of Might inside.
-
- That's about all you can do in this level. Grab all the goodies and items
- lying around, and step into the portal to the Forsaken Outpost to continue
- your quest.
-
-
- Necropolis
-
- ---------------------------------------------------------------------------
-
- So, you've come this far. You've destroyed the Death Wyvern, and you've killed
- the two Heresiarchs. Korax has enough meddling from you.
-
- "Are you strong enough to face your own masters?"
-
- Your former masters (see the story at Raven's page), Zedek, Marshal of the
- Legion; Traductus, Grand Patriarch of the Church; and Menelkir, Arch-Mage of
- the Arcanum, are waiting for you in their tombs. (Korax gave them the gift of
- Unlife. My guess is that since "undead" means the living dead, Unlife means the
- "dead living"... which is probably why these three masters are in their tombs.)
- Each of them represents one of the three character classes in the game. Zedek
- represents the Fighter; Traductus, the Cleric; and Menelkir, the Mage. You must
- enter their tombs and defeat each of them. Then only you can reach your goal:
- to enter Korax's stronghold, and destroy Korax himself. However, finding your
- three former masters in their tombs isn't as easy as you think. Each of the
- tombs has its own puzzles, traps, and monsters which you have to deal with
- before you actually fight the master.
-
- The Living Dead
-
- When you first enter the Necropolis, you'll meet the Reivers in swarms. Note
- that after you kill a certain number of them, more will rise from the ground.
- But don't worry; they don't keep coming forever. Once they rise from the
- ground once or twice there will be no more of them. You should walk around the
- whole graveyard and kill all of them so that they won't interfere when you're
- trying to solve the puzzles.
-
- Before you start solving the puzzles in the three tombs, however, you might
- want to visit the Vivarium. Note that it's accessible only before you enter
- any of the tombs. After you enter any one of the tombs, the portal to the
- Vivarium will be sealed off forever. There's a fair amount of goodies in there
- (and lots of monsters), so you might want to go there to 'stock up' on useful
- items before you fight the three masters and Korax himself.
-
- The Tombs
-
- The three tombs are:
- The Tomb of Zedek
- The Tomb of Menelkir
- The Tomb of Traductus
-
- Epilogue
-
- Once you've finished the three tombs, there's only the Big Bad Guy left. You
- should have obtained the three special items from the tombs: the Glaive Seal,
- Sigil of the Magus, and the Holy Relic. (If not, go back to the tombs and get
- them!) You need these three items to continue.
-
- Now go to the northwest of the Necropolis, where there's a door with a panel
- at the side. There are three outlines on this panel, each matching one of the
- Glaive Seal, the Sigil of the Magus, and the Holy Relic. Fit these on the
- panel, and the door opens. There's a portal behind the door. Collect the mana
- here (there should be plenty -- and you need them!), gather all your resources
- together, and prepare for the final battle. Enter the portal to the Dark
- Crucible, the stronghold of Korax: your final objective.
-
-
-
- Vivarium
- Remember! If you want to go in, you must enter here first!!
- ---------------------------------------------------------------------------
-
- The Portal
-
- Reminder: This level is accessible only before you enter any of the three
- masters' tombs. After you enter any one of their tombs, the portal to the
- Vivarium will be closed forever.
-
- The portal to the Vivarium is on the southeast corner of the Necropolis.
- This shouldn't be too hard to find, unless, of course, the portal is
- already closed; in which case you'll see a door that won't open no matter
- what you do. Get your best weapons ready before stepping into the portal!
- The Vivarium isn't a nice place when its inhabitants are still alive...
-
- Goodies
-
- There are four crushers in the centre of the Vivarium. There's combined
- mana in the crushers; when they open, quickly jump on them, grab the mana
- and get out before you get crushed.
-
- There's a large area with many, many goodies on the south side of the
- Vivarium. This is behind you when you first enter the Vivarium. To open
- this place, you need to blast the wall with a powerful weapon. For the
- fighter, you need to blast it twice with the Hammer of Retribution, or once
- with the Quietus. Simply punching it won't do much. Once it opens, there's
- plenty of health and ammo inside.
-
- On the east and west sides of the Vivarium there are areas with traps. If
- you look carefully, there's a stained glass wall in the north side of each
- of these areas. Jump through the window to get into each of the traps area
- (watch out for the traps!), and push (ie., run against it, not activate)
- the stained glass wall. It's a rotating door. The stairs behind it lead to
- the each of the two ledges overlooking the centre of the Vivarium. There's
- usually an item or two on these ledges.
-
- The Exit
-
- The north side of the Vivarium has a dark area with some monsters shooting
- at you. Shoot at the walls under the dark area (or punch it if you're close
- enough) and it will lower. Step on it. When it rises again, walk to the
- pillar in the middle, where there's a maulotaur statue. Walking in front of
- it lights it up and opens a door behind you. Watch out; there's usually a
- few baddies inside who will blast you from the back. There's a portal
- behind this door that leads back to the Necropolis. Before you enter the
- portal, walk behind it. There's a porkalator there.
-
- After you collect the goodies in the Vivarium, step into the portal back to
- the Necropolis, and continue your quest.
-
- Tomb of Zedek
-
- ---------------------------------------------------------------------------
-
- The Portal
-
- There's a door on the southwest of the Necropolis. This door leads to a
- long corridor with lots of centaurs. The portal to the Tomb of Zedek is at
- the end of the corridor. Note: after you open this door, the portal to the
- Vivarium will be closed and locked.
-
- The Puzzle
-
- When you first enter the Tomb of Zedek, it's a long corridor with some
- rusty pillars some way towards the end. If you look at the map, the shape
- looks like a giant Quietus!
-
- Walk to the end of the corridor where there's a door. Watch out when you
- approach the rusty pillars on the way! When you come near, the pillars will
- begin to move to the side. When all the pillars have moved to the side
- !CRASH! the ceiling slams down, and slowly rises after a while. The pillars
- will move back to their original position. Now it's safe to cross over.
-
- There's a dark room behind the door, with many pillars. Activate the switch
- on the east wall, and go back to the corridor. Now, a semi-circular
- corridor has opened on the east side of the Tomb. Go to the middle of the
- semi-circle and activate another switch there. This opens small rooms along
- the circular corridor with monsters inside them, and also opens another
- semi-circular corridor on the west side of the Tomb. Go to the middle of
- the semi-circle on the west, and activate the switch there. Just like the
- other switch, this opens small rooms along this corridor with monsters
- inside. Now, go to the room on the west, where there's a switch a three
- grey squares on the wall.
-
- When you activate the switch here, the three grey squares start to rotate.
- When they stop rotating, memorize the symbols on them. Make sure you
- remember the symbols, and also the order of the symbols on the three grey
- squares!
-
- Now, go back to the large room with pillars. This time, the door will shut
- behind you. The ceiling will start to move down slowly! You've only a
- limited time now. Go to the west side of this room, where there's also
- three grey squares. Turn these squares so that the symbols on them matches
- the symbols you've just seen on the other three grey squares in the other
- room. Note that you must get the order right too. Once you got the correct
- order of symbols, the ceiling will rise again.
-
- Zedek
-
- Now, the door on the north side of the room will open. Pull out your best
- weapon, and enter the door. The tomb slowly opens, and Zedek steps
- forward... to give you a sound beating!
-
- After you kill him, a pillar will lower, with a Glaive Seal on it that
- looks like a mini-version of the Quietus. Pick this up; you'll need it
- later on. That's it. You've finished this tomb. Go back to the portal and
- return to the Necropolis.
-
- Note: for those of you who have trouble killing Zedek, here's a dirty trick
- I use to get the first shot at him.
-
- When you enter the room, quickly run to the opposite side, and wait there.
- When Zedek appears, his back will be facing you, so he won't see you and
- attack immediately. Now, take a careful aim, and give him a good blast!
- However, this doesn't guarantee that he'll be killed. You still need to fight
- him, but at least you can hurt him first before he attacks you.
-
- Tomb of Menelkir
-
- ---------------------------------------------------------------------------
-
- The Portal
-
- The portal to the Tomb of Menelkir is on the east side of the Necropolis.
- Enter the door with the pillars at the sides. Note: opening this door will
- close the portal to the Vivarium for good.
-
- There's a big door at the far end of the room. Go and open it. It will
- start to open, and then close again, and you get a message saying, "The
- portal has been sealed. Choose your fate." Eight switches will appear in
- the room. One of these switches will open the door; the others will open
- small rooms at the sides with Dark Bishops in them. So far, I haven't been
- able to tell which switch opens the door; I simply pull all of them and
- kill the Dark Bishops.
-
- Once the door is open, go inside, grab the Krater of Might and step into
- the portal.
-
- Eight Symbols
-
- You start in a circular room with four symbols on the wall. Look at the
- pillar in the centre of the room. There's a symbol on it. Find the symbol
- on the wall that matches this one, and activate it. This will open the next
- room. If you activate the wrong symbol, a gang of ettins will teleport in
- to bash you up.
-
- The next room is an icy circular room with two pools and four switches.
- There are four different symbols on the switches. Now, look at the map!
- What does this room look like on the map? Find the switch with a symbol of
- this shape. Activate it, and the four switches sink into the water. Now,
- the third room is open. Again, activating the wrong switch teleports in a
- gang of ettins to punish you for your mistake. :)
-
- The third room is a triangular room. Again, there's a symbol on the pillar
- in the middle. Find the matching symbol on the wall and activate it to open
- the fourth room.
-
- The fourth room is a circular room with a deep pit. There's a magic blue
- bridge that lets you get to the pillar in the middle, which has four
- symbols on it. Again, look at the map! What does this room look like? Find
- the symbol with this shape and activate it.
-
- Now, go to the fifth room, which is another triangular room. By now, you
- should now what to do: activate the symbol on the wall that matches the
- symbol on the pillar in the middle.
-
- The sixth room is another circular room. I don't think I need to repeat
- myself here. You should know which switch is the right one.
-
- Another triangular room... same story goes for this one.
-
- Another circular room... same old story. But this time, after you activate
- the switch, something happens. Four new switches have appeared, one in each
- of the four circular rooms. You can press any of these four switches; all
- of them do the same thing: they activate four elevators in all four
- circular rooms. Step on one of the elevators, which will take you to:
-
- Menelkir
-
- There's a pillar in the room, which will open layer by layer. Menelkir is
- standing there, ready to for battle! Depending on which character class
- you're playing and what difficulty setting you use, Menelkir may either be
- using his Bloodscourge or his Arc of Death.
-
- Kill him, and a pillar will lower with the Sigil of the Magus on it, that
- looks like a mini-Bloodscourge. You need this, so get it. A portal will
- also open now, which takes you back to the Necropolis.
-
- Tomb of Traductus
-
- ---------------------------------------------------------------------------
-
- The Portal
-
- The portal to the Tomb of Traductus is on the northeast of the Necropolis.
- Open the door there that leads to a dark chamber. Note: opening this door
- will lock the portal to the Vivarium for good.
-
- There's a rusty crate in this room that's different from the rest. (For
- those of you who can't find it, it's at the northeast corner of the room.)
- Step on it, and it will lower. There's a switch at the bottom: pull it. Now
- a wall has opened in the room. There's an elevator behind the wall. Pull
- the switch there to lower the elevator. Be careful here, though. Quite a
- few Brown Serpents are waiting for you at the bottom.
-
- There's an opening at the north side of the rocky area at the bottom. Go
- through the opening and turn left. There are stairs here that take you up
- on the ledge where a Brown Serpent was shooting at you earlier on. Go right
- on the ledge. There's a switch in the corner. Pull this switch, and the
- portal to the Tomb of Traductus opens downstairs. Go back down the stairs
- and enter the Tomb of Traductus.
-
- Three Switches
-
- You start in a dark cavern. Follow the passage and turn right when it
- forks. (If you turn left, this leads to the portal that returns you to the
- Necropolis.) Watch out for Brown Serpents when the passage opens out into a
- room. The entrance to the Tomb is in front.
-
- Go down the long passage. There's a secret passage on the right at the
- first pair of stained glass walls, which leads to a dark room with some
- Dark Bishops and quartz flasks. At the second pair of stained glass walls,
- the stained glass on the left is actually a one-way wall. You can walk
- through it into another secret room with some health potions. Usually
- there's a Dark Bishop or two hiding behind the one-way wall, shooting at
- you.
-
- If you walk to the end of the passage, the floor will lower. Usually I run
- there and quickly run back before the floor lowers, because there are many
- Dark Bishops down there!
-
- After killing the Dark Bishops, jump down to the bottom. This is a
- triangular area; there's a door on the north side of the triangle. Enter
- the door there. There are three switches behind the door. The middle switch
- opens the area inside the triangle, where Traductus is. The other two
- switches open two other areas on the east and west sides of the triangle.
- It's not a good idea to pull all three switches, because there are Dark
- Bishops in the other two areas, and they might interfere when you're
- fighting Traductus.
-
- The area on the west is a spiral staircase with a Falcon Shield at the top.
- But there's a trap there: when you get the Falcon Shield rooms full of Dark
- Bishops will open beside the stairs.
-
- The area on the east also has stairs, that lead to a few small rooms.
- Walking inside the first room will open a few other rooms. You can find the
- Icon of the Defender here, among other things.
-
- Traductus
-
- Once you pull the middle switch, the area inside the triangle opens, and
- Traductus appears. Watch out for his Wraithverge! You need Discs of
- Repulsion to keep those ghosties away. After you kill Traductus, a pillar
- lowers, with a Holy Relic on it, that looks like a mini-Wraithverge. Don't
- forget to take it with you.
-
- That's about it. The elevator on the south end of the triangle is activated
- now, so go back up and step into the portal that takes you back to the
- Necropolis. To get out of the Brown Serpents area in the Necropolis, pull
- the switch opposite the portal. This lowers the elevator where you came
- down on. Now you can continue your quest.
-
-
-
- Dark Crucible
-
- ---------------------------------------------------------------------------
-
- Entrance
-
- The entrance to Korax's stronghold looks really eerie! Crimson red sky,
- pitch black shadows, and corpses on spears. Even the bridge is swinging.
- But you've come this far, and there's no turning back. Go across the bridge
- and enter the door.
-
- There are three switches here: one by the stairs, and two at the sides of
- the room. If you pull the two switches at the sides, and then pull the
- switch by the stairs, mana will appear in front of the two switches.
- Exactly what type of mana is generated is random. This is for those who
- don't have enough mana to face Korax! On rare occasions, you may even get a
- Krater of Might or a Mystic Urn. Be careful, though. If you do this too
- many times, some Dark Bishops might teleport in to join the switch-pulling
- fun... :) However, after the second hall opens later, this room will be
- closed, and you won't be able to come back again for the mana. Anyway,
- thanks to the many people who told me about this. I don't have much time
- now, so I wouldn't have figured it out myself.
-
- Korax
-
- The strange echoing sound that you heard when you first entered the Dark
- Crucible is the sound of Korax. Open the door in front, and there's a big
- hall in front. And on the opposite side is none other than the long-sought
- Korax! Don't just stand there and stare at him. He hates that, and you'll
- find out real soon that it's not different flavours of ice-cream he's
- throwing at you... :) Be extremely careful of his fireballs! He shoots many
- fireballs with his many arms and the fireballs converge into a single blob
- of death that can kill you with one hit! He uses the fireballs of different
- monsters: the yellow ones the Chaos Serpents breath, the light green ones
- Brown Serpents breath, the blue ones Slaughtaurs shoot, the green ones
- Stalkers throw, the fiery ones Reivers throw, and the yellow ones Afrits
- shoot. (Hmm... did I miss any?) I don't know if he also uses the frost
- shards Wendigos shoot... probably not.
-
- Another word of advice: don't walk up to him to discuss your differences
- either: that brownish trail isn't a carpet! :) And he also hates uninvited
- people treading his hall. He can fire lightning upwards with his arm to
- control different traps in the hall, such as activating fireball spitting
- devices on the ceiling, or turning almost all the floor in the hall into
- lava! Beside these, there are also crushers scattered around the hall.
-
- After you hurt him enough, he teleports away like the coward that he is.
- And he opens two pairs of really packed rooms on the far east and west
- sides of the hall. These rooms are jam-packed with countless ettins and
- centaurs! They'll come swarming on top of you, the ettins first, followed
- by the centaurs, after you've killed all the ettins. You probably need many
- Discs of Repulsion to keep them from stampeding you to death as you shoot
- at them.
-
- Once you finish off these troops, the doors on the north side of the hall
- opens to reveal another big hall beyond. Korax now teleports between
- several locations in both halls, and sends more of his troops from another
- two pairs of jam-packed rooms in the second hall. This time, they are Chaos
- Serpents (perhaps with Brown Serpents mixed in as well). Watch out as they
- literally rain fireballs on you! Also, be careful when you're running back
- and forth attacking the monsters. Korax can turn most of the floors in the
- two halls into lava, and activate fireball traps.
-
- After you litter the two halls with the carcasses of the Serpents, Korax
- will begin to summon more monsters. Dark Bishops will appear, as well as
- invisible Chaos Serpents (that shoot the more damaging green fireballs like
- Brown Serpents!) and invisible centaurs. These invisible monsters don't
- leave any carcasses when they die: they simply disappear. When you reach
- this point, don't waste your ammo on these monsters! Kill just enough of
- them to keep them from getting in your way, and concentrate on Korax! You
- should have kept enough Kraters of Might to keep you going (there are also
- a few scattered around the two halls).
-
- Conclusion
-
- When Korax finally dies, the Dark Crucible quakes and trembles, and a
- portal opens at the far end of the second hall. Stay away from him when you
- kill him! When he dies, a swarm of ghosts explodes from his carcass,
- something like what the Cleric's Wraithverge does (fortunately, these don't
- stay around for as long). After the ghosts are gone, you can go look at the
- big fat carcass of the late, lamented Korax. :)
-
- Now, gather yourself together, and step into the portal. After all the
- excitement in the final battle, you can at last sit back and watch the
- conclusion.
-
- Thanks to Hwei Teoh for the info for this walkthrough, and yours truly for the
- text version that you've all been waiting for. I've spent long gruelng hours
- typing it for ya. My fingers are going to take a rest for a while now.
-
- Email: Madsend@mail.adm.alpine.k12.ut.us
-
-
- Thanks to all who helped me, and Raven Software for making the best game in
- a long time.
-