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

