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Guide and Walkthrough by mr_oh_so_ice

Version: 1.0 | Updated: 04/15/2006
Highest Rated Guide


Hexen: Deathkings of the Dark Citadel
Complete Walkthrough
Version 1.0
April 15, 2006
Written by: ICE (Pritesh Mistry)
Contact: pmistry_@excite.com


1.0   Disclaimer
2.0   Permissions
3.0   Trademarks
4.0   Credits
5.0   Introduction To The FAQ/Guide
	5.1  Covered in the FAQ/Guide
	5.2  Not Covered in the FAQ/Guide
6.0   Walkthrough of Blight (Hub 1) By: G.A.D. Miles
7.0   Secret Level for Hub 1 By: Myself
8.0   Walkthrough of Constable's Gate (Hub 2) By: G.A.D. Miles
9.0   Secret Level for Hub 2 By: G.A.D. Miles
10.0  Walkthrough of Nave (Hub 3) By: Ichor
11.0  Secret Level for Hub 3 By: Ichor
12.0  FAQ Revision History


This FAQ/Guide was compiled as a contribution to the Heretic/Hexen community. I 
do not guarantee that this FAQ is 100% accurate. If there are concerns with 
this FAQ, notify me. 


This FAQ may not be posted on websites without my permission.

Please do not copy this FAQ and claim it as your own.

Do not distribute this FAQ commercially.

You may backup this FAQ on floppy or optical media for personal use, and you 
may send this FAQ electronically to friends or colleagues who may also wish to 
read it. You may print this FAQ for easier reading as well.


Heretic, Hexen, Hexen: Deathkings of the Dark Citadel, and Raven are trademarks 
of Raven Software Inc. Doom, Ultimate Doom, Final Doom, and Quake are 
trademarks of id Software. Windows is a trademark of Microsoft Corporation.

All other trademarks are copyright by their respective owners, and are hereby 


Hexen: Beyond Heretic and Hexen: Deathkings of the Dark Citadel were joint 
creations by Raven Software and id Software. It was developed by Raven using 
the Doom technology from id Software. At the time, the games were distributed 
by GT Interactive. GT Interactive was bought out by Infogrames, which has now 
since assumed the Atari name.

The walkthroughs of the various of hubs have been done before by other 
individuals, however, I have asked them to use their original work to make this 
compilation. Thanks again guys!

G.A.D. Miles originally composed a walkthrough for Hubs 1 and 2, as well as the 
secret level for Hub 2. Originally posted here at 

Ichor (community name) originally composed a walkthrough for Hub 3, as well as 
the secret level for Hub 3. Originally this was posted at 
<<<http://hexen.ravengames.com/deathkings_walkthrough.php>>> however, the link 
is dead as of this date.

I personally couldn't find any information on finding the secret level for Hub 
1, so I quickly put one together. I do believe at one time, Raven Software 
themselves put out information about getting to that level, but I have not been 
able to locate any information on it.

I would also like to give credit to Arne Michaelson, whom I have been unable to 
contact, he originally composed his own guide for completing Hub 1. His 
original FAQ is probably still out there on gamefaqs.com.


I decided to compile this FAQ as there is no one complete walkthrough for 
Hexen's only official expansion pack. The Hexen Deathkings of the Dark Citadel 
expansion is a brand new set of 20 levels from the Hexen team, that are much 
more challenging than the original levels. They are good levels with lots of 
atmosphere and some really great design. Old community sites like 
http://www.raven-games.com and http://www.ravengames.com have or had 
walkthroughs of the 3 different hubs, yet there was never a single walkthrough 
for the game. The first hub walkthrough is readily available but links for the 
2nd and 3rd hubs and bonus levels are very difficult to find.


     This walkthrough will give instructions on completing all 3 hubs in Hexen: 
     Deathkings of the Dark Citadel. It will also help you find the 3 bonus 
     levels too.

     This FAQ will not cover information about enemies, weapons, artificats, 
     and power ups. Nor will it include information on the original game Hexen. 
     There are guides already about this. The Hexen expansion has no new 
     enemies or items, just new levels, so information about that stuff can be 
     viewed by reading a FAQ or guide on Hexen.


Ruined Village

First, step into one of the alcoves to open them up and find your weapon. The 
small room at the end of the hall (with a serpent in it) can be opened from the 
back (the door kinda blends with the wall). Inside there is a switch that opens 
a door behind you. Through that door there are stairs with pillars on either 
side. As you climb the stairs serpents will teleport around you. On the second 
flight of stairs, step behind the pillars on the right side. Behind them there 
is a section of wall with more decorations than the rest. It will open up and 
lead up to the first segment of your superweapon.

At the top of the stairs you see a ruined wall and (behind it) some wooden 
shacks. There is a well, if you fall in you will get hurt a little, but you get 
a porkulator and the water will rise up so you can get out.

Go to the stream behind all the buildings (you'll have to break some trees). Go 
up the river and find the switch. Once you hit it, two more rooms open up in 
the shack nearest the stream. Go in there, turn the wheel, and a message tells 
you the waterfall has opened. Go back upstream, and enter the waterfall. Don't 
let the current sweep you away (it will dump you at the start of the level, 
plus hurt you a bit). In that room (left once you enter the falls) you will 
find another switch. This one says a door opened in the chapel. Go back almost 
to the start of the level and two pillars have risen revealing a room with a 
teleporter. The teleporter takes you to a closed room. Push on the left side of 
the stone wall and it will lower. Step on and you will rise up and see the 
silver key on table. Grab it and go to the very beginning of the level where 
the locked door was. Enter and push the button you find there to open the 
portal to Blight.


You start in a tower in the center of the level. The diagram that the jewels 
fit into is ahead of you. There are four windows to jump out of. Any is as good 
as the next, though you can choose them by the design of the locked doors that 
you can see from the windows - the green design leads to brackenwood, the skull 
leads to Badlands, the frog leads to Sump and the mottled one to Catacomb. 
Fighters should start with Brackenwood. Mages should start with Catacomb. I 
havn't tried with the cleric yet ;)

Each window leads to a quarter of the map. Each quarter has 4 exits - two doors 
leading to the neighboring quarters (these are closed and locked), a locked 
door needing a key, and an open passage to a cave or corridor of some type 
depending on which quadrent you are in.

Each corridor leads to some trap room where you find the key to that quadrant's 
locked door, and a switch (or switches) to let you back out. The switches also 
openthe doors between quadrants, but only to the ones you have also pulled the 
switches in. Thus, the first quadrant you visit will not open any of the doors, 
but if the second one you visit is next to the first one, then the door between 
those two will open next time.

Each quadrant has different traps to kill you with when you try and get the 
keys, but they are all pretty straightforward. Some of them will trap you until 
you pull more than one switch, but they are not hidden (just usually at the 
four corners of the room or something obvious like that).

Each of the four main branch levels has a certain puzzle to be solved in order 
to reach the gem at the end. None of the levels affect eachother in any way 
however - you can do them in any order and each level has everything needed to 
solve it within itself.


You must find three firemasks to place into the pillar near the levels start. 
First, find a mucky room with a large jello-mold of slime standing up by itself 
on one end. At the top of it you will find the first firemask. When you place 
it, one of the three rivers nearby will lower, allowing access to a new room. 
These rooms can be done in any order, but each one will have some important 
switch at the end. The first two of these will open up paths (near that first 
jello-mold) to reach another firemask. The third one you complete will raise 
the swamp around a piller near the center of the level to let you grab the 
jewel. Then you can leave and never come back to Sump ;)

One of the three rooms is a pretty straight fight. It is a glowing room with a 
serpent in it. When you kill it, another level lowers with another serpent on 
it, and it repeats until you empty the whole room. Another part is a swampy 
maze with a few hidden holes that are deep enough to kill you. The third is a 
pentagram in a pool of lava. Once you pull the switch you can jump down to it 
to teleport out.


This one has four firemasks to find, but unlike Sump you can do it in most any 
order you feel like. Before you do anything you have to take the lower caves 
till you find the river. Follow this out and to the right there will be some 
stairs leading up to the area where the firemasks must be placed. There is a 
blue gem hanging in the air above a pit, but if you try and jump to it you get 
teleported back to the start of the level. There is a button down on the river 
that will open up the first area. If you are the mage, the 3rd weapon will be 
up here as well. Once it is opened, go back to the start of the level and take 
the high road up to the shaking room with the unstable pillars. With some 
careful jumping, you must reach three doors around this room. In each one you 
have to kill some serpents and pull a switch. After doing all three a firemask 
is revealed.

Another mask can be reached if you take the elevator beyond the gem room. It 
has two stops besides the one where you start. One has a wooden door that leads 
to a ruined temple. Use a broken pillar as stairs to find a switch that lowers 
another firemask.

The other two masks are near each other, on the bottom stop of that elevator. 
To the left is a wooden floor that drops out from under you (making you die, so 
don't go there yet). To the right are some ice caves that lead to a room full 
of lava. At the top of this room there are some rocks that you can use to hop 
across the lava stream and pull a switch. The switch opens up a grate at the 
bottom of the stream. If you enter there, there are two side passages, one with 
a firemask, the other with a porkalator. But if you step too far down the 
stream, you fall and die!

The wooden floor room can be reached safely if you go around and find the back 
entrance, and hit a switch up there to stabilize it. Once you are on the floor, 
a switch there will make it drop very far, but slow enough for you to ride it 
safely. At the bottom is the final firemask and a teleporter.
Once all four masks are placed, you can safely jump the pit to grab the gem, 
but make sure you go all the way across, or you fall and die ;)


After fighting your way to the central area of the map, jump across to the 
stone colomn in the center of the swamp. On one edge of it, there is a hidden 
ledge that you must drop down to (the ledge will not show up at all on your 
automap, so it may be best to look for it first from down in the swamp). Down 
there is a switch and a bunch of bodies to blow up. Once you are there the 
statue up above will light up, and a bell is revealed near the start of the 
level. Ringing the bell will make a nearby wall crumble, leading to a 
teleporter that takes you to an area with more switches and bad guys. After 
finishing that part, a wooden pillar back inside the stone colomn will raise 
and lower, leading you to the green gem.


This level is a ring around a large pit. In the pit is a platform with some 
goodies (including the fighters hammer). Above that there is a gem being 
suspended above a flame froma crane. Outside the big ring is a large area 
divvied up into four sections with a Death Wyvern flying in each one ;)

There is a button inside the ring that starts the process... once it is hit a 
staircase opens up leading to the outer area. Next to the staircase a small box 
is raised with a symbol on it... note the symbol and remember it. Outside, as 
you flee like mad from the Wyverns, you will find a small raised section in 
each of the large sections. These raised tiers have four statues at the 
corners. In one section, the tier will have a blank box up in the middle and a 
switch revelaed next to the box. You can push the box to make it lower and 
re-raise with a different symbol on it. Do this until it matches the symbol you 
saw before, and THEN hit the switch nearby. If the wrong symbol is showing, 
monsters warp in. If it is the right one, then one forth of the puzzle is 
solved and some quartz flasks warp in.

Now go back to where you first saw the symbol, and see if it has changed. Note 
the new symbol and find the next raised tier and repeat the process in each of 
the four large zones. Once you do all four, you can hit the switch in the large 
inner pit to make a bridge to the gem. Grab it and go ;)

Ending : Finishing Blight

Once all four gems are in place on the diagram, a portal opens behind you and 
some wings appear. The portal leads to the next hub, so if you go through it 
you will lose the wings! So, before moving on to the next hub, scour the 
previous levels with the wings to reach all those hard to reach places. I know 
you can get an extra Icon of the Defender in Badlands, and some more goodies in 
Brackenwood once you can fly.



This is actually really easy to find and best left done when you complete the 
hub and have the wings of wrath. To gain access to the bonus level you will 
need to find the 5th gem (ruby planet). If you remember in blight, the outer 
ring has several artificats behind gates, eg. the dark servant is behind one of 
them. There are 4 gates in total. Between the 2 connecting gates are secret 
pathways. There are two of them, one on each side. On one side you will find a 
porkalator, and on the other side you will find the ruby planet. To gain access 
to the secret passage just activate as if you were opening a door.

If you aren't sure what I am talking about, basically make your way down to one 
of the portals...there are lots of these in blight, they are the areas with the 
circle stairways and torches along the wall. When you get into a room with a 
portal, there is a statue in front of the wall opposite to the portal. Either 
use the wings to fly up or jump on the statue and hop up onto the area in front 
of the gate, then simply open up the secret passages up there. I am sure you 
can find it. :)

Once you have the 5th gem, simply place it on the main board in blight and a 
message will say..."thats odd" and you will be teleported back to the ruined 
village. From there you can walk back up the stairs and you will notice that 
the bars have lowered around the portal you couldn't access before. This will 
take you to the bonus level "Pyre."



Constable's Gate

You start in a large open area with a lot of slaughtaurs. Go through the door 
to the North. Inside there's a heresiarch which is a tough start to the hub. 
Once inside you cannot get back out through the same doors. You'll have to go 
up the stairs on either side of the room and jump out. You might find it easier 
to deal with the heresiarch from the doorway, without entering the room. Once 
it's dead go to the passage to the East of the room and up onto the raised 
section of the room. Pick up Yorrick's skull here. You need three of these 
before going to the Locus Requiescat level. Activate the switches in the rooms 
to the West and East. A new door will open on the West of the room. Go through 
this door (the more Northerly of the two on the West side) and activate the 
switch on the south side of this room. Activate the 6 switches in the alcoves 
on each side of the room.

Now go through the newly opened door to the North and pull switch on East of 
doorway. Go up the stairs ahead and activate switch on the east wall to the 
left of where you see the inter-level teleporter. This gives you access to the 
short range teleporter you can see behind you. Go into the room to your South 
and turn the wheel. You now have access to the sewage system. Go back down the 
stairs and jump into the East side of the sewer. You will be swept along to the 
East. Leave sewer via platform you'll see on the South of the sewer. In the 
first room go through the door to the North/East. Turn the more Northern of the 
two wheels on the West wall. This lowers the water level outside.

Go back out to the sewer and go through the new entrance to the North. You will 
have to run against the current. Take the stairs to the West and turn the wheel 
at the top. Go back down the stairs and then up the newly opened stairs to the 
North. Activate switch on the South side of the room at the top (which is 
shaped like a backward C. The room, not the switch!). Go back down stairs and 
into room which has opened to the East. There are 2 teleporters here. The 
inter-level one goes to the Locus Requiescat. Take the local transporter and 
then exit through the nearby inter-level transporter. You should now be in the 


Smash window nearest to door on South side. Exit through window Go back to top 
of stairs and open door. Return down the stairs and up the tower in the 
South/East corner. Pick up the Steel Key. Follow the East wall round and enter 
the first door which is at the North end of the area. Activate switch at the 
top of the stairs. Now go into room to the West, up the stairs and throw switch 
at the end of the corridor. This opens access to the central structure outside. 
It also sets of a trap of fireballs. You'll have to time it right and/or run 
fast!. (If you activate the switch in the room to the East a door will 
temporarily open in the first room of the level where you can pick up a few 

Go back outside and enter the central structure. Collect a second Yorrick's 
skull in here. Now go to the building on the North/West of the play area. Go up 
the steps and activate switch on West wall of the curved room. Go through doors 
both to North and South of this room. In each room you must activate the 
switch. Now step onto the local teleporter back in the curved room and exit the 
level through the teleporter in front of you.

Go back to the first room you entered in Constable's Gate. Take the Southern of 
the two doors on the West wall. Turn left (South) and open the wall to a 


Go down the steps. Smash the first window to North and go inside. You can jump 
up into the opening under which a dead man is sitting. There's an Icon of the 
Defender up here. Returning to the bottom of the stairs at the start of the 
level, turn South. Passing between two faces which spit fire at each other, you 
will be in a long corridor. Take the first entrance to the West. The South wall 
of the room at the end can be opened.

Return to the main corridor and explore the area to the East. (It isn't 
necessary to visit either, nor the earlier bit behind the window.) Go to the 
South end of the corridor along the narrow path. Don't worry if you fall. 
There's a switch at the bottom that will lower a section of the path and get 
you back up. At the end, jump into the opening to the East. Go to the end and 
open the door. Activate switches at the top of both sets of stairs to the 
South, and the one up the stairs to the North on the East wall. Behind the 
teleporter, back downstairs, you will find the 3rd Yorrick's Skull. Enter the 
teleporter to the Constable's Gate. Once there, make your way to the 
inter-level teleporter at the North-East corner of the level. Enter it.

Locus Requiescat

You are in a diamond shaped graveyard. Enter passage in South/East or 
South/West and go up to diamond shaped room. Jump out of door to the North onto 
platform and activate switch. A teleporter will be revealed in the room you've 
just left and the trees which blocked your exit to the North have vanished. The 
centre of the level is a pth arond an octagonal wall. Going clockwise round the 
path, take the first exit to the West, to the Western quadrant of the level. 
Put one of your Yorrick's skulls on the statue. you now have access to the rest 
of this Western quadrant (the trees have gone). Go into the passage in the 
South corner of the quadrant. Killing the occupants of the 6 side rooms opens a 
door to the West of this passage.

Go West and pull switch. Make your way up to the North of the quadrant and pull 
switch. The teleporters will take you to some goodies in the hallway with 6 
side-rooms. Return to the central pathway and enter the Northern Quadrant. 
Repeat the stuff with the skull. Go to the passage on the North/East bounday 
and pull switch at the end. 6 side chambers will have opened along the 
passageway. Walk through the wall at the back of one of these (see you map). 
Pull the switch at the end.

Now go to the Eastern quadrant and repeat the stuff with the skull. Climb to 
the top of the rocks where you will see one of those twinkling blue paths 
leading to a room to the East. A corridor leads off this to the North. At the 
end there are three small alcoves arond a tree with mushrooms? growing in them. 
Destroy the tree and the mushrooms. This opens a passage to the East in the 
room you've just left. Pull the switch to complete the puzzle.

The "Crypt" at the centre of the level is now open. Jump up into the middle and 
collect the Castle Key (beware of the arrows). Return to the teleporter at the 
start of the level. On the Constable's Gate, go to the teleport to the Ordeal.


Go to the room at the end of the level from which you teleported out before. Go 
up the stairs to the North, unlock the door and activate the switch. Return 
along the passageway towards the main North/South corridor. The door on the 
left (to the South/West) is now open. You now have a very tricky bit where you 
have to jump over lava pits while the walls spit fire at you. In the room full 
of columns at the end, activate the switch in the middle of the East wall. This 
gives access to transporter on the West wall. Enter it.


You start off in water. Go South and leave the water on the platform to the 
East. Pull switch straight ahead. This raises stairs heading South. Go up the 
stairs. Take the first turning to the South. Pull the switch at the end to 
raise more stairs. Head West and up the stairs. Take the first turn to the West 
and activate swicth in the 1st room to the South. Return to the top of the 
stairs and take the 2nd turn to the West (the one after the blue candles). 
Activate switch in the last room to the North from this passage.

Returning towards the main passage you can now enter the area behind the blue 
candles to the South. Activate the switch in there. More stairs will be raised 
along the main passage to the North. Go up them. Turn East at the top and pull 
the switch where the path opens out over the water below to the South. Now head 
back North and up the stairs. Turn left (North) at the top and follow the path. 
Kill everything in sight and then return to the top of the stairs. Head South 
and take the 1st turning to the East and then immediately to the South. Follow 
the path up more steps. At the top use teleporter to North.

Constable's Gate
Head South into the room surrounded by cages. In the middle of the room is a 
lift shaft. Enter it and exit at the top. There you will find the "Heart of 
D'Sparil". Jump down into the open space at the start of the hub and go back 
into the very first room through the door to the North. Go up onto the raised 
part at the North of the room and put the heart on the pedestal. You can now 
pick up some wings and fly about before ending the hub through the alcove to 
the North.




Getting to the secret level is actually quite simple, but a bit on the painful 
side. All you need to do is get to the top like you normally would, but instead 
of leaving, head towards that Chaos Device on the platform. Get it if you want, 
but there's no secret there. The secret is right before. On the left is some 
Mesh Armor hanging on a chain. Get it and you will fall all the way to the 
bottom. It will hurt a bit, but it won't kill you unless you only have a little 
health left. Go back to the top, and go to the spot where you got the armor. A 
door will open up, revealing a teleporter. This will lead you to a series of 
teleporters, until you come to a level exit. This leads to the Armory.


The first thing you see when you start is a wall with three switches on it. 
Don't hit any just yet, although it doesn't hurt. There are two important 
things you need to know about this map. First, each of those three switches 
opens the way to another part of the map. Each side of the map has a wall with 
three switches on it. You can only have one part of the map open at any one 
time. For instance, you start on the west side. Hitting the left switch opens 
the north side, but closes the other two. Hitting the center switch opens the 
east side, and closes the other two. Hitting the right side will open the south 
side, and closes the other two. Each of the three switches on each side of the 
map will do the same thing. The second thing is that you need to go to each 
side and hit a switch (the north side has three) in order to open the exit. 
Before you hit any switch, go down the long narrow corridor and you'll soon 
come to a door. Go through and hit the switch at the far end. Simple. Except 
now the walls are moving. Just move up to the wall that is moving, and when it 
gets out of the way, move up to the next one, and so on until you get through. 
Then go back to the three switches.

Let's try the north side next, so hit the left switch. Once you reach the north 
side, go down the corridor (all sides are set up in generally the same way) and 
behind the door is a large room, and in the middle is a column with something 
firing tons of ripper balls in a rotating pattern. You're going to have to run 
to each switch, and when the third one is pressed, return to the door, making 
sure to jump up the step there. The easiest way to do this is to wait until the 
ripper balls are just landing before you start running. Go back to the three 
switches, and press the left one, opening the east side.
The east switch is actually fairly easy if you have found the Wings of Wrath. 
Just kill the Chaos Serpents and grab the loot before hitting the switch. Now 
go back to the three switches and hit the left switch, opening the south side. 
The south switch seems easy enough. Just run in the room, get the Porkelator, 
and hit the switch. However, this will open the walls, allowing a bunch of Dark 
Bishops to attack. Once you've finished here, go back to the three switches and 
hit the left switch. This opens the west side again. If you have hit all four 
switches, the exit will open up here, taking you back to the Treasury.




You begin peacefully enough in Nave, where so far all you see is an artifact or 
two, a couple of suits of armor, and two doors. However, once you open those 
doors, just about every non-boss enemy there is comes at you, and you will have 
about ten minutes or so of complete confusion. Don't go through the doors until 
you're ready, or you will be thrown into the hall, most likely at the wrong 
time. Notice the pools of water. Enemies have a tendency to teleport silently 
to another pool of water in the map, so make sure to be careful not to be 
standing in one for very long, just in case an enemy decides to teleport on 
your head. Once enough enemies are gone, you can explore the map more 
thoroughly. Break all those glass windows and this will eventually reveal four 
switches in the back of the map. Hit all four switches and stairs will rise up, 
allowing you to go to any of the four maps.


Your first objective here is to get one of the clock gears, which is the 
objectives in all the four maps right now. Before you go anywhere, turn around 
and right behind you is a secret room with four Quartz Flasks. Next to the 
level exit is a dark room with a Dark Servant and a lot of dead bodies. Now, 
you may be tempted to destroying those dead bodies. Don't hit them all or you 
will end up in a terrible mess. Now go down the narrow hallway, and about 
halfway down you'll see a dark spot. On either wall is a secret door. If you 
want to go straight to the clock gear, then just ignore this for now, but 
you'll have to come back to it later. At the end of the hall is a room with a 
pool of lava in it, and in that pool are several pillars, one of which has the 
clock gear on it. At the far end of the room, near a room with the Dragonskin 
Bracers, is a bright spot on the floor. Step on that and an elevator will take 
you down to a dark room with some blue mana and Quartz Flasks. Jump into the 
flowing slime and allow yourself to fall into the next room. A teleporter is
there, which will take you to the clock gear. Just make sure not to land in the 
lava when you jump off the pillar.


You start inside a small, but very tall tower. Make sure you run off the side 
or you might not make it to the ground below, and instead fall to the ground 
far below. If you go for that Krater of Might, get it and move away quickly, 
because the whole pool will turn to lava and a lot of fireballs will erupt from 
all the surrounding trees. Now go inside the building, and in the main hall 
you'll get to play with your ol' pal, the Heresiarch. Before you go through 
those big doors, go up the stairs on either side and hit the switches on the 
top. Now go through and go up the stairs on either side of the door at the far 
end and hit the switches on the top. Once you hit all four of the switches, you 
can open that door. You'll see a clock gear on the ground and the Holy Relic on 
a platform. Get the clock gear, but ignore the Holy Relic for now. You'll get 
it later. Once you get the clock gear, you still have one challenge left (if 
you killed the Heresiarch, that is), and that is leaving the level. You're 
going to have to get back on the tower you started on. Near the now lava pool 
where you got the Krater of Might, you'll see a switch on the building wall. 
Hit it, but don't try to jump on the elevator yet. You won't make it. Instead 
wait until it goes up, then back down. Now you can jump on it, and the elevator 
will go back up again.

Dark Watch

You start outside a fairly small building, and you will have to deal with a lot 
of Centaurs and Slaughtaurs, Stalkers, and Brown Chaos Serpents on the cliffs. 
This will not be easy at all, especially since you don't have very much room to 
move around. After all the enemies are dead, you'll have to deal with Centaurs 
inside the building, but it isn't as hard in here. In the largest room, the 
floor isn't quite all there, and on the edges are several Flechettes. Make sure 
not to fall off here. The door at the far end of this room is the way out. Here 
you'll have to fight a lot of Afrits and some more Stalkers. You'll see a dark 
corridor to the left, some stairs right in front, a door to the right of those 
stairs, and if you walk out a bit, you'll see a door on the right. As soon as 
you walk outside, head to the left and into that dark corridor. Right away 
you'll see a door on the left. Go through it and hit the switch that you'll 
eventually see. Then go to the outside stairs and you can hit the switch up 
there. This will open the door to the right of the stairs. Here you'll see a 
bunch of barrels on the right side of the room, what seems like something a 
blacksmith might use, and a few more barrels and a small room right above them. 
On the right side is a wall with a picture of a dragon on it. That's a secret 
wall. On the left side is where the clock gear is. Jump up on the barrels and 
up into the room to get it. Now go back to where you started from and jump up 
on the cliffs there (where the Brown Chaos Serpents were), and leave.


As soon as you begin the map, you'll be attacked by a bunch of Ettins and 
Stalkers (both types). You'll probably have to use a few Discs of Repulsion to 
survive with at least a little health. After the confusion dies down you can 
explore the map. Don't fall off the ledge until you're ready, because in the 
slime below are a lot of Stalkers. There's a torch on one of the ledges, by the 
way. When you're ready, jump off and attempt to kill the enemies. Then you can 
hit the valve switch, which raises the slime level to a teleporter. Once 
through, you'll see another valve switch. This will lower the slime level 
again. Now head through the sewers, killing enemies as you go, until you reach 
another teleporter. This will lead you to another part of the sewers, where 
more enemies and a clock gear are. Also, a teleporter is there at the far end 
behind some columns, so it may be hard to see at first. This teleporter will 
lead you back to the place where you saw the second valve switch. The left 
corridor, which was once blocked, is now open. There is yet another teleporter 
there, which leads to the starting area. Hit the gear-like switch there to 

Back to Nave

Now that you have all four clock gears, it's time to put them in their places. 
One raises some stairs in Dark Watch, one raises a bridge in Abattoir, one 
opens a door in Chantry, and one seemingly does nothing, but when all four are 
placed, a barricade rises in Cloaca.

Back to Chantry

Now you can worry about getting that Holy Relic you saw earlier. Go back to 
where you got the clock gear and you'll see behind the Holy Relic a Mystic Urn 
and a switch. This switch opens up one of the walls. There you will see a bunch 
of pots and another switch. This will open up the other wall. Head up the 
stairs to get the Chaos Device and a switch emerges from the floor. Hit that 
and from the pool of water a level exit appears. Also, stairs will appear 
leading to the Holy Relic. However, get it quickly, or you may get caught by a 
crusher. Now, instead of going back up to that tower, you can leave by the new 
level exit, which leads to Abattoir.

Back to Abbatoir

Remember that dark spot in the hallway? Well, now it's time to go there. First 
go to the right, but be careful around here. Jump up on the step right in front 
and quickly jump off again, or you'll be squished by a crusher. Now head to the 
corridor on the left. If you're fast enough you can see the crusher rising back 
up again. Since it only works once, you're now safe to hit the switch there, 
and maybe kill some of those Ettins in that large room there. Then go out to 
the hallway and head through the left wall. And go up the stairs. At the top of 
the stairs, you could either go straight and have fun trying to get the torch 
without falling off the slime, or you can go to the right, which will 
eventually lead to two switches right next to each other. The left switch 
causes some crushers to quickly come down, and hopefully onto the Ettins that 
are around. The right switch, activates a few more crushers you passed on the 
way there. However, these aren't beneficial like the others. You'll have to 
move very fast, but you must also be very careful. More than likely, you will 
have to do this one at a time. To make matters worse, there are enemies at the 
far end that may block you when you try to pass under the last crusher. After 
all this, you will see an open door, and the bridge that was raised when you 
used the clock gear. Carefully walk across and hit the switch on the pillar at 
the end of the bridge. This opens a door where you started on the map, so go 
back there and you will see a large room with some familiar looking dead 
Ettins. Make your way through, and at the far end will be a smaller room 
connecting another large room. You'll also see a few unreachable Quartz Flasks 
and possibly a level exit. In the next room is a switch right as you walk in, a 
small stream of flowing slime, some enemies, and what looks like some kind of 
well. Before you hit the switch, jump down the well. Be careful, however, 
because you will land right on top of a not very pleased Stalker. Hit the 
switch and the slime will rise back up. Now you can hit that other switch. This 
will open a door right next to it. Inside is a teleporter, which takes you to a 
side corridor that runs around the first large room. At the end is a 
teleporter, taking you back to the place where you got the clock gear. Now, you 
will see that the bars that the Dragonskin Bracers are behind have opened. 
There is also a teleporter there, which leads to the Sigil of the Magus, and 
the level exit you saw just a little while ago. This one takes you to Dark 

Back to Dark Watch

Go back as if you were going to get the clock gear, and once you get through 
the first building, pass that door on the right for now, and head up the stairs 
that were built when you placed the clock gear. At the top is a dark room with 
a lot of glass windows. Break them and notice that one of them reveals a door. 
Open it and you'll soon see a switch at the far end. Now come back to that door 
you passed on the way and go through. You will come to a room with a lit 
minotaur torch at one end and a teleporter at the other (if you were here 
before, you would have seen that the torch would have not been lit and the 
teleporter would have been blocked). Go through and you can grab the Glaive 
Seal. The level exit there leads to Cloaca, but since you now have all three 
weapon pieces, you could simply go back to Nave.

Back to Nave

Simply put the weapon pieces in their place and a couple of doors will open, 
reavealing a level exit to the last map.

Dark Citadel

A simple map, really. It's just an octagon with a web-like pattern of lava on 
the floor and three windows at one end. However, the map is far from easy. Once 
you're here, there is no way back, so get as many things as you can before 
coming here. It is all quiet when you begin, but after a few moments 16 or so 
Slaughtaurs appear near the outer wall. This is probably one of the hardest 
parts, since you'll have to stay outside the lava pattern. After they're all 
dead, almost immediately, 16 more show up, this time closer to the center. 
Also, a bunch of Quartz Flasks appear. After they are gone, 16 more show up, 
along with blue and green mana. After they are gone, the lava pattern in the 
floor sinks and becomes water, and the enemy fighter (Zedek) breaks through one 
of the windows. Also, a Dark Servant appears in the center. After he is dead 
the pattern repeats itself, only this time with Dark Bishops. Compared to those 
Slaughtaurs, these are pushovers. Once that is done, the enemy cleric 
(Tradactus) breaks through the glass. The floor pattern turns to ice and a 
Krater of Might appears in the center. Then the pattern repeats itself again, 
except with Reivers. They aren't quite as hard as the Slaughtaurs, since you 
can move around the whole area. After this, the enemy mage (Menelkir) breaks 
through the third window, and a Mystic Urn appears in the center. Once he is 
dead, you can exit and end the game.



This description assumes that you've followed the walkthrough for the 3rd hub 
and you've already inserted the 4 gears at the proper places in the Nave.

Since Cloaca did not have any weapon puzzle pieces, you thought it wasn't 
important anymore after you got them all, but there is something else here. 
There are two puzzle books. After putting in all four clock gears, some 
barricades have moved out of the way. The Liber Oscura is right at the start of 
the map. The Daemon Codex is only a little harder to find. Fall off the ledge, 
and if you lowered the slime, you'll have to raise it again. Now go through the 
teleporter, and at the far end of the sewers in a small alcove is the second 
puzzle book. Just follow the flowing slime all the way to it. With both books, 
you can go back to Nave.


At the back of the map on either wall, you will see a pattern on the wall, with 
a twined torch on either side. These are secret doors leading to libraries. It 
is here where you put the books. Put one book in each library and you will see 
that the way back is opened leading to the secret map.

Ice Hold

This is probably one of the hardest maps in the whole game, but it also has the 
most items and artifacts to get, including the ever popular Wings of Wrath. 
They are located in the center tower, and before you can get them, you have to 
hit four switches. All while being constantly bombarded with Wendigo blasts. 
Each switch is behind a door on certain areas of the map. The west side has one 
switch, and it is probably the easiest. The north side has two switches, and 
the south side has one, and is easily the most annoying. For the west switch, 
all you do is hit the switch, and the ice walls will melt, allowing a few 
Wendigos to attack. Kill them and wait until the door opens. For the first 
north switch, the one on the left, you will see a room with a fast moving 
column moving around the walls. In the center are a few Wendigos surrounded by 
icicles. At the far end is the switch. Hit it and the Wendigos will wake up. 
For the switch on the right, you must first go down some long, winding stairs. 
Then you come to a corridor. Notice the lighting. It is dark on the left wall, 
and bright everywhere else. Remember this as you hit the switch. Don't walk on 
the lighted area because that portion disappears and you would fall off. Now 
for the switch in the south side of the map. The room with the switch seems 
simple enough, with a few green mana and a Porkelator where the switch is. 
However, be extremely careful here. Once you press the switch, get away from 
there, since the room will go through something similar to the room with the 
Steel Key on Guardian of Ice. Most sections won't close up completely, but some 
will. One of them happens to be right over your head, so once you hit the 
switch, move away from it as fast as possible. With all four switches pressed, 
a winding magic bridge has formed. It's not as easy as it looks, since it's 
above ice. That makes it slippery as well. Once you get to the center tower, 
get the Wings of Wrath. Make absolutely sure that you get the Wings of Wrath 
before you hit the switch or they will vanish. Once you get them, you are free 
to explore the map and grab all the goodies that you couldn't reach before.



v1.0 - initial release [April 15, 2006]

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