Hexen 64 - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Hexen 64 - Strategy Guide (Page 02).
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. ONE of these rows 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 that this is RANDOMLY PICKED, so you've to try it out each time you play the game. (This time this had BETTER be correct... I've changed this about four or five times by now.) 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. 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. NOTE: you MUST jump into that small cave before the Middle Cave opens, even though there are many ways of reaching the Middle Cave from the Ettin Cave. Sorry for the mistake I made in the previous version of this walkthrough, when I thought that you can reach the Middle Cave without going to the small cave. 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. I've finally found out what's the cause of this problem. In this room, the magic bridge appears after you kill a certain number of Afrits. If you kill the LAST Afrit when it's flying where the bridge would appear, then when the bridge appears, there will be a gap where the Afrit is. So far, I don't know of any solution to this problem, unless the gap happens to be somewhere that you can jump over. You probably have to reload a previously saved game and try again. So, my advice is, STAY AWAY from where the bridge will appear when you kill the Afrits. 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. If you want to get the platinum helmet, I advise you to do it as fast as you can move. Otherwise you won't like the consequences! (Thanks to Ron Garrison for telling me that it's actually possible to get it in the first place.) 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 WEST to the place with the serpents on the opposite ledge. (I mixed up the directions here in previous versions... sorry! And thanks to Remy Horton who pointed it out to me). This time, take the RIGHT (NORTH) tunnel (you went to the south 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 finally found out which ettins are responsible. You need to kill ettins around this level, and when you've killed enough of them, the grey tunnel will open. (I found this out by de-compiling the BEHAVIOR for this level). 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 (I think it's a Banishment 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.
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