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Hexen 64 - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Hexen 64 - Strategy Guide (Page 03).

The three chapels are quite intricately connected with each other;
pulling puzzle switches in one chapel may open new areas in other 
chapels. This can become very confusing; so I recommend that you 
simply solve the nine puzzles in the order that I present them. This 
time it's not the best way of doing things though. In many places 
you can solve more than one puzzle without leaving the chapel, but 
for the sake of neatness, I'm doing things the long way. Of course,
for those of you who want to do things your own way and don't mind 
getting confused, :) I've included many cross-links in this document. 


The First Three Puzzles


Griffin Chapel (1)

Go to the Griffin Chapel. There are two cages with Chaos Serpents 
on the northwest and northeast corners of the hall here, as well 
as another cage with another Chaos Serpent on the south side. On 
the south side, there are two staircases on the south, with really 
HIGH steps. These are blocked with bars unless you've solved the 
first puzzle in the Wolf Chapel. If you did, you can solve the second 
puzzle in this chapel. There are also bars on the north side, which 
leads a deep chasm. If you've solved the first puzzle in the Dragon 
Chapel, you can solve the third puzzle in this chapel.

Go to the west side of the hall where there's a wall with a purple 
diamond at the top. This is a secret door; open it and pull the switch 
inside. This is the first puzzle switch in the Griffin Chapel. Besides 
solving the puzzle, it also opens: 

two pillars next to the two Serpent cages in the hall. The switches 
inside these pillars opens the cages. 
the door on the north side of the hallway in the Wolf Chapel, 
which leads to the second puzzle in the Wolf Chapel. 
the northern pair of rotating pillars on the west side of the Dragon 
Chapel, which leads you to the second puzzle switch in 
that chapel, and also open the bars blocking the northern passage 
on the east side of that chapel. 


Wolf Chapel (1)

Go to the Wolf Chapel. The portal takes you to a small room with 
the three portals, outside the chapel building. Go to the southwest 
corner of the level, where there's a small staircase leading to a 
door in the building. Go inside and pull the switch inside. This 
switch opens the door on the south side of the building, which leads 
to long hallway.

If you've solved the first puzzle in the Griffin Chapel, you can 
solve the second puzzle in this chapel from here; and if you've 
solved the first puzzle in the Dragon Chapel, you can also solve 
the third puzzle.

Turn right when you enter this place, and open another door there. 
The switch inside is the first puzzle switch in this chapel. Besides 
solving one of the nine puzzles, this switch will: 

open the bars blocking the staircases with high steps, in the Griffin 
Chapel. This leads to the second puzzle in that chapel. 

open the southern pair of rotating pillars on the west side of 
the Dragon Chapel, as well as the bars blocking the south passage 
on the east side of that chapel. This south passage leads to 
the third puzzle switch in that chapel. 


Dragon Chapel (1)

When you first enter the Dragon Chapel, BEWARE of the crystal vials 
on the ledges at the sides of the room. If you decide to grab them,
be ready for a nasty encounter. Also, watch out for slaughtaurs inside 
the main hall of the chapel: there are many of them here. There's 
a circle of unlit lamps in the front of the hall. If you've solved 
the first puzzles in the other two chapels, the lamps will be lit,
and a Krater of Might will teleport into this circle after a while(how 
nice!). Go up the steps leading to the swamp pool, and go grab the 
goodies behind the pool. Kill the Dark Bishops that appear. Now two 
doors have opened on the east and west sides of the hall. Be careful 
when you enter one of these doors, because monsters behind the other 
door will be sneaking up behind you.

The east door leads to a short corridor with two passages on the 
sides, the northern passage and the southern passage. These will 
be blocked with iron bars unless you've solved the first puzzles 
on the other two chapels. If you've solved the first puzzle in the 
Wolf Chapel, you can solve the third puzzle in this chapel from 
here.

The west door leads to a short corridor with two pairs of rotating 
pillars on the north and south sides, which block the passages behind 
them. You cannot pass these pillars unless you've solved the first 
puzzles on the other two chapels. If you've solved the first puzzle 
in the Griffin Chapel, you can solve the second puzzle in this 
chapel from here. There's a switch on the left wall. This is the 
first puzzle switch in this chapel. Just as in the other two chapels,
this switch also opens: 

a door on the east and a door on the west side of the hallway in 
the Wolf Chapel. The west door leads to a series of dark corridors 
and a room with the third puzzle switch in that chapel. 
The bars on the north side of the hall in the Griffin Chapel, which 
leads to a huge pit with lava at the bottom (yes, I was stupid 
enough to jump down just to see what's at the bottom!) This 
place leads to the third puzzle switch in that chapel. 


The other six puzzles


Griffin Chapel (2)

To solve the second puzzle in the Griffin Chapel, you need to solve 
the first puzzle in the Wolf Chapel. This opens the two staircases 
on the south side of the hall in the Griffin Chapel.

Go to the Griffin Chapel, and down the stairs on the south side of 
the hall. Climb up the passage on your right. This leads to an open 
area with a deep chasm on either side of a walkway. Walk to the end 
of the walkway where it widens out into a round ledge. When you walk 
here, a trigger is activated. This is the second puzzle.

Across the chasm on the east side, there's a stained glass wall. 
If you break the stained glass, a wall will open on the west side 
across the chasm. This leads to the room with the Porkalator, in 
front of the ledge. Note that this stained glass takes good aim to 
break. I've found out that it's possible to break this glass with 
all the character classes. You need very good aim, that's all. Try 
strafing to the sides and shooting from different angles if you've 
trouble breaking the glass. (Thanks to Arco Vermaat for telling me 
that it's possible with the fighter's hammer.)


Griffin Chapel (3)

To solve this puzzle, you must first solve the first puzzle in 
the Dragon Chapel. This opens the bars that lead to the huge pit 
with lava at the bottom. If you noticed, there's a small black arrow 
on the floor pointing at the pit. Now, take a deep breath, and walk 
over the edge in that direction!

Presto! a magic blue bridge appears at your feet, leading to two 
openings across the deep chasm. If this doesn't seem to work for 
you (ie., you fall into the chasm and die when the bridge appears,
or it doesn't appear at all), note that: you must WALK over the edge,
not crawl like a coward. There's a small gap between the edge and 
the bridge; if you crawl too slowly, you'll fall through the gap 
to your death. Also, you must walk off the edge EXACTLY where the 
arrow is. If you walk off elsewhere, you'll miss the bridge and die 
(or the bridge may not even appear).

Now go to the opening on the right first, and press the switch there. 
This will open the bars that are blocking the opening on the left. 
After you press the switch, go to the opening on the left and enter 
the teleport. This teleport takes you to the southwest corner of 
the chasm, near the bottom. Follow the narrow passage and jump across 
the small section of the chasm. The passage on the other side leads 
to what I call the Crazy Walls Room.

There are many walls in this room that move back and forth. If you're 
not careful, you'll be crushed between moving walls! The puzzle switch 
is at the far end of the room. But DON'T RUN THERE YET! If you do 
that now, the ceiling wall fall on top of you and kill you. You must 
first find four switches in this Crazy Walls Room. The switches are 
behind walls with a purple diamond at the top. They are located near 
the four corners of the room.

NOTE: Several times when I played this level I had problems with 
walls that seemed to be stuck, and in places close to these walls 
I seem to be able to "see through" them (DOOM level writers call 
this the Hall of Mirrors Effect). The reason seemed to be that some 
ettins are stuck between the walls, and for some reason--I think 
it's a bug--the walls cannot move and this causes the wall-moving 
script to malfunction (my guess). This is especially irritating when 
one of the four switches are behind the stuck wall! The way to cure 
this bug is to either kill the ettin and quickly move out of the 
way before the wall crushes you, or use the Disk of Repulsion on 
the ettin. For some reason this kills it, and the walls go back to 
normal.

After you have activated all four switches, go to the end of the 
room where the puzzle switch is. The ceiling won't fall down now. 
After you pull the switch, the "Crazy Walls" move into some fixed 
position and then stops moving. 

Wolf Chapel (2)

You must solve the first puzzle in the Griffin Chapel before you 
come here; it opens the north door in the hallway in the Wolf Chapel. 
There's a long corridor behind this door. Be careful of the stained 
glass walls and ceilings. They've unexpected surprises for you!

At the end of the corridor is a big auditorium, with a triangular 
symbol at the front and two pillars at the sides. You need to run 
and jump on BOTH pillars. This solves the second puzzle in this chapel. 
Before you stop to congratulate yourself, some monsters are jealous 
of your progress...

Solving this puzzle also raises the floor where the triangular symbol 
is marked. Now you can jump from this raised floor onto the small 
ledge with the Krater of Might. 

Wolf Chapel (3)

The switch that solves this puzzle is in one of the rooms in the 
dark corridors on the western part of the Wolf Chapel.

If you have solved the first puzzles in both the Dragon Chapel and 
the Griffin Chapel, you can enter the Wolf Chapel using the west 
entrance. From there, enter the first door on the right.

Otherwise, go to the main hallway of the Wolf Chapel and enter the 
door on the west, where there's a room with a deep pit with a pillar 
in the middle. (I still don't know what this pillar is for. If you 
know, please tell me.) Enter the door on the left, which leads 
to dark corridors. Go left when you enter the door, and go inside 
another door on the left.

Now you should be in the room with two pillars and some Dark Bishops. 
The door on the opposite side leads to a room with the puzzle switch. 
Once you pull the puzzle switch, four platforms at the corners of 
the room will lower, with some ettins on them. The two pillars in 
the first room will also lower, with some Dark Bishops on them.

One of the platforms will rise when you step on it, and will take 
you to a small secret room with an Icon of the Defender.

For those of you who are adventurous, you might want to try exploring 
other rooms along the dark corridors. There's a room with something 
that looks like a fireplace. Anyone knows what this is for? There's 
also a room which has three raised ledges with Discs of Repulsion 
on them. Each time you take the Disc, the ledge lowers into the floor. 
Once all three have lowered, Dark Bishops will teleport into the 
dark corridors outside. By the way, the map seems to show that there's 
a door from this room into one of the side rooms in the long hallway 
with stained glass, but I can't get it to open. Anyone has any ideas? 
Please tell me if you know anything about this.


Dragon Chapel (2)

To solve this puzzle you must first solve the first puzzle in 
the Griffin Chapel. This opens the northern pair of rotating pillars 
in the Dragon Chapel.

If you haven't solved the first puzzle in the Dragon Chapel yet, 
do it now. Go to the west corridor where the rotating pillars 
are (this is also where the first puzzle switch is). Go past the 
northern pair of pillars. There's a wall with a dragon symbol on 
it. You need to open this door by pulling a switch upstairs. Turn 
right and activate the wall where the texture is different. This 
lowers an elevator which takes you to the ledge where a slaughtaur 
was. There's a wall with a dragon symbol on the left: open it and 
go up the stairs. Now you are on the high ledge in the northwest 
corner of the chapel. There's a switch near the edge. Pull this switch 
and the door downstairs that I mentioned will open. Now go back down 
the stairs and jump down into the main hall of the chapel. Note: 
DON'T jump down straight from the high ledge. You'll get hurt.

Now go back past the northern pair of rotating pillars and go through 
the door that just opened. Go all the way to the end and pull the 
switch there. This is the second puzzle switch. If you look through 
the window here, you'll see a swampy pool with lots of goodies. You 
can get in there from the main hall of the chapel outside. Go to 
the swamp pool and strike the northern wall (strike, not open). This 
lowers the pool into this area behind the window.


Dragon Chapel (3)

You should solve the first puzzle in the Wolf Chapel before you 
come here. When you solve the first puzzle in the Wolf Chapel, the 
bars blocking the south passage on the east side of the Dragon Chapel 
will be opened.

Go to the east corridor and down the south passage. Activate the 
wall with the dragon symbols. This is an elevator that takes you 
to the highest ledge in the southeast corner of the chapel. From 
there, jump down to the lower ledge on the north (NOT back into the 
main hall!). A wall will open on the right, with some baddies. The 
switch inside is the third puzzle switch in this chapel.


The Heresiarch

So, you've solved the puzzle of the three chapels. Now, go back to 
the Heresiarch's Seminary. All nine panels on the wall should be 
bright by now. Pull out your best weapons and go into the main hall. 
The battle begins! You must face the Heresiarch before you can get 
out of this place.

Although this document is supposed to concentrate on the puzzle side 
of the game, I think a few tips on fighting the Heresiarch should 
be included here since it's an important juncture in the game.

The Heresiarch has several modes of attack: he can fire a wavy trail 
of large purple fireballs that are extremely damaging (they explode,
too, so stay away from them even when they miss you and hit the floor),
or he can summon bouncing blobs of fire that chase you. These blobs 
of fire look like skulls and stay around for quite a long time before 
they disappear, if they don't hit you. When the Heresiarch is badly 
hurt, he'll also summon Dark Bishops to help him. Note that the Heresiarch 
can freeze into an invulnerable mode (when he has those purple swirly 
things around him, not necessarily when he raises his arms--thanks 
to Arne for correcting me on this point). In this mode, all attacks 
are blocked, and most magical weapons are actually reflected back 
at you.


Here are some strategies in fighting the Heresiarch: 
Since you should have an ample supply of quartz flasks by this 
time, just ignore the homing bouncing fire blobs (they don't cost 
too much life); concentrate your attention on attacking the Heresiarch. 
Stay away from the purple fireballs, though. These may drain too 
much life and exhaust all your healing potions. 
Don't just fire at the Heresiarch from one direction; move about 
and fire from different angles. This way, you've a much better 
chance of hitting him because shooting at him from the same angle 
simply causes him to freeze into invulnerable mode and your ammo 
will be wasted. 
Don't be too distracted by the Dark Bishops when the Heresiarch 
starts summoning them. Just kill enough of them to keep their 
spiralling fireballs from draining too much life; don't spend 
all your ammo on them since the Heresiarch is going to summon 
more anyway. Instead, CONCENTRATE ON ATTACKING THE HERESIARCH. 
His summoning the Bishops show that he's quite badly hurt already. 
Kill him first, then you can take care of the remaining Dark Bishops. 

Also, DON'T TOUCH THOSE BOUNCING MANA CUBES when the Heresiarch 
dies! They are very explosive and may kill you if you're greedy 
and think that they'll increase your mana points. 
After the Heresiarch dies, the Seminary will start to quake and tremble. 
Just stay still in a safe place until things calm down again. Hint:
watch out for ettins that teleport in after you kill the Heresiarch. 
You're probably very low on life at this point, and they like to 
come just at this wrong time to beat you up from behind. Now, several 
places on the west side of the Seminary have opened. Go there now,
and enter the inner sanctum of the Heresiarch. Be careful! The Heresiarch 
is dead, but his followers are still around seeking revenge, so don't 
put away your weapons yet!

Jump inside the room where the Chaos Serpent was (you've probably 
seen this place from the outside before). The wall on the corridor 
behind you will open, and the portal leading to the next episode 
is standing there, waiting for you. Before you enter, you may want 
to explore the secret level first. If you're ready to enter the 
portal, MAKE SURE YOU HAVE ENOUGH HEALTH AND AMMO LEFT, otherwise 
you're not going to survive the next episode (yes, it's that horrible!). 

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The Secret Level on Episode 3: Deathwind Chapel


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Getting to the Deathwind Chapel

You must kill the Heresiarch before you can get to this secret 
chapel. After you kill him, go to the north part of the Seminary 
where the magical walls area is. The pillars south of this area are 
now opening and closing. Go behind the pillars and take the elevator 
down. The portal at the bottom takes you to the Deathwind Chapel.


Solving the Deathwind Chapel

There are three sections in this chapel, the Lava area, the Centaur 
Room, and the Goodies area. When you first come into the chapel, 
only the Lava area is open. This place is behind the door on your 
left as you enter the chapel.


The Lava Area

There are several Dark Bishops in the room, so be prepared before 
you open the door! After you get rid of them, activate the switch 
at the far end of the room. Stairs will rise on your left. Climb 
up these stairs to the top, where there's a ledge with lava below.

You need to jump into the lava and run to the opening on the right 
(make sure you see where it is before you jump! It's not fun walking 
around on lava looking for something you can't find). There's a narrow 
staircase here that leads into a dark room with Dark Bishops. Activate 
the switch in this room. This switch activates the elevator in the 
next place you go to.

Now, go back down to the lava, and run across to the opening. Go 
inside the room with a pillar. Step on the elevator behind the pillar,
which takes you to two rooms where Dark Bishops were shooting at 
you earlier. There's a door in the room on the right which takes 
you back to the room where you activated the elevator switch. Go 
to the room on the left and down the dark passage to another room 
with Dark Bishops.

Activate the switch in this room. This opens something in the pillar 
in the elevator room. Go back there and examine the pillar. Activate 
the skull switch. Now a wall has opened on another side of the lava,
which leads back to the first room in the Lava area. Run across the 
lava into the room. Now stairs have lowered on the other side of 
the room.

Go down the stairs to a room with a large pit. Follow the ledge on 
the left carefully. There's a pillar in the middle of the pit with 
a platinum helmet on it. Go to the ledge nearest to the pillar and 
jump on the pillar. Stairs will rise and join this pillar to the 
entrance of this room. Go back to the entrance, and now follow the 
ledge in the other direction. This leads to a switch which opens 
a wall back to the first room and also opens the door to the Centaur 
Room.


The Centaur Room

Go back to the room where you entered this chapel, and enter the 
Centaur Room. BE CAREFUL OF THE PILLARS INSIDE... They will start 
to rotate and move about. You have to time yourself carefully and 
run past them to the far end of the room. Don't get crushed by the 
pillars! (You can also run past them before they start to move about). 
Pull the switch at the far end of the room. Walls will open, with 
goodies inside and more Centaurs. You have to run past the rotating 
pillars again to get out of the room. 

Goodies area

Now, the third door in the portal room should be open. DON'T RUSH 
INSIDE! You'll be stampeded to death by hordes of monsters. The best 
strategy here is to run inside quickly and get out again, and stand 
at the doorway; then either put traps (like poison clouds from the 
flechettes if you're playing the Cleric) or whack away like mad at 
anything that tries to come out of the door.

After you bash the guts out of the monsters, go inside the room. 
There are two teleports here, one on each of the dark sides of the 
room. Each teleport takes you to a small area which overlooks a courtyard 
with a statue in the middle. Pull the switches in both of these areas. 
This will open the door at the far end of the room, which leads to 
the courtyard with the statue. There are lots of goodies here, with 
a Krater of Might in an opening at the far end of the room.

That's all there is to this level. Collect all the goodies and ammo 
here and step into the portal that leads back to the Heresiarch's 
Seminary. Now you're probably more equipped for the next episode! 
Step into the portal that leads to the next episode, the Castle 
of Grief. 
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Castle of Grief: synopsis of the puzzle


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I'm skipping the horrific superlatives again... (I looked at the 
monster count: over 100 in this single level!) It's so crazy that 
even while Korax is giving you a polite little speech, a Chaos Serpent 
is breathing fireballs at you behind the wall--you'll be fried 
unless you strafe to the side! Just as in the Heresiarch's Seminary 
(episode 3), there are two phases in this episode. Your ultimate 
goal is to find the other Heresiarch and kill him (yes, you've to 
face another one of 'em!!). As the story says, "somewhere within,
your enemies are waiting." Somewhere in this castle episode, the 
Heresiarch is waiting. 

1. The Clock

One of the buildings inside the castle has a big clock in the wall. 
When you first enter this episode, the clock is not working. Some 
gears are missing from the clockwork machinery. You can see parts 
of the machinery behind the four rusty panels in this room. A gear 
is missing from the machinery behind each panel. You have to find 
the four gears, which are scattered across the castle, and fit 
them back into the machinery. Once the clock is repaired, it will 
start to move. OK, you ask, so what? Well, once the clock starts 
to move, an elevator in the middle of the castle is activated, 
which takes you to a portal leading to the Gibbet.


2. The Gibbet

So, you've managed to find the way into the Heresiarch's hideout. 
But you're not done yet! The Heresiarch is not so easy to deal 
with. He's waiting somewhere behind the Axe door. But where's the 
Axe key? How do you get to the key? 
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A Spoiler

NOTE: I've received a message from Raven's Game Design Manager, Michael 
Raymond-Judy, saying that this shortcut has been corrected. It was 
an unintentional slip by the level designers, apparently. So, the 
following information will expire soon.

This shortcut lets you skip the entire Clock puzzle, and also skip 
almost all of the puzzles on the Gibbet. In effect, you've hardly 
played the episode at all!

Here's how it goes: in the centre of the Castle, there's a room with 
many traps in the centre. One of these traps is a Porkalator; if 
you stand there, you might get porkalated (ie., turned into a pig). 
The trick to this short-cut is that you DELIBERATELY stand in the 
middle of these traps to get porkalated. Or, if you're quick, watch 
for the yellow, roundish projectile--that's the porkalator projectile 
-- and deliberately get hit by it when you see it. When you become 
a pig, you can fit through many places you aren't supposed to fit 
through in human form! (Another way of getting porkalated is if you 
have a porkalator yourself. Go whack a Centaur until he freezes into 
defense mode, then throw the porkalator. The Centaur's shield will 
reflect the Porkalator back at you and porkalate you.) Run out to 
the front of the castle, and run under the hole on the east side 
of the moat. There's a portal here that leads to the Effluvium. In 
fact, if you're not using this short-cut, you can get here from the 
Effluvium much later in the game. The hole where you crawled through 
can be opened from the inside so that it's big enough for you to 
fit through in human form.

The portal takes you to a room with four mini-tanks of muck in the 
Effluvium. (Actually, you need to open the wall in a small space 
where you teleport in.) Jump to the tank on your right, and turn 
the winch on the side, which will drain out the muck. Jump inside 
the tank, and go through the opening. Open the wall with a handle 
on the opposite side. Jump over the hole in front of you, and enter 
the room where the Brown Serpent is. There's another wall with a 
handle where the Serpent is standing; open it to reveal a portal 
to the Forsaken Outpost. Now, you've come to where it would take 
a much longer time to reach without using this shortcut! In fact,
you've almost solved the puzzle of the Axe Key, without actually 
solving the puzzles themselves! But you missed all the fun you would 
have had otherwise, though. :)

(This short-cut was told to me by Rob Viren and Greg Hewgill.) 
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Castle of Grief: the Clock


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Getting into the Castle

Of course, before you start looking for the gears, you must get into 
the castle first! You need to raise the bridge that leads to the 
front entrance of the castle. The switches to raise the bridge are 
in two small niches in the water on either side of the bridge. Pull 
both of them, and steps will be raised. Now you can get into the 
castle.

As mentioned before, you need four gears. You can get them in any 
order you want, but I suggest that you follow my order, because I've 
arranged them so that you go from one part of the castle to another 
progressively.


Silver Gear 
Silver-rimmed Yellow Gear 
Yellow Gear 
Yellow-rimmed Silver Gear 
If you want, you can see the room with the Clock and fiddle with 
the panels now. Or, if you're not in a hurry, read on. I'll get you 
there eventually.


Silver Gear

This gear is the easiest to find. From the front entrance of the 
castle, go inside and go right (WEST). Enter the dark room on the 
west (I call this the West Room). The Silver Gear is sitting in the 
middle of the room. WARNING: NEVER STAND THERE AND ADMIRE THE BEAUTIFUL,
INTRICATELY MADE GEAR ONCE YOU PICK IT UP. THIS IS NOT A MUSEUM! 


Silver-rimmed Yellow Gear

This one is also easy. It's in the big round room in the centre of 
the castle, opposite the West Room (see the section above on the 
Silver Gear). I call this the Gibbet Room because this is where 
the portal to the Gibbet is. The entrance to that room is on the 
south. The gear is in the middle, where there's a circle of eight 
pillars with masks on them. NOTE: AGAIN, THIS PLACE AIN'T A MUSEUM! 
GET OUTTA THERE ONCE YOU GRAB THE GEAR. IT'S NOT ARCHAEOLOGISTS WHO 
PUT THOSE MASKS THERE... 

Yellow-rimmed Silver Gear

This gear is in the room on the southeast corner of the castle. You 
need to activate five switches in order to get it. Each of the five 
switches are in one of the five towers of the castle.


Getting up to the Battlements

Go to the Gibbet Room in the centre of the castle (the round one 
where the Silver-rimmed Yellow Gear is). Jump on the window sill 
on the east side of the room. There's a switch behind the pillar 
here: pull it and the four elevators in the front and back of the 
castle will be activated.


The Battlements

The battlements of the castle are split into two parts, the one along 
the eastern wall, and the one along the western wall. The eastern 
battlements connects three towers, and the western battlements connect 
the other two. Just take the elevators up to the battlements, and 
look for a switch that looks like a skull in each of the five towers. 
You should activate FIVE switches. After all of them are activated,
go to the southeast room in the castle. Stairs should have lowered 
at one corner of the room. The Yellow-rimmed Silver Gear is on the 
shelf at the bottom of the stairs. Once you get the gear, fireball 
traps on the floor will activate. Run through them quickly to get 
back into the courtyard of the castle. 

The Clock Room

While you're finding switches on the battlements, you may want to 
visit the room with the infamous Clock. The room is in the SOUTHWEST 
corner of the castle. The entrance is on the south side. Be careful 
when you get there. Some monsters are jealously guarding their broken 
toy clock...


Yellow Gear

The Yellow Gear is also in the Gibbet Room, but it's on a platform 
that you cannot reach. To lower this platform, you need to press 
FOUR switches on the OUTSIDE of the castle. Follow the side of the 
wall carefully; some of the switches are quite well hidden. After 
you activate all four switches, the platform in the Gibbet Room will 
lower, with the Yellow Gear on it. 

Interlude: portal to the Forsaken Outpost

While you're looking for the four switches outside the castle walls,
you've probably noticed the small opening on the southeast corner 
of the level with a portal inside. This portal leads to the Forsaken 
Outpost. There are some items there which you need to solve the puzzle 
of the Gibbet; so you should go and get them now. Also, there's plenty 
of ammo there, for those of you who are running short of firepower. 


Fixing the Clock

Go to the Clock Room. The infamous Clock is here, not moving at 
this point. There are four panels in this room; each panel has the 
picture of a gear above it. This picture indicates which of the four 
gears you should fit into the machinery behind the panel. (The game 
won't allow you to place a wrong gear into the machinery, so don't 
worry too much about this.)

After all four gears are fitted in, the clock starts to move. Who 
cares, though? What you really want is the message that says that 
something has lowered in the Gibbet Room. Go there now, and get on 
the elevator that was activated. When the elevator gets to the top,
activate the eight-pointed switch. This teleports you to the Gibbet.


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Castle of Grief: Solving the Puzzle of the Gibbet


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The Gibbet

When you first come to the Gibbet, there's a switch in front of you. 
Pull the switch, and turn around! The switch lowers the floor you're 
on, down into the Central Room. Monsters will attack you from behind 
if you don't turn around.

The Gibbet has several rooms and places: 


Central Room

This is where you start. There's a portal here that takes you back 
to the Castle of Grief, and a spire of stone on the pool in the 
middle.


Axe Key Room

As the name indicates, the Axe Key Room is where the Axe Key is. 
This room is on the north of the Gibbet. You need the Axe Key to 
open the door to the Heresiarch's Lair. But don't be deceived! 
This doesn't at all mean that getting the Axe Key is easy. You 
can SEE where the Axe Key is, but to OPEN the cage where it is,
you have to solve a string of other puzzles.


Statue Room

This is the room with many Dark Bishops, on the east side of the 
Gibbet. There's a statue at one end of the room, and a deep fissure 
in the floor. The presence of the fissure suggests that the floor 
in this room may be unstable...


Heresiarch's Lair

This is the west room in the Gibbet. You need the Axe Key to get 
in. It's some kind of throne room, because it has a jasper throne 
in the middle and many lamps and pillars around. As you guessed,
the Heresiarch is somewhere inside here. Of course, you need to 
get the Axe Key first, before you can enter this room to face the 
Heresiarch.


Library Area

This area is on the south side of the Gibbet. There's a library here,
with bookshelves and study tables; and another area which has a 
door that requires the Dungeon Key. 
To solve the puzzles to open the cage where the Axe Key is, you must 
first get some required items from the Forsaken Outpost. If you have 
done so already, you can skip to the next step. If not, go back 
to the Castle of Grief. Go to the southeast corner, OUTSIDE the castle. 
There's an opening here with a portal that takes you to the Forsaken 
Outpost.


Forsaken Outpost (1)


Liber Oscura

You start in a dark cavern, with many monsters around. Go to where 
these caves opens into an open area with a deep chasm (there aren't 
too many caves here, so you should be able to find your way around 
pretty easily). Follow the ledge on the right that goes to the doors 
where the Chaos Serpents are.

Note: there's a pillar in the chasm with many Repulsion Discs. You 
can jump to it, but only if you're very expert. I suggest that you 
solve puzzles here first, and then come back, because a magic bridge 
will appear after you solve the puzzle.

Enter the doors, which lead into a courtyard with a statue in the 
middle. There are two small rooms on the left and on the right. There's 
nothing in them yet, so go to the far end of the courtyard where 
there's a dark corridor. The big doors in front require the Rusted 
Key, which you'll get later. If you go right on the corridor, it 
will lead to the ledge where the Chaos Serpent is. There's a platinum 
helmet here. If you go left on the corridor, it will fork into two. 
The left turn goes to the other ledge with the Chaos Serpent, where 
there's a quartz flask. Follow the right turn, which leads into a 
small dark room with a switch.

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