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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter H » Hexen 64 - Strategy Guide (Page 05)

Hexen 64 - Strategy Guide (Page 05)

Below are the cheat codes, hints and help for Hexen 64 - Strategy Guide (Page 05).

Go to the third room now. Again, activating the wrong switch teleports 
in a gang of ettins to punish you for your mistake. :)

The third room is a triangular room. Again, there's a symbol on the 
pillar in the middle. Find the matching symbol on the wall and activate 
it to open the next room.

The fourth room is a circular room with a deep pit. There's a magic 
blue bridge that lets you get to the pillar in the middle, which 
has four symbols on it. Again, LOOK AT THE MAP! What does this room 
look like? Find the symbol with this shape and activate it.

Now, go to the fifth room, which is another triangular room. By now,
you should now what to do: activate the symbol on the wall that matches 
the symbol on the pillar in the middle.

The sixth room is another circular room. I don't think I need to 
repeat myself here. You should know which switch is the right one.

Another triangular room... same story goes for this one.

Another circular room... same old story. But this time, after you 
activate the switch, something happens. (Provided of course, that 
you've activated the correct switches in the other circular rooms.) 
Four new switches have appeared, one in each of the four circular 
rooms. You can press any of these four switches; all of them do the 
same thing: they activate four elevators in all four circular rooms. 
Step on one of the elevators, which will take you to: 

Menelkir

There's a pillar in the room, which will open layer by layer. Menelkir 
is standing there, ready to for battle! Depending on which character 
class you're playing and what difficulty setting you use, Menelkir 
may either be using his Bloodscourge or his Arc of Death.

Kill him, and a pillar will lower with the Sigil of the Magus on 
it, that looks like a mini-Bloodscourge. You need this, so get it. 
A portal will also open now, which takes you back to the Necropolis.


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Tomb of Traductus


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The Portal

The portal to the Tomb of Traductus is on the northeast of the Necropolis. 
Open the door there that leads to a dark chamber. NOTE: opening this 
door will lock the portal to the Vivarium for good.

There's a rusty crate in this room that's different from the rest. 
(For those of you who can't find it, it's at the northeast corner 
of the room.) Step on it, and it will lower. There's a switch at 
the bottom: pull it. Now a wall has opened in the room. There's an 
elevator behind the wall. Pull the switch there to lower the elevator. 
Be careful here, though. Quite a few Brown Serpents are waiting for 
you at the bottom.

There's an opening at the north side of the rocky area at the bottom. 
Go through the opening and turn left. There are stairs here that 
take you up on the ledge where a Brown Serpent was shooting at you 
earlier on. Go right on the ledge. There's a switch in the corner. 
Pull this switch, and the portal to the Tomb of Traductus opens downstairs. 
Go back down the stairs and enter the Tomb of Traductus.


Three switches

You start in a dark cavern. Follow the passage and turn right when 
it forks. (If you turn left, this leads to the portal that returns 
you to the Necropolis.) Watch out for Brown Serpents when the passage 
opens out into a room. The entrance to the Tomb is in front.

Go down the long passage. There's a secret passage on the right at 
the first pair of stained glass walls, which leads to a dark room 
with some Dark Bishops and quartz flasks. At the second pair of stained 
glass walls, the stained glass on the left is actually a one-way 
wall. You can walk through it into another secret room with some 
health potions. Usually there's a Dark Bishop or two hiding behind 
the one-way wall, shooting at you.

If you walk to the end of the passage, the floor will lower. Usually 
I run there and quickly run back before the floor lowers, because 
there are many Dark Bishops down there!

After killing the Dark Bishops, jump down to the bottom. This is 
a triangular area; there's a door on the north side of the triangle. 
Enter the door there. There are three switches behind the door. The 
middle switch opens the area inside the triangle, where Traductus 
is. The other two switches open two other areas on the east and west 
sides of the triangle. It's not a good idea to pull all three switches,
because there are Dark Bishops in the other two areas, and they might 
interfere when you're fighting Traductus.

The area on the west is a spiral staircase with a Falcon Shield at 
the top. But there's a trap there: when you get the Falcon Shield 
rooms full of Dark Bishops will open beside the stairs.

The area on the east also has stairs, that lead to a few small rooms. 
Walking inside the first room will open a few other rooms. You can 
find the Icon of the Defender here, among other things.


Traductus

Once you pull the middle switch, the area inside the triangle opens,
and Traductus appears. Watch out for his Wraithverge! You need Discs 
of Repulsion to keep those ghosties away. After you kill Traductus,
a pillar lowers, with a Holy Relic on it, that looks like a mini-
Wraithverge. Don't forget to take it with you.

That's about it. The elevator on the south end of the triangle is 
activated now, so go back up and step into the portal that takes 
you back to the Necropolis. To get out of the Brown Serpents area 
in the Necropolis, pull the switch opposite the portal. This lowers 
the elevator where you came down on. Now you can continue your 
quest.


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Tomb of Zedek


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The Portal

There's a door on the southwest of the Necropolis. This door leads 
to a long corridor with lots of centaurs. The portal to the Tomb 
of Zedek is at the end of the corridor. NOTE: after you open this 
door, the portal to the Vivarium will be closed and locked. 

The Puzzle

When you first enter the Tomb of Zedek, it's a long corridor with 
some rusty pillars some way towards the end. If you look at the map,
the shape looks like a giant Quietus!

Walk to the end of the corridor where there's a door. WATCH OUT when 
you approach the rusty pillars on the way! When you come near, the 
pillars will begin to move to the side. When all the pillars have 
moved to the side !CRASH! the ceiling slams down, and slowly rises 
after a while. The pillars will move back to their original position. 
Now it's safe to cross over.

There's a dark room behind the door, with many pillars. Activate 
the switch on the east wall, and go back to the corridor. Now, a 
semi-circular corridor has opened on the east side of the Tomb. Go 
to the middle of the semi-circle and activate another switch there. 
This opens small rooms along the circular corridor with monsters 
inside them, and also opens another semi-circular corridor on the 
west side of the Tomb. Go to the middle of the semi-circle on the 
west, and activate the switch there. Just like the other switch, 
this opens small rooms along this corridor with monsters inside. 
Now, go to the room on the west, where there's a switch a three grey 
squares on the wall.

When you activate the switch here, the three grey squares start to 
rotate. When they stop rotating, MEMORIZE THE SYMBOLS ON THEM. Make 
sure you remember the symbols, and also the order of the symbols 
on the three grey squares!

Now, go back to the large room with pillars. This time, the door 
will shut behind you. The ceiling will start to move down slowly! 
You've only a limited time now. Go to the west side of this room,
where there's also three grey squares. Turn these squares so that 
the symbols on them matches the symbols you've just seen on the other 
three grey squares in the other room. Note that you MUST get the 
order right too. Once you got the correct order of symbols, the ceiling 
will rise again.


Zedek

Now, the door on the north side of the room will open. Pull out your 
best weapon, and enter the door. The tomb slowly opens, and Zedek 
steps forward... to give you a sound beating!

After you kill him, a pillar will lower, with a Glaive Seal on it 
that looks like a mini-version of the Quietus. Pick this up; you'll 
need it later on. That's it. You've finished this tomb. Go back to 
the portal and return to the Necropolis. NOTE: for those of you 
who have trouble killing Zedek, here's a dirty trick I use to get 
the first shot at him: when you enter the room, quickly run to the 
OPPOSITE side, and wait there. When Zedek appears, his back will 
be facing you, so he won't see you and attack immediately. Now, take 
a careful aim, and give him a good blast! However, this doesn't guarantee 
that he'll be killed. You still need to fight him, but at least you 
can hurt him first before he attacks you. 
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Dark Crucible


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Entrance

The entrance to Korax's stronghold looks really eerie! Crimson red 
sky, pitch black shadows, and corpses on spears. Even the bridge 
is swinging. But you've come this far, and there's no turning back. 
Go across the bridge and enter the door.

There are three switches here: one by the stairs, and two at the 
sides of the room. If you pull the two switches at the sides, and 
then pull the switch by the stairs, mana will appear in front of 
the two switches. Exactly what type of mana is generated is random. 
This is for those who don't have enough mana to face Korax! On rare 
occasions, you may even get a Krater of Might or a Mystic Urn. Be 
careful, though. If you do this too many times, some Dark Bishops 
might teleport in to join the switch-pulling fun... :) However, after 
the second hall opens later, this room will be closed, and you won't 
be able to come back again for the mana. Anyway, thanks to the MANY 
people who told me about this. I don't have much time now, so I wouldn't 
have figured it out myself.


Korax

The strange echoing sound that you heard when you first entered the 
Dark Crucible is the sound of Korax. Open the door in front, and 
there's a big hall in front. And on the opposite side is none other 
than the long-sought Korax! DON'T just stand there and stare at him. 
He hates that, and you'll find out real soon that it's not different 
flavours of ice-cream he's throwing at you... :) Be extremely careful 
of his fireballs! He shoots many fireballs with his many arms and 
the fireballs converge into a single blob of death that can kill 
you with one hit! He uses the fireballs of different monsters: the 
yellow ones the Chaos Serpents breath, the light green ones Brown 
Serpents breath, the blue ones Slaughtaurs shoot, the green ones 
Stalkers throw, the fiery ones Reivers throw, and the yellow ones 
Afrits shoot. (Hmm... did I miss any?) I don't know if he also uses 
the frost shards Wendigos shoot... probably not.

Another word of advice: don't walk up to him to discuss your differences 
either: that brownish trail isn't a carpet! :) And he also hates 
uninvited people treading his hall. He can fire lightning upwards 
with his arm to control different traps in the hall, such as activating 
fireball spitting devices on the ceiling, or turning almost all the 
floor in the hall into lava! Beside these, there are also crushers 
scattered around the hall.

After you hurt him enough, he teleports away like the coward that 
he is. And he opens two pairs of really packed rooms on the far east 
and west sides of the hall. These rooms are jam-packed with countless 
ettins and centaurs! They'll come swarming on top of you, the ettins 
first, followed by the centaurs, after you've killed all the ettins. 
You probably need many Discs of Repulsion to keep them from stampeding 
you to death as you shoot at them.

Once you finish off these troops, the doors on the north side of 
the hall opens to reveal another big hall beyond. Korax now teleports 
between several locations in both halls, and sends more of his troops 
from another two pairs of jam-packed rooms in the second hall. This 
time, they are Chaos Serpents (perhaps with Brown Serpents mixed 
in as well). Watch out as they literally rain fireballs on you! Also,
be careful when you're running back and forth attacking the monsters. 
Korax can turn most of the floors in the two halls into lava, and 
activate fireball traps.

After you litter the two halls with the carcasses of the Serpents,
Korax will begin to summon more monsters. Dark Bishops will appear,
as well as invisible Chaos Serpents (that shoot the more damaging 
green fireballs like Brown Serpents!) and invisible centaurs. These 
invisible monsters don't leave any carcasses when they die: they 
simply disappear. When you reach this point, DON'T WASTE YOUR AMMO 
ON THESE MONSTERS! Kill just enough of them to keep them from getting 
in your way, and CONCENTRATE ON KORAX! You should have kept enough 
Kraters of Might to keep you going (there are also a few scattered 
around the two halls).


Conclusion

When Korax finally dies, the Dark Crucible quakes and trembles, and 
a portal opens at the far end of the second hall. STAY AWAY from 
him when you kill him! When he dies, a swarm of ghosts explodes from 
his carcass, something like what the Cleric's Wraithverge does (fortunately,
these don't stay around for as long). After the ghosts are gone, 
you can go look at the big fat carcass of the late, lamented Korax. 
:)

Now, gather yourself together, and step into the portal. After all 
the excitement in the final battle, you can at last sit back and 
watch the conclusion.


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Credits:

Thanks to the following people who mailed me corrections, additional 
tips, etc.: Arne Michaelsen, Michael G. Bush, Michael W. Daniels,
John Renaud, David Madsen, Greg D. Spurr, Rob Viren, Greg Hewgill,
Jeff Rife, Hiram Lester Jr., Ron Garrison, Arco Vermaat, Remy Horton.

Special thanks to David Madsen for converting the first text version of
this walkthrough.

And of course, credits go to Raven Software and ID Software for making 
the game itself.


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If you find any errors in this walkthrough, please let me know. Write 
to me at:
yu107955@laurel.yorku.ca.

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