Hexen - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Hexen - Strategy Guide (Page 03).
--------------------------------------------------------------------------- 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. 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!). --------------------------------------------------------------------------- The Secret Level on Episode 3: Deathwind Chapel --------------------------------------------------------------------------- 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. --------------------------------------------------------------------------- Castle of Grief: synopsis of the puzzle --------------------------------------------------------------------------- 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? --------------------------------------------------------------------------- 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.) --------------------------------------------------------------------------- Castle of Grief: the Clock --------------------------------------------------------------------------- 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. --------------------------------------------------------------------------- Castle of Grief: Solving the Puzzle of the Gibbet --------------------------------------------------------------------------- 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.
| « Previous Page | Next Page » |
