Hexen: Deathkings of the Dark Citadel Walkthrough

by Arne Michaelsen, Michael Raymond-Judy, G.A.D. Miles, Ichor

Blight (Hub 1)

Ruined Village

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

On the second flight of stairs, step behind the pillars on the right side. Behind them there is a section of wall with more decorations than the rest. It will open up and lead up to the first segment of your superweapon.

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

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

Blight

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

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

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

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

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

Sump

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

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

Catacomb

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

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

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

The wooden floor room can be reached safely if you go around and find the back entrance, and hit a switch up there to stabilize it. Once you are on the floor, a switch there will make it drop very far, but slow enough for you to ride it safely. At the bottom is the final firemask and a teleporter.

Once all four masks are placed, you can safely jump the pit to grab the gem, but make sure you go all the way across, or you fall and die 😉

Badlands

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

Brackenwood

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

There is a button inside the ring that starts the process… once it is hit a staircase opens up leading to the outer area. Next to the staircase a small box is raised with a symbol on it… note the symbol and remember it.

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

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

Ending: Finishing Blight

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

How to find the secret level of Hub 1

To find the gem you have to complete (or at least visit) all the sub-levels of the first hub. All the side areas and connecting doors in the central ring hall should be open and visited. Then, go down to one of the exits to the other levels (I forget which one it is, sorry you’ll have to try a couple of them). You should be able to jump on the statues and up into the window wells that look onto the ring hall. Now, on the side wall nearest the exit on that same side of the map (Ok this is phrased poorly but you will find it I’m sure), click on the wall that locks the two window wells from each other. If you have visited the correct sub-maps, this wall will now lower, revealing a connecting passage to the other window well and a small hidden room. In one of these rooms is a porkalator, in the other is the 5th gem.

Constable’s Gate (Hub 2)

Constable’s Gate

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

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

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

Marketplace

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

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

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

Ordeal

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

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

Locus Requiescat

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

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

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

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

Ordeal

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

Treasury

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

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

Constable’s Gate

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

How to find the secret level of Hub 2

Treasury

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

Armory

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

Let’s try the north side next, so hit the left switch. Once you reach the north side, go down the corridor (all sides are set up in generally the same way) and behind the door is a large room, and in the middle is a column with something firing tons of ripper balls in a rotating pattern. You’re going to have to run to each switch, and when the third one is pressed, return to the door, making sure to jump up the step there. The easiest way to do this is to wait until the ripper balls are just landing before you start running. Go back to the three switches, and press the left one, opening the east side.

The east switch is actually fairly easy if you have found the Wings of Wrath. Just kill the Chaos Serpents and grab the loot before hitting the switch. Now go back to the three switches and hit the left switch, opening the south side. The south switch seems easy enough. Just run in the room, get the Porkelator, and hit the switch. However, this will open the walls, allowing a bunch of Dark Bishops to attack. Once you’ve finished here, go back to the three switches and hit the left switch. This opens the west side again. If you have hit all four switches, the exit will open up here, taking you back to the Treasury.

Nave (Hub 3)

Nave

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

Abattoir

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

Chantry

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

Dark Watch

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

Cloaca

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

Back to Nave

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

Back to Chantry

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

Back to Abbatoir

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

Back to Dark Watch

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

Back to Nave

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

Dark Citadel

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

How to find the secret level of Hub 3

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

Cloaca

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

Nave

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

Ice Hold

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