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| HeXenWorld Articles |
| HeXen
II
Demo WalkThru
by Bakshra. |
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I. Blackmarsh - Getting
the Bones |
Start HeXen
II. Choose your class and skill level.
When the level starts, turn to your right and
enter the building; kill the spiders.
Turn towards your right, you should see a picture
of a skeleton riding a horse.
To the right of the torch in front of the picture,
there should be a block with what looks like a peace sign on the front. Push
it or hit it with your weapon.
Turn around, the other picture should have opened,
jump down the hole behind it.
Kill the Knight Archer, then push the switch
on the wall with the 3 triangles on it. Exit through the teleporter to your
left.
You will find yourself up in building that you
just dropped down from. Leave the building, and go through the hallway straight
ahead of it.
Go down the hallway and through the first door.
Just past the door will be two pillars. There's
a switch on the one to the right. Push it, and the large stone block in the
middle of the room will slide to the side. Just under it, there's a button,
step on it.
A door should open across the room from the switch
you just stepped on. Go through it and follow it out to the outdoors area.
Pick up your second weapon, then turn right and
follow the path through a small cave-like tunnel, back out into another open
area, with two teleporters, one to the right and one to the left.
Go to the right teleporter.
After teleporting, run over and ring the bell
by pushing a large lever at the back of the bell's support beams.
A little area of ground should open up behind
you, go down into it.
Follow the underground hallway until you come
to a big cog-wheel. Push the lever next to it to open up a door in the wall.
Go through that door and down a short hallway.
Kill the Skull Wizard then go out onto the structure in the middle of the water.
The floor should open up and a large stone coffin should float into the air,
then break apart.
Some bones should appear. Grab them, then go
back to the first outdoors area.
Go straight this time, through another cave,
and across a small bridge. Go down a flight of steps, kill a Skull Wizard, then
exit the level. |
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II. Barbican - Getting the
Mill Key |
You start out in a small cave, walk through it
till you come to a clearing, with a large wall blocking your path.
Go to your left, run up to the catapult, and
launch the sheep over the wall.
Now, its your turn. Jump up onto the flat part
on the end of the arm of the catapult and look down, then swing your weapon.
You should go flying through the air, over the wall, and land on the other side.
Run through the cave and out into another open
area. Turn left, and go through a large door.
You will find yourself in front if a large castle,
with a drawbridge that is closing on you. Don't worry, that's supposed to happen.
Drop into the water, and turn left. you should
see a rusted-brown grate in the wall, bust the half-broken bar out of it and
go in, and turn right, continue strait down the hallway to the end, then turn
left, then to the end of the hallway. Swim up a hole and jump out of the water.
you should find yourself in the castle courtyard.
Turn right, go through an archway, and turn right
again, go up a flight of steps, then take a left and go through a door.
You should find yourself in a room with 4 beds,
take a left and go into the room with a few swords on a holder. Face the holder
straight on, then turn left, there should be a little circular symbol in the
wall. Hit it with out weapon. It should open up to a small hallway.
Go up through the hallway. You should find a
large crossbow. Step onto the floor plate right next to it. You are now in control.
Keep shooting the tower right in front of you until it breaks open, revealing
a teleporter. Jump over the moat and run up to the broken tower, but do not
enter it. The Mill key will be right next to it, grab that first.
Go into the teleporter. It should warp you into
a little cove in the side of the castle, across from where you just were. Grab
the Chaos Device and use it, it will warp you to the start of the level. Turn
around, and go back through the doors to the first level. |
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III. Blackmarsh - Grinding
the Bones |
You will be at the end of the level. Make your
way back to the first main outdoors area, then take a left to the two teleporters.
Go into the left teleporter this time.
Walk up the ramp to the right of the windmill
and open the door (It should open if you grabbed the mill key on the last level).
Go Inside the mill, and walk up to the orange
liquid, without bumping into the gears.
It should give you a message that the bones are
ground. Go outside, to the front of the mill, and pick up the dust.
Head back to the end of the level, and walk into
the orange liquid in the last room. A potion should then appear, floating on
the side of the area containing the orange liquid. grab it, and head off to
the second level. |
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IV. Barbican - Getting
the Castle Key |
Make your way back through into the castle
[retrace steps II. 1) through 7)].
Go past the room that had the sword holders,
and up into a smaller room. There should be a level, push it, it will lower
the draw-bridge (needed for later).
Head into the next room, and grab the Tomb of
Power, then go fall through the hole in the corner of the room.
Go through the door, and take a left at the hallway.
There should be an open area, with a bridge and
some broken steps. Push some barrels into the broken section of the steps and
use them to jump up onto, and get up the rest of the steps.
Hang a right then enter the room. Kill the Skull
Wizard. Walk over to the Bookshelf with the table below it and smash it apart.
Step on the pressure plate. a door should open right next to you, go in, fetch
the armor, then go back out into the room.
Open up the window on the other side of the room
and jump out. Pick up your third weapon, and jump into the water.Open up the
window on the other side of the room and jump out. Pick up your third weapon,
and jump into the water.
Once in the water, take a left. Keep going straight
till you see a metal door on the left wall. Swim up to the door, your potion
should change it to wood. Bash it open and grab the key, swim out, and keep
going your original direction.
Grab the ring at the end of the underwater hallway
and turn right. A door will open and let you back to the water just under the
drawbridge.
Get out of the water, and cross the drawbridge
and head into the main castle courtyard. Take a right, under and archway, then
take a left, walk up the ramp and through the 2 sets of doors. |
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Congratulations, you made it!
Get ready for the full version of HeXen
II!
PS: All sheep were harmed in the making of this guide. ;-) |
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