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This episode has what's probably the best puzzle elements in the game. You'll have two major tasks. 1: retrieve items on two other levels, and 2: access and solve puzzles within the three Chapels. The episode culminates in a boss fight.

Cathedral[edit]

Outside is a very large, deep yard with a huge building spanning the opposite side of the area. In the yard are three high overlooking areas: the one you began at, plus one on either side. It's not necessary to go up to the side areas, but there are Flechettes if you need them. Down in the yard, you'll meet a new enemy, the Dark Bishop. They fire a volley of fairly slow-moving magical projectiles that have some homing capability. (If you've played the game Heretic, you'll notice the Dark Bishops are much like the Disciples of D'Sparil in that game. But the Dark Bishops' weapons aren't as damaging.) When you get most of the Centaurs and Slaughtaurs taken care of, the door to the building will open.

Inside is a huge cathedral which is very dark at first. A few Dark Bishops and the occasional Ettin will be wandering around. Go around the wall that was ahead of you when you first entered, to the nave (the main central area, in cathedral terminology) that's open to the sky above. The ground will quake a bit, everything will illuminate, and a huge crowd of Dark Bishops will spawn everywhere.

After you've defeated all of them, explore the cathedral thoroughly. There are many points of interest in here.

  • To either side of the entrance are two wooden doors. These both go up to overlooking areas out above the yard. In each is a switch: pull it, and a platform opposite the top of the stairs momentarily lowers, with Discs of Repulsion. (Don't stay on the platform when it goes back up. You'll be too high up to jump off without taking falling damage.)
  • Along the west wall of the nave, that was to your left when you first entered, you'll find four doorways blocked by bars. Between the centermost two is a window to a room with enemies inside. You'll attract the attention of Afrits behind the bars; some weapons may be able to reach through the bars and impact them.
  • Along the east wall of the nave, that was to your right when you first entered, there's a long corridor that goes down several stairways, that's blocked by bars. Past here is a window looking out to the cloister. Next is another corridor leading down, also blocked by bars.
  • To the north, beyond the nave (in the chancel area, to use cathedral terminology again), are two side areas with three stained-glass windows in each. Your next goal is here, but continue exploring.
  • At the far north, near an area closed off by round columns, is a square area walled off, open to the sky above. This is a bonus area. When you approach, the wall will momentarily lower. Make sure you're inside when the wall goes back up. One or more enemies will have spawned (often tougher ones such as Slaughtaurs, so have weapons ready) but also a few items. Activate the wall to lower it again. The area will "reset" after about 2.5 minutes of time spent in this level, and items will be available again. Remember to check back here regularly: often you'll get mana or health, but occasionally you'll get higher-end items such as one (or more!) Kraters of Might.

Once you've explored everywhere, go to and break all of the stained-glass windows in the chancel area. Behind all six are switches: pull these, and the two corridors to the east side of the nave will be unblocked.

Basement and portal to Silent Refectory[edit]

Down the northernmost (left-hand) corridor east of the nave is a small room with a lift at the far end. The switch in the room activates the lift. After activating it, go to it right away, because it lowers quickly and you'll take falling damage if you wait too long. Far down is the portal to Silent Refectory.

Side yard and portal to Orchard of Lamentations[edit]

Go down the southernmost (right-hand) corridor east of the nave to the big lower side yard at the far end, and clear out all the enemies. Then go back up the corridor, and look for a switch on the wall to your left as you go up. Pull it, and the uppermost stairway in the corridor will lower in sections. A hidden door to the left, that was initially covered by the stairs, will be open. Go in here, and up to a side room that's now looking out to the main yard outside the cathedral. Now go to the opposite end of the yard, where a second side room like the first one has opened. Find and go down the narrow steps in here, and follow the tunnel. There are magical properties at work here, and you'll warp over to the opposite side of the level, and arrive in the area overlooking the side yard, where the Slaughtars are/were. Pull the switch up here, and a hidden door down in the side yard will open. The portal to Orchard of Lamentations is inside. To continue, you can either jump down to the yard or take the magical tunnel back. (The tunnel works by means of invisible no-effects teleporters. If you walk slowly, rubbing against the wall, you'll see the teleporting take place. Take a look on the automap, too.)

Back in the nave, two of the four barred-off doorways on the west side have now opened. Inside each, another row of bars blocks further access, but you can get rid of some enemies inside for now. Just inside the leftmost opened doorway, look for and activate the section of wall where the texture is different. A hidden door here opens, connecting to the side room with the stairs to the magical tunnel.

Bonus areas[edit]

There are two bonus areas available, one of them a must-visit. Go to the side yard, look for and pull the switch on the wall. If you don't see it, try smashing and crushing things and you'll find it. Go back to the corridor and to those four inset areas: the back walls that have the dragon artwork are revolving doors that are now active and spin around intermittently. The two closest to the side yard go to those small overlooking areas where the Chaos Serpents are/were, where there are items.

#4 weapon[edit]

Go to the revolving doors farthest up the corridor, and through the one on your left (south one). This goes to a cellar with clay jars and lots of mana. A stairway leading up to the main yard has also opened. In the cellar is the final segment to your #4 weapon.

  • The Fighter will have the Quietus. This flings out a spread of very powerful magical projectiles that are instant death to one or a few up-close enemies, or do damage ranging from moderate to lethal to enemies farther away. It's most efficient on large crowds of enemies that you're far enough back for so that the projectiles can diverge and impact separate enemies. It uses 14 units of both kinds of mana.
  • The Mage gets the Bloodscourge, possibly the game's deadliest weapon. It launches three sinister red projectiles that act like heatseeking missiles, passing through multiple enemies while doing damage, until they impact a surface or time out. With several enemies around they'll usually diverge and act independently. With a single enemy, they'll stay together and do massive damage on impact. It uses 15 units of both kinds of mana.
  • The Cleric will receive the Wraithverge, probably the game's most powerful weapon. It spawns a big crowd of ghosts, each of which independently hunts down and impacts enemies while it persists. This extensive tracking ability allows you to efficiently fight enemies in cluttered areas. It uses 18 units of both kinds of mana.

Cloister[edit]

Go to the remaining door in the corridor. In here is a long U-shaped corridor. After clearing out the enemies, go to either end and activate the wall with the purple mark near the top. Many lifts along the inner wall will lower. Ride any of them up to the cloister outside. After a few seconds, doors at the ends of the covered walkway will open, connecting back to the nave. There's all manner of mana and items throughout the area, and in the pool is an Icon of the Defender. The switch you find along the covered walkway lowers the lifts.

Planet gems[edit]

With the level opened up, you're now ready to begin the first of two main objectives. In the nave, near the main entrance, you probably saw what looks like an astronomical or astrological chart with a single red jewel embedded on it. Look at it and you'll see five spaces where additional jewels could be. Your task is to find these five jewels, the planet gems, within the two levels you've opened up access to.

After you've collected the five planet gems, install them on the chart. You can simply press your "use" key while facing one of the slots, and the appropriate one will be placed.

Three chapels[edit]

With the planet gems in place, go to the far north end of the level, where the walled-off bonus area is. The three sections of wall with the decorations will slowly be sliding back, opening up additional areas. The two on either side are storage rooms with lots of items. Go to the center one, and you'll come to an arrangement of three portals, plus nine spaces on the wall that are dark. The second puzzle of the episode begins here, and involves nine puzzle pieces within the three chapels.

  • You'll see that each portal has a different appearance:
    • The one with large stones goes to the Griffin Chapel
    • The gray one goes to the Wolf Chapel
    • The one with small stones and the dragon artwork goes to the Dragon Chapel
  • Within each chapel is a comparable arrangement of three portals. In these instances, the unmarked portal with small stones returns to Heresiarch's Seminary. This arrangement allows you to efficiently move from chapel to chapel.
  • In each chapel are two areas or sets of areas that are initially closed off by bars or doors. In the part of the chapel you initially have access to, you'll find a puzzle-piece lever. Pulling this lever opens one of the two side areas in each of the other two chapels, plus completes one-ninth of the puzzle.
  • Within each side area the levers open, two in each chapel for a total of six areas, you'll find either a lever you need to pull or an area that needs to be entered. Each solves another ninth of the puzzle.
  • Completing each ninth of the puzzle will light up one of the nine spaces by the portals in Heresiarch's Seminary. If you miss one, this will show you which chapel it's in.

(In fact, this puzzle works the same as the main puzzle in the previous episode, only there's levers in place of keys and locked doors.)

The chapels can be done in any order; you'll need to return if one or both side areas aren't yet open.

Heresiarch[edit]

When all nine puzzle pieces are completed, go back out to the area closed off by the round columns. You may catch a glimpse of a big purple something that quickly vanishes. Get your best weapons ready and go out to the nave. The Heresiarch awaits.

The Heresiarch has two main modes of attack. He fires out a long volley of orbs in a side-to-side pattern, that are very damaging but fairly easily avoided by sidestepping. He also sends out two red fireballs shaped like skulls, that constantly bounce off the floor and slowly move your direction. These stick around a long time and can become problematic; it might be easiest to just let them impact you, and then use Quartz Flasks as needed. The Heresiarch also has a deflection spell he uses intermittently: the swirling purple orbs. Projectiles will bounce back, like they do off a Centaur's shield. He's invincible while using this spell. When his health is around half depleted, he'll often summon Dark Bishops in addition to his normal attacks. You can take care of these while the Heresiarch is deflecting shots, but otherwise, concentrate on the Heresiarch: at this point you're nearly finished with the fight.

When he succumbs, several objects like oversize mana cubes will bounce around. Avoid these and stay back: they'll explode shortly and cost a lot of health if you touch them. You don't want to get killed after all the work you did, a definite risk if you're low on health. Also, for the same reason, watch out for Ettins wandering around. After the battle, the whole area will begin quaking severely. Stay away from walls while you wait it out, otherwise you might take some damage.

Exit and secret level[edit]

After the battle, go to the four doorways west of the nave. The remaining ones that were barred off will now be open. Farther back in here is the doorway to the room inside the window. Go here: you'll find Wings of Wrath, plus an area outside the doorway to the room will open. In there is the exit to the episode. There's also a fourth chapel: this episode's secret level.