Blackmarsh
Blackmarsh
Barbican
The Mill
King's Court
Stables
Inner Courtyard
Palace Entrance
Chamber

Mazaera
Plaza of the Sun
Obelisk of the Moon
Court of 1000 Warriors
Square of the Stream
Palace of Columns
Tomb of the High Priest
Bridge of Stars
Realm of Death

Thysis
Temple of Horus
Palace of the Pharaoh
Temple of Nefertum
Ancient Temple of Nefertum
The Shrine of Naos
Pyramid of Anubis
Temple of Light
Pestilence's Lair

Septimus
Hall of Heroes
Forum of Zeus
Gardens of Athena
Reflecting Pool
Baths of Demetrius
Temple of Mars
Coliseum of War

Return to Blackmarsh
The Cathedral
Tower of the Dark Mage
Underhalls
Eidolon's Ordeal
Eidolon's Lair

Prævus Walkthrough
Heretic II Walkthrough
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 Barbican

ollow the cave to a catapult facing a stone wall. Follow the sheep's example ("I fart in your general direction!") and hop on the catapult, then use your weapon to chop on the support, which will release the spring mechanism and fling you over. To get the secret Glyph (Secret #1, Image 1) stand as Image 2 shows and use your BACK key in mid-air to settle yourself quite easily on the ledge. Shouldn't take you more than a few tries to get it. Once on the other side, Necromancers and Assassins should drop their glyphs for reasons that are obvious upon returning here later.

    Grab the Krater of Might and continue through the dark caves to a place where the wall is broken out (Image 3). Climb up behind the broken wall to grab health and mana, then enter the stone door on the left. You come too late, and they get the Element drawbridge up, damn them! Guess you're going for a swim... Jump in and break the partially broken grate (Image 4), swimming into a long underwater tunnel. Take the first opening to your right and swim up to a broken wall. Break the wall out and crouch through (Image 5).

    Leave the room and run up the stairs to your immediate left, then go right up more stairs, all the way around to the Ballista to destroy it (Image 6). Jump down into the market area to collect your goodies, then back up the stairs leading to the Ballista, except this time take the small wooden door at the top left of the first staircase. Enter a room with a sword rack on the wall. Destroy the vases to the left of the rack to expose a marked wall (Image 7). Strike the wall to move it, then enter and climb the steps to the hidden Ballista.

    Stand on the platform to the left of the Ballista until you see "You are in control!" and a semi-transparent crosshair. Now dust some archers and then shoot many times at the Old Tower to destroy it (Image 8). Jump across from the Ballista to the Old Tower and enter the teleporter inside. If you fall, use the narrow ramp on the right to get out of the water. The teleporter will transport you to the ledge nearby, where you will get The Mill Key (Image 9).

    After getting the key, jump into the water below and swim left, past the grate, then up, taking the narrow ramp to exit the water near the raised drawbridge. Leave Barbican, past the fort wall, and enter Blackmarsh again.


1 Secret; Objective order: Ride the catapult to get into the fort. Use the ballista to destroy the old tower & find the mill key.
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This Walkthrough written by Mike 'TheGUF' Williams.
A publication of Raven-Games. © 1997-2003 Mindless Games & Entertainment. All Rights Reserved.
HeXen II™, Portal of Praevus™, and any associated characters are ® ™ Raven Software &/or Activision, Inc. All Rights Reserved.