Hexen : Death Kings of the Dark Citadel
Hints and walkthrough from the Hexen FAQ
homepage at http://www.cco.net/~arne
Preliminary walkthrough and help file by Arne Michaelsen
Cheezy pre-release version 0.1 (First hub only)
April 23rd 1996
email me at firstname.lastname@example.org
See the Hexen FAQ at:
Well, at long last the Hexen expansion, Death Kings of the
(DKotDC) has arrived. This is a 20-level, 4.5 meg WAD file to be
with the registered version 1.1 of Hexen. There is NOT any
for Hexen owners to Death Kings like there was for the Heretic
You have to buy it. It comes in the stores or by mail order in a
brownish box with a blurry knight-looking fellow on the front.
For those of
you still living with Hexen 1.0, the CD version (I don't even
is any disk version) has the 1.1 upgrade on it already - the
levels are designed for 1.1 and above and will make Hexen 1.0
If you still don't know about the benefits of upgrading from
1.0 to 1.1,
here's the main lowdown : 8 Player network games! woohoo! It also
crash as often as it used to.
Death Kings is an external WAD file that you must name with
command when you run Hexen (or use a batch file or whatever). The
is "hexdd.wad" so when you run Hexen, the full command
line would look
something like this:
c:\hexen\> hexen -file hexdd.wad
A note to the WAD aware - hexdd.wad is an IWAD file, not a
PWAD, so most
wad editors out there right now don't like looking at it. As a
I can't look at the level maps or the scripts yet.
2. What's New in DKotDC?
20 new, infuriatingly difficult, well designed levels.
There are no new monsters, and I don't think there are any new
besides the title screen (Although I havn't checked yet since my
don't like opening hexdd.wad). There seems to be NO MUSIC in the
I don't know if it is just my system or maybe if it is supposed
to be that
way to enhance the mood.
The levels are very well put together. They look terrific, and
quite challenging. I have been playing for one day now and it
2 hours of playing time at skill 2 (pretty easy level) just to
first hub, and I still havn't found the way to the secret level
3. Enough talk, give me hints!
This section is for those of you who want a little help, but
to spoil it entirely. Section 4 will be a total spoon-fed walk
so don't read it if you want to keep the surprise, just read this
Sorry, but I have only been through the first hub myself yet,
walkthrough will only pertain to it for now.
Hub one starts at "Ruined Village" and the #2 weapon
for each class is right
at the start of the level. That gives you a hint about how hard
it is going
to be ;)
Some of the main doors on this level don't really look like
doors too much,
so you might miss them. But when you have nowhere else to go, you
probably find them easy enough.
When you start up the large staircase, you see what looks like
with a minataur statue on it. Behind him are several pillars
a courtyard where you can see a portal on the back wall. I still
how to get into that courtyard yet, but the portal leads to the
level of the hub.
Upstairs by the ruined wall and the wooden houses, there is
segment of the super-weapon up high on a ledge. You can try some
jumping, but the best way to get up there is through a secret
You will have to make two trips up the waterfall. After the
check inside the wooden houses for new rooms and a switch. Then
again and you will find a new section to explore. After that, you
go back to nearly the beginning of the level.
Once you have the silver key, it will open a door very close
to the start
of the level. A button in that room opens the exit portal just
The portal leads to the main "hub" of this section, and
once you go there
you cannot get back to "ruined village".
The main level for the first hub is called "blight"
and it leads to four
main levels, and exits to the next hub once you complete all the
each of the four branches. At the center of Blight there is a
with 5 missing jewels. You actually only find 4 jewels to fit
diagram, and each one can be found by completing each of the four
"Blight" is segmented into four quadrents, each
leading to a key and a
portal for one of the main branch levels. As you complete various
quadrants, they start to open up to eachother so you won't have
to go all
the way around to reach some of the new ones. Each quadrant of
an area where you must find a key and pull a switch, and a locked
that requires the same key found in that quadrent to access the
the level represented by the key.
The four branch levels are : Sump, Catacomb, Badlands, and
Each of these levels has portals back to the center of Blight,
to two of the other three branch levels.
In Sump, you must find three firemasks and place each into the
side of a
pillar near the start of the level. As you place each mask more
open up for you. The areas that open up have a pull-switch that
open up a path to the next firemask, or the path to the jewel if
it is the
In Catacomb, you must find four firemasks and place them in
around a large pit with the levels jewel floating above it. If
and jump across the pit before completing the puzzles, you will
teleported to the beginning of the level. Unlike Sump, you can do
level in pretty much any order you like. Some masks are harder to
others. (One requires you to do some firewalking, but look out
Badlands took me a while to figure out. The main puzzle is to
how to light the statue in the center of the stone colomn in the
If you get stuck like I did, try examing the outer edge of the
below (in the swamp) and pay close attention to any
what you see with your eyes and what you see with the auto-map.
Brackenwood has four (count em, four) Death Wyverns on it.
Luckily, you do
not HAVE to kill them to beat the level, but it helps. The level
has a main
ring surrounding a huge pit with the jewel being held aloft by a
crane arm over a firey colomn. When you complete the puzzle, a
light up a glowing stairway to the jewel. You do NOT have to
puzzle to enter the pit area and find any treasures in the center
The puzzle is a little tough, but when you find the tiers with a
beside them, you can actually push on the tier to change the
symbol on it.
Somewhere on the level there is a guide to tell you which symbol
to have showing when you push the button... if you have the wrong
swarm of creatures will warp in around you. There are four tiers
to be set,
and the same guide will help you with each one, so go back there
see if it changes.
Once you set the four jewels into the diagram on Blight, a
behind you and a Wings of Wrath artifat appears. The portal leads
next hub, so if you go through it you lose the wings, *even if
used them*!!! So use the wings and go back through the levels you
to see if you can find any treasures that are only accessible to
The next hub starts with "Constables Gate" where you
get to fight a
Heriesiarch in a rather confined place. Wheee. I havn't beaten
yet, but when I do I will add it to this walkthrough!
That ends the "hints" portion. The next section will
really spoil it, so
don't read it unless you want to lose all the fun. You have been
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4. I'm lame. Tell me everything
Well, here's all I know about the first hub. I do not yet know
how to get
to the secret level or what you do once you are there. I do know
warping) that it is called Pyre, and exits back to Ruined
Here is a rude ascii map of the hub:
Ruined Village <--------> Pyre
+--> Blight -----> (Constables Gate)
^ ^ ^ ^
| | | |
+-> Sump <-------+ | | +-----> Catacomb
| ^ | | ^ ^
| | | | | |
| v | | v |
| Brackenwood <-+ +--> Badlands |
| ^ ^ |
| | | |
Ruined Village is the start of the hub. Pyre is the
"secret level" that you
don't really have to visit to beat the hub. Blight is the main
all the other levels.
Sump, Brackenwood, Badlands, and Catacomb are all main wings
of the center
(Blight). Each must be solved to get a jewel to place in the
Blight. Each one can be beaten seperately in any order. If you
any sense of my ascii map above, each of these four levels has a
back to Blight and to two of the remaining three levels.
is the beginning of the next hub and is only reached after
leaving this hub
Step one : Ruined Village
First, step into one of the alcoves to open them up and find
The small room at the end of the hall (with a serpent in it) can
from the back (the door kinda blends with the wall). Inside there
switch that opens a door behind you. Through that door there are
pillars on either side. As you climb the stairs serpents will
On the second flight of stairs, step behind the pillars on the
Behind them there is a section of wall with more decorations than
It will open up and lead up to the first segment of your
At the top of the stairs you see a ruined wall and (behind it)
shacks. There is a well, if you fall in you will get hurt a
you get a porkulator and the water will rise up so you can get
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
up in the shack nearest the stream. Go in there, turn the wheel,
message tells you the waterfall has opened. Go back upstream, and
waterfall. Don't let the current sweep you away (it will dump you
start of the level, plus hurt you a bit). In that room (left once
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
revealing a room with a teleporter. The teleporter takes you to a
room. Push on the left side of the stone wall and it will lower.
on and you will rise up and see the silver key on table. Grab it
go to the very beginning of the level where the locked door was.
push the button you find there to open the portal to Blight.
Main Hub : Blight
You start in a tower in the center of the level. The diagram
jewels fit into is ahead of you. There are four winddows to jump
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
to brackenwood, the skull leads to Badlands, the frog leads to
Sump and the
mottled one to Catacomb. Fighters should start with Brackenwood.
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 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
quadrant's locked door, and a switch (or switches) to let you
The switches also openthe doors between quadrants, but only to
the ones you
have also pulled the switches in. Thus, the first quadrant you
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
until you pull more than one switch, but they are not hidden
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
order to reach the gem at the end. None of the levels affect
any way however - you can do them in any order and each level has
needed to solve it within itself.
A : 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
When you place it, one of the three rivers nearby will lower,
to a new room. These rooms can be done in any order, but each one
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
complete will raise the swamp around a piller near the center of
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
with a serpent in it. When you kill it, another level lowers with
serpent on it, and it repeats until you empty the whole room.
is a swampy maze with a few hidden holes that are deep enough to
The third is a pentagram in a pool of lava. Once you pull the
can jump down to it to teleport out.
B : 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
caves till you find the river. Follow this out and to the right
be some stairs leading up to the area where the firemasks must be
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
down on the river that will open up the first area. If you are
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
unstable pillars. With some careful jumping, you must reach three
around this room. In each one you have to kill some serpents and
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
that leads to a ruined temple. Use a broken pillar as stairs to
switch that lowers another firemask.
The other two masks are near eachother, on the bottom stop of
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
use to hop across the lava stream and pull a switch. The switch
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
you to ride it safely. At the bottom is the final firemask and a
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 ;)
C : 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
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
swamp). Down there is a switch and a bunch of bodies to blow up.
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
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
colomn will raise and lower, leading you to the green gem.
D : 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
suspended above a flame froma crane. Outside the big ring is a
divvied up into four sections with a Death Wyvern flying in each
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
small box is raised with a symbol on it... note the symbol and
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
at the corners. In one section, the tier will have a blank box up
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
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 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
Note the new symbol and find the next raised tier and repeat the
each of the four large zones. Once you do all four, you can hit
in the large inner pit to make a bridge to the gem. Grab it and
Ending : Finishing Blight
once all four gems are in place on the diagram, a portal opens
and some wings appear. The portal leads to the next hub, so if
through it you will lose the wings! So, before moving on to the
scour the previous levels with the wings to reach all those hard
places. I know you can get an extra Icon of the Defender in
some more goodies in Brackenwood once you can fly.
That does it for this first version of my walkthrough. Any
hints, help, or
comments can be sent to me at email@example.com. This page originally
at http://www.cco.net/~arne along with my Hexen FAQ and the
Walkthrough (which is in a much nicer HTML format).