Witchaven II Walkthrough     10-25-2020  Release 1    © RTCM ETTiNGRiNDER

INTRODUCTION

LEVEL 1 | LEVEL 2 | LEVEL 3 | LEVEL 4 | LEVEL 5 | LEVEL 6 | LEVEL 7 | LEVEL 8 | LEVEL 9 | LEVEL 10
LEVEL 11 | LEVEL 12 | LEVEL 13 | LEVEL 14 | LEVEL 15

 

INTRODUCTION

Walkthroughs for the levels. I have noted secret and secret-like areas where I am aware of them, but the Witchaven games do not have an official secret tally the way many oldschool FPS games did. There may be some that I have missed. For some levels, I have assumed continuous play (with items and XP levels carried over) when giving my instructions.

Due to the buggy nature of this game, you may want to keep multiple saves as you progress.

Maps are included for every level, with the most vital places and objects marked. The marks used are as follows:

 

LEVEL 1

Halls of Ragnoth
You can tackle this level via a few different routes, but your first major goals are getting the pentagram from the chapel at the southeast part of the map, and the brass key from the southwestern part of the main building.

For the key: head forward through the big skull's nose and into the main chamber. (If you opted to go for the pentagram first, get back into the building via the stained glass windows.) Step on the floor pad in the center to open the doors. Head west, then south, and follow the hallway that circles around until you reach the stairs to a smaller room. To open the door, step on one of the sloped floors that has a dragon statue sitting on it (either one should work). The key is inside.

For the pentagram: head to the east of the level, either fire resisting your way across the lava, flying over it, or smashing through the windows of the large building. The chapel is to the south, and inside you'll find a Guardian and some Ciraean Sentinels at worship. These are spellcaster Sentinels, and with their backs turned haven't noticed you until you approach or attack, so if you have the spell, you might want to just make like Duke and nuke 'em. There are also some skeletons further in, but they should pose little threat. Once the coast is clear, jump on the altar to open a hidden section of wall with the pentagram behind it.

Once you have both the key and the pentagram, head back to the large three-way room north of the skull entrance and go north up the stairs to the locked door.

Past the brass key door, don't miss the ankh, then head to the west, pulling the chain to open the western door of the water pool room. Up the stairs, go south and pull the chain to find the black key in one of the niches that opens. The switch that's in one of the niches will open the way back to the pool room, but close off the niches, so collect what you can before you pull it. Key in hand, backtrack to the water pool and head through the black key door to find yourself in the final room. Fight your way over to the pentagram pad and journey onward.

Tips and secrets:

  • Beware of the room that contains the shield. You will see that the floor in the doorway is a bit lighter in color. Don't step there, or you'll fall through onto a spike.
  • You can get over the uneven rock by the chapel to get behind the building. There are some potions and scrolls as well as an onyx ring back there.
  • In the armory where you find weapons that can be taken from the wall, walk under the skylights to open a couple of secret chambers. One contains a weapon enchant shrine, the other, some potions and treasure. There is a spike trap under the doorway to the treasure room, so beware.
  • In the dark hall along the eastern side of the main building, break the stained glass on the west wall to find some hidden scrolls.
  • If you go to the island at the southwest side of the lava lake by the start, you can find a hidden door in the wall.
  • There's also a hidden door on the west wall at the far northern extremity of the eastern outdoor area, where some ogres are. It contains a Nuke scroll.
  • Before you leave, check the northeast corner of the final room to find a secret door with a small hoard of silver behind it.
  • The final chamber also has some goodies placed on the central structure, so jump up and take a look there too.
  • Be alert for scrolls placed high up near the ceiling. You can reach them by flying (and in some cases jumping).

 

LEVEL 2

Loki's Tomb (or Lokis Tomb)
Collect the useful resources near the start and head southwest, being wary of the lava pool and the willow wisps in that direction. As you head southwestwards, you will also notice the exit pad, but you'll have to locate the pentagram before you can get out of here. You will find two rooms with weapon enchant shrines. Whichever one you go to will lead you to the same place; so break one of the stained glass windows that hides a pull chain. The chain will open a door into another corridor.

Keep heading southwest, but be wary of the light spots on the floor of the hallway: they are trap triggers that will fire poison darts (although in vanilla Witchaven II, the darts will probably fly harmlessly over your head.) Continuing southwest, you will come to an area protected by a Guardian. Defeat him and continue in the same direction.

In the area downstairs, you'll find the brass key, as well as a good supply of health potions and a halberd. Grab what you want and backtrack to the northeast. The brass door is along the hallway you came in through. Head into the room and break the windows to find the mechanisms that will reveal the black key. There's also an ankh in this area so go ahead and heal up.

Head a short way back to the junction near where you killed the Guardian, and take the eastward-leading hallway that you hadn't explored yet. This will lead you to the black key door behind which is the pentagram. Now you can head back to the exit.

Tips and secrets:

  • Right near the start, there's a square wall with stained glass windows on every side. Break the windows to find a bunch of goodies, including a Hero Time helmet.
  • There's a Nuke scroll floating over the exit pad. Use flight to get it, and make sure you pick it up before you get the pentagram, or you'll end up leaving the level without it.
  • Several side chambers with useful items are hidden behind the stained glass windows in the southwest near where the Guardian is located. But beware, as one of them leads to a pit of death.

 

LEVEL 3

Forsaken Realm
From the initial swamp, there's only one path to take for a little bit, though you might want to grab any needed supplies that can be found along the sides of the area.

When you come out to the tan stone area, don't miss the brass key room immediately through the door to the north; it's guarded by Lava Fiends and their accompanying lava.

Now head south and through the first closed eastward door you see. You'll find a sort of peninsula of rock surrounded by more lava, with a passage in the wall across the moat at the far end. You can try jumping across, but flying is safest. The dark area looks quite ominous, but if you use a Night Vision spell (or trust to luck) you'll find that it's just a small space containing the black key.

 

Go back to the main canyon and keep heading south until you reach a cave with a low path (black key door) and a high one (brass key door). Explore both, the low path has the glass key while the high one leads to the pentagram area.

 

Now head back north along the tan canyon until you come to a door a little ways past where you got the brass key. You'll know it's the right place if you see a small dark area with hanging skeletons. Head through here to find the exit room.

 

Tips and secrets:

  • The lava moat in the black key area has some scrolls hidden in it that can be collected with fire resistance or flight.
  • The west loop from the canyon, while not on the completion path, contains some nice items such as a two-handed sword, an ankh, and plate armor.
  • The western circle-and-cross shaped room contains some scrolls and weapons. Don't trust that Nuke scroll though... there's a spike under the discolored floor patch.
  • If you brave the spike trench and lava in the ominous-looking cavern through the door near the brass and black key door area, you can find some more scrolls, including an Open Doors spell.

 

LEVEL 4

Eye of Midian
From the start you can see into the ending area, but you won't be able to get there right away. Head west first and go into the circular structure via the door to get the brass key. Then head north to find the pentagram, pulling the chains in the big cross room to open its chamber. The pad it's sitting on will close off the way back, but don't panic; stepping on this floor plate again will open the way back up.

From there, head back to the start, go east and pull the chain to open the room with three reflecting pools and a bunch of imps. Pull the chain in this room to open some passages. Take the northwestern passage that opens, near the end of which you'll find a swinging door that requires the brass key. Carefully open the door to enter the final area. There's a big welcoming party that you might wish to freeze or nuke.

Tips and secrets:

  • The stained glass maze and the northeast section of the map are optional, but contain some nice treasures. The northeasternmost point, in particular, contains an ornate horn, while the maze has an armory with several weapons.
  • The room east of the start with the imps and reflective water contains two pull chains. Beware that pulling the second one will close off the passages opened by the first, locking you out if you don't have an Open Doors scroll. This can make the map unwinnable!
  • Be careful of the indented floor containing a Shadow Amulet in the stained glass maze. It's a trap with death spikes underneath.

Notes:

  • I haven't found a purpose for the black key in this level.

 

LEVEL 5

Dungeon of Disembowlment
You start this level inside a centrally located tower. When you exit the tower, head up the spiral stairs and you will find yourself with several paths to choose from.

Although it's optional, the Fire Walk Scepter will come in handy on this level. From the starting area, it's up a short flight of stairs to the southwest, past the statue room in an area with a grid pattern of lava pools. You'll have to fly to reach it; a scroll is in the same room. Head to the southeast passage. If you got the Fire Walk Scepter, you may want to follow this trail to its end and venture out into the lava lake full of Lava Fiends and Willow Wisps so that you can get them out of your way. Then go to the pull chain that sends you up a lift. Don't back off the lift or you might miss your chance! If the lift is blocked off for any reason, you'll have to fly up from the lava lake area, or use an Open Doors spell on the black key door. At the top, you'll be in an area with grey patterned walls. This leads you to a bridge high above the lava lake, beyond which you can find a sort of fire shrine containing the black key. The lift you took up doesn't re-trigger, so find another way down, perhaps by following the ledge above the edge of the lava lake to where it drops off into a safe area—you'll find a nice collection of potions and scrolls, as well as a Hero Time helmet there.

Head back to the start room and this time go to the northwest passage from it, with the wooden structures that have red pyramid caps, which leads to the black key door. The pentagram is through there, but it's guarded by an evil wall-shooter trap. You might want to just fire resist through it. Don't pull that chain that taunts you, either; it seems like it's meant to shut off the trap, but actually glitches it so that it kills you even worse. Now you can head back to the southeast passage, this time pulling the chain that opens the first branching area. The exit pad is right there.

Tips and secrets:

  • In the Fire Walk Scepter's room, you can break the stained glass to find some goodies; there are some more in side chambers of the doorway as well.
  • The wide brick-lined passage northeast from the start area contains a weapon enchant shrine.
  • In the other side room from the branch where you get the pentagram, there's a Nuke scroll. Surprisingly enough, there's no trap this time.
  • Is that Lava Fiend on the ledge above the starting area just there to annoy you? He's actually guarding a brass key, so fly up there and get it.
  • The brass door is down a long grey corridor north from the starting area. The entrance to the passage is next to the lava fiend's ledge. Beware of the spike in the doorway... it may be raised but it can still kill you. Through the door is an optional area with a good stock of goodies, including the coveted glass skull.
  • On the way to the brass door, there's a ledge with a couple powerful scrolls across a pit of spikes. Fly to get these.
  • If you go beyond the exit room, through the pull chain door, you can get a Hero Time Helmet and a two-handed sword as well as a bunch of spells.

Notes:

  • As far as I know, this map contains the only Glass Skull and the only Fire Walk Scepter in all of Witchaven II.
  • The in-game map title is presumably intended to be "Dungeon of Disembowelment", but says "disembowlment" with a missing E.

 

LEVEL 6

Stronghold of Chaos
Right at the beginning, you're stranded on a platform in the middle of a lava pool. Use your fire resistance potion if you have one; if you don't you'll have to suffer some pain as you hurry out of this room. There are no goodies in this starting chamber either, so don't waste your time searching it.

Now there are a few places you could go. The pathway to the pentagram isn't locked, but the exit door is, and they key to there is locked in as well, so first head to the eastern roadway of the fortress. On the north wall is a big wooden door; pull the chain by it to open it. Through the room full of imps is a door to a smaller room containing the brass key.

Now that you have the key, head to the northwest section of the castle and collect both the pentagram on the altar-like structure, and also the black key that's just upstairs from it through the brass key door. Head back to the center and from there into the southwest part of the castle, upstairs and through one of the black key doors. Pull the chain to lower that huge, ominous-looking door, behind which you find nothing but a couple of Mino Drakes and the exit pad.

Tips and secrets:

  • When you exit the first room, crawl into the passage in the outer wall to find some goodies, including an ankh, plate armor and some spells.
  • The narrow passage on the outer western wall of the map can be reached by flying. You will find a hoard of gold at the end of it.
  • In the northeastern quadrant of the castle is some sort of satanic shrine. Find an ankh amongst the goblets on the table. Although it might appear that there's a connection between this area and the brass key room, there's no mechanism to make it open. The red "door" is also a fake.

 

LEVEL 7

Jaws of Venom
This level may be rather confusing to navigate as the two central large chambers and the corridors attached to them look quite similar. The chamber you start in has some water spilling from the central column, its twin doesn't. Check the automap if you start feeling lost.

Go ahead and collect the brass key first; from the starting chamber, take the more northerly of the western doors and head down the hall to the room where you'll find it.

From there, you can head over to the eastern side of the map and enter the pentagram chamber. When the coast is clear, head up the spiral stairs and claim your prize. Don't panic if you get locked in and the pull chain has been used up, just climb the stairs again and the door should re-trigger. Now, if you didn't carry over a flight spell from a previous level, head back to the northern water chamber and pull the chain by the northern doors to open them. Get the spell, you'll need it.

Explore the area if you wish, then make your way back south to the lava chasm in the south-central area. The black key is hidden down there, but the pit is too deep to get out of, so fly or die.

Now that you've got the pentagram and the black key, you can head to the exit chamber at the west end of the map. Bash the Midian Warriors who are waiting for you and get out of here.

Tips and secrets:

  • The small passage to the extreme north, near the large swinging doors, drops down to a hoard of silver, but beware that you may need a flight spell to get back out.
  • Once the stained glass windows are broken, you can jump through them to quickly get to the adjacent rooms.
  • In the hallways to the east and west of the water chambers, jump up and explore the areas with the red barbarian face walls. Not only do they contain treasure, some of them connect the hallways to each other.
  • Between the two big sets of swinging wooden doors in the west, you can find an Open Doors spell and a bunch of gold.
  • Don't miss the weapon enchantment shrine in the southwest region of the map.

 

LEVEL 8

Descent into Doom
A map title with the names of two popular 3D games in it? Mmm-hmm. Anyways, The design of this level is like a big pie with wedges that you can get to through the central area. You start in one of the southern wedges. Collect the Fly scroll that's behind your starting position (you'll need it if you didn't carry one over). You might also want to collect the fire spells, Hero Time and halberd down in the lava room; there's a pull chain that will open the way out of there but you do have to step on lava to hit it. The other side of the wedge contains more items, including plate armor, another Fly spell, and an ankh. Once you're stocked up, head down the hall to reach the central hub.

You can find the glass key in the wedge that's next door to your right, a southeast wedge of the map. There's a dark pit with spikes in the bottom; fly over it to get the glass key.

Get the black key too, it's on the other side of the starting wedge, that is, the southwest section. You'll find a long hall that drops down into large rooms to either side. Go to the end and then drop down to the right to locate the key.

The pentagram is in the eastern section. Take a look at the wall to your left as you come into that corridor and jump up into the higher room where you'll find an overlook into the pentagram chamber and a floor plate that will open one of its doors. The other door is locked with the glass key. The black key will get you into a suspiciously barren-looking northeastern slice (the door is to the right of the wooden rose design in the central chamber). You see a dragon brazier at the end of an empty hall, no goodies, no enemies. This place is indeed suspicious. Go to the end by the brazier, activate a fly spell and head up into a larger area guarded by various barbarians. On one of the forks hugging the hall you flew up from, there's a floor plate that will open a throne room where you find a Guardian, a Hero Time Helmet, and the brass key.

Now that you've got the brass key and the pentagram, go to the northwest section, which leads to the exit. Along the way, there's a reflecting pool with a red platform to your left. Go there to find the pull chain that opens the barrier between you and the exit zone. The door to the exit is to your left past the bars and locked with the brass key.

Tips and secrets:

  • The right half of the western section includes a set of platforms above your head. It looks interesting, but it's a trick: there is nothing valuable up on those, so don't waste a precious fly spell investigating.
  • When you get near the exit, instead of leaving right away, follow the lava river to the right. There are goodies including a diamond ring up the stairs at the end of it.

 

LEVEL 9

Hack n Sniff
This level wants to beat the heck out of you right from the start. Bash the barbarians who were waiting for you and head through the door and down into another room where a Mino Drake is lurking amongst some barrels. The door right ahead of you is locked with the black key, you'll find it in the southern one of the side chambers off of this room; the other side chamber contains a treasure hoard.

Through the door and up the ramp, continue to fight your way through the guards. You find yourself in a four-way lava chamber. Fire resistance is helpful here to deal with the Fiends and get to the central control post which has pull chains to open the doors. The chain immediately in front of you will close off the way back, but go ahead and pull the other three. One path is further locked with a brass key, so you'll have to pick one of the others.

The way to complete the level lies to the east, so unless you want the side stuff, go there now. Head to the end of the stained glass hallway, being wary of ambushes as you go. Turn right, then right again. The brass key is in the central pillar of this small room, but hurry to grab it before it gets closed in! Once you have the key, you might also want to visit the armory in this area for some nice items.

Backtrack to where you turned off from the stained glass hallway, and follow the other branch. The eastern fork has a floor plate that will open the doors to the exit area (you'll hear them creak). You might want to save before you do this as sometimes it glitches and kills you. Now that you've got the brass key, head back to the four-way lava room and through the brass key door to find the pentagram. To safely collect it, you'll have to use a fire resistance potion. The arrows aren't "fire" but the potion will protect you none the less. Take the pentagram back to the stained glass hall and through the door on your left to return it to its place and escape.

Tips and secrets:

  • The west area from the four-way lava room contains a Hero Time, but not much else aside from enemies and opportunities for death. Beware of spike pits behind the windows if you break them.
  • The northwesternmost room is an armory of sorts. Pull the right-hand switch to open up side chambers with even more goodies, including Hero Time and an Ornate Horn.
  • In the northern area where the floor pad is, fly across the lava to find some potions and a seemingly useless glass key. Don't try to cross this gap by jumping unless you feel like dying a horrible death; if you've only got one fly spell make your trip a quick one.

 

LEVEL 10

Straits of Perdition
Once again, you start off under attack. Fight your way through and head north, being wary of the lava cracks. Where the northern wall nips in, you'll find a pull chain that opens the tower where the brass key is. Jump to safely get the key, or use fire resistance if you've got enough to spare. Once you've got it, head west through the brass key door.

Pull the chain in the next room to open a big outdoor area, and continue through into a large chamber full of barrels. To the north and south are side areas, and the north one, if you visit it, is a trap from this approach, so go upstairs through the door to the west.

Through the eleven o'clock door from the pentagram room, open the secret door at the end of the short passage. You'll find a sort of big lava arena beyond. Pull the chain down there to make the pentagram accessible.

The room you find beyond the eight o'clock door will lead you to the glass key; once you've got it, the seven o'clock door can be opened. Don't be fooled by the simplicity of this room with the floor plate; explore the edge of the structure to find a ramp down to the black key.

Through the one o'clock door you'll find a rather oddball mechanism: a floor pad that requires the black key you just got. Trigger it and a great creaking will indicate the opening of the doors that barred the end of the ten o'clock passage; pass this way to return the pentagram to its place and continue your quest.

Tips and secrets:

  • Go to the end of the hallway that runs south of the big outdoor area and break through the stained glass to find a weapon enchantment well.
  • To the south of the aforementioned hallway is a treasure room, also hidden by stained glass.
  • Through the five o'clock door from the pentagram room, find an Onyx Ring and a Fly spell (which you need to get back out of the lava pit there.)
  • In the big lava arena where you pulled the chain for the pentagram, fly north to the potions on the ledges. From there, you can fly down into a treasure room with gold and an ankh further north (this is the area that would trap you in if you went there via the hall from the barrel room).

 

LEVEL 11

Plateau of Insanity
This level has lava galore and you're going to have a rough time if you have to start fresh on it. Flight and fire resistance are quite useful for traversing the volcanic landscape.

You start off in a large cavern-like area in the northwest of the map. Grab some useful supplies as you fight off the Lava Fiends and Willow Wisps: some health potions north of your start position, and a Fly scroll in the extreme northwest of the map, reachable by following a narrow path along the outer edge of a lava pool.

Continuing to follow the edge, head south from the starting area until you find a teleporter pad under a wall decoration of a bearded face. You'll find it near a side passage that drops off downwards. When you get to this teleporter, warp through.

You're now in the southeast of the map, in an armory with four teleportation pads around a central column: beware of the approach to this room's door from the outside, as there's a fake floor that will dump you into lava and probably kill or severely hurt you if you're surprised by it. It may, in fact, be safer and easier to only access this room via teleportation: each of the four pads links this room to another area of the map. You've entered through the north teleport link, and taking the north teleport in this room (the one nearest the door) will take you back to the spot under the face.

The brass key is located in the southwest of the map, in an area isolated from the rest of the map by a lake of lava. You could fly here, but you can also use the armory's teleporter: it's the west teleport link, and the key is right next to the teleport pad. So, warp here, grab the key, warp back to the armory, and then back to the spot under the face decoration.

Head back north to the starting area. Use the brass key on the floor pad and head through the door that opens nearby. Fly across the spike pit and grab the black key. The pull chain here will raise the floor and fill in the spike pit so it's safe to traverse.

Head back to the face and teleport to the armory. Take the south link this time, and head out the door, being wary of the spike pit as you go (you could also head out the armory door, but I find it safer to jump over the pit that can be seen rather than the hidden one.) Either way, head north until you reach a corner. Through the black key door to the east, you'll find the pentagram room. Pull the chain to reveal it, and use flight or fire resistance to collect it safely.

Pentagram in hand, head west until you find the first northward passage, then follow it around the bend to find an open room. Head into it and find the exit chamber so you can escape the insanity of this level.

Tips and secrets:

  • If you follow the canyon east, then south from the starting area, you can drop down into a cave with some scrolls and Midian Warriors. There's a hidden lava pit in the middle of this room. This is the east teleport link.
  • There's a forked path through a door in the east of the map. The paths are made treacherous by several spike pits. One fork leads to a floor pad and the south teleport link. The other fork leads to the door activated by said floor pad, beyond which is an ambush by Giryon Knights and some goodies: axes of both kinds, a freeze scroll, and a health potion.
  • There are two brass keys in this map; if you feel like trying a different route, instead of passing by the dropoff when you head for the teleporter under the face, take a fire resistance potion, then jump down and follow the lava river to some stairs which lead to another brass key room.

 

LEVEL 12

Crypt of Decay
Up the stairs from the start, you'll find a room with four floor pads that open up side closets with enemies waiting inside. You may want to hit at least the south and east pads to open up the closets which have pull chains; one opens an armory with some nice gear to get yourself up to speed if you're starting this level fresh, the other has what seems like a lifetime supply of fireball scrolls. You might want to toast lots of enemies in this map and return here periodically to restock, unless you're going for a speed finish. Hit the other pads if you're thirsty for battle, then move on.

For the glass key, follow the spiral stairs all the way up and head north to the outdoor ramparts area. You'll find it on the central structure, right by the exit pad, but since you don't have the pentagram yet, you can't leave.

Go back to the spiral stairs and down a floor to the throne room. The glass key door is down a narrow passage next to the bookshelf. Go through and grab the pentagram.

You can now return to the ramparts and leave if you wish, for a quick completion albeit one that misses much of the map.

Tips and secrets:

  • In the room with the stockpile of fireball scrolls near the start, jump behind the fire altar to get a cure poison potion and a health potion that might come in handy if you got hit by the imps or trap in this room.
  • Step on the throne to open a chamber with a fireball spell and a diamond ring.
  • The black key is found on one of the side ramparts of the exit area.
  • The black key door is found through the passage behind one of the closets that opens if you hit the floor pads near the start; head to the end of the passage before you turn off (the other fork leads eventually to the throne room). Through the door is a dungeon with a Mino Drake and a measly health potion.
  • The brass key is also in the rampart area. When heading there from the spiral stairs, take the right-hand path and go up the ramp.
  • The brass key door is in a wooden area that can be conveniently located by going into the passage behind the throne and turning right. Behind this door is a small chamber with a hoard of gold waiting for you.

Notes:

  • An interesting map for a couple reasons; for one, it makes much greater use of BUILD's ability to overlap sectors than most of the maps, and secondly, it has several of the patrol point objects that were rarely put to use (the patrol points, however, may not actually function).

 

LEVEL 13

Mausoleum of Madness
This level looks like an incomprehensible mess from the overhead map, but if you have a good head for landmarks, it's not as baffling as it seems. From the start, head upwards, take the dark passage when there's a fork, and keep going up, finding a two-handed sword along the way, until you get to a watery green cavern containing an ankh. For reference, you can jump up and grab the black key from the small ledge here, but it is optional (and due to a map bug, useless, it seems). From here, follow the watery passage a little further to drop down into the big well.

Immediately through the lowest (and only reachable, without flying) passage out of this well is a wood-and-rock stable-like area. As you enter, immediately turn right and follow the sharp turn into a passage to an area made of a different sort of tan rock. The glass key is on a platform in this area, so jump up and grab it.

Go back to the stable-like area and find an office with a diamond ring on the desk, and a locked door in back that requires the glass key. Through the locked door is a sleeping area where you'll find the pentagram as well as a few coins.

Now that you have the pentagram, go back to the passage where you got the glass key, but this time follow it to its end into a dark grey cavern. The exit pad is right there, and once again you can complete the map while skipping many of the side areas.

Tips and secrets:

  • The way to go back up to higher levels after you've dropped down the well is a spiral stairway lined with black rock walls.
  • From the top of said stairs, go down the hallway, turn right and then head straight until you find an open room with a weapon enchantment shrine.
  • Between the stairs and the aforementioned enchantment shrine can be found another area with a mysterious unopenable door. This is meant to be the black key door, with a hoard of gold on the other side, but due to a map bug, there is no way to get in (the door tag was given to an overlapping sector instead of the correct one.)
  • If you fly up in the well, you can find a high opening into a black rock cavern with reflective water on the floor, where red ogres dwell (seemingly their only appearance in WH2). In this area you can find some stairs that lead up to what looks like a teleport pad, but it does nothing, and this time there's no evidence of attempted tagging. There do not seem to be any treasures in these caves either. A very mysterious area.

Notes:

  • Another overlap-heavy map. Because of this and other similar characteristics, I strongly suspect that the same designer made both this level and level 12.

 

LEVEL 14

Gateway Into Oblivion
Right at the start you get an ankh, so charge up and get ready for battle. Now head out into the mines.

Although the automap may look a touch mazey, it's much easier to follow than the previous two. Head to the north part of the map where you find two similar-looking treasure rooms with some stairs down and to the north. Being careful of the lava pit, you can head to the northmost point and collect the brass key. You should be able to make the jumps, barring glitches. Don't miss the ornate horn in this area, either.

Now head to the west area, through the brass key door. There are a lot of traps in this area; don't worry too much about the closing doors, but the fireballs may be a problem. Pull the chains on the walls to open the way down. On the other side of the big room is a balcony where the black key is, jump or fly to get to it. Along with the key, you can stock up on pike axes and fireball, nuke and freeze scrolls.

The pentagram is in the south area, through the black key door. This area is a lot more nondescript, a room with some pillars and lots of barrels, but there are plenty of enemies so don't get careless.

Now loop back around to near the start, drop into the lower passage where you can see the door, and fight your way into the final room. Enter the pentagram pad and prepare yourself for Cirae-Argoth's stronghold.

Tips and secrets:

  • Near the start, there's a lowered area with a bunch of fireball scrolls.
  • Go through the level counterclockwise. If you go clockwise, not only do you reach the key doors before the keys you need, there's also a blockade that will lower, causing you to have to follow the level in more of a C shape.
  • On the approach to the brass key, break the big stained glass to find an ankh.
  • In the round central part of the mines, you can find some goodies including a Nuke scroll.

 

LEVEL 15

Lungs of Hell
A flight spell or two will serve you well in the initial lava area, if you've carried one over. If not, make good use of fire resistance until you can grab the one that's across the tightrope near the start. Don't try to get the two-handed sword without flying; there's a spike hidden under it ready to kill you. Once you're airborne, you can collect the brass key, the sword and the various spells in this area before heading through the passage to the south, which is locked with the brass key.

In the room you eventually reach, the dark floor pad under the invisibility potion will open up a closet full of even more goodies to arm yourself with for the final battle. The other dark floor pad under the health potion will open up the way forward and you can proceed.

When you get past the place with the lava fall, look for a grey door. Go through it and follow the passage until you see a forest of nasty spikes. Touch them and you die, so use your flight spell again and fly well above them. Beyond you can grab an ankh, magic shield, Nuke scroll and glass key, then teleport. This is one-way.

To the north is a door, head through it but be very careful doing so. As soon as you're through the door, head right, not forward, or you'll be caught by a spike trap. You can see where it is afterwards if you go down the stairs. There's another ankh in this room, and also a black key door. Go ahead and try out your Open Doors spell on this one (you should have found a scroll in the lava area near the start). There are some weapons, potions and gold inside. Before you leave, you can also jump on the pillar with the quiver of arrows to open another room with a bunch of pike axes and a fireball scroll.

Head back to the teleport exit (remembering the spikes near the door) and through the glass key door. Carefully follow this passage, there are more spike traps along it. When you come to what seems like a dead end, open it as it is a secret door. Continue on, but again, be careful of spike pits! Finally, there's the black key... aren't you glad you used your spell instead of having to backtrack to that door? The exit from the caves is in sight, too, so head out of the tunnel.

Fight your way up the huge ziggurat to the summit. Circle around the top to find the ivory key, then head inside. Seize the pentagram and... Suddenly you are teleported somewhere else. This is it, Cirae-Argoth's inner sanctum. The very last fight, so don't hold anything back: potions, spells, all your best weapons. When Cirae-Argoth dies, grab the horned skull that she drops and sit back to enjoy your victory, such as it turns out to be.

You have won the game.

Tips and secrets:

  • The southeast corner of the starting area contains a niche with some treasure.
  • When you get to the big ziggurat, check the back side of it to find some scrolls.
  • The castle walls surrounding the ziggurat area aren't just for show, either—fly up there and you'll find lots of goodies as well as some enemies.