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Hub 2: Wastelands

4,353 bytes added, 06:23, 29 July 2016
adding intro/horn key. will be back for the puzzle switches.
==Walkthrough==
[[image:Hexenhornkey.png|thumb|right|256px|The Horn Key on Wastelands]]
 
Despite indications to the contrary, there are few pitfalls here. However, this level does present a new, lethal danger - wooden spikes. These sharpened stakes rise out of the ground to impale any player or monster who is standing over them. Getting hit by a spike is an instant kill. They are scattered around this map on open ground, so you have to be wary of them when outside of the tunnels. There are no visible signs that tell you exactly where they lie in wait, except for the occasional [[gib]]bed corpse of an unlucky [[ettin]]. While they are in fixed positions, there are usually multiple spikes in a given area which alternate, making it difficult to know where all of them are. Fortunately, they follow a pattern. The spikes rise and fall at regular intervals, and usually one at a time. If more than one spike comes out, they rise and fall in unison. This means that if you see a raised spike, the surrounding area is temporarily safe. As stated before, they are only on open ground, so you are safe in passages and tunnels. They also make a very distinctive sound when they move. With a bit of knowledge, you can work around this danger.
===Horn key===
You start out on a barren hill, in front of a portal leading back to [[Hub_2:_Shadow_Wood_(map)|Shadow Wood]]. Behind that portal is a [[Combined Mana]] container. There are no enemies or traps, yet. The southern passage brings you onto a landing. From this point on, you will have to watch for wooden spikes. There is a [[brown chaos serpent]] in your way, the start, follow first of many throughout this map. On the western wall to your right are a few fléchettes. There is a passage out and a short ledge - both of these lead to the first open same area where , but you can see pick up some more fléchettes in the lefthand/southern passage. There are ettins in the stairway and on the low ground. If you have not done so already, you should dispatch the brown chaos serpents on the far ledge. There is a [[Krater of Might]] on a that ledge, but you cannot reach it just yet (see: Optional areas). On the low ground, there are two tunnel entrances, to the left/south and right/north. Go These both lead to a network of tunnels full of forking paths and [[afrit]]s. For the cave most direct route to the [[Horn key]], turn left/south. Once inside, and at the first fork you should take the righthand pathwith fléchettes and continue south. After the tunnel turns east, you will pass an open mossy area full of [[brown chaos serpent]]s. Keep This is an optional detour, but defeating them now is a good idea, as it prevents them from following this passage roundyou into the tunnel. Try not to get surrounded by the crowd - the fighter should mostly rely on the [[Hammer of Retribution]]. Like every other open area, past there are wooden spikes in the mossy clearing. Along the area southwestern wall are crystal vials. Uphill, to the right southeast, is a barred teleporter, along with a [[Falcon Shield]] hidden behind the locked barrier. You cannot enter the teleporter until you have the [[Cave key]] (with see: Cave puzzle switch). You will proceed through the tunnel, fighting [[brown chaos serpentafrit]]s) and collecting [[mana]], until you reach see a small alcove to the left junction with what looks like /north. Within is a dead end. This stone block set in the wall - this is a [[polyobject|rotating door, which rotates ]] that turns clockwise when activated. Go It is easy enough to run through here and climb , but you should take care to avoid getting crushed. On the other side, you are confronted by a [[brown chaos serpent]] at melee range. To the steps left/west is a narrow, meandering staircase leading to a new arearegion - it is full of [[centaur]]s, and there are [[stalker]]s in the small lakes on either side of the descending western slope. Fléchettes are scattered around the eastern half. Going downhill, then head to the landbridge west, there are crystal vials, and the fighter will find [[Timon's Axe]]. As always, you must beware of wooden spikes. At the eastern end of the plateau, you will find a passageway. Beyond, a narrow ridge of rock forms a land-bridge over a lava to basin - this is the way forward. The ridge is lined with ettins and crystal vials, and afrits rise from the eastlava. At the end of the bridge ridge is the [[Horn key]] . Having attained your objective, it is time to head back. However, the moment you took the key, the ridge split up into closely spaced platforms. These should not be difficult to navigate, as you can run across the small gaps. If you fall down to the lava, you can be foundstill recover. Just north of the where the ridge begins, which there is used a bullhead switch set in the wall (to your right). This will temporarily lower the first platform so you can get back up.  Once you are across, simply head back the way you came - down the staircase, through the rotating door, turn right and go down the tunnel, turn left at the fork, climb up the stairway to your right, and then go through the righthand passage. This will bring you directly back to access the puzzle switches on [[Hub 2starting area. If you want to explore and collect more items, see: Darkmere|Darkmere]] Optional areas. If you have the swamp and /or cave key, see the relevant section(s). Otherwise, go through the portal at the beginning to return to [[Hub 2Hub_2: Caves of Circe_Shadow_Wood_(map)|Caves of CirceShadow Wood]].
===First Cave puzzle switch===
This puzzle switch requires the [[Cave key]], which can be found on the [[Hub 2: Caves of Circe|Caves of Circe]]. From the start of the map, head south. Keep doing that until you reach an open, fairly dark area with a large number of [[brown chaos serpent]]s. Use the ''Cave key'' to unlock the portal and the teleporter. Step in the teleporter, which will lead you to a lava area in the centre of the map, where you will be surrounded by [[afrit]]s. Kill all the afrits and a magic staircase will appear allowing you to reach the raised platform. Go inside the large V shape and find a [[Mystic Urn]] and the first puzzle switch.
===Second Swamp puzzle switch===
This puzzle switch requires the [[Swamp key]], which can be found on the [[Hub 2: Darkmere|Darkmere]]. As you arrive at the first open area, ''make sure'' you slay all the [[ettin]]s there. After doing that, go to the cave in the north and continue until you see the light of day again. You come to a wide passage that stretches out east and has many ettins. In order to reach the northern section of the level that holds the ''Swamp key'' door, you need to start killing the monsters. If you are playing on the two easiest [[Skill level|difficulty levels]], you still need to kill at least four ettins more. On the higher ones, the corresponding amount is seven.
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