Solving Caldera Wad Caution! This is a complete walk thru including cheats. If you want to ruin the challenge of Caldera, read on.... As in Vaults, switches are reserved. Push button switches and rope switches normally are functional switches which open doors, work elevators or turn on lights. Chain, skull and valve switches are always part of the puzzle solutions. On each level there is a golden calf switch located near the first area you must visit. It is a bonus switch which turns on some helpful messages so pull it for help messages throughout the level if you wish. But, if you want a real challenge, don't pull it to turn on messages. ***** VALLES DE MORTE ***** The help switch is located along the long northeast canyon wall in the teleport area. Enter the main hub area by attempting to grab D'Sparil's heart in front of the teleport. The main door will then open. Grab all weapons regardless of class since the others will net you the necessary mana to fuel your own. You will enter the main hub area marked by three doors. Once there, attempt to grab the second D'Sparil's heart. This will release the seals on the doors and reveal the puzzle. You must retrieve the Glaive Seal, Sigil of the Magus and the Holy Relic placing them in the puzzle pillar. You can retrieve them in any order, but we will do it left to right. Glaive Seal: Take the door on the left that is marked by the Glaive Seal. This is the entry to the amphitheater ruins. As you enter, there will again be three doors - the left and center doors are sealed. Open the door on the right, run to the raised dias and use the switch there. Run out again quickly or the demons will get you. The left door is unsealed and the center door is open. Crossing the "star" in the central hall will cause the critter poopers to activate and you'll have ghosts to dispose of. Don't cross the star. Go through the center door to the ruined amphitheater. The door will close behind you and remain sealed until you try to grab the third heart. Located between the fallen parts of the old column ceiling is the silver key. If you strike or shoot (depends on your class and weapon) across the rocks, the silver key will be jarred loose and you can grab it. Do this before you try for the heart. Grab for the heart and exit the area before the beasties get you. Now open and go through the left door. The Glaive Seal is on a pillar in the center of the room but is inaccessible. Before you is a switch. Throw the switch to release the pillar and start the security hazard. Wait out the first run, since the seal will remain stuck to the ceiling and out of reach. Throw the switch again, jump on the wall and when the rising wall is level with the sinking pillar, run across the pillar and over the other wall grabbing the seal on the way. Go back and place the seal in the puzzle pillar in the hub area. Holy Relic: Take the door in the middle that is marked by the Holy Relic. This is the entry to the chapel ruins. The silver key is necessary to open the chapel. Look around first. Notice that some of the ceilings have fallen in. Near the fallen ceilings you will see that the pillars are off center and the windows are broken and boarded up. The Holy Relic is located under the left porch roof but is inaccessible because of the fallen ceilings. Inside the chapel, push the two pillars that are on each side of the unbroken window (cracks in the ceiling point to them). Push them toward the wall enough times and the ceiling will fall in and break the window so you can get the relic. The doors will seal you inside until you try to grab the fourth heart so get the relic before you try for the heart. Go back and place the relic in the puzzle pillar in the hub area. Sigil of the Magus: Take the door on the right that is marked by the Sigil of the Magus. This is the entry to the natural canyon/cave area. Carved into the rock is a passage to the teleport room. Try for the fifth heart to open the teleports. The teleport on the left as you entered the room closest to the door is the quickest way to get to the Sigil area. Walk down the deep canyon where you teleported and enter the passage on the left. You will be in a cavern carved out of the rock supported by many pillars and beams. Remember how the beams are situated, you will have to follow them in a minute. As you walk through the passage you will see a switch mounted on the wall. Walk to the switch facing it and turn left and walk to the wall. Turn left again and there is pillar which is all by itself in the alcove. Inside that pillar is the Sigil. Go back to the switch and throw it. The ceiling and beams will start to lower. Run to the left and jump on the pillar platform on the corner that is away from the wall and hug the pillar so you don't get crushed. Wait for the beams to raise back up. You can now work your way to that pillar in the back. By the time you get there, it will have lowered and you can grab the Sigil. Move to the corner of the pillar platform (the corners are the only safe place when the ceiling lowers and the pillars raise) and wait for the whole place to open up again. Another silver key is located inside the pillar by the entry passage if you did not get it from the ruins. Go back to the canyon and take the teleport to the teleport room then return and place the sigil in the puzzle pillar in the hub area. The other areas have stuff in them if you need ammo or healing. If you take the elevator up, you will find the first part of your fourth weapon way in the back, but watch out for the crushing ceiling. Once you have placed all three puzzle pieces in the pillar, one of the hearts will reappear. If you are lucky, it will be the one in the hub area or the one by the teleport to Mare Caldera. This is a random reappearance which is weighted for gameskill (the higher the gameskill, the more chance the heart will be in a bad place instead of a good place) so you will have to look for it. Your second weapon will be revealed inside one of the pillars in the room where you grabbed the Glaive Seal so go get it but be careful since even walking into the centeral area will set off the security system. Take the heart with you and enter the teleport to.... ***** MARE CALDERA ***** The help switch is located to the right and up on the ledge just outside the gray Valles de Morte teleport. In the rooms under the volcano, you can walk through some of the gray panels to find some extra goodies. When you get here, page through your inventory until the heart is up since you must use the enter key to place the heart. Open the teleport panel. Make a quick left and enter the passage on the left. Kill the wendigo that is blocking your path and jump through the passage to the center of the Caldera. Run to the pedestal and hit the enter key to place the heart. Do this quickly so the wendigos shooting at you will melt before they kill you. Stand still through the earthquake or you may slip and fall into the lava as the mountain awakens. The power grid will raise and the passages will open allowing you easy egress from the caldera. Take a quick look around then scoot out of here before the pyrotechnics wound you. In the cavern surrounding the Caldera are four teleports. To go back to the Valley of Death, use the one marked by the gray stone. The North Massif is marked by the griffins holding the blue gem. The South Massif is marked by the griffins holding the green gem. The Cadre Ixion is marked by the Dragon with the red eye. Opposite each teleport is a passage to the outer rim of the caldera. If you go through the passage then make an abrupt about face, you will see a door on each side. Above the passage and doors you can see which gem each area corresponds to. Logically, the colors match the teleports except the gray teleport which shows all the colors. Facing any passage from the outside, the door on the right is the "up" elevator and the door on the left is the "down" elevator. It is not a good idea to try the door on the right from the mountain top. Open the door on the left and enter the elevator which will take you down into the bowels of the mountain. Exit the elevator quick before it resets itself to the upper level. NOTE: when you do take the up elevator to return here, open the door and exit immediately before the elevator resets itself to the lower level or you will fall to your death. When you are exploring the far outer rim of the mountain, you may fall off the edge. If you happen to be flying at the time, you can fly to touch the star wall again to go back where you fell from. Otherwise, you are dead so it won't matter. Exploring the lower cavern you will see eight elevators, four lava sluice doors, four gear panels and opposite the gear panels, four stone doors and some windows. Opening the gear panels will let you see that there is a gear missing from the machinery. If you look through the windows, you can see the gems that are frozen and unreachable. Your mission is to retrieve each of three gears so that you can open the lava sluice doors which will melt the ice which imprisons the gems so that you can retrieve the gems to place into the power grid that rose when you placed the heart in the upper caldera. Once you have placed all the gems, the last teleport will open for you to retrieve that last gear to open the door to Korax on the Mare Clausem. At this time, the doors to the gems are sealed and will only unseal when you retrieve the gears from the other worlds. In the interest of brevity, we will assume here that you have retrieved the first three gears from the Cadre Ixion (red), North Massif (blue) and the South Massif (green). You can refer to those areas below for their solutions. I know they're "Ruby Planet" "Sapphire planet" etc, but red gem is easier to type! RED GEM - SILVER GEAR - CADRE IXION You have just returned from Cadre Ixion with the Silver Gear. The door is now open but you cannot place the gear into the machinery until you start it up (as is the same with all gears). Go through the door, down the steps and make a quick left. Go between the lava cauldron and the wall near the steps. Throw the skull switch to start the machinery. Go back up the steps and set the gear in place to raise the lava sluice. Back down the steps and around the cauldron. Throw the chain switch to release the lava into the cauldron to melt the ice. Once the cauldron is melted and the machinery is working fully, jump onto the rim and when the machine opens up, run through and grab the red gem. Since there is only one red gem (the first is already set in the power grid) take it up top and set it in. NOTE: there is only one red gem and it is the key to getting the second blue and second green gems as you will see. BLUE GEM - BRONZE GEAR - NORTH MASSIF You have just returned from North Massif with the Bronze Gear. Through the door, down the steps and to the right. In the passage leading to the first blue gem, on the right in the middle is the skull switch to start the machinery. Set the gear then back down the steps to the left. In the alcove is the chain switch to melt the ice. Grab the blue gem when the machinery opens. SECOND BLUE GEM Between the red gem room and the blue gem room is another room. Once you have melted the ice in both red and blue gem rooms, the second blue gem can be had by throwing the chain switch in that room. The door is sealed until the fireworks are over, so just find a nice safe spot to stand, wait it out, then grab the gem. Take the blue gems up to the caldera and place them in the power grid. GREEN GEM - BRONZE HUB GEAR - SOUTH MASSIF You have just returned from South Massif with the Bronze Hub Gear. Through the door, down the steps and to the left. Along the far wall is the skull switch. Place the gear then down the steps. Directly at the bottom to the left is the chain switch. Use it to melt the ice. The first green gem is not so easy to grab. Jump on the pillar then steady yourself. Jump straight up to grab the gem then run like crazy before the pillar slams you. SECOND GREEN GEM Between the red gem room and green gem room is another room just like the second blue gem room. You know what to do. Take the green gems up to the caldera and place them in the power grid. DEATH WYVERN WATCH YOUR BACK! You must kill the death wyvern to reopen the mountain and the teleport to the final gear. He is nasty but very stupid. If you hang around the edge of the caldera dodging his fireballs, he will eventually get stuck on a rock and you can kill him with your fists if you want to. You can open the secret door in the caldera to the wyvern any time you want, and if you have already killed him, you can go through the teleport now to the Mare Clausem. If you are just looking around playing no-monsters here, type "PUKE 18" to kill the wyvern that is not really there (but that's cheating!) FINAL DOOR - BRONZE RING GEAR - MARE CLAUSEM You have just returned from Mare Clausem with the Bronze Ring Gear. Through the door, down the steps and to the left is the skull switch. Place the gear and gather up as much ammo and health as you can. Now, down the steps and to the right. Kill as many critters as you can first, then throw the chain switch and run like hell. If you are brave, you can get all of your final weapon parts here if you have not already gotten them from the other levels. When you return to the cavern, the lava sluice door under the picture of the solved power grid is all the way up and there is a broken window behind it. Within the Heresiarch awaits. Kill the Heresiarch and one of the pillars will sink revealing a teleport that takes you to the caldera. Jump in quick before the ceiling crushes you. You can also run back out the door and take an elevator, but there is little time to do so. If you are just looking around playing no-monsters here, type "PUKE 90" to kill the Heresiarch that is not really there (but that's cheating!) Take the teleport to Mare Clausem where Korax's door now is opened. You did it! To really cheat on this hub level, type "SHERLOCK" then type "PUKE 31" "PUKE 32" "PUKE 33" "PUKE 34". You will have all the gears and all the doors open for you. But where is the challenge in that?? ***** CADRE IXION ***** The help switch is located to the left and down the side of the steps that lead down from the teleports. In typical military fashion, there is a strict order to the solution to this level. Don't cross the lines into the garden anywhere in the central area. Zedek is very proud of his shrubs and, again in typical military fashion, will destroy them to keep you off them. FIRST SET OF DOORS Down the steps from the teleport and to the left through the only open door. Down the hall, left, left, left then down to the switch. Hit the switch to open the second door. Grab your second major weapon piece here. When you go around the corners, just cross the line, step back, and wait for the missiles to stop. Or, you can run into the little alcoves halfway down the hall. If you look in the windows, you will see the gear that you need for the caldera. If you wait a bit, you can take a monsterless shortcut by taking the lift that is behind the set of golden doors on the left of the north hallway here. Otherwise, go out in the garden and turn left then left to the... SECOND SET OF DOORS When you enter the second doors, look in the window on the left to see another gear. This gear works the machinery on this level only so you will use it here, but it is not accessible just yet. In the window on the right, as yet inaccessible, is Yorrick's skull which must be placed on the statue in the center of the garden. On the left is a switch which works the floating stairway. Use it. The stairway will fall or rise. You need it down right now so hit the switch until the stairs go down. Down the steps and to the right is an open door. Through that door and to the right then right is another switch. Hit it to open the door across the way, plus the doors to the kitchen and the valve room. You need now to go to the valve room so run back up the stairs and hit the switch to make them go up. Up the stairs and to the right through the wooden doors is the valve room. At the bottom of the spiral steel staircase is a switch to turn on the lights. If you need light to fight the critters, turn them on but this will hide the valve marker and also set off the fireworks so back up and let them finish. As you enter the valve room, you will see many gear doors. We will number them starting directly to the left of the passage then clockwise around the room. Some contain valves and others shooters and others gears. Shooters will set off the fireworks just by opening them. Gears are just for looks. You need to open the valves. Doors 1 & 2 contain valves and three is a shooter. Open 1 & 2 on this wall. On the next wall, doors 4 & 7 are shooters while 5 & 6 are valves. On the next wall, doors 8, 9 & 10 are valves while 11 is a shooter. On the next wall, door 12 is a window and the rest are gears. Don't try the gears after they are open. The proper valve to turn is marked by a dark band around the door. If you have turned on the lights or are using a torch, you can't see the band. If you turn a wrong valve, the shooters start up. Jump into the water to avoid getting killed. Once you've turned the right valve, the water turns blue and a pit opens in the center. Avoid the pit, it's deep. Back up the spiral stairs and down the floating stairway. Hit the switch to make them go down. Across the bay is a newly revealed switch which opens the next door in the garden. Hit it to open the... THIRD SET OF DOORS These lead to the stables. Open the barn doors and fight your way through the critters or run around the building to the back door. Once inside, in the back of the barn, is a closed door on the north side of the building. Open that door and pull the rope switch in that room. Go to the front of the barn one way or the other and inside go through the doors on the north again. In the west end of this storage room is a skull switch which opens the.... FOURTH SET OF DOORS If you are playing with no-monsters for a look see, here you can type "PUKE 72" and wait a few seconds then type "PUKE 71" and wait a few more to get to the switch (but that's cheating!). In the arena through the fourth set of doors, you will meet some very odd centaurs indeed. They are shooting at you with knives, ripperballs or poison darts according to your skill level. You must kill the one that was in the southwest corner of the arena. That will open the western doors and let out the nasty guy hiding there. Once you defeat that fellow, the second set of western doors will open revealing a skull switch. Hit the switch then head for the... SECOND SET OF DOORS Again! The floating stairway has leveled and the access panel to Yorrick's Skull will now open. (If you accidently move the stairway up or down, you can hit the switch in the arena again to level them). Go grab Yorrick's Skull and return to the garden. Set the skull to the top of your inventory like you did the heart and step inside the shrubbery. Push against the statue and hit the enter key to place the skull. Do it quick and the fireworks will stop. This opens the... FIFTH SET OF DOORS Zedek's lair. Up the stairs and through the doorway which will close behind you. If you saw the message at the top of the screen when you first came here, you'll know what to do. The steps on the right are the "right" steps to take and are marked by the dragon with the red eye. The left steps will give you some extra grief so avoid them both in and out of here. Zedek is waiting and once you defeat him, the lifts start for access to the upper level of his lair. If you are just looking around with no-monsters for a look see, you can type "PUKE 61" to start the lifts (but that's cheating!). Go up a lift and look for a door with the red eye. Open that door and inside is a skull switch. Hit the switch then head for the... SECOND SET OF DOORS Again! The floating stairway has leveled and the access panel to the silver gear is open so go grab it. However, this is not the gear that works on the caldera. Place this gear in the gear panel that is directly in front of you at the end of the access hall. This will complete the machinery and start up the razor room. Head now for the.... FIRST SET OF DOORS Again! Just inside these doors the golden doors on the left are now open. In that room is a switch coming up out of the floor. Hit that switch to open the Razor Halls! Yikes! The easiest one to run down is the center one from here, but your best bet is to run around the hallway and enter from the other end so do it. From the end opposite the switch area, run down the razor hall on the left and stop in the center area. Be careful not to grab the gear just yet because the ceiling will crush you. Situate yourself so that you are facing the gear and heading down the center hall leading to where the switch was. Run through grabbing the gear and down the center razor hall and just keep on going! Take the gear back to the Caldera. You made it! ***** SOUTH MASSIF ***** The help switch is located along the darkened passage that leads to the interior of the dam. You can also walk between the braziers and through some of the glowing griffen panels to get extra goodies here. The gear is in the clock tower. It is a water clock so you must first power the clock so you can solve the clock puzzle. Your first order of business is to get the water flowing from the dam. Next you start the pump then open the valves which will get the water flowing through the power turbine. So.... OPEN THE DAM If you have teleported here from the Caldera (if you have not, move to the Caldera teleport) you are facing the fence in front of the gray teleport. Turn right (northeast) and go down the steps to the room with three open passages and NO alters with blue candles. To the left is a long passageway to the dam. Follow that until you are into the darkened hallway and take a left before the steps go down. Up the steps and work the valve in the room there to open the interior sluice doors. Exit and make a right at the bottom of the steps and go to the passageway on the right that you passed up before. Take that and jump down into the channel and work the valve on the outside of the dam. (NOTE: if you have visited the NORTH MASSIF and worked the valves atop the dam to make the water level sink there, you can skip the above since the moat is already full). UNSEAL AND FILL THE PRIMARY CHAMBER Go back to the teleport area and cross in front of the Caldera teleport down the steps into the room with three doorways AND alters with the blue candles. Take the left (dark) doorway and move the lift down. Off the lift and to the left is a valve. Use the valve to unseal the primary pump chamber. You could do this later, but it's hard to get at after the pump chamber is full. Now, back up the lift and into the blue candle room. Take the center doorway out to Menelkir's castle. Run across the bridge and up to the doorway since Menelkir has a nasty security system installed to guard the walkway. Your third part of your final weapon is outside the fence on the left if you need it. When you open the door and go through, look at the clock on the ceiling and note the time. This tells you which of four valves will open the primary pump chamber (1-4). Work your way through to the back door, either killing Menelkir or running around him. (If you are playing nomonsters, type "PUKE 65" here to mark the valve.) Out the back door, to the left, down the steps and to the left is a lift. Take the lift down to the valve channel then follow the channel to the valve room. The doors on the left are the valves and on the right are shooters. Open the valve doors and find the right valve and work it. If you defeated Menelkir within the castle and don't turn on the lights or use a torch, the valve will be marked with a dark band, otherwise, you have to remember what the clock said. Working a valve other than the correct one will open or close the valve room seal but only once. Working a bad valve a second time will get the shooters started up. Working a shooter door will do the same. Now, if the valve room is at any time unsealed while the primary pump chamber is filled, the valve room will fill up too. If you have not killed Menelkir, you must take the lift and go back through his castle. If you have killed him a panel will open which is at the top of the water level (if you fill the valve room) about halfway back up the channel on the left. Go through that new passage and turn left then east thru the passage then out the first passage you see into the water. Go east up the water filled pump chamber (stay in the center or you'll bump your head). Take the lift there up to the room with the blue candles. In both of these channels, there is a steel panel near the lifts that seems to "float" with the changing water level. On the valve side, go through this passage to some goodies (only if you have killed Menelkir). On the primary pump chamber side, this passage leads to a trap. CRANK UP THE PUMP Go up the steps to the teleports and make a right crossing in front of the NORTH MASSIF (blue gem) teleport and go down into the room with only two passages out. Take the right passage down to the pump room. Make a quick left when you get there and use the switch to turn on the lights. Follow along that wall between the raised exit channel and wall to the valve and work it to close the exit sluice or the pump can't start up (it needs the back pressure). Turn around and cross over the pumps. In the corner by the input cistern is a valve which opens the input sluice. Work it to fill the cistern. Now, go over the steps and along the far wall and turn on the pump. (Wait around here and look the pump over. I did a lot of work to make it so take your time and enjoy the engineering.) OPEN THE CHANNELS Ok, you've looked long enough. Back up the steps to the two passage room. Venture out the other passage into the visible maze. I really cannot describe to you how to make your way through the maze (no cheating with CASPER here!). Just that you should make a right first. You need to enter each of the three doorways out of the maze counterclockwise (ie the right, center, left). Notice that when you enter a doorway, the torches light up above it. That will let you know that you have already been there and don't need to go back. There are two valves in each room and you always work the valve on the right as you enter first. Then work the remaining one and back out into the maze. Once you've opened all six valves, go back to the two passage room and up to the teleports. POWER AND SOLVE THE CLOCK PUZZLE Make a right and cross in front of the CADRE IXION teleport (ol' red eye). Down the steps into the first room on the right (three passages and no blue candles). Take the passage on the right into the turbine room and work the valve on the right then the valve behind the raised steps by the clock window. The turbine will turn and the clock is now powered. Back out to the room with no candles, right and out into the clock area. The switches on the clock are now easy to reach. To open the tower, you have to throw the four chain switches in a specific sequence. Look at the clock faces. Each will have a different time on them, one later than the other. You need to throw the switches, starting with the "earliest" and working your way to the "latest" in order. You have plenty of time to look them over before you throw the first switch so plan your route. Once you throw the first switch, you have about 15 seconds to throw the next three in order. This is random and if the clock gets reset because you tried the wrong switch or you ran out of time, you'll have to look at the clock faces again to get the new sequence. Once you get it right, the door will open so you can get the gear. Jump into the tower and run, grabbing the gear on the way or you will get crushed by the ceiling. Take the gear back to the Caldera. You made it! ***** NORTH MASSIF ***** The help switch is located inside the cathedral to the left of the door that faces the teleport area. To get from area to area, you should cut through the cathedral and not the go through the water. Lurkers are constantly coming into the water through the four water falls like carp on a hot summer day. If you teleport here from the Caldera, you are facing Traductus' cathedral, but, you might want to circle around the teleports and take the steps that lead down away from the cathedral into the tunnel there. Turn left and go some distance until you see a passage on the left. There are some old store rooms there with lots of weapons and other things to grab. But, you should know that in grabbing weapons from there, you have caused Traductus to summon the faithful so you will have more monsters to fight than if you had not gone there first. If you go around the cathedral until you encounter the belltower, you can get some bonuses but you have to do this before you activate the cathedral puzzle. The belltower is locked right now so you can't summon the faithful yet, but to get the extra goodies: Line yourself up so you can see the bell through the window from outside the tower. Using a weapon that shoots a projectile (depending on your class, you know which to use), shoot the bell through the window and make it ring (use the page down key to aim up at it). The tower will spit out a number of goodies for you. Gather them up and repeat. You can do this up to five times before critters start spitting out of the tower instead. SUMMON THE FAITHFUL The rest of this level is closed until you ring the bell to summon the faithful. Go through any entrance to the cathedral and up the steps to the central platform. You will see a switch on the outside of the central pillar and a brazier that is not lit. Use either one to raise the pillar revealing Traductus and the gear inside. Also, a bookcase will rise and on the second shelf up you can see there are two books missing. The "O" book (Daemon Codex) and the "A" book (Liber Oscura) that will complete the spelling of "kOrAx". You must find and return these books to this bookshelf. The windows on the central pillar are shifting places with the bars and they are unbreakable at this time. The doors of the cathedral, as you have noticed already, are now closed. To open them, you must throw the chain switches that have appeared in the corners of each of the four sactuaries. Throw them in any order, just do all four. Now, go outside, locate the belltower with the now open door, climb the stairs and ring the bell. Now make your way to the south passage that leads away from the cathedral. THE LIBRARY - DAEMON CODEX The Daemon Codex is in the Library of the Lost Tomes of the Ancients. There are two ways to open the library, an "easy" way and a "hard" way. The easy way is less obvious and we will describe that easy way first. EASY WAY When you get into the south courtyard through that first passageway, make a right and go west down the steps to the deep courtyard (we call this the "superbowl" and if you find yourself in the cemetary, exit and go straight across to the superbowl.) Make a right and head for the braziers. Jump up onto the braziers then jump up onto the terrace. You may burn your feet a little, but you will see in a minute why we did it this way. Repeat that action until you have reached the top terrace. You will see that the railing there has vanished and you can pass through. Make a right and go to the pillar on the north of the entrance. Pull the switch there. That will raise the stairs to the library and reveal the door. Now, make your way down to the floor of the superbowl by walking slowly off of the top terrace where you came up. Skip the next "hard way" section. THE HARD WAY When you get into the south courtyard through that first passageway, make a left and go east through the dark passage to the cemetary (watch out for the open grave and the grave covered with leaves). There are three doors in the cemetary and they can each be opened by the rope switch that is to the left of each door. Open all three doors and work the skull switches inside each door. Exit the cemetary, go across to the superbowl and make a quick about face. You will see the stairways that have appeared there leading up the terraces. Go to the top terrace and run around to the pillar on the north of the entry. Pull the rope switch there. That will raise the stairs to the library and reveal the door. Since you did it this way, some extra bishops will appear to trouble you. Work your way around to the break in the railing and go to the front door. DAEMON CODEX Go up the newly raised stairway to the library door. If you make a left and go to the end of the building to the narrow passage there, you'll find some goodies you may need. Pull the switch that is to the left of the door and scoot through the doorway. Go straight as you can through the library and pull the rope switch to open the back door and scoot through onto the outdoor reading room. Make your way to the table along the far left wall. The Daemon Codex is there. When you attempt to grab it, it will vanish and be placed back onto its proper shelf. Go back into the library to get it. Now, if you opened the library the "easy" way, the bookcase on which you will find the Daemon Codex will be glowing. Otherwise, you will have to search it out. It can be on any one of six random shelves so there is no way I can tell you where to look. To get to the upper level of shelves, use the push button switches and jump on the sinking bookshelf. When you find the books (they are the only ones with "KOR-X" spelled out) "use" the "O" book and it will jump out of the shelf for you to grab. Take the Daemon Codex back and put it into the shelf in the cathedral. CHAPEL OF THE MINOR BISHOPS - LIBER OSCURA You can get to the Chapel of the Minor Bishops either through the long passageway that is behind the teleports (but there are grave ghouls to deal with) or you can go through the open passage north of the cathedral. If you take the back way, go around the chapel and out to the courtyard. The dark passage leading east goes to the cemetary where you must obtain the Rusted Key. Open the three doors and work the three skull switches inside. Wait a few minutes while Chris' tombstone returns from the depths of hell. On it is the key. Get the key from the "back" of the stone since the leaf covered grave is really a pit. Be careful of the open grave too. Now cross over to the Chapel and open the door. THE CHAPEL PUZZLE In each corner of the chapel is a pillar with two windows. You must first break all eight windows. Inside each pillar is a cube that spins. You must make the designs on the cubes match the one across the way. Here is the quick solution: Go to the front door of the chapel and situate yourself so you are looking at the front of the bookcase. Turn left. "Use" the northwest cube until the circle with the dot in the center is facing you and faces across the doorway. Make an about face. Cross to the pillar on the southwest (still by the front door). "Use" that cube until the circle with the dot is facing you and faces across the doorway to the first cube's circle with the dot. Turn left and go to the cube on the southeast corner and work the cube until the circle with the single band is facing you and faces the second cube's circle with the band. Turn left and cross the doorway to the northeast cube and work it until the circle with the cross is facing you and faces the third cube's circle with the cross. The windows will be restored and the bars blocking the bookcase will disappear. "Use" the "A" book and it will jump out of the shelf for you to grab. Take the Liber Oscura back and put it into the shelf in the cathedral. GETTING THE GEAR After you've placed both books on the bookshelf, it will sink and the windows on the central pillar will freeze in place. They are now breakable, but remember that the sound of breaking glass wakes up Traductus and he gets pissed when you break his windows. There are two reasons why you might want to dispatch Traductus before you grab the gear. When you jump up to grab the gear, the pillar sinks with you (and maybe him) inside, so at least lure him out first. The second reason is that the doors of the cathedral are again closed and there is a puzzle to solve to open them which will be a bit tougher to solve if his flying ghosties are nagging you all the time. SOLVING THE FINAL PUZZLE The pillar remains frozen for a time, then you can raise it with the rope switch. Where the bookcase was, you will see four patterns, SUN - MOON - BLANK - STAR in random order. In the four sactuaries, on the pillar opposite the chain switches that you used to open the doors the first time in here, will be panels that match. Look at the four patterns and memorize their order. This is the order that you must work the chain switches so you can get out to the teleport. As with Menelkir's clock puzzle, you have plenty of time to look around an plan your route, but once you throw the first switch, you have only 15 seconds to get the next three in order. If you run out of time or hit the wrong switch, you must go the to the raised central area to memorize a new pattern. Once you succeed in opening the doors, take the gear back to the Caldera. You made it! THE RIVER If you have not yet opened the dam on the SOUTH MASSIF, you can open it from here with less monsters to deal with. The belltower has a river flowing out behind it. Go down the river to a cave on the right. Work your way through the cave to the resevior on the north side of the dam. Work the two valves atop the dam and the gates will open filling Menelkir's moat on the SOUTH MASSIF. ***** MARE CALUSEM ***** You will, of course, visit here twice. The first time to retrieve the gear, the second to defeat ol' Korax. FILL THE MOAT This could be called another plumber's nightmare like the South Massif so your first order of business is to fill the moat. As you exit the teleport, go to the central now dry wading pool and make a left. Jump over the not yet floating bridge and enter the dark south passage. On the left is the golden calf help switch and a little farther down is the valve that fills the moat (don't venture any farther down the channel). Open the door and turn the valve and run back out to the daylight quickly or you will bump your head when the water fills this channel. Work your way back up to the supply end of the moat and jump into the dark passage there. On the west end of this supply pool is the very deep and dangerous overflow pit. Right now it leads nowhere but you will encounter it again soon so just know that you have to carefully navigate the steps that surround it. There are four channels leading north out of this pool and currently the only one open is the one the far left, or west end. Jump into that and go north into the.... MOAT REGULATING ROOM On the north end of this room, there are four channels which supply water to the room and one valve. On the south end there are four channels with four sluice doors and three valves to regulate the flow to the moat. Currently, everything is working fine but that leaves you nowhere to go. In order to escape from this room, you must fill it and raise the wooden overflow traps on each side of the south end of the room. On the north end, there is one valve, and this valve merely opens some south exit sluices and changes the sequence so don't even touch it. There are three valves to work the four south sluice doors. Ummm... three valves and four doors don't match so that tells you that each of the valves works more than one door. Too true.... since the pattern of which valve works which doors varies, we will just detail the proper sequence to work the valves to fill the room which gives you access to the overflow passages. The order here is given as you face south looking at the exit channels. Upon first entry, work the left valve, the center valve, the right valve and again the center valve. All exit sluice doors will then be closed and the room will fill which floats the overflow traps up. Take the overflow passage on the left, or southest corner of the room. This leads to... THE ENCLOSED SEA (MARE CLAUSEM) Unfortunately, when you leave the regulating room, someone drains the room and there is a new valve sequence installed, but we will deal with that later. At the end of the overflow passage, there is a cave on the right and there are some goodies down there if you need some stuff. Otherwise, you can ignore it. Jump into the sea and make a left. There is a valve behind a door on the southern wall of the sea and you must work this once to open the input doors to get back into the regulating room once you get the gear. Work it now or later. Continue east then make a left and enter the cave you see to the south. ETTIN'S CAVERN If you ever played our Vaults.wad, this cavern will look familiar. It seems like a maze, but it is very easy to navigate. Just work your way down until you are in the water. Go north against the flow until you come to an area where the passage enlarges and there is a low floor just above water level. Turn right (east) and go through the lighted passageway to where the ettins dine. On the left is the door to the meat cooler. Open that door and on the right side of the room are four more doors. Open door number two and grab the gear. Go back down to the water and go with the flow until you reach the last passageway on the left. Take that back up to the Mare Clausem and go back through the supply channels to... THE REGULATING ROOM Now you might think that you can simply go back out one of the exit sluices to the moat, but the doors are a bit rusty and none of them are open enough to get through. So, you must fill the room to float the overflow traps again. The second sequence is a simple one. Work the center valve then the right valve. The third seqence is CENTER, RIGHT, CENTER. And subsequent to that, the sequence alternates between the second and third. Once the room fills, take the right (southwest) overflow passage, being careful on the steps of the overflow pit, back to the moat. Take the gear back to the Caldera. You made it! **** MARE CLAUSEM - SECOND VISIT ***** Very simply, go to the two wooden doors that are in each side of the teleport entrance hallway and stock up before you enter Korax's palace. You'll need it. Korax, as always, is a mere slugfest but there are some hints to help you defeat him. Break as many windows as you can and let the monsters out to fight them before you enter the forbidden area. This will save you grief later on. Don't pick up any items behind the broken windows or Korax will appear early. Once Korax is awake, grab all you can. On the south side of the palace, third window from the left, break the window inside and there is a teleport to take you oustide the palace to the wading pool. Run through there to get ammo or health if you need it. On the west side of the palace, the far left inside window can be broken for some extra health and ammo, but at the end of that passageway is a deep pit so don't run too far down. On the north side of the palace, second door from the left, break the glass to get to another teleport which takes you to the Mare Clausem. Use this only in an emergency since you will have to refill the regulating room again to get back to the palace. Once you dispense with Korax, two teleports open. The glowing one is the end game and the other will take you to map 27, level 13 of Hexen. Congratulations! You survived the quest! Dont forget, if you like Caldera, send comments to: mtz@rattlebars.com Secret solution: CADRE IXION: You must work your way at least to the THIRD SET OF DOORS. In the barn, go into the room in the rear which was already open. Pull the rope switch there. Go to the front of the barn and go through the now open south doors. In the west end of that storage room is a skull switch. This switch will lower the panel and allow you access to the red star switch in the kitchen under one of the fireplaces. Throw that star switch in the kitchen. Then head for the... SOUTH MASSIF: The golden doors in the blue candle room are now open. Inside is a star switch. Work it. You must then go down the long hallway and open the dam doors to drain the resevior on the NORTH MASSIF or the second switch on the CADRE IXION won't work. Now back to the ... CADRE IXION: You've opened the golden doors here in the hallway on the other side of the lift from the kitchen. Go in, grab stuff and work the star switch. Head then for the... NORTH MASSIF: Head down the river which flows behind the belltower. There is a set of golden doors that was once below the water line. Inside is another star switch. Work that switch and voila! You are in Korax's courtyard and his door is open! Grab some stuff and head for the fight!