All the side areas and connecting doors in the central ring hall should be open and visited. The teleporters will take you to some goodies in the hallway with 6 side-rooms. Carefully walk across and hit the switch on the pillar at the end of the bridge. Fighters should start with Brackenwood. Make sure you run off the side or you might not make it to the ground below, and instead fall to the ground far below.
There is a well, if you fall in you will get hurt a little, but you get a porkulator and the water will rise up so you can get out. Hitting the left switch opens the north side, but closes the other two. Follow this out and to the right there will be some stairs leading up to the area where the firemasks must be placed. Kill everything in sight and then return to the top of the stairs. The four branch levels are : Sump, Catacomb, Badlands, and Brackenwood. The floor pattern turns to ice and a Krater of Might appears in the center. Now go back to where you started from and jump up on the cliffs there where the Brown Chaos Serpents were , and leave.
Now go through and go up the stairs on either side of the door at the far end and hit the switches on the top. Behind them there is a section of wall with more decorations than the rest. Make sure not to fall off here. Pull the switch at the end to raise more stairs. Return to the central pathway and enter the Northern Quadrant. At the top of the stairs you see a ruined wall and behind it some wooden shacks.
Once you're here, there is no way back, so get as many things as you can before coming here. This switch opens up one of the walls. If you try and jump across the pit before completing the puzzles, you will be teleported to the beginning of the level. Now come back to that door you passed on the way and go through. Back to Nave Simply put the weapon pieces in their place and a couple of doors will open, reavealing a level exit to the last map. In the center are a few Wendigos surrounded by icicles. Before you go through those big doors, go up the stairs on either side and hit the switches on the top.
Go back out to the sewer and go through the new entrance to the North. If it is the right one, then one forth of the puzzle is solved and some quartz flasks warp in. How to find the secret level of Hub 2 Treasury Getting to the secret level is actually quite simple, but a bit on the painful side. Once you get the clock gear, you still have one challenge left if you killed the Heresiarch, that is , and that is leaving the level. A door will open up, revealing a teleporter. This will open up the other wall. Also, a teleporter is there at the far end behind some columns, so it may be hard to see at first.
There are four tiers to be set, and the same guide will help you with each one, so go back there often to see if it changes. Take the Southern of the two doors on the West wall. Get it and you will fall all the way to the bottom. This gives access to transporter on the West wall. On the Constable's Gate, go to the teleport to the Ordeal. The second thing is that you need to go to each side and hit a switch the north side has three in order to open the exit. Next to the level exit is a dark room with a Dark Servant and a lot of dead bodies.
There is also a teleporter there, which leads to the Sigil of the Magus, and the level exit you saw just a little while ago. Then you can hit the valve switch, which raises the slime level to a teleporter. The diagram that the jewels fit into is ahead of you. To the right are some ice caves that lead to a room full of lava. There is a well, if you fall in you will get hurt a little, but you get a porkulator and the water will rise up so you can get out. Getting back will not be easy, though, for the way is blocked by the Dark Citadel.
The other two masks are near each other, on the bottom stop of that elevator. This will lead you to another part of the sewers, where more enemies and a clock gear are. The diagram that the jewels fit into is ahead of you. Inside there is a switch that opens a door behind you. It will hurt a bit, but it won't kill you unless you only have a little health left.
In the game, the player meets characters, such as Scoutmaster Lumpus, Slinkman, Edward, and many others to receive hints and directions in achieving goals in the game. It will open up and lead up to the first segment of your superweapon. If you are the mage, the 3rd weapon will be up here as well. . Go back down stairs and into room which has opened to the East.