Episode 2 - The Realm Of Black Magic
"Official" secrets appear in the list as numbered items.
Other hidden (or hard-to-find) areas are also listed, but are not numbered.
Secrets marked with the attribution "slp" were discovered by
yours truly. Other secrets were taken from the list compiled
by Brandon Fish, and are given with the name of the original contributor.
Please select a level from the list below:
- E2M1 - The Installation
- E2M2 - Ogre Citadel
- E2M3 - The Crypt Of Decay
- E2M4 - The Ebon Fortress
- E2M5 - The Wizard's Manse
- E2M6 - The Dismal Oubliette
- E2M7 - Underearth
Level E2M1 - The Installation (7 secrets)
- Near the very beginning of the level, you come to a room with a
barricade, the way leading to the gold key door, and the way leading to a
huge room with lots of water and a bridge. Go to the bridge...and walk
across the bridges half-way. Turn left, and hop in. As you sink, you'll
notice a section where the ceiling is lower than the surface of the water.
Swim to the far corner of the area with the low celing, and look up. You
should see a tunnel leading up. Swim up it, and at the top will be a red
armour. - SirGarland
- In the room with the gold key, look at the sloping barriers. One of
them has a set of steps cut into its right-hand-side. Jump up these steps
and jump through the back left corner of the wall for 100% health. - slp
- Also in the room with the gold key, go for a swim in the water. The
underwater tunnels lead (eventually) to a teleporter and ammo. - slp
- Opposite the door opened by the gold key is a large lake. On the floor
of this lake is a drain cover. Shoot it open and follow the underwater
passage. At the bottom, you'll see another grate. Hit the grate (this
opens secret #5 below), and then follow the path. This leads you to a room
with a teleporter, a grenade launcher and some ammo. - slp
- In the room with the goodies mentioned in #4, stand facing the
teleporter. There is a Pentagram of Protection hidden behind the wall to
your left. If you hit the second grate, it should already be open. If you
didn't, go back and hit it. - SirGarland
- Go to the area with the huge steel cage and the bunch of boxes piled up
inside. The passage the dog runs out of (when you push the switch) has some
shells at the end. Shoot the left-hand wall here for Quad Damage. - slp
- This last one is in the huge cage. Once you are at the top, and you're
walking around the top of the cage, there is a section with some bars that
are farther apart, and you can squeeze through. Go to the bottom of the
cage, and you'll find a yellow armour. - SirGarland
Level E2M2 - Ogre Citadel (3 secrets)
- Near the start you'll reach a moat with 2 shootable buttons that extend
the drawbridge. Fall into the moat and go left. You'll find an elevator to
a 100% health box. - slp
- From the 100% health mentioned in #1, hug the wall to your left (i.e.
ignoring a second elevator to your right). This waterway will eventually
lead to some steps up, with a grenade launcher at the top. - slp
- At one point inside the citadel, you have to leap over a gap to operate
a (booby-trapped) switch. Go back to the gap and jump out of the window:
you'll land on a ledge. Follow the ledge to some yellow armour on a bridge,
and beyond that a room with 100% health and a teleporter. - slp
Level E2M3 - The Crypt Of Decay (4 secrets, plus "Super Secret")
- Fall into the central lake (or the lake near the start) and swim around
until you find a half-submerged arch in one of the flooded passages. This
leads to a room containing red armour and a slipgate. - slp
- Shoot the zombie on the platform on the far side of the lake (aim the
grenade launcher WAY above its head). To the left of the doors opened by
the gold key a passage opens up, leading to the zombie platform. This
contains some rockets. - slp
- In the room where you find the gold key, there are 3 alcoves. Shoot
the back wall of the right-hand alcove to reveal a ledge with 100% health.
That is the actual secret, but if you fall into the water here you'll see
the entrance to an underwater passage: this entrance is barred until you
collect secret #4 below. Once the bars are removed you'll be able to reach
a teleporter to an extra level (E2M7 - Underearth). - slp
- Walk across the top set of walkways. To your right is the level exit:
instead turn LEFT and look for a switch mounted in the ceiling. This opens
a door to a room containing 100% health and another switch which opens the
underwater entrance mentioned in secret #3 above. - slp
- THE SUPER SECRET ("The Well of Wishes")
After you've collected secret #4, walk back over the upper set of walkways
across the lake. On either side of the far archway are some alcoves (you'll
know you're in the right place because a wall-mounted flechette gun will be
shooting at you). Jump across to the alcove on the right: the one with the
quad damage powerup (this is a tricky jump: stand next to the archway and
jump at right-angles to the platform). Once in the alcove, you'll notice a
narrow ledge leading away round the corner. Walk along this ledge and jump
up into the opening at the end of the ledge. At the end of this corridor
you'll find a large hole. This is the Well of Wishes. Fall in and follow
the submerged tunnel. You'll reach a submerged room with a Pentagram of
Protection, a biosuit and a "Dopefish Lives" message (the picture on the
wall is of the Dopefish itself: see note below). Follow the passage behind
the biosuit and go through the door that opens. This brings you out next to
the underwater barrier mentioned in secret #3. - slp
NOTE ON THE "DOPEFISH" - Quake contains a few references to other games,
and this is one of the more obvious. If you were to play a game called
"Commander Keen 4: Secret of the Oracle" (one of id's earlier efforts) you
would find a location called "The Well Of Wishes" and a character called a
"Dopefish". Other games (e.g. Duke Nukem 3D) also have hidden "Dopefish"
messages, but Commander Keen is the grand-daddy of them all. - slp
Level E2M4 - The Ebon Fortress (4 secrets)
- From the start go hop into the water and rub against the wall to the
right of the island with the zombie and the grenade launcher. In the corner
of the lake, you will start to sink into an area with Quad Damage and Yellow
Armour. - Matt McClure
- From the parapet overlooking the lake mentioned in #1, go down the
stairs. The corridor to the right leads to the door opened by the gold key,
and the rest of the level is straight ahead. Instead, continue round (as if
there were another flight of stairs to your left): you'll notice that the
floor slopes down just before it reaches a wall. Shoot that wall for some
rockets and 100% health. - slp
- From #2, go up the stairs and to the right where there is a wooden
floor that is slanted against the wall. Go to the far end of the slanted
section and look out across the gap. At the far right end of the wall
ahead, there should be a wooden section that you will shoot. It will open
and there is a tiny ledge along the wall to the left that will enable you to
get there. A Pentagram of Protection awaits. - Matt McClure
- Step off the moving platform at the first stopping point and walk up
the first (short) flight of stairs. The path turns left and up a second
flight of stairs, with an acid-filled channel on its right. Fall into the
acid and swim round the corner to your left. At the end, jump up to get red
armour and a biosuit. - slp
- On reaching the silver door, don't go through it yet, but continue along
the corridor. At the end you will see (but not be able to reach) some
goodies behind some bars in the distance. Step right up to the edge of the
gap. You'll hear the sound of a door opening behind you. Go back to the
silver door and look out from one of the two windows opposite the door. A
shootable button is now visible high up on the wall. Shoot it and head back
down the corridor. The locked bars will now be open (and the floor raised),
allowing you to grab the goodies. The quad damage could come in handy when
tackling the shambler up the spiral staircase behind the silver door. - slp
Level E2M5 - The Wizard's Manse (2 secrets)
- Jump into the first water you reach, close to the central pillar.
Swim round the pillar to find a submerged entrance to an elevator inside
the pillar. - slp
- After getting the gold key, turn back around go back the way you came.
When you turn right, look to your right again and you will notice that the
texture of the wall doesn't continue in one section. Shoot it to enter, and
get the Armour AND the Quad Damage! - BraFish
- There is a Quad Damage hidden in water just before exit. Useful for
confronting final monsters. - sjhowe
Level E2M6 - The Dismal Oubliette (2 secrets)
- After getting the message "The second floor is accessible", travel up
the elevator and walk along the corridor. You'll notice that one of the
walls on your right is recessed slightly. Shoot it. This reveals stairs
down to 100% health and a Pentagram of Protection. - slp
- When you go into the room with water in front of two out post like
snipering cages up above to the right and the left, soon as you get the bar
open on the opening to the left after you have gone underwater and into the
structure, go past where the bar was and hop into the water. Then go down
and turn around under water. Head towards the wall and turn to see a Quake
Power. -Matt McClure
Level E2M7 - Underearth (2 secrets)
This level is reached from the "secret" exit on E2M3 (The Crypt of Decay).
- To the left of the door opened by the gold key, a brick is sticking
out. Fix that. This reveals a Quad Damage in an alcove to your left. - slp
- In the shallow acid lake just past the door opened by the gold key,
look for a circle on the underside of the walkway. This marks the position
of an underwater tunnel leading to some red armour. - slp
- Shoot all the gargoyle faces once. On the first shot, they bleed. Once
they have all been shot, go back to the second niche in the long flashing
corridor and shoot the wall. It opens revealing a small room similar to the
Dopefish on E2M3. It has Tim Willits's initials inside. - themok
The Secrets List
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