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H E X E N
- F A Q -
v1.0.3
By Arne Michaelsen
Email - arne@cco.net
--------------------------------------------------------------------------
Anyone with information that can update this FAQ, please write to me
at arne@cco.net, and make the subject line "new info"
If you have downloaded this from a BBS or a newsgroup and have World
Wide Web access, visit my home page at http://www.cco.net/~arne to
find the latest version of this FAQ.
Hexen FAQ 1.0.3 - Based on the commercial release of Hexen 1.0 on
October 30th. This FAQ is back in text-based form so that I could get
it out sooner. Also, many people have asked me to make a text-only
form for downloading. When I have the time I will put both this and
the html version on my web page (http://www.cco.net/~arne) for your
viewing pleasure.
.--------.
|Contents|
`--------'
Important!
What is Hexen?
What's new in Hexen?
Version info
Multiplayer
Cheat Codes
Classes
Weapons
Artifacts
Armor
Monsters
Other programs
* I have taken out the "levels" section temporarily. I will put it
back into the next version with a lot more info... I removed it for
now so the main faq can be realesed with the new code information.
* I have removed the section on scripts and wad files. This is
covered much more knowladgably by Ben Morris's technical specs. They
are available from ftp.cdrom.com or at my web page:
http://www.cco.net/~arne
.----------.
|IMPORTANT!|
`----------'
The Full Version (1.0) is out! Go buy it! Now! We know where you
live!
For those of you who still haven't tasted it yet, there is a demo
available from ftp.cdrom.com (or your nearest mirror site) in the
idstuff/hexen directory. It is approx. 5.7 megs zipped (almost 11
unzipped) and has four levels in it.
The full version comes on 7 3.5" disks (or 1 CD-ROM) and takes about
22 megabytes of hard drive space (cd-rom owners can run it from CD).
The saved games directory will eat an additional few megs since the
saved games tend to be huge.
CD-ROM owners also get to listen to great CD music recordings instead
of midi music for the background music on the levels. You can even
play any CD you want (I suggest Devo's Greatest Hits).
Hexen is being published by GT Interactive. Their web page is
http://www.gtinteractive.com (go figure!) They have a lot of info on
Hexen, including a lot of story background. Some of their pictures and
such are wrong though ;)
Now I heard (from id themselves) that there will be an 8-player patch
coming out soon after Hexen is released. Look for it! Play it!
That's not a request...
.--------------.
|What is Hexen?|
`--------------'
Hexen is the sequel to a great game called Heretic by Raven Software.
Hexen's full title is "Hexen: Beyond Heretic." Heretic was the first
game to use the now infamous Doom 3D engine. It took the awesome 3D
first-person perspective of Doom and put it into a fantasy setting.
It also added a lot of new features to the basic game-play structure
of the Doom Engine. Unlike Doom, Heretic allowed the player to look
up and down (to a limited degree), carry items around and use them
when you pleased, even fly! It also added ambient sounds, currents,
and wind to the levels, as well as objects that could be pushed (and
carried off by the wind!).
It had a lot of subtler improvements as well, like better
texturemapping, more detailed objects, even partial transparency as
opposed to Doom's "Predator" looking partial invisibility. All of the
eight weapons had two modes of fire each, giving 16 different ways to
kill your friends!
And now, here comes the sequel to Heretic... Hexen! Hexen has added
some major changes to the way the Doom engine represents the maps, not
to mention more intelligent monsters, a bigger collection of
artifacts, and even different character classes!
.--------------------.
|What's new in Hexen?|
`--------------------'
For those who haven't played Heretic, it had a set of items that could
be carried and used at any time in the game. This was new to the Doom
engine. Hexen also has most of the first Heretic's artifacts, plus
many new ones! Hexen also has added a lot of atmospheric effects
(like lightning in the background and MANY ambient sounds). Another
nifty effect seen in level 1 is that you can actually break windows!
There are some other pieces of terrain that can be affected too, like
the trees that can be destroyed, even a large bell that you can ring!
The sky textures can be two layers now with parallax scrolling. On
some levels there is a mountain background with clouds scrolling by.
Some other levels have two layers of clouds scrolling at different
speeds.
The first thing you notice when playing is that you can choose one of
three characters to play now! They all have strengths and weaknesses.
(The details of each has moved to another section)
When playing Hexen, there is a lot more emphasis on puzzles and traps
now. No more simple hacking and slashing! (there still is a lot of
that though!). I have found some rooms with very interesting traps,
from crushing pillars to poison darts to rapid-fire shards of ice!
Not to mention very deep pits, spiked balls, and the occasional
earthquake!
Another new feature is randomness in the terrain. Sometimes pulling a
lever can do one thing, but play the level again and it might do
another. This randomness is not used to a major extent in the demo,
but has a lot of potential for making levels that are different each
time you play.
Yet another new thing is the ability to travel back and forth between
worlds. For instance, level 2 has portals to levels 3,4,5,6 and 7
(only 3 and 4 are available in the demo, however). Some actions you
do in one level can affect another. Sometimes you have to get an item
in one level (like the flame mask) and bring it to another to
accomplish your goals.
Another big difference is the way the difficulty levels are set up.
On skill 1, artifacts that replenish your life will be automatically
used if you are going to die. Also, skill 5 acts a lot like the skill
5 (Nightmare!) from Doom, except the monsters do not respawn. In
fact, the -respawn function that worked on all other doom engines does
not make a difference in Hexen. In fact, the "respawning" happens at
any skill level, it is just more frequent the higher the skill level
you choose. This is not real "respawning" since dead monsters are not
coming back to life. Instead, completely new ones are being created
in random places on the level. They just ensure that the level is
never completely empty.
There are two very important changes to the engine now that make it
more powerful than ever:
1) The lines that make up the walls can be moved now! In Doom, doors
could only open up and down. In Hexen, they can swing or slide as
well! There is a trap in level 4 where you are on a narrow ledge and
the wall moves out to push you off! Being jammed between two moving
walls can really hurt too!
2) Probably one of the best changes: Triggers now activate scripts
instead of single actions. Now walking into a room can do all sorts
of neat things at once, like lowering the lights, opening two doors
behind you, teleporting monsters into the room, and dropping the floor
20 feet! Scripts can also be used to automate "continuous" actions.
See the end of this FAQ for more info on scripts.
.------------.
|Version Info|
`------------'
The first version to be released to the public was the "retail store
beta" around the beginning of October. It had 4 levels, working
multiplayer and a lot of little bugs. But that's why it is "beta."
The demo of Hexen was fixed up and re-released (with a lot of bugs
fixed!) on Oct. 18th. This was called the official "Demo" version.
The major changes from the beta were mainly in the behavior of the
classes and their weapons. Nearly all visual bugs were fixed, as well
as being made much more stable and crashing a lot less. It rarely
crashes on my system anymore, although it still happens once in a
while.
Now the commercial version 1.0 is out. It is nearly identical to the
demo version, but with all 30 levels.
.-----------.
|Multiplayer|
`-----------'
When I hear more about id's 8-player upgrade, I will post it here!
Hexen may be played with 2 players via modem or serial link, and 4 by
a local network (just like the rest of the Doom engine games).
Deathmatch mode makes tons more objects appear on each level. This
usually includes one of every weapon for each class and all 3 pieces
of the super-weapon for each class as well. Many scripts that
normally have to be solved by going to other levels will run
automatically to open up the level more and give you more room to
fight. Also, most items and weapons will re-appear after a minute or
so, except the Icon of the Defender which takes 10 minutes (any less
would throw game balance out of whack!).
In Deathmatch games, you can choose to have your class be random each
time you die. This makes for especially fun games when everyone does
it! And you really get sick of seeing someone pick the same character
(like the Cleric perhaps) over and over again... the command line
command is -randclass. When using DM or another front-end program to
setup your multi-player games, you can usually choose this in the same
place you choose your class normally.
In cooperative mode, you have to solve the puzzles just like a single
player game, so the levels look just the same as in single player,
with a few exceptions: For one, you can find the weapons of any class
that is playing the game... but you may only grab the ones that your
player can use. Two, the scrolls (Mystic Ambit Incants) are placed
throughout the levels. Three, there are some more combined mana
powerups that are available, but not on the scale of Deathmatch games.
And fourth, when you die you restart the level at the location you
last entered into it, and with 25 of each color mana and all weapons
and keys that you had previously grabbed. So when you die you do not
lose those hard to get weapons and keys (including the pieces to the
super-weapons)... but you *do* lose any puzzle items you were
carrying, as well as all artifacts you had in your possession.
You may broadcast messages to all players by pressing "t" and then
typing a one line message. When you are typing, all movement controls
still work (all my controls are not on the letters, so there is no
conflict) but you cannot change weapon numbers until you send the
message (hitting "1" will just type a 1 on the screen. So don't use
it too much when you are busy!).
You can send messages to a single player by pressing the first letter
of his or her color. Ie, "b" is like hitting "t" but will only send
your message to the blue player. The player colors are red, blue,
yellow, and green. You can also use chat macros (you define them from
the setup program) by starting the "chat" typer, and hitting alt + a
number, where the number is the number of your chat macro.
I have found one bug apparently in cooperative multiplayer games so
far. It seems that in cooperative games, the ending sequence to the
"Gibbet" level does not work correctly and you get stuck in the room
where the boss is supposed to come out and pummel you. But instead
the room stays dark and he does not appear.
.-----------.
|Cheat Codes|
`-----------'
The codes have changed in the commercial version yet again!
The majority of codes in the demo version where based on the
programmers names. Look at the info screens till you find the
credits, and use those names as codes. The all use the first initial
and full last name. So Ben Gokey = BGOKEY, which is god mode in the
demo. Don't include any hyphens or other weird bits though.
For the commercial release:
SATAN = God mode
NRA = All weapons + full mana + full armor.
LOCKSMITH = All keys (one of them looks like a little axe, cool!)
INDIANA = 25 of each item (this will not give you the firemask or
other "one of a kind" items).
MAPSCO = same as IDDT in doom. Useable only in map mode. Shows you
lots of neat places you haven't found yet.
DELIVERANCE = pig mode ;)
TICKER = ticker to count your framerate (like Doom's devparm mode)
CASPER = no clipping
BUTCHER = kill all monsters (it tells you how many lives you just
ended)
SHERLOCK = All puzzle pieces
INIT = restarts the level you are on.
NOISE = shows sound info on your screen.
PUKE## = runs script (01-99 for the ##)
MAPSCO = allmap mode (must type it in while the automap is on)
SHADOWCASTER# = change class to the # you enter.
VISIT## - warp to level. The normal levels are now numbered 1 through
31, but the "secret" level is still in there. It's number is 41.
CLUBMED = full health.
Also, ala Heretic, the previous games cheat codes will hurt you! But
in the commercial version, the codes that hurt you are the same codes
that worked in the (pirated) full beta version of Hexen:
CONAN = takes all your weapons away except #1
MARTEK = a warning message the first two times, then instant death!
Another important key is the F5 button. It is for suicide... useful
in deathmatch when you get bad random characters, or if you get stuck
somewhere without dying.
Here's some other interesting keys: All the numbers above 4 activate
certain artifacts (if you have them in stock).
5 = Icon of the Defender
6 = Porkulator
0 = Flechette
\ = Quartz flask
The rest I will write down soon. They are in the readme.txt file that
comes with the game actually...
The Backspace key will now use one of every item you have that can be
used in your current situation. Makes for some real chaos is
Deathmatch.
.-----------------.
|Character Classes|
`-----------------'
One of the best parts of the game is the fact that you can now choose
one of three characters to play: Baratus the fighter, Parius the
cleric, or Deadolon the mage. When playing multiplayer, each player
can pick any class he chooses. This makes cooperative games much more
interesting then they were in the olden days of same-character Doom
and Heretic. It also makes deathmatch more interesting, although
everyone I know picks the cleric every time (while I always choose the
mage!). When you run Hexen, you can use the -randclass command line
argument to make the game choose a class for you in deathmatch (in
single player or cooperative, it just makes you the fighter all the
time).
Weapon notes:
S = Short range M = Uses mana
L = Long range nm= Can be used without mana
H = Homing E = Explosive/area effect
x = Poisonous + = Can give the wielder life
P = Penetrates sp= Spreads
Two sets of ()'s means there are two different effects, depending on
the situation.
Baratus, the Fighter
Speed : 10 Weapon 1 - Spiked Gauntlets (S,nm)
Armor : 10 Weapon 2 - Timon's Axe (S,M)(S,nm)
Magic : 1 Weapon 3 - Hammer of Retribution (S,nm)(L,M,E)
Strength : 10 Weapon 4 - Quietus (L,M,sp)
Special abilities: Can run faster and jump higher than the other 2
classes. Can throw flechettes like grenades. Also his close-in
attacks are much more powerful than most of the other classes attacks.
He is actually the best mana-miser around as well. His axe only uses
2 per hit (and then only when it actually HITS an enemy... you use no
mana if you miss!) and the hammer uses 3 when it shoots. Both of
these can be used without mana as well! Quietus also uses less mana
(14 of each) than the other two super-weapons.
Parius, the Cleric
Speed : 7 Weapon 1 - Mace of Contrition (S,nm)
Armor : 8 Weapon 2 - Serpent Staff
(S,M,+)(L,M,x)
Magic : 6 Weapon 3 - Firestorm (L,M,E)
Strength : 6 Weapon 4 - Wraithverge (L,H,M)
Special abilities: Can drop flechettes as poison clouds (VERY
useful!)
Turns partially invisible when using the Icon of the Defender.
Has the best homing weapon (Wraithverge) around, but the most
expensive (18 mana of each color) as well.
Daedolon, the Mage
Speed : 4 Weapon 1 - Sapphire Wand (L,nm,P)
Armor : 2 Weapon 2 - Frozen Shards (L,M,sp)
Magic : 10 Weapon 3 - Arc of Death (L,M)
Strength : 4 Weapon 4 - Bloodscourge (L,M,sp,H)
Special abilities: Weapon 1 has long penetrating range for 0 mana.
Can reflect projectiles when using Icon of the Defender. Most of his
attacks cost more mana, but have more power than the other classes.
.-------.
|Weapons|
`-------'
All classes have four weapons. The fourth weapon must be made up of
three separate pieces before it can work. The first weapon does not
need any mana. The second uses blue, the third uses green, and the
fourth uses lots of both. This is true for all three classes. Also
note that in deathmatch mode you CAN pick up items that belong to
other classes, but you can't use them (you just get their mana).
Fighter:
#1 - Spiked Gauntlets.
The fighter can land three punches in quick
succession on a target, so he can deal out more damage quickly than
the other 2 classes. This is the most powerful #1 weapon of the three
classes.
#2 - Timon's Axe. This glows with blue mana, and makes a flash when
you hit someone. It uses 2 blue mana per whack, but only when you
actually hit someone. If you beat on the wall with it it will make
the flashes but not cost mana. It has longer range than punching as
well. It can be used without mana, but is only about a third as
powerful then (punches are better than the axe with no mana, but have
lesser range).
#3 - Hammer of Retribution. When used at close range it is about as
strong as the axe with mana, but is not as fast. If you have some
green mana, and use it at long range, it will spend 3 mana to fire a
"flaming hammer" out that explodes. This is much more powerful than
the hammer itself. The thrown projectile explodes and can damage
several targets, but the explosion does not damage the firing player
at all.
#4 - Quietus. This is a big sword that has green flames on it. It
uses 14 blue and 14 green mana and fires a spread of 5 green fireballs
which are quite powerful. It fires them whether or not you are at
close range to someone. I think that the sword itself doesn't
actually hit anyone like the hammer does, just the fireballs. So you
can only use it if you have enough mana.
Cleric:
#1 - Mace of Contrition. Less powerful than the fighters fists, but
longer range. It doesn't have the extra-slow recovery of that third
punch also.
#2 - Serpent staff. This thing blinks once in a while! Anyway, at
long range it fires two green wavy fireballs that hit for poison
damage. At close range, it hits continuously draining the victims
life and giving it to you! Uses 1 blue mana per firing (yes, thats 2
fireballs for 1 mana, but they are very weak).
#3 - Firestorm. Uses 4 green mana to fire a streak of fire across the
ground, exploding if you hit someone with it. Does good damage. It
has a limited range, but that range is pretty good. You just can't
fire it across huge chasms. Note that even though the fire travels on
the ground, you can still shoot it up. The fire makes a path any
direction you fire...it just happens that most of the time this
happens to be along the ground. If it hits a creature, it will
explode and leave some burning marks on the ground for a second or
two. This causes extra secondary damage to the target and anyone near
it. It also means that a fast moving target will take less damage
than a slow one.
#4 - Wraithverge. Fires a big gray burst that splinters into four
ghosts. These ghosts fly out in a straight spread if no enemies are
nearby, or fly in circles around nearby villains. They do a lot of
damage as they fly around, and scream all the time. When they kill
someone, they look for another victim to fly around. They do
disappear after a little while though, or if there are no more
enemies. Uses 18 of each color of mana.
Mage:
#1 - Sapphire Wand. This is like the elven wand... unlimited range,
but weak. It does have neat looking tracers though. Not as powerful
as the fists of the fighter or the mace of the cleric, but it fires
"almost instant" bullets... that is they aren't instant, but they are
so fast that you can't really dodge them at all. Note that this
weapon penetrates! That means it goes through enemies so you can hit
more than one with a single shot, as long as they are lined up.
#2 - Frozen Shards. This is cool. Uses 3 blue mana to fire a *big*
spread of icicles. Each icicle does a little damage, but there 17 per
volley, so it adds up at close range.
the spread looks like this:
*
* * *
* * * * * * *
* * *
*
Note the center column is 7 shards, not five. Limits of ascii...
<sigh>
When a target dies from these, instead of falling he becomes frozen.
After a few seconds, or if he is hit with something else, or falls,
the frozen guy will shatter into lots of pieces. These pieces sit on
the ground and slowly melt away. Pretty cool. If a player dies by
this, his screen turns blue, and he dies like normal, but the point of
view does not fall to the ground. You can watch your killer move
around, and then you shatter and the POV falls. You can also press
space bar soon as the screen turns blue. See if you can run fast
enough to see your own frozen body before it shatters!
#3 - Arc of Death. This is a bolt of electricity that follows the
ceiling AND the ground. If it hits someone, it stays on them and
hurts them for about 3 seconds. After it hits, it "locks on" to that
person. So if they move it will follow. If you move VERY fast, you
can outrun it after it locks, but not usually. It is a very good
monster killer though. You can fire it at creatures that you normally
couldn't see as long as there is no wall completely blocking your
path. For instance, you can fire it off a cliff to hit someone right
at the foot that you can't even see. Requires 5 green mana.
#4 - Bloodscourge. It fires three incredibly powerful fireballs.
Each one is capable of killing any of the creatures I have met so far
in one hit, as well as the players (except the fighter if he has a
really high AC... but even then he is very near death, and thats from
ONE of the three fireballs). Uses 15 of each color mana. It acts a
lot like the Wraithverge, but deals more damage at the expense of less
accurate homing power.
.---------.
|Artifacts|
`---------'
First, these items are directly descended from Heretic:
Wings of Wrath: Lets you fly. In single-player mode, they will last
until you pass the current hub. In multi-player, they are limited to
a minute or two of flight.
Quartz Flask: Gives you about 25% health back. These will be used
*AUTOMATICALLY* when your life hits 0 *AND* you are on skill level 1.
At higher skill levels you still must use them yourself.
Mystic Urn: Gives you 100% health back. These will be used
AUTOMATICALLY as the flasks are, but only after the flasks run out.
Chaos Device: Teleports you to the starting point of the level. A
small bug in the 1.0 release of Hexen has this artifacts name swapped
with the Disc of Repulsion.
Torch: Provides a high, glowing light level in all areas for a few
minutes.
Now for some new stuff!
Banishment Device: Like a Chaos Device, but you use it on others
instead! It fires a neat-o pattern of rings. Whoever gets hit by it
(monsters included) gets teleported to a random starting position of
the level. For some real fun, transport a bunch of MEAN monsters,
then hit another player to send him into the thick of them!
Boots of Speed: What can I say? They make you run faster. The mage
becomes decently fast and the fighter gets blazingly fast.
Dragonskin Bracers: These glowing purple bracers increase your AC by
4 when you use them. You can use a few at once, but only up to a
certain maximum level, depending on which class you take. They only
last for a certain amount of time, after which their effect goes away.
Disk of Repulsion: Makes ALL enemies within a certain range of you
get pushed AWAY. Can be used to get out of corners, smash guys into
the wall, or push guys of the cliff (great fun here!). Pushing people
into the wall does do damage to them, but not very much it seems. I
had to use 5 disks to kill an Ettin. BUT, any creatures bumping into
each other from this effect count as having attacked each other, and
this means they will usually start fighting with each other.
*IMPORTANT* The disk can repulse fireballs too! In fact, all the
creatures in the beta that shoot can have their missile weapons turned
away by the disk. (Note there is a small bug in the 1.0 release of
Hexen, the Disc of Repulsion and the Chaos Device had their names
switched. Oops.)
Dark Servant: When used, you toss a Maulator "voodoo" doll
out a few feet. Sometimes it sits there and you can pick it up again.
Sometimes it becomes a giant Maulotor for 30 seconds to pummel your
enemies! Note that if you drop it in a spot where the Maulotor would
overlap another object on the map, he won't form. The doll floats
there and you can pick it up again. A note on the Maulotors: They
can be killed like normal, but generally they will disappear by the
time you can muster enough firepower to get them anyway. If you use
the Porkulator on them, the change becomes PERMANENT and they won't
disappear. Also, when the Maulotor first forms, he is
semi-transparent. If you can hit him with the Porkulator at the
instant he appears, the result is a transparent pig.
Porkalator: Just like the morph ovum of Heretic, but it turns people
into pigs! Note that when you are a pig now, you can still use items.
Anyone who is a pig can throw the green flechette flasks as though
they were the fighter. Wings of wrath can make you a Pig of Wrath!.
Pigs are also small enough that you can stand on them like steps.
Flechette: The green flasks. Each class uses these differently. The
fighter chucks them forward and they bounce off of the walls and
floor. It explodes when it either hits someone, or comes to rest for 3
seconds. The cleric drops it right where he stands (run!), then it
quickly explodes into a noxious cloud for about a minute. Anyone
walking into this cloud suffers poison damage. The screen turns green
and they cough a lot. Even after they leave the cloud, they will take
damage while the screen slowly fades back to normal. The mage drops
these like the Timebomb in heretic. it explodes very quickly. This
is one of the most plentiful artifacts in Hexen.
Mystic Ambit Incant: The Cleric can gain life from it. The fighter
can gain 1 armor point, and the mage can gain some mana from it. I
finally found out what they do in multiplayer now! When you use it,
it will also affect all players within range of you (the range is 255
game-world pixles to be exact).
Icon of the Defender: This gives you invincibility without changing
the color of your screen, which is handy. It also has side effects
which are different for each class. The cleric fades in and out from
total to partial invisibility. When he is totally invisible, missile
weapons can move right through him. The mage becomes reflective to
all missile weapons. Any that hit him bounce away. If a cleric fires
his Wraithverge at you, this can make the ghosts home in on him and
kill him!
Krater of Might: Looks like a chalice. This artifact, when
used will fill your mana levels to the max.
.-----.
|Armor|
`-----'
Armor sticks around a LOT longer now than it did in the old demos. In
the old version of the demo armor flew away in big chunks everytime
you got hurt, but now it goes down much slower, making it a lot more
valuable!
Each class has a different limit on armor. Each piece of armor
protects you in different amounts depending on your class.
.------------------------.
|class max min A S H a|
|------------------------|
|Fighter 16 3 5 4 3 1|
|Cleric 14 2 2 5 1 4|
|Mage 12 1 1 3 2 5|
`------------------------'
Max = maximum armor class *without* using any bracers.
Min = minimum armor that never goes below this value.
A = Mesh Armor
S - Falcon Shield
H = Platinum Helmet
a = Amulet of Warding
.--------.
|Monsters|
`--------'
Ettin - The first monster you will probably see is the two-headed
brown beastie wielding a mace. His attack is hand-to-hand range only,
so he is not a major threat. All the players hand weapons have a
greater range than he does (even the fighters punch!). Typically
takes about 5 or 6 hits to kill using the weakest weapon of any class
(3 with the fighter!) They can be dangerous in packs! When they
corner you and have more than one hitting you at a time your life will
go down FAST!
Afrit - These creatures resemble the gargoyles from Heretic, but
they are on fire! They are also much smarter: They shoot fireballs
at you in bursts of three, and the strafe side to side quickly when
they fire, making them very hard to hit. A fire gargoyle in its
"resting" state looks like a gray fiery sphere. When you "wake them
up" they unfold into themselves. They are invulnerable in this
"sphere" mode.
Chaos Serpents - D'Sparil rode one of these at the very end of
Heretic. It is a large (taller than you) creature that shoots
fireballs at you or bites at close range. They are not nearly as hard
to kill as the one in Heretic, but they are still trouble, and usually
appear in groups of two or three. Those fireballs do a LOT of damage
too.
Brown Serpents - Pretty much just like the green ones, but they fire
green gas-balls which hurt even MORE than the Green serpents fire!
Wendigo - Always found in icy levels... They look like Swamp Thing but
bluish and made of ice instead of green moss. They fire pairs of
spiky ice balls that shatter when they hit anything into a spread of 6
ice shards that have the same effect as the mages #2 weapon. When you
kill these guys (with any weapon) they shatter like they died from
frozen shards.
Centaurs - These creatures are tough to kill. They don't have a lot
of hit points, but everytime you hit them they raise their shield and
become invulnerable (and can reflect most spells). After they drop
their shield they can be hurt again.
Slaughtaurs - Just like the Centaurs but their shields can fire
blue, fast moving fireballs at you. They hurt a lot and are hard to
dodge because of their speed! They tend to be harder to kill than
Centaurs too.
Stalkers - These slimy green guys usually hang out in swamps, or
regular water if they are feeling particularly clean. You can see
their tails swishing about in the muck, but you cannot hurt them until
they rise up out of the water. Unfortunately, they only like to rise
up right next to you! They don't take much to kill, but they hit you
very hard! Some Stalkers will rise up you of the water even when you
are not nearby to shoot at you. They fire hissing green balls of gas
that you can hear fly by.
Dark Bishops - These resemble the bishops from Heretic, but they are
wearing much nicer clothes now. They can fly, and can "zip" around at
high speed once in a while. They fire volleys of 10 fireballs that
come at you in a spiral pattern. They have limited homing, so they
can chase you after you dodge them. Their spiral motion makes them
VERY hard to predict! Sometimes they hit corners and stop early,
sometimes they loop around corners that you swear they couldn't have
and hit you!
Reivers - Only seen in the last few levels of the game, these can fly,
shoot fireballs at you, and hit at close range for some nasty damage.
They resemble the top half of a corpse in chainmail with a helmet on
and long arms.
Death Wyvern - an undead dragon that is the first mini-boss you
encounter. He swoops in circles and fires a fiery breath-weapon at
you that causes some secondary explosions after it hits.
Heresiarch - A powerful mage with the tail of a scorpion and three
mana cubes circling his head. He has several attacks, as well as a
temporary reflective invincability spell and he can summon Dark
Bishops to his aid.
Yourself - Yes, as part of the game you must defeat one of each of the
three player classes. They move like a player and fire your own
weapons at you. They might be a confusing addition to Deathmatch
games as well!
Korax - The Big Bad Guy. He's big. He's mean. He's tough. He's so
bad, he's even dangerous when dead.
.--------------.
|Other programs|
`--------------'
These are the other programs I have found useful for playing around
with the levels and other tidbits.
hexspc09.zip is Ben Morris's technical specs, and comes with the
program ACC by Ben Gokey (Raven's head programmer) for compiling level
scripts from text files.
deth267.zip is a Doom, Doom II, Heretic, and Hexen editor.
heth-b11.zip is the most recent upgrade (install it ontop of deth267)
that incorperates all the new info from Ben Morris's tech specs into
the Heth Hexen editor.
deep802s.zip is the latest shareware release of DeeP, and will edit
Hexen levels but has not been updated (yet) with the technical specs
info yet.
All these files can be found at ftp.cdrom.com or any site that mirrors
it, in the idgames directory tree.
---------------------------------------------------------------------------
If anyone has extra info, email me at birdie@halcyon.com. Please only
send useful information, not stuff like misspellings (of which there
are many, I know).
Feel free to add this to any web page or whatever, just let me know
when you do so I can come and see it!
Make sure you give me credit for it too!
---------------------------------------------------------------------------
Arne Michaelsen - keeper of the FAQ, email: birdie@halcyon.com
Special thanks to:
Todd Wagner (toddwgnr@vt.edu).... for many cheat codes and activation
keys. Killian (wgriffin@mindspring.com)............ for listing a lot
of scripts.
Deird'Re M. Brooks (margali@netcom.com)............. for the clipping
code.
Paul Falstad (pjf@cts.com)........................... for the tech
details.
Kyle Hofmann (rhofmann@crl.com)....................... for the hidden
text.
Rowan (Rowan@chwilson.demon.co.uk).................. for the ascii
picture.
Colin Caird (ccaird@islandnet.com)............ for too many things to
list!
Carl Plunkett (carlp@teclink.net) for help with the files.
Ben Morris for all the tech info!
I'd like to thank all the ops on the irc channel #hexen, since they
found most of the new codes for me. Especially PLuNKeTT, Baratus, and
Tyrian.
Thanks to Dan Sully and cco.net for providing me with Web space!
Extra special thanks to the fellows at id and Raven for making a great
game!