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- From: "A.J." <birdie@halcyon.com>
- Newsgroups: alt.games.quake,rec.games.computer.doom.misc
- Subject: New and Improved: Hexen FAQ v0.666
- Date: Wed, 11 Oct 1995 16:20:01 -0700
- Organization: Northwest Nexus Inc.
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-
- - F A Q -
- v0.666
- --------------------------------------------------------------------------
-
- .--------.
- |Contents|
- `--------'
-
- 1 *Important info!
- 2 *What is Hexen?
- 3 *What's new in Hexen?
- 4 The 4 levels
- 5 !A simple walkthru
- 6 *Cheat Codes
- 7 Weapons
- 8 *Artifacts
- 9 *Armor
- 10 *Monsters
- 11 Some text buried in hexen.exe!
- 12 *Script info
- 13 Some limited tech info
-
- * = new info from last release
- ! = section revised, but no new information added
-
- To look up a section quickly, do a search for the name of the section
- surounded by | |. For example, |Weapons|
-
- Note that wherever I say "deathmatch" below, Cooperative mode will almost
- always do the same thing too. I just like saying "deathmatch" a lot
- more.I also havn't played coop yet ;)
-
-
- .---------------.
- |IMPORTANT INFO!|
- `---------------'
-
- This FAQ will not deal with the beta version once the full version of
- Hexen is released on Oct 30th. Raven has asked that I concern it only with
- the release version. So, come Oct 30th (or as soon thereafter as I can) I
- (with some help from others, I won't be doing it alone anymore!) will be
- posting the _Official_ Hexen faq 1.0. A lot of things will be changed by
- then, namely character balance and fixing some bugs. I also have it on
- good authority that the cheat codes will be changed too.
-
- I have done a massive workover on the general feel of this document.
- Also, Colin Caird will be HTML-izing it for me soon. Look for it within
- a few days at his awesome Doom/Heretic/Quake web page at:
- http://www.islandnet.com/~ccaird/doom
-
- You will need a graphical browser to get anywhere. Netscape is highly
- recomended. If you absolutly cannot get access to a graphical browser
- (like me!) you can go to the hexen page directly under /doom/hexen.html
-
- 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.
-
- A lot of rumors have flown around (rumors are treason!) that Hexen will
- support 8 player networks and SVGA... even I helped spread these... but now
- I have found out that they are FALSE. It will still be only 4 players, and
- limited to regular VGA, not SVGA. Frankly, I don't even care about high
- res myself, although 8 players would have been nice. Players *will* be
- able to select a different class when they die in multi-player, however.
- This will be a Good Thing.
-
- The full version will have 31 levels. These will be grouped into large
- "sections" much like the several interconnected levels in the beta. There
- will be 6 or 7 large sections, with between 5 and 8 levels apeice. There
- may be a few single level parts in between some of the sections as well.
- Note that in the setup program, when you select warp, it lets you pick
- levels up to 41... there are a few numbers missing in the middle. Don't
- ask me why though...
-
- .--------------.
- |What is Hexen?|
- `--------------'
- Hexen is the sequal 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 transparacy 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 sequal 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! The official release date is Oct 30th.
- There will not be a shareware version, but Raven has publicly released a
- small (4 level) beta version for us to drool over!
-
- .--------------------.
- |What's new in Hexen?|
- `--------------------'
-
- For those who havn'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
- peices of terrain that can be affected too, like the trees that can be
- destroyed, even a large bell that you can ring!
-
- 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 poisen darts to rapid-fire shards of ice! Not to
- mention very deep pits, spiked balls, and the occaisional 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 beta, 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 and 6 (5 and 6
- are not available in the beta, 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 automaticly 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. Instead, monsters respawn at any skill level, but very slowly.
- Also, Ettins and fire gargoyles are the only creatures I have seen respawn
- ever, and the gargoyles don't do it often. Now skill level 5 can be played
- as a good challenge (Ettins are actually dangerous) but without the extreme
- burden of monsters respawning in 8 seconds!
-
- 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.
-
- .------------.
- |The 4 Levels|
- `------------'
- A lot of people are confused about the 4 levels in the beta varsion. Most
- have already seen all four without realizing it.
-
- Level 2, called "Seven Portals" actually leads to levels 3, 4, and 5 with
- two portals to each, and then on to (I assume) #6 at the very end. The
- portals to levels 5 and 6 all say "restricted access - beta" when you enter
- them.
-
- The reason Seven Portals leads to all these different worlds is because
- you can travel back and forth between worlds, and some things you do in
- one world will affect another. Thus, in the fire world, when you pull
- the chain that says "you hear the distant cracking of ice" you are
- affecting something in the ice world, so you should go there next.
- Unfortunately, this beta version does not actually show you any changes
- there. I believe that in the full version this same chain will activate
- script #19 in the Guardian of Ice level, opening the room to the firekey.
-
- When playing in deathmatch, all four levels each contain their own set of
- ALL 4 weapons for each class. Yes, all three parts of all three
- superweapons can be found on each level. You can pick up other peoples
- weapons too! You can't use them, but you gain mana.
-
-
- .-----------------.
- |A simple walkthru|
- `-----------------'
-
- In level 1, you must first enter the church and vandalize the place until
- you find some stairs behind one of the stained glass windows. Down here
- you can find the emerald key which allows you access to the bell tower.
- The fighter and cleric must get the silver key and climb the tower, but
- the mage can ring the bell from outside if he aims carefully! This will
- open the fence surrounding the teleporter inside the church.
-
- Here is what you can do when playing single-player on "Seven Portals"
-
- After the face asks you if you are prepared to die, jump down into the
- fray and look for a switch near the doors on the east side of the map.
- They should open (plus a weapon drops into reach) when you pull it. In
- this door is a portal to the ice world. Go there and fight till you find
- a dark room with four pillars.
-
- Behind those pillars is a switch. When you pull it, all pillars rise up,
- then randomly crash down a few times. They will all stop in the "up"
- position now. One of the four pillars will have a sword on the floor
- pointing to it. (The sword is a sector with a slightly higher light
- level, so you should see it fine). If you step into this circle, you
- will port back to "7 Portals" and two more doors will open there. If you
- step in any of the other three, you will die a horrible squishing death.
- Note that the pillar that transports you is *random*... everytime you
- play and pull the switch, a different one will be selected as the
- "teleporter" and the other three become nasty-death.
-
- Back in 7 portals, two more doors open up. Both have switches you pull
- to reveal new portals. One leads to the "Steel Guardian" stage, which is
- inactive in the beta, and the other leads to the Fire Guardian stage.
-
- This level has some really cool features in it. First off, when you
- first get there, the wall ahead of you opens in a cool pattern. The room
- beyond the wall will erupt and sink when you step in, so step back
- quick. The floor will drop in jagged segments while fireballs fly up,
- then when the whole floor is gone a pool of lava rises up to where it was.
-
- There is a switch that says "you hear the distant creaking of ice". It
- does nothing in this beta version though. Going further through you come
- to a room that already has monsters in it, but even more teleport in to
- join the fun. There are two doors here that both need the fire key.
- bummer. There is an unmarked wall that will open up to a long bridge
- with many green flasks on it. Get lined up straight, and *run* across
- the bridge fast. Try not to turn once you are on t he bridge! When you
- step on, the whole screen shakes and the bridge starts collapsing as
- rocks fall from the ceiling. Cool effect. When you get to the end (the
- door you ran towards will close before you get there) just wait for the
- shaking to stop, then look for a ledge on the side that you can jump to.
-
- Carefully follow this ledge until it leads to a narrow doorway out. This
- leads to the middle of the level, you have already been here. But in the
- narrow doorway there is also a pull-switch that opens the door that
- closed before. Go back along the ledge and enter that room, and you have
- the Firemask (A source of confusion for many players!). The firemask
- makes your character grunt when he uses it against a wall. Not only is
- this cool, but it ALSO fits into a slot that you can't reach in
- single-player mode unless you activate script #19 in Guardian of Ice.
- (Or use clipping).
-
- Go back to Guardian of Ice and type MWAGABAZA19. Take the right door and
- get the fire key. The left door leads to a cool room where you get the
- steel key, but it doesn't fit anywhere in the beta levels.
-
- This glacier room will make the floor crack and move a lot when you enter
- it. After it stops, follow the left wall till you find a switch. Pull
- it, and the floor will move a LOT more now. Stand where you are if you
- want to live! Some sections of the floor will rise up and crash into the
- ceiling. Others will drop amazingly low creating deadly pits. After it
- stops moving carefully go through the doorways at the back of the room.
-
- Now you have the firekey, so go back to Guardian of Fire and open `er
- up! Enter either room, and pull the switch there. A wall opens... step
- in there and it lowers down to a room with more neat things in it. At
- the end of this room is a wall with a symbol that matches the firemask!
-
- When you step in front of that wall, two elevators drop and take you up
- to some corridors where you see more of these masks. Step into a
- teleporter. Pull a chain there and and you hear "grinding gears". Now
- look for a switch that looks like the chaos symbol. Push it and you port
- to a room that looks like the two secondary rooms of "7 Portals" but the
- door is closed and wont open (script 31 or 32 should open it. They also
- open in multi-player mode). There is a switch here, pull it. Then look
- for a teleporter that will take you back to "fire guardian".
-
- From here go back out to the courtyard of 7 Portals. The only way
- further now is to cheat more. But lets face is, once you start, you can
- never go back. So, shamefully type in "BRAFFEL" and get 25 of every
- item. Use the wings of wrath to fly up and start hitting switches on
- that tower. The lowest of the three opens up the stone door in the ice
- level. The next one up opens the metal door right by there. The highest
- one opens the big bronze doors at the south end of 7 Portals. Note that
- pulling the highest one by itself wont open it, all three must be pulled
- to open it.
-
- Go back to the ice level. When you step near those two doors they slide
- up and presto, more rooms to explore. Take the one on the right first
- (technically, when the game is working right, it would be open before you
- can enter the metal door). This is two rooms of ice, with a few
- buttons. Pressing them opens up a portal to the Fire level, although the
- walls in the area you go to will match the metal level. In here there
- are rusty walls and a very, very long drop. Creep around the edge... and
- when you are almost all the way around... the wall pushes you off!
- Quickly, use those wings to fly! Or for the skillful (like me) who can
- see it coming (the wall looks different), you can try and set it off
- without falling. Either way, the fall will kill you, even in god-mode.
- In fact, when god-mode is on and you die, you can't restart the level, it
- takes you to the menu instead. So save often!
-
- After the trap is set off, the lava floor of the pit will rise up to
- you. It rises very fast, but has an amazing long way to go, so it takes
- a few seconds. Once it is up, jump down there and get onto the bridge
- that goes across the lava to a round platform. There is a switch here
- that causes "distant rumbling"... it is raising some stairs in 7 Portals
- (stairs that lead to the 2nd of the three switches... but you cheated and
- pulled it already, cheater!). From here exit back to the lava area and
- take the portal back to 7 Portals. You can climb the stairs if you want
- and get some tone in your legs, or go to the ice level again and take the
- left corridor this time. (Take note! Pulling those switches does not
- actually open the two doors... just *walking* next to them does. The
- three switches themselves all control the big gold doors. I found this
- out later after experimenting a bit).
-
- Back to the ice level, into the metal door on the left. It's got a neato
- trap room, and an ice room with some guys in it. On t he backside of a
- pillar in that room is a switch. If you pull it and hold still, you will
- be pumped full of poison darts. If you pull it and move, the darts miss
- but two nasty nasty guys with shields attack you. They are hard to kill
- because when those shields are up they can't be hurt, and can reflect
- most spells back at you! Fortunately, they don't raise their shields
- till after you hit them. So just try not to hit them with lots of little
- spells. Instead, use one or two big ones! (oh yeah, the all-weapons code
- is "CRHINEHART" you cheater you... normally only the 2nd weapon can be
- found for each character in single-player mode).
-
- The final area to visit is beyond those big gold doors in 7 Portals. In
- there are many nasty things... after you kill all the serpents more doors
- rotate open to the south, and more of the shield-guys attack. Once you
- kill all of them a glittery bridge appears further south leading towards
- the final portal (which is disabled). Watch that drop! It is a
- loooooooooooooooooooooong one! I used the wings and it took me forever
- and a day to reach the bottom safely. Notice that there is a gap in the
- wall on the left... you can make a running jump to go in there and find
- more surprises (namely some mana and wings of wrath... oh yeah, two
- serpents too, in close quarters, fun). If you miss the jump you will die
- though...
-
- Up by the portal is more mana, and the first piece of weapon #4! If you
- sneak around behind the portal, there is also a "combined" mana that you
- can grab, which is the *only* green mana available in single-player mode
- so far...
-
- Thats it. Thats all the rooms you can get to. If you want _more_ you
- have to play multi-player, in which case ALL those bronze doors open for
- you and you can see more of the ice level. Besides, deathmatch is so
- much cooler, not to mention that you can find all the weapons and items
- that way...
-
- (After writing the above I finally got the clipping code, RJOHNSON. Now
- you CAN go anywhere!)
-
-
- .-----------.
- |Cheat Codes|
- `-----------.
- These codes will apparently only work in the beta version. When the full
- version is released I will compile a new list of codes for all you cheaters
- out there!
-
-
- BGOKEY = God mode
- CRHINEHART = All weapons + full mana
- MRAYMONDJUDY = All keys (one of them looks like a little axe, cool!)
- BRAFFEL = 25 of each item (this will not give you the firemask or other
- "one of a kind" items).
- REVEAL = same as IDDT in doom. Useable only in map mode. Shows you lots
- of neat places you can't go.
- SGURNO = 100% health
- JSUMWALT = coordinate display
- EBIESSMAN = pig mode ;)
- RRETTENMUND = ticker to count your framerate (like Doom's devparm mode)
- MWAGABAZA## = Script (01-99) I have no idea what this does!
- KSHILDER = sound debug. Shows info
- BPELLETIER## = warp. The setup warp shows you can go up to map 41.
- Although, like Doom II, I'm sure you can do more if you correctly name
- them into a WAD.
- RJOHNSON = No clipping mode. go through walls! No clipping means you
- will fall through the sparkle bridge at the end of 7 Portals and die
- unless you can recover quickly.
- PLIPO# = change your class! 0,1,2 = fighter, cleric, mage.
- CSTIKA = kill all creatures on the level! Ouch!
-
- Also, ala Heretic, the previous games cheat codes will hurt you!
- RAMBO = takes all your weapons away except #1
- QUICKEN = a warning message the first two times, then instant death!
-
- Another important key is the F5 button. It is for suicide... useful in
- deathmatch because sometimes you "fall" into the floor by accident and
- get a hall-of-mirrors effect. I don't know why it happens, but it is
- annoying. If you have a teleporter, or wings of wrath, you can get out
- of it without killing yourself.
-
- Here's some other interesting keys: All the numbers above 4 activate
- certain artifacts (if you have them in stock). This proves that the beta
- does have all the weapons (unless something changes!)... this is sad
- because four per player doesn't seem like nearly enough! But I do think
- that a multi-player cooperative game would be very nice to mix the
- weaponry up a bit! The cleric and mage make a nice combo!
-
- 5 = Icon of the defender
- 6 = Quartz Flask
- 7 = Dark Servant
- 8 = Flechette
- 9 = Banishment Device
- 0 = Chaos Device
- \ = Disk of Repulsion
- <backspace> = Porkulator
-
- I certainly hope these become editable in the near future!
-
- .-------.
- |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 multi-player mode you CAN pick up items that belong to other classes,
- but you can't use them. I think there is a code that lets you change
- classes during the game, but I don't have it yet.
-
-
- Fighter:
-
- #1 - Spiked Gauntlets.
- These suck, but at least they have more range than you would
- expect of your arms! 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. Note that the 3rd punch will have very slow recovery
- though. It is a good idea to either back up a bit, or stop after 2 and
- restart again.
-
- #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.
-
- #3 - Hammer of Retribution. This can be used with or without
- mana, and is about 2 times more powerful than the fists (or so). If you
- have green mana, and swing it without hitting anyone, it will spend 3 mana
- to fire a "flaming hammer" out that explodes. This is much more powerful
- than the hammer itself. If you do hit someone, whether you have mana or
- not, it will just thump them without using any mana. Range is similar to
- Timon's Axe. 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 weather 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. As powerful as the fighters fists, but
- slower recovery. It doesn't have the extra-slow recovery of that third
- punch though.
-
- #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.
-
- #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 - Justifier. This thing is pure evil! 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.
-
- #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 coloumn 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 12 of each color mana. These fireballs also go *through* the
- creatures they kill, so you can mow them down by the dozens if they stand
- nearly in line.
-
- A lot of people argue with me about this comparing to the cleric's
- Justifier. I believe the Bloodscourge is more powerful because: When you
- fire a Justifier once, it will home in on multiple enemies and kill them,
- but it is limited to doing only so much damage before the ghosts disapear.
- I fired in a room with about 8 ettins and it couldn't kill them all.
- It does just about enough damage to kill 3 chaos serpents as long as they
- don't try and kill anything else. The Bloodscourge, on the other hand,
- can wipe out 5 or more chaos serpents in a single shot. Its limitation is
- that is does not home in, so they must be standing in a narrow arc of fire
- (it does spread a little bit). It does at least twice the raw damage power
- using 2/3rds the mana. I guess the most powerful can be a matter of
- opinion, but the Bloodscourge is without a doubt the most damaging.
-
- .---------.
- |Artifacts|
- `---------'
-
- First, these items are directly descended from Heretic:
-
- Wings of Wrath: Let you fly for about a minute or so. The time seems to
- be unlimited though if you have god-mode on.
-
- Quartz Flask: Gives you about 25% health back. These will be used
- *AUTOMATICLY* 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 AUTOMATICLY
- as the flasks are, but only after the flasks run out.
-
- Chaos Device: Teleports you to the starting point of the level.
-
- Torch: Well, duh!
-
- 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.
-
- 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.
-
- 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 eachother
- from this effect count as having attacked eachother, and this means they
- will usually start fighting with eachother. *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.
-
- Dark Servant: Too cool! 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 disapear by the time you can muster
- enough firepower to get them anyway. If you use the Porkulator on them,
- the change becomes PERMANANT and they won't disapear. 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! Pigs can be
- resurected.
-
- 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.
-
- Scroll with the blue rune on it: This raises the life of all three
- classes to 100%. Also, when the cleric uses it near any dead monster (I
- havn't tryed it in deathmatch yet) that monster comes back to life. No
- creature can be "reserected" more than once though. If you try a second
- time they disapear in a puff of smoke. Does anyone know what the fighter
- and mage do with it? (Many people have written me saying that creatures
- can be resurected any number of times, but everytime *I* do it for the
- second time, the creature disapears in a puff of smoke.)
-
- 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 Justifier
- at you, this can make the ghosts home in on him and kill him! I'm not sure
- about the fighter yet, but it seems that he can throw the icon like a more
- powerful version of the flechette. It only did this when I was standing
- directly in front of the fighter that tried it. I need someone to confirm
- this last part because I don't get to play multi-player very often.
-
- Krater of Might: Looks like a chalice. This artifact, when
- used will fill your mana levels to the max.
-
- .-----.
- |Armor|
- `-----'
- Each class has a different limit on armor. Each peice 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 = chainmail armor
- S - Falcon Shield
- H = Platinum Helmet
- a = Amulet of Warding
-
- .--------.
- |Monsters|
- `--------'
- So far I have only run into 5 monsters in the beta. There are a few
- places where there are monsters in multi-player, but not in single player (just
- like many artifacts and weapons).
-
- 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.
-
- Fire gargoyles - 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,
- maiking 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.
-
- 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.
-
- Icey guys - These can not normally be found in single-player games unless
- you use the cheat codes to go to them. They look like Swamp Thing but
- bluish and made of ice instead of green moss. They fire pairs of spikey
- 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. Take the mage, turn on the Icon of the Defender,
- and fire two volleys of shards at him. The first will hit, then he will
- raise his shield and the second will bounce back at you, then off of you
- (since the mage can reflect spells too with the Icon) and back and forth
- until either he drops his shield or they bounce at a far enough angle to
- miss one of you.
-
- .------------.
- |Hidden texts|
- `------------'
- The following info was posted by Kyle Hofmann on usenet. He found this
- text buried in hexen.exe
-
- [begin Seven Portals ending text]
-
- Having passed the seven portals which sealed this realm, a vast domain
- of harsh wilderness stretches before you. Fire, ice, and steel have
- tested you, but greater challenges remain ahead. The dense tangle of
- forest surely hides hostile eyes, but what lies beyond will be worse.
- Barren deserts, dank swamps, and musty caverns bar your way, but you
- cannot let anything keep you from your fate, even if you might come to
- wish that it would. And beyond, flickering in the distance, the ever
- shifting wall of the hypostyle seem to mock your every effort. Your mind
- still reeling from your encounters within the hypostyle, you stagger
- toward what you hope is a way out.
- Things seem to move faster and faster; your vision blurs and begins to
- fade... as the world collapses around you, the brightness of a teleportal
- engulfs you. A flash of light, and then you climb wearily to your feet.
- You stand atop a high tower, and from below come the screams of the
- damned. You step forward, and instantly the sound of demonic chanting
- fills your blood. By all the gods of death! What place have you come
- to? By all the gods of pain, how will you ever find a way out? The
- mightiest artifacts and weapons of the ancients barely sufficed to defeat
- the heresiarch mand his minions, but now their foul remain lie at your
- feet. Gathering the last of your strength, you prepare to enter the
- portal which leads from the heresiarch's sanctum. Above you, the
- ramparts of an immense castle loom. Silent towers and bare walls
- surround a single spire of black stone, which lies square in the center
- of the castle like a brooding giant. Fire and shadow twist behind gaping
- windows, dozens of baleful eyes glaring down upon you. Somewhere within,
- your enemies are waiting... "...and he shall journet to the realms of the
- dead, and contest with the forces therein, unto the very gates of
- despair. But whether he shall return again to the world of light, no man
- knows."
-
-
-
-
- Damn.
-
-
- Damn damn damn damn damn damn damn.
-
- [end text]
-
- Now for the end game text:
-
- [begin text]
-
- With a scream of agony you are wrenched from this world to another,
- every part of your body wreathed in mystic fire. When your vision
- clears, you find yourself standing in a great hall, filled with ghostly
- echoes and menacing shadows. In the distance you can see a raised dias,
- and upon it the only source of light in this world. This can only be the
- chaos sphere, the source of Korax's power. With this, you can create
- worlds... or destroy them. By rights of battle and conquest it is yours,
- and with trembling hands you reach to grasp it. Perhaps, now, a new
- player will join the cosmic game of power. Like the pawn who is promoted
- to queen, suddenly the very reaches of the board seem to be within your
- grasp.
- But there are other players mightier than you, and who can know their
- next moves?
-
- [end text]
-
- .-----------.
- |Script Info|
- `-----------'
- Ever wonder what those scripts do? In Doom, when you crossed a linedef
- that triggered an action, it simply sent the action number to any sectors
- that shared its activation number. In Hexen, linedefs activate "scripts"
- that can do any amount of actions. An example is in the "Guardian of Ice"
- level, when you place the firemask in the proper slot, two doors open to
- the sides of the room showing lava flows going beneath the floor. A
- pillar of ice in the center of the room slowly melts down to a puddle,
- bringing down the fire key, then the two doors close again. This all
- happens from putting the firemask into the one slot!
-
- Scripts can also create or remove objects from the levels. On the first
- level, some of the obstacles near the silver key are removed after you ring
- the bell. In the ice level, you can use the "CSTIKA" code to kill all
- monsters on the level, but when you go into the circular room monsters
- still "teleport" in. I think the scripts can also do things depending on
- if the game is running single-player or Deathmatch. Possibly by skill
- level and character class too.
-
- Each level can have as many as 99 scripts, although none of the levels in
- the beta use more than 35 I think. You can activate scripts by using the
- code "MWAGABAZA" and it will ask you "Activate which script (01-99)?".
- Type in two numbers and there ya go. Most scripts will not have any
- visible effect, since many just open doors and you usually are not near
- them when you do it ;) Some do major things though. One script in
- "guardian of Ice" lowers *ALL* ceilings to the floor, which really
- sucks. So be careful, and expect to reload your game once in a while.
-
- Also, some scripts are running continuously. An example would be a script
- that makes the lights of a hallway blink on and off in a pattern (like the
- corridor leading to the fire key). When you try and activate these, you
- do not get a "activating script number ##" message because it is already
- running. This script system seems very similar to the programmable lift
- system in Dark Forces. Note also that if no script exists, a message pops
- up saying that it couldn't find that script number.
-
- I am cuttingthe size of this list... I will only post the important ones
- for now.
-
- [Winnowing Halls]
- 03 sets off fire ball traps.
-
- [Seven Portals]
- 01 I had to do this twice.. Not sure.. Opens first gold door.
- 18 lifts all middle stairs?
- 19 Opens Top gold door?
- 26 "Greating Mortal" Are you Ready to Die?
- 31 -32 opens gold doors to the sides.. Not the middle right though.
-
- [Guardian of Ice]
- 19 Turns on light in the shape of a sword pointing to the door right and
- left in the circ main area. You can now access to fire key to the right
- if you have the mask and the steel key to the left.
-
- .-------------.
- |WAD file info|
- `-------------'
- This is just the beginning of the info, and is not very detailed yet.
-
- The format is close to the Heretic/Doom type, although the level names
- are MAP01 MAP02 etc, more like Doom II. There are some big changes too
- so none of the current editors will load them without some tweaking.
-
- The THINGS entries are twice as long, and have the following
- format:
-
- 0. tag number?
- 1. x position
- 2. y position
- 3. bitmask of some sort?
- 4. angle
- 5. thing type
- 6. thing options (some extra bits have been added)
- 7. bit mask of some sort?
- 8. ?
- 9. ?
-
- The LINEDEFS entries are one field longer, and have the following
- format:
-
- 0. from vertex
- 1. to vertex
- 2. flags
- 3. data for trigger lines?
- 4. lower byte is code of some sort for trigger lines?
- upper byte contains code of what happens?
- 5. additional data for trigger lines?
- 6. right sidedef
- 7. left sidedef or -1
-
- The other level resources look generally the same. (The above info,
- sketchy as it is, should be enough to at least make it possible to
- write something to allow the levels to be loaded into an editor.)
-
- This info was sent to me by Paul Falstad. He also writes about the
- following, which I believe is the scripting info for the levels.
-
- There's a BEHAVIOR resource for each level, which looks really
- scary. The format looks like a mini wad file.
-
- first 4 bytes: ACS\0
- next 4 bytes: longword offset of directory
- ...data...
-
- The directory starts with a longword containing the number of entries,
- followed by the entries, which consist of three longwords. The first
- longword is an identifying number of some sort; the first few entries
- have id numbers of 1, 2, 3, 4, etc. but the later entries have seemingly
- arbitrary numbers. The next longword is an offset to the entry data
- itself. I don't know what the third longword is.
-
- I have no idea what the actual data that the entries are pointing to is.
- It's probably some compiled language of some sort, so I'm not optimistic
- about figuring out what it does. It looks like a series of longwords,
- which are instruction codes of some sort. I don't know what they do,
- except for 0x4f and 0x34, which look like jump instructions of some sort
- (they have longword offsets following them). Also, 0x01 is probably
- a "return" instruction, since it occurs at the end of each entry.
-
- After the directory is a longword containing a count, followed by
- that many longwords, which are offsets to strings. The strings are
- things like "GlassShatter", "FireDemonAttack", "THE DOOR IS LOCKED", etc.
- This would indicate that the BEHAVIOR data allows you to attach
- arbitrary sounds and strings to a linedef.
-
- All this info (I believe) will eventually turn into a working knowladge of
- how the scripting system works. My guess is it has a limited set of
- commands for moving linedefs and such, as well as triggering sounds and
- messages. This will make level building more difficult, but will be an
- immense tool of power for making fantastic levels!
-
-
- ---------------------------------------------------------------------------
- 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 thigs to list!
-