

I'm guessing there is another script somewhere besides script 14 which removes the lineblock tag from lineid 111. If you used the Portal, the bars are still there, but you can walk through them to get the Urn. If you used the Switch to get here, the bars are gone and you can get the Urn. You can jump up onto the center platform (again, avoiding the combat in the western room completely, if you want) and jump to the east to get to the Mystic Urn and the Icon secret. If instead, you use the Portal and work your way back to the northern room, something gets minorly broken. You can skip the western room combat, the Urn, and the Icon secret, and go right to placing the Sapphire to go to the end level (or the secret level first). However, if you turn around and use the Portal right behind you, If you use the Switch in front of you to teleport back to MAP05, everything works as (I think) the author intended. The bars to the east (lineid 111) are still impassable. It means you get the Dark Servant early (and can clean out the western room without being inside it, if you want). In the northern room (past the sector tag 9 door), you can jump onto the torch and from there to the top of the center platform. In the water canal that you have to lower, you can crouch and go under the wall to get to the water wheel and lower the water, thus avoiding the column puzzle entirely. This is the third non-Chocolate Hexen issue. You specified Chocolate Hexen, and I was using ZDoom. There is a third, but only in source ports that allow crouching. Only found two minor issues which affect gameplay at all. By the time I figured out the Corpse Counter puzzle, I realized there were switches on MAP01, so I had to start over. Also annoyed that there's no way to get back to MAP01 once you leave. Had to go back to MAP03 and find another way back. At one point I did end up coming out of a portal on MAP05 to find the door out of the area (sector tag 9) was a one-way door in. Got a little lost trying to remember which portal went to which level, but overall, not too bad. If so that's a problem because only skill 4 has two, the lower difficulties only have one.Īlways happy to see new Hexen levels.

I was using the Cleric on skill 4.Įdit: Looking at the scripts, it might be possible that the door only opens when two Heresiarchs get killed.

Of course going to the end map right away without even a 3rd weapon would be pretty strange, which character and skill level are you playing with? I had no problems using a recent GZDoom build from, and it seems fine in vanilla Hexen too. Don't know if that was an intentional sequence break, or not. And artifacts, of course.īTW when you first get to the swamp, it's not too hard to jump on the mask-holder walls and grab the sapphire planet right away. Fireballs everywhere and all I've got are melee attacks right now. Well I started playing as the fighter, on Titan difficulty though, and so far that's a decent challenge. I did try cutting back on the amount of mana for the fighter though so that way you have to rely on artifacts instead. Also its somewhat boring playing as the Mage and things become extremely easy when playing as the fighter. Yeah, guess getting lost in Hexen can't be helped.
