Heretic + Hexen · Guides

Heretic + Hexen 100% guide

Published by Chubuggles

A cheat-assisted, level-select route through all 44 Xbox achievements across Heretic, Faith Renewed, Hexen, Deathkings and Vestiges of Grandeur, plus the one co-op hub.

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  • ETA

    Estimated time, as the guide’s author estimates: 5-9 hours

  • Difficulty

    4/10, as the guide’s author rates it

Your Progress

44 achievements in this guide

Sign in with Xbox to see which of them you have already earned.

Before You Start

Heretic + Hexen has 44 achievements worth 1,000 Gamerscore: 22 for Heretic and 22 for Hexen. It's one Xbox title with one list, and it includes Heretic: Shadow of the Serpent Riders, Faith Renewed, Hexen: Beyond Heretic, Deathkings of the Dark Citadel and Vestiges of Grandeur. None of the achievements come from paid DLC or title updates.

  • Cheats are allowed. The pause-menu Cheats don't disable achievements, and several achievements are fastest with them. This guide uses them heavily.
  • Keep Enhanced Levels on. This Gameplay Modifier is on by default and changes some map layouts in both games. This guide's map directions assume it's on, and Hexen's class-change books need it for Triple Play.
  • Mods are not allowed. Mods disable achievements unless noted otherwise. Leave Add-ons off for the whole completion.
  • No difficulty achievements. Play everything on the lowest skill. There are no no-death, no-save or par-time achievements either.
  • Level Select works for every completion achievement. You never have to play an episode or hub from its first map, except for Vestiges of Grandeur, which is one long hub.
  • Nothing is permanently missable. Every map can be replayed from Level Select, so a failed attempt at a single-map achievement can just be retried in a fresh Level Select game. The exceptions are objectives that build up within one campaign run: the fourth weapon's three pieces, Triple Play's class changes, Schlurp!'s healing total and the Vestiges item chain. A new Level Select game starts these from scratch, so finish each within one run (saving and reloading is fine).
  • One co-op achievement. The Full Party needs a Fighter, a Cleric and a Mage to finish a Hexen hub together. Local split-screen with three controllers and guest profiles works, so you don't need online partners. Co-op can't be saved, so it takes one sitting.
  • Vestiges of Grandeur is the longest part. It's one big puzzle hub with no Level Select shortcut. Played on foot it can take a few hours. The estimate at the top assumes this guide's detailed Xbox route: all of Seven Portals, the full Vestiges route and the local co-op hub. Much shorter community times usually rely on aggressive shortcuts, including PC-only console commands.
  • Status as of 2026-10-17: no achievement is unobtainable or discontinued. The latest update is Update 2 (November 2025). Your weapon attacks can no longer knock monsters off ledges, so Look Out Below uses a scripted collapse instead.

Cheat Setup

On Xbox there are two ways to use cheats. Either works.

  1. Open the pause menu, choose Cheats and type a code into the entry box. Once you've entered a code, it stays in that menu as a toggle.
  2. Turn on Options > Gameplay > Unlock All Cheats. The Cheats menu then becomes a pick-from-a-list menu with every cheat.

The codes this guide uses (most have an alternate spelling that also works):

  • satan (or quicken): god mode
  • ghost (or kitty): noclip. Most pickups and teleporters only work with noclip turned off, so toggle it off before you grab an item or step on a teleporter.
  • mapsco (or ravmap): use it once to reveal the automap, and a second time to also show items and monsters. A third use turns it back off. In Heretic, the automap also shows the map's kill, item and secret tallies (skull, potion and "?" icons). Hexen's automap has no tallies.
  • massacre (or butcher): kills every monster currently on the map
  • gunsgunsguns: all weapons for your current class, full ammo or mana, and full armor (it may give keys too)
  • healthyself: full health
  • whipit: all artifacts (a full stack of each in Hexen)
  • shazam: Tome of Power (Heretic)
  • squeal: turns you into a pig (Hexen)
  • sherlock: all puzzle items (Hexen)
  • locksmith (or skel): all keys

The PC-only console command exitlevel doesn't exist on Xbox. Wherever a PC guide would skip a map with it, this guide uses noclip and the map's real exit instead.

Route Overview

  1. Heretic, episode by episode through Level Select, with the 100% map achievements done in E1M1.
  2. Faith Renewed, including its secret map, Pocket Plane.
  3. The hidden Episode 6 deathmatch map for You're Not Supposed to Be Here and two weapon achievements.
  4. Hexen from a new game: Winnowing Hall, then the whole Seven Portals hub across all three classes for Triple Play.
  5. Hexen endings and Deathkings: Necropolis, Nave and Constable's Gate.
  6. Castle of Grief's Desolate Garden for the fourth weapon, then Vestiges of Grandeur, then the Gibbet only if the Heresiarch is still missing.
  7. The Full Party in local split-screen.

Heretic

Start each map from New Game > Heretic > Level Select on the lowest skill, Thou Needeth a Wet-Nurse. Every Heretic achievement description starts with "Heretic:" on Xbox.

E1M1: The Docks

E1M1 is the best map for the three 100% map achievements and both melee weapon achievements. It's short and has few enemies. Play it legitimately first, without god mode or noclip, so the melee kills and pickups count normally. Quicksave often.

Staff Intervention

Required: kill 5 enemies with the Staff in a single map. Powered-up Staff kills count too. You start with the Staff, so beat the first Gargoyles and Golems with it before you pick up another weapon. If you fall short, keep switching back to the Staff for weak enemies until it pops.

Necrotized

Required: kill 10 enemies with the Gauntlets of the Necromancer in one map. In E1M1 the Gauntlets are in a secret. Go through the yellow door, down the steps and through the first wooden door, then press the metal wall panel ahead with a demon face holding skulls. Pick up the Gauntlets behind it and use them on everything you meet. E1M1 has about 22 monsters on the lowest skill, which is enough for both melee achievements. The count resets per map, so grab the Gauntlets early and save weak enemies for them rather than killing them with other weapons. If you run out before 10, start a fresh E1M1 from Level Select and go for the Gauntlets first.

Clean Sweep

Required: pick up every item on one map. The automap shows the item tally next to the potion icon.

  • Use mapsco twice so the automap shows every remaining item. Leave god mode and noclip off while you collect.
  • Grab every pickup, including items in the secrets you find for Now I've Seen Everything below. E1M1 counts four items: the Quartz Flask lying in the open starting hall, the second Quartz Flask in the Silver Shield secret behind the barrels, the Tome of Power behind the eagle wall, and the Bag of Holding in the pool area. The starting-hall Flask is the one most often missed when the tally ends at 3/4. Weapons and crystal vials don't count.
  • Check the tally before you leave. It has to read 100% when you exit.

Now I've Seen Everything

Required: find every secret on one map. The automap shows the secret tally next to the "?" icon. A secret counts when you step into its area. Do this in the same E1M1 run as Clean Sweep, since most E1M1 items sit in its secrets. E1M1 has four:

  1. A Silver Shield room behind the barrels in the south-east corner of the starting room
  2. The Gauntlets room (see Necrotized)
  3. A Tome of Power and Ethereal Crossbow behind the eagle-insignia wall in the octagonal room
  4. A Bag of Holding at the west end of the pool area, where the teleporter drops you

If you can't find the last secret, noclip into the leftover sealed-off area that mapsco reveals, then turn noclip off once you're inside.

Master Assassin

Required: kill every enemy on one map. This also works in the same E1M1 run.

  • Just before the exit, use massacre. It kills anything you missed, and cheat kills count for this achievement.
  • Use it a second time if any enemies teleported in late.
  • Check that the kill tally on the automap reads 100%, then exit.

If you'd rather do it separately, any low-enemy map on the lowest skill works with the same massacre-then-exit method.

E1M8: Episode 1 Finale

Level-select E1M8. The map's final room has a Morph Ovum on a platform with Iron Liches above and Disciples and Golems on the floor below.

Eggs Caliber

Required: turn 5 enemies into chickens with a single Morph Ovum use. Quicksave, let a crowd of Golems and Disciples bunch up in front of you, and use the Ovum. It fires a spread of eggs, so aim into the middle of the pack. Reload and try again if fewer than five turn into chickens. If you run out of Ovums, whipit gives more.

The City of the Damned

Required: finish E1M8. Use satan and kill the Iron Liches, using massacre if you like. Their deaths open the way out. Take the exit to unlock it.

Episode 2: Hell's Maw

Balls of Steel

Required: pick up a real Firemace. The weapon cheat isn't confirmed to count, so don't rely on it.

Level-select E2M9: The Glacier, then turn on satan, ghost and mapsco, using mapsco twice so the automap shows items. Since Update 1, the Firemace is guaranteed to spawn in maps that have one, but it can appear in any of that map's possible spots, so find it on the automap instead of trusting a fixed room. Its candidate spots are:

  1. On the floor in the corner where two blue walls meet, on the east side of the glacier room.
  2. In the secret behind the south-west stained-glass window in the glacier room.
  3. At the south end of the yellow-door hallway.
  4. In the exit chamber.

The remaster reworked parts of this map, so if none of these spots has it, trust the automap item markers. Noclip to it, turn noclip off and pick it up.

Backup: E2M4 Ice Grotto, where it's in a secret, or E6M1. Skip E2M3: in the remaster's default layout its single-player Firemaces were removed.

Hell's Maw

Required: finish E2M8. Turn on satan, deal with the Maulotaurs (massacre works) and take the exit. Charbroiled to Perfection is easier in E5M8 later, so don't worry about it here.

Episode 3: The Dome of D'Sparil

Level-select E3M8: D'Sparil's Keep and turn on satan. gunsgunsguns makes the fight quicker.

D'Stroy D'Sparil

Required: kill D'Sparil. It unlocks as soon as he dies, in either E3M8 or Faith Renewed's E1M8. Kill his serpent first, then D'Sparil himself. He teleports around the arena, so keep firing.

The Dome of D'Sparil

Required: finish E3M8. Killing D'Sparil doesn't unlock this by itself. After he dies, flip the switch in the northern room, go into the exit room that opens, and step into the teleporter. It unlocks when the ending plays.

Episode 4: The Ossuary

The Ossuary

Required: finish E4M8. Use satan and ghost to get to the map's end, use massacre to clear any boss gates, then turn noclip off and take the exit.

Episode 5: The Stagnant Demesne

Level-select E5M8: Field of Judgement. You start in an enclosure with every weapon except the Firemace and a pile of artifacts. The Wings of Wrath sit on the red trident in the middle. Flying over the trident lowers the outer arena, which releases the Maulotaurs (3 on the lowest skill) and reveals more pickups, including a Tome of Power. Use whipit at the start so you have every Heretic artifact whatever the layout gives you.

I'm Kinda Unstoppable

Required: have a Ring of Invincibility, the Wings of Wrath and a Tome of Power all active at the same time. After whipit, use all three from your inventory one after another, before you fly over the trident. It unlocks once all three are active together.

Charbroiled to Perfection

Required: kill a Maulotaur with a powered-up Phoenix Rod. Grab the Phoenix Rod (or use gunsgunsguns), and keep a Tome of Power ready. Once the Wings have lowered the arena and the Maulotaurs are out, use a Tome, plus a Ring of Invincibility if you like, and finish the Maulotaur with powered Phoenix Rod shots. Make sure the last hit is the powered rod. If the Tome runs out first, use another (shazam) before the final shot.

The Stagnant Demesne

Required: finish E5M8. Clear the remaining Maulotaurs (satan and massacre are fine now) and take the exit.

Faith Renewed

Faith Renewed is the new Heretic episode, listed separately in the episode menu. It has nine maps: E1M8 The Grand Chapel is the finale, and E1M9 Pocket Plane is the secret map. Normally you'd reach Pocket Plane through E1M6 Foundry's secret exit, but Level Select goes there directly.

Faith Renewed

Required: finish Faith Renewed's E1M8: The Grand Chapel. D'Sparil is fought here again. Use satan and gunsgunsguns, kill him, and take the exit. If you skipped D'Stroy D'Sparil earlier, this kill unlocks it too.

A Shocking Development

Required: pick up the Tempest Wand. It's in E1M9: Pocket Plane.

  • Normal route: press the first button in front of the fire hazards in the central arena and survive while the pillar lowers. Then press the second button and a pillar comes down with the Wand on it.
  • Faster: turn on satan and ghost, noclip into the arena's central column, turn noclip off and grab the Wand.

Power Trip

Required: kill 20 enemies within a single Tome of Power duration. Stay in Pocket Plane.

  • Turn god mode on but don't use massacre. Massacre kills almost certainly won't count as Tome kills.
  • Start the arena so the skeleton waves come in, then use a Tome of Power (shazam if you don't have one).
  • Mow them down with the powered Crossbow, or the powered Hellstaff for wider coverage.
  • Quicksave before each attempt. If the Tome runs out before 20, reload and try again.
  • Backup: Heretic E1M8. Level-select E1M8 with satan, gunsgunsguns and ghost on. Turn around at the start, where two large groups of Golems wait, use shazam in front of them and blast away, then finish off the open starting area before the Tome ends. The room behind the Iron Liches, packed with Disciples and Golems, also has more than enough enemies on its own.

Ready for Anything

Required: finish a map with 100 health, 200 armor and every weapon. The Tempest Wand isn't part of "all weapons", and the cheats count. Finish Pocket Plane like this:

  1. Use gunsgunsguns, which gives every weapon and full 200 armor.
  2. Use healthyself so you're at 100 health.
  3. Use massacre to clear the map, then open the automap and find the large circle in the bottom-left with a floor teleporter in it.
  4. Noclip there, turn noclip off and step on the teleporter. Make sure you haven't taken any damage on the way.

Fate's Path: E6M1 Raven's Lair

Episode 6, Fate's Path, is a hidden set of deathmatch maps. You can only reach it from Level Select, which lists E6M1 through E6M3. The episode secret levels like E1M9 don't count for the achievement below. E6M1 has Golems, every weapon and plenty of Tomes of Power, so finish the last two Heretic weapon achievements here before you exit.

Wrath of the Phoenix

Required: kill 3 enemies with one Phoenix Rod shot. The shot's explosion has to kill all three at once. Weaken a cluster of Golems first with the Elven Wand, quicksave, then fire one unpowered Phoenix Rod shot into the middle of the group. Reload until three die to the same blast.

Manna from Heaven

Required: kill 3 enemies with the rain from a single powered-up Hellstaff shot. Activate a Tome of Power (shazam), quicksave and fire one powered Hellstaff shot over a bunched-up group. Its storm cloud rains down for a few seconds, so stay put while it does. Again, weakening the group first makes it easier.

You're Not Supposed to Be Here

Required: finish one of the hidden bonus maps. Use E6M1 Raven's Lair or E6M2 The Water Shrine. E6M3 has no exit, so it can't be used. With god mode on, find the map's exit (mapsco helps) and leave. It unlocks on finishing the map.

Hexen

Every Hexen achievement description starts with "Hexen:" on Xbox. Before you start a new Hexen game, open Gameplay Modifiers from the class or episode screen and check that Enhanced Levels is still on. The in-game class-change books need it. Pick the lowest skill and start as the Fighter.

Winnowing Hall

Winnowing Hall is the opening map. It isn't part of a hub, so don't plan Triple Play here.

It's for a Special Occasion

Required: hold 25 of one artifact at once. Getting a stack of 25 from the cheat alone doesn't unlock it, so finish it like this:

  1. At the start, use whipit for a full stack of every artifact.
  2. Use one Flechette (the green flask) so that stack drops to 24.
  3. Go through the wooden door ahead and pick up the green flask just inside on the left. Holding 25 again unlocks it. If the pickup there turns out to be a different artifact, use one of that type instead before you grab it.

Are You Ready to Fly?

Required: use the Wings of Wrath. You already have a stack from whipit, so select the Wings in your inventory and use them. Using them from the cheat stack counts.

Porcine Predicament

Required: get turned into a pig and survive until you change back. Use squeal, with satan on for safety, and wait out the pig form, which lasts roughly 40 seconds to a minute. If the cheat somehow doesn't unlock it, the normal method is to fire a Porkalator at a Centaur with its shield raised. The shot bounces back and turns you into a pig.

Sequence Break

Required: ring the bell in Winnowing Hall without picking up the silver key.

  • Stay away from the silver key the whole time.
  • Turn on ghost, noclip to the bell tower in the south of the map and climb up to the bell.
  • Turn noclip off and punch the bell (or shoot it).

It unlocks when the bell rings. To move on to Seven Portals, finish Winnowing Hall normally: take the chapel's teleporter to the portal room and step into the portal (use ghost and locksmith if a door or secret blocks you, with ghost off for the teleporter and portal). If Level Select lists Seven Portals as its own entry, you can start a fresh game there instead, with Enhanced Levels on and the Fighter selected.

Seven Portals: Triple Play Hub

This whole hub is one Triple Play run. Play part of it as the Fighter, part as the Mage and part as the Cleric, then leave through the hub's final exit. Most of the class-specific achievements fit in along the way.

  • Class book: a class-select book sits on a pedestal in the Seven Portals courtyard. Highlight a class and press confirm rather than just clicking it. A small red puff of smoke means the change worked. Weapons and inventory belong to each class, so use gunsgunsguns and whipit again after every change.
  • Layout: you arrive at the north end of a long courtyard, facing south. Gates 1, 2 and 3 run down the east wall from north to south, Gate 4 is the big gate at the far south end, and Gates 5, 6 and 7 run up the west wall from south to north. The structure in the middle of the courtyard is the main puzzle, and stairways rise from it as you progress. The automap marks switches and doors, and the pictures around the hub show which steps you still have left.
  • Noclip: use ghost to travel if you like, but turn it off before the Guardian of Fire bridge, every teleporter and portal, and the final arena. Keys from cheats (locksmith, and possibly gunsgunsguns) don't do the hub's work for you. Owning a key isn't the same as finishing the step that awards it, so still pull every guardian switch, place the Flame Mask, and take the Fire and Steel Keys from their Guardian of Ice rooms. Nobody has confirmed that Gates 5 and 7 open from key possession alone.

Hub route (the class achievements are slotted into it below):

  1. Gate 2: pull the switch on the column in front of the east wall's middle door. That opens the door and lowers a tall triangular pillar in the courtyard, which holds each class's second weapon on the three lowest skills. Kill the Chaos Serpents in the room behind the gate, then climb onto the wooden platform in front of the window, where a Quartz Flask sits, and walk onto that spot. Passages open on both sides, a portal rises in the icy cavern beyond, and you take the stairs down and the lift up to that portal to reach Guardian of Ice. If nothing opens, make sure every serpent is dead and walk onto the platform again. If your Quartz Flasks are maxed out from whipit, use one so you can pick that Flask up, then try again.
  2. Guardian of Ice, first visit: go to the far room with four pillars and pull the switch at the end. The pillars rise and fall, then a white arrow marks the one pillar that teleports you back. The other three crush you, and the correct one is random every time, so always follow the arrow. Back in the hub, Gates 1 and 3 are now open.
  3. Gate 1, Guardian of Fire, first visit: the first room's floor breaks and lava rises, so head for the right-hand exit quickly. In the lava-pool room, pull the switch in the right-side alcove behind the falcon shield. Then open the mask-decorated wall on the east side of the main lava room. Behind it is the bridge room (see Look Out Below); take the Flame Mask on the far side, because you'll need it later.
  4. Gate 3, Guardian of Steel, first visit: climb either staircase to the central square and take the open lift down to the basement. Pull the switch at the end of the open corridor. Then go back up and pull the bullhead switch in one of the two small chambers at the top of the staircases. That opens the blocked basement corridor; go down and pull the second switch.
  5. Gate 6: it opens once the Guardian of Fire switch and both Guardian of Steel switches are pulled. The room works like Gate 2: kill every Chaos Serpent, then walk onto the platform with the Quartz Flask by the barred window to open the cavern. If it doesn't open, use a Quartz Flask so you can pick that one up, and step onto the spot again. Take either staircase down, run over the bright ice patches once to disarm their crushers, and ride the lift up to the portal to Guardian of Ice.
  6. Guardian of Ice, second visit: pull the switch in the room ahead, then go back and pull the two switches at the top of the stairs that rose in the arrival room. A big crowd of Ettins teleports in. Cross the open icy area, take the lift up to the staircase with the windows and climb it. The bullhead switch at the top raises you on a platform to an upper room (an Ettin trap fires there). Walk on to the four-pillar room, where arrows now point to two doors. In the right room, put the Flame Mask in the mask socket to lower the Fire Key. In the left room, hurry to the left corner, pull the switch that appears and follow the ledge to the Steel Key. Teleport back.
  7. Gate 7, Guardian of Fire, second visit: in the main lava room, open either of the two Fire Key doors and clear the room behind it. Pull the bullhead switch on the wall to bring up a lift to a lower area. Kill every Ettin down there; lava then floods across and pillars open over the lava river. Use the Flame Mask wall alcove on the south side, ride its lifts up into the tunnels, and take the teleporter near the Chaos Device to a sealed room with the puzzle switch. Pulling it gives the "stairs have risen" message. Leave by the arrow/teleport switch on the wall behind where you arrived.
  8. Gate 5, Guardian of Steel, second visit: the layout mirrors your first visit. Open the steel door with the Steel Key and ride the lift down to the basement. Pull the puzzle switch at the end of the open corridor; the message says you have to find another switch. Go back up and pull the southern bullhead switch in the upstairs corridors, which slides the basement wall over to open the other branch. Go back down that branch and pull the second puzzle switch ("stairs have risen"). Return through either red portal upstairs.
  9. Gate 4: climb all three stairways on the courtyard structure and pull the bullhead (cow's head) switch at the top of each one. The other switch on each of the two lower stairways only leads to the optional Bright Crucible secret, so skip it. Gate 4 opens after the third bullhead switch.
  10. Final arena: kill the monsters, pull the switch beside the big doors at the far end and go out to the chasm. Kill the Centaurs on the portal side, and a blue bridge forms out to the exit portal. If it doesn't appear, the Wings of Wrath (from whipit, or the ledge in the crevice on the east side of the chasm) let you fly across instead. Every class's first fourth-weapon piece lies in front of the portal.

Seven Portals: Fighter Section

Stay as the Fighter in the courtyard before you pull the Gate 2 switch, and use the enemies you meet there.

Infinite Combo

Required: land 10 flawless combos in a row with the Spiked Gauntlets. A combo is two jabs and a heavy third punch, all landing. A miss on the air or a wall resets the streak, hitting breakable objects resets it, and switching weapons breaks it.

  • Ettins are ideal because one full combo kills one.
  • Wait in an alcove beside the courtyard's central structure so they come to you one at a time, and don't swing until the target is in reach.
  • Avoid enemies or bosses that knock you back mid-combo.
  • If the streak breaks, start counting again from zero. A quicksave before each pack helps.

Bombs Away

Required: kill an enemy with the Fighter's Flechette while it's off-screen. The Fighter throws Flechettes like grenades.

  1. Soften an Ettin with a couple of punches or a first flask.
  2. Throw a flask at it and immediately turn away or run past it.
  3. It has to die from the blast while it's out of view.

You have plenty of Flechettes from whipit. The achievement may not pop until you next change maps, so don't repeat it straight away.

I Thought This Was a Melee Class?

Required: kill an enemy from very far away with the Hammer of Retribution. Use gunsgunsguns to get the Hammer. It throws a hammer only when the target is out of melee range. Use the length of the courtyard, and finish an enemy from as far away as you can see it. The game doesn't publish the exact distance, so if a kill doesn't count, back off further and try again. The chasm in the final arena is a second chance later, with Centaurs and Serpents across the gap.

Seven Portals: Mage Section

Switch to the Mage at the courtyard book, take Gate 2 and do these in the first visit to Guardian of Ice. About ten Ettins guard that first section: two near the entrance and the rest after a trigger. Keep the first two alive and lead the whole group downstairs onto one level.

Sculpture Garden

Required: have 10 frozen corpses on the map at once, with none of them shattered. Use gunsgunsguns for the Frost Shards.

  • Bring the Ettins together, then freeze them one by one. Any monster counts, so Afrits or others can make up the numbers if the lowest skill gives you fewer Ettins.
  • Don't walk into or shoot frozen bodies, because shattering one lowers your count.
  • Quicksave before you start.
  • Turning on the Enhanced Weapons modifier makes this easier, because your shards then pass through frozen enemies.
  • Frozen corpses shatter on their own after a short time, so freezing ten separate Ettins slowly can fail even if you never hit one. Work fast, and if the count keeps falling short, use the pig method below.
  • If it fails, the big Ettin crowd on the second Guardian of Ice visit is another chance. Switch back to the Mage for it, then back to the Cleric.
  • Reliable fallback, pigs plus Frost Shards: Level-select Heresiarch's Seminary on the highest skill. Turn on satan, then run straight through the courtyard into the next room, which has a class book. Switch to the Mage there, then use gunsgunsguns and whipit (cheats only give weapons for your current class). Save. Use a torch to light the room, turn as many enemies as you can into pigs with the Porkalator (including the flyers, which otherwise attack the ground group), then sweep Frost Shards across the pigs as quickly as possible. Reload and repeat until ten are frozen at once. The Korax arena in Dark Crucible works the same way with its respawning Ettins.

Out of the Blue

Required: kill 2 enemies with one Sapphire Wand shot. The wand's bolt passes through targets. Line up two weakened Ettins, ideally while the group chases you down a corridor, and shoot along the line.

Makin' Bacon

Required: turn 5 enemies into pigs with a single Porkalator use. Any class can do it. Do it with a quicksave before Sculpture Garden or after reloading it. Gather at least five Ettins close together, use the Porkalator from your whipit stack and reload until five turn. If it doesn't work out here, the Korax arena in Dark Crucible has respawning Ettins and makes a good backup.

Seven Portals: Cleric Section

Switch to the Cleric at the courtyard book and finish the hub as the Cleric. On the three lowest skills, the Serpent Staff is on the pillar that the Gate 2 switch lowered. On skills 4 and 5 it's in the north end room of Guardian of Steel's basement instead. Either way, gunsgunsguns also gives it to you.

It's a Gas

Required: kill 3 Centaurs (or Slaughtaurs) with a single Flechette gas cloud. Guardian of Steel (Gate 3) has around twenty Centaurs.

  1. Clear the Ettins at the bottom of the staircases.
  2. Draw Centaurs down from the top of the stairs to the starting junction.
  3. Wait until three are bunched together and quicksave. The Cleric's Flechette releases its gas cloud at your own feet, so walk right up into the group before using it, then back out and duck behind a statue.

Their shields don't block gas. Weaken them first if they keep walking out of the cloud before they die.

The Old One-Two

Required: kill an enemy with a gas cloud launched by a Disc of Repulsion. Drop a Flechette cloud right in front of you, let an enemy walk up, and use a Disc of Repulsion from your whipit stack. The blast throws the cloud into the enemy. A weakened target makes the kill much more reliable. Quicksave first. You don't need the Bright Crucible secret's Disc, since whipit gives you plenty.

Schlurp!

Required: heal a total of 1,000 health with the Serpent Staff's close-range drain.

  • Leave god mode off. Let enemies chip you down, then drain them at point-blank range.
  • Don't drain Centaurs; their shields block it and their poison hurts you.
  • Progress builds up and survives dying and reloading saves, so you can farm it. Get your health low, save next to a group of melee enemies (Ettins are ideal), drain them with the staff, then reload the save and repeat until it pops.
  • Making the staff your main weapon for the rest of the Cleric section builds the total up naturally too.

Look Out Below

Required: an enemy has to die from a fall. Since Update 1, normal weapon attacks no longer push monsters off ledges, so use Guardian of Fire's collapsing bridge. It's in the room behind the mask-decorated wall on the east side of the main lava room.

  1. Quicksave in front of the bridge room.
  2. On higher skills, Ettins already stand on the bridge. On the lowest skill there may be none, so lure a living Ettin from the main lava room, where they teleport in as you approach, and let it follow you onto the bridge.
  3. Step onto the bridge so the quake starts, then run straight back. The bridge collapses and the Ettin falls to its death.
  4. If the Ettin dies before the quake or lands alive on a ledge, reload and try again.

The far door shuts when the bridge breaks, but you can't lose the Flame Mask: jump to the platform on the left and follow the narrow ledge to the switch that reopens it. A bullhead switch in a new passage off the main lava room's east staircase also opens the far door. If the bridge keeps failing, use a Disc of Repulsion instead. It's an artifact blast rather than a weapon attack, and it's the documented console alternative. Use whipit for a stack, get an enemy standing at the edge of a deep drop, and fire Discs at point-blank range until it goes over. Any long drop works, including the Gate 4 chasm in the final arena.

Triple Play

Required: play as all three classes during one hub, then finish that hub. Do your class changes inside Seven Portals, not Winnowing Hall. Before taking the exit portal:

  • Class changes are community-flagged as sometimes not registering. For each change: highlight the class, press confirm (not just a click), and look for the red puff. Then attack and kill at least one enemy as that class before switching again.
  • Before the exit portal, if you're not sure all three registered, switch through the other two classes once more with the same check (confirm, red puff, a kill), then switch back to the Cleric. If the courtyard book seems not to take a change, players report that a second book further into the hub works.
  • It unlocks when you go through the exit portal and the transition to Shadow Wood plays, even if you quit and reloaded during the hub.
  • If it still doesn't pop, repeat the three-class sequence in Shadow Wood, whose book is up top, and finish that hub instead.

Pieces of Power

Introduced here, finished later. You need all three pieces of one class's fourth weapon on that same class: the Fighter's Quietus, the Cleric's Wraithverge or the Mage's Bloodscourge. Every class's first piece lies in front of the Seven Portals exit portal. Desolate Garden later gives all three pieces in one map, and Level Select starts a fresh game, so picking up this one doesn't matter.

Necropolis and Dark Crucible

Level-select Necropolis. Pick the Mage or the Fighter, since both have good ranged options for Korax's second phase.

  1. Turn on satan, gunsgunsguns and ghost.
  2. From the start, the first door on the left (north-west) hides a portal straight to Dark Crucible. Noclip through the door, turn noclip off and enter the portal.

Are YOU Ready to Die?

Required: kill Korax. In Dark Crucible, noclip through the first two walls into Korax's chamber.

  1. Damage him until he teleports away. That ends phase one.
  2. Ettins and Centaurs pour out of the side doors. Use massacre to clear them; it doesn't kill Korax.
  3. Go through the next door. In phase two Korax stays put and becomes damageable.
  4. Kill him from range with the Mage's weapons or the Fighter's Hammer. God mode isn't always enough in this phase, so keep your distance from him.

If you play this fight normally as the Cleric instead, don't burst phase one down with Flechette gas. That has been reported to softlock the fight.

Checkmate

Required: finish Hexen: Beyond Heretic. After Korax dies, an exit portal opens. Turn noclip off and walk through it. It unlocks as the ending plays.

Deathkings of the Dark Citadel

Use the Cleric for both Deathkings Level Selects.

Regicide Tenebrae

Required: finish Deathkings. Level-select its final hub, Nave, and turn on satan and mapsco.

  1. Turn on ghost and run straight ahead to the far end. Stay out of the middle, where enemies teleport into the water and can telefrag you.
  2. Go through the door at the end, turn noclip off and take the portal. This takes you to Dark Citadel.
  3. Turn noclip back on and run straight ahead to the large arena with three stained-glass windows.
  4. Go through the middle window (the Cleric's) and past the back wall to a portal.
  5. Turn noclip off and step in. It unlocks on the ending screen.

Deathkings: Constable's Gate

Level-select Deathkings' second hub, Constable's Gate, as the Cleric on the highest skill, with monsters on. Reports of this Heresiarch come from the highest skill, so don't rely on him appearing lower down. Try satan and whipit (for a full stack of Flechettes) straight away. Players report using god mode on the remaster's highest skill, but the original Hexen disabled cheats there, so it isn't fully confirmed. If the cheats don't take, fight him normally using the steps below.

I Hate That Guy

Required: kill a Heresiarch.

  1. Drop from the starting ledge to the ground and open the wooden gate in the north-east corner.
  2. Step through into the courtyard. A door at the back opens and a Heresiarch comes out. Once you're inside, you can't leave the way you came, so you can fight from the gateway if you prefer.
  3. Surround him with Flechette gas clouds (around ten) and finish him with the mace. The gas gets through the purple shield he raises, which blocks other projectiles and magic.
  4. He summons Bishops, and his cubes explode a few seconds after he dies, so step away when he goes down.

Without cheats: collect the Flechettes and mana on your way in and save before stepping through the gate. Fight from the gateway so you can duck out of sight; his shield drops after you break line of sight for a while. Use gas clouds and mace hits only while the shield is down, and back off whenever the Bishops gather. Massacre kills haven't been confirmed to count, so kill him yourself. If he doesn't appear, Vestiges of Grandeur has three Heresiarchs on its main route, and the Gibbet route at the end of this guide is another backup.

Castle of Grief: Desolate Garden

The dependable way to get Pieces of Power is the Vestiges run, which you play for Ozymandias anyway (see the default route at the end of this section). Desolate Garden, the secret map of Castle of Grief, holds all three pieces of every class's fourth weapon, so it's worth one optional quick attempt first. Two things are known about its portal. In the original game it only opens if you pulled a switch in Shadow Wood's Sacred Grove (and crossed the end of Bright Crucible) earlier, which a Level Select start hasn't done. Separately, console players report reaching it in the remaster with noclip. Which of those holds from a fresh Level Select start isn't established, so give it exactly one check.

Level-select Castle of Grief as the Cleric and turn on satan, mapsco and locksmith. Pickups and portals only work with noclip off.

Pieces of Power

Required: assemble the fourth weapon on one class. No cheat assembles it; you have to pick up all three pieces in the same campaign run. Saving and reloading that run is fine; what resets progress is starting a separate Level Select game, which begins fresh without your earlier pieces.

  1. Turn on ghost and noclip to the far south of Castle of Grief, outside the castle walls. A portal sits behind a wall there. Turn noclip off on open ground and step in to reach Forsaken Outpost.
  2. Noclip all the way north to the podium room. The Desolate Garden portal is behind a wall there. Noclip through the wall, turn noclip off on open floor next to the portal and step in.
  3. If the portal doesn't take you, stop here and use the Vestiges default route. Playing through Forsaken Outpost's room normally, including taking the Daemon Codex, isn't confirmed to make up for the missing earlier-hub switch.
  4. In Desolate Garden you need all nine switches. Eight outer switches rise and fall at random, one at a time, and each pull teleports in a monster. Two pulls open the north lift, four open the south lift and six open the north and south staircases. After the eighth, a ninth switch rises in the centre (pulling it summons Dark Bishops). That ninth switch opens the exit-portal area.
  5. Collect your class's three pieces with noclip off:
  • Exit-portal piece: behind the exit portal, overlooking the main courtyard (reachable after the ninth switch).
  • Slime-trap area piece: inside the eastern slime-trap area, near its east end.
  • Revealed piece: directly across from the slime-trap room's door. It's uncovered once you trigger the trap and then disarm it. The slime-trap room seals about two seconds after you step in and starts filling. The skull-face switch on the high wall at the far east end, behind a pillar, becomes reachable as the slime rises; hitting it drains the slime and reopens the door. Be inside when the trap fires, because its contents become unreachable if it triggers while you're outside.

Before leaving, check you have all three:

  1. Behind the exit portal (needs all nine switches).
  2. Inside the eastern slime-trap area.
  3. Across from the slime-trap room's door, after triggering and disarming the trap. If the trap fired while you were outside, reload and enter before it triggers.

The weapon assembles on the third piece, and the achievement unlocks then. Only pick up the pieces for the class you're playing, because assembling another class's weapon has been reported not to count.

Default route: Vestiges of Grandeur. You have to play Vestiges for Ozymandias anyway, and its three main maps each hold one piece for every class. Play the full route (don't skip with the portal shortcut) and stay on one class for the whole run, collecting all three of that class's pieces with noclip off:

  • Glade of the Fallen: Wraithverge in the dark tunnel west of the tree-covered area just south of the well. Bloodscourge in the tunnel in the south-west corner of the gargoyle-statue area. Quietus in the tunnel in the south-east corner of the graveyard, on a small island.
  • Volcano Chapel: Quietus up the steps south and east of the cave-door tunnel. Bloodscourge along the dirt path south and west of the holy symbol. Wraithverge north-east of the holy symbol, across two lava rivers.
  • Frozen Sanctum (each via an ice-platform jump): Quietus on top of the rocks north of the entrance portal. Bloodscourge on the cliff outside the library's north door. Wraithverge on the cliff outside the library's east door.

Pieces from separate Level Select games don't carry over, so all three have to come from the same campaign run (saving and reloading it is fine).

Vestiges of Grandeur

The five-chalice, four-Heart full route below is the supported default; the portal check before it is an optional, unverified experiment. Vestiges is one hub, so start it from the beginning (if Level Select offers its Serpent Temple hub, start there instead). If you still need Pieces of Power, collect your class's piece in each of Glade of the Fallen, Volcano Chapel and Frozen Sanctum (locations under Pieces of Power) before entering Korax's Domain. Stay on one class for the whole run. Weapons don't carry over when you change class, and nobody knows whether weapon pieces do. Keep satan and mapsco on, and make a manual save before every scripted event.

  • Maps: MAP01 Temple Outskirts leads to MAP02 Serpent Temple, the hub. Its four main maps are Swamp of the Forgotten, Glade of the Fallen, Volcano Chapel and Frozen Sanctum, and the finale is MAP08 Korax's Domain. Elemental Temple and Garden of Medea are optional secrets; skip them.
  • Cheats: locksmith should cover all of the expansion's keys. sherlock is unverified in this expansion, so treat it as an experiment on a separate save, not part of the route. It may give the classic puzzle items (skulls, Hearts, books, masks, gears and so on), but probably not the new chalices. Use ghost only to reach things, and turn it off for every pickup and portal.
  • Keep the game updated. Current versions fix one-use Serpent Temple portals and a softlock on Korax's Domain's final puzzle.

Vestiges: Quick Portal Check

The five chalices and four Hearts below are the confirmed way through Vestiges. A console noclip shortcut through the right teleporters is shown in a community video, but it isn't written out anywhere and hasn't been verified, so this guide can't give its exact path. Treat it as a single optional experiment, and skip it entirely if you still need Pieces of Power:

  1. In Temple Outskirts, use ghost to go straight to the temple at the end. Turn ghost off on open ground and step into the portal to Serpent Temple.
  2. In Serpent Temple, ghost to the eastern wing with the four Heart pedestals and look for the portal to Korax's Domain behind it. Turn ghost off on open floor and try to step into it.
  3. Make a manual save before you try the portal. If it takes you to Korax's Domain and you still need Pieces of Power, reload that save and play the full route instead so you can collect the pieces. Otherwise skip to Korax's Domain below.
  4. If there's no working portal, you can try sherlock (unverified), but make a separate save first. Owning an item isn't proof that its step is done: switches, boss fights and scripted events tied to picking items up may not have fired. Only count a step as finished when its effect actually happens (a door opens, a Heart's pedestal accepts it, the portal appears). If anything stops progressing, reload the separate save and collect everything on foot.

Vestiges: Full Route

Getting in: start Vestiges from its first map, Temple Outskirts. Turn on ghost and go straight to the temple at the end of the map (you don't need its keys or weapon choices). Turn ghost off on open ground and step into the portal to Serpent Temple, the hub.

Chalices come first, so the hub opens up. On the first visit to each main map, only its chalice can be reached. Each chalice goes on the main hall's podium steps: climb the stairs behind the hall's east double doors.

  1. Coiled Chalice, Serpent Temple: from the start, drop down the rocks and head north past the large rocks to a tunnel guarded by a green Chaos Serpent. Go around the green rocks to a second serpent tunnel, then south into a cave with Afrits. Climb the steps past the blue mana over the deep hole and enter the cavern to the south; the chalice is at the top of the rocks. Place it on the middle step to open the north-west portal.
  2. Gilded Chalice, Swamp of the Forgotten: follow the sludge river east into the Stalker tunnel, climb the wooden stairs west at the pit edge and enter the castle. Take the west door and the steps to a four-door junction (skip the south pair). Go out a north door, north again to the chamber with Timon's Axe, then down the steps; the chalice is behind the door at the bottom. Taking it opens the way back. Place it on the middle-left step to open the south-west portal.
  3. Earthen Chalice, Glade of the Fallen: take the tunnel west to the wooden building with graves, go south past two buildings to the two Korax doors, then north across the river to the gargoyle clearing. Go east up the steps (Slaughtaurs wake here); the chalice is at the end of the path. Place it on the middle-right step to open both east portals.
  4. Molten Chalice, Volcano Chapel: from the first pair of minotaur statues, jump the rock platforms left to the far cliffs, then work north and north-east across the platforms to the far side of the broken bridge. Climb to the chapel's double doors and take either set of steps beside the back altar to the chalice. Its room seals until you beat the Dark Bishops. On the way out, pull the minotaur switch that rises from the holy symbol at the entrance to raise the bridge back.
  5. Rimed Chalice, Frozen Sanctum: climb to the clifftop, go east down to the frozen river and into the library. The switch by the pit on the library's west side makes a bridge; cross it, take the south-west doorway, then go west out a door and north down the steps to the chalice. The eastern door opens once all five chalices are on the podium.
  6. Silver key, Serpent Temple eastern wing: go through the Heart pedestal room, then south into the stained-glass room and pull its north switch. Continue south through the rocky area and the Afrit tunnel and pull the switch at the top of the steps to open the west door. Fight on to the silver key room and hit the face switch at the top of its south steps to lower the key. Or just use locksmith.

Then the item chain. With locksmith on, skip every key fetch and just open the doors; keys open the same doors either way.

  1. Frozen Sanctum: the library's south door (silver key) leads to a hall with a wooden platform. Through its east door, the switch in the north-east corner turns the bookcases into stairs up to the axe key. Through its west door, pull the switch at the north end, then the one in the next chamber. Go through the west bookcase and south into the sewer, where the swamp key sits on a platform past the Stalkers.
  2. Glade of the Fallen: the axe key opens the brick tower at the north-east end of the graveyard; climb it and ring the bell. Then take the steps down at the graveyard's south end to the mausoleum. The castle key is in the tomb in the octagonal room east of it; taking it drops enemies through the ceiling. Don't place any skulls yet.
  3. Swamp of the Forgotten: the swamp key opens the castle's south door. Go down to the storage room and through to the far side of the pit, then pull the moon switch for a bridge. Head east, passing (and noting) the dungeon door, wade into the sludge pool and enter the large rock ringed by six platforms for the horn key. Go west to the vine platform for Yorick's Skull 1. The castle key opens the western castle doors to an eight-door junction. Take a south-east door to the flooded library, where the switch behind the desk lowers two bookcases and the Liber Oscura is on the desk beyond. Take a north-west door to the hall with the steel key at its west end; run through the dart traps it triggers.
  4. Glade of the Fallen: the horn key goes in the receptacle in the building north of the Korax doors in the south-west corner. That opens the storage area, with the fire key in a recess at its north-west end. The library off the storage area's east side has a switch at its north-east end; it opens the bookcases to the Daemon Codex.
  5. Volcano Chapel: the steel key opens the steel doors on the north side of the chapel staircase into the green hall. Go down the middle steps and through the west doors into the bookcase maze. Pull the east switch, then the north switch, then the north-west corner switch, then the east switch again; the cave key is behind the south-west steel door. Take the cave route to the cloister for Yorick's Skull 2; its north-east switch then gives a lift and a moon-switch shortcut back to the chapel. The fire key opens the chalice room's north fire door to a circular pit. The dungeon key hangs in a cage above it (pull the pit's north switch to lower the floor), and taking it raises lava and six stone platforms to stand on. Both flame masks are caged in the room north of the pit. The moon switch past the door east of the pit opens one cage, and the one down the battlement past the door west of the pit opens the other.
  6. Clock gears (dungeon key): in Swamp of the Forgotten, the dungeon door in the south swamp leads to five valves. Turn them in order: left, then the second past the Stalkers, then take the east tunnel lift for the third and fourth on west walls, then the west tunnel lift to the fifth across the pool. The gear is in the southern chamber. In Glade of the Fallen, the dungeon door is in the mausoleum's southernmost room; go through the prison and north past the sludge river. In Volcano Chapel, take the lift behind the chalice room's bronze door down to a dungeon door, and the gear is west and south past the Slaughtaurs. If the bronze door won't open yet, reach the cloister first. In Frozen Sanctum, take the sewer stairs to the dungeon door; the gear is in the six-door room behind the middle door on the west side.

Then the four Hearts of D'Sparil. Volcano Chapel, Frozen Sanctum and Glade of the Fallen each have a Heresiarch guarding the way, so I Hate That Guy unlocks here if you still need it.

  1. Volcano Chapel: put a flame mask in the wall slot on the ledge south of the chapel entrance stairs to melt the metal block, then climb the bell tower for the Holy Relic. Back in the chapel the exits seal and a Heresiarch appears. Kill him, place the relic on the altar, take the urn in the chalice room and go down the circular stairs to the Heart. Traductus attacks through a window when you take it.
  2. Frozen Sanctum: put both books on the bookcase in the wooden-platform hall; if it stays shut, check you placed both the Liber Oscura from Swamp of the Forgotten and the Daemon Codex from Glade of the Fallen. Some players report needing a second Liber Oscura from Swamp of the Forgotten. Go down the stairs it opens and out, then east up the steps for Yorick's Skull 3. At the far west end, south of where the chalice was, the ice-block room takes the second flame mask; kill the Heresiarch it releases for the Sigil of the Magus. Put the Sigil in the receptacle in the stone chamber reached through the tunnel south of the wooden-platform hall, kill Menelkir, and follow the path north to the icy platforms and the Heart.
  3. Glade of the Fallen: manual save first. Put the three skulls only on the headless statues in the small garden north of the planters, east of the entrance portal. Placing them on the north-west gargoyle statues is reported to make the expansion unwinnable. Kill the Heresiarch for the Glaive Seal. Put it in the slot in front of the stone block by the north pool (west of the gargoyle statues), kill Zedek and take the west door, stairs and bridges to the Heart.
  4. Swamp of the Forgotten: manual save first. Put the four gears in the clock tower hatches in the north-east swamp and kill the four Death Wyverns that appear. Then go through the metal door past the tower and north past the Stalkers to the island Heart.
  5. Serpent Temple: place the four Hearts on the eastern pedestals to reveal the portal to Korax's Domain.

If the Korax's Domain portal hasn't appeared, check the hub in this order:

  • Podium: all five chalices placed (Coiled, Gilded, Earthen, Molten, Rimed). The eastern door stays shut until the fifth goes in.
  • Eastern wing: through the eastern door, with the silver key collected or locksmith on.
  • Hearts: four on the eastern pedestals, one from each main map.
  • Volcano Chapel Heart: flame mask 1 in its slot, Holy Relic on the altar.
  • Frozen Sanctum Heart: both books on the bookcase, flame mask 2 in its slot, Sigil in the receptacle.
  • Glade of the Fallen Heart: three skulls on the headless statues, Glaive Seal in its slot.
  • Swamp of the Forgotten Heart: all four gears in the clock tower (from the Swamp valve dungeon, the Glade prison, the Volcano gaol and the Frozen Sanctum six-door room), and all four Death Wyverns dead.

Vestiges: Korax's Domain

If you're collecting Pieces of Power here, check before entering that you have all three pieces for your class. If one is missing, go back to its named spot (Glade of the Fallen, Volcano Chapel or Frozen Sanctum, listed under Pieces of Power) and pick it up with noclip off.

  1. Pull the switch on the north wall to lower a lift and ride up. Korax rises from the central hole.
  2. Damage him to half health. He teleports away and the surrounding doors open; clear the enemies behind them.
  3. Save, then solve the symbol puzzle. Four symbols rise in the central chamber, and each corner chamber has a set of symbol switches. Press the matching symbol in each corner. A wrong pick spawns enemies and swaps in two new symbols, so save between presses, and go back to the central chamber to reread the symbols after every wrong pick before pressing the next one.
  4. The north chamber opens and phase two starts. Kill Korax from range and keep your distance.
  5. Kill the Chaos Serpents released in the north chamber and step into the portal at its north end. If the north doors ever stay shut, reload your save.

Ozymandias

Required: finish Vestiges of Grandeur. It unlocks at the end of the expansion, after you take Korax's Domain's north portal. Let the ending run instead of quitting to the menu, then check that it popped.

Castle of Grief Cleanup

Only use this if I Hate That Guy is still locked after Constable's Gate and Vestiges. Level-select Castle of Grief and turn on satan, ghost and mapsco.

  • I Hate That Guy fallback: play on skill 4 or 5. Use sherlock for the four clock gears (it should give them, but that isn't confirmed in the remaster; otherwise collect them by hand) and locksmith for the Axe key. Put the gears in the clock in the south-west clockhouse, ride the central tower lift and press the eight-pointed switch at the top to reach Gibbet. Take the Axe door on the west side of the central circle; it's open for only six seconds and doesn't reopen from inside. In the throne room, kill exactly one of the green Chaos Serpents, then stop and wait a few seconds. The script that opens the next area misfires if several die at once. The Heresiarch appears when the wall behind the throne lowers.

Co-op

Local Split-Screen Hub

You need three controllers, one for each class. Guest profiles work for the extra players.

  1. Pick Hexen, go to Multiplayer > Add Players and press a button on each extra controller, adding a guest account for each if asked.
  2. Continue, choose Local, set the game to Hexen and pick a hub. Use the lowest skill.
  3. Give each player a different class: one Fighter, one Cleric, one Mage. Update 2 fixed class selection in split-screen, so check that the classes actually differ before you start.

Co-op progress can't be saved, so plan to finish the hub in one sitting. The default is to leave monsters on, because several Seven Portals steps (the serpent rooms behind Gates 2 and 6, and the final Centaurs) normally open only after kills. Faster alternative: Xbox players report finishing with monsters turned off in the co-op setup (or on the lowest skill). With monsters off, the final bridge may not form because there are no Centaurs to kill, so cross the chasm with the Wings of Wrath. Take them from the ledge in the crevice on the east side of the chasm; whipit is a quicker source only if the Cheats menu works in your co-op session. If any other kill-gated door won't open, restart with monsters on.

The Full Party

Required: finish a whole Hexen hub in co-op with a Fighter, a Cleric and a Mage all present. Seven Portals is the standard choice. Follow the same hub route as the Triple Play run, using your main controller; the other players spawn and respawn near you, so you don't have to steer them. It unlocks on the grey story screen after you take the hub's final exit portal, so wait there until it pops. If the blue bridge doesn't form after the last Centaur dies, fly across the chasm with the Wings of Wrath (use whipit, or grab them from the ledge on the east side of the chasm).

If you play online instead, use a private lobby. Public lobbies often fill with Mages.

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