YMMV / Hexen

  • Anti-Climax Boss:
    • Korax; compared with the Heresiarch (who has an annoying invulnerability spell), he is not that intimidating of a fight. Just shoot him until he dies after fighting a bunch of easy Mooks at the end of phase one. The only catch is that he likes Teleport Spam, but this just drags out the fight slightly. If you've hoarded at least two Icons of the Defender, then the fight absolutely takes little to no effort as Korax can't kill you, and when you finally catch up to him, you can spam your BFG on him. He will die in seconds on the second phase if you get lucky.
  • Demonic Spiders:
    • For Hexen:
      • The Wendigos are broken. They may die easily, but they shoot tons of ice balls that take out half your life if they hit you. And god forbid you play the highest difficulty (they shoot twice as fast). The Fighter likely has the biggest problem handling them, due to lacking any good ranged weapons on the first hub (which is where you encounter 90% of them). While you'd expect the Mage's second weapon to be ineffective against them, luckily it still harms them just fine. At least they only appear in a few levels... and then cue the Ice Hold in Deathkings of the Dark Citadel, a stage populated by nothing but Wendigos.
      • Slaughtaurs come dangerously close. They look exactly like Centaurs, except they can fire projectiles from their shields. Which means the first frame of their firing animation looks just like their blocking pose. And combined with the fact that they fire almost instantly after assuming the position, this means that it's very difficult to beat even a single slaughtaur - let alone a horde of them - without taking at least one cheap shot.
    • Hexen II gives you:
      • Skull wizards and shadow wizards who like to teleport behind your back, blast you and then teleport away when you return fire, only to repeat the whole thing again.
      • The werejaguars and werepanthers from Mazaera, who take a ton of hits to kill, can occasionally close the distance between you really quickly by leaping forward, and attack fast enough when within range that it'll shred your HP to ribbons if you're of a squishier class. Thankfully, not so much if you're a Paladin, who's a far better Close Range Combatant: your sword will knock them back while dealing ridiculous amounts of damage that were-jaguars, being Fragile Speedsters, just can't take - at worst they'll annoy you when they get into their invulnerable "roaring to the skies" pose. Though if you end up fighting three or more at once, they're definitely trouble no matter what class you're playing as.
  • Game Breaker:
    • The inventory system itself is one. Unlike in Heretic, you can hoard all items for the entire game, except for Wings of Wrath, with a maximum of 25 items. If you're stingy about using your "Icons of the Defender", then you'll find them game-breaking against the player-class bosses of the final hub as well as Korax himself. Hoarding "Kraters of Might" will provide a long stretch of constant fire with your BFG to go with your invulnerability hoard too.
    • The Cleric's Wraith Verge: It is very easy to use and ammo tends to be plentiful enough to use it quite often (it also helps that Harder Than Hard increases ammo pickups by 50%). The three Player Character bosses in the Necropolis die like chumps to the angry ghosts. Spamming it on the final boss isn't as effective as usual, but still makes Korax a Joke, even more so if you've saved an Icon of the Defender or two for invulnerability.
    • In multiplayer deathmatch, firing it upon another player forces them to either attempt to reflect the ghosts back with a "Disc of Repulsion" or retreat to avoid fatal damage.
    • The Heresiarch, an otherwise drawn-out boss battle, can be finished with ease by stun locking him as the Cleric, using Gas Flechettes. He is supposed to have an invulnerability phase, but this ignores all invulnerabilities.
  • Goddamned Bats: Centaurs/Slaughtaurs. They're everywhere and they have shields which make them invincible for a short time after every hit. They really aren't that dangerous, but certain classes' weapons (read: Cleric) make them take forever to kill.
    • They also reflect non-Hit Scan projectiles when they block. So when you're fighting a horde of them, be careful with your Infinity Plus One Weapon that you don't accidentally take the projectile right in the face afterwards.
    • Fortunately, the Cleric has the Wraithverge in his arsenal and that's a kill that a shield can't block. Granted, it sucks up a lot of mana, but if you can get the centaurs to cluster, one shot will take out a good chunk of their numbers.
    • Ways before that, Cleric can dispatch the Centaurs pretty easily with poisonous flechettes.
    • Slaughtaurs are also indistinguishable from Centaurs until they start shooting projectiles out of their shields at you.
    • Not only this, Mage's lightning spell helps same way. A LOT.
    • Remember those annoying gargoyles from Heretic? Well now they're called Afrits, their fireballs do more damage, they shoot a lot more of them, and they can dodge.
      • Now take those Afrits, give them one explosive fireball instead of a series of them that does even more damage, exchange the dodging ability with added toughness and a health-draining melee attack that can put them above their maximum of 150 hp, and have them intermittently respawn wherever they appear. Now you have Reivers. They only show up in Necropolis, at least.
    • Hexen II has the flying imps who are frail, but nearly impossible to hit from afar.
    • Also in Hexen II are the Medusa enemies in Septimus, who can freeze you in place with their gaze.
  • God Damned Boss: The Heresiarch from Hexen is quite a step up from the Death Wyvern. He has an invulnerability shield spell that he can cast whenever he feels like it, which he frequently does. (The spell lasts a while, too. God help you if you use homing projectiles (Parias or Daedolon's 4th weapon) when he sneaks in the shield.) He has 5000 hitpoints (a thousand more than the Cyberdemon.), and two other attacks. One of which is a stream of explosive bolts that, while not too hard to dodge, can kill you quickly. His other attack consists of two homing, bouncing skulls that also last a while. When he gets closer to dying, he starts summoning dark bishops as well. One saving grace to the fight is that he takes a little while for him to get his spells off, giving you plenty of time to attack him before he retaliates. When you finally defeat him, don't touch his orbiting magic cubes that fall to the ground.
  • Good Bad Bugs: Constantly strafing left and right in tiny increments while running lets you move a lot faster in Hexen II. That's right. Hexen managed to unintentionally incorporate snaking into an FPS.
  • Kaizo Trap:
    • Defeating Korax may leave one feeling smug, but watch out for the four ghosts that he releases upon death or you might be shredded by them and left staring at Korax's dead carcass with your body dead on the floor. They behave like the Ghosts released from the Wraith Verge, the Cleric's BFG.
  • Hell Is That Noise: Snarling and sword-swinging in Hexen II, marking the presence of a were-jaguar.
  • Enemy Summoner: The Heresiarch not only fights well, but he can summon his Dark Bishops to fight with him.
  • Nightmare Fuel: The mutilated, hanging corpses in the Griffin Chapel.
  • Porting Disaster: The PlayStation version. Naturally, you get the port of the same quality as Doom for the Super Nintendo, but with floor/ceiling textures present and made for a console where such quality won't work anymore. Obvious screws include: one-sided enemy/character sprites, choppy framerate along with low resolution, several interior replacements and programming oversights, and, for a dessert, the soundtrack has been butchered in order to fit all those CD-DA tracks into the remaining part of the disc when they could've easily used XA tracks. To make the port even more frustrating, one save eats the entire memory card, compared to Total Meltdown which used, in the worst cases, seven blocks of it! Although, in its defense, it has pretty good FMVs for a game like this and more comfortable controls than the N64 version did. The loading times (from the CD, that means) are not large either.
    • And, on a side note, that was developed by Probe. Yeah, the same guys who brought the first two Mortal Kombat games onto consoles.
  • Sequential Boss:
  • That One Boss: None of the four Horsemen of the Apocalypse in Hexen II are pushovers, but the last one (War) is downright broken. The only thing he does is ride around spamming homing axes. The level you fight him in doesn't really have any places to take shelter and the axes (which do a crapload of damage) seem smart enough to fly around the few corners you can hide behind. Best thing to do is swallow your pride, use an invincibility item and unload all your firepower into the guy at point blank range.
    • In the first game, Zedek, Traductus, and Menelkir. While the three may not have as much health as the Heresiarch, they are much more dangerous. They possess the 4th weapon of their respective classes, and will spam it without mercy, killing you very quickly if you're too close. Zedek is difficult enough, but Menelkir's Bloodscourge and Traductus' Wraithverge home in on you. (The one time where discs of repulsion are actually useful, however.) On top of all that, they have erratic strafe-like patterns, making them a right pain in the ass to hit.
  • That One Level: One particularly nasty section is a hidden room in the Guardian of Steel level that must be crossed in order to open the way to the secret level. You get teleported into a small room surrounded by several Wendigos (see Demonic Spiders) who must be killed before the walls of the room open to let you out. (or let more Wendigos in) At this point you don't have a great deal of firepower yet, so expect to take a beating.
    • A good way to deal with the wendigos there is to grab the Wings of Wrath first (near the end of the hub). When teleported in the level, after killing wendigos that trigger the walls to lower, the player can fly as fast as he can for the elevators. The wendigos can then be attacked relatively safely from the main room of the map, through a window, using either flechettes (fighter) or the ranged weapons (cleric or mage). Confirmed to work even on the hardest difficulty.
  • Tier-Induced Scrappy: Outside of the Wrathverge and the Firestorm, the Cleric's weapon set is considered to be lackluster compared to those of the other characters.
  • Too Awesome to Use:
    • Averted with the BFG weapons, Hexen: Beyond Heretic is littered with so much ammo that you can only run out of ammo if you squander the BFG shots on trivial single enemies. There is so much ammo in fact, that the ultimate weapons can be game breakers, especially the Wraith Verge.
    • Played Straight with some of the items in H.B.H. The Icon of the Defender provides 30 seconds of invulnerability but is very rare, making it likely to save them all until the Final Boss. This can pay off, making Korax a complete joke as he fruitlessly tries to kill you and you spam your BFG on him.
    • The Dark Servant summons a Maulotaur (A boss in Heretic) to fight for you, but there are only two in the original game. Can serve as a handy diversion fighting the Heresiarch, but not much else.
    • Dragon Skin Bracers (H.B.H.) boost your armor, but you may have trouble finding the perfect time to use them since getting hit is usually not a goal when playing the game. They are also quite rare too.
    • Krater of Might refills all of your mana to the maximum of 200 each. They are more common than the above items, but can pile up due to how abundant mana is in the original game.
  • They Wasted A Perfectly Good Gameplay Mechanic: In the first Hexen, every so often you'll encounter floating platforms, generally represented as glowing sparkle effects and coded as floating "actors" you can stand on. In-game these are used as run-of-the-mill Floating Platforms. Modern source ports for the Doom engine have used these to create bridges and ceilings for proper room-over-room effects, the one major limitation of the 2.5D Doom engine.
  • Unwinnable by Insanity: The secret level sacred grove requires you to kill ettins quickly. If the number of ettins exceed 20, infinite groups of chaos serpants will spawn and overwhelm the player. While death normally resets the level to the beginning (or last save), it's a terminal state for a co-op server requiring the game to be restarted.
  • Visual Effects of Awesome: The game does some amazing things with the Doom engine, like doors opening outward instead of just sliding up, waves on water, and certain floors collapsing in chunks instead of just sinking down all at once.
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