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01 - Winnowing Hall
Winnowing Hall
Hexen: Beyond Heretic
Information
Hub

Prologue

Statistics
Puzzle Items

Emerald Key
Silver Key

Secrets

0

New Enemies

Ettin
Afrit

New Weapons

Spiked Gauntlets (Fighter)
Mace of Contrition (Cleric)
Sapphire Wand (Mage)

New Artifacts

Crystal Vial
Quartz Flask
Flechette
Platinum Helm
Icon of the Defender

Map
To be Added
Level Chronology
Next

Seven Portals

[Source]
Among the first places set upon by Korax's minions, the chapels bell sounds as a death knell for the doom about to befall the rest of Hexen.

Winnowing Hall is the prologue level of Hexen. The level consists of two main parts - the large temple-like building, which is decorated with many stained glass windows and features a concealed crypt, and the bell tower area, which includes a small cave.

The map's main objective is to ring the bell, in order to open the teleporter in the temple's center.

Synopsis

Walkthrough

From the start of the level, go forward through the door and into a room with a barred teleporter in the center. Be aware that there are two traps in this room. One is triggered when you go near the one of two carvings of Korax's face in the south of the room. The walls will spin around and shoot lava balls; there are Flechettes to grab on the triggers. The other trap is activated when you step onto the central platform where the teleporter is. This trap opens four chambers containing Ettins. There are also several alcoves with stained glass panels. Go into the western alcove and smash the northernmost glass panel there, revealing a hidden stairway. Go down the stairs and a switch will emerge to the player's left. Pull it and a series of four doors will slide open. Go up the passage into the next room; some of the walls will lower, revealing more Ettins. There is a switch next to the glass panels on the far side of the room. Pull it and a platform with the Emerald Key lowers. Take the key and leave the room; note that the four doors in the stairway will begin opening and closing in succession, so it is advised to run through.

Go back up the stairs and leave the building, heading southeast to a locked door. The Emerald Key unlocks it and you may proceed. There will be a button straight ahead. Push it and the stone door to the player's right will open. Go through that door and up the stairs to a rampart. Another button will appear. Push it and head back down the stairs and to the south through the newly opened door. There is a bell tower and a small cave; enter the cave and follow the path toward the Silver Key. Upon taking the Silver Key, sections of the cave passage will begin gnashing against each other; watch the timing of the crushers and run through carefully. Enter the bell tower and climb to the top of the stairs, then hit the bell: it will begin ringing. Head back to the beginning of the level and enter the teleporter room. The teleporter is now unbarred; walk into it. There will be a red portal in front of the player; walk through it to enter the first hub. There is also a passage on the right so that the player can explore the level again before leaving. Once the player enters the red portal, they cannot come back to this level.

Secrets

There are no secrets on this level.

Gallery

To be Added

Stats

To be Added

Enemies

HereticStatIcon Fighter Cleric Mage
1-2 3 4-5 1-2 3 4-5 1-2 3 4-5
AfritIcon 2 4 4 2 4 4 2 5 5
EttinIcon 18 24 40 18 24 40 18 23 39
CentaurIcon - - - - - - - - -
SlaughtaurIcon - - - - - - - - -
SerpentGIcon - - - - - - - - -
SerpentBIcon - - - - - - - - -
StalkerIcon - - - - - - - - -
WendigoIcon - - - - - - - - -
DarkBishopIcon - - - - - - - - -
ReiverIcon - - - - - - - - -
Total 20 28 44 20 28 44 20 28 44


Notes

  • Winnowing means to eliminate that which is inferior.
  • All of the stained glass windows in this level can be broken, and several of them conceal items. The stained glass depicts the three character classes. Some have an extra pane above them that depicts the ultimate weapon of that class.
  • If the player stands in the northeast corner of the room beyond the emerald door and looks towards the bell tower at a certain angle, a HOM effect can appear on the far wall of the outdoor area.
  • An Ettin inside the bell tower is stuck to the wall.
  • If the player is using the Mage Class, they do not need to get the Silver Key in order to complete the level. At the area with the bell tower, aim at the bell through the window and shoot it with the Sapphire Wand to lower the teleporter in the other room.

External Links

Hexen - Hubs & Levels
Prologue Winnowing Hall
Hub 1
Seven Portals
Seven PortalsGuardian of IceGuardian of FireGuardian of SteelBright Crucible
Hub 2
Shadow Wood
Shadow WoodDarkmereCaves of CirceWastelandsHypostyleSacred Grove
Hub 3
Heresiarch's Seminary
Heresiarch's SeminaryOrchard of LamentationsSilent RefectoryWolf ChapelDragon Chapel
Griffin ChapelDeathwind Chapel
Hub 4
Castle of Grief
Castle of GriefForsaken OutpostGibbetEffluviumDungeonsDesolate Garden
Hub 5
Necropolis
NecropolisZedek's TombMenelkir's TombTraductus' TombVivarium
Epilogue Dark Crucible

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