ENEMIES & COMBAT TACTICS.

Hexen II on a highest difficulty level - is a game of tactics, a methodic and calculated kill-fest, where no item is useless and every pull of the trigger has to have a strategy behind it. Every enemy in Hexen II requires its own special approach. Rushing in with a sword or a spell in hand - will get you hopelessly killed, in the most disappointing manner.

So, the things we are bound to encounter, and how to dispatch them properly...

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The Black Spider.
 

The most basic of all Hexen II creatures,  Use melee weapons against them, while playing the traditional range game: backpedal after you strike, to keep your distance a step away from its melee attack. It is pretty simple. Nonetheless, weaker close-combat characters, such as the Necromancer and Assassin, should consider ranged approach, - depending on what you can spare at that moment. Usually, in the 1st episode - saving mana is more critical, while further on - ranged attacks will become a staple solution for these pests (for the Necromancer or Assassin) . Also, always look for any alternative means to dispatch these enemies:, using environment and positional advantage, such as attacking from above (where possible).

Also, keep in mind that deep water is deadly to all land-based creatures of Hexen II
 (for the black spiders it doesn't have to be that deep) - so whenever possible you certainly should take an opportunity to either lure or push the spiders underwater.

Danger factor: 2 out of 10


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Knight Archer.

Knight Archers are the epitome of "freebies" and are divided into 2 categories: the ones that will actively walk toward you (they can't run), if they spot you, - and the kind that will stand firm no matter what and attack exclusively from a distance.

The first type, due to their automatic tendency to walk toward you - can (AND SHOULD) always be led to a some kind of trap, or a position where you can hit them, but they can not hit you back. This almost always will be a "corner trap" (yes, that simple) since these dudes seem unable to walk around corners when you are in the melee attack range; even though they don't appear to have a melee attack....So, hide behind a corner, make sure they see you, - and as you hear them approach - hack away! This tactic is imperative, if you want to survive, and generally will (and should) be used whenever possible to trap any enemy that has lost its way.

However, every now and then you will encounter Knight Archers that won't move, and shoot you on sight. There are at least two ways to deal with them - one: run toward them from a close cover, attack once - and quickly get return to cover. Repeat.  When a nearby cover is unavailable - you can, with practice, close the distance by doing zigzag dashes, if your time it right. Make a short angled dash as the Archer fires an arrow. NOT BEFORE THAT - or it will not work. One dash per shot. Also, watch out for double shots - sometimes an Archer will make 2 shots in quick successions. This way you can work even without a cover, if you get good. However, it won't work with multiple Archers. 

Archers' projectiles are extremely fast, but it takes for them a second to draw their bows, so it is possible to take advantage of that using various hit-n-run tactics. Occasionally, you will also encounter Archer Lord - a variant that hits harder and much faster - plus, is 4 to 5 times more durable. Usually you will need some additional help with this one: a tomed-up weapon, or magic items, like Glyphs. Otherwise - bring enough mana and a big gun. Corner ambushes work against Archer Lord - but he can (and will) get out of the trap and will blast you repeatedly at point-blank range. So as this about to happen - either reposition, or use Repulsion Discs to reposition him, or - pre-damage him with other weapons before corner-trapping. In the later episodes Archer Lords become much more common, and will mandate both firepower and cover - to successfully deal with. Especially so - when there are several of them at once.

Danger factor: 1 out of  10   //   3 out of 10   //    6 out of 10 respectively  

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Fire Imp / Ice Imp.

Imps are tricky, fast and very dangerous, mostly because they move without making any  sound at all. (there is a sound when Imp is active, but no sound to indicate movement). As an airborne creature - Imps immediately use vertical positional advantage over you, if the structure where the fight takes place - allows it. And since they can do it without making a sound - this maneuver makes them an enemy not to be underestimated. Also, Imp's dash attack is impossible to avoid, unless you use solid cover or a Disc of Repulsion. If you have Discs of Repulsion to spare - then you can counter-attack the Imp, thus sending his projectiles back to him, (if your timing is right) - or successfully defend and open a window for your own attack. Fortunately, these creatures are physically weak, and all you need is a few of well-placed hits.

With that in mind, remember, that while fragile, Imps pack a serious punch. Their attacks are among the deadliest in the game, and they can send you to the next world unexpectedly fast, especially the Ice Imp variant. All characters should take a ranged approach when fighting Imps, except for Paladin - who should always attack from cover with his Vorpal Sword. Crusader may try to use his hammer in the same manner, but should be ready to switch back  to ranged attacks. Being careful and observing all 360 degrees around, once you hear the Imp's "alive" sound - is the key to taking them down rather with ease. In an open space, these creatures should be your first priority target.

Danger factor: 5 out of 10

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Hydra.


Despite what's written in the Hexen II manual, Hydra (thankfully) can only attack underwater, in its natural habitat. Hydra blends very well with its surroundings and can be hard to spot sometimes. It can fire as fast as in a split-second, dealing heavy damage AND taking away your vision for a short time. If Hydra gets to repeat this process - you die.

Your best tactic, is to survey the water carefully from land - and dispatch it safely from there. Or, lure the Hydra close to the surface of the water - then get back to dry land and kill the creature easily with whatever weapon that can get to it. Hexen II has but a handful of underwater areas, so encounters with this beast are rather few and far between.

If you have no choice but to fight Hydra underwater - keep your Repulsion Discs ready, (in case you have them), otherwise, move slowly and combine shooting first with getting back to cover. If you shoot the creature before it shoots you - and do so with weapons that are powerful and fast enough - it should be a flawless kill. Remember that Paladin can shoot around corners.

Danger factor: 5 out of 10

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Iron Golem.

A powerful creature, that is not unlike a fast version of a bulldozer that is out to kill you. Stone Golems will give chase if they spot you, and if they get a firm lock on your position - they switch to an "attack mode", which uses bursts of speed combined with contact-damage, that inescapably grinds you into the pavement - and there is not much you can do about it. So you definitely don't want these things getting that close to you.

You should NEVER fight any type of Golem in a conventional way. There are exactly 3 instances in the entire game, when you have no choice but to do just that. And 2 out of 3 times it's a  rather nasty ambush. Your tactics for 99% of the game - should be leading the Golem to  a place where it cannot pass, or cannot reach you - or both. Usually, you are looking for steep changes in elevation - be it incline or decline, which the Golem cannot cross. Then, carefully approach and hack it to pieces. Use your free weapons to do so. Paladin should avoid using his sword for that task - since destroying it will take a lot of mana, - for which there is no reason at all, since Golem is trapped.

A corner-ambush can work on Golem, but it is not fool-proof. The creature may get around it and catch you in its "bulldozer mode", which will be the end of the fight. Nonetheless, it is very much possible.

Danger factor: 3 out of 10

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Bronze Golem.

Bronze Golem starts to encounter in the 2nd episode and onwards. Retaining all the characteristics of its metallic cousin, there still are two some differences:  it has much more hit-points, and two - also has a ranged attack. This Golem can fire a slow-moving tracking missile, which is powerful and not so easy to get away from. (use Repulsion Discs)

And yet, the tactics against this guy are exactly the same...lead the Golem to a place it cannot cross, approach him to trigger his melee attack (so he won't fire) - stay just barely out of his fists' range - and hack away. Use free weapons only.

Toward the 4th episode, you will encounter yet another type: "the Superman Golem" - he has  a devastating attack, akin to Superman's eye lasers...and he can cause small earthquakes by stomping his foot. Well, this one is so obsessed with his own hype, that despite such strengths - he mostly walks around looking for a mirror to fix his hairdo (wait...what?!) Therefore, the tactics are once again - the same. Just make sure to get behind cover if he fires the laser.

Danger factor: 5 out of 10   //    6 out of 10 respectively

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Skull Wizard / Shadow Wizard.


This dark being of sorcery is, in fact, far less dangerous than the different manuals, guides and FAQ / WIKI lists are trying give him credit for. The only scenario where he would pose a threat - is if he catches you in the open area, and you have no mana or no ranged weapons. The main trait of the Skull Wizard is the ability to disappear and teleport - which he uses both to attack swiftly from unexpected directions, as well as to evade, - when fired upon. Shadow Wizard is extremely effective at the latter feature, Skull Wizard - not so much.

 Both versions come with several weaknesses, which prevent either to be actually threatening: one - their skull-projectiles can be destroyed using fast weapons. Two - they have a rather slow rate of fire. If not for that - Skull \ Shadow Wizards would really pose a problem, but - this is not the case here.

By the time you encounter Shadow Wizards - end of the 4th episode, you will be fully armed and ready, so they should not be an issue. The trick is not to play into their game: don't try to shoot them as soon as one teleports in: LET HIM SHOOT FIRST, and as he almost fires - unload with your fastest weapon. Due to the weaknesses described above - you will be able to trump his attack rate destroying his projectiles and scoring hits in-between - especially if you add a gentle circle-strafe as you blast away - to get better angles and to make him shoot air. Then repeat. Shadow Wizards have quite a lot of HP, so you do need a good supply of ammo for the battle, - but once you get the hang of it - he is not a threat at all. 


In the first episode, when your character is still underpowered - you will have to fight Skull Wizards either melee-style (Paladin only) or using weaker weapons (everyone else). When that happens, - position yourself in a way which limits the number of places where the Wizard can teleport (easily achieved by having a wall or a corner behind you - a great tactic in any scenario). Wait for him to appear, (move back and forth a bit, if he doesn't appear) then let him fire a shot - and instantly dodge behind cover, - make him WALK toward you, as opposed to teleporting. Then pop out and attack. Repeat. If the Wizard walks toward you when you're behind cover - then a plain old corner-ambush easily wins the fight. You can also counter-attack his projectiles with Repulsion Discs, and then get a couple of slashes / shots. In the 2nd episode, Paladin - should combine the sword for the first attack and then look to trap the Wizard next to a wall - to take advantage of the Axe's double damage ricochet hits. Or employ the basic tactics of overpowering his attack rate - like other characters would do.

Danger  factor : 3 out of 10  //   5 out of 10 respectively

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Scorpion / Black Scorpion.


Scorpions encounter right from the beginning of the 2nd hub, and appearances may very well be deceiving. It is yet another enemy, which seems like is built for a melee tackle - but, this could not be more wrong. Scorpions have a lock-on attack pattern, similar to that of a Golem, and they can whittle your health bar faster than you can blink.

Scorpions require a ranged attack to defeat them successfully . Although, it pays off to count how many ranged hits (for each weapon) it takes to kill them - and then switch the last attack to melee. This tactic, by the way is useful for all enemies.

Black Scorpions are considerably more durable, hit harder - and thus are more dangerous. Attack from a distance, as soon as you see one - and forget melee, whatever the class.

Glyph of the Ancients works well against these creatures too.

Danger factor: 5 out of 10 // 8 out of 10 respectively.

 

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Grey Spider.


Another one that the manual got all wrong. It says that the black spider is the deadlier of the two. Wrong. This is as far from the truth as Earth is from Mars, as these creatures have absolutely nothing in common - in terms of the way you deal with them. Black Spider is more or less a cannon fodder. Grey Spider, on the other hand - is a top-tier enemy, which should only be approached with a powerful ranged weapon at the ready. In the first episode you encounter baby versions of this beastie in a couple of places. Make no mistake - the real deal makes them look like a joke.

Don't even try melee with these things, no matter the class, Tome of Power or other whirlygigs. (unless Paladin, powered-up Sword) This creature is formidable. It can close distance fast, attacks in a rapid-fire mode, and has a ton of health points to boot.
It will pretty much ignore blue-mana weapons due to down-scaling, (unless Necromancer class) and if you're strapped for green mana - then using a powered-up version of your other ranged weapon might be your only sensible option. Especially when faced with several Grey Spiders at the same time. Stone of Summoning / Glyphs / Force Cube help as well...Discs of Repulsion - if they manage to get too close, which they shouldn't...

Danger factor: 7 out of 10

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Mummy Lord.

You only find these mummies in the third, Egyptian hub - and by itself, this enemy does not pose a threat, if you know its weakness. But when accompanied by other monsters, especially by more Mummy Lords, - this can get dangerous and fast.

Standard Mummy is like an upgraded version of the Knight Archer. They can fire three times faster than an Archer Lord - and go full-auto rapid fire while at it. Unless you are very far and have a solid cover, - that's gonna render every other scenario - a no-dodge zone.

Mummy Lords also use ground fire attack, - which is extremely deadly, cannot be deflected and can even cut corners and pass through certain walls. If either of the two would stand their ground and just fire at you - this would be a major pain...

But, there is a huge silver lining right there: these creatures, unlike Archer Lords - have a melee attack. And once you get into their melee range - they forget their heavy weapons immediately and switch to trying to smack you with their staves, while slowly inching toward you. This is their weakness. Just get them into melee mode, and hack away while timely backpedaling to avoid their strikes. Corner ambushes work wonderfully to initiate this tactic, even though it can work if approaching head-on quickly, from cover.

It takes a little bit of practice to get the timing and distance dialed in, but nothing major there. Even if they land a hit every now and then - no big deal. It is nothing, compared to what they can do with their ranged weapons. Paladin should use the gauntlets, - and not the sword for this tactic, since sword hits will push the mummy back, offsetting the pattern - and making the creature return to its main weapons....

A note of import: you are limited to fighting only one mummy at a time, using this technique.  Separate and destroy others enemies first, if more you encounter more than one Mummy Lord If you get in a crossfire by several Mummy Lords (let alone joined by Ice Imps) - you'll be dead in a couple of seconds. So retreat, and play defense.  


Danger factor: 5 out of 10  //  7 out of 10 respectively

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Werejaguar / Werepanther.


These guys are like the Agent Smith of Hexen II. They can run, dash, leap, roll...have hyper-speed, super-strength - and whatever else you want to add to the list. Only these fellows don't come with a ridiculous cape-n-tights: they brandish rather sharp swords, - with a particularly evil looking serrated blade for the elite variant of the Werejaguar: Werepanther.

They probably were the prototypes of the original Unreal's Skaarj warriors, since the similarity is uncanny...Fortunately though, the Werejaguars or the Werepanthers do not have the polished intelligence of the Skaarj. Werejaguars often forget to press their attack, and often forget to evade, they even occasionally forget where you are....With their penchant for jumping - they may often jump to places where they get stuck, allowing for an easy kill; or even jump to their death into lava. They can also be pushed into lava and water, using the Repulsion Discs...

However, even with these lapses - when the surroundings spare them the flaws of AI, - these creatures are absolutely lethal. They can churn out destruction at an incredible rate, thriving particularly in closed spaces, when you have limited options of evading their attacks.

Fortunately, Werejaguars are not tanks, and do yield reasonably to the power of green-mana-based and the ultimate weapons. You will need either of the two, to confront these feral warriors successfully. Use Discs of Repulsion to keep them at bay, and Force Cube or Stone   of Summoning - to assist you in a fight, until your arsenal becomes more potent (Assassin, Demoness). Beyond the 1st hub, these two classes can barely make two steps without their ultimate weapons....

Danger factor: 6 out of 10    //   7 out of 10 respectively

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Medusa.


Medusa is a unique enemy in Hexen II. It is the only one of a kind, who can decimate you with almost absolute impunity, if you don't prepare for this fight first. When you hear the sound of a Medusa nearby - prepare for it. Decide how you are planning to take it down: combat or magic, and ready all the items and weapons that you may need. Medusa fires a projectile which can pass through several solid walls and always lands dead on. (an achievement that even boss monsters cannot pride themselves on). Fighting Medusa conventionally and successfully - is, nonetheless, possible. It does require that you are good with Discs of Repulsion for deflecting her projectiles. If you have enough discs, and enough mana - then you can definitely try that.

Otherwise, your best tactic is - use the Ovinomancer Seal and turn Medusa into a lowly sheep, killing it easily. So make sure to find and keep all of the Ovinomancer Seals in the game. This is the main enemy you save these artifacts for.

Don't get too close to Medusa, lest it locks you in its gaze attack. This turns you into a corpse very quickly, and is almost impossible to get out. Either quickly sheep it on sight, - or prepare for battle with timed counter-attacks and guns blazing.

Danger factor: 8 out of 10

 

 

Fallen Angel.

These two abominations are the epitome of death in Hexen II. They are only second to the boss monsters, in their ability to send you to the afterlife. Not only they fire several types of some heavy missiles (some of which can even stun-lock you) - this thing is not unlike a a mini-Cyberdemon. And yet its most dangerous ability is to turn reflective - much like Centaurs did in Hexen 1 - and they do it much faster and better timed than did their predecessors.

Cover is mandatory when facing this creature. And yet, there is a way to deal with them rather effectively: Force Cube. This is the item you need accompanying you in a fight - to defeat a Fallen Angel successfully. While the Angel is focusing on the Cube, fire away when it's vulnerable. Paladin may even consider melee in such scenario, with some practice. Other characters should use their more powerful weapons for that. Necromancer can use either of his spells.

Danger factor: 9 out of 10

 

Fallen Angel Lord.

As if standard Fallen Angel was not enough - now you have a Lord variant too. It is pretty much the same as the standard Fallen Angel, but is more durable, does more damage, has faster reaction time, its attacks are nearly impossible to evade - and it has an additional attack mode: a laser-like attack, similar to the "Superman Golem". This attack dismantles you completely in 2 to 4 seconds tops.  

Force Cube is "too late too little" for battling this monstrosity. And yet - not all is lost. Stone of Summoning is your friend :-) Save all Stones of Summoning EXCLUSIVELY for this particular enemy. Pop the stone, and let the summoned Giant Imp take initiative. Then, once the Angel no longer obsessed with turning you into a matchbox of pixie dust, - focus your best attacks on the Angel as it goes toe-to-toe with the Imp. The Imp does heavy damage to this ethereal predator - at times even killing it. Watch for the reflective mode when firing.

Danger factor: 10+ out of 10