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Archive Maintainer      : update to levels/hexen/j-l/lepistus.pk3; may be more appropriate in /ports since it requires ZDoom
Update to               : lepistus.pk3
Advanced engine needed  : GZDoom
Primary purpose         : Single Player
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Title                   : Lepistus
Filename                : Lepistus.pk3
Release date            : September 13 2019; updated January 3 2020
Author                  : whirledtsar
Email Address           : [redacted]
Other Files By Author   : maps in XUMP and Hexmas for Hexen; map in HUMP Mini for Heretic; Tyrant's Tome for Hexen II; map in Mayhem 19 for Doom 2; Medevil for Doom 2
Misc. Author Info       : I like pew pew shooty game
Description             : Korax's minions have wrought havok upon your homeland. Your people's ancient guardian, the Wyvern, has been dormant in the mountains for centuries. Legend has it that only the Bell Of Lepistus can wake it from its slumber. You believe that time has come. However, the sacred bell is well-guarded within the eponymous walled city. Your quest has led you to this place, a city whose citizens have been slaughtered wholesale and replaced with foul new denizens under the command of Korax.
I recommend sector light mode "Doom", because that's what I tested it with, and it seems to have the best lighting contrast. I also recommend playing without dynamic lights not only for FPS concerns but because I made the map without them enabled and put a good amount of care into the sector lighting.
Most books lying around can be read. To do so press "use" near them. Crystal balls can be looked through the same way. Crouching is allowed, and in fact required to progress at one point.
In addition to new monsters, new puzzle items, a new class, and an additional weapon (slot 4) for each class, there are a few changes to the default weapons & monsters, detailed at the end of this file. I do love the game but there are a few annoying little issues I figured I might as well try improving.
Additional Credits to   : Raven for Hexen; the developers of all tools used; the creators of new sprites/textures/music used (detailed credits inside pk3); PerfectionismTech for playtesting
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* What is included *

New levels              : 1
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : No

* Play Information *

Game                    : Hexen
Map #                   : Map01
Single Player           : Designed for
Cooperative 2-4 Player  : Starts only
Deathmatch 2-4 Player   : No
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : bout tree fiddy
Editor(s) used          : GZDoom Builder Bugfix fork, Slade
Known Bugs              : If you're completely still, the Ranger class's flechette won't spawn until you move
May Not Run With        : anything not ZDoom
Tested With             : GZDoom [4.0]

* Copyright / Permissions *

Authors MAY use the contents of this file as a base for modification or
reuse.  Permissions have been obtained from original authors for any of
their resources modified or included in this file.

You MAY distribute this file, provided you include this text
file, with no modifications.  You may distribute this file in any
electronic format (BBS, Diskette, CD, etc) as long as you include
this file intact.

* Where to get the file that this text file describes *

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Also: www.moddb.com/members/whirledtsar/addons

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Ranger class
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The Ranger is focused on long-range weapons. His speed is medium, and he gets the most protection from Mesh Armor, some from Platinum Helms, and the least from Shields (because bows are two-handed!) and Amulets. He starts with Pan's Bow, a strong bow blessed with an infinite supply of arrows. He also has a Gutting Dagger for quick close-range slashing. He can find a Scroll Of Frost Enchant, which allows his bow to shoot a spread of freezing projectiles. The Scroll Of Flame Enchant allows him to shoot a flaming arrow that drops fire from the sky and explodes on impact. In lieu of Flechettes, he carries bear traps and drops them to ensnare enemies. Beware, they can trap you too. If you want to disable one, press "use" on it.

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Modifications
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Cleric's mace: Range is increased; performs a 4-hit combo on successive successful strikes
Cleric's firestorm: Damage is increased on average; secondary flames pierce centaur's shield (but the central flame doesn't)
Mage's frost shards: Damage is increased
Centaur: More likely to lower shield when in melee range; melee range is longer; slaughtaur's eyes glow blue
Most corpse props can be gibbed

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Walkthrough
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Make your way out of the cave. Follow the town walls until you come to a group of Ettins, one of which is pounding on the wall. Kill them and hit the cracked wall 3 times. Make your way through the now-broken wall and into the city. Gib the corpse hanging nearest to the portcullis to get the Steel Key, and use it in the nearby control room to open the way back outside. Collect your second weapon near the Fire Bull. Go to the garden area on the left of the church and break a window to climb inside. Grab the weapon inside the church and kill the Bishops to open the way upstairs. Use the empty scroll rack to reveal a hidden switch. Press it to spawn a bridge to D'Sparil's Heart. Take the heart and leave. Go around the houses next to the church and find the one with a toppled fireplace. Make your way through the houses from there and collect the Rusted Key. Use it on the nearby lock (eastern side of town) and enter the barracks. Make your way up to the walls and travel around them to the Silver Key. Take it and use it on the graveyard door (western side of the town). Go to the right of the door and use D'Sparil's Heart on the pedastal. Enter the newly-opened building on the other side of the graveyard and fall down the hole inside. Make your way through the catacombs and press a switch to raise two platforms. Jump across them and onto a thin walkway next to the wall to progress. Make your way up the elevator into the mausoleum. Take a into the room with sarcophagi. Use the wall in the southern area with a unique texture by the lit torch. Run to the other side of the room, where a sarcophagus has temporarily lowered. Press the switch in the room behind it and go to the downstairs area of the mausoleum, where a door has opened. Make your way through there into the warrior king's crypt. A headless skeleton sits here on the Warrior King's Throne, which can be used later. There are traps in front of both entrances to the crypt which fire bat-morphing projectiles. Let yourself be hit by one and fly out of the mausoleum. Fly north over the town walls and into a window of either tower. Enter the teleporter to the castle. Make your way to the split path and choose the door to the east. Make your way through the crate maze and platform to the northwest-corner. Pick up the Empty Mold lying on a small crate. Use the crate texture with a symbol to exit this area. Return to the split path and go up the stairs. Make your way to the orange area further upstairs. Also enter the room with a Fire Bull and grab the Iron Ingot. In the orange room, there are 3 suits of armor behind glass that can be used. The solution is given by the suits of armor in the entrance hall of the castle. Use them in the correct order and make your way down the newly-opened lift. In the laboratory area, place the Iron Ingot in the chamber, and the mold on the empty slot. Use the switch, and it will create a Dungeon Key in the mold. "Use" it to receive the key. Head back into the castle's first floor and go through the Dungeon Key door. Go downstairs and into the door in the northwest of the prison complex. Use the switch to raise the cell bars. The southwest cell has a hole in the wall which can be entered (with crouching). Make your way through there and to the north of the torture room. Grab the Warrior King's Skull and return to the mausoleum. Place the Skull on the Warrior King's Throne. After defeating the ambush, turn into a bat again. Fly into both newly-opened rooms and press the switches. Then press the switch under the stairs they lowered. Leave the mausoleum and return to town, where the door to the bell tower has opened. Enter the tower, press the switch to lower the elevators, and hit the bell.