Fall Guys: Ultimate Knockout Wiki
Advertisement

Hex-A-Gone is one of the rounds in Fall Guys: Ultimate Knockout. This round is a Final round and was first introduced in the beta version.

According to the game website, Hex-A-Gone was designed by Meg Ralph.

Course Description[]

Standard version[]

Players will begin the round floating just above spaced hexagonal platforms. After a three second countdown, all players will be dropped onto their platform. When a platform is touched, it will sink turn a white hue and soon after disappear. Below several larger and larger hexagon layers, there is a game-ending pink slime. When a player touches the slime, they are disqualified. The last player alive will earn the crown.

If the round lasts for 5 minutes, all remaining players will receive a crown. However, barring exceptional circumstances, the probability of that happening legitimately is remote.

Alternate versions[]

Starting from Season 4.5 (Legacy), the following variants may appear:

  • The entire arena may be surrounded by a low gravity zone.
  • The number of tiles can be decreased (Hex-A-Gone mini); The number of starting positions are also decreased from 20 to 8 in this variation
    • These variants can appear together or separately, however in the Main Show, the low gravity version will always come with Hex-A-Gone mini

Starting from Season 5 (Legacy), the following variants may appear:

  • In Hex-A-Gone mini, the number of starting positions was increased to 12. This variant likely overrides the above variant.

Course changes[]

Aloy's Blaze Canister Mayhem[]

  • In this playlist only:
    • Blaze Canisters will be randomly strewn across all the layers of tiles.
    • Two Pegwins will be positioned on every other layer of tiles starting with two on the first layer. Note that they use up the tiles that they run on!

April Fools 2022 Show[]

Main article: April Fools 2022 Show
  • In this April Fool's playlist:
    • Hex-A-Gone would have a ridiculous 40 players in this mode, which is way higher than the current limit. At max capacity, two players will be overlapping on each tile.

Known Bugs[]

Phasing Through*
As of 8 August 2020: At times due to desync in the client and server or due to errors in collision, a player may phase through hexagons that are on the players' screen. Other players in the server may see those hexagons as already fallen, or they could also see them phasing through. This would result in an unfair loss.
Overpopulated Hex*
As of unknown date: In extremely rare cases, the game may select this round unusually early, when there are too many players left. Multiple players will be placed on the same hex tile, and when the round starts, the players sharing space with others will rapidly be flung from their starting point.
As of 7 April 2022: Due to the reintroduction of a small number (6?) of bots into each lobby, this may result in Hex-A-Gone appearing as round 1, if the number of bots added makes the number of players on the lobby screen go over 60 players. These bots do not appear in the final.
The same happens in 40 player lobbies, and there are 9 bots in these lobbies, resulting in ~30-player finals.
Underpopulated Hex*
As of 2 February 2021: There have been some instances where Hex-A-Gone is selected with less than the purported minimum of 6 players remaining. It is unclear if this is intentional, but situations like this can result in a timeout if all players slow-jump for the entire 5 minutes.
Unvanishing Tiles*
As of unknown date: Randomly, some players may on their end notice that tiles may not completely disappear, staying white but remaining in place. They will be able to remain indefinitely standing on a high level. Other players will instead see them floating in mid-air, standing on nothing.

*This name is a conjectural name and has not been somewhat uniformly agreed upon.

Course strategy[]

Standard version[]

This section requires expanding.

It is almost universally agreed that this is the game with the most room for strategy. There are multiple good strategies here:

Running (Balanced)[]

When near other players, it is best to run and try to knock other players into the bottom layers. This makes it so that more tiles will be cleared, making it more dangerous to run.

Trapping (Aggressive)[]

You can also go directly to the lower layers and set traps for other players. This works even better when a player is above you by a layer, meaning you can trail their path and when they run out of tiles, they will fall down two or even more layers.

Hopping (Endurance-based)[]

When there are little or no players on your level, you can hop between the tiles to use them up as slowly as possible. Be warned that trappers can eat up the tiles below you while doing this!

A more advanced strategy allows you to eat up tiles even more slowly by jumping, then diving onto them. This strategy is harder to master and requires careful control of direction and momentum; a failed dive can potentially eat up far more tiles than intended.

Miscellaneous[]

  • If possible, stay away from other people. Bumping into someone else has a sizable chance of causing you to ragdoll and lose control, resulting in you falling multiple layers.
  • A well-timed grab could send another player to a lower level.
  • Use the intro cutscene and the countdown to study the spawn locations, and see if you can find a path to jump onto any unused spawn tiles.
  • If you are fortuitous enough to somehow get this final with a very small number of people (less than the probable minimum of 6 players), attempt to play for a time out by slow-jumping all the way (assuming your opponents are willing to do the same).
  • In Squad modes, utilise a divide-and-conquer strategy where you try to contest separate areas from your squad mates. If you're in a premade squad, try to attempt to coordinate and decide who would drop to a lower level should you or a squadmate end up on the same stretch of land.

Alternate versions[]

  • The same strategies apply for the variant with reduced tiles, but it becomes all but impossible to time the round out.
    • A maximum of 4 co-ordinated players, jump-diving for the entire round, can time out this variant. It is probable that this number can time it out by slow-jumping instead, but this will eat up more tiles as opposed to the former strategy.
  • Hex-A-Gone becomes a much more passive game when low gravity is present. Attempting to trap other players is significantly more difficult, since your opponents will likely be able to jump across the gaps you create. As a result, usually the optimal strategy is to passively jump from tile to tile.
    • Keep in mind that the tile you're aiming for may disappear while you're still in the air. Be prepared to dive for another tile in case this happens. Alternatively, you can try to remove a tile that another player is aiming for; if done successfully, they'll be forced onto a lower layer or even the slime.
    • If there are running players, cutting off a section of tiles for yourself can be beneficial; while players will still be able to reach your island of tiles, it will be significantly more telegraphed as they will need to jump or dive to your island. This can buy you more time to react when other players attempt to steal your tiles.
    • If you can get the normal-sized variant with low gravity (for example, in Hex-a-4041 Trials), timeouts are more likely if players do not run - even with 20 starting players.[1] Of course, not all players will be willing to share the win, so carefully observe the situation and switch your playstyle where appropriate.


Survival Variant[]

A Survival type variant was introduced in the Hex-a-gone Trials playlist on 5 January 2021. In this variant, the round ends when only a certain number of players are eliminated, leaving 75% players after round 1, and 60% of the remaining players after round 2. In Finals Marathon, it works slightly differently: the round ends when only a single player is eliminated, leaving 2 to 5 players depending on when the round is chosen.

Hex-a-gone Trials: Utilize almost all the same strategies for this version, but be warned that the initial larger number of players can make things trickier. A fairly common strategy is to fall to the lowest level and cut huge holes in the tiles to trap other unsuspecting players. You could also fall to a level that is a few levels higher than the lowest level, if you do not want to run the risk of other players grabbing on the lowest level and sending you into the slime.

Hex-a-4041 Trials: Falling to a lower level is not as recommended when playing this variant, due to the general slower pace of the round, though it can still be utilised to some degree.

Finals Marathon: Always mini Hex. This round is likely to go on for longer if this round is selected as round 3 or round 4. With so few people, though, this is ample opportunity to practice the jump-dive-stalling strategy.

Medal thresholds[]

  • Gold - Winner! (or Qualified, if Survival-type variant is played)
  • No medal - Eliminated

Trivia[]

  • In a regular-sized Hex-a-Gone arena, there are a total of 1,634 tiles.[2]
  • Even though this round is intended for 4 to 12 participants on Main Show, it can appear at any time, because it is the fallback round of Main Show. A fallback round is only used if the game doesn't know which round to pick because of other rounds not meeting the required range of players (i. e. : Round 1 Roll Out timing out on Slime Survivors, leading to an overpopulated Hex-A-Gone).
    • This could be considered a bug, because with the amount of rounds available in Main Show, there is no reason to use the fallback round.
    • The mini variant can not appear when this happens, which makes a time out win much easier.
  • According to senior designer Joe Walsh, Hex-A-Gone was inspired by the Minecraft minigame TNT Run.[3]
  • Hex-A-Gone was temporarily removed from rotation at the beginning of Season 3 (Legacy) due to a physics bug.[4][5]
  • From the 6th appearance of Hex-A-Gone Trials, the first Survival round of Hex-A-Gone is now displaying an incorrect description : "Navigate the obstacles and race to the finish line!"

History[]

Season Status Map Theme Notes
Beta Active Standard
1 Active Standard
2 Active Standard Temporarily was Season 2 (Legacy) themed.
3 Active Standard Temporarily removed from 15 December 2020 to 17 December 2020 due to a physics bug.
4 Active Standard and alternate versions
5 Active Standard and alternate versions
6 Active Standard and alternate versions
7 Active Standard and alternate versions

Gallery[]

See also[]

Advertisement