Hex-A-Gone

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Hex-A-Gone
Splash Hexagone.png
Details
Type
Final
Objective
Last one standing!
Participants
6-20
Designed by
Meg Ralph

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.

In-game descriptions[edit | edit source]

Objective
Last one standing!
Description
Be the last Fall Guy standing above the Slime!

Course Description[edit | edit source]

Standard version[edit | edit source]

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.

Course changes[edit | edit source]

  • In Season 2
    • Tiles are patterned differently.

Known Bugs[edit | edit source]

Phasing Through*
As of 8/8/20: 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.
Underpopulated Hex*
As of 2/2/21: 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.

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

Course strategy[edit | edit source]

Standard version[edit | edit source]

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)[edit | edit source]

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)[edit | edit source]

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)[edit | edit source]

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 strategy discovered more recently 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[edit | edit source]

  • 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).

Survival Variant[edit | edit source]

A Survival type variant was introduced in the Hex-a-gone Trials playlist on January 5, 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.

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.

Medal thresholds[edit | edit source]

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

Trivia[edit | edit source]

  • According to senior designer Joe Walsh, Hex-A-Gone was inspired by the Minecraft minigame TNT Run.[1]
  • Hex-A-Gone was temporarily removed from rotation at the beginning of Season 3 due to a physics bug.[2][3]

History[edit | edit source]

Season Status Map Theme Notes
Beta Active Standard
1 Active Standard
2 Active Standard
3 Active Standard Temporarily removed from 15th to 17th December 2020 due to a physics bug.
4 Active Standard

See also[edit | edit source]