Funny, isn't it?  The easiest way to get people to read the readme is to tell them not to read the dang thing.

HALLS of STONEHENGE - SPECIAL EDITION README

What you have before you is another 21-level set in the HoS environment.  While there are similarities between HoS and HoS:SE, we think that you will still love the experience.  There are a few new sprites, a new weapon, many new guards and 21 new maps... all for your pitchforkin' pleasure.  There are some subtle differences in the coding (mostly noticeable in the weapon strength), but this should enhance more than distract.
The levels were designed with the original levels in mind.  While you will see some similarities, the design and game play vary from the original levels.  Overall this set may be more difficult, but if you have some savvy, then you will survive even on the harder skills levels.  Aesthetics were a large part of the design and exploration is sometimes the key.  If you don't get 100% ratios, you may be missing out on something good  ;)

For more details on HoS, please check out the original manual that came with the game or visit the website at:
http://www.angelfire.com/droid/majikmonkee/enemiesHOSDR.html

THE STORY:

It was starting again...

BJ Blazkowicz had already saved the world from the evils of the other worldly creature, Sarron, and his gruesome minions. He'd plunged into the ghoul infested realm beneath the ruins of Stonehenge, destroyed the Nazi fanatics and monsters guarding it's passages, and put an end to the operation's leader, Draven. The final battle with Sarron had almost cost him his life, but BJ's luck never seemed to run out, and he had won the fight and made it out of there in one piece. He deserved a break...or so he thought.

BJ had just returned to the United States after his vacation in England, and was trying to return to normal life. He was also awaiting the arrival of the "Ancient Sword of Evil", which he'd shipped to the US military while still in England, eager to see it safely locked away. Blazkowicz had waited for weeks for it's arrival, but it never came, and he was pretty sure he knew what had happened to it. The sword had been the cause of all the trouble in the first place, and it's disappearance meant nothing short of disaster if it had fallen into the wrong hands.

BJ phoned Professor Von Reinstein, in England, the man who had alerted him to the original Stonehenge crisis. Von Reinstein was shocked to find the sword had disappeared, and immediately began to investigate the situation. Days later, he phoned BJ with the news both of them had been dreading: something was happening again at Stonehenge.

The Professor had done some snooping around the ruins, as well as the surrounding settlements. Reports had begun to circulate of unnatural creatures invading the area. So far, there had been some residents reported missing, but none of them had turned up later as zombies. Whatever evil was at work, it didn't seem to be using humans the way Sarron had been...yet. This was only small comfort. Something evil was at work, and it needed to be stopped before it went beyond simply kidnapping the locals and terrorizing the surrounding countryside.

BJ wasn't crazy about the idea of returning to Stonehenge, but he was even less thrilled about the possibility of a new reign of supernatural terror. Sometimes he felt like part of his sanity had been lost as a result of the last horrific supernatural battle, but it was the price that needed to be paid. It was time to pay it again. Without thinking twice, BJ grabbed the shotgun he'd used during his first excursion into Stonehenge, and the pitchfork he'd kept as well (he considered it a lucky omen after the first Stonehenge battle). It was time to do what had to be done...and there was no turning back.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Deep in the catacombs of the newly formed Stonehenge realm, the fanatical followers of Sarron were busily making preparations for the destruction of BJ, and the return of their evil master.

When Blazkowicz had destroyed Sarron, their otherworldly master's power had been transferred to the one who destroyed him. BJ wasn't aware he'd inherited this power, and lying dormant within him, it would soon fade away forever...and Sarron's essence would die with it.

Desperate to bring Sarron back before it was too late, the former Nazi fanatics had recaptured the sword before it could make it to the United States, and returned it to the Stonehenge ruins. There, using the same methods that had been used before, the fanatics openned a new realm beneath the ruins, and through it, a new portal to the "other side".

The fanatics were greeted by Sarron's chief lieutenant, who called himself "Death". Like the fanatics, Death was eager to revive his master, and agreed to lend what minions he could to the effort. However, the forces of the "other side" had been severely depleted during BJ's last invasion, and another source of "servants" would need to be found.

Using his considerable powers, Death transformed hordes of ordinarily harmless vermin into monstrous minions under his control. He then lent all but a few of his followers from the "other side" to service of the fanatics to guard the new Stonehenge realm. Death had sensed that the man who had slain Sarron would soon be returning to once again do battle with the Nazis...but this was good...this what what Death wanted.

Only through BJ's destruction could the power of Sarron be released, and it had to be done soon. Death was powerful, but he was only a servant of Sarron, and not fit to rule the "other side". If BJ succeeded in destroying the minions of Stonehenge and reclaiming the Ancient Sword of Evil, Sarron might never return. The "other side" would fall into ruin, and the plot of the Nazi's to use the evil sword would fail forever. Death was not going to let this happen. BJ Blazkowicz would die, either by his hands, or the hands of one of his many minions. Then, Sarron would return, and the world of man would fall into ruin once and for all...

KNOWN BUGS:

1.) The par time bonus doesn't work when you warp (but you shouldn't be cheating anyway!)
2.) The two special weapons (the voodoo doll and the heart of darkness) create small problems.  On occasion you may not be able to pick up one of the special weapons if you have 15 rounds of ammo of the other special weapon.  For example, if you have the voodoo doll and 15 rounds of ammo, you may not be able to pick up the heart of darkness (or vice versa).  It appears that if you shoot off one round of the fully loaded special weapon that you will then be able to pick up the other special weapon.  A minor inconvenience at best.

CHEATS

Unlike the original, HoS:SE has the standard cheats enabled.  SE used the same command lines and properties of SoD.

STRATEGY GUIDE:

1.) AIM!!!
2.) If #1 fails.... RUN!!!

Seriously, though.  It is a VERY good idea to save your game at the end of each level.  It is also a good idea to save in multiple slots.  SE contains a few levels with multiple secrets that can be messed up, if one isn't careful.  The secret elevators are somewhat hard to access (yup - ya gotta earn the right to play them).  If you are a goober or if you get stuck, you can always open the gamemaps file in your favourite editor and look around.  If all else fails, you can either check out the hints section (aka spoiler guide) or cheat.  While sections of SE are difficult, there should be adequate health and ammo on each level (most of which isn't hidden) to keep you alive.  However, if you can finish the levels on IADI setting WITHOUT saving, then you have earned my respect  ;)

OBLIGATORY CREDIT/THANK YOU LIST:

- Everyone involved with the Dome or Brian's Yellow Site
- Greg, Steve & Martin and those at DHW
- Monolith Productions and id Software
- Friends and family
- The inventor of the pitchfork

Have a blast!

Majik/ack
06/14/04

SPOILER GUIDE:

Level #4:
A very straightforward level, aside from accessing the secret elevator.  If you are adventurous, you will eventually come across a set of secret walls marked with two mushrooms.  The wall by the mushrooms is three blocks in length.  Push IN the two blocks marked with the mushrooms and then push the centre block either to the left or right.  Make sure to tell the bats that I said hello  ;)

Level #19:
I love run 'n' gun levels, so how could I not include a run 'n' pitchfork level?  You start the level by being warped into the centre of a graveyard (infested with 149 rats).  There is no ammo available unless you get the keys (and even then, you need one particular key before the other).  This level is extremely rough on IADI, but is beatable without cheating.  The best strategy is to run and pitchfork as many rats as you can until you get the first key needed (which is DIRECTLY to the right of your starting position.  Should you not be able to get to the key, you may be forced to use up some ammo or find a little hiding spot from where you can pick off the rats with your pitchfork.  It is a good idea to watch your score (149 rats = 29800 points).  When your score has gone up 29800, then it is safe to come out from your hiding spot.
Each of the special weapons is hidden in this level.  The locations are marked with crystal balls.

Level #10:
A pretty easy boss level... if you are careful.  It is best to let the Stalker out of his lair so as not to activate all the fanatics nearby.  Try searching for secrets BEFORE you activate the Stalker.  This level really needs to be explored to be enjoyed... but be warned... those fanatics value their treasure and will fight to the death to protect it from falling into your greedy little hands.

Level #12:
One of my all time favourite levels... and it is a killer!  Just so ya know  :)  You do not need either key to finish the level, but you do need both to access the secret elevator.  Each key is in a mini-maze of secrets that can be botched if one isn't careful.  The first key is in the main room.  Look at the following graphic:

Start by pushing the bottom two blocks to the left and right (as indicated by the 'L' and 'R').  Then push in the two blocks labeled 'I' and then push over the centre block.  You now have the first key.
The second key can be found near the barrel maze, just before the end of the level.  Look at the following graphic:

You will enter the barrel maze in the southwest corner.  Proceed up to the northwest corner to find the first push wall.  Don't push #4 first, otherwise you will block the path to the key.  It doesn't matter which direction that you push the blocks, just as long as you do them in order.

Level #20:
Yup, you guessed it... if it's a secret level then it must be a run 'n' gun level.  You start off facing 75 gargoyles (the map originally had bats, but they were just too hard to see... nasty!).  There is some health kicking around, but aiming and playing smart is the name of the game.  The wooden crossbeams will get in your way, but you should be able to pick off a few of the gargoyles as you move along.  If you watch the walls as you go by, you should see that I designed it so that you have a path leading to the centre section containing the keys and a few bonus items.  I assume no responsibility for what happens after that - lol.  Again, it is a good idea to watch your score to know when you have eliminated all the gargoyles (52500 points).

Level #16:
Yeah, sure... there are four extra lives near the lair of the boss, but you have to fight through gargoyles and spiked poles to get to them... unless you are adventurous.  Since the gargoyles get released when you first fight the boss, it is a good idea to get rid of them before... if you can.  When you first start the level, you will not see any guards for a while.  When you finally do get to the first spot containing guards, there are a series of secrets on the left hand side of the room.  If you make your way through that area, you will come into the left hand side of the gargoyle rooms.  Now you should be able to blast them and with any luck, some will come across the main room and open the door for you... enabling you to get the extra lives.  Once you activate the boss, you may want to scoot back to where you first activated all these secrets and back track to the gargoyle rooms.  That way you can grab one of the extra lives without fighting some of those nasty poles (and you can try to pick off the werebeast through the poles).

Level #18:
Ah... those damaging spikes are the same colour as the walls/floors/ceilings!  Dang!!!  The first section of this level is designed using diagonals.  Once you get a feel for this section, you should be able to proceed with little difficulty (aside from all the gargoyles).  Remember... move diagonally before trying to cross over into the next diagonal section.  You'll see what I mean  ;)  There are numerous extra lives in this level, none of which are hard to find.  However, clearing the path to get to the four of them near the end of the level is another story.  Once you enter the room containing the gold key, more gargoyles will stream out of a room directly behind you (that is the room that contains the four extra lives).  There is a secret wall that allows you to get into that room to get the four extra lives (unless you have the key and don't need to access the secret), but you can only access that secret by alerting the gargoyles within.
When you get to the end, you will see three spikes and four walls.  These walls are push walls and how they move is painfully obvious.  Beyond this, you will see two gargoyles perched on opposite sides of the gold key door.  Behind each of these gargoyles is a secret.  One leads to the special weapons and the other leads to an extra life and creates a short path to the room containing the four extra lives mentioned previously.  The rest is up to you  ;)

Level 21:
Hehehehe.
There are nine secrets in this level, of which eight are mandatory.  Behind each boss is a push wall.  They all push in and can't be messed up.  Once you have all four walls pushed in, you can proceed through the four gargoyle section.  At the end of each section is a small room containing 1-3 gargoyles.  Push in the centre block and that gets you into the next section.  After you have proceeded though all four sections, you will get the last key.  The ninth push wall is in that area and will get you back to the silver key door (saves you running all the way back through the gargoyle sections).  Now the only thing separating you from success is Death.... good luck!