East Wing Room 13z

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By Jim Hendrickson 9/11/97

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"The Hallowed Halls" could have been called "The Deadly Halls","The Maze of Halls", "The Never-Ending Halls","The Halls of Should I Use God Mode Now?", or "The Halls of I'm Gonna Beat This Level Fair and Square and Then I'm Gonna Burn It Down to the Ground".

Don't get me wrong, this is a remarkable and fantastic level. Game play is tough, architecture is well built, strategy as well as quick daring battle zeal are necessary to get you through this one. And although your quest is evident the "how do I get there?", or" how do I get to the next part of my quest?" is not always so obvious.

Along with some new styles of architecture blended in, I also tried some stuff that I have not seen done yet in Quake. For example, as you roam the semi non-linear layout of this map, you will not see the keys until they are made "available". Then you must find them. -Jim Hendrickson

So you've got a bit of a "hide and seek" element here too. And if you shoot something and it says "more to go", keep shooting the same thing, I made the mistake of looking for other similar things to shoot and spent about 30 minutes wandering...

But "Hallowed Halls" is worth every minute of your time, its a tough, twisting turning level, but after completing it you'll be tempted to call it "The Best Level I've Played In Quite Some Time."

One of the many halls you will amble down. You will find it very easy to lose your way here, after a while these "Hallowed Halls" seem more like "Identical Halls". :-)

Now here is a teaser. You can't shoot these switches you have to touchem. You will get there eventually, don't give up!

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