MAP22: Haunted Halls (Jenesis)

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Jenesis maps 21-30

01 02 03 04 05 06 07 08 09 10 11
12 13 14 15 16 17 18 19 20
(21 - 30)
Secret maps: 31 32

This level occupies the map slot MAP22. For other maps which occupy this slot, see Category:MAP22.

MAP22: Haunted Halls is the twenty-second map of Jenesis. It was designed by James Paddock (Jimmy) and uses the music track "Bassline," composed by Mark Klem. The par time is 2:25.

Walkthrough[edit]

Map of Haunted Halls
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Step forward to collect a shotgun, noting the imps on either side as well as a mancubus waiting behind the column in front of you. Open the north door to enter a room with a blood pentagram, where imps (plus a baron of Hell on Hurt Me Plenty and shotgun guys on Ultra-Violence (UV) and Nightmare (NM) skill levels) guard a berserk pack, then open the west door to get outside and face a baron, imps, lost souls and demons. Go north up some steps to face a mancubus, then look east to see two Hell knights protecting the yellow skull key.

Go back to the pentagram room and open the east door to enter a marble hallway with imps and shotgun guys. Go up the stairs at the end of the corridor and turn right to kill a revenant, then go to the north-west corner of the room to find a skull switch that lowers the metal bars in the hallway; a baron (and two knights on UV and NM) will be released behind you, but a hole will open next to the switch if you need an escape route. Go back to the hallway and head east down to a room with a super shotgun guarded by imps; run through the weapon as taking it will trigger a crusher trap above you. Go through the south-east doorway then follow the path south past more imps to get outside where zombies (plus two cacodemons on UV and NM) are guarding a square blood pool. Go to the east side of the pool and climb some steps to a balcony, then press the red skull switch here to lower some bars behind you revealing the blue skull key.

Head back to the blood pool, where the outer walls have lowered to reveal arachnotrons, then return to the hallway leading back to the crusher room; before going back there, go up the steps in the hallway and press the blue skull button at the top to open the neighboring door, revealing imps and demons guarding another blood pool with a switch that you need to flip. Now go back to the crusher room and walk through the north-east doorway to find a blue key door, which is guarded by an arachnotron (or arch-vile on UV and NM), then go through and kill some waiting demons, spectres and a baron who are guarding yet another blood pool. Run through the blood to a lift and activate it (a revenant will ambush you on HMP or higher), then ride the lift up to a large round room with imps and shotgun guys. Press the skull switch in the south-east wall to raise a set of stepped poles in the central blood pit, then run up these poles to reach the red skull key. When you land, press the gargoyle switch in front of you to lower a lift so you can climb out.

Go back to the pentagram room and open the north door (requiring the yellow key), kill any imps and lost souls waiting in the next room then head north and east into a short passage that leads back to the round room; your path is blocked by some bars, but you can press the nearby skull switch (requiring the red key) to open them along with a second set of bars to the north, which conceal a red skull switch. Kill the cacodemons (and pain elementals on UV and NM) that teleport to the round room then go to the red switch and press it to lower the floor to your right, revealing the exit room. When you approach the satyr switch that ends the level, it will close and be replaced by a gargoyle switch; pressing this switch opens two compartments behind you containing revenants. Enter the west compartment and press the lion switch inside it to reveal the exit switch again.

Other points of interest[edit]

Secrets[edit]

  1. At the yard west of the pentagram room, next to the steps, lower the wall with metal ridges on the right side and you can get a megasphere. (sector 401)
  2. From the pentagram room, open the eastern door and go through the hall and up the steps. Approach the skull switch at the end of this room for the compartment behind you to open. Inside, part of the east wall has blood on the seams. Open this part of the wall to get a rocket launcher. (sector 388)
  3. After collecting the blue key, return to the outside yard in the south-east to find it has expanded. Head to the outer portion of the courtyard and head for the south-west corner. Look for the skull eyes in the inner corner, which will lower the pillar with the megasphere. (sector 312)

Bugs[edit]

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed 1:41.23 Erick Tenorio (GuyNamedErick) 2018-04-28 je22-141.zip
NM speed
UV max 6:08.77 Erick Tenorio (GuyNamedErick) 2018-04-28 je22-608.zip
NM 100S
UV -fast 8:41.11 NumberJuan77 2021-05-14 jenesis22f_841.zip
UV -respawn
UV Tyson
UV pacifist
NoMo 1:16.66 NuruTheDoomer 2024-06-09 jenesis_nomo.zip

The data was last verified in its entirety on September 7, 2024.

Statistics[edit]

Map data[edit]

Things 505
Vertices 2290*
Linedefs 2337
Sidedefs 3569
Sectors 402
* The vertex count without the effect of node building is 1877.

Things[edit]

This level contains the following numbers of things per skill level:

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • This level was introduced in Part 3 of Jenesis.

See also[edit]

Sources[edit]

External links[edit]