File:Hello (Aftershock)

Description
The filename is LEVEL, meaning we get one of the most vague filenames ever. As for the reason this map is named "hello", my only assumption is because the value for the level name is message. This means that the author might have mistakenly thought it would be a message upon starting the level and not the name of the actual level, though this is all assumptions. Both vague names make searching for this level to be a near impossible task.

This level is pretty brutal, especially as there is no Armor and only one Powerup. I spent a few hours trying to beat this level and my number of attempts has to have been in the twenties (most were restarts due to random mishaps like a Secret not registering or one of the Ogre's packs falling off the platform). Speaking of Secrets, they can be highly unstable, I recommend trying them continuously until they work. It also seems to work better if you back up after spawning (it seems the Secret triggers didn't notice the displacement of the teleportation). Keeping focus on the Secret count before moving on is crucial as there is no way to return if you miss one.

The first room is a wide bridge with four sides, each having a Shambler at the end, and a central area with a Teleporter. I heavily recommend using the Axe on these Ogres, it will give you enough Ammo to take out another Shambler later on after picking up another pack of Shells (saving your precious Nail ammo). It is impossible to take out all four Shamblers, even trying for three can be quite foolish. You want to take out the Shamblers overlooking the first few areas, which are on the side you are looking towards when you start. As you will have very little ammo to play with, I recommend at the least getting rid of the Shambler by the tan block (each block represents a section of the map, each also has a lower section which is accessible via a Secret). To find the Secrets, look for singular fires on Walls and head towards them for an invisible Teleporter. Each room between the first and last room has one Secret (plus one has two more inside of it that are easy to detect).

The next room is a room similar to "The Chasm" in Doom. I have heard it is more convoluted here, but I find it relatively easy to navigate without falling (even when pointlessly going down the wrong path to show it off, like I do here). The tightness of the paths also means it is easy to jump on them. Besides the darkness of the Fiend room, it is pretty easy, though I advise only using a few Grenades and mostly relying on them injuring each other with their leaps.

After the dark Fiend room is an area with a maze. I advise killing the Knights with an Axe, they are easy kills and it saves Shells. Taking the wrong end to fight another Shambler, you want to use your conserved Shells to take it out. After that you must navigate to an area with 2 Shamblers and rush past them to reach a Secret area to conserve Ammo. I had a bit of bad/good luck as one teleported with me. You want to get the Pentagram, quickly snatch the secret which is otherwise impossible to get (sorry I couldn't show it off much, but I was on a time limit), and then rush back to kill at least a Shambler with an Axe (this means that while I was pinned down, I was able to shave a few seconds and get to the Shambler quicker than normal). The second one can be taken out via normal means without much loss. You will need to use Nails to snipe a Shambler in this section and the next, so keep that in mind.

For the final secret area, I advise using an infight between the Ogre and Knight. Most likely the Ogre will win, but in either case you would Axe the victor. As for the 30 Zombie cluster, you want to get them close together to avoid using many Rockets (also note the Packet Overflow from the large number of gibs and all the visual glitches in the level just due to the distance being impossible for Quake to render, now you see why Quake was mostly confined spaces).

The Ogre and Fiend bridge area is a nightmare if not handled properly. You need to eliminate threats quickly, luring Fiends back and using your Nails to defeat them (hope you have a good stockpile waiting, you will need it) and trying to use Rockets on Ogre clusters as much as possible. Save the last Fiend though, he is the important piece to surviving the final area.

To beat the last room (if you want 100 percent kills) you need to lure the final Fiend into the room with the Shamblers. You want to keep it close and try not to alert the Shamblers until you are ready (also alerting one at a time). It is good if the Fiend leaps into the Shambler not long after it is alerted. Fiend infighting/confusing the Shambler with an Axe is key. You need the Fiend to win 2 of the infights at least to conserve Ammo, meaning this can be quite risky (my heart was beating during this playthrough).

If you are looking for a challenge, you will find it here. Just beware the frustrating Secret glitches. Visual glitches aren't fun either.