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The Rescue (The Monastery, episode 5)

   (3 reviews)
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About This File

Remember the fourth episode, The Watering-Place. Gal Mac Porter told you it was the last mission you had to complete. But he forget to tell you something very important. He ordered your brother to go back to 15th century in the Carpathian Mountains, and try to strengthen the rebels by killing some more Hell Order agents, In spite of his promise to keep your brother away from these time-travel and risky missions. He is too young to die. Coming back to your era, he said that he couldn't do anything else, and that this mission was a matter of life and deaf for your rebelion group. He added that unfortunately he had no news about your brother for days. So, you to decide to go back there and try to rescue your brother. You hope he is still alive and could killed many Hell Order agents. But a bad thinking borns in your mind Why did Gal Mac Porter give such a dangerous mission to your brother in spite of his promise, what kind of reason did he found ? You must not loose a second, try to rescue your brother. You'll ask for explanations when you're back.

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For its time in 95, is looking nice. But Gameplay is RUINED by switchhunt. If someone don't like archvilles, better dont touch it even with a stick ;) Anyway, I don't recommend to anybody. Going there and back again and again isn't fun at all.

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Unknown date

Your mission is a matter of "life and deaf", according to the readme, but the author is excused because he is French. Nonetheless this is a dull level. It uses Heretic textures throughout, and I suspect the author was a Heretic fan, because the level is basically a castle with lots of winding corridors. Winding, single-file corridors. It's also a switch hunt. I disliked it intensely.

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Unknown date

I liked it

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  • File Reviews

    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.
    • By Rosh Fragger · Posted
      Such a wonderful creation! I really wish there were some more maps so this could make it into ZDaemon Thursday Night Survival (TNS) someday...
    • By Ajora · Posted
      This is a solid contender for being the absolute best Megawad that I've ever played. 
    • By NuMetalManiak · Posted
      I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.
    • By NuMetalManiak · Posted
      it's one of those classic 90's wads you can probably just sift through, but it's not that good. plenty of inescapable pits, some awful level progression, and some actually trollish crusher placement lie within this one.