Witch It

Witch It

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Hexed Halls
   
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10 Oct @ 5:29am
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Hexed Halls

Description

🎃Happy Halloween 2025 to the Witch It! community!🕯️



Hexed Halls is a compact yet intricate map set in the mysterious Ebonwhite Castle, featuring multiple levels, interconnected hallways, and a variety of rooms rich in props and hiding spots. The map encourages strategic movement, clever use of abilities and decission making.
→This map is suitable for all core game modes: Mobification, Hide and Seek, and Hunt a Hag.


Ebonwhite Castle has been attacked by an evil coven of witches.
Several of its inhabitants have mysteriously disappeared, including the king himself, although the guards stationed outside claim to have seen no one leave the castle walls.

The Witches casted a spell that prevents us from entering, but there are some weak spots. Simultaneously, our security system Press-a-Gate Pro™ has been activated, and the witches remain locked inside, taking over each room. Not all hope is lost: some loyal souls may yet endure within the haunted halls of Ebonwhite.

The only access points not protected by magical fileds appear to be the Princess’s Chambers and the Trophy Room evacuation tunnel.
Tonight, a group of brave hunters will storm the castle with the goal of rescuing the king and reclaiming Ebonwhite from the clutches of these troublesome witches.



Throne Hall



A grand three-level hall with poor hiding spots on the ground floor, but risky opportunities among the massive chandeliers.

Lower level → connects to the Main Hallway, Dining Room, and Bathroom.
Middle level → connects to minor hallways and the Library.
Upper balcony → direct access to the Observatorium.

A small balcony corridor segment can also serve as a third spawn point for Hunters.



The Hallways

Ostentatious and practical passages linking the Throne Hall, Dining Room, and Library on both lower and mid levels of the Citadel.



Dining Room

The table is set for an endless feast. Food, goblets, and decorations fill the room, offering the highest prop density in the entire map.
An excellent hiding spot… but a dangerous place to flee from.



The Library



The true backbone of the map.
A towering, curved three-floor chamber filled with bookshelves, ivy, and tomes gathered from every corner of Dreamland and beyond. Here is were the most capable alchemists of Dreamvalley master their skill.
The Observatorium’s protective shield remains active, but it can still be accessed via the side maintenance tunnel.

Lower floors → plenty of hiding spots among shelves and plants. The Trophy Room is also located here.
Mobility → ropes, ladders, pipes, and agility are essential for navigating the space.
Upper floor → houses the Observatorium, lit by candles, connected both to the Princess’s Chambers and the Throne Hall balcony.



Hunter Spawns


Trophy Room → Narrow but practical. Contains a Magic Mirror.
As its name suggests, the room is filled with treasures brought from distant lands.
It also has the tunnel the Hunters will use to sneak into the castle.

Princess’s Chambers → Discreet but uniquely decorated, is equipped with comfortable bed and another useful Magic Mirror.
The chamber is quiet, with a remarkably comfortable bed.
Hunters will access this area through the exterior balcony window.

Sentinel’s Walk → This zone is protected by strings of garlic and includes a Supply Briefcase to aid those who appear here.
Sentinel’s Walk will only open if a Hunter spawns in this location; otherwise, it will remain sealed off for the entire match.



Magic Mirrors


Charged with powerful transformation magic, allows both Hunters and Witches to change skins and abilities. No battle is won by storming a fortress in tatters.

Gates & Buttons


The security system Press-a-Gate Pro™2 reinforced the citadel interior defenses, now inhabitants must stand ~1.5 seconds on the gate's button to open it.

Library Gyroscope and Hidden Switches

Gyroscopes: Each time a Witch or a Hunter presses a Button, a Gyroscope in a different floor of the Library spins, alerting players of nearby activity.

Example → triggering the button on the Trophy Room gate sets the Observatorium's gyroscope in motion, subtly suggesting a presence on the lower floor.

Hidden Switches: Some gates can be opened permanently by finding hidden switches on the same room.

Advantage for Everyone→ the map gains flexibility, abandoning its linear, corridor-style layout..
Advantage for Witches → more mobility for not having to stand on Buttons, and more escape routes available.
Added risk → predictable paths and potential ambushes by Hunters on opened gates Buttons.

A permanently opened gate light will glow red.



Witch and Hunter Tips



Witch Tips

• Movement is your greatest ally, don’t stay in one spot for too long.
• Permanently open multiple gates for extra escape routes.
Possess is your best skill on this map.
• The Dining Room is prop-rich, but escaping during Party Mode requires de-transforming, exposing yourself to Hunters.
• The Throne Hall has some sneaky hiding spots, but with few props, it’s easy for Hunters to spot what doesn’t belong.
Support other Witches in danger A transformed cornered Witch can escape if an ally presses a button to open the way, Hunters may not notice who triggered the button, allowing a transformed Witch in danger to escape.
Hunter Tips

• All areas are accessible without movement abilities by using the enviroment, but having one can still help.
• Take advantage when gates aren’t permanently open, check rooms one by one.
• The Dining Room is a double-edged sword: block the exit and it becomes a deadly trap.
Work together: One Hunter can guard one side of a gate while the others circle around, leaving the Witch with no way out.
Garlics are a Hunter's best friend: not only block switch use 100%, but also completely cut off passage through every corridor of the map.

Easter Eggs


The map includes several nods to classic fairytales, along with hidden surprises, like a fairly obvious secret passage in the bathroom and two Party Modes that can be activated in different rooms.