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{{map|slot=E1M5}}
 
{{map|slot=E1M5}}
 
 
{{Knee-Deep in the Dead}}
 
{{Knee-Deep in the Dead}}
 
+
'''E1M5: Phobos Lab''' is the fifth map of [[Knee-Deep in the Dead]] in [[Doom]].  It was designed by [[John Romero]] and uses the [[Doom music|music]] track "Suspense". The [[par time]] is 2:45.
'''E1M5: Phobos Lab''' is the fifth map of [[Knee-Deep in the Dead]] in [[Doom]].  It was designed by [[John Romero]] and uses the [[Doom music|music]] track "Suspense". The [[par time]] is 2:45.
 
  
 
== Walkthrough ==
 
== Walkthrough ==
  
[[Image:E1M5 map.png|thumb|300px|Map of E1M5]]
+
[[Image:E1M5_map.png|thumb|300px|Map of E1M5]]
 +
: Letters in ''italics'' refer to marked spots on the map. [[Sector]] numbers in '''boldface''' are [[secrets]] which count toward the [[Intermission screen|end-of-level tally]].
  
 
===Essentials===
 
===Essentials===
Run across the [[nukage]] pool (quickly, to minimize damage) and turn right down the hall. Go to the end and left out onto the porch overlooking another nukage pool; this will raise a walkway on the opposite side of the pool.
+
Run across the [[Damaging floor|nukage]] pool (quickly, to minimize [[damage]]) and turn right down the hall. At the end, walk out onto the porch ''(A)'' overlooking another nukage pool; this will raise a walkway ''(B)'' on the opposite side of the pool.
  
Turn around, go back up the hall, and go up the stairs on your right. Collect secret #1 now if you like. Go out onto the walkway, go all the way down and left into another hallway. Follow this hallway to find the [[yellow keycard]]. Shoot demons through the window, if you like, while they cannot damage you.
+
Turn around, go back up the hall, and go up the staircase to your right ''(C)''. Walk along the walkway to the east, turn left into the dark passage, and pick up the [[yellow key]] at the end ''(D)''.
  
Go back down the hall and jump into the nukage. Go quickly to the brown wall in the southeast corner and push it to open it. (This is secret #2.) Follow the corridor at the back of this secret room to come back out in the hall just across the nukage pool from the starting point.
+
Go back down the stairs near the start point, and through the door to the left of the stairs ''(E)''. Follow the walkway around to the right, and you will see a yellow door on your left. Go in, take the lift downward, and turn left down the gray staircase ''(F)''. As you reach the bottom, two traps will open — one behind you ''(H)'', and one on the corresponding staircase to the north of the lift ''(G)'' — revealing four [[Imp]]s ([[I'm too young to die]] and [[Hey, not too rough]]), or eight [[sergeant]]s, four Imps, and two [[Spectre]]s ([[Hurt me plenty]]), or eight sergeants, four Imps, and four Spectres ([[Ultra-Violence]] and [[Nightmare!]]). Continue following this hallway around to the right, until you see a nukage pool on your right with two large columns in it. Run across the nukage, between the columns, and press the switch on the small concrete platform ''(I)''; this opens a door across the nukage pool from the yellow door. As you step onto this platform, the two columns will descend, revealing two [[trooper]]s (ITYTD and HNTR), or two troopers and two Imps (HMP), or two troopers, two Imps, and two sergeants (UV and NM).
  
Go through the door to the left of the stairs and follow the walkway around to the left. You will come to the yellow door. Go in and down the lift, watching for monster attacks. Go down the stairs toward the south. Continue down this hall, but listen because a door will open behind you and many monsters will come after you. There is a corresponding door on the north side, so monsters from that side will be coming after you soon as well, from the front and back.
+
Go back through the yellow door and run straight across the nukage to the newly opened passageway ''(J)''. Go up the stairs, turn left, and follow the passageway to a computer room ''(K)''. Click the switch in the far right corner of this room, which opens a doorway to a darkened tan corridor. Follow this corridor to a gray room containing the [[blue key]] ''(L)''.
  
The hall will lead to a walkway overlooking a nukage pool with two large columns in it and a switch on a platform across it. Collect secrets #3, 4, and 5 now if you wish. Run across the nukage to the switch platform, but turn around quickly because the two large columns will descend quickly with monsters on them. After dispatching these monsters, click the switch to open a door outside and across the nukage from the yellow door. If you want to, get on the large columns, ride up, and jump across to high platforms to collect [[blue armor]] in one case and a [[box of ammo]] in the other.
+
Grab the blue key and go down the stairs to the north. At the bottom, you will find a blue door ''(M)''. Open the blue door and make your way to the north side of the large room beyond, where you will see the exit door ''(N)''. Go through the exit door and press the switch.
  
Go back towards the yellow door using the north hallway. Collect secret #6 now if you want, but find your way back to the walkway outside the yellow door eventually.
+
===Other points of interest===
 +
At the yellow key, some players find it helpful to shoot as many [[monsters]] as possible through the window, where their attacks are less effective ([[Demon]]s' in particular). The room beyond this window is the first room past the staircase on the way to the computer room.
  
Opposite the yellow door and across the nukage, you have opened a door using the switch described above. Go in and follow the passageway to a room with computer panels on all the walls. Go to the far wall and turn right to see a switch. Collect secret #7 now if you like.
+
After you lower the two green columns in the nukage pool, you can make them rise by walking onto one. This allows you to jump to two high platforms at the far corners of the pool, containing a [[blue armor]] ''(O)'' and a [[Box of ammo|box of bullets]] ''(P)''. (If you are still on the column when it stops moving, you are not trapped: pressing the button on the east wall lowers both columns again.)
  
Click the switch to raise the panel and follow the corridor to a room with the [[blue keycard]] and a switch. Skip the switch, if you like, because it opens a door out to the walkway but we're not going that way now.
+
The switch near the blue key opens a hidden door in the small room at the bottom of the nearby staircase, across from the blue door. This provides a shortcut back to the beginning of the level (and is not needed for [[Intermission screen|100% secrets]]).
  
Grab the blue keycard and turn around and go to the left of the way you came in. Go down the steps to find the blue door.
+
The dark room before the exit contains a large [[Wikipedia:Horseshoe|horseshoe]]-shaped wall in the center. The northernmost section of this wall ''(Q)'' is a secret door (which is not needed for 100% secrets).
  
Go through the blue door. Collect secrets #8 and 9 now if you wish. Make your way to the north side of this room to find the exit door. There is an obstructing wall in the middle of this room, but the northernmost part in the middle is a secret door you may use if you like (it is not needed for 100% secrets).
+
===Secrets===
 +
# At the top of the staircase near the start point, before you walk onto the walkway, you will see two [[barrel]]s to your right. Behind the barrels is a secret door ''(R)'', indicated by a greenish wall [[texture]], which conceals a [[shotgun]]. '''(sector 69)'''
 +
# After collecting the yellow key, come back to overlook the nukage pool. Directly ahead, in the southeast corner of the nukage, is a secret door '''(sector 95)''' indicated by a brownish wall texture. Cross the nukage and go through the door to find a [[rocket launcher]] ''(S)'' and a blue armor. Leave the room through the corridor to the southwest.
 +
# Just after you go through the yellow door for the first time and go down the lift, two Imps will be shooting at you from high platforms ''(T, U)''.  These platforms will lower if you push on the walls below them (or if you walk to the bottom step of the gray staircase past either one). Ride up on the northern platform and open the wall to the right (east) to reveal a secret compartment with a [[box of shells]] '''(sector 49)'''. The back wall of this compartment opens into a room with a [[blur artifact]], two [[medikit]]s, and a pentagram-shaped [[teleporter]] ''(V)'' which deposits you near the start point. There is also a metal-textured wall to the east which opens onto the walkway outside of the yellow door.
 +
# At the western edge of the map, opposite the nukage pool containing the two large columns, is a small alcove containing a medikit. The back wall is a secret door ''(W)'' revealing a [[radiation suit]]. '''(sector 7)'''
 +
# The wall to the south of secret #4 is another secret door ''(X)'', revealing a [[chainsaw]]. '''(sector 5)'''
 +
# The wall to the south of secret #5 is yet another secret door, leading to a courtyard ''(Y)'' with additional medikits and a [[soul sphere]]. '''(sector 2)'''
 +
# In the computer room, there is a secret door to the west of the switch in the corner (on the other side of the protruding pillar). Go through the secret door to collect a [[computer map]] ''(Z)'', a [[backpack]], and a [[chaingun]]. '''(sector 99)'''
 +
# After going through the blue door, hug the wall to the left until you have made a U-turn. Ahead of you is a room ''(AA)'' with a medikit and a [[light amplification visor]]. '''(sector 110)'''
 +
# A second blue door ''(BB)'' connects the pentagram teleporter room (see secret #3 above) to the large dark room before the exit. You must walk through the blue door to get credit for the secret. '''(sector 58)'''
  
===Other points of interest===
+
===Bugs===
 +
If you ride the rising column toward the bullet box, you may notice a thin [[slime trail]] on the gray wall to the east (see screen shot below).
  
===Secrets===
+
If you stand in the northeastern corner of the long tan corridor and look to your west, you may see a small slime trail (see screen shot below).
# In the hallway across the [[nukage]] pool from the start, go up the stairs that are partway down on the left. Around to your right is a greenish secret door behind two [[barrel]]s. Inside is a [[shotgun]].
 
# After collecting the [[yellow keycard]], come back to overlook the nukage pool. Directly ahead, in the southwest corner of the nukage, is a brownish secret door. Go across the nukage and through the door to find a [[rocket launcher]], [[box of rockets]], [[blue armor]], and some [[armor bonus]]es. Go down the corridor to the southwest to return to the hallway near the start.
 
# At the western side of the map, opposite a nukage pool containing two large columns that go up and down and a switch, is a small alcove containing a [[medikit]]. The back wall is a secret door revealing a [[radiation suit]].
 
# The wall to the south of the radiation suit above is another secret door, revealing a [[chainsaw]].
 
# The wall to the south of the chainsaw above is yet another secret door leading to a courtyard with a [[soul sphere]].
 
# Just after you go through the yellow door for the first time and go down the lift, two [[imp]]s will be shooting at you from high platforms.  Both of these platforms will lower if you push on the wall below them (or if you walk a little down the hallway past either one).  Ride up on the northern platform and the wall to the right (east) opens a secret compartment with a [[box of shells]]. The back wall of this compartment opens into a room with a [[blur artifact]] and a pentagram-shaped [[teleporter]] which takes you back to near the start. There is also an metal-texture wall that opens back onto the walkway outside of the yellow door.
 
# You will come to a room with a blue floor and computer panels on all the walls. You will exit this room using a switch in the southeast corner to raise the panel it is on. But there is a panel that is a secret door to the west of the switch, on the other side of the part of the wall that sticks out into the room. Go through the secret door to collect a [[computer map]], [[backpack]], and other goodies.
 
# After going through the blue door, hug the wall to the left until you have made a U-turn. Ahead of you is a room with a [[light amplification visor]].
 
# Go out of the visor room described above and continue to follow the wall around to the left. At the western end of the room, there is an off-color wall behind a barrel that is a secret door. Go through the door to register the secret; it goes into a hallway leading back to the pentagram room.
 
  
===Bugs===
+
If you walk very slowly up the first staircase, along the left-hand wall, you may awaken an Imp near the western edge of the computer room, despite the solid wall between you.  This is an instance of the [[Sleeping Sergeant of Doom II MAP02|"sleepwalking sergeant" bug]].
  
 
===Demo files===
 
===Demo files===
 
* [[Media:e1m5secr.lmp|No monsters, 100% secrets walkthrough]] ([[:Image:e1m5secr.lmp|file info]])
 
* [[Media:e1m5secr.lmp|No monsters, 100% secrets walkthrough]] ([[:Image:e1m5secr.lmp|file info]])
 
* [[Media:e1m5wik1.lmp|100% kills, items, and secrets on ITYTD]] ([[:Image:e1m5wik1.lmp|file info]])
 
* [[Media:e1m5wik1.lmp|100% kills, items, and secrets on ITYTD]] ([[:Image:e1m5wik1.lmp|file info]])
* [[Media:e1m5wik2.lmp|100% kills, items, and secrets on HTNR]] ([[:Image:e1m5wik2.lmp|file info]])
+
* [[Media:e1m5wik2.lmp|100% kills, items, and secrets on HNTR]] ([[:Image:e1m5wik2.lmp|file info]])
 
* [[Media:e1m5wik3.lmp|100% kills, items, and secrets on HMP]] ([[:Image:e1m5wik3.lmp|file info]])
 
* [[Media:e1m5wik3.lmp|100% kills, items, and secrets on HMP]] ([[:Image:e1m5wik3.lmp|file info]])
 
* [[Media:e1m5wik4.lmp|100% kills, items, and secrets on UV]] ([[:Image:e1m5wik4.lmp|file info]])
 
* [[Media:e1m5wik4.lmp|100% kills, items, and secrets on UV]] ([[:Image:e1m5wik4.lmp|file info]])
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<gallery>
 
<gallery>
Image:E1m5line.png|Small [[Slime trails|slime trail]] near rising column
+
Image:E1M5 start.png|Start point
 +
Image:E1M5 rising walkway.png|The walkway leading to the yellow [[key]]
 +
Image:E1M5 yellow key.png|Yellow key and window
 +
Image:E1M5 stair trap.png|The gray staircase
 +
Image:E1M5 two column switch.png|Nukage pool with switch
 +
Image:E1M5 computer room stairs.png|Passage to the computer room
 +
Image:E1M5 tan passage.png|The darkened tan corridor
 +
Image:E1M5 blue key.png|The blue key room
 +
Image:E1M5 omega room.png|Approaching the exit
 +
Image:E1M5 rocket launcher.png|The rocket launcher room (secret #2)
 +
Image:E1M5 star.png|Pentagram-shaped [[teleporter]] (secret #3)
 +
Image:E1M5 courtyard.png|The western courtyard (secret #6)
 +
Image:E1M5 chaingun secret.png|Powerups hidden in the computer room (secret #7)
 +
</gallery>
 +
 
 +
===[[Slime trails]]===
 +
<gallery>
 +
Image:E1m5line.png|Small trail near rising column
 +
Image:E1m5hall.png|In passage leading to blue key
 
</gallery>
 
</gallery>
  
Line 61: Line 80:
  
 
===Routes and tricks===
 
===Routes and tricks===
 +
 +
====The exit area====
 +
The four [[Spectre]]s in the next-to-last room tend to be somewhat confined by the obstacles and slower-moving [[monsters]] around them; therefore, killing the first few [[zombie]]s may actually increase your chances of being cornered.
 +
 +
Firing [[rocket]]s in this area is rather dangerous due to the number of columns, [[barrel]]s, and enemies present.  In [[UV speed]] mode, however, they are the fastest way to clear the exit room (if your timing is impeccable, you can kill all three [[Demon]]s with three shots).
 +
 +
It is possible to press the exit switch while two Demons are still in the room.  (For this reason, [[secret]] #7 is sometimes skipped in a straight speedrun; the player can easily conserve enough rockets to clear the [[blue key]] room.)
 +
 +
For categories requiring [[Intermission screen|100% kills]], the general practice is to enter the dark room from the south, then obtain the [[light goggles]], which make the Spectres much easier to see.  Proceed clockwise toward the exit, pausing to collect secret #9 if necessary; if you go just far enough past the exit door to shoot the barrel in the northeast corner, you have probably awakened all the monsters.  Some players use the [[chainsaw]] almost exclusively in this room, finding it to be more predictable than shooting barrels.
 +
 +
[[Andy Badorek]], in his original [[UV pacifist|pacifist]] recording {{competnftp|doom/pacifist/p1m5-841.zip}}, survived the final two rooms by luring monsters into the pentagram-shaped [[teleporter]] one by one.  Later players greatly improved his time by opening and closing the western blue door rapidly (encouraging [[Monster infighting|infighting]]), then running toward the exit.  The fastest, but most dangerous, method is to enter the dark room from the south, go through the center of the horseshoe-shaped wall, then open the exit door: with luck, one or two Demons are immediately struck by [[Hitscan|gunfire]] and charge past you, allowing you to reach the switch.
 +
 +
====Other areas====
 +
Due to the large population of this level, even a straight speedrun requires the player to obtain a [[shotgun]] and use it regularly.  Most players also get the [[soul sphere]], since there are so many zombies to run past.  In an episode run, the [[blue armor]] is sufficiently important to warrant another detour, even in styles where the player already has a [[rocket launcher]] from the previous level.
 +
 +
This map contains a large number of barrels, columns, and somewhat crowded rooms, which make it difficult to use the rocket launcher.  [[Compet-N]] players normally use it only in the long tan passage and the blue key room, and occasionally to clear the two green columns in the [[Damaging floor|nukage]] pool.  In NM, it is often used when the yellow door is first opened (taking care to aim at the side wall in an episode run, rather than straight ahead, so that the rocket doesn't accidentally detonate on the corner of the ledge and hurt you).  In an episode run, the player sometimes has rockets left over from previous levels, and can therefore use them in the western area as well.
 +
 +
[[Uwe Girlich]] has suggested that the optimal route through the western area is counterclockwise {{competnftp|doom/speed/e1m5-109.zip}}, because several monsters in the southern part of the large trap are facing away from the player when it opens (and therefore do not attack immediately).  Because none of the monsters in the trap are deaf, this tactic is most useful during pacifist runs.
 +
 +
In a straight speedrun, the fastest route to the computer room is through the yellow door.  Expert players can run from the yellow door to the switch and back in exactly two elevator cycles (any longer and you have to wait one more cycle to get back up the elevator, a significant delay).  In pacifist runs, or when playing with [[Command line arguments|fast monsters]], however, the western area must be exited via secret #3, because a cluster of monsters will gather on each side of the yellow door while you are inside.  The [[partial invisibility]] powerup also helps you survive all the way to the blue key.  In an episode run, some players go through the [[teleporter]] room anyway because it contains [[medikit]]s.
 +
 +
In NM, according to [[Adam Williamson]], the player should begin this level by:
 +
* running straight at the [[green armor]],
 +
* turning right and stepping into the hallway,
 +
* waiting for the first volley of [[Hitscan|pellets]] and [[fireball]]s to hit the Spectre directly in front of him, and then
 +
* raising the path to the [[yellow key]].
 +
Williamson says that this sequence forces the monsters into unusually predictable routes toward the player, making them a lot easier to dodge until you climb the stairs.  He credits [[Drew "stx-Vile" DeVore]] with inventing the trick. {{competnftp|doom/nmare/n1m5-104.zip}}
 +
 +
[[NM speed]] and [[NM100S]] runs use essentially the same route, with minor detours to collect the secrets in the latter case (though secret #2 is almost always entered).  The level has been completed in both styles without picking up the soul sphere.
 +
 +
For styles requiring 100% kills, [[Barrel|barrel frags]] can significantly reduce your completion time, since there are so many barrels on the level.  For example, if you go directly from the start point to the yellow key, many monsters will congregate near the barrels in front of secret #1, or near the barrels at the bottom of the staircase, as you proceed toward the yellow door.  As you enter the room with the yellow door in it, run forward into the nukage, then turn left to shoot the barrel under the archway.
 +
 +
[[UV max]] runs benefit from going all the way into secret #7, because the long tan corridor can be cleared more quickly with the [[chaingun]] than with the shotgun.  As the door opens, turn around and enter it backward, so you can shoot the nearby barrel to your left.
 +
 +
The large trap in the western area is very dangerous in [[UV -fast]], due to the Spectres' doubled speed.  Even expert players usually retreat into secret #6 until most of the monsters are dead.
 +
 +
[[UV -respawn]] runs can be sped up by firing through the window near the yellow key, and by clearing the room east of the yellow door more than once.  This allows you to ignore most Demons and Spectres, who simply take more time to kill than zombies.  [[Andreas "Anthe" Kren]] was the first person to use this approach in a Compet-N submission. {{competnftp|doom/respawn/r1m5-258.zip}}
 +
 +
In a [[UV Tyson]] recording, it is important to enter secret #2 to get the blue armor and the [[health]] pickups.  Most players also grab the soul sphere, which speeds up the run by allowing the [[chainsaw]] to be used more often.  (Secret #7 can be skipped in that case, although bullets should still be used on barrels and on groups of [[sergeant]]s.)  A small amount of time may be saved by not clearing the first hallway immediately, then killing stragglers with the chainsaw on your way to the computer room.  Monster infighting in the first hallway, the computer room, and the blue key room can also save time.
 +
 +
A typical pacifist route begins by going straight to the yellow key, then to the yellow door.  (This requires some luck, as with [[E1M3: Toxin Refinery (Doom)|E1M3: Toxin Refinery]], since a number of sergeants must be dodged at close range.)
  
 
===Current records===
 
===Current records===
  
The [[Compet-N]] records for the map are:
+
The Compet-N records for the map are:
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!Run||Time||Player||Date||File||Notes
 
!Run||Time||Player||Date||File||Notes
Line 72: Line 132:
 
|[[NM speed]]||01:04||[[Adam Williamson]]||2001-11-27||{{competnftp|doom/nmare/n1m5-104.zip|n1m5-104.zip}}||  
 
|[[NM speed]]||01:04||[[Adam Williamson]]||2001-11-27||{{competnftp|doom/nmare/n1m5-104.zip|n1m5-104.zip}}||  
 
|-
 
|-
|[[UV max]]||02:28||[[Drew "stx-Vile" DeVore]]||2002-07-18||{{competnftp|doom/max/e1m5-228.zip|e1m5-228.zip}}||  
+
|[[UV max]]||02:28||[[Drew DeVore (stx-Vile)]]||2002-07-18||{{competnftp|doom/max/e1m5-228.zip|e1m5-228.zip}}||  
 
|-
 
|-
|[[NM100S]]||01:39||[[Adam Williamson]]||2001-04-17||{{competnftp|doom/nmare/n1s5-139.zip|n1s5-139.zip}}||  
+
|[[NM100S]]||01:31||[[Guillaume Pierson (Guiddqd)]]||2008-10-26||{{competnftp|doom/nm100s/n1s5-131.zip|n1s5-131.zip}}||  
 
|-
 
|-
 
|[[UV -fast]]||02:57||[[Radek Pecka]]||2001-01-12||{{competnftp|doom/fast/f1m5-257.zip|f1m5-257.zip}}||  
 
|[[UV -fast]]||02:57||[[Radek Pecka]]||2001-01-12||{{competnftp|doom/fast/f1m5-257.zip|f1m5-257.zip}}||  
 
|-
 
|-
|[[UV -respawn]]||02:39||[[Radek Pecka]]||2000-08-27||{{competnftp|doom/respawn/r1m5-239.zip|r1m5-239.zip}}||  
+
|[[UV -respawn]]||02:15||[[Aleksey Kamenev (4shockblast)]]||2014-07-07||{{competnftp|doom/respawn/r1m5-215.zip|r1m5-215.zip}}||  
 
|-
 
|-
|[[UV Tyson]]||03:40||[[Xit Vono]]||2003-04-05||{{competnftp|doom/tyson/t1m5-340.zip|t1m5-340.zip}}||  
+
|[[UV Tyson]]||03:40||[[Jim Leonard (Xit Vono)]]||2003-04-05||{{competnftp|doom/tyson/t1m5-340.zip|t1m5-340.zip}}||  
 
|-
 
|-
 
|[[UV pacifist]]||01:14||[[Adam Williamson]]||2000-04-24||{{competnftp|doom/pacifist/p1m5-114.zip|p1m5-114.zip}}||  
 
|[[UV pacifist]]||01:14||[[Adam Williamson]]||2000-04-24||{{competnftp|doom/pacifist/p1m5-114.zip|p1m5-114.zip}}||  
 
|}
 
|}
 +
 +
''The data was last verified in its entirety on November 1, 2012.''
  
 
== Deathmatch ==
 
== Deathmatch ==
Line 91: Line 153:
 
===Map data===
 
===Map data===
 
{| {{prettytable}}
 
{| {{prettytable}}
|[[Things]]||293
+
|[[Thing]]s||293
 
|-
 
|-
|[[Vertices]]||746
+
|[[Vertex]]es||746
 
|-
 
|-
|[[Linedefs]]||825
+
|[[Linedef]]s||825
 
|-
 
|-
|[[Sidedefs]]||1053
+
|[[Sidedef]]s||1053
 
|-
 
|-
|[[Sectors]]||143
+
|[[Sector]]s||143
 
|}
 
|}
  
 
===Things===
 
===Things===
 
{| {{prettytable}}
 
{| {{prettytable}}
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
![[Monsters]]||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
 
|-
 
|-
 
|[[Demon]]s||2||4||12
 
|[[Demon]]s||2||4||12
Line 116: Line 178:
 
|[[Trooper]]s||15||28||28
 
|[[Trooper]]s||15||28||28
 
|-
 
|-
!Powerups||ITYTD and HNTR||HMP||UV and NM
+
![[Powerup]]s||ITYTD and HNTR||HMP||UV and NM
 
|-
 
|-
 
|[[Armor bonus]]es||14||14||14
 
|[[Armor bonus]]es||14||14||14
Line 142: Line 204:
 
|[[Stimpack]]s||14||14||14
 
|[[Stimpack]]s||14||14||14
 
|-
 
|-
!Weapons||ITYTD and HNTR||HMP||UV and NM
+
![[Weapons]]||ITYTD and HNTR||HMP||UV and NM
 
|-
 
|-
 
|[[Chainsaw]]s||1||1||1
 
|[[Chainsaw]]s||1||1||1
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|[[Rocket launcher]]s||1||1||1
 
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== Inspiration and development ==
 
== Inspiration and development ==
 +
 +
== Trivia ==
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* [[wikipedia:PTV (Family Guy)|An episode of Family Guy]] features gameplay footage from this level, with Stewie riding his tricycle superimposed over the [[Heads-up display|HUD]], in a parody of the introduction sequence to [[wikipedia:Police Squad!|Police Squad!]].
 +
* This is the first stage shown in [[The Ultimate Doom]] demo rotation.
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* This stage marks the first usage of a [[teleporter]].
  
 
== External links ==
 
== External links ==
  
* [http://www.doom2.net/compet-n/database/cn.cgi?map:udoom:15 E1M5 demos from the Compet-N database]
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* [http://www.doom2.net/~compet-n/database/cn.cgi?map:udoom:15 E1M5 demos from the Compet-n database]
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* [http://ian-albert.com/misc/doommaps.php Top-down perspective view of all Doom levels] by Ian Albert
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[[Category:John Romero levels]]
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[[Category:Levels by name|Phobos Lab (Doom)]]

Revision as of 19:16, 25 September 2014

This level occupies the map slot E1M5. For other maps which occupy this slot, see Category:E1M5.
Ultimate Doom maps
The Shores of Hell

M1 M2 M3 M4 M5 M6 M7 M8 M9

Inferno

M1 M2 M3 M4 M5 M6 M7 M8 M9

Thy Flesh Consumed

M1 M2 M3 M4 M5 M6 M7 M8 M9

E1M5: Phobos Lab is the fifth map of Knee-Deep in the Dead in Doom. It was designed by John Romero and uses the music track "Suspense". The par time is 2:45.

Walkthrough

Map of E1M5
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

Run across the nukage pool (quickly, to minimize damage) and turn right down the hall. At the end, walk out onto the porch (A) overlooking another nukage pool; this will raise a walkway (B) on the opposite side of the pool.

Turn around, go back up the hall, and go up the staircase to your right (C). Walk along the walkway to the east, turn left into the dark passage, and pick up the yellow key at the end (D).

Go back down the stairs near the start point, and through the door to the left of the stairs (E). Follow the walkway around to the right, and you will see a yellow door on your left. Go in, take the lift downward, and turn left down the gray staircase (F). As you reach the bottom, two traps will open — one behind you (H), and one on the corresponding staircase to the north of the lift (G) — revealing four Imps (I'm too young to die and Hey, not too rough), or eight sergeants, four Imps, and two Spectres (Hurt me plenty), or eight sergeants, four Imps, and four Spectres (Ultra-Violence and Nightmare!). Continue following this hallway around to the right, until you see a nukage pool on your right with two large columns in it. Run across the nukage, between the columns, and press the switch on the small concrete platform (I); this opens a door across the nukage pool from the yellow door. As you step onto this platform, the two columns will descend, revealing two troopers (ITYTD and HNTR), or two troopers and two Imps (HMP), or two troopers, two Imps, and two sergeants (UV and NM).

Go back through the yellow door and run straight across the nukage to the newly opened passageway (J). Go up the stairs, turn left, and follow the passageway to a computer room (K). Click the switch in the far right corner of this room, which opens a doorway to a darkened tan corridor. Follow this corridor to a gray room containing the blue key (L).

Grab the blue key and go down the stairs to the north. At the bottom, you will find a blue door (M). Open the blue door and make your way to the north side of the large room beyond, where you will see the exit door (N). Go through the exit door and press the switch.

Other points of interest

At the yellow key, some players find it helpful to shoot as many monsters as possible through the window, where their attacks are less effective (Demons' in particular). The room beyond this window is the first room past the staircase on the way to the computer room.

After you lower the two green columns in the nukage pool, you can make them rise by walking onto one. This allows you to jump to two high platforms at the far corners of the pool, containing a blue armor (O) and a box of bullets (P). (If you are still on the column when it stops moving, you are not trapped: pressing the button on the east wall lowers both columns again.)

The switch near the blue key opens a hidden door in the small room at the bottom of the nearby staircase, across from the blue door. This provides a shortcut back to the beginning of the level (and is not needed for 100% secrets).

The dark room before the exit contains a large horseshoe-shaped wall in the center. The northernmost section of this wall (Q) is a secret door (which is not needed for 100% secrets).

Secrets

  1. At the top of the staircase near the start point, before you walk onto the walkway, you will see two barrels to your right. Behind the barrels is a secret door (R), indicated by a greenish wall texture, which conceals a shotgun. (sector 69)
  2. After collecting the yellow key, come back to overlook the nukage pool. Directly ahead, in the southeast corner of the nukage, is a secret door (sector 95) indicated by a brownish wall texture. Cross the nukage and go through the door to find a rocket launcher (S) and a blue armor. Leave the room through the corridor to the southwest.
  3. Just after you go through the yellow door for the first time and go down the lift, two Imps will be shooting at you from high platforms (T, U). These platforms will lower if you push on the walls below them (or if you walk to the bottom step of the gray staircase past either one). Ride up on the northern platform and open the wall to the right (east) to reveal a secret compartment with a box of shells (sector 49). The back wall of this compartment opens into a room with a blur artifact, two medikits, and a pentagram-shaped teleporter (V) which deposits you near the start point. There is also a metal-textured wall to the east which opens onto the walkway outside of the yellow door.
  4. At the western edge of the map, opposite the nukage pool containing the two large columns, is a small alcove containing a medikit. The back wall is a secret door (W) revealing a radiation suit. (sector 7)
  5. The wall to the south of secret #4 is another secret door (X), revealing a chainsaw. (sector 5)
  6. The wall to the south of secret #5 is yet another secret door, leading to a courtyard (Y) with additional medikits and a soul sphere. (sector 2)
  7. In the computer room, there is a secret door to the west of the switch in the corner (on the other side of the protruding pillar). Go through the secret door to collect a computer map (Z), a backpack, and a chaingun. (sector 99)
  8. After going through the blue door, hug the wall to the left until you have made a U-turn. Ahead of you is a room (AA) with a medikit and a light amplification visor. (sector 110)
  9. A second blue door (BB) connects the pentagram teleporter room (see secret #3 above) to the large dark room before the exit. You must walk through the blue door to get credit for the secret. (sector 58)

Bugs

If you ride the rising column toward the bullet box, you may notice a thin slime trail on the gray wall to the east (see screen shot below).

If you stand in the northeastern corner of the long tan corridor and look to your west, you may see a small slime trail (see screen shot below).

If you walk very slowly up the first staircase, along the left-hand wall, you may awaken an Imp near the western edge of the computer room, despite the solid wall between you. This is an instance of the "sleepwalking sergeant" bug.

Demo files

Areas / screenshots

Slime trails

Speedrunning

Routes and tricks

The exit area

The four Spectres in the next-to-last room tend to be somewhat confined by the obstacles and slower-moving monsters around them; therefore, killing the first few zombies may actually increase your chances of being cornered.

Firing rockets in this area is rather dangerous due to the number of columns, barrels, and enemies present. In UV speed mode, however, they are the fastest way to clear the exit room (if your timing is impeccable, you can kill all three Demons with three shots).

It is possible to press the exit switch while two Demons are still in the room. (For this reason, secret #7 is sometimes skipped in a straight speedrun; the player can easily conserve enough rockets to clear the blue key room.)

For categories requiring 100% kills, the general practice is to enter the dark room from the south, then obtain the light goggles, which make the Spectres much easier to see. Proceed clockwise toward the exit, pausing to collect secret #9 if necessary; if you go just far enough past the exit door to shoot the barrel in the northeast corner, you have probably awakened all the monsters. Some players use the chainsaw almost exclusively in this room, finding it to be more predictable than shooting barrels.

Andy Badorek, in his original pacifist recording [1], survived the final two rooms by luring monsters into the pentagram-shaped teleporter one by one. Later players greatly improved his time by opening and closing the western blue door rapidly (encouraging infighting), then running toward the exit. The fastest, but most dangerous, method is to enter the dark room from the south, go through the center of the horseshoe-shaped wall, then open the exit door: with luck, one or two Demons are immediately struck by gunfire and charge past you, allowing you to reach the switch.

Other areas

Due to the large population of this level, even a straight speedrun requires the player to obtain a shotgun and use it regularly. Most players also get the soul sphere, since there are so many zombies to run past. In an episode run, the blue armor is sufficiently important to warrant another detour, even in styles where the player already has a rocket launcher from the previous level.

This map contains a large number of barrels, columns, and somewhat crowded rooms, which make it difficult to use the rocket launcher. Compet-N players normally use it only in the long tan passage and the blue key room, and occasionally to clear the two green columns in the nukage pool. In NM, it is often used when the yellow door is first opened (taking care to aim at the side wall in an episode run, rather than straight ahead, so that the rocket doesn't accidentally detonate on the corner of the ledge and hurt you). In an episode run, the player sometimes has rockets left over from previous levels, and can therefore use them in the western area as well.

Uwe Girlich has suggested that the optimal route through the western area is counterclockwise [2], because several monsters in the southern part of the large trap are facing away from the player when it opens (and therefore do not attack immediately). Because none of the monsters in the trap are deaf, this tactic is most useful during pacifist runs.

In a straight speedrun, the fastest route to the computer room is through the yellow door. Expert players can run from the yellow door to the switch and back in exactly two elevator cycles (any longer and you have to wait one more cycle to get back up the elevator, a significant delay). In pacifist runs, or when playing with fast monsters, however, the western area must be exited via secret #3, because a cluster of monsters will gather on each side of the yellow door while you are inside. The partial invisibility powerup also helps you survive all the way to the blue key. In an episode run, some players go through the teleporter room anyway because it contains medikits.

In NM, according to Adam Williamson, the player should begin this level by:

  • running straight at the green armor,
  • turning right and stepping into the hallway,
  • waiting for the first volley of pellets and fireballs to hit the Spectre directly in front of him, and then
  • raising the path to the yellow key.

Williamson says that this sequence forces the monsters into unusually predictable routes toward the player, making them a lot easier to dodge until you climb the stairs. He credits Drew "stx-Vile" DeVore with inventing the trick. [3]

NM speed and NM100S runs use essentially the same route, with minor detours to collect the secrets in the latter case (though secret #2 is almost always entered). The level has been completed in both styles without picking up the soul sphere.

For styles requiring 100% kills, barrel frags can significantly reduce your completion time, since there are so many barrels on the level. For example, if you go directly from the start point to the yellow key, many monsters will congregate near the barrels in front of secret #1, or near the barrels at the bottom of the staircase, as you proceed toward the yellow door. As you enter the room with the yellow door in it, run forward into the nukage, then turn left to shoot the barrel under the archway.

UV max runs benefit from going all the way into secret #7, because the long tan corridor can be cleared more quickly with the chaingun than with the shotgun. As the door opens, turn around and enter it backward, so you can shoot the nearby barrel to your left.

The large trap in the western area is very dangerous in UV -fast, due to the Spectres' doubled speed. Even expert players usually retreat into secret #6 until most of the monsters are dead.

UV -respawn runs can be sped up by firing through the window near the yellow key, and by clearing the room east of the yellow door more than once. This allows you to ignore most Demons and Spectres, who simply take more time to kill than zombies. Andreas "Anthe" Kren was the first person to use this approach in a Compet-N submission. [4]

In a UV Tyson recording, it is important to enter secret #2 to get the blue armor and the health pickups. Most players also grab the soul sphere, which speeds up the run by allowing the chainsaw to be used more often. (Secret #7 can be skipped in that case, although bullets should still be used on barrels and on groups of sergeants.) A small amount of time may be saved by not clearing the first hallway immediately, then killing stragglers with the chainsaw on your way to the computer room. Monster infighting in the first hallway, the computer room, and the blue key room can also save time.

A typical pacifist route begins by going straight to the yellow key, then to the yellow door. (This requires some luck, as with E1M3: Toxin Refinery, since a number of sergeants must be dodged at close range.)

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:55 Adam Williamson 2000-12-30 e1m5-055.zip
NM speed 01:04 Adam Williamson 2001-11-27 n1m5-104.zip
UV max 02:28 Drew DeVore (stx-Vile) 2002-07-18 e1m5-228.zip
NM100S 01:31 Guillaume Pierson (Guiddqd) 2008-10-26 n1s5-131.zip
UV -fast 02:57 Radek Pecka 2001-01-12 f1m5-257.zip
UV -respawn 02:15 Aleksey Kamenev (4shockblast) 2014-07-07 r1m5-215.zip
UV Tyson 03:40 Jim Leonard (Xit Vono) 2003-04-05 t1m5-340.zip
UV pacifist 01:14 Adam Williamson 2000-04-24 p1m5-114.zip

The data was last verified in its entirety on November 1, 2012.

Deathmatch

Statistics

Map data

Things 293
Vertexes 746
Linedefs 825
Sidedefs 1053
Sectors 143

Things

Monsters ITYTD and HNTR HMP UV and NM
Demons 2 4 12
Imps 7 26 31
Sergeants 0 24 46
Spectres 0 9 14
Troopers 15 28 28
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses 14 14 14
Backpacks 1 1 1
Blue armors 2 2 2
Invisibilities 1 1 1
Computer maps 1 1 1
Green armors 2 2 2
Health bonuses 11 11 11
Light goggles 1 1 1
Medikits 12 12 13
Radiation suits 1 1 1
Soul Spheres 1 1 1
Stimpacks 14 14 14
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws 1 1 1
Shotguns 3 1 1
Chainguns 1 1 1
Rocket launchers 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips 2 2 2
Bullet boxes 2 2 2
Shells 17 16 16
Shell boxes 2 2 2
Rockets 3 3 3
Rocket boxes 1 1 1
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Yellow cards 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 28 28 28

Inspiration and development

Trivia

External links