E1M5: Phobos Lab (Doom)

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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

File:E1M5dots.png
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 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 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

Speedrunning

Routes and tricks

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 "stx-Vile" DeVore 2002-07-18 e1m5-228.zip
NM100S 01:39 Adam Williamson 2001-04-17 n1s5-139.zip
UV -fast 02:57 Radek Pecka 2001-01-12 f1m5-257.zip
UV -respawn 02:39 Radek Pecka 2000-08-27 r1m5-239.zip
UV Tyson 03:40 Xit Vono 2003-04-05 t1m5-340.zip
UV pacifist 01:14 Adam Williamson 2000-04-24 p1m5-114.zip

Deathmatch

Statistics

Map data

Things 293
Vertices 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

Inspiration and development

Trivia

The large wall in the next-to-last room resembles the Greek letter omega; the term "omega" is sometimes used in literature to indicate "the end".

External links