Difference between revisions of "MAP25: Black Tower (Master Levels)"

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===Essentials===
 
===Essentials===
 
 
  
 
====The Ground Floor====
 
====The Ground Floor====

Revision as of 22:13, 20 April 2015

This level occupies the map slot MAP25. For other maps which occupy this slot, see Category:MAP25.
Master Levels maps

Black Tower is a map that is part of the Master Levels for Doom II. It was designed by Sverre Andre Kvernmo (Cranium), and is contained in the file BLACKTWR.WAD.

Walkthrough

Map of Black Tower for the Master Levels for Doom II.
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

The Ground Floor

There are four courtyards in the ground floor. You start in the western courtyard. The southern courtyard is optional.

In the starting area of the western courtyard enter the tower. In the tower open the eastern door to get to the eastern courtyard where you do flip the switch that unlocks the teleporter area in the centre of the tower. Return to the tower and take the northern door leading to the northern courtyard. There go to the alcove located in the far corner of the courtyard. In the alcove press the skull switch that unlocks another switch in the tower. Return to the tower and press that now uncovered switch that makes a large staircase. Walk upstairs and in the end on the bridge. Enter the teleporter marked with water on the ceiling.

The First Floor

In order to get to the second floor you need to lower the north-western platform. There are four such platforms in this floor. All they, with exception of north-western one, are optional.

In the dark area press a switch in the western small alcove (it is marked as a face). Walk around and in the eastern side press the similar switch near the cell with chaingunner in it. The cell will open. Walk through the fake fence and press the button that unlocks the pen with arch vile in the northern part (it would be rational if you kill him before). Enter the unlocked pen and open the wall in the middle containing a button. A crusher will be activated. Leave the pen and stand on the north-western platform that is lowered temporarily. You will be teleported to the second floor.

The Second Floor

Leave the hurting pool room. Walk around the circular corridor. In the east open the door marked as switch. Open another door in the far end (the western one). Open the only door in that room. Take the teleporter before you that is marked by water pool in the ceiling.

The Third Floor

If you try to press the switch that lowers a platform with a key on it and is located in the centre of the room, a rectangular trap will close. Press the gargoyle button in the south-western corner of the rectangle to lower it. Kill the enemies and grab the yellow key. Open the wall marked with green vines in the north-eastern part (the other walls are marked with brown vines). In that room once you approach the wall will lower. Enter the alcove and press the button there. The button unlocks the teleporter in the centre of the room in the floor. Enter the teleporter.

The Fourth Floor

Once you leave the teleporter pad it will be locked. The switch in the southern part is used for unlocking the teleporter. In the northern part open the western segment of the baron rectangle. In the room take the teleport that marked with brighter light and water on the ceiling.

The Fifth Floor

Once you step out the central cabin you were teleported in it will be locked. Press action on the southern segment of the western cabin. Inside it press action on the dead body to unlock northern cabin. Enter the northern cabin from west. Inside it there is very narrow alcove but you can go in and press action on the eastern wall in the end. Doing this will unlock the eastern cabin and the red key room in the third floor. Just enter that cabin to unlock the southern cabin. The light will be changed to dark. The cyberdemon will be revealed from the southern cabin. In that cabin there are the blue key and the skull button to unlock the middle cabin for escaping back to the fourth floor.

A second visit to the third floor

In the fourth floor you have teleported in from the fifth floor, unlock the central teleporter by pressing the switch in the south. Now, in the third floor go to the north-west room where you have unlocked the teleporter before. There you can now find a bright alcove with a medikit, a computer map and the red key. Now escape this floor by enter the western watery teleporter.

Making way towards the exit

In the second floor return to the circular corridor, walk around it and then enter the western alcove with hurting floor. Enter the watery teleporter. In the first floor drop down and from the south enter the room with teleporter leading back to the ground floor. In the ground floor when the staircase was built it locked the northern, southern and western courtyards. Press the switch to lower barriers. Leave the tower by going through the eastern door. Now to get to the western courtyard where you have started go either through the northern or through the southern courtyards. In the west walk on the road and then down the stairs leading to the underground. Open all doors, drop down. In the red cave lower a red plaform requiring the red key. Proceed to the cave to end this level.

Other points of interest

Secrets

  1. When you visit the fourth floor again (the marble area with number of columns), the northern alcove containing ammo and a soulsphere will open. Entering this alcove opens the door leading to this secret. In the second floor (where the circular corridor is) go to the alcove located in the western part of the corridor. Press the blue skull button there (it reveals another button). Go to the north-eastern part of the corridor. Press the skull button inside the fence bar. Return to that western alcove. A tunnel is opened. Go through the tunnel (sector 235) and take the berserk pack on the blood well in the end.
  2. When you first enter the second floor (in the very first room where there are many hanging bodies are) standing on the teleporter turn around and open the wall containing a cell pack (sector 230).
  3. When you take the berserk pack in the secret#1 do not drop down the blood well but return to the western alcove. Another small room containing a demon, stimpack and a switch is opened (sector 207). The switch lowers a platform with a soulsphere in the exit cave.
  4. Inside the tower of the ground floor walk upstairs until you reach the last step. Open the black wall to the east to enter the secret alcove containing two cells, green armor and a fake wall behind which there are four imps, a box of rockets and a megasphere (sector 241).

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The records for the original map on the Doomed Speed Demos Archive are:

Run Time Player Date File Notes
UV speed 00:18 Never Again 2009-10-21 btwr_na.zip
UV max 16:01 Never Again 2009-10-22 btwr_na.zip

Deathmatch

Statistics

Map data

Things 889
Vertexes 1206
Linedefs 1490
Sidedefs 2131
Sectors 256

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons
Arch-viles
Barons of hell
Cacodemons
Commander Keens
Cyberdemons
Demons
Final boss
Heavy weapon dudes
Hell knights
Imps
Lost souls
Mancubi
Pain elementals
Revenants
Shotgun guys
Spectres
Spiderdemons
Wolfenstein SS
Zombiemen
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses
Backpacks
Berserk packs
Blue armors
Computer maps
Green armors
Health bonuses
Invisibilities
Invulnerabilities
Light goggles
Medikits
Megaspheres
Radiation suits
Soul Spheres
Stimpacks
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws
Shotguns
Super shotguns
Chainguns
Rocket launchers
Plasma rifles
BFG 9000s
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips
Bullet boxes
Shells
Shell boxes
Rockets
Rocket boxes
Cells
Bulk cells
Keys ITYTD and HNTR HMP UV and NM
Blue cards 0 0 0
Blue skulls 1 1 1
Red cards 0 0 0
Red skulls 1 1 1
Yellow cards 0 0 0
Yellow skulls 1 1 1

Technical information

Inspiration and development

Trivia

See also

Sources

External links