MAP04: A Good Flying Bird (BTSX-E1)

MAP04: A Good Flying Bird is the fourth level of the first episode of Back to Saturn X. It was designed by Sarah Mancuso (esselfortium), who also composed the level's music track, "Clonk". The par time is 3:00.

Essentials
Head straight forward up some steps to a room overlooked by imps and one or two mancubi, then go through the doorway on the opposite side and turn the corner to get outside - the yellow keycard is on a pedestal guarded by an arachnotron and revenants, but you cannot reach it from here. Take the super shotgun under the pedestal then continue forward to another doorway and kill some zombiemen and demons blocking your way forward, then go down some steps and turn left to get to a courtyard with another arachnotron as well as more zombiemen and imps. Climb the steps around the structure in this room to get inside it and find the red keycard (plus a rocket launcher on Hurt Me Plenty (HMP) skill level or lower) - taking the key will release a number of cacodemons into the courtyard.

Go back to the starting point (pushing past an arch-vile on HMP or higher) and walk south to find a chaingun guarded by a couple of zombiemen, then climb the curved staircase ahead to get an armor. Go east into the next room and press the "LOCK" panel at the opposite end to reveal a button that will open a door behind you, then go through this door and run up the steps on your left to leap through a window and land on the pedestal holding the yellow key. Open the locked door opposite the pedestal and kill a chaingunner waiting behind it, then flip the switch here to lower the nearby wall and reveal a few imps. Step through and enter an alcove containing some clips (plus a supercharge on HMP or lower); the floor will lower you into a room where imps, a baron of Hell and one or two revenants are protecting the blue keycard, which is recessed into the east wall.

Head west into the next room to dispose of an arachnotron, then climb three sets of steps to find a revenant guarding a blue key door. Open it and turn left to go back to the starting point where you will see another locked door. Open it and kill any imps and chaingunners you can see, then step round the central column to find an arch-vile guarding a button - pressing the button will open the bars behind you, letting you reach the exit switch.

Official

 * 1) From the pedestal with the yellow key, step down on top of the narrow wall to the south. Walk along the wall and a section of the wall in front of you will open. Enter the opening, push the button and take the small elevator lowered to the front and right of you to get into a room with a supercharge. (sector 359)
 * 2) Once through the blue key door, after the first flight of stairs, jump onto the ledge with a computer panel, indicated by a flashing light. Open the panel to reveal a small room with a box of rockets, three stimpacks and ten armor bonuses. (sector 328)

Non-official

 * 1) On the same ledge as secret #1 is another panel, which is opened by walking over the top step of the stairs below (as a hint, one can see a similar panel open on top of the ledge in that top room). Behind this panel is a plasma gun (the first available on Ultra-Violence or Nightmare). To get behind this panel, careful timing is required. Press the switch from secret #1, hop down and wait a second before walking over the top step (triggering the panel to lower) and sprint back down the steps. If timed correctly, you can get on the lift and pass through the panel before it closes.

Current records
The records for the map at the Doom Speed Demo Archive are:

The data was last verified in its entirety on June 3, 2022.

Things
This level contains the following numbers of things per skill level: