MAP19: Bingo Pool Hall of Blood (BTSX-E1)

MAP19: Bingo Pool Hall of Blood is the nineteenth level of the first episode of Back to Saturn X. It was designed by Richard Frei (Tarnsman) and Sarah Mancuso (esselfortium), using the track "Faultline" by James Paddock (Jimmy). The par time is 1:30.

Essentials
On Hurt Me Plenty (HMP) skill level or higher, multiple arch-viles will be alerted when you start shooting. It is advisable to deal with them before searching for the keys.

Head straight forward to a shotgun, a box of shotgun shells and an energy cell pack (plus a plasma gun on I'm Too Young To Die (ITYTD) and Hey Not Too Rough (HNTR) skill levels), then activate the lift on the east side of the blood to lower it and get a berserk pack. Ride the lift up and head to the south side of the building directly in front of you, which is protected by a spiderdemon, then press the arrow button between the columns on this side to lower a lift that leads up to the second floor. Ride the lift up to confront three imps (or a Hell knight on HMP or higher), then go round to the north side of the ledge to find an invulnerability sphere - as you approach it the floor will lower and reveal a mancubus guarding the yellow keycard (there is also a BFG9000 on ITYTD and HNTR). You can get out of the blood pool by pressing the arrow button on the west wall to lower the ledge again.

Taking the yellow key allows a pack of cacodemons and pain elementals to teleport into the map. Head north-west past a building containing a super shotgun and a megaarmor to find a door with a yellow symbol above it, open this to confront two revenants then press the arrow button here to lower the neighboring lift and reveal an arch-vile. Walk east until you see the wall on your left lower to reveal another two revenants and an arch-vile protecting various weapons, then enter the blood pool on the west side of the room to find the red keycard (plus an invulnerability on ITYTD and HNTR, or a megasphere on HMP). Return to ground level and dispose of any arch-viles that have teleported in, then enter the structure in the north-west corner of the map and go straight forward to some steps. Slay another arch-vile waiting at the bottom of the steps, then open the north door to find the exit switch.

Official

 * 1) In the large building in the center of the map, there is a large lift that lowers to reveal a mancubus and the yellow key. Ride this elevator back up, then turn away from the large building and look north for a window to a flashing room. Inside this room is a switch - shoot it. The switch opens a wall in the blood-falls area in the south-west corner of the map, near one of the green torches. Inside it are three bunches of 4 shotgun shells, two energy cells and an invulnerability sphere. (sector 397)
 * 2) In the tower accessed with the yellow key, to the right of the arch-vile trap leading to the red key, there is a large open space that faces a building with two columns of windows on either side of a large concrete section. From this point, turn left. An inconspicuous yellow switch is on the left side of the small compartmen seen from this position. When approached, a wall near the switch will open, revealing two chaingunners. When the switch is pressed, the large concrete section on the neighboring building will lower to the ground, revealing the hellish environment hidden inside it. Ride the concrete section back up to find a megasphere. Approaching the megasphere triggers the secret, and spawns several monsters behind you. (sector 207)

Non-official

 * Open the yellow key door and ride the lift behind it up to the top, then walk west to find an arrow button that will lower another lift next to it. Ride this lift up to a ledge with lots of armor bonuses, then enter the vent shaft in the north-east corner to drop down to a teleporter. This leads to a ledge with two mancubi and a BFG9000.

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: