MAP30: The Gateway of Hell (The Plutonia Experiment)

MAP30: The Gateway to Hell is the final map of Plutonia. It uses the music track "The End of DOOM," the music from Doom's text screens.

The Gateway to Hell is one of the three official Doom IWAD levels where the Icon of Sin appears, in this case also protected by a Cyberdemon. This is one of the three levels of Plutonia that contains the same number of monsters and objects regardless of the selected skill level.

A separate Deathmatch area also exists outside the main map.

Walkthrough
Pick up all the goodies in the starting room (A) and jump down the bloodfall. The bloody floor is not damaging, so feel free to walk on it as you please. Pick up the BFG9000 (B) on a platform in the middle of the room. Go towards the opening in the wall (C). You will be teleported to an area (D) with pillars and Arch-Viles in them. Go straight forward and the wall in front of you will rise down revealing some Lost Souls. The Gatekeeper is covered and protected by a Cyberdemon (E), which you need kill to use the switch on the right. Then use the switch to the left which will lower the pillar (F). Wait until the pillar is nearly at the top and fire a rocket into the the brain of the now unguarded Gatekeeper (G). Fire at least three rockets at the brain, just like in Doom II. The monsters around you may be ignored for the most part.

If any of the spawn shooter cubes spawn a monster at the player's coordinates, the player will be killed by means of a telefrag. This will be it even if the player is invincible by means of cheats or power ups.

Another warning is also that if this player is played with the -respawn parameter set, respawning monsters may telefrag the player if the player is at their coordinates of respawn.

Secrets
There are no official secrets in this level. However, just like in Doom II MAP30, you can use the noclip cheat code to enter the boss brain area, though it does not count as a secret.

Bugs
If you remain in this level for a long period of time after being detected by the game's boss, this level will fill up with monsters. If many living monsters fill the level, it can cause a possible crash, due to the nature of the Boss Entity that endlessly spawn its spawn shooter cubes that turn into monsters when reaching any given surfaces. The possible crash occurs when the number of living monsters exceed the limitations.

Records
The Compet-n records for the map are: