MAP14: Halls of the Damned (Console Doom)

MAP14: Halls of the Damned is the fourteenth level of console versions of Doom, based on the original E2M6: Halls of the Damned with modifications made to adapt consoles' limitations. The original author of the map is Sandy Petersen. The map first appeared in Atari Jaguar version, and was later used in the 3DO, Sega 32X, Game Boy Advance, Sony PlayStation, and Sega Saturn versions.

Texture theme
As opposed to the PC version of this map the following texture theme is used:

Music
The map uses the following music tracks:

Essentials
You start in a dark room facing another room ahead. Enter the second room where you discover some enemies and a rocket launcher. Open the silver door here behind which is a demon and a cacodemon (this depends on the skill level). There is also a button. Push it and return back to the small room where you start. You reveal a corridor open. Follow it to get to the outside area with two nukage rivers. Go to the other end of this area and push a switch. This will allow you to get a berserk pack. Once you take it, the overall area will flood with nukage and nukage tunnel will open as well (south east). Enter this tunnel and follow it to its end. Flip another button and backtrack through the tunnel. You will notice a wall opened revealing a blue exit door and another door.

The locked blue door actually conceals two other doors that are also locked requiring Red and Yellow keys consistently. All three keys are scattered in the main parts of the level behind the unlocked door. The order of collecting them is not important, however, the blue key is nearest and can be got nearby behind the door. The yellow key is most far, and is explored deeper.

Blue key

As soon as you open the small door, destroy all the enemies behind. The blue key can be found in the south east corner of the room, however approaching this corner will open two demon traps (imps can also be present). Instead of going there, better take right turn and left to a switch. This will open the same traps but you can therefore manage the situation by ruse. Shoot the demons via the narrow window. After the cleanup head to the keycard and grab it.

Red key

From the eastern portion of the grey corridor, head westward and you will see two passageways into a maze. Go all the way southward until you meet a small door. Open it to reveal a "sub maze" which looks slightly different. Head to the right, around the wall. Go to the west and, when you can, turn left and around. You will see the red keycard. Grab the key and prepare to fight with some hellspawn while going back.

Yellow key

Return to the grey corridor from which you accessed the first maze. Follow this corridor northward until you will come to a dead end with two doors on the left. Both doors conceal rooms with rows of enemies, which lead to one place. Open the third door at the west and you will come to a room with yellow keycard on the central platform. Prepare to fight with hell spawn once you take the card.

When all the keys are found get back to the exit doors. Open all them one by one and press the switch for the exit.

Secrets
Marked as secret: Not marked:
 * 1) The platform on which the yellow keycard is put is tagged as secret, and thus is impossible to miss.
 * To the south of the blue keycard is a monster ambush alcove. Once it opens, push a dark grey wall to discover a chainsaw.