MAP31: Pharaoh (TNT: Evilution)

MAP31: Pharaoh is the first secret map of TNT: Evilution and can be accessed via MAP15. It was designed by Dario Casali and uses a music track also played on the intermission screen.

Start
You start in the outside area with the pyramid. You need to enter there but it has to be unlocked first. Enter a small grey room to the west. To your right you see a small hanging block. Walk around it and press the switch on it which will unlock the pyramid's entrance. Leave the room and enter the pyramid. In the large hall, you can see arachnotrons. They are all trapped into invisible walls, so despite you can see them through the walls, they cannot. They all will be unbound soon, however. Immediatly turn right in the hall and enter the alcove. Descend to a room with floating skull decorations. Enter another alcove there and descend into a room with water and brick walls. Notice several columns here. The one which is placed on the wooden "island" conceals the switch. Pressing the switch is what you need here (fighting enemies is optional). Backtrack to the main entrance area eliminating spawned enemies. Now, prepare to fight with two arachnotrons that are unbound. They at first can see you and hear your firings. The yellow key area is unlocked now.

Yellow key
In the entrance hall, the stairs on the middle west are unlocked. Walk there and use the blue teleporter. This will bring you to a dark cave. Spectres appear here, particularly on multiplayer session. Through the cave proceed to a room at the end (northwest). In the room, take the yellow keycard (if there is no card at all (see "Bugs" paragraph), you can use the trick described in "Normal exit" paragraph). With the key, return back to the blue teleporter. Again, two arachnotrons will be unbound. After you deal with them, proceed through the hall to the northern room with two large thrones. Here, turn right and open yellow bar. Press the switch. This will unlock the area, through which the blue key is accessible. Press another switch in this room to build the stairs. Walk up the stairs and backtrack to the starting area outside.

Blue key
The teleporter in the starting area, right where you start facing west, has been unlocked. Use this to be brought to a courtyard consisting of three parts. You begin in the central part facing a locked door ahead. First, take the western courtyard where a round pool is. Climb the stairs to the left. Turn left and go to a lever and turn it to unlock a switch in the eastern courtyard. Here you may drop on the pool and take the soulsphere on it and do not forget to kill the revenants warding it. Head to the eastern courtyard. You will see several cages. Turn left and press the blue skull which will open the large wall at the end of the courtyard and unleash at least of arch vile. Go to the end of the courtyard and press both switches. Backtrack to the entrance of this courtyard and press two new risen switches (which appear as simple blocks; the switches themselves cannot be seen at all). Head back to the western courtyard where the pool was and rise on the stairs to the right. Turn right and drop into a shaft in front of you. Slay the imp here and turn a lever. The locked door in the central courtyard is opened now. Go back to the shaft and press the switch to rise. Backtrack to the central courtyard and enter the aforementioned door. Take the path left and straight until you meet a torch. Then turn left and climb the stairs. You will be back in the hall of arachnotrons but do not drop there. Wait until the tall structure finishes sinking down. After that, turn right and press the switch. Quickly, drop down and go to the structure which is lowered as a lift. Rise on it. From this platform drop on the blue keycard to take it. With the key backtrack to the starting area again and slay the arch viles before they resurrect any arachnotron.

Red key
In the starting area, open the blue bars blocking the teleporter. Use the teleporter and you will be and a large area. Kill all enemies here and enter a wooden shelter. Press the switch inside. Leave the shelter and you see that the red keycard is accessible. Slay the arachnotrons and climb on the marble staircase. Take the key. You will be trapped in this courtyard: the teleporter will be locked. Flip the switch which is risen when you take the key. The walls will lower revealing the full courtyard. A single former human will appear, however any shooting will alert the cacodemons hiding in their alcoves. Go to the southeast of the courtyard and around the corner and you will find a skull switch. It will unlock another skull switch. Go to the southwest of the courtyard and turn left. Press the aforementiones switch, so the teleported from which you came in will be unlocked. Use it to get back to the starting area and reenter the pyramid.

Normal exit
In the hall of arachnotrons, drop into the northern room with two thrones. To the left open the red bars. Press the switch behind and quickly go to the right throne which reveals a button. Press it and go to the opened baron wall leading to a new hall. Proceed to the next room at the north. You will see a large structure with steel pillar sinking down and stairs. Walking up each of the step will unlock walls in the previous hall. Press the button ahead and return to the previous hall. Turn left (east) and enter the room. Press the large skull switch ahead. Return to the hall and head west. Walk upstairs to the large open area with columns. Walk ahead to the docks and drop into the water. The large circle pit at the southwest is the exit. Drop into it.

Secret exit
In the normal exit area, drop to the water but do not drop into the circle which is the normal exit. Go to a small wooden building at the north and open the wall to enter inside. Here you can collect numerous health and armor bonuses. The wall to the north hides the secret switch leading to Caribbean. Open it and press the switch.

Secrets

 * 1) The platform with the three wooden "enemy boxes" with hell knights in them (in the area at the east of the map with the circular pool of water with a soul sphere in it, accessed by opening the teleporter located in the starting area by pressing the yellow switch in the "throne room") counts as a secret, even though it is necessary to access it to complete the level.
 * 2) A bit past secret #1 is a switch that opens a door at the north end end of the large area with the circular water pool. Behind this door is a very long hallway, with a red torch at the end of the first stretch. Once you reach the torch, it looks like you can only go left, but instead go through the fake wall to the right to get to an area with a combat armor vest overlooking a courtyard.
 * 3) (Secret Exit) At the end of the level you will arrive at a large lake with a dock-like structure stretching out into it, with the exit visible off in the southwest corner. There is also a shed-like building at the north end of the lake; go into this instead. Once inside, open the back wall to reveal the switch to exit to the secret level, MAP32: Caribbean.

Bugs
The original version of this map has some critical flaws. TeamTNT released a PWAD that contains a new version of the map that fixes the below issues. The patch can be found on their website. Some releases of Final Doom, notably the one on GOG.com, already include the patched level.


 * The yellow key is accidentally flagged as multiplayer-only and hence does not appear in single player. However, players have found a couple of interesting, albeit challenging, ways to complete the level without the yellow key, involving hitting the switch on the right throne from its edge above, or wedging the player through the key-color bars in the same room to hit the switches therein. The unofficial Doom Patcher utility (Doomgate patching utility) can also fix this issue by modifying the IWAD. A walkthrough without the yellow key is available on YouTube.


 * A line-of-sight error causes one of the teleporting sergeants at the end of the map to wake up prematurely and teleport when the player approaches the stairs leading down to the thrones. As the teleport destination sits on a platform (sector 162) that is supposed to lower, but at this point, does not have enough room for the sergeant, the platform becomes locked to its current position. Fortunately, this is not game breaking as the platform is one of several that lower. In addition to TeamTNT's official patch, source ports that build their own nodes or use different line-of-sight algorithms may fix this bug silently.

Records
The Compet-N records for the map are:

The data was last verified in its entirety on May 27, 2013.