MAP04: Sleeping Quarters (Daedalus: Alien Defense)

MAP04: Sleeping Quarters is the fourth map of Daedalus: Alien Defense. It was designed by Donald R. Howard and uses the music track MM_05.MID by Rich Nagel.

Essentials
From the Engineering travel tube, turn left and enter the cargo bay. The small door on the western side leads to a small, narrow passage and a long, low hallway. Go through the door at the southern end of the hallway to reach the main hub of the level, which is octagonal in shape, with four officers' quarters in the centre and a number of rooms containing the ordinary crew's beds around the edges.

At the southern end of the hub there is another door, which leads to a room with several teleporters. Enter the south-eastern one, which teleports you to one of the rooms with beds. Ahead and to your left, next to the window, there is a red switch. Trip this to deactivate the laser beams barring the way to one of the officers' quarters - from the window, you can see it's the one on south side of the hub. Enter the teleporter, return to the hub, and go into the newly accessible quarters.

Turn around and press on the column in the south-east corner. This will open, revealing a chaingunner and an alcove with a switch. Press the switch to reveal an alcove behind the bed, containing a Hell knight, who will drop an engine core access badge when killed. Activate the command console inside the alcove, and return to Engineering.

Other points of interest
Much of this map is optional as far as making progress within the game is concerned, however there is plenty here to reward an exploratory player.

There is a travel tube to Engine Room on this map, but it must be activated from Engine Room, as it is possible to visit this map before you gain the proper access cards.

Secrets

 * 1) (sector 477)
 * 2) (sector 673)

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

The (absence of) data was last verified in its entirety on February 4, 2022.

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

Trivia
In the demo, and in early beta versions, the switches that deactivated the forcefields around the officers' quarters were in crew closets rather than in plain sight, making them much harder to find.