MAP07: Nessus (Master Levels)

Nessus is a map that is part of the Master Levels for Doom II. It was designed by John Anderson (Dr. Sleep), and is contained in the file NESSUS.WAD.

Essentials

 * 1) Open the door before you. In the room of four lamp open the switch-button in the west. Use a lift.
 * 2) In the courtyard use either southern or northern alcove with one lamp and a button to walk inside, then walk upstairs.
 * 3) Press the gargoyle button to lower a platform with a Hell knight and/or a baron of Hell (on the UV skill). Press the button to lower the same platform in the eastern portion of map.
 * 4) Head to the eastern courtyard either by walking through northern tunnel or walking through central building or going in the area where you have started this level.
 * 5) In the eastern courtyard enter inside, and walk upstairs. The door will open automatically. Press the switch for the finish.

Secrets

 * 1) Inaccessible secret. In the central building in north part pass through the fake brick wall and from the ledge jump over  to the other side. You can get a soulsphere (or a megasphere on UV skill instead) and ammo here. Open the eastern wall. Grab the BFG9000. The secret is inaccessible because you never can step over the narrow doorway. (sector 211) Thus, the secret count is always zero percent in the intermission screen.

Bugs
See secret #1 above.

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

The data was last verified in its entirety on December 12, 2021.

Player spawns
This level contains five spawn points:
 * 1) facing north-west. (thing 9)
 * 2) facing south-west. (thing 10)
 * 3) facing south-east. (thing 11)
 * 4) facing north-east. (thing 12)
 * 5) facing north. (thing 13)

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

Technical information
Differences between PC and PSX versions of this map

A disturbing new Aubrey Hodges track called "Tendrils of Hate" is used for this level.

In the PC version, the room immediately outside the start room has a pattern made from different brightness levels. This is absent on the PSX - the room is simply dark, a theme continued throughout the level. A Revenant replaces a Hell Knight in this map. This is unusual as Hell Knights are usually the go-to replacement monster on the PSX.

This is the only level of PSX Final Doom featuring Mancubuses. This is likely due to VRAM considerations, given the large and complex nature of Final Doom maps. Unfortunately, they aren't much of a threat and tend to die quickly.