MAP05: Minos' Judgement (Master Levels)

Minos' Judgement  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 MINOS.WAD. In PlayStation Final Doom port it is the eighth level of first episode and uses the music track "Demon Drone".

Walkthrough

 * Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Blue key
Walking upstairs is optional. Turn back. The door to your right (western) is optional to enter, so go into the other one. In this hall (A) you can see the blue door to your right (at the south). Go left and open the eastern door. In that hall (B) walk upstairs before you. The blue door is indicated by blue light and is optional (however, you can ease your task by kiling the chaingunners behind this door). Press the switch to your right. Open the door indicated by caution sign. Make a jump over the nukage pool to the blue key.

Red key
The red key is located in the center of the map (at the west) behind the blue doors. While still being in the slime area (C) where there was the blue key you could make the shortcut towards the red key. Go to the western alcove in the slime room (C). There are two muddy walls at the south and west. Open any wall. If you enter the western one you will be able to open the door at the west to escape this room and come to the northern blue door. if you enter the southern wall you would come to the room with four pillars (D) where the blue door leading to the eastern part of red key room is also located. Once you enter one of two blue doors you can notice two alcoves in the northern part of room at the top. Jump over into the eastern alcove. The walls containing monsters will open. Enter inside and pick the red key.

Yellow key
Drop down and go out of this room. Go along the corridor (A) until you reach the eastern door that you opened earlier. In that hall again (B) now go left and open the eastern door (it requires the red key). In the outside area enter the middle structure by walking up its stairs. Grab the yellow key.

Exit
The exit teleport is on the extreme south of the level. You could make your way through the room where the red key dwelt but the door at the south will just lead you to the lift which does not allow you to enter the south area. Return to the area of four pillars (D). There is also the very similar room at the west. Go to the south corner. And open the yellow bars. If you enter this area from the eastern side the platform will go down letting you press the switch that reveals the small room with exit teleport.

Secrets

 * 1) In the slime area (C) enter the western alcove and open the western muddy wall (sector 248) to enter the room where you can get shotgun shells and a stimpack, open the two alcoves at the north where there are shells and medikit.
 * 2) In the same slime area (C) in the western alcove open the southern muddy wall (sector 228) that leads you to the room of four pillars.
 * 3) In the very beginning of the map walk up any staircase, then the door at either alcove. Come down open the bar by pressing use on it. As you try to come into south of the room to get some ammo and super shotgun the light will turn off and alcove containing a crowd of imps and spectres will open. When you kill them enter this alcove (sector 316) to get security armor, backpack and a berserk pack.
 * 4) In the hall where there is the red door (B) lower the lift in the west. When you rise go along the corridor to the north. Set against the eastern wall to lower it, then in the very end of the corridor open the door near the two skull kebabs. Press the skull switch to temporarily open that secret wall between two skull kababs. When you enter that alcove (sector 343) kill the imp and a chaingunner which will disturb you badly while being in the area of yellow key.
 * 5) In the hall with several lamps where the blue key is also located (A) press the switch at the west to enter the alcove with two teleports. Enter either teleport. In that room  the fast crusher will work. Lower the platform with soulsphere and imp on it. Wait until it rises and jump over towards the alcove at the south. Open the wall in it to get the BFG9000. It is exclusive for the Ultra-violence skill level otherwise this is just an empty room (sector 460).

Current records
The records for the original map on the Doomed Speed Demos Archive are:

Differences between PC and PlayStation versions
The level was heavily simplified in various parts such as detailed light and monster types number:
 * 1) Windows in the starting area and middle north corridor which designed for peering at the star sky were removed.
 * 2) At the southern slime area (C) there are no alcoves containing radiation suit and megasphere.