REDRUM

REDRUM is a single-level PWAD for Doom that was released in 1994. It was designed by Mal Blackwell.

Secrets

 * 1) The room behind the start room contains a red platform onto which several monsters teleport.  To the east of this platform is a secret door leading to a room with two zombiemen. (sector 71)
 * 2) After going through the yellow door, go through two more doors then up a lift.  On the right is a secret door leading to a passage with seven armor bonuses and a zombieman. (sector 80)
 * 3) In the south is a room with a lot of barrels guarding two shotguns.  The room to the north of this room has a secret door on its west wall leading to a room with some monsters, a backpack, a clip, 4 shotgun shells.  The two silver walls in this room lower on pressing to reveal a soul sphere and a blue armor. (sector 85)
 * 4) From the room with the large nukage cylinder and the chaingun, head east (not through the door) and press the southern wall of the room entered.  It opens, revealing an imp, two demons, a health bonus, an armor bonus, a box of bullets, a box of shotgun shells, a rocket launcher, and two rockets. (sector 95)
 * 5) The south wall of the arch leading into the room with #4 is also a secret door, leading to a corridor with seven health bonuses and a shotgun guy. (sector 97)
 * 6) The sector just before the lift leading to the outdoor area in the north-west counts as a secret and is impossible to miss. (sector 132)
 * 7) Directly opposite the door to #2 is another secret door, leading to several monsters, a radiation shielding suit, a plasma gun, and (on medium and hard skills, a box of rockets. There are two secrets here. (sector 159)
 * 8) See #7. (sector 175)
 * 9) Directly to the west of the room with the large nukage cylinder is a room with a berserk.  Approaching it directly from the north opens up four alcoves with imps.  The north-eastern one has a secret door on its northern wall leading to a medikit.  Note that picking up the medikit will active a crushing ceiling. (sector 199)
 * 10) The passage with the switch which opens up the door to the yellow key area counts as a secret and is impossible to miss. (sector 223)
 * 11) #10 has a secret door on its northern wall (at the eastern end) leading to two armor bonuses and an energy cell. (sector 224)
 * 12) The room in the south with lots of barrels has a secret door in the far south-east (on the eastern wall) leading to a ledge with four health bonuses, four armor bonuses, and two radiation shielding suits.  To the east is a nukage area with a pillar, which lowers on pressing to reveal a chainsaw.  There are also two lifts leading up to the east to an area with several monsters as well as two rockets and two stimpacks. There is a switch here which opens up a passage east of the chainsaw pillar, leading to a box of shotgun shells and a teleporter to six health bonuses and a door leading back to the barrel room. (sector 241)
 * 13) In the far south-west is a room guarded by blue and yellow doors.  In the south-east of this room is a secret door leading to an imp, a radiation shielding suit, and a medikit.  There is also a demon here on medium and hard skills. (sector 326)
 * 14) To open up the exit, it is necessary to press a sequence of switches, one of which is at the bottom of a staircase.  The switch which raises this staircase, allowing exit from the area, is located in a passage which is flagged as secret and is impossible to miss. (sector 338)
 * 15) From #14, go back up the steps.  There is a secret door in the northern wall of this room, leading to a room with a medikit (a stimpack on hard skill) and two switches.  One opens the door ahead, allowing access to the blue key room, the other raises some bridges allowing access to the ledges at the sides of the blue key room. (sector 389)
 * 16) From the corridor north of the berserk room, go through the door to the west.  There is an energy cell pack in the south-east of this room. There is a secret door to the south of this cell pack leading to a corridor between two blue doors. (sector 418)

Bugs
There is a corridor (sector 304) in the south-west which has three doors. One is a door from secret #16 which can only be opened from its north side, one requires a blue key to open from either side, and the other only requires a blue key to open from the inside. If the player enters this corridor from the east side without the blue key and without having travelled through secret #16 and lets the door close, he will become trapped.

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

Player spawns
This level contains sixteen spawn points:
 * 1) facing east. (thing 330)
 * 2) facing east. (thing 331)
 * 3) facing east. (thing 332)
 * 4) facing south. (thing 333)
 * 5) facing south. (thing 334)
 * 6) facing west. (thing 335)
 * 7) facing east. (thing 336)
 * 8) facing south. (thing 337)
 * 9) facing west. (thing 338)
 * 10) facing north. (thing 339)
 * 11) facing east. (thing 340)
 * 12) facing south. (thing 341)
 * 13) facing south. (thing 342)
 * 14) facing west. (thing 343)
 * 15) facing south. (thing 344)
 * 16) facing north. (thing 345)

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