Difference between revisions of "E1M5: Phobos Lab (Doom)"

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(reshuffled rows in Things table to match Template:Map_skel)
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===Essentials===
 
===Essentials===
Run across the [[nukage]] pool (quickly, to minimize damage) and turn right down the hall. Go to the end and left out onto the porch overlooking another nukage pool; this will raise a walkway on the opposite side of the pool.
+
Run across the nukage pool (quickly, to minimize damage) and turn right down the hall. At the end, walk out onto the porch overlooking another nukage pool; this will raise a walkway on the opposite side of the pool.
  
Turn around, go back up the hall, and go up the stairs on your right. Collect secret #1 now if you like. Go out onto the walkway, go all the way down and left into another hallway. Follow this hallway to find the [[yellow keycard]]. Shoot demons through the window, if you like, while they cannot damage you.
+
Turn around, go back up the hall, and go up the staircase to your right. Walk along the walkway to the east, turn left into the dark passage, and pick up the yellow key at the end.
  
Go back down the hall and jump into the nukage. Go quickly to the brown wall in the southeast corner and push it to open it. (This is secret #2.) Follow the corridor at the back of this secret room to come back out in the hall just across the nukage pool from the starting point.
+
Go back down the stairs near the start point, and through the door to the left of the stairs. Follow the walkway around to the right, and you will see a yellow door on your left. Go in, take the lift downward, and turn left down the gray staircase. As you reach the bottom, two traps will open — one behind you, and one on the corresponding staircase to the north of the lift — revealing four Imps (I'm too young to die and Hey, not too rough), or eight sergeants, four Imps, and two Spectres (Hurt me plenty), or eight sergeants, four Imps, and four Spectres (Ultra-Violence and Nightmare!). Continue following this hallway around to the right, until you see a nukage pool on your right with two large columns in it. Run across the nukage, between the columns, and press the switch on the small concrete platform; this opens a door across the nukage pool from the yellow door. As you step onto this platform, the two columns will descend, revealing two troopers (ITYTD and HNTR), or two troopers and two Imps (HMP), or two troopers, two Imps, and two sergeants (UV and NM).
  
Go through the door to the left of the stairs and follow the walkway around to the left. You will come to the yellow door. Go in and down the lift, watching for monster attacks. Go down the stairs toward the south. Continue down this hall, but listen because a door will open behind you and many monsters will come after you. There is a corresponding door on the north side, so monsters from that side will be coming after you soon as well, from the front and back.
+
Go back through the yellow door and run straight across the nukage to the newly opened passageway. Go up the stairs, turn left, and follow the passageway to a computer room. Click the switch in the far right corner of this room, which opens a doorway to a darkened tan corridor. Follow this corridor to a gray room containing the blue key.
  
The hall will lead to a walkway overlooking a nukage pool with two large columns in it and a switch on a platform across it. Collect secrets #3, 4, and 5 now if you wish. Run across the nukage to the switch platform, but turn around quickly because the two large columns will descend quickly with monsters on them. After dispatching these monsters, click the switch to open a door outside and across the nukage from the yellow door. If you want to, get on the large columns, ride up, and jump across to high platforms to collect [[blue armor]] in one case and a [[box of ammo]] in the other.
+
Grab the blue key and go down the stairs to the north. At the bottom, you will find a blue door. Open the blue door and make your way to the north side of the large room beyond, where you will see the exit door. Go through the exit door and press the switch.
  
Go back towards the yellow door using the north hallway. Collect secret #6 now if you want, but find your way back to the walkway outside the yellow door eventually.
+
===Other points of interest===
 +
At the yellow key, some players find it helpful to shoot as many monsters as possible through the window, where their attacks are less effective (Demons' in particular). The room beyond this window is the first room past the staircase on the way to the computer room.
  
Opposite the yellow door and across the nukage, you have opened a door using the switch described above. Go in and follow the passageway to a room with computer panels on all the walls. Go to the far wall and turn right to see a switch. Collect secret #7 now if you like.
+
After you lower the two green columns in the nukage pool, you can make them rise by walking onto one. This allows you to jump to two high platforms at the far corners of the pool, containing a blue armor and a box of bullets. (If you are still on the column when it stops moving, you are not trapped: pressing the button on the east wall lowers both columns again.)
  
Click the switch to raise the panel and follow the corridor to a room with the [[blue keycard]] and a switch. Skip the switch, if you like, because it opens a door out to the walkway but we're not going that way now.
+
The dark room before the exit contains a large [[Wikipedia:horseshoe|horseshoe]]-shaped wall in the center. The northernmost section of this wall is a secret door (which is not needed for 100% secrets).
 
 
Grab the blue keycard and turn around and go to the left of the way you came in. Go down the steps to find the blue door.
 
 
 
Go through the blue door. Collect secrets #8 and 9 now if you wish. Make your way to the north side of this room to find the exit door. There is an obstructing wall in the middle of this room, but the northernmost part in the middle is a secret door you may use if you like (it is not needed for 100% secrets).
 
 
 
===Other points of interest===
 
  
 
===Secrets===
 
===Secrets===
# In the hallway across the [[nukage]] pool from the start, go up the stairs that are partway down on the left. Around to your right is a greenish secret door behind two [[barrel]]s. Inside is a [[shotgun]].
+
# At the top of the staircase near the start point, before you walk onto the walkway, you will see two barrels to your right. Behind the barrels is a secret door, indicated by a greenish wall texture, which conceals a shotgun. '''(sector 69)'''
# After collecting the [[yellow keycard]], come back to overlook the nukage pool. Directly ahead, in the southwest corner of the nukage, is a brownish secret door. Go across the nukage and through the door to find a [[rocket launcher]], [[box of rockets]], [[blue armor]], and some [[armor bonus]]es. Go down the corridor to the southwest to return to the hallway near the start.
+
# After collecting the yellow key, come back to overlook the nukage pool. Directly ahead, in the southeast corner of the nukage, is a secret door indicated by a brownish wall texture. Cross the nukage and go through the door to find a rocket launcher and a blue armor '''(sector 95)'''. Leave the room through the corridor to the southwest.
# At the western side of the map, opposite a nukage pool containing two large columns that go up and down and a switch, is a small alcove containing a [[medikit]]. The back wall is a secret door revealing a [[radiation suit]].
+
# Just after you go through the yellow door for the first time and go down the lift, two Imps will be shooting at you from high platforms.  These platforms will lower if you push on the walls below them (or if you walk to the bottom step of the gray staircase past either one). Ride up on the northern platform and open the wall to the right (east) to reveal a secret compartment with a box of shells '''(sector 49)'''. The back wall of this compartment opens into a room with a blur artifact, two medikits, and a pentagram-shaped teleporter which deposits you near the start point. There is also a metal-texture wall to the east which opens onto the walkway outside of the yellow door.
# The wall to the south of the radiation suit above is another secret door, revealing a [[chainsaw]].
+
# At the western edge of the map, opposite the nukage pool containing the two large columns, is a small alcove containing a medikit. The back wall is a secret door revealing a radiation suit. '''(sector 7)'''
# The wall to the south of the chainsaw above is yet another secret door leading to a courtyard with a [[soul sphere]].
+
# The wall to the south of secret #4 is another secret door, revealing a chainsaw. '''(sector 5)'''
# Just after you go through the yellow door for the first time and go down the lift, two [[imp]]s will be shooting at you from high platforms.  Both of these platforms will lower if you push on the wall below them (or if you walk a little down the hallway past either one). Ride up on the northern platform and the wall to the right (east) opens a secret compartment with a [[box of shells]]. The back wall of this compartment opens into a room with a [[blur artifact]] and a pentagram-shaped [[teleporter]] which takes you back to near the start. There is also an metal-texture wall that opens back onto the walkway outside of the yellow door.
+
# The wall to the south of secret #5 is yet another secret door, leading to a courtyard with additional medikits and a soul sphere. '''(sector 2)'''
# You will come to a room with a blue floor and computer panels on all the walls. You will exit this room using a switch in the southeast corner to raise the panel it is on. But there is a panel that is a secret door to the west of the switch, on the other side of the part of the wall that sticks out into the room. Go through the secret door to collect a [[computer map]], [[backpack]], and other goodies.
+
# In the computer room, there is a secret door to the west of the switch in the corner (on the other side of the protruding pillar). Go through the secret door to collect a computer map, a backpack, and a chaingun. '''(sector 99)'''
# After going through the blue door, hug the wall to the left until you have made a U-turn. Ahead of you is a room with a [[light amplification visor]].
+
# After going through the blue door, hug the wall to the left until you have made a U-turn. Ahead of you is a room with a medikit and a light amplification visor. '''(sector 110)'''
# Go out of the visor room described above and continue to follow the wall around to the left. At the western end of the room, there is an off-color wall behind a barrel that is a secret door. Go through the door to register the secret; it goes into a hallway leading back to the pentagram room.
+
# A second blue door connects the pentagram teleporter room (see secret #3 above) to the large dark room before the exit. You must walk through the blue door to get credit for the secret. '''(sector 58)'''
  
 
===Bugs===
 
===Bugs===
 +
If you ride the rising column toward the bullet box, you may notice a thin slime trail on the east wall (see screen shot below).
  
 
===Demo files===
 
===Demo files===

Revision as of 16:04, 12 March 2006

This level occupies the map slot E1M5. For other maps which occupy this slot, see Category:E1M5.
Ultimate Doom maps
The Shores of Hell

M1 M2 M3 M4 M5 M6 M7 M8 M9

Inferno

M1 M2 M3 M4 M5 M6 M7 M8 M9

Thy Flesh Consumed

M1 M2 M3 M4 M5 M6 M7 M8 M9

E1M5: Phobos Lab is the fifth map of Knee-Deep in the Dead in Doom. It was designed by John Romero and uses the music track "Suspense". The par time is 2:45.

Walkthrough

Map of E1M5

Essentials

Run across the nukage pool (quickly, to minimize damage) and turn right down the hall. At the end, walk out onto the porch overlooking another nukage pool; this will raise a walkway on the opposite side of the pool.

Turn around, go back up the hall, and go up the staircase to your right. Walk along the walkway to the east, turn left into the dark passage, and pick up the yellow key at the end.

Go back down the stairs near the start point, and through the door to the left of the stairs. Follow the walkway around to the right, and you will see a yellow door on your left. Go in, take the lift downward, and turn left down the gray staircase. As you reach the bottom, two traps will open — one behind you, and one on the corresponding staircase to the north of the lift — revealing four Imps (I'm too young to die and Hey, not too rough), or eight sergeants, four Imps, and two Spectres (Hurt me plenty), or eight sergeants, four Imps, and four Spectres (Ultra-Violence and Nightmare!). Continue following this hallway around to the right, until you see a nukage pool on your right with two large columns in it. Run across the nukage, between the columns, and press the switch on the small concrete platform; this opens a door across the nukage pool from the yellow door. As you step onto this platform, the two columns will descend, revealing two troopers (ITYTD and HNTR), or two troopers and two Imps (HMP), or two troopers, two Imps, and two sergeants (UV and NM).

Go back through the yellow door and run straight across the nukage to the newly opened passageway. Go up the stairs, turn left, and follow the passageway to a computer room. Click the switch in the far right corner of this room, which opens a doorway to a darkened tan corridor. Follow this corridor to a gray room containing the blue key.

Grab the blue key and go down the stairs to the north. At the bottom, you will find a blue door. Open the blue door and make your way to the north side of the large room beyond, where you will see the exit door. Go through the exit door and press the switch.

Other points of interest

At the yellow key, some players find it helpful to shoot as many monsters as possible through the window, where their attacks are less effective (Demons' in particular). The room beyond this window is the first room past the staircase on the way to the computer room.

After you lower the two green columns in the nukage pool, you can make them rise by walking onto one. This allows you to jump to two high platforms at the far corners of the pool, containing a blue armor and a box of bullets. (If you are still on the column when it stops moving, you are not trapped: pressing the button on the east wall lowers both columns again.)

The dark room before the exit contains a large horseshoe-shaped wall in the center. The northernmost section of this wall is a secret door (which is not needed for 100% secrets).

Secrets

  1. At the top of the staircase near the start point, before you walk onto the walkway, you will see two barrels to your right. Behind the barrels is a secret door, indicated by a greenish wall texture, which conceals a shotgun. (sector 69)
  2. After collecting the yellow key, come back to overlook the nukage pool. Directly ahead, in the southeast corner of the nukage, is a secret door indicated by a brownish wall texture. Cross the nukage and go through the door to find a rocket launcher and a blue armor (sector 95). Leave the room through the corridor to the southwest.
  3. Just after you go through the yellow door for the first time and go down the lift, two Imps will be shooting at you from high platforms. These platforms will lower if you push on the walls below them (or if you walk to the bottom step of the gray staircase past either one). Ride up on the northern platform and open the wall to the right (east) to reveal a secret compartment with a box of shells (sector 49). The back wall of this compartment opens into a room with a blur artifact, two medikits, and a pentagram-shaped teleporter which deposits you near the start point. There is also a metal-texture wall to the east which opens onto the walkway outside of the yellow door.
  4. At the western edge of the map, opposite the nukage pool containing the two large columns, is a small alcove containing a medikit. The back wall is a secret door revealing a radiation suit. (sector 7)
  5. The wall to the south of secret #4 is another secret door, revealing a chainsaw. (sector 5)
  6. The wall to the south of secret #5 is yet another secret door, leading to a courtyard with additional medikits and a soul sphere. (sector 2)
  7. In the computer room, there is a secret door to the west of the switch in the corner (on the other side of the protruding pillar). Go through the secret door to collect a computer map, a backpack, and a chaingun. (sector 99)
  8. After going through the blue door, hug the wall to the left until you have made a U-turn. Ahead of you is a room with a medikit and a light amplification visor. (sector 110)
  9. A second blue door connects the pentagram teleporter room (see secret #3 above) to the large dark room before the exit. You must walk through the blue door to get credit for the secret. (sector 58)

Bugs

If you ride the rising column toward the bullet box, you may notice a thin slime trail on the east wall (see screen shot below).

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:55 Adam Williamson 2000-12-30 e1m5-055.zip
NM speed 01:04 Adam Williamson 2001-11-27 n1m5-104.zip
UV max 02:28 Drew "stx-Vile" DeVore 2002-07-18 e1m5-228.zip
NM100S 01:39 Adam Williamson 2001-04-17 n1s5-139.zip
UV -fast 02:57 Radek Pecka 2001-01-12 f1m5-257.zip
UV -respawn 02:39 Radek Pecka 2000-08-27 r1m5-239.zip
UV Tyson 03:40 Xit Vono 2003-04-05 t1m5-340.zip
UV pacifist 01:14 Adam Williamson 2000-04-24 p1m5-114.zip

Deathmatch

Statistics

Map data

Things 293
Vertices 746
Linedefs 825
Sidedefs 1053
Sectors 143

Things

Monsters ITYTD and HNTR HMP UV and NM
Demons 2 4 12
Imps 7 26 31
Sergeants 0 24 46
Spectres 0 9 14
Troopers 15 28 28
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses 14 14 14
Backpacks 1 1 1
Blue armors 2 2 2
Invisibilities 1 1 1
Computer maps 1 1 1
Green armors 2 2 2
Health bonuses 11 11 11
Light goggles 1 1 1
Medikits 12 12 13
Radiation suits 1 1 1
Soul Spheres 1 1 1
Stimpacks 14 14 14
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws 1 1 1
Shotguns 3 1 1
Chainguns 1 1 1
Rocket launchers 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips 2 2 2
Bullet boxes 2 2 2
Shells 17 16 16
Shell boxes 2 2 2
Rockets 3 3 3
Rocket boxes 1 1 1
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Yellow cards 1 1 1

Inspiration and development

External links