Difference between revisions of "E2M6: Foundry (Doom the Way id Did)"

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Now grab the [[Key|blue skull key]] that sits inside the [[Damaging floor|damaging]] pool of blood before you ''(F)''. Behind you and in the southwest of the room, a door has opened. Enter through this door, but do not fire upon the Demons that greet you, as they will be teleported away once they move forward. Ascend the flight of steps leading west and walk through the door. Follow the passage previously walked through west and then open the blue key door situated inside.
 
Now grab the [[Key|blue skull key]] that sits inside the [[Damaging floor|damaging]] pool of blood before you ''(F)''. Behind you and in the southwest of the room, a door has opened. Enter through this door, but do not fire upon the Demons that greet you, as they will be teleported away once they move forward. Ascend the flight of steps leading west and walk through the door. Follow the passage previously walked through west and then open the blue key door situated inside.
  
Outside, wade through the water to the east side and then drop down ''(G)''. Take care of the interlopers (A Baron and gaggle of imps) then pass under the southern crusher, ascending the small set of stairs around to a wooden door. Opening this door, dispatch the many [[Former human|zombies]] and then walk over to the northwest corner of the room, activating the switch ''(H)'' to raise the staircase underneath you. Follow the pathway up and through to the exit door, and hit the exit switch.
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Outside, wade through the water to the east side and then drop down ''(G)''. Take care of the interlopers (A Baron and gaggle of [[Imps]]) then pass under the southern crusher, ascending the small set of stairs around to a wooden door. Opening this door, dispatch the many [[Former human|zombies]] and then walk over to the northwest corner of the room, activating the switch ''(H)'' to raise the staircase underneath you. Follow the pathway up and through to the exit door, and hit the exit switch.
  
 
===Other points of interest===
 
===Other points of interest===

Revision as of 22:09, 3 January 2012

This level occupies the map slot E2M6. For other maps which occupy this slot, see Category:E2M6.
Doom the Way id Did maps
Knee-Deep in the Dead

M1 M2 M3 M4 M5 M6 M7 M8 M9

Inferno

M1 M2 M3 M4 M5 M6 M7 M8 M9

E2M6: Foundry is the sixth map of The Shores of Hell in Doom the Way id Did. It was designed by St. Alfonzo in the style of Sandy Petersen.

Walkthrough

Map of E2M6
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

From the start point (A), follow the path that leads around the structure to your right and descend the stairs. Continue to follow the path west and then south past the yellow key door (H) until it ends with a teleporter (B). Upon stepping through the teleporter, you will arrive standing on a lift (C) and sighting the backs of a dormant Sergeant and Zombieman as well as an additional pair to your left and right (Hurt me plenty, Ultra-Violence and Nightmare!). Immediately turn left and follow the winding passage eastward, taking care to dispatch the Demons using the barrels provided.

Exiting the passage, open the door opposite and descend the stairs, being mindful of the Cacodemon (I'm too young to die and Hey, not too rough) or Baron present in the center of the room. Hit the switch (D) hidden in the northeast corner, and then quickly rush across the lift that has temporarily lowered (E) and walk through the door at the far east of the dark passage.

Now grab the blue skull key that sits inside the damaging pool of blood before you (F). Behind you and in the southwest of the room, a door has opened. Enter through this door, but do not fire upon the Demons that greet you, as they will be teleported away once they move forward. Ascend the flight of steps leading west and walk through the door. Follow the passage previously walked through west and then open the blue key door situated inside.

Outside, wade through the water to the east side and then drop down (G). Take care of the interlopers (A Baron and gaggle of Imps) then pass under the southern crusher, ascending the small set of stairs around to a wooden door. Opening this door, dispatch the many zombies and then walk over to the northwest corner of the room, activating the switch (H) to raise the staircase underneath you. Follow the pathway up and through to the exit door, and hit the exit switch.

Other points of interest

Secrets

  1. From the center of the room (K) featuring the two blue key doors, face the crusher in the south of the room from the east. Using exceptionally careful timing (and preferably lots of health and a Radiation shielding suit), launch yourself at full pace underneath the crusher and toward the back wall. A teleporter will open up as you pass beneath the crusher, teleporting you to a secluded star shaped room (sector 1) with three barons, an Invulnerability (positioned differently depending on skill setting), two Boxes of rockets, some shotgun shells, and the yellow key card. Dropping into the pit at the far east of the room will take you back to room (K).
  2. Facing east from lift (C), follow in through the passageway, turning left at the first opportunity, and travel to the far north of the room. On the west-facing wall of this alcove is a switch. Flip it, then head southward, turning left again and entering through the doorway. Descend the stairs and then lower the lift (E) by hitting the switch in the northeast of the room. Ride the lift up to the top, and then continue north then west past the level's start point (A). A passage has opened up along the staircase (sector 110) leading back toward the teleporter (B). Enter it to discover a Megaarmor and three Lost Souls resting in a vat of molten lava.
  3. Having collected the yellow keycard (see secret #1) and flipped the necessary switch (see secret #2), enter through the yellow key door (H) and collect the Plasma gun (UV and NM!) or Energy cell pack (ITYTD, HNTR and HMP) if you haven't already. Activate the switch (I) in the alcove to the north of the room and then hurry back toward the lift that has lowered immediately past the yellow key door and to the right. Drop down into the passage (sector 200) to discover a Supercharge at its end. Branching off from this same passageway is an additional passage that features a teleporter (J). Step through the teleporter to uncover a Backpack, an energy cell pack, several health bonuses and (providing it has not yet been eliminated) a dormant baron.
  4. From the center of the room (K) featuring the two blue key doors, face the western wall. You will notice that one section of the ceiling in the enclave there is slightly raised. Pass under this raised segment to drop into a bloodied (and damaging) passage, then follow it until it open up in a room containing several Imps, some health, a box of rockets upon a non-damaging platform (sector 217), and a radiation shielding suit.
  5. The teleporter (L) featured at the end of the dark maze to the very west of the map (accessed via the north exit of lift (C) can be stepped through from two sides. Stepping through the teleporter from the east will take the player to a circular room (sector 55) with eight shotgun shells and two Energy cells.

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

Miscellaneous demos

Deathmatch

Statistics

Map data

Things

Technical information

Inspiration and development

Trivia

See also

Sources

External links

Areas / screenshots