Difference between revisions of "E2M6: Halls of the Damned (Doom)"

From DoomWiki.org

[unchecked revision][checked revision]
m (External links: Automated edit - Update link to DSDA, minor formatting)
(44 intermediate revisions by 17 users not shown)
Line 1: Line 1:
{{The Shores of Hell}}
+
{{The Shores of Hell|consolever=MAP14: Halls of the Damned (Console Doom)}}
 
{{map|slot=E2M6}}
 
{{map|slot=E2M6}}
 +
'''E2M6: Halls of the Damned''' is the sixth map of [[The Shores of Hell]] in [[Doom]]. It was designed by [[Sandy Petersen]] and it uses the [[Doom music|music]] track "Sinister." The [[par time]] is 6:00.
  
'''E2M6: Halls of the Damned''' is the sixth map of [[The Shores of Hell]] in [[Doom]]. It was designed by [[Sandy Petersen]] and it uses the [[Doom music|music]] track "Sinister." The [[par time]] is 6:00.
+
== Walkthrough ==
 +
[[File:E2M6 map.png|thumb|300x330px|Map of Halls of the Damned]]
 +
{{map spots}}
 +
 
 +
===Essentials===
 +
Head into the room in front of you and turn right to find a door, behind which is a switch that will open a wall back in the start room leading to a perimeter tunnel. Head to that tunnel and take a right to enter a large open area with two [[damaging floor|nukage]] rivers. At the other end of the area is a [[berserk]] pack on a pedestal.
 +
 
 +
Picking it up will cause the overall area to flood and another wall to open revealing a tunnel of nukage. Head down this tunnel until you can press the switch at the end. Head back to the entrance of the nukage tunnel and make a left into the left (eastern) part of the very first tunnel you went in. The wall has lowered revealing a pair of doors, a locked exit door, which requires blue key, and the door to the main parts of the level. The locked door actually conceals two other doors that are also locked requiring red and yellow keys consistently.
 +
 
 +
All three keys are scattered in the main parts of the level behind the unlocked door. The order of collecting them is not important, however, the blue key is nearest and can be gotten nearby behind the door. The yellow key is most far, as it is located in the northern portion of the level which is explored deeper.
 +
 
 +
'''''Blue key'''''
 +
 
 +
As soon as you open the small door, destroy all the enemies behind. The blue key can be found in the south east corner of the room, however approaching this corner will open two [[demon]] traps ([[imp]]s can also be present). Instead of going there, better take right turn and left to a switch. This will open the same traps but you can therefore manage the situation by ruse. Shoot the demons via the narrow window. After the cleanup head to the [[skull key]] and grab it.
 +
 
 +
'''''Red key'''''
 +
 
 +
From the eastern portion of the green corridor, head westward and you will see two passageways into a wooden maze. Go all the way southward until you meet a small door. Open it to reveal a "submaze" which looks slightly different. Head to the right around the wall. Go to the west and when you can turn left and around. You will see the red skull key. Grab the key and prepare to fight with some hellspawn while going back.
  
"Halls of the Damned" despite its name is still considered of UAC origin, though perhaps it is suppose to resemble an underground bunker or tunnel complex like NORAD.
+
'''''Yellow key'''''
  
==Strategy==
+
Return to the green corridor from which you accessed the wooden maze. Follow this corridor northward until you will come to a dead end with two doors on the left. Both doors conceal rooms with rows of enemies, which lead to one place. Once you see a prohibitive sign, push a green button on the opposite wall. Enter the open corridor and follow it to its end. In the room turn right and enter another room (south). Note that if the door closed while you are inside this room you cannot escape without the yellow key. Fight all enemies there, then take the yellow skull key, as well as two awards, [[light amplification visor]] and [[blur sphere]].
[[Image:E2M6 map.png|thumb|300px|Map of E2M6]] <br clear="left"/>
 
  
===Walkthrough===
+
When all the keys are found get back to the exit doors. Open all them one by one and press the switch for the exit.
  
 
===Secrets===
 
===Secrets===
# In the north end of the map is an octagonal grey brick room with exits in the four cardinal directions (as well as the entrance you came from in the southwest). Go through the door in the west; the area behind it counts as a secret. Beware of the crusher here.
+
====Official====
# From the octagonal hub mentioned above, go through the door in the north. Step onto the raised platform in the next room to trigger the secret, as well as an enemy ambush.
+
# In the north end of the map is an octagonal grey brick room with exits in the four cardinal directions (as well as the entrance you came from in the southwest). Go through the door in the west; the area behind it counts as a secret. ('''sector 16''') Beware of the crusher here. To exit, either quickly return through the door, or flip the switch in the western alcove.  
# After getting the yellow skull key, follow the winding corridor in the east of the octagonal hub. Open the yellow door and flip the "exit" switch. It's a fake, and will lower you into another enemy-infested area. Go through the door ahead of you to get back up.
+
# From the octagonal hub mentioned above, go through the door in the north. Step onto the raised platform in the next room to trigger the secret, as well as an enemy ambush. ('''sector 0''')
(This doesn't work in X360 version of the game...)
+
# After getting the yellow skull key, follow the winding corridor in the east of the octagonal hub. Open the yellow door and flip the "exit" switch. It is a fake, and will lower you into another enemy-infested area. Go through the door ahead of you to get back via a secret corridor. ('''sector 48''')
 +
 
 +
====Non-official====
 +
# There is a chainsaw in the monster alcove across from the blue skull key.
  
 
===Bugs===
 
===Bugs===
* In one of the hidden alcoves, two extra [[demon]]s appear in [[skill level|ultra-violence]] on top of two other demons, rendering them immobile.
+
The "hanging leg" decoration in the starting area ([[Thing]] 274) has no flags set for any of the [[Skill level#Doom and Doom II skill levels|difficulty classes]], so it does not actually appear in the level.
 +
 
 +
In the hidden alcove between the blue key and wood maze, two extra [[demon]]s appear in [[skill level|ultra-violence]] on top of two other demons, rendering them immobile. This blocks the baron of Hell until one of the demons is killed.
 +
 
 +
The crossable linedef 302, located in the wood maze to the left of the backpack, has line type 2 "W1 Open Door" on it. Because the line also features a non-zero, but unused tag (11), crossing it has no ill effects on the level.
 +
 
 +
Like in many of the preceding areas, there is an "entrance door" (DOOR3) right behind the player's start location. However on this level, there is a corridor running right behind the start room leaving no room for even a possible teleporter pad behind the door. While not being a proper bug, it is rather an oddity in level design.
 +
 
 +
Linedef 1091 lacks an upper texture on its back side, causing a little bleeding.
 +
 
 +
There are 7 known [[Blind spots in Doom reject tables#E2M6: Halls of the Damned|anomalies]] in this level's [[REJECT|REJECT table]].
 +
 
 +
== Areas / screenshots ==
 +
<gallery mode=nolines widths=160px>
 +
Doom-e2m6-start.png|
 +
Doom-e2m6-berserk.png|
 +
Doom-e2m6-corridor.png|
 +
Doom-e2m6-maze1.png|
 +
Doom-e2m6-maze2.png|
 +
Doom-e2m6-comp.png|
 +
Doom-e2m6-brick.png|
 +
Doom-e2m6-room1.png|
 +
Doom-e2m6-room2.png|
 +
Doom-e2m6-maze3.png|
 +
Doom-e2m6-fake-exit.png|
 +
Doom-e2m6-fight.png|
 +
</gallery>
  
==Speedrunning==
+
== Speedrunning ==
  
 
===Routes and tricks===
 
===Routes and tricks===
  
===Records===
+
===Current records===
 +
The [[Compet-n]] records for the map are:
  
The [[Compet-N]] records for the map are:
 
 
{| {{prettytable}}
 
{| {{prettytable}}
!Run||Time||Player||Date||File||Notes
+
! Run !! Time !! Player !! Date !! File !! Notes
 
|-
 
|-
|[[UV speed]]||01:12||[[Xit Vono]]||2002-11-26||{{competnftp|doom/speed/e2m6-112.zip|e2m6-112.zip}}||  
+
|[[UV speed]]||00:24||[[Jean-Charles Dorne (JCD)]]||2012-11-02||{{competnftp|doom/speed/e2m6-024.zip|e2m6-024.zip}}||
 
|-
 
|-
|[[NM speed]]||01:19||[[Xit Vono]]||2002-11-23||{{competnftp|doom/nmare/n2m6-119.zip|n2m6-119.zip}}||  
+
|[[NM speed]]||00:26||[[Jean-Charles Dorne (JCD)]]||2012-08-26||{{competnftp|doom/nmare/n2m6-026.zip|n2m6-026.zip}}||
 
|-
 
|-
|[[UV max]]||04:09||[[Radek Pecka]]||2004-02-01||{{competnftp|doom/max/e2m6-409.zip|e2m6-409.zip}}||  
+
|[[UV max]]||04:09||[[Radek Pecka]]||2004-02-01||{{competnftp|doom/max/e2m6-409.zip|e2m6-409.zip}}||
 
|-
 
|-
|[[NM100S]]||01:46||[[Radek Pecka]]||2002-11-25||{{competnftp|doom/nm100s/n2s6-146.zip|n2s6-146.zip}}||  
+
|[[NM100S]]||00:54||[[Jean-Charles Dorne (JCD)]]||2015-01-04||{{competnftp|doom/nm100s/n2s6-054.zip|n2s6-054.zip}}||
 
|-
 
|-
|[[UV -fast]]||05:13||[[Xit Vono]]||2003-05-27||{{competnftp|doom/fast/f2m6-513.zip|f2m6-513.zip}}||  
+
|[[UV -fast]]||05:13||[[Jim Leonard (Xit Vono)]]||2003-05-27||{{competnftp|doom/fast/f2m6-513.zip|f2m6-513.zip}}||
 
|-
 
|-
|[[UV -respawn]]||03:46||[[Radek Pecka]]||2000-09-03||{{competnftp|doom/respawn/r2m6-346.zip|r2m6-346.zip}}||  
+
|[[UV -respawn]]||03:46||[[Radek Pecka]]||2000-09-03||{{competnftp|doom/respawn/r2m6-346.zip|r2m6-346.zip}}||
 
|-
 
|-
|[[UV Tyson]]||04:56||[[Radek Pecka]]||2004-01-29||{{competnftp|doom/tyson/t2m6-456.zip|t2m6-456.zip}}||  
+
|[[UV Tyson]]||04:56||[[Radek Pecka]]||2004-01-29||{{competnftp|doom/tyson/t2m6-456.zip|t2m6-456.zip}}||
 
|-
 
|-
|[[UV pacifist]]||02:13||[[Adam Williamson]]||1999-06-13||{{competnftp|doom/pacifist/p2m6-213.zip|p2m6-213.zip}}||  
+
|[[UV pacifist]]||00:28||[[xepop]]||2010-09-14||{{competnftp|doom/pacifist/p2m6-028.zip|p2m6-028.zip}}||
 
|}
 
|}
  
==Statistics==
+
''The data was last verified in its entirety on July 6, 2020.''
 +
 
 +
== Deathmatch ==
 +
 
 +
===Player spawns===
 +
This level contains five spawn points:
 +
# facing east. ('''thing 279''')
 +
# facing west. ('''thing 280''')
 +
# facing west. ('''thing 281''')
 +
# facing west. ('''thing 282''')
 +
# facing south. ('''thing 283''')
 +
 
 +
== Statistics ==
 
===Map data===
 
===Map data===
{| {{prettytable}}
+
{{mapdata|
|[[Things]]||326
+
  things=326|
 +
  vertexes=967|
 +
  linedefs=1094|
 +
  sidedefs=1324|
 +
  sectors=181|
 +
  vertexbefore=886}}
 +
 
 +
===Things===
 +
This level contains the following numbers of [[thing]]s per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=33%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
![[Monster|Monsters]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Zombieman]]||7||11||11
 +
|-
 +
|style="text-align: left;"|[[Shotgun guy]]||8||10||11
 +
|-
 +
|style="text-align: left;"|[[Imp]]||20||23||39
 +
|-
 +
|style="text-align: left;"|[[Lost soul]]||10||20||30
 +
|-
 +
|style="text-align: left;"|[[Demon]]||14||29||35
 +
|-
 +
|style="text-align: left;"|[[Spectre]]||1||2||3
 +
|-
 +
|style="text-align: left;"|[[Cacodemon]]||0||6||9
 +
|-
 +
|style="text-align: left;"|[[Baron of Hell]]||0||0||3
 +
|-
 +
![[Weapon|Weapons]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Chainsaw]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Shotgun]]||1||0||0
 +
|-
 +
|style="text-align: left;"|[[Chaingun]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Rocket launcher]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Plasma gun]]||colspan="3"|1
 +
|-
 +
![[Ammo|Ammunition]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Clip]]||colspan="3"|8
 +
|-
 +
|style="text-align: left;"|[[Box of bullets]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[4 shotgun shells]]||24||23||23
 +
|-
 +
|style="text-align: left;"|[[Box of shotgun shells]]||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Rocket]]||7||7||6
 +
|-
 +
|style="text-align: left;"|[[Box of rockets]]||colspan="3"|3
 +
|-
 +
|style="text-align: left;"|[[Energy cell (Doom)|Energy cell]]||colspan="3"|4
 +
|-
 +
![[Item#Doom games|Health & Armor]]!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Stimpack]]||17||19||19
 +
|-
 +
|style="text-align: left;"|[[Medikit]]||colspan="3"|13
 +
|-
 +
|style="text-align: left;"|[[Armor]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Megaarmor]]||colspan="3"|1
 +
|-
 +
!Items!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|[[Armor bonus]]||colspan="3"|12
 +
|-
 +
|style="text-align: left;"|[[Health bonus]]||colspan="3"|9
 +
|-
 +
|style="text-align: left;"|[[Supercharge]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Backpack]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Berserk]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Computer area map]]||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Light amplification visor]]||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Partial invisibility]]||colspan="3"|3
 
|-
 
|-
|[[Vertices]]||967
+
![[Key|Keys]]!!1-2!!3!!4-5
 
|-
 
|-
|[[Linedefs]]||1094
+
|style="text-align: left;"|Blue skull key||colspan="3"|1
 
|-
 
|-
|[[Sidedefs]]||1324
+
|style="text-align: left;"|Red skull key||colspan="3"|1
 
|-
 
|-
|[[Sectors]]||181
+
|style="text-align: left;"|Yellow skull key||colspan="3"|1
 
|}
 
|}
 
+
{{col-break}}
===Things===
+
{| {{prettytable|style=text-align: center;}}
{| {{prettytable}}
+
!colspan="4"|Multiplayer
!Monsters||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
|-
 +
!Monsters!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|Zombieman||7||11||11
 +
|-
 +
|style="text-align: left;"|Shotgun guy||8||10||11
 +
|-
 +
|style="text-align: left;"|Imp||20||23||39
 
|-
 
|-
|[[Sergeant]]s||8||10||11
+
|style="text-align: left;"|Lost soul||10||20||30
 
|-
 
|-
|[[Spectre]]s||1||2||3
+
|style="text-align: left;"|Demon||14||29||35
 
|-
 
|-
|[[Imp]]s||20||23||39
+
|style="text-align: left;"|Spectre||1||2||3
 
|-
 
|-
|[[Demon]]s||14||29||35
+
|style="text-align: left;"|Cacodemon||0||6||9
 
|-
 
|-
|[[Baron of Hell|Barons of Hell]]||0||0||3
+
|style="text-align: left;"|Baron of Hell||0||0||3
 
|-
 
|-
|[[Trooper]]s||7||11||11
+
!Weapons!!1-2!!3!!4-5
 
|-
 
|-
|[[Cacodemon]]s||0||6||9
+
|style="text-align: left;"|Chainsaw||colspan="3"|1
 
|-
 
|-
|[[Lost Soul]]s||10||20||30
+
|style="text-align: left;"|Shotgun||2||1||1
 
|-
 
|-
!Powerups||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Chaingun||colspan="3"|1
 
|-
 
|-
|[[Backpack]]s||1||1||1
+
|style="text-align: left;"|Rocket launcher||colspan="3"|1
 
|-
 
|-
|[[Stim pack]]s||17||19||19
+
|style="text-align: left;"|Plasma gun||colspan="3"|1
 
|-
 
|-
|[[Medikit]]s||13||13||13
+
!Ammunition!!1-2!!3!!4-5
 
|-
 
|-
|[[Soul sphere]]s||1||1||1
+
|style="text-align: left;"|Clip||colspan="3"|8
 
|-
 
|-
|[[Health bonus]]es||9||9||9
+
|style="text-align: left;"|Box of bullets||colspan="3"|1
 
|-
 
|-
|[[Armor bonus]]es||12||12||12
+
|style="text-align: left;"|4 shotgun shells||24||23||23
 
|-
 
|-
|[[Green armor]]s||1||1||1
+
|style="text-align: left;"|Box of shotgun shells||colspan="3"|4
 
|-
 
|-
|[[Blue armor]]s||1||1||1
+
|style="text-align: left;"|Rocket||7||7||6
 
|-
 
|-
|[[Berserk]]s||1||1||1
+
|style="text-align: left;"|Box of rockets||colspan="3"|3
 
|-
 
|-
|[[Invisibility|Invisibilities]]||3||3||3
+
|style="text-align: left;"|Energy cell||colspan="3"|4
 
|-
 
|-
|[[Automap]]s||1||1||1
+
!Health & Armor!!1-2!!3!!4-5
 
|-
 
|-
|[[Light goggles]]||4||4||4
+
|style="text-align: left;"|Stimpack||17||19||19
 
|-
 
|-
!Weapons||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Medikit||colspan="3"|13
 
|-
 
|-
|[[Shotgun]]s||1||0||0
+
|style="text-align: left;"|Armor||colspan="3"|1
 
|-
 
|-
|[[Chaingun]]s||1||1||1
+
|style="text-align: left;"|Megaarmor||colspan="3"|1
 
|-
 
|-
|[[Rocket launcher]]s||1||1||1
+
!Items!!1-2!!3!!4-5
 
|-
 
|-
|[[Plasma gun]]s||1||1||1
+
|style="text-align: left;"|Armor bonus||colspan="3"|12
 
|-
 
|-
|[[Chainsaw]]s||1||1||1
+
|style="text-align: left;"|Health bonus||colspan="3"|9
 
|-
 
|-
!Ammunition||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Supercharge||colspan="3"|1
 
|-
 
|-
|[[Ammo clip]]s||8||8||8
+
|style="text-align: left;"|Backpack||colspan="3"|1
 
|-
 
|-
|[[Shell]]s||24||23||23
+
|style="text-align: left;"|Berserk||colspan="3"|1
 
|-
 
|-
|[[Rocket]]s||7||7||6
+
|style="text-align: left;"|Computer area map||colspan="3"|1
 
|-
 
|-
|[[Box of rockets|Rocket boxes]]||3||3||3
+
|style="text-align: left;"|Light amplification visor||colspan="3"|4
 
|-
 
|-
|[[Energy cell]]s||4||4||4
+
|style="text-align: left;"|Partial invisibility||colspan="3"|3
 
|-
 
|-
|[[Box of ammo|Ammo boxes]]||1||1||1
+
!Keys!!1-2!!3!!4-5
 
|-
 
|-
|[[Box of shells|Shell boxes]]||4||4||4
+
|style="text-align: left;"|Blue skull key||colspan="3"|1
 
|-
 
|-
!Keys||ITYTD and HNTR||HMP||UV and NM
+
|style="text-align: left;"|Red skull key||colspan="3"|1
 
|-
 
|-
|[[Red skull]]s||1||1||1
+
|style="text-align: left;"|Yellow skull key||colspan="3"|1
 
|-
 
|-
|[[Yellow skull]]s||1||1||1
+
!Miscellaneous!!1-2!!3!!4-5
 
|-
 
|-
|[[Blue skull]]s||1||1||1
+
|style="text-align: left;"|[[Multiplayer#Cooperative|Cooperative start]]||colspan="3"|4
 
|-
 
|-
 +
|style="text-align: left;"|[[Deathmatch start]]||colspan="3"|5
 
|}
 
|}
 +
{{col-end}}
 +
 +
== Trivia ==
 +
{{French level name|Halls des damnés}}
  
==External links==
+
== External links ==
* [http://www.doom2.net/~compet-n/database/cn.cgi?map:udoom:26 E2M6 demos from the Compet-N database]
+
* {{competnmap|1|127|E2M6}}
 +
* {{dsda2|wad=doom|map=E2M6|title=E2M6 demos}}
 +
* [http://ian-albert.com/games/doom_maps/ Top-down perspective view of all Doom levels] by Ian Albert
  
[[Category:Levels by name|Halls of the Damned (Doom)]]
 
 
[[Category:Sandy Petersen levels]]
 
[[Category:Sandy Petersen levels]]
 +
[[Category:Levels with extra equipment in co-op]]

Revision as of 13:56, 15 November 2020

Ultimate Doom 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

Thy Flesh Consumed

M1 M2 M3 M4 M5 M6 M7 M8 M9

Sega-Genesis-Model2-32X.png

This level has a
console version.

This level occupies the map slot E2M6. For other maps which occupy this slot, see Category:E2M6.

E2M6: Halls of the Damned is the sixth map of The Shores of Hell in Doom. It was designed by Sandy Petersen and it uses the music track "Sinister." The par time is 6:00.

Walkthrough

Map of Halls of the Damned
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

Head into the room in front of you and turn right to find a door, behind which is a switch that will open a wall back in the start room leading to a perimeter tunnel. Head to that tunnel and take a right to enter a large open area with two nukage rivers. At the other end of the area is a berserk pack on a pedestal.

Picking it up will cause the overall area to flood and another wall to open revealing a tunnel of nukage. Head down this tunnel until you can press the switch at the end. Head back to the entrance of the nukage tunnel and make a left into the left (eastern) part of the very first tunnel you went in. The wall has lowered revealing a pair of doors, a locked exit door, which requires blue key, and the door to the main parts of the level. The locked door actually conceals two other doors that are also locked requiring red and yellow keys consistently.

All three keys are scattered in the main parts of the level behind the unlocked door. The order of collecting them is not important, however, the blue key is nearest and can be gotten nearby behind the door. The yellow key is most far, as it is located in the northern portion of the level which is explored deeper.

Blue key

As soon as you open the small door, destroy all the enemies behind. The blue key can be found in the south east corner of the room, however approaching this corner will open two demon traps (imps can also be present). Instead of going there, better take right turn and left to a switch. This will open the same traps but you can therefore manage the situation by ruse. Shoot the demons via the narrow window. After the cleanup head to the skull key and grab it.

Red key

From the eastern portion of the green corridor, head westward and you will see two passageways into a wooden maze. Go all the way southward until you meet a small door. Open it to reveal a "submaze" which looks slightly different. Head to the right around the wall. Go to the west and when you can turn left and around. You will see the red skull key. Grab the key and prepare to fight with some hellspawn while going back.

Yellow key

Return to the green corridor from which you accessed the wooden maze. Follow this corridor northward until you will come to a dead end with two doors on the left. Both doors conceal rooms with rows of enemies, which lead to one place. Once you see a prohibitive sign, push a green button on the opposite wall. Enter the open corridor and follow it to its end. In the room turn right and enter another room (south). Note that if the door closed while you are inside this room you cannot escape without the yellow key. Fight all enemies there, then take the yellow skull key, as well as two awards, light amplification visor and blur sphere.

When all the keys are found get back to the exit doors. Open all them one by one and press the switch for the exit.

Secrets

Official

  1. In the north end of the map is an octagonal grey brick room with exits in the four cardinal directions (as well as the entrance you came from in the southwest). Go through the door in the west; the area behind it counts as a secret. (sector 16) Beware of the crusher here. To exit, either quickly return through the door, or flip the switch in the western alcove.
  2. From the octagonal hub mentioned above, go through the door in the north. Step onto the raised platform in the next room to trigger the secret, as well as an enemy ambush. (sector 0)
  3. After getting the yellow skull key, follow the winding corridor in the east of the octagonal hub. Open the yellow door and flip the "exit" switch. It is a fake, and will lower you into another enemy-infested area. Go through the door ahead of you to get back via a secret corridor. (sector 48)

Non-official

  1. There is a chainsaw in the monster alcove across from the blue skull key.

Bugs

The "hanging leg" decoration in the starting area (Thing 274) has no flags set for any of the difficulty classes, so it does not actually appear in the level.

In the hidden alcove between the blue key and wood maze, two extra demons appear in ultra-violence on top of two other demons, rendering them immobile. This blocks the baron of Hell until one of the demons is killed.

The crossable linedef 302, located in the wood maze to the left of the backpack, has line type 2 "W1 Open Door" on it. Because the line also features a non-zero, but unused tag (11), crossing it has no ill effects on the level.

Like in many of the preceding areas, there is an "entrance door" (DOOR3) right behind the player's start location. However on this level, there is a corridor running right behind the start room leaving no room for even a possible teleporter pad behind the door. While not being a proper bug, it is rather an oddity in level design.

Linedef 1091 lacks an upper texture on its back side, causing a little bleeding.

There are 7 known anomalies in this level's REJECT table.

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed 00:24 Jean-Charles Dorne (JCD) 2012-11-02 e2m6-024.zip
NM speed 00:26 Jean-Charles Dorne (JCD) 2012-08-26 n2m6-026.zip
UV max 04:09 Radek Pecka 2004-02-01 e2m6-409.zip
NM100S 00:54 Jean-Charles Dorne (JCD) 2015-01-04 n2s6-054.zip
UV -fast 05:13 Jim Leonard (Xit Vono) 2003-05-27 f2m6-513.zip
UV -respawn 03:46 Radek Pecka 2000-09-03 r2m6-346.zip
UV Tyson 04:56 Radek Pecka 2004-01-29 t2m6-456.zip
UV pacifist 00:28 xepop 2010-09-14 p2m6-028.zip

The data was last verified in its entirety on July 6, 2020.

Deathmatch

Player spawns

This level contains five spawn points:

  1. facing east. (thing 279)
  2. facing west. (thing 280)
  3. facing west. (thing 281)
  4. facing west. (thing 282)
  5. facing south. (thing 283)

Statistics

Map data

Things 326
Vertices 967*
Linedefs 1094
Sidedefs 1324
Sectors 181
* The vertex count without the effect of node building is 886.

Things

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

Trivia

The official French name of this level is Halls des damnés (accents are not reflected in the game itself due to technical limitations).

External links