Difference between revisions of "MAP03: A Barlow in the Belfry (Ghoul School 3D)"

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[[File:gsshot_map03.png|right|thumb|Standing in front of Barlow's Haunt.]]
[[File:gsshot_map03.png|right|thumb|Standing in front of Barlow's Haunt.]]

Revision as of 10:14, 4 August 2017

This level occupies the map slot MAP03. For other maps which occupy this slot, see Category:MAP03.
Standing in front of Barlow's Haunt.

Map03: A Barlow in the Belfry, aka the Haunt map, is a vampire lair complete with dungeon, mad science lab, and an eerie dining room. It is where the climax of Ghoul School 3D takes place, though Spike will visit it several times.


First Visit: Dr. Femur

After a series of battles take you through the foyer, arcade, and dining room, you'll find Dr. Femur hiding in the storeroom with the Blue Door. She gives you the Green Key and tells you to use Prof. Mengeler's time machine (MAP01: Tardy, but Not Dead) to go back in time (MAP04: Totenhaus) and steal a fresh copy of Barlow's mausoleum key (the Blue Key) since the present day key has broken.

Second Visit: Weird Science

Talk to Dr. Femur again before entering the dungeon and she explains that the Skull in the library is none other than Barlow's skull, the unearthing of which disturbed Barlow's spirit and caused the undead uprising. Destroying the Skull will stop the invasion, and destroying Barlow will save everyone from being zombified. Now enter the blue door.

The dungeon is easy to get lost in, despite its small size, and it is filled with ambushes. Behind another wooden door is Barlow's laboratory, where you'll find Sam waiting in a mechanical cage near a large wall of switches. She tells you that Barlow did "something weird" to her ex Frank and plans to do the same to her. She also mentions that he kept muttering "left, right, center" to himself, and thinks it might be the combination that releases her from the cage. It is actually the solution to the teleport-cage puzzle in the next room: kill the Frank Monster to access the control room and activate the teleport switches. The first cage contains a live zombie: flip the left switch, then move to whichever cell it teleported to and flip the right switch; then follow it again, and flip the center switch. It has been moved to the last cage, which obliterates the zombie when you throw the control room switch, thus opening the door on the far end of the room. Flip that switch to raise the stairs in the School library.

The Switch Wall

  • Switch 1: Spawns a crystal vial.
  • Switch 2: Causes Sam's cage to crush her slightly.
  • Switch 3: Spawns infinite chickens.
  • Switch 4: Opens Sam's cage.
  • Switch 5: Destroys whatever is standing in the cage; if it is Sam, she turns into a zombie.
  • Switch 6: Changes the entire lab floor into lava.
  • Switch 7: Spike "suddenly feels very strange." After a few moments, he teleports to MAP05: Wrong Turn at Albequerque.
  • Switch 8: Lowers the lockers on the other side of the lab, unleashing a horde of zombies and ghosts.

Third Visit: Facing Barlow

Take the Red Skull Orb and place it in the strange red ring in the dining room. It opens the vampire wall-portrait and releases Barlow, who immediately attacks. Kill him with holy water or fire. When he is dead, stairs raise to the dining room balcony and the teleport which ends the game.