Difference between revisions of "MAP03: Shackled (Hell Revealed II)"

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(Speedrunning)
(Walkthrough)
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===Essentials===
 
===Essentials===
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Grab the [[shotgun]] directly behind your starting point and get rid of the [[shotgun guy]]s guarding the [[super shotgun]]. Head into the open hallway to the left and go right from there. You have a view of the cargo area you need to go in later, and there are several enemies present inside. Kill the [[imp]]s and press the switch to open up the other end of the hallway. Kill more imps here and you will find the door leading to the cargo bay. Make sure all the enemies inside are dead, then manuever around the crates until you find the blue keycard. Flip the switch and quickly manuever back to the door before it closes; there is a staircase on the west side so you can reach the walkway with the [[zombiemen]]. When you succeed, head back to the start and through the passage behind where the super shotgun was. Take out the [[hell knight]]s and zombiemen, then cross to the other side. Be prepared for a nasty ambush when you grab the [[box of shotgun shells]] in front of the blue door. After getting rid of the [[monster]]s there, ignore the blue door for now and head into their compartment where you will find a door leading to a gray-walled area. Kill the [[demon]]s, press the switch to open the next part of the area, and collect the yellow keycard from the monsters. Now go to the blue door and open it.
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This square room has several color doors; take the yellow one for a large room with several monsters. You will also see the red key here. Go up the stairs on the left and follow the hallway. When you see the [[baron of hell|barons of hell]], you may also want to check behind you for two [[arch-vile]]s. At the end of the hall is a [[teleporter]], which leads to the room behind the red key. Press the switch to lower a [[box of rockets]] on ground floor, then jump out the window to get the red keycard. Look out for a wall of [[revenant]]s on the left as you leave. Back at the square room with color doors, take the red one to find two more doors. The one to your left can be opened, and it has a hell knight and a switch. The switch opens the other door for an imp and a teleporter. Take it to a small room with hell knights. Take the door here for a [[mancubus]] and a gargoyle switch, then teleport back. The bars blocking way to the bridge are now gone, so you can cross to the exit now.
  
 
===Other points of interest===
 
===Other points of interest===
 +
The red door at the starting point contains a [[plasma gun]].
  
 
===Secrets===
 
===Secrets===
# In the storage room, one crate in the northwest acts like an elevator when touched.  Use it to access [[armor]] on top of another crate. ('''sector 70''')
+
# In the storage room, one crate in the northwest acts like an elevator when touched.  Use it to access an [[armor]] on top of another crate. ('''sector 70''')
 
# Next the teleporter which takes you to the red key, one section of the northern wall does not have a green tinge.  Open it to find a [[berserk pack]]. ('''sector 149''')
 
# Next the teleporter which takes you to the red key, one section of the northern wall does not have a green tinge.  Open it to find a [[berserk pack]]. ('''sector 149''')
  
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===Demo files===
 
===Demo files===
*  
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*
  
 
== Areas / screenshots ==
 
== Areas / screenshots ==

Revision as of 09:28, 27 July 2015

This level occupies the map slot MAP03. For other maps which occupy this slot, see Category:MAP03.
Template:Hell Revealed II 01-10

MAP03: Shackled is the third map of Hell Revealed II. It was designed by Jonas Feragen and uses the music track "Old Bones" by Sam Woodman.

Walkthrough

Map of MAP03
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

Grab the shotgun directly behind your starting point and get rid of the shotgun guys guarding the super shotgun. Head into the open hallway to the left and go right from there. You have a view of the cargo area you need to go in later, and there are several enemies present inside. Kill the imps and press the switch to open up the other end of the hallway. Kill more imps here and you will find the door leading to the cargo bay. Make sure all the enemies inside are dead, then manuever around the crates until you find the blue keycard. Flip the switch and quickly manuever back to the door before it closes; there is a staircase on the west side so you can reach the walkway with the zombiemen. When you succeed, head back to the start and through the passage behind where the super shotgun was. Take out the hell knights and zombiemen, then cross to the other side. Be prepared for a nasty ambush when you grab the box of shotgun shells in front of the blue door. After getting rid of the monsters there, ignore the blue door for now and head into their compartment where you will find a door leading to a gray-walled area. Kill the demons, press the switch to open the next part of the area, and collect the yellow keycard from the monsters. Now go to the blue door and open it.

This square room has several color doors; take the yellow one for a large room with several monsters. You will also see the red key here. Go up the stairs on the left and follow the hallway. When you see the barons of hell, you may also want to check behind you for two arch-viles. At the end of the hall is a teleporter, which leads to the room behind the red key. Press the switch to lower a box of rockets on ground floor, then jump out the window to get the red keycard. Look out for a wall of revenants on the left as you leave. Back at the square room with color doors, take the red one to find two more doors. The one to your left can be opened, and it has a hell knight and a switch. The switch opens the other door for an imp and a teleporter. Take it to a small room with hell knights. Take the door here for a mancubus and a gargoyle switch, then teleport back. The bars blocking way to the bridge are now gone, so you can cross to the exit now.

Other points of interest

The red door at the starting point contains a plasma gun.

Secrets

  1. In the storage room, one crate in the northwest acts like an elevator when touched. Use it to access an armor on top of another crate. (sector 70)
  2. Next the teleporter which takes you to the red key, one section of the northern wall does not have a green tinge. Open it to find a berserk pack. (sector 149)

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

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

Run Time Player Date File Notes
UV speed
NM speed
UV max 06:00 Memfis 2013-03-27 h203-600.zip
NM100S
UV -fast 08:40 Brian Nesser (Anima Zero) 2006-05-19 h203f840.zip
UV -respawn
UV Tyson
UV pacifist

Last updated on June 18, 2013.

Multiplayer records

Run Time Players Date File Notes

Last updated on June 18, 2013.

Miscellaneous demos

Run Time Player Date File Notes
UV speed nomo 00:56 Brian Nesser (Anima Zero) 2004-10-28 h2nomo.zip

Deathmatch

Statistics

Map data

Things
Vertexes
Linedefs
Sidedefs
Sectors

Things

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

Monsters 1-2 3 4-5
Zombieman
Shotgun guy
Heavy weapon dude
Imp
Demon
Spectre
Revenant
Cacodemon
Pain elemental
Hell knight
Baron of hell
Arachnotron
Mancubus
Arch-vile
Powerups 1-2 3 4-5
Armor bonus
Armor
Megaarmor
Megasphere
Medikit
Stimpack
Health bonus
Berserk
Backpack
Weapons 1-2 3 4-5
Shotgun
Super shotgun
Chaingun
Rocket launcher
Plasma gun
Ammunition 1-2 3 4-5
Clip
Box of bullets
4 shotgun shells
Box of shotgun shells
Rocket
Box of rockets
Energy cell
Energy cell pack
Keys 1-2 3 4-5
Blue keycard
Red keycard
Yellow keycard

Technical information

Inspiration and development

Trivia

See also

Sources

External links