Difference between revisions of "MAP12: The Temple of the Oracle (Strife)"

From DoomWiki.org

[unchecked revision][checked revision]
(Added map data for v.1.31 and the map picture for now. Probably the walkthrough needs some further editing, it does look like a promising one though.)
(Checked, joined the content from Kneeling Guy, moved the tactical information to Oracle, extracted a secret into its own section, added plot details and edited the headers. A nice one.)
Line 1: Line 1:
 
{{map|slot=MAP12|name=Temple of the Oracle (Strife)}}
 
{{map|slot=MAP12|name=Temple of the Oracle (Strife)}}
 +
{{spoiler}}
 +
[[File:Strife MAP12 map.png|thumb|right|200px|Map of MAP12]]
 +
[[Image:Oracle-strife.png|thumb|right|200px|The Oracle in the northernmost hall]]
 +
After the [[Programmer]] is destroyed, the player gets the first [[Sigil]] piece.
 +
[[Macil]] wants the player to find the [[Oracle]] and ask it about the other four pieces. The Oracle resides in its own temple that is found in the [[MAP11: Borderlands (Strife)|borderlands]]. At first, the Oracle sends the player to destroy the [[Bishop]] in Crimson and Obsidian tower as he possesses the second Sigil piece.
  
 +
When the piece has been obtained, the Oracle reveals that Macil holds the third one. At the point, the player must decide if he still trusts Macil and thinks that the Oracle needs to be destroyed, or believe its words and kill Macil. The decision is crucial for the outcome of the game. Whichever choice the player makes, the Oracle needs to be fought eventually to get one of the Sigil pieces. If the player kills the Oracle before Macil, the temple can be left for good. For tactical information of the Oracle's [[Spectre (Strife)|Spectre]], check this [[Oracle#Tactical analysis|page]].
 +
 +
In the Oracle's room, there is a door to the west that only opens when the player trusts the Oracle. The door has a teleporter that leads straight to the [[MAP26: Proving Grounds (Strife)|proving grounds]]. Thus, the [[MAP23: Order Commons (Strife)|commons]] and the [[Acolyte]] factory are skipped entirely in the chosen branch.
 +
 +
{{endspoiler}}
 +
<br>
 
==Walkthrough==
 
==Walkthrough==
[[File:Strife MAP12 map.png|thumb|right|200px|Map of MAP12]]
+
There are two entrances to the level. One of them is hidden in the [[MAP11: Borderlands (Strife)|borderlands]] and does not need the [[Strife keys|oracle key]].
After the [[Programmer]] is destroyed, the player gets the first [[Sigil]] piece.
+
 
[[Macil]] wants the player to find the [[Oracle]] and ask it about the other four pieces. The Oracle resides in its own temple which is found in the [[MAP11: Borderlands (Strife)|Borderlands]]. There are two entryways inside, one of them is hidden and does not need the Oracle Key.
+
To find the Oracle, you can take one of two separate paths. One of them has enemies and the other does not. The hidden entrance leads to the latter path. If you take the primary entrance, you will find yourself walking in a room with [[Acolyte]]s and [[Stalker (Strife)|Stalkers]] attacking. Kill them and keep going until you get to a spacious waterfall area. There are Stalkers all around the ceiling, so be careful. If you want the route without enemies, jump down to the eastern side of the bridge. Once you are down there, you cannot return up. In case you want the route with enemies, go through the door across the bridge and to the west.
 +
 
 +
===The path with enemies===
 +
 
 +
Open the door to encounter a [[Templar]]. When he is dead, proceed until you come to a hub room with doors. To the southwest and -east are Acolytes behind bars. To the northeast, there is a sneaky one sniping from a window although he might wander elsewhere in his spacious room. Finish the Acolytes off and enter the southern door. To get behind the bars where the Acolytes were, simply turn left or right.  
  
To find the Oracle, the player can take one of the two seperate paths: one with enemies, the other with no enemies. The hidden entrance leads to the path with no enemies. If you take the primary entrance, you will find yourself walking in room with [[Acolyte]]s and [[Stalker (Strife)|Stalkers]] attacking. Kill them, then keep going until you get to a cave-waterfall area. There are Stalkers all around the ceiling, so be careful. If you want the path with no enemies, then jump down to the right side of the bridge. Once you are down there, you cannot come back up. If you want the path with enemies, go through the door across the bridge and to the left.
+
When you proceed on either side, a Templar will be revealed in front of you, at first appearing to be peaceful. Kill him. Flip the switch nearby to open an adjacent door to get behind the bars. Get the medical supplies and ammunition. Flipping the switch also reveals one or two [[Sentinel]]s. Do the same for the other end; kill the Templar, flip the switch, destroy the Sentinel(s) and get the goodies. Once you are done, take one of the two lifts.
  
'''The path with enemies'''
+
Up there, you will find another stationary Templar on [[Skill level#Strife skill levels|Training]] and Rookie (1, 2) or two ambushing Sentinels on Veteran, Elite and Bloodbath (3 - 5). In addition, there is a [[Crusader]] on Elite and Bloodbath. Whatever you find, kill it. As you approach either of the southern doors, more Sentinels will appear around the room. When they are finished, go through a door and flip the switch beyond.
  
Open the door to encounter a [[Templar]]. Once he is dead, proceed until you come to some doors. To the left are Acolytes behind bars and a sneaky one sniping from a window to the right (sometimes he is not there). Finish them off, then take the left door (the one between the bars). To get inside the bars where the Acolytes were, simple turn left and/or right. At each end you will find a Templar, at first appearing to be peaceful, do not let that fool you, kill him. Flip the switch nearby to open the door and get the goodies, (now you are on the other side of the bars). Flipping the switch also reveals one or two [[Sentinel]]s. Do the same for the other end. Kill the Templar, flip the switch, kill Sentinel(s) and get the goodies. Once you are done, take one of the two lifts.
+
Once you get back to the room where you came via a lift, you will notice that doors have opened. Go through the newly accessed door to the west. Kill the Acolyte and take the lift up. Flip the switch upstairs. Quickly turn around and kill the ambushing Stalkers before they get you. Jump down the balcony, kill any Templars on the lower level and flip the switch there.
  
Up here you will either find another "peaceful" Templar if you play on Training and Rookie or two ambushing Sentinels on Veteran, Elite and Bloodbath and a [[Crusader]] on Elite and Bloodbath. Whatever you find, kill it. When you approach the left or right door, more Sentinels will appear just about everywhere in this room. Once they are finished, go through one of the two doors and flip the switch. Once you are back from where you came via lift, you will notice the other doors have opened. Once back, go through the now opened door to the left, near the bar-sentinel switch. Kill the Acolyte and take the lift up. Turn left, and flip the switch here. Quickly turn around, and kill the ambushing Stalkers before they get you. Jump down the balcony and kill any Templars you find down there, also flip the switch here.
+
Now, take the door at the end of the northern staircase and you will find another Crusader on higher skill levels (3 - 5). Be careful of the enemies on the edges that will either be [[Reaver]]s or Templars. Kill the Sentinels in the small room with a switch and flip it. Take the stairs left or right and you should hear a chanting sound. Kill any remaining enemies before opening the big silver-white door.
  
Take the door to the left, you will find another Crusader on higher skill levels. Be careful of the enemies on the edges, they will either be [[Reaver]]s or Templars. Kill the Crusader and the Sentinels in the small room with the switch, flip it. Take the stairs left or right and you should notice a chanting sound. Kill any remaining enemies before opening the big silver-white door.
+
The green room is the Oracle's inner sanctum. You can take a break as the enemies there will not attack if you let them be. The chanting sound is produced by the kneeling characters. They can be ignored, as they are just holograms. They vanish if they receive enough damage. Walk past the stationary Templars and open the northern door to find the Oracle.
  
The green room is the Oracle's inner sanctum. You can take a break as the enemies here will not attack you (unless you attack them). The chanting sound is produced by the kneeling characters. They can be ignored, as they are just holograms. Walk past the stationary Templars and open the door to find the Oracle.
+
===The path without enemies===
  
'''The path with no enemies'''
+
The alternative way is a bit shorter and easier since there are no enemies on the way. If you took the hidden entrance in the borderlands or you jumped down from the bridge as mentioned earlier, you will find yourself in a cave. Find and flip the switch that opens an area.
  
This path is a bit shorter and easier, since there are no enemies on the way. If you take the hidden entrance or you jumped down from the bridge (as mentioned earlier) you will find yourself in a cave. Find and flip the switch which opens an area.
+
Jump on the greenish pillar and choose to either jump your way left or right. In case you fall, you will have to find the way to the switch that lowers a lift to take you back up. You should notice a door to the east. When you get to a switch that faces a dark opening, flip it. It will raise a small pillar that you have to jump from to get on the other side.
  
Jump on the green-like pillar and choose to either jump your way left or right. If you fall, you are going to have to find your way to the switch which lowers a lift that you can take to get back up. You should notice a door to the right, which is opened by yet another switch. Once you get to the switches, flip them both. The switch facing the dark opening will raise a small pillar which you have to jump from to get on other side, the other one opens the door that contains some goodies.
+
Go through the dark cave hallway, and you will find a raising switch. Pull it to lower a lift. Go aboard and activate another switch at the top to access the green room. It is noticeable that the two Templars who stand there become crushed by ceiling pillars when you enter the lift. In the green room, take the northern door to find the Oracle.
  
Jump over and go through the dark cave hallway, and you will find a raising switch. Flip the switch and it will lower a small lift. Take the lift and flip the switch here to open the door to the green room. (Note: the two Templars who were standing there are crushed by ceiling pillars.) Take the door to the right to find the Oracle.
+
===The Oracle's room===
  
'''The Oracle's room'''
+
As you approach the Oracle, some Acolytes will raise from the ground to your left and right. Do not worry about them as they will not attack you. If you look up, you will see the Oracle's [[Spectre (Strife)|Spectre]] in the ceiling hole. Talk to the Oracle and ask your question. Once done, a teleporter will appear nearby that leads back to the borderlands.
  
As you approach the Oracle, some Acolytes will raise from the ground to your left and right. Do not worry about them, they will not attack you. If you look up, you will see the Oracle's [[Spectre (Strife)|Spectre]] in the ceiling hole.
+
==Secrets==
 +
''The following secret does not have [[Secret|sector type 9]] and is thus non-official.''
  
Talk to the Oracle, and ask your question. Once done, a teleporter will appear nearby which leads back to the Borderlands. There is also a door to the left, which only opens when you kill Macil first, then talk to the Oracle. The door has another teleporter that takes you to the [[MAP26: Proving Grounds (Strife)|Proving Grounds]].
+
When you are in the enemy-free area with the greenish pillars and walkways and have pressed the switch to raise a bridge, walk carefully on the other side of the switch bar. There is another switch there that opens the small door in the east. The room holds a [[box of ammo]], [[phosphorous grenades]] and a [[Surgery Kit|surgery kit]].  
  
When the time comes to fight the Oracle, you have be careful. The fight is usually triggered when you talk to to the Oracle. The Spectre will teleport behind you and the Acolytes will start shooting. When you try to escape the room,
 
the Spectre would be blocking the way, and even if you get past it, there are still those two Templars (if they are not crushed) and a flood of Acolytes teleporting endlessly. It is recommended to eliminate all the Acolytes and Templars before the fight. The Spectre is not very strong but it is deadly if you get too close. Kill the Spectre and get out of the Oracle's room.
 
 
==Statistics==
 
==Statistics==
 
===Map data===
 
===Map data===

Revision as of 15:35, 30 August 2012

This level occupies the map slot MAP12. For other maps which occupy this slot, see Category:MAP12.
Spoiler Warning: Plot details follow.
Map of MAP12
The Oracle in the northernmost hall

After the Programmer is destroyed, the player gets the first Sigil piece. Macil wants the player to find the Oracle and ask it about the other four pieces. The Oracle resides in its own temple that is found in the borderlands. At first, the Oracle sends the player to destroy the Bishop in Crimson and Obsidian tower as he possesses the second Sigil piece.

When the piece has been obtained, the Oracle reveals that Macil holds the third one. At the point, the player must decide if he still trusts Macil and thinks that the Oracle needs to be destroyed, or believe its words and kill Macil. The decision is crucial for the outcome of the game. Whichever choice the player makes, the Oracle needs to be fought eventually to get one of the Sigil pieces. If the player kills the Oracle before Macil, the temple can be left for good. For tactical information of the Oracle's Spectre, check this page.

In the Oracle's room, there is a door to the west that only opens when the player trusts the Oracle. The door has a teleporter that leads straight to the proving grounds. Thus, the commons and the Acolyte factory are skipped entirely in the chosen branch.

Spoilers end here.


Walkthrough

There are two entrances to the level. One of them is hidden in the borderlands and does not need the oracle key.

To find the Oracle, you can take one of two separate paths. One of them has enemies and the other does not. The hidden entrance leads to the latter path. If you take the primary entrance, you will find yourself walking in a room with Acolytes and Stalkers attacking. Kill them and keep going until you get to a spacious waterfall area. There are Stalkers all around the ceiling, so be careful. If you want the route without enemies, jump down to the eastern side of the bridge. Once you are down there, you cannot return up. In case you want the route with enemies, go through the door across the bridge and to the west.

The path with enemies

Open the door to encounter a Templar. When he is dead, proceed until you come to a hub room with doors. To the southwest and -east are Acolytes behind bars. To the northeast, there is a sneaky one sniping from a window although he might wander elsewhere in his spacious room. Finish the Acolytes off and enter the southern door. To get behind the bars where the Acolytes were, simply turn left or right.

When you proceed on either side, a Templar will be revealed in front of you, at first appearing to be peaceful. Kill him. Flip the switch nearby to open an adjacent door to get behind the bars. Get the medical supplies and ammunition. Flipping the switch also reveals one or two Sentinels. Do the same for the other end; kill the Templar, flip the switch, destroy the Sentinel(s) and get the goodies. Once you are done, take one of the two lifts.

Up there, you will find another stationary Templar on Training and Rookie (1, 2) or two ambushing Sentinels on Veteran, Elite and Bloodbath (3 - 5). In addition, there is a Crusader on Elite and Bloodbath. Whatever you find, kill it. As you approach either of the southern doors, more Sentinels will appear around the room. When they are finished, go through a door and flip the switch beyond.

Once you get back to the room where you came via a lift, you will notice that doors have opened. Go through the newly accessed door to the west. Kill the Acolyte and take the lift up. Flip the switch upstairs. Quickly turn around and kill the ambushing Stalkers before they get you. Jump down the balcony, kill any Templars on the lower level and flip the switch there.

Now, take the door at the end of the northern staircase and you will find another Crusader on higher skill levels (3 - 5). Be careful of the enemies on the edges that will either be Reavers or Templars. Kill the Sentinels in the small room with a switch and flip it. Take the stairs left or right and you should hear a chanting sound. Kill any remaining enemies before opening the big silver-white door.

The green room is the Oracle's inner sanctum. You can take a break as the enemies there will not attack if you let them be. The chanting sound is produced by the kneeling characters. They can be ignored, as they are just holograms. They vanish if they receive enough damage. Walk past the stationary Templars and open the northern door to find the Oracle.

The path without enemies

The alternative way is a bit shorter and easier since there are no enemies on the way. If you took the hidden entrance in the borderlands or you jumped down from the bridge as mentioned earlier, you will find yourself in a cave. Find and flip the switch that opens an area.

Jump on the greenish pillar and choose to either jump your way left or right. In case you fall, you will have to find the way to the switch that lowers a lift to take you back up. You should notice a door to the east. When you get to a switch that faces a dark opening, flip it. It will raise a small pillar that you have to jump from to get on the other side.

Go through the dark cave hallway, and you will find a raising switch. Pull it to lower a lift. Go aboard and activate another switch at the top to access the green room. It is noticeable that the two Templars who stand there become crushed by ceiling pillars when you enter the lift. In the green room, take the northern door to find the Oracle.

The Oracle's room

As you approach the Oracle, some Acolytes will raise from the ground to your left and right. Do not worry about them as they will not attack you. If you look up, you will see the Oracle's Spectre in the ceiling hole. Talk to the Oracle and ask your question. Once done, a teleporter will appear nearby that leads back to the borderlands.

Secrets

The following secret does not have sector type 9 and is thus non-official.

When you are in the enemy-free area with the greenish pillars and walkways and have pressed the switch to raise a bridge, walk carefully on the other side of the switch bar. There is another switch there that opens the small door in the east. The room holds a box of ammo, phosphorous grenades and a surgery kit.

Statistics

Map data

Things 515
Vertexes 3135
Linedefs 3214
Sidedefs 4582
Sectors 522