MAP15: Alchemy (Jenesis)

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Jenesis maps 12-20

01 02 03 04 05 06 07 08 09 10 11
(12 - 20)
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

This level occupies the map slot MAP15. For other maps which occupy this slot, see Category:MAP15.

MAP15: Alchemy is the fifteenth map of Jenesis. It was designed by James Paddock (Jimmy), who also composed the level's music track, "Voyage." The par time is 2:40.

Walkthrough[edit]

Map of Alchemy
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[edit]

You start the level on top of a berserk pack, facing an arch-vile. Quickly open the doors to your left and right to escape the trap and kill some waiting imps and shotgun guys, take the super shotgun by the north-west door that go through that door to a small courtyard with imps and one or two mancubi (plus chaingunners on the wall on Hurt Me Plenty skill level or higher). Go through the west door to a large T-shaped room with more imps and flip the switch on the west wall, then go back to the starting area to find that the south-west door has opened revealing a revenant. Go through to a terraced room with one or more zombies, imps and revenants and climb up two sets of steps to reach the top floor, then go through the small door at the north end to enter a chamber with two lion switches that must be pressed to reveal the blue keycard. There are cacodemons in the molten gold trench to your right, and on Ultra-Violence (UV) and Nightmare (NM) there will be two chaingunners and a revenant guarding the key.

Taking the blue key closes the lion switches behind you, so drop into the trench and collect the radiation shielding suit then run south to a lift leading back up to the floor above. Go back to the starting area, noting an arch-vile that has been released on the way, then open the south-east door to enter a large hall with four platforms - the switches by the entrance door require the three keys to activate them, raising bridges across the hall. Press the blue switch then step across to the south-west platform and open the locked door here to find some imps guarding a gold river. Drop into the river and run west to the neighboring room, which has some safe walkways for you to stand on, then kill the waiting zombiemen before heading to the north-east corner to find a revenant (or arch-vile on HMP or higher) guarding a switch inside the gold. Flip the switch then activate the lift to the south to get back up to the room above the gold river. Return to the starting area to find that the north-east door has opened to reveal another revenant, then go through that door and follow the gold streams south past several imps and zombies until you reach a chaingunner guarding the red keycard.

Go back to the hall with the key switches and press the red switch to raise a bridge behind you, then step across it to a gargoyle switch and press it to lower the wall and get back outside; you will see the red skull bars ahead lower, allowing you to step past them and drop down to a megaarmor. You are in an enclosed area with two revenants, a plasma gun and an eye switch - pressing it will lower the column behind it to reveal a teleporter, but you will have to fight off demons, revenants, Hell knights and mancubi while you wait. Enter the teleporter to go back up to the gold stream area, then head north to find that some silver bars have lowered allowing you to get on top of the wall overlooking the courtyard. Cross the wall to a door and open it, revealing a knight on UV and NM, then go straight forward to a switch and pull it to reveal another teleporter in the room below; some shotgun guys will also be released behind you. Drop into that room and enter the teleporter to go to a room near the blue key area, then kill any waiting imps and shotgun guys before using the lift to go up to a switch; after flipping it, go back to the large hall to find that the pole holding the yellow keycard has lowered.

After taking the yellow key, climb out of the gold and press the yellow switch to raise the final bridge, then go to the south-east platform and open the locked door here to find imps (and a revenant on UV and NM) guarding a dark tunnel which leads to MAP16: Crestfallen.

Secret exit[edit]

Refer to secret #6 below for information on finding the secret exit to MAP31: Duality.

Other points of interest[edit]

Secrets[edit]

  1. In the T-shaped room on the west side of the map, open the brown wall in the middle of the T to find a computer area map. (sector 571)
  2. Open the blue door and enter the yellow slime, heading west until you find a path south. Ride the lift at the end to be at the other side of the gold river. Press on the nearby panel with caution stripes to find a supercharge. (sector 438)
  3. In the area with molten gold past the blue key door are two blocks. The east side of the north block has a different wall texture. Use it to lower a radiation suit and four sets of shotgun shells. (sector 567)
  4. At the outdoors area with numerous gold streams, find the rock wall with a sole medikit in front of it. Lower this wall to find a supercharge. (sector 575)
  5. In the northwestern-most hallway, flip the switch to open the shotgun guy compartments, then enter the eastern-most one. Open the wall in front of the candle to find an invulnerability. (sector 204)
  6. In the exit room, instead of taking the exit, go over the sign that says "GENERATOR" and into a false wall. In this dark passage, follow the candles to a megasphere. (sector 569) There is an eye switch behind the megasphere, which will reveal the secret exit in the exit room.
  7. See secret #6. This is the sector where the switch actually is. However, it is not possible to register this sector as it is too small to step on. (sector 566)

Bugs[edit]

This level includes multiplayer-only monsters despite only having one player start. Consequently the multiplayer-only monsters will not appear in normal play.

Only 85% secrets is possible on this map due to secret #7 being impossible to register. The included jenefix.wad file fixes this bug by not flagging that sector as a secret.

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed (normal exit)
UV speed (secret exit)
NM speed (normal exit)
NM speed (secret exit)
UV max 5:04.71 Dylan Gill (TheV1perK1ller) 2017-12-09 je15-504.zip Plays back with jenefix.wad
NM 100S
UV -fast 7:51.71 NumberJuan77 2021-09-24 jenesis15_751.zip Plays back with jenefix.wad
UV -respawn
UV Tyson
UV pacifist (normal exit)
UV pacifist (secret exit)

The data was last verified in its entirety on April 3, 2022.

Statistics[edit]

Map data[edit]

Things 564
Vertices 4587*
Linedefs 4306
Sidedefs 7317
Sectors 586
* The vertex count without the effect of node building is 3643.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • This level was added with Part 2 of Jenesis in the MAP13 slot. It was moved to MAP15 with the release of Part 3.

See also[edit]

Sources[edit]

External links[edit]