Editing MAP16: The Forgotten Base (Community Chest 4)
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* [[skill level|Ultra-Violence]] and above : Eight demons, 12 imps, four revenants. | * [[skill level|Ultra-Violence]] and above : Eight demons, 12 imps, four revenants. | ||
− | Four [[mancubus|mancubi]] and up to eight [[cacodemon]]s are going to come trickling in from the edge of the map. First, jump off the starting point and collect the [[shotgun]] to the north and the [[super shotgun]] to the south of the starting point. Now, you just need to run rings around the monsters until most of them are busy aiming at each other (and not you). Make a break for the building in the south (marked "I"). This building has two doors leading to a pair of chambers. Go through both to collect the [[backpack]], [[megaarmor]] and all the ammo you can carry. As you | + | Four [[mancubus|mancubi]] and up to eight [[cacodemon]]s are going to come trickling in from the edge of the map. First, jump off the starting point and collect the [[shotgun]] to the north and the [[super shotgun]] to the south of the starting point. Now, you just need to run rings around the monsters until most of them are busy aiming at each other (and not you). Make a break for the building in the south (marked "I"). This building has two doors leading to a pair of chambers. Go through both to collect the [[backpack]], [[megaarmor]] and all the ammo you can carry. As you colledt keys, more powerful weapons will be made available to you in this building, Return here if you need health too - there are 16 [[medikit]]s available. |
− | Next, head to the building in the west (marked "II"). Inside here, there are five [[arachnotron]]s (three on Hey, not too rough and below). Use your super shotgun to puncture them through the windows. Head inside, then take either corridor around. Each corridor has three [[zombieman|zombiemen]] (two zombiemen and a [[shotgun guy]] on Ultra-Violence and above). Each corridor leads to a room where the | + | Next, head to the building in the west (marked "II"). Inside here, there are five [[arachnotron]]s (three on Hey, not too rough and below). Use your super shotgun to puncture them through the windows. Head inside, then take either corridor around. Each corridor has three [[zombieman|zombiemen]] (two zombiemen and a [[shotgun guy]] on Ultra-Violence and above). Each corridor leads to a room where the archnotrons were. Flip the skull panel at the end of each room. |
As you head back outside, up to 12 [[Hell knight]]s will teleport into the main area. An [[arch-vile]] will teleport to each corner of the perimeter wall too. You might want to save your ammo first. Quickly make your way to the northwest corner to find a wooden structure in a pool of water. Climb up via the ladder on the north side, and follow the path into the red teleporter. This leads to a tower in the southwest corner. Run across the metal poles to the red key. This one is easy, because the poles are all aligned in a straight line, but do watch for the arch-vile in this corner while you are at it. | As you head back outside, up to 12 [[Hell knight]]s will teleport into the main area. An [[arch-vile]] will teleport to each corner of the perimeter wall too. You might want to save your ammo first. Quickly make your way to the northwest corner to find a wooden structure in a pool of water. Climb up via the ladder on the north side, and follow the path into the red teleporter. This leads to a tower in the southwest corner. Run across the metal poles to the red key. This one is easy, because the poles are all aligned in a straight line, but do watch for the arch-vile in this corner while you are at it. | ||
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Up to eight mancubi and two revenants will teleport into the main area. Unlike the previous group of monsters, you will want to deal with this group of monsters first. Use the rocket launcher to put a quick end to them. After this is done, head to the structure in the northwest and climb up onto it again. The path to the yellow teleporter is open - head into it. This leads to a tower in the northeast. Unlike the previous key, the poles are in a staggered order. You will have to carefully make your way across them to get to the yellow key. | Up to eight mancubi and two revenants will teleport into the main area. Unlike the previous group of monsters, you will want to deal with this group of monsters first. Use the rocket launcher to put a quick end to them. After this is done, head to the structure in the northwest and climb up onto it again. The path to the yellow teleporter is open - head into it. This leads to a tower in the northeast. Unlike the previous key, the poles are in a staggered order. You will have to carefully make your way across them to get to the yellow key. | ||
− | Collecting the yellow key will cause up to 10 arachnotrons to teleport into the main area. Again, they are easy meat for rockets. Go to the southern building again and go through the left door. Use the switch next to the corner filled with [[Energy | + | Collecting the yellow key will cause up to 10 arachnotrons to teleport into the main area. Again, they are easy meat for rockets. Go to the southern building again and go through the left door. Use the switch next to the corner filled with [[Energy cells (Doom)|energy cells]] to open access to the [[plasma gun]] at the back of the room. |
'''''Blue Key and Exit''''' | '''''Blue Key and Exit''''' | ||
− | Head to the building in the north (marked "IV"). Peek in and pull the baron of Hell in the back outside, then kill it. Next, use your rocket launcher to take out the two arch-viles in the back. If you are playing on Hurt me plenty and above, quickly run in and run out to pull two revenants waiting in ambush out into a more favourable position. Finally, head into the | + | Head to the building in the north (marked "IV"). Peek in and pull the baron of Hell in the back outside, then kill it. Next, use your rocket launcher to take out the two arch-viles in the back. If you are playing on Hurt me plenty and above, quickly run in and run out to pull two revenants waiting in ambush out into a more favourable position. Finally, head into the bulding and puncture the two chaingunners waiting on each side. |
In the center of this room is a pair of teleporters. Enter each one, then go through the next teleporter to access each of a pair of isolated corridors at the rear of the room. At the end of each one is a door. Open it, kill the imp (Hell knight on Ultra-Violence) inside and flip the switch. Head back down the isolated corridor to be teleported back to the main part of the room. | In the center of this room is a pair of teleporters. Enter each one, then go through the next teleporter to access each of a pair of isolated corridors at the rear of the room. At the end of each one is a door. Open it, kill the imp (Hell knight on Ultra-Violence) inside and flip the switch. Head back down the isolated corridor to be teleported back to the main part of the room. |