E1M5: Charon's Lab (Fava Beans)

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Fava Beans maps
This level occupies the map slot E1M5. For other maps which occupy this slot, see Category:E1M5.

E1M5: Charon's Lab is the fifth map of Fava Beans. It was designed by Ben Gates.

Walkthrough[edit]

Map of Charon's Lab
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]

There are three keycards in this level. The blue key is needed to get to the exit room; the red one is needed to get to the rooms where the blue key can be found; and the yellow one is optional.

Collecting keys

You start in a room with four pillars facing towards a door from where you actually came in and a shotgun. Take the shotgun. You will wake the zombieman and the shotgun guy in this room. Imps have already seen you. Eliminate them all. After that, head down the eastern corridor. In the brown room, turn left and open the door ahead. In the next room, you can collect a chaingun. Clean up this room, take the stairs, and press the switch. This will reveal a closet with the red key and lamps with corresponding color (simple cosmetic walls). Take the key. Return to the very beginning.

Now, take the red door to the west. Go down the corridor, eliminating monsters, until you find a UAC door. Open it and enter another door (green) to the next room. The blue keycard can be collected from a ledge on the west side of the room. Take it. There are also some items here if you want them.

Exit

Now when you have taken all necessary keycards, return to the beginning and take the door to the north. Go down the corridor and open the blue door at the end. In the next room, you can see a large pit in the middle. Do not fall down; there is no escape. The exit is right in the center above the tall pit and is inaccessible. You need to press the switch to raise the bridge.

Go to the other side of the room and take the stairs down. In the room below, turn left and proceed further to a door leading to a dark room. There, turn left and enter a narrow alcove where there is a lift. Take it and continue until you find the switch on your right. Press it. Now, backtrack to the exit room mentioned above. Now, the bridge is raised but the inescapable pit is still present. Be patient. Walk around the pit and use the bridge. Open the exit door behind which is the exit button (and an imp on UV and Nightmare!).

Other points of interest[edit]

Secrets[edit]

  1. Enter the red door from the starting area and continue down the corridor until you encounter a door on your right (north). Open this door and enter, turn east and shoot the blue part of the east wall to reveal a backpack. (sector 131)
  2. Exit the area with secret #1 and continue down the corridor until you encounter a triangle shape on the wall to your right (north). Press this shape to discover a passage that leads to the yellow key and a shortcut to the starting area. (sector 93)
  3. Inspect the wall at the north part of the room with the nukage pit and blue key (west part of the map). A section is colored brown; pressing it will reveal a hidden passage (as the area beyond this contains damaging nukage, it is advisable to collect the radiation suit in the nukage beside you, before you enter this passageway). (sector 129) This passage leads to a lift and then onto a larger nukage room with a plasma gun, some ammo, health supplies, and a switch. Pressing it will open a door in the southeast corner of the map, allowing you to reach an outdoor area with a soul sphere. Note: To leave the large nukage room, press the poison sign to reopen the passage you entered from.
  4. Enter the blue door and walk around the pit, past the level exit, to the stairs on the other side (northwest). Descend the stairs and turn southwest at the bottom. As you proceed, a window on your right will show the nukage area from secret #3. Directly opposite this window is a section of wall with a dark brown color, sticking out over the rest. Pressing this part of the wall reveals a small room with a computer area map. (sector 73)

Bugs[edit]

A multiplayer-only berserk (Thing 113) has no flags set for any of the three difficulty classes, so it does not actually appear in the level. Berserk packs are not counted in the items percentage, and it is a multiplayer-only item, so this does not have any effect on gameplay.

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 0:36.69 Insomnia 2023-08-02 f1b5-036.zip
NM speed 1:29.29 Selim Benabdelkhalek (Bastard) 2001-11-08 fava_full.zip
UV max 2:13.57 Kyle McAwesome 2024-04-22 f1b5-213.zip
NM 100S
UV -fast 2:59.51 Mr. LBN 2015-12-18 f1b5f259.zip
UV -respawn
UV Tyson 7:56.89 Kyle McAwesome 2023-09-29 f1b5t756.zip
UV pacifist
NoMo 0:32.63 kvothesixstring 2023-10-01 f1b5o32.zip

The data was last verified in its entirety on May 12, 2024.

Deathmatch[edit]

Player spawns[edit]

This level contains six spawn points:

  1. facing north. (thing 4)
  2. facing west. (thing 14)
  3. facing south-east. (thing 15)
  4. facing east. (thing 16)
  5. facing south-east. (thing 17)
  6. facing north-west. (thing 18)

Statistics[edit]

Map data[edit]

Things 269
Vertices 1031*
Linedefs 1053
Sidedefs 1420
Sectors 192
* The vertex count without the effect of node building is 853.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • It is possible to strafe (SR40/SL40 is sufficient) to the exit door without raising the bridge. From the blue key door, enter the area with the exit room and walk around the pit to the other side. Turn around and line up with the exit door and strafe across the gap to land on the exit door threshold. Open the door and flip the switch to exit the level.
  • This map was originally released as a standalone map named CHARON.WAD. The original map was developed in approximately 2 weeks.[1]
  • Charon's Lab was named after a moon of Pluto called Charon. The author got the idea for this when a friend told him that Phobos and Deimos were the names of Mars' two moons.[1] These moons were the setting for the first and second episodes of Doom, Knee-Deep in the Dead and The Shores of Hell, respectively.

See also[edit]

Sources[edit]

External links[edit]

References[edit]

  1. 1.0 1.1 Ben Gates (9 August 1995). "WAD Text File for CHARON.WAD." Retrieved 2 July 2025.