E1M5: Mercury Mining Facility (The Classic Episode, Part 2)

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The Classic Episode 2 maps
This level occupies the map slot E1M5. For other maps which occupy this slot, see Category:E1M5.

E1M5: Mercury Mining Facility is the sixth map of The Classic Episode, Part 2. It was designed by Jan Van der Veken and uses the music track "The Demons from Adrian's Pen" by Robert Prince.


Map of Mercury Mining Facility
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.


Open the door in front of you then head straight forward (north) past some zombiemen to a switch, which will lower a pillar in a nearby nukage pit holding the red keycard. Now go back to the starting door and walk east to a junction with a shotgun, open the northern door and kill some waiting imps, then flip the switch next to the window. Go round to the southern wall of the nukage pit to find that it has opened, allowing you to drop into the nukage and get the red key. Enter the nearby teleporter to go back up to the floor above.

Go north to the first switch you flipped, then walk west to a red door and open it to find a room with zombies and demons. Go west and north up two flights of steps to a button and push it to open a door on the floor below, then go through that door and follow the walkway to the blue keycard. Watch out for one or more cacodemons hiding behind the northern wall, as well as some shotgun guys that are released from a closet behind you as you approach the key.

Return to the steps you just climbed, but this time go south through a nukage pool to another button, making sure to arm yourself before pressing it. The button will lower to reveal a star teleporter guarded by one or two barons of Hell, but you will also need to slay a group of shotgun guys, imps, demons and spectres that teleport in around you. Once the area is clear, enter the star teleporter then walk east until you hear a closet open behind you and release three spectres, then continue east to the exit door and open it (using the blue key) to find the final switch.

Other points of interest[edit]

North-west of the starting point is a blue door with a plasma gun behind it. You should collect this weapon before opening the star teleporter, but opening that teleporter will also lower the wall separating the teleporter from the weapon.


  1. From the start, go north and east to the junction with the shotgun (not the one behind you at the starting area), then press the computer screens in the east wall to reveal a computer area map and a button. (sector 100)
  2. Press the button in secret #1, then go south to a room with an armor. A tiny step has risen next to the window, allowing you to climb on top of it. Carefully walk along the narrow ledge by the north wall to reach a supercharge. (sector 22)
  3. Go to the top of the steps to the north-eastern room, then go back to the switch that opens the wall to the red key area. The computer panel opposite this switch has lowered, letting you access a staircase behind it that goes up to a button. Press the button to lower a rocket launcher in the neighboring passage, then go back to the north-eastern room and open the south-eastern wall to get to the weapon. (sector 192)
  4. Releasing the shotgun guys in the north-eastern room will also open a wall next to the blue door north-west of the start. Go through this wall to enter a small chamber, then open the brown wall in the south-east corner to find an invulnerability, a stimpack and a radiation shielding suit (the last item does not appear on Ultra-Violence or Nightmare). (sector 250)
  5. Opposite the entrance to secret #4 is a candle in front of a wall. Open this wall to reveal a corridor leading to a medikit and two boxes of rockets, followed by a megaarmor near another blue door. (sector 303) This secret allows you to bypass the star teleporter and the monsters that guard it.
  6. Just behind the red door, press the northern wall next to it to reveal a switch. Flip the switch to open a wall north-east of the button that opens the star teleporter, which has a backpack behind it. (sector 125)
  7. Entering the outdoor area with the blue key will lower the first switch you flipped in the map (north of the starting point) to reveal another switch. Flip this switch to reach an armor behind it. (sector 201)
  8. Before crossing the nukage pool leading to the star teleporter, look west to see a tech panel with a candle in front of it. Press the panel, then cross the nukage and walk to the west wall, where another panel has opened to reveal a lift to two boxes of rockets and two energy cell packs. (sector 279)


Demo files[edit]

Areas / screenshots[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
NM speed
UV max
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The (absence of) data was last verified in its entirety on December 8, 2021.


Player spawns[edit]

This level contains four spawn points:

  1. facing west. (thing 28)
  2. facing north. (thing 29)
  3. facing north. (thing 30)
  4. facing south. (thing 31)


Map data[edit]

Things 312
Vertices 1447*
Linedefs 1606
Sidedefs 2231
Sectors 348
* The vertex count without the effect of node building is 1254.


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

Technical information[edit]

Inspiration and development[edit]

  • Originally released as a standalone WAD titled Doom Classic 10: Mercurius Pools in July 2003.
  • Another version of the level was also released in July 2003, two days later after the first WAD. It excludes the cyberdemon after some players complained about its placement.
  • The modified version in The Classic Episode, Part 2 adjusts a light level.


See also[edit]


External links[edit]