E2M7: Dark Passage (Doom the Way id Did: The Lost Episodes)

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DtWiD: The Lost Episodes maps
Knee-Deep in the Dead

M1 M2 M3 M4 M5 M6 M7 M8 M9

The Shores of Hell
Inferno

M1 M2 M3 M4 M5 M6 M7 M8 M9

Thy Flesh Consumed

M1 M2 M3 M4 M5 M6 M7 M8 M9

Base Instinct

M1 M2 M3 M4 M5 M6 M7 M8 M9 M0

The Final Gate

M1 M2 M3 M4 M5 M6 M7 M8 M9

This level occupies the map slot E2M7. For other maps which occupy this slot, see Category:E2M7.

E2M7: Dark Passage is the seventh map of episode The Shores of Hell in Doom the Way id Did: The Lost Episodes. It was designed by Chris Pisarczyk (Mr. Chris), Callum Guy Oliver (phobosdeimos1), and Jeff Shark (Marnetmar). It also received standalone releases as "The Damned" in November 2012 and "Dark Passage" in July 2013.

Walkthrough[edit]

Map of Dark Passage
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 begin in the H-shaped hall near the center of the map. Head north then east to a door and pass through it to enter a gray hallway, then follow this hallway east and south past some lost souls and shotgun guys to two more doors. Go through the east door to a second hallway and take the north path, then follow the hallway all the way east to find steps leading down to a pair of imps guarding two doors. Go through the north door to enter a wooden maze, head east then north until you reach a demon and go through the doorway next to it to get outside, where a few zombiemen are waiting. Enter the wooden tunnel in the north-east corner and kill a waiting spectre, then follow either path south-east to a flight of steps and go down them to enter a room with more zombiemen. Climb up the red steps in this room and follow the passage down to a chamber containing the blue keycard.

Go back to the red steps to find that the original room entrance has closed, and the west wall has lowered to reveal a cacodemon, baron of Hell and imp protecting a teleporter. Enter the teleporter to return to the wooden maze, then enter a second teleporter in front of you to return to the starting area. Go back to the hallway east of the starting point and open the blue door in the north wall, then go up the steps in front of you and kill some waiting imps before walking east into a hallway. Follow the hallway north to a pair of lifts and ride them down to a red room containing lost souls, then go through the northern doorway and follow the tunnel past some more monsters until you reach a blood pool. Enter the room to the north and follow it round to a cacodemon guarding a lion switch, then press it to raise the blood and allow you to reach the yellow skull key. Taking the key opens closets with imps and cacodemons.

Return to the starting area, where a baron has been released, then open the red door on the west side and pass through it to enter a green hall. Go down either set of steps at the turning ahead and kill any waiting lost souls, then enter the nearby blue-floored tunnel and go down another set of steps here to enter a maze. Walk south until you reach a trail of candles, follow it west to a skull switch and flip this switch, then follow the trail east until it leads you to a star-shaped pit containing the red skull key. Taking the key closes the entrance door and opens the east and west walls to reveal four demons and four cacodemons; fight your way out, then go through the west wall and head north until you get back to the maze. Return to the starting area and open the red door at the south end, kill a demon then step on the lift behind it to go down to the floor below, where a cacodemon guards the exit door. Open this door to find an imp guarding the exit switch.

Other points of interest[edit]

Secrets[edit]

  1. In the hallway east of the start, open the first door you come to and enter the dark passage. Press on the wall with skulls on it to find a box of shotgun shells, a box of bullets and a stimpack. (sector 44)
  2. In the hall east of the start, at the south end, drop into the nukage and head west, then around to the east to find a rocket launcher, rockets and an armor. (sector 233)
  3. Head to the end of the hall east of the start and open the east door. Head south and use the wall with the pentagram to find a backpack and two stimpacks. (sector 46)
  4. Grab the blue key and backtrack until you find a cacodemon, baron and imp in a new area with a teleporter. A switch on the north wall in this area opens a door near where the blue key was. Enter the area past the door and follow the armor bonuses to reach a computer area map. (sector 199)
  5. Open the blue door and the door immediately to the right. Once you get past the second blinking light, open the south wall to find a teleporter leading to stimpacks, a supercharge, a box of bullets and a box of shotgun shells. (sector 307)
  6. After you get the yellow key, return to the starting point and you will find a new open area with a switch. Use it, then go to the center of the starting area and head north where a bridge is rising. You can now access the plasma gun and energy cell packs on the other side. This area has two secrets, with the plasma gun pedestal counting as a secret, however this particular sector cannot be accessed without cheating, only the sector around it (secret #7) can be accessed. (sector 239)
  7. See secret #6. (sector 21)
  8. Open the yellow door and take the first set of steps down. Head west and down more steps to a red floor. To the west, use the wall with the skull to find a supercharge. (sector 384)
  9. Head to the far west end of the map and go east to a hall with crates. Head north through a corridor to reach a berserk pack, then use the north terminal to drop down to a chainsaw, shotgun shells, a stimpack and a clip. (sector 505)
  10. Grab the red key and head through the west passage. Go behind the green torch and head east, hugging the south wall until you go through a small corridor that has a light amplification visor. (sector 553)

Bugs[edit]

Secret #6 is not accessible without cheating, meaning that only 90% secrets is possible on this map.

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
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 7, 2021.

Deathmatch[edit]

Player spawns[edit]

This level contains seventeen spawn points:

  1. facing east. (thing 4)
  2. facing north-east. (thing 9)
  3. facing east. (thing 39)
  4. facing south. (thing 40)
  5. facing south-west. (thing 41)
  6. facing south-east. (thing 43)
  7. facing south-east. (thing 44)
  8. facing north-west. (thing 45)
  9. facing south-east. (thing 66)
  10. facing west. (thing 94)
  11. facing east. (thing 97)
  12. facing north-west. (thing 328)
  13. facing south-west. (thing 329)
  14. facing north-east. (thing 332)
  15. facing south. (thing 333)
  16. facing north. (thing 334)
  17. facing south-east. (thing 337)

Statistics[edit]

Map data[edit]

Things 734
Vertices 2511*
Linedefs 2888
Sidedefs 3751
Sectors 580
* The vertex count without the effect of node building is 2262.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]