E3M3: Subterranean Stoneworks (The Lost Episodes of Doom)
|The Lost Episodes of Doom maps|
|Massacre on Callisto|
|The Killing Fields of Io|
E3M3: Subterranean Stoneworks is the third level of Hell's Gate - The Red Spot of Jupiter, the third episode of The Lost Episodes of Doom. It was designed by Bob Carter and takes a little inspiration from Containment Area to its starting place.
- 1 Walkthrough
- 2 Areas / screenshots
- 3 Speedrunning
- 4 Deathmatch
- 5 Statistics
- 6 Technical information
- 7 Inspiration and development
- 8 Trivia
- 9 See also
- 10 Sources
- 11 External links
Like in the previous level you need to unlock the exit switch. You begin in an area similar to that in E2M2. Take nearby shotgun and a chaingun on the upper crate. The eastern side of the maze has nothing but imps and cacodemons to kill. The western side has a supercharge, two blur spheres and a security armor.
If you want exit follow the steps in the next paragraph.
Enter the north door in the crate area. Cross the lava room's bridge into another room. One of the three columns has the switch behind. Unlit it, and the exit will be unlocked. If you wish you may enter the door and flip another switch. It opens the doors in the lava room. This also reminds of the rocket launcher room in E2M2 but aside from rocket launcher you can find a megaarmor and a plasma rifle in these rooms. Note: monsters can sometimes close the doors when they are open. In this case return to the three columns room and flip the switch behind the door again.
Now, since you have unlocked the exit, you have just a straightforward path to the exit. Go back to the crate room and enter one of the green corridors in the south east. Descend into a large brick hall and cross it until the south eastern staircase. Destroy the barrels blocking the way into the silver corridor (and beware of an ambush in the wall). Follow the corridor to the two white rooms. Head to the right and enter the door in the south. In the marble area, ascend the stairs and enter the skull door. Now, you can see two barrels in the exit sign. Push the marble wall to lower it and go to the revealed area. The stairs will lead you to the exit door with the switch available.
The brick hall (the center of the level) has two subrooms in the structures. The south western one reminds of a computer terminal room and has an invisibility sphere, a soulsphere and a combat armor. To get the two lattermost items open to the southwest wall and destroy imps behind. The north eastern building room is closer to a hellish theme featuring tougher enemies. It also has three rocket boxes, a potion, a shotgun and ammo, another combat armor and red skull key (that you do not need at all on this level).
Other points of interest
This level has no official secrets resulting in 0% of secrets in the intermission screen.
- In the large brick hall you can lower the ledge in the extreme east side. You can find ammo and light amplification goggles behind the wall.
- The extreme west side of the same hall has another light amplification visor. If you take it an ambush wall will lower slowly revealing a baron of Hell and a pack of imps after.
- The marble area in the south east of the level has a junction in which a soulsphere, a blur artifact and a radsuit can be found. You can only get there from the south western nukage room by jumping in there.
- Visiting the three rooms in the north western lava room also gives a plasma gun, a rocket launcher, a box of rockets and a blue armor. This reminds of E2M2's rocket launcher rooms.
A former human is placed inside crates in the crate area making it impossible to get 100% kills on the level.
Areas / screenshots
Routes and tricks
This level contains five spawn points:
- facing east. (thing 218)
- facing east. (thing 219)
- facing east. (thing 220)
- facing east. (thing 221)
- facing east. (thing 222)
Inspiration and development
- The red key is useless in the level. However, the north lava room has red fiery beams on the entrance alcove to the columns room resembling red key bars. It is unclear whether there was a tending to make a red door.