E5M8: Halls of Perdition (SIGIL)

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SIGIL maps
This level occupies the map slot E5M8. For other maps which occupy this slot, see Category:E5M8.

E5M8: Halls of Perdition is the eighth and final map of SIGIL. It was designed by John Romero and uses the music track "Poseidon 4-6" by Buckethead as well as "Easel" by James Paddock (Jimmy). The par time defined in the DEHACKED lump is 5:00.

Walkthrough[edit]

Map of Halls of Perdition
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 start in a closed room facing west. Shoot the evil eye to open the door and step out into a barred cage surrounding the starting room. Several lost souls occupy the area outside the cage—they cannot hurt you unless you get too close to the fence, but they may teleport into the cage, appearing near the red satyr switch to the north. Clear the cage of any imps and make your way around the south to the end of the path and pick up the chaingun. This will open a small compartment in the eastern wall with an evil eye inside it. Shoot the evil eye to open the way to the red key. Pick up the red key, and press the red satyr switch north of the starting room. The blockade in the path next to it will open, enabling access to an area with a pentagram on the floor (which is also a monster spawn point). You will be welcomed by a barons of Hell (three on UV), and two cacodemons (as well as a spectre on UV). Collect the backpack and all ammo inside the area, and return to the southern tip of caged pathway around the starting room. There is a newly opened alcove with a FIREBLU portal and a plasma gun inside. Pick up the plasma gun, return to the pentagram room, and deal with the enemies. Afterwards, go through the portal, and you will be teleported into a large square hall to the southeast of the starting area.

There are several buildings in front of you, and the floor is covered with red cracks. The open space is patrolled by some lost souls and also a baron of Hell (two on UV). It is best to kill all the enemies on the ground now before heading into the buildings, as they can otherwise block your jumps from below. The entrance to the central building is a staircase that is near the two torches south of the portal you entered the area from. Climb up the stairs, and jump over to the next building, and from there jump again straight forward onto the ledge near the red surrounding windows. You are now above the jagged shaped lava pool. Continue on the ledge around the perimeter up the steps until you reach an opening in the wall. You can see the opening into the central building to the west. On UV a baron is waiting for you inside the building and together with two more spectres can easily block the entrance; so it might be a good idea to kill the enemies before jumping over. Beware also that if you step into the alcove behind you, you will trigger a trap that will raise the walls surrounding the alcove, exposing you to the fire of a baron and two cacodemons from inside a newly opened lava pool. However, when jumping over to the next building, you will trigger a linedef that activates a crushing ceiling inside the lava pool that will quickly kill all the monsters in there. Once you made the jump into the building, jump to the final building in the south, and pick up the rocket launcher there. Go through the portal, and you will find yourself in the cage that surrounds the pentagram in the starting area, near the location of the red key. Collect the soulsphere, and continue forward until the ground beneath you starts to sink, lowering you into the final boss arena.

A spider mastermind will rise out of the floor up ahead, and afterwards a cyberdemon awaits behind the corner. These two can be hard to deal with without the BFG9000 since there is little cover and limited space to maneuver in. Rely on the plasma gun to stunlock the spiderdemon, and hide behind the small raised wall to your left near the entrance whenever it starts to fire. For the cyberdemon, avoid taking splash damage by staying away from the walls, shoot him from a distance with the plasma while dodging his rockets, and retreat behind the raised wall once he reaches the corner. Wait until he is has cleared the corner completely, then run around him into the long corridor, and start shooting plasma at him again once he follows you there. You need about 400 plasma to kill both the spider mastermind and cyberdemon with the plasma gun, so make sure you enter the arena with at least 200 plasma if you lack the BFG (there are two cell packs worth 100 plasma each near the entrance behind the raised wall).

Alternatively, you can exploit a limitation of the Doom engine to win the fight much more easily: do not wait for the spiderdemon to rise out of the floor, but instead jump off the elevator into the arena, and run along the northern wall until you fall into the hole with spiderdemon inside. Because of the limited space and the way the pathfinding algorithm executed through A_Chase functions, you will paralyze the spiderdemon in place, rendering it unable to move or attack. Wait for the floor to rise, and the cyberdemon will start firing at you, but hitting the spiderdemon instead. Move out of the corner to "unfreeze" the spiderdemon, which will then start infighting the cyberdemon. The surviving monster will already be weakened and should be comparatively easy to dispatch with the plasma gun. This is a good strategy if you lack both the BFG and sufficient ammo for the plasma gun when heading into the boss arena (though it is obviously not the intended way to handle this fight).

Once you destroyed both bosses, continue forward and you will face a final onslaught consisting of spectres, imps, barons, and cacodemons—using the rocket launcher, they should be relatively easy to deal with. When done, go around the cage ahead of you and step onto the pentagram with the evil eye in its center to complete the level.

Other points of interest[edit]

Secrets[edit]

  1. In the southeast part of the map, enter the southernmost building and take the steps up. Jump to the center building and jump to the north. Re-enter the southernmost building and jump back to the central building, where a new opening to the right could be heard opening. Inside is a box of ammo and a medikit (sector 172)
  2. Press on the green wall in Secret #1 to find imps and a BFG9000. (sector 70)
  3. Inside the building to the right of Secrets #1 and #2, press on the green wall to the north to find imps, another medikit, and an energy cell pack. (sector 186)
  4. At the exit, go towards the fence and you will see an energy cell on the left side. You can actually walk through the fence on its left side where one of the bars is missing and pick up the energy cell. (sector 216)

Bugs[edit]

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 0:47.31 similaun 2022-05-09 sig8-4731.zip
NM speed
UV max 1:49.37 Tatsuya Ito (Tatsurd-cacocaco) 2022-06-20 sig8-149.zip
NM 100S 1:15.34 Bredd 2023-02-19 sig8ns115.zip
UV -fast
UV -respawn 2:16.34 grapes 2023-07-02 sigil08r216.zip
UV Tyson
UV pacifist
NoMo 0:33.60 Teedre 2020-11-03 sig8o3360.zip
NoMo 100S 0:39.17 Thomastd 2021-04-28 sig8os039.zip

The data was last verified in its entirety on July 10, 2023.

Deathmatch[edit]

Map of E5M8's deathmatch arena

This level includes its own, separate deathmatch arena.

Player spawns[edit]

This arena contains five spawn points:

  1. facing west. (thing 155)
  2. facing north. (thing 169)
  3. facing east. (thing 170)
  4. facing south-east. (thing 171)
  5. facing east. (thing 175)

Things[edit]

The following things (per skill level) are placed in the arena:

Weapons 1-2 3 4-5
Chainsaw 1
Shotgun 5
Chaingun 1
Rocket launcher 1
Plasma gun 1
BFG9000 1
Ammunition 1-2 3 4-5
Box of bullets 1
Rocket 4
Box of rockets 1
Energy cell pack 1
Health & Armor 1-2 3 4-5
Medikit 2
Armor 1
Megaarmor 1
Items 1-2 3 4-5
Supercharge 1
Backpack 1
Miscellaneous 1-2 3 4-5
Deathmatch start 5
Teleport landing 2

Statistics[edit]

Map data[edit]

Things 279
Vertices 2625*
Linedefs 2165
Sidedefs 3723
Sectors 303
* The vertex count without the effect of node building is 1845.

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]