MAP05: Triton Lab (Threshold of Pain)

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Threshold of Pain maps 01-10

(01 - 10)
Secret maps: 11 12

This level occupies the map slot MAP05. For other maps which occupy this slot, see Category:MAP05.

MAP05: Triton Lab is the fifth map of Threshold of Pain. It was designed by John Gourley (scalliano) and uses the music track "Corrupted," composed by Aubrey Hodges for the Sony PlayStation port of Doom. The par time defined in MAPINFO is 25:00.

Walkthrough[edit]

Map of Triton 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]

Blue keycard[edit]

Grab the shotgun if you need it and go through the door to an octagonal hallway - you will pass through here several times during the level. Turn left and follow the corridor to its west side, going through the door and down a staircase to a T-junction. Turn left, kill the waiting arachnotron and then go through the door on your left to a room with imps (plus nightmare imps on hard skill levels) - slay the monsters, take the armor and super shotgun then press the switch in the south-east corner.

Return to the T-junction and go north this time, following the corridor to an open door guarded by one or two nightmare spectres. Go through the door to find another super shotgun guarded by imps and a nightmare imp, then go round the corner to find a mancubus guarding another door. Kill this enemy then press the switch behind it to open the door, which leads to a passage with blue strips. Go forward and turn right then left at the junction, and follow the passage round to a skull switch and armor guarded by one or two barons of Hell.

Slay the barons and press the switch, then return to the junction and go south before turning left and left again to find a passage leading to a door guarded by three plasma zombies, with two or three nightmare imps waiting behind them. Pass through the door (killing a pain elemental on Hurt Me Plenty (HMP) or higher skill levels) and go round the corner to find another mancubus next to a switch - kill the mancubus but do not press the switch yet. Instead, go through the door to the south and press the switch on the wall in front of you (there is a rocket launcher here as well, which will summon two or three nightmare imps when taken).

Go back to the corridor and press the switch you ignored earlier, ready to slay any zombies that are revealed when the neighboring door opens. Backtrack to the T-junction (watching out for an alcove containing shotgun guys and chainsaw zombies on the way) and go south again, killing some nightmare spectres on the way to a now-open door. Go through the door and kill one or two barons on your right (plus chaingunners on your left on HMP or higher), then turn left and go through the left-hand door to face a number of imps and demons. Follow the passage to a door guarded by another mancubus, kill it and go through that door.

Kill one or more Hell knights in the next room, then take the chaingun and press the switch in the north-east corner. Retrace your steps to the corridor where you found the barons to find that a door has opened in the east wall - go through it to collect the blue keycard. Watch out for one to three knights that spawn around you when you take the key.

Red keycard[edit]

Return to the octagonal walkway, where some chaingunners and plasma zombies have been released, then head round to the east door which has blue key markings. Go through the door and turn left, taking the chainsaw if needed before passing through another door where some demons are waiting (plus a nightmare spectre on Ultra-Violence (UV) and Nightmare (NM) skill levels). Ride the lift behind them down to a lower floor and go forward through another door, killing two demons on the other side. Go east through yet another door to slay one to three plasma zombies, then through one more door to kill a chaingunner.

Turn right to head into a large room with a raised platform, guarded by various enemies including one or two Lords of Heresy. Head around the platform to its south-west corner to find a lift guarded by one or two demons which will take you up to the platform. Go to the north-east corner of the platform (where the lords were first observed) to find a switch on the north side of the metal support. Press it then return to the lift and go back to the floor below.

Go through the door to the south and kill one to three nightmare spectres, then go west through another door and turn right. Climb the stairs and go through the open door on the left to a tall chamber - imps will appear on ledges at the north and south ends of the room when you enter, and you will also encounter two knights on I am a Wimp (IAAW) or Not Too Rough (NTR) skill levels, or two barons on HMP or higher. Climb the steps on either side of the room to reach the red keycard.

Yellow keycard and exit[edit]

Return to the octagonal hallway - on the way, watch out for cacodemons and pain elementals that have been released near the lift you used earlier, and be ready to slay some cacodemons and nightmare cacodemons that have been released near the red key door. Go round to the south side of the octagonal walkway to find a door with red key markings which leads to the center of the octagon. Drop to the floor below, take the plasma gun and use it to kill the barons in this area (plus a pain elemental on UV or NM). Once all the enemies are dead, press the four switches in each of the four metal pillars in the room - this will open the bars surrounding the yellow keycard and allow you to collect it.

Taking the yellow key will lower some bars around the lift leading out of the room and spawn two to four afrits. Kill them all to open the bars again, then use the lift to return to the octagonal hallway. Go to the north side of the hallway and head through the door with yellow key markings. Like MAP02: Loading Bay, you will need to defeat several waves of enemies in this chamber to open the exit door.

  1. Kill one to three barons waiting at the north end of the chamber.
  2. Kill four to eight plasma zombies that emerge from the south-east alcove, along with chaingunners.
  3. Kill eight to fourteen nightmare imps that emerge from the south-west alcove.
  4. Kill two to five nightmare cacodemons that emerge from the north-east alcove.
  5. Kill two to five Lords of Heresy that emerge from the north-west alcove.
  6. Kill one or two arch-viles that appears at the north and south ends of the chamber.

Once the arch-viles are dead, the exit door will open and reveal a revenant on HMP or higher. Kill it then press the switch to finish the level.

Other points of interest[edit]

Opposite the door to the blue key chamber is another door requiring the yellow key. Go through this door to find a BFG9000 - taking the weapon will summon a nightmare cacodemon on HMP, or two on UV and NM.

There is a small room filled with hellgrowth and gore south of the red key chamber. It contains a berserk pack, a megaarmor and a cell charge pack.

Search the monster alcoves in the exit area to find numerous pickups including a berserk pack, an armor and a backpack.

Secrets[edit]

  1. The western area of the level has a small room with a rocket launcher. Jump on to the computer desk east of it and press use on the purple wall screen, which will open a crawlspace next to it. Crouch down to get into the crawlspace and follow it to a hidden room with a megasphere. (sector 83)
  2. In the western area of the level, go to the passage with the blue wall strips and head to the south part with an L-shaped loop. Open the east side of the inner wall (with a square tan panel) to find a backpack and health bonuses. (sector 190)
  3. In the west area of the level you will enter a corridor where a number of imps and demons fade in, which leads to a mancubus. Open the piped west wall opposite the mancubus to find a stone tunnel (sector 227) leading to a cavern with a trident symbol, which contains armor, a berserk pack, a backpack and a plasma gun. The secret is guarded by imps on HMP, plus spectres on UV.
  4. After going through the blue key door, turn right and go through another door to face an arachnotron on the other side of a damaging lava pit. Drop into the pit then look at the north-east corner to see a small opening - crouch to get into the crawlspace and follow it to a minigun, a medikit and four clips. (sector 316)
  5. Climb on to the raised platform in the eastern-most room then go to the small L-shaped support in the middle of the platform. One of the walls of this support has a lightning symbol on it - press use on this wall to lower a platform with a soulsphere. (sector 427)
  6. Just south of the exit door are two square columns with computer screens. Jump on to the lip of the east column and open the west face of the column to find an invulnerability powerup. (sector 385)

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
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 February 21, 2022.

Statistics[edit]

Map data[edit]

Things 725
Vertices 3177*
Linedefs 3188
Sidedefs 4604
Sectors 537
* The vertex count without the effect of node building is 2710.

Things[edit]

This level contains the following numbers of things per skill level, not including monsters spawned via action specials or scripts:

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • The trident symbol in secret #3 is similar to the symbol of the Serpent Riders.

See also[edit]

Sources[edit]

External links[edit]