MAP09 (Dystopia 3)
|Dystopia 3 maps|
- 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
This level may be relatively short, but its difficulty definitely matches its position in the WAD.
You begin in the upper part of a raised structure in a large room. You have to deal with up to four mancubi, one in each corner of the room, along with up to four imps near the central structure and a couple more on platforms to the west. Grab the nearby shotgun and super shotgun. The northeast side has no mancubus on Hey, not too rough and below, while the southwest side has no mancubus on Hurt me plenty and below. On Ultra-Violence and above, you will have to deal with the full crossfire, so use the extra two medikits nearby wisely.
Once you are ready to progress the level, head east along the stone blocks to a switch; flip this switch to cause the stone blocks to partially lower, allowing access to the lower walkway of the central raised structure. Walking north or south will cause a baron of Hell to appear from a fake floor trap from the corresponding corner of the lower walkway. You want to avoid activating both traps at once.
Head around the walkway to the east side, and step onto the bridge leading across the nukage to the blue key. As you cross the halfway point of the bridge, a mancubus will suddenly appear on the island with the blue key. Take it out and collect the blue key. This triggers two traps nearby that release up to four cacodemons - hurry back across the bridge before you get boxed in.
Next, go around the walkway to the west side. Again, beware of a baron of Hell emerging from a fake floor trap at the southwest corner. Up to two pain elementals will also begin seeking you out from the west, so prepare to deal with them. The west side has a stone bridge leading to an unusual doorway, beyond which is a chamber with a panel with yellow and black stripes. As you approach it, up to four revenants appear on the two raised platforms to either side of the bridge. An arch-vile will also appear in front of you. Grab the plasma gun and let rip on the arch-vile. Open the panel with yellow and black stripes, flip the switch behind it, then continue dealing with the revenants.
Head back to the south side of the walkway. Bars in front of the red door have opened up. Collect the yellow key and the rocket launcher from there. This triggers a trap that teleports fresh mancubi onto the platforms in the corners of the large room, which are now moving up and down. On Hurt me plenty and below, the northeast and southwest corners are safe; on Ultra-Violence and above, all four corners have a mancubus. Jump from the walkway to any part of the room below (beware of spectres), then take the teleporter to be returned to the upper part of the central raised structure.
Open the yellow door in the west side of the central pillar to reveal revenants. On Hurt me plenty and below, one will teleport to the walkway below, and one will attack you directly; on Ultra-Violence and above, two will teleport to the walkway below, and two will attack you directly. Head into their room and collect the red key.
Jump back down onto the walkway, and head to the south side. Go through the red door into the first of two cave-like areas. In this area, beware of revenants, demons and spectres. Go through the passageway on either side to be taken to a second cave-like area with up to six cacodemons. Step onto the grey platform in the south, collect the blur artifact and flip the switch.
Walls to the south will lower, revealing a spiderdemon and two lost souls (two revenants, two imps and two lost souls on Hey, not too rough and below). Quickly move around the spiderdemon and flip the switch in the south, which re-opens the two passageways that you used to enter this area. Make a run for these passageways to avoid the spiderdemon's withering fire.
Back in the first cave-like area, you will notice an arrow on the floor pointing to a pillar in the north of the room. Romero's head is in that pillar. Put some rockets into it to end the level.
Other points of interest
In the slime pit in the north of the map, there is a megasphere in the slime. To get it, you must act quickly, or you will certainly die in the slime.
- Step off the left (west) side of the blue key area.
- As you head south towards the megasphere, the western slimefall will temporarily lower. This slimefall only lowers once, and can never be re-lowered!
- Grab the megasphere.
- Quickly run back onto the slimefall before the slimefall raises back up.
- Ride the slimefall back up and leave via the blue key area.
Due to the unavoidable damage from the damaging floor, you are likely to only have about 160 health and armor points by the time you make it back onto dry land.
- After the four platforms in the corners of the room start moving, get onto the southwest one. When it reaches the top, straferun onto the small platform south of the stone bridge in the west of the map. It contains an armor. (sector 82)
- After the four platforms in the corners of the room start moving, get onto the northwest one. When it reaches the top, straferun onto the small platform north of the stone bridge in the west of the map. It contains two medikits. (sector 83)
- You can be stuck in the spiderdemon’s lair if you cross one of the lines #766 or #755 after having crossed the lines # 753 or #754.
Areas / screenshots
One of the four mancubus lifts
Routes and tricks
The Compet-n records for the map are:
This level contains nine spawn points:
- facing south-east. (thing 84)
- facing north-west. (thing 85)
- facing west. (thing 86)
- facing south. (thing 87)
- facing north. (thing 88)
- facing south-east. (thing 89)
- facing south-west. (thing 90)
- facing south-east. (thing 91)
- facing south-west. (thing 92)