MAP10: The Stagnum Ignis (Hexen Upstart Mapping Project)

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Hexen Upstart Mapping Project maps
This level occupies the map slot MAP10. For other maps which occupy this slot, see Category:MAP10.

MAP10: The Stagnum Ignis is the tenth map of Hexen Upstart Mapping Project. It was designed by Zedonk and uses the music track "".

Walkthrough[edit]

Map of The Stagnum Ignis
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets.

Essentials[edit]

To complete this map you will need the horn key from MAP11: Shattered Valley, as well as the rusted key from MAP03: The Cursed Village. The east and west sides of the map are largely identical in layout; this map involves pulling switches on both sides to open and close doors so you can reach the dungeon key, which is needed to enter the center arena.

Yellow bars[edit]

As the level starts you will see ettins and slaughtaurs moving towards each other; let them fight each other and go through the west door, then follow the walkway round to a Boots of Speed before going up the steps to pull a minotaur switch (there is also a rope switch, which gives a hint about completing this map when pulled). Return to the starting room and kill any survivors, then open the east door and follow a second walkway round to another minotaur switch; pull this to open the nearby door and enter a hall where some centaurs will engage in combat with ettins and green chaos serpents. Ignore them for now and kill the brown chaos serpents who are attacking you from raised ledges, then go to the east side of the hall to find the "gray door swap" switch - pulling it will close the neighboring door, but also open the same door on the west side of the map.

Enter the teleporter on the other side of the hall to go to the west side, where you will find yourself surrounded by ettins; do not panic as they will fight some slaughtaurs ahead. Go to the west side of the hall and pass through a wooden arch, then go through the gray door you just opened and up the steps to a room with a lava pool; dispose of any reivers that emerge from the fire fountains here and go through the north-west doorway to enter a sludge room with some stalkers, then follow the walkway round to a lift with an Amulet of Warding on it. Ride the lift down and destroy any wendigos waiting in the alcoves to your right, then go to the south-west corner of the room to find the "gold door swap" switch - after pulling it, go up the steps by the east wall and pull a rope switch at the top to raise some yellow bars on both sides of the map.

Brick and steel switches[edit]

Return to the hall, get rid of any survivors then enter the teleporter here to go back to the east side. Go up the steps by the north wall and climb through the hole in the wall ahead to get two quartz flasks and a mystic urn, then pass through the doorway here to enter a storage room with ettins. Go up the steps by the west wall to enter a chapel with dark bishops, then pull the "brick door swap" switch in the north-west corner to open a path at the bottom of the slope in the storage room. Go through this door and head up the steps on your right to reach another lava room, kill any reivers that appear then step on the teleporter in the south-west corner to return to the hall. Use the teleporter in this room to return to the west side, then return to the lava room where the north-east brick door has opened to reveal centaurs. Go up the ramp here to another storage room, then enter the neighboring chapel and walk forward between the pews until you see bishops spawn around you. Kill them then pull the "steel door swap" switch in the north-east corner to open a door behind you.

Go through this door to a bridge and drop to the hall below, then use the teleporter to return to the east side. Pull the "gray door swap" switch again to open the door next to it, step through then climb through the hole in the wall here to go back to the lava room. Retrace your steps to the chapel and head through the now-open steel door to get to the bridge above the hall. Cross the bridge until you reach a black door, then follow the arrow on the ground to your right to drop into a cage of wooden bars and pull the switch here to lower them. Dispose of two green serpents that spawn and use the teleporter in the hall to get back to the west side, then climb the steps to the gray platform on the south side and pass through the doorway in the south-west corner to enter a room with chains. Go through either of the doors in the south-west corner to find a slaughtaur guarding another "steel door swap" switch - this will close the steel doors leading to the bridges, but also open a steel door just behind you.

Crusher rooms[edit]

Return to the hall and use the teleporter to get back to the east side, then climb up to the platform by the south wall and go through the doorway in the south-east corner to enter another chain room; the switch you just pulled has opened a steel door here as well. Take the Discs of Repulsion here if you need them then walk south to enter a room full of crusher traps - the room is divided into squares, and when you step on a square it will turn red and a lethal crusher will drop on it after a couple of seconds. Stay on the move while you dispose of any ettins that teleport in (plus green serpents on medium and hard skill levels), then head through the north-east doorway once the bars in front of it lower and follow the steps down to another set of bars. Press the face switch on your right to open these bars, allowing you to reach the eastern-most area.

Kill the wendigos and reivers in this area, then make your way back to the lava room and use the teleporter here to return to the hall. Pull the "gray door swap" switch then use the teleporter in the hall to cross over to the west side; after doing so, head to the western-most room and pull the "gold door swap" switch here, which will allow you to reach the sludge room on the east side but will also close your usual route back to the hall. Go through the doorway in the south-east corner and head up the stairs to a second crusher room containing bishops - on easy skill levels no further monsters will spawn, but on medium and hard you will need to contend with centaurs followed by bishops; the room will then rumble and you will have to contend with Traductus, Menelkir and Zedek at the same time, though killing them is only required on the highest skill level. Once the bars blocking the exits open, go through the east doorway to return to the chain room.

Dungeon key[edit]

Go back to the hall and use the teleporter to return to the east side, then return to the eastern-most area via the crusher room (the crushers will still activate, but no monsters will spawn). Use the lift in this room to lower it, then ride it up to another sludge room and pull the "black door swap" switch in the north-east corner; on medium and hard skill levels, be ready to fight your way out as several stalkers will spawn behind you. Retrace your steps to the east crusher room and dispose of any green serpents and ettins waiting there, then go through to the chain room; as the doorway leading back to the hall is now sealed, use the lift in the south-west corner to go up to a trident-shaped chamber where more reivers will spawn, then head through the north door to get back to the bridge above the hall.

Drop down to ground level and kill any bishops that emerge from the west windows, then use the "gray door swap" switch and make your way back to the chapel via the lava room; pull the "brick door swap" switch here, then go back to the hall using the south-west doorway in the storage area and pull the "gray door swap" switch again before entering the teleporter to return to the west side. Make your way to the eastern-most area by passing through the lava and sludge rooms, then proceed to the chain room by going through the crushers again; before moving on, go through the south-west doors and pull the "steel door swap" switch behind them to clear your path to the dungeon key. Use the lift to go up to a second trident chamber then head north across the bridge to reach the chapel. From here you can go into the storage area, then pass through the open south-east door to get to the dungeon key.

Clock gear[edit]

Kill the dark bishops that teleport in, then return to the starting room where some wendigos have spawned. Open the south door (the game will autosave at this point) then run forward and grab all the weapons and artifacts before jumping to a rock platform in the center of the map where you will find a piece of (depending on player class) the Quietus, Wraithverge or Bloodscourge. If you found the other pieces in MAP05: Frozen Sands and MAP07: Sanctuary of the Damned then you will now have a complete weapon.

Korax is standing on the center platform, but as you jump over to him he will disappear and you will need to contend with many ettins and afrits that spawn, followed by reivers and green serpents - use the combined mana that spawns on the center platform every 20 seconds to help you clear them out. Once these enemies are destroyed they will be followed by multiple death wyverns - kill them as quickly as possible as they will soon be joined by centaurs that can deflect projectiles back at you. Once the last wyvern is slain, some platforms will rise leading south to a teleporter. This teleporter will return you to the starting room where the steel and bronze clock gear has been revealed - pick it up then go through the portal behind the starting point to return to MAP02: Garden of Torture.

Other points of interest[edit]

Secrets[edit]

  1. There are two bronze gargoyle statues on either side of the starting point. Look behind the east statue to find a moon switch and press it to lower a wall on your right, revealing a quartz flask and a platinum helm. (sector 152)
  2. From the start, go through the east door and follow the walkway until you reach the third crystal vial. There is a gnarled tree on the other side of the wall next to this vial - jump on top of the tree from the wall, then jump north-east to a ledge with a mystic urn and (depending on player class) a falcon shield, Amulet of Warding or mesh armor. (sector 159)
  3. The doorway between the lava and sludge rooms on the east side is blocked by a rockfall. If you crouch down then you can climb over the rockfall to reach a quartz flask and Porkalator in the east alcove. (sector 91) The teleporter here will return you to the east lava room.
  4. In the storage room on the east side of the map, press the crate placed against the north wall (it has triangle symbols on it) to reveal dragonskin bracers. (sector 778) Pulling the nearby rope switch gives a subtle hint about finding this secret.
  5. In the storage room on the west side of the map, there is another crate with triangle symbols placed by the north wall. Press any side of this crate to lower it and reveal a moon switch, which will open the dragon carving in the west wall and reveal a Chaos Device. (sector 227)
  6. The moon switch that opens secret #5 also opens an identical compartment in the storage room on the east side of the map for 20 seconds; get there before it closes to find an Icon of the Defender. (sector 1035) The rope switch in secret #5 gives a hint about finding this secret.
  7. After opening the wooden bar cage on the east side of the map, go through the doorway in the south-east corner of the cage to enter the chain room on this side. You can open the wall next to the rusty section of floor to find a Dark Servant. (sector 1623)
  8. In the chain room on the west side of the map, you can open the wall next to the rusty floor in this room to find five Banishment Devices. (sector 1625)

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
Sk4 speed
Sk4 max
Sk5 speed
Sk5 max
Tyson
Pacifist

The (absence of) data was last verified in its entirety on February 19, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains only one spawn point, making it unplayable in deathmatch mode:

  1. facing south. (thing 1104)

Statistics[edit]

Map data[edit]

Things 1643
Vertices 5637
Linedefs 7069
Sidedefs 11767
Sectors 1644

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

  • Although the east door from the starting room is locked with the horn key, the door's design is actually intended for the steel key.
  • From secret #2, you can jump north up a few ledges to find a shrine to Tom Jensen (HexenMapper), who led the Hexen Upstart Mapping Project.

See also[edit]

Sources[edit]

External links[edit]