MAP20: Silures (Eternal Doom)

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Eternal Doom maps 12-20

01 02 03 04 05 06 07 08 09 10 11
(12 - 20)
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32
Bonus maps: 33 34

This level occupies the map slot MAP20. For other maps which occupy this slot, see Category:MAP20.

MAP20: Silures is the twentieth level of Eternal Doom and was designed by Bob Evans. It uses the music track "Simple Death".

Walkthrough[edit]

Map of Silures
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.

There are two ways to reach the exit in this level. The first method only requires the blue key, while the second method requires both the yellow and red keys. Note that once you climb the steps to the red key area, a barrier will rise in front of the normal exit teleporter; you will then have to get the red key and find the secret teleporter to end the level.

Exit with blue key[edit]

Go through the doorway in front of you and turn right to see a skull switch (guarded by two imps on Hurt Me Plenty (HMP), or a revenant on Ultra-Violence (UV) and Nightmare (NM) skill levels), then press the switch to lower the floor beneath you and go down to a water pool. Enter either tunnel at the north end of the pool and press the back wall to lower it, revealing a large hall, then go to the doorway in the north-west corner (a chaingunner is waiting here on HMP or higher) and press the square button in the south-east corner, which will reveal a yellow switch in the south-west corner of the hall. Press that switch to open the wall next to it, revealing one to three spectres guarding a chain switch, then pull that switch to open a door in the south-east corner of the hall which leads to a Yorick statue.

Enter the narrow passage north of the statue, watching out for an ambush by one or two revenants on HMP or higher, then activate the lift at the north end of the passage and turn left to see a skull switch that will open another passage behind you. Enter that passage, which contains imps, and press a second switch at the north end to open a third passage to your left, then enter that passage and press the large button here to lower a wall behind you revealing a third skull switch. Press this switch to open a door behind you leading into the central structure, then jump across and look north to see a ring of five demon faces—the first and last faces close the door you just passed through when pressed, while the middle face opens it again. Press the second face followed by the fourth face to open the way forward and lower a lift, then ride that lift up to a narrow hallway. (If you wish, you can press the skull wall behind the pillar opposite the lift to lower a set of steps back down to the water for easier backtracking.)

Go to the west end of the hallway and enter the alcove to lower a lift behind you, which has one or two demons on it on HMP or higher, then ride the lift up to face some lost souls. Drop into the room below to face one or two Hell knights guarding a berserk pack, then go to the east end of the hall and kill a couple of chaingunners who are guarding a door. Open the door to find a few lost souls (and a pain elemental on UV and NM) along with a supercharge, then take the pickup to raise the ceiling and reveal imps (plus chaingunners on HMP and a baron of Hell on UV and NM). Press the skull switch on the north wall to lower a lift behind you, ride it up to the overhead ledge, then go round to the south-east end and step through the wall that opens to leave the room. Go east down some steps and kill one or two revenants that are released ahead (one or two cacodemons will also ambush you on HMP or higher), then go through the door at the east end to see a tiled hallway ahead.

Follow the tiled hallway round to its south-west end, dodging any cacodemons that come through the windows, and step through the window at the end to drop into a water pool, then climb the steps hidden behind the north-west wall and follow a tunnel south-east past some demons and spectres. When you reach the end of the tunnel some more demons will rise from the floor; after killing them, press the button in the north-east corner then return to the water and head south until you reach a berserk pack. Walk east until you see a blue teleporter on your right, enter it to go to the blue room in the south-west corner of the map, then go straight forward to another teleporter that will take you to the blue skull key; watch out for any demons and imps that are released behind you, along with knights on UV and NM. Enter the south side of the closet that the demons emerged from to open the walls either side of the blue key, which lead back to the water pool near the tiled hallway.

Return to the tunnel where you faced the demons and spectres; there are two skull switches at the north end of the tunnel that you need to locate. Press the western switch first to open a wall next to the eastern switch, then press the eastern switch to lower a window at the north-east end of the tiled hallway; you will have to run through the room behind the wall you just lowered to get to the window before it closes again. Once you get outside, press the gray tree at the south end of the yard to lower a wall next to it, then go south and east to a green ledge and walk along it until you see the wall ahead lower to reveal a knight (or baron on HMP or higher), which will teleport behind you. Enter the room ahead and press the button inside it to open the exit signs blocking the blue teleporter, then enter that teleporter to find the exit portal.

Exit with yellow and red keys[edit]

Follow the walkthrough above until you enter the blue room in the south-west of the map. Instead of entering the middle teleporter to go to the blue key, turn around and shoot the back wall of the entrance teleporter to open another teleporter on the east side of the room. Enter this teleporter to go to the north side of the room, press the demon switch on the east wall, then press the north wall with chalk markings to open another teleporter which will send you back to the demon tunnel. Press the skull switch that has opened directly ahead (it will close after a few seconds so be quick) to lower a wall at the south end of the tunnel, then run through that wall and drop into the pit just behind it (this is secret #10). Walk west through some vines, then look left to see some steps leading up to a wooden platform—the yellow skull key is on a stone pedestal here.

Climb the stairs on the platform and walk straight forward until the wall ahead lowers, kill the revenants that are released behind you, then go to the north-west corner to find a hidden skull switch that lowers the south wall. Approach the wooden platform behind the wall to lower it and reveal an arch-vile which teleports behind you. East of the platform are a pair of stone pillars—on HMP or lower you can walk between these pillars to reveal a switch which lowers the pedestal holding the yellow key, but on UV and NM the pillars are replaced with a stone statue that blocks the walkover trigger. To get the yellow key in this case, you will need to use an arch-vile jump to reach the key, or perform a zero press on the column with the switch inside.

With the yellow key, go to secret #6 below and open the yellow bars here, then press the wall behind them to lower a lift that goes up to some steps. Climb the steps (the normal exit teleporter will be permanently closed at this point) to a large landing which is overlooked by cacodemons, then go to the south end to find a box of rockets. Look north-east at this point to see a wall with an X on it and press it to lower the pillar holding the red skull key, grab it then go to the columned hall west of the blue key room. When you enter the hall the northernmost column will lower like a lift to reveal a chaingunner (or arch-vile on UV and NM); you can then ride the pillar up and run west to enter the room with the secret exit teleporter. Press the button to open the teleporter and enter it to reach the exit portal.

Other points of interest[edit]

With the yellow key, you can activate a lift that goes up to the northernmost room. The items here include a partial invisibility and a berserk pack, as well as a megaarmor inside the fountain.

Secrets[edit]

  1. In the large water-filled hall, walk past the north-east corner of the central structure and you will hear a platform lower on the west side of the structure. Reach the platform before it rises to get a box of shotgun shells and a medikit. (sector 100) There are two demon switches at the top of the lift—the western switch lowers the lift you are standing on, while the eastern switch lowers a second lift to the south with a medikit and a box of bullets.
  2. In the wooden room with dividers once the floor drops, walk towards (or shoot at) the west wall to open a monster closet to the south. Enter that closet and shoot the south wall to open a second closet to the north, then use the lift on the east side of that closet to get out of the pit. A wall has lowered at the south end of the ledge revealing a rocket launcher. (sector 483)
  3. After getting secret #2, return to the C-shaped lift. Press the northern skull switch to lower the C lift, then quickly press the second skull switch, then go to the south end of the C lift where an opening has appeared in the north wall. Enter the opening to find a berserk pack and two boxes of rockets. (sector 375)
  4. After leaving the water-filled hall you will enter a room with a Yorick statue. Press the statue to open a room to the south with a few chaingunners. (sector 410)
  5. When you reach the walkway above the hexagonal room, go to the south-east end where a wall will lower. Open another wall directly in front of you, which is misaligned, to find a box of bullets and a box of shells. (sector 57)
  6. From the previous secret, step south-west to the neighboring ledge then run across two thin platforms to reach a ledge with a fireplace. Go down the stairs to a set of yellow bars, which block your way to the red key area and can be opened with the yellow key. (sector 308)
  7. In the columned hall, the northwesternmost column (not the one that lowers) can be opened on its south side to reveal a supercharge. (sector 99)
  8. In the sewer tunnel in the south-east part of the map, run all the way west to a lit area. A computer area map can be found by the south wall. (sector 210)
  9. Use the demon switch next to the computer map in the previous secret, then go to the hallway with multiple teleporters south of the blue key room. Enter the north-eastern teleporter to go to the south part of the blue room, press the demon switch directly ahead then quickly run back to the teleporter to return to the hallway. Run west to the lowered alcove before it rises to get an invulnerability. (sector 147)
  10. The hexagonal pit you drop into just before reaching the yellow key is a secret. (sector 486)
  11. The room with the secret exit teleporter counts as a secret. You cannot enter it until you have reached the landing with the red key. (sector 88)

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 2:23.77 TimeOfDeath 2007-03-01 et20-223.zip
NM speed
UV max 14:56.71 TimeOfDeath 2010-11-25 et20-1456.zip
NM 100S
UV -fast
UV -respawn
UV Tyson 31:57.60 j4rio 2018-08-20 et20t3157.zip
UV pacifist
NoMo 100S 8:51.51 Michael Grube (migru) 1997-09-17 e3demos.zip

The data was last verified in its entirety on December 21, 2021.

Statistics[edit]

Map data[edit]

Things 548
Vertices 4430*
Linedefs 4213
Sidedefs 5787
Sectors 552
* The vertex count without the effect of node building is 3614.

Things[edit]

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

Inspiration and development[edit]

This level started out as part of Bob Evans' Odessa series, with the layout already finished when he joined Eternal Doom.[1]

External links[edit]

References[edit]

  1. Dia (11 June 2019). "Eternal Doom review comments." ONEMANDOOM: WAD Reviews. Retrieved 13 January 2022.