MAP21: Darkness Abides (Claustrophobia 1024 2)
|Claustrophobia 1024 2 maps 21-30|
- 1 Walkthrough
- 2 Areas / screenshots
- 3 Speedrunning
- 4 Statistics
- 5 Technical information
- 6 Inspiration and development
- 7 Trivia
- 8 See also
- 9 Sources
- 10 External links
Other points of interest
- Go across the bridge that leads to the blue key, but as soon as you find yourself back in the previous area, turn right and jump down onto the raised part of the wall. Carefully navigate along the wall, moving forward and then right, trying not to fall down. At some point, a part of the wall ahead and to your right will lower, and a plasma rifle as well as some cell charges and rockets will appear. Move a bit closer to register the secret and grab the goodies. (sector 437) Note that the bridge will become inaccessible as soon as you try to open the blue door for the first time; however, it might still be possible to reach this secret by utilizing an arch-vile jump, since there are at least two (three on UV) arch-viles that will appear as you progress through the level. But beware that once you enter the exit room, the door behind you will close forever, and you will not be able to get this secret (nor secret #2) by any means.
- In the room behind the blue door, you can see a pillar/metal crate in the northeast corner with multiple health bonuses on top of it, as well as a single armor bonus. Make sure you have enough health, since the only way to get up there is to utilize an arch-vile jump. Grab the red key, and an arch-vile will come out of a newly-revealed closet (you can also find a rocket launcher and some rockets inside). No extra monsters will spawn in at this time, making your job rather easy. As soon as you've found yourself on top of the pillar, the secret will register, and you will also automatically grab a hidden megasphere for your troubles. (sector 204) If you miss the first opportunity to get this secret, you can try to use another arch-vile that will appear behind the exit door after you've pressed the switch in the northwest corner of the map that opens it. However, it will probably be somewhat harder this time because there is no immediate line of sight between that arch-vile and the pillar, and getting the arch-vile to the right spot will likely cause it to resurrect quite a few monsters along the way.
Depending on the player's position during the fight in the room behind the blue door, some of the arachnotrons may fail to teleport in, making 100% kills unattainable.
Areas / screenshots
Routes and tricks
The records for the map at the Doomed Speed Demos Archive are:
|UV speed||03:29||William Huber||2010-04-04||4c21-329.zip|
|UV max||04:39||Tatsuya Ito (Tatsurd-cacocaco)||2012-09-07||4c21-439.zip|
This information was last verified in its entirety on January 21, 2018.