MAP29: Outpost Omega (Doom 64)

From DoomWiki.org

Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.
This level occupies the map slot MAP29. For other maps which occupy this slot, see Category:MAP29.
Doom 64 secret maps

01 02 03 04 05 06 07 08 09 10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 28
Secret maps
Fun levels: 25 26 27
Title map: 33

MAP29: Outpost Omega is the first secret level of Doom 64 in numerical order, and the second chronologically (the first, technically, being MAP32: Hectic). Should this level be undertaken right after MAP04: Holding Area, this is where the player will first come across Mancubi and Pain Elementals. The level also contains the first of the strange artifacts known as Demon Keys which upgrade the Unmaker, which can also be found in this level. It is designed by Danny Lewis and uses the music track "Hellistatic", first heard in MAP05: Tech Center.

Strategy[edit]

Map of MAP09 in Doom 64 TC - representing MAP29 in Doom 64

Walkthrough[edit]

Clean the control rooms to both sides of the corridor from former human soldiers and lost souls. Press the switch in the right room to open the door to a room with four cages. When you get the rocket launcher in the middle of the room, a mancubus appears in each of them, you have to kill all to advance. Don't miss the red key if you want to get the first demon key for the Unmaker and the red portal in the Absolution level (see Secrets, Non-official below).

Pass the next room with several monsters like pain elemental, cacodemon, nightmare imp. To the left you can see where the blue key is stored. Go into the corridor, press the switch to open the doors, walk up the staircase. Get the blue key behind the normal door and enter the storage area behind the blue door. Watch out for imps and hell knights, get the yellow key – and if you can find them, the Unmaker and a first demon key.

Back to the room with the four cages, get a berserk pack and kill another set of mancubi. Return to the left control room, press the yellow switch to open the exit area with more monsters waiting. Press the left switch and watch a passage to the exit and more lost souls being constructed.

100% Completion[edit]

Enemies[edit]

Items[edit]

Secrets[edit]

Official[edit]

This is one of the rare levels in Doom 64 where score-affecting secrets include both objects and areas, and where the actual number of secret objects can change dynamically during play.

  1. Passing the room with cages of broken wire-mesh fences, where you can see the blue key from to the left, enter the corridor that leads to a switch. Halfway inside, a windowed wall lowers which has an armor inside. This window frame has a raised switch. Pressing it lowers the opposite window frame with a super shotgun, which needs to be picked up for the secret to count.
  2. In the room behind the blue door, drop down to the left, press the computer monitor to the left, and run down further to the left to grab a supercharge while the bars are briefly gone.
  3. From the supercharge, take either teleporter back to the start of the room, and drop down to the supercharge trigger, but instead hop right. Take out the hell knight populating the area for the lift switch, but do not jump there yet. Instead, look left and activate the wall to the left to reveal an empty lift and a switch across the lift. Shoot it to reveal the Unmaker, and pick it up to make the secret count.
  4. If the lift switch has been shot once in the process of getting the Demon Key, a walkway is lowered at the door where the Demon Key is. Approaching the end of this walkway will lower a wall right in front of it, which will reveal a backpack and an imp, with a megaarmor to the left. Both, when picked up counts as a secret each.
  5. Stepping in the room containing the Demon Key will count as a secret.
  6. When the exit room became accessible after pressing the left switch, the right switch can be pressed now, revealing a corridor with several powerups.
Non-official[edit]
  1. In the right control room from the starting corridor, the frame of the fourth computer panel is low enough to step on. This is a door to a hidden area which opens by touching the third computer panel in the left control room. The room contains a chaingun.
  2. Back at the starting room, the right gauge panel with the non-flickering lights in the door frame to the room with four cages briefly opens a niche across that room, providing a red key; this is required to get the Demon Key later – see the additional chapter.
The Demon Key[edit]

After getting the red key, the Demon Key can be obtained in the tall multi-chambered room which also houses the yellow key. You traverse the room by leaping from available platforms or dropping down levels to reach the bottom. There are teleporters at the bottom which will send you back up to start over, so you can explore as much as you need.

After obtaining the yellow key, teleport back to the start of the room and drop to the left again. There is a switch in a room to your right, guarded by an imp or hell knight. Get a bullet weapon ready and run there, passing two chasms (jumping helps a lot here, you should have completed MAP32: Hectic before). Hit the switch and a platform will temporarily lower back the way you came. Jump back to the lowered platform quickly and ride it up. This will reveal a switch on the opposite wall, next to the teleport target, which can be shot to be activated.

That switch will permanently lower a platform you jumped over twice. Repeat the step, and the Demon Key is accessible.

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

Statistics[edit]

Map data[edit]

Things[edit]

External links[edit]