Head to the right around the wall. Take the first right and then the first left to come to a metal door. Take your favorite fandoms with you and never miss a beat. UV pacifist recordings tend to follow the UV speed route, excluding secret #3. Doom was the game that popularized First Person Shooting as a genre. It was designed by Tom Hall and Sandy Petersen, and uses the music track "Intermission from DOOM". You are now back in the open ice/lava area of the level's start. Doom 2 Map 1 is pretty quiet, but this song is fine due to how unliked it is. Please help the Doom Wiki by adding to it. As you turn into this passage, you will see a blue door Run straight through the nukage, heading north. The yellow key is most far, as it is located in the northern portion of the level which is explored deeper. Kill the cacodemon and demon and press the switch. Unused DooM Music #19 - Alice in Chains - We Die young by Jim DarkMagic. Many players keep shooting the wall every now and then, in hopes of extracting the You reached the chaingun, but can you get back out?Take your favorite fandoms with you and never miss a beat. Post a comment. The par time is 6:00. Once you get it, however, two traps will open up. Open the blue, red and yellow doors in front of each other and press the exit switch. 1:37. Secret 6: On the eastern wall across from the labyrinth, there is a picture between two serpent torches. Least favorite classic Doom or Doom 2 map? Follow the path to a crossing with eight paths. Get the The area should be nearly devoid of golems now. The teleporter takes you to the weredragons' lair. Go to the west and when you can turn left and around. Turn left and follow the passageways to the exit door For a straight speedrun, the shortest route seems to be: Go all the way southward until you meet a small door. It was designed by Bjorn Hermans and Holger Nathrath, and includes a custom music track. E2M6 is the sixth map of the second episode of Base Ganymede . E1M7, E1M9 and E2M6 are pretty quiet compared to their midi counterparts, also E4M1 starts out with E1M8 music, i'm not sure if you knew this already. E2M6: The Labyrinth is the sixth level in the Hell's Maw episode of Heretic. Once you see a prohibitive sign, push a green button on the opposite wall. Follow the instructions for the skull keys. Turn right (west) into a green marble hall. Open it to reveal a "submaze" which looks slightly different. Specific commercial releases of Doom such as PlayStation Doom radically alter the texture theme; the "lab" is re-textured largely with "large green bricks" making the level more castle-like in appearance. Head down this tunnel until you can press the switch at the end. Linedef 1091 lacks an upper texture on its back side, causing a little bleeding. The music for this level is inspired by the track "Regular People" by Pantera. Go just north of the entrance to the maze, then immediately open up the door to the left. Press the wall to open a room containing a disciple. E2M6: Halls of the Damned (MAP14 in PSX/Saturn/Jaguar/3DO/GBA/32X, E2M4 in SNES) is the sixth map of The Shores of Hell in Doom.
Sign in or join with: Only registered members can share their thoughts. It was developed by Id Software in 1993. The locked door actually conceals two other doors that are also locked requiring red and yellow keys consistently. Requires GZdoom. Get the Secret 7: When you step through the door, a wall section in the corner behind you will open. Some players make a point of overshooting the plasma gun staircase in order to fake out the lost souls, although this seems ineffective with The first strategy seems to benefit from killing all of the imps in the dark columned room, just in case. Get the Leave the room. Sources You will pass the three exit doors, cannot be opened because you don't yet have the keys, instead open the door to the right to get into the hallways. While not being a proper bug, it is rather an oddity in level design.
Join the community today (totally free - … Follow the path to another door, into a small corridor with a 'No Humans Allowed' sign. Head to that tunnel and take a right to enter a large open area with two Picking it up will cause the overall area to flood and another wall to open revealing a tunnel of nukage. It was designed by Adam Woodmansey (Khorus) and uses the music track " ". Grab the key and prepare to fight with some hellspawn while going back. The base featured in the level is likely (despite its hellish name) man-made and is perhaps supposed to resemble an underground bunker or tunnel complex such as the real Cheyenne Mountain base. Secret 1: When you step out onto the ice, a wall section in the corner behind you will open. The par time is 1:30. 3:02. Music from Robert Prince's - Tribute to Robert Prince Christian Levitan & ElectroMachine 2.0 remake all the track Enter either room and clear both rooms of gargoyles. ... Doom - Sinister E2M6 - Remake by Andrew Hulshult ( Brutal Doom Soundtrack ) by Andrew Hulshult. A slightly shorter route is to skip the plasma rifle altogether and run straight to the blue key; this has been used in a submission to In the dark columned room, many Compet-n entries use the strategy shown in the figure. The blue key can be found in the south east corner of the room, however approaching this corner will open two From the eastern portion of the green corridor, head westward and you will see two passageways into a wooden maze. A simple mod that replaces the Doom 1 music with tracks from Sonic the Hedgehog games for the Megadrive. As soon as you open the small door, destroy all the enemies behind. Take out the weredragon if you have not already done so. You should see a new opening near the start.