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one of the weirder maps in the speed of doom stable. there's a bunch of stuff at the start, and basically none of it matters because you don't really have the ammo for it, and you're going to telefrag all those mancubi in a second anyway. to do that we push towards the back to get the red key, dragging in a bunch of monsters in the process. you do get a rocket launcher, but save that for the trip out as there's two difficult to wrangle archviles waiting for you out in the open. behind one of them is the aforementioned telefrag secret. the red key also unleashes that giant horde of imps, which you should lure out to get the rocket hoard behind them first. way more efficient than trying to cut through with the ssg from the front. that'll also let out the final wave of arachnos plus a mastermind. there's no plasma or anything so getting the mastermind down is a bit of a pain. but if you're paying attention it shouldn't be too bad to clear it out. might have been better to retreat to the upper area and work from there though. oh and this is the first of a number of darkwave levels that doesn't have a chaingun. seems like the sort of thing you might not miss but it's an essential tool in a variety of situations. speed of doom: https://www.doomworld.com/idgames/lev... get the demo: https://s3.yrriban.net/doom/sodfinal_... source port used: dsda-doom 0.29.3 sound font used: arachno.sf2 flags: -complevel 9