Access the keys and the exit in MEPHISTO.WAD (original) (raw)

How to access the keys and the exit in MEPHISTO.WAD:

To finish this level (without cheating), do not use the "-nomonsters" command-line parameter when starting the game; Monsters must be present.

To exit this level, you'll need a red key and a blue key, and then you must destroy a "Boss" monster at the end of the mission.

You begin the mission in the northeast corner of a large walled-in courtyard. You'll be facing southwest towards a large squarish building, which dominates the central region of the courtyard. Watch out for Revenants patrolling the area. In front of you is a backpack, and just beyond that is a shotgun; grab them. Shotgun shells can be found on the ground nearby to the east. There is a chaingun, boxes of bullets, and a Berserk Pack in the northwest corner of the courtyard. You can also find a few Medikits located around the level. In the southeast and southwest corner of the courtyard you can find boxes of rockets. You may want to grab them now, if possible. There are also other boxes of rockets, individual rockets, and some backpacks scattered around the level; many of them are inside the large central building.

WARNING: You'll want to have a minimum of 10 rockets in your inventory once you approach the end of this mission; Be sure not to fire all of them off before you confront the Boss monster.

RED KEY

Note: You'll need the red key before you can access the blue key. The courtyard grounds are dotted with trees, tree stumps, and four-sided, flat-topped columns, or "obelisks". Look for a large wooden door in the middle of the west side of the large central building. Once you're at this door, look west for a nearby obelisk. It will be a slightly different color than all of the others. Step up to this obelisk and Activate it like a switch. The obelisk will telescope down into itself, revealing a red teleporter pad on a base (and another Revenant, waiting on top of the teleporter). When you step up onto the teleporter, you'll appear in the center of the main building, facing north. Surrounding you are four huge demon-faced walls: one each to the north, south, east and west. You'll be standing on a wide, raised pedestal in the center of the building. Four bridges lead away from the pedestal, forming a "plus"-shaped pattern, with the pedestal at the center. Each individual bridge leads to a wide platform running along the base of each of the four demon-faced walls around you. All of these platforms are also linked at their corners by diagonal bridges. Watch out for Revenants on these bridges and platforms. (Note: On skill levels 1 and 2, there is an Invulnerability Artifact located on the south bridge.) If you fall off of a bridge or platform, look for a nearby teleporter pad on the ground (which will return you to one of the platforms or the central pedestal), or look for one of the diagonal bridges, which can be lowered by activating it like a switch (however this will only work on "interior" sides of the diagonal bridges, the sides facing the central pedestal). Raised up high in the center of each "demon wall" is a rectangular, barred window. Behind each window is a small chamber, and in each chamber is a Mancubus monster. Each Mancubus must be killed before you can exit this building or access the keys. (You can find various weapons on each of the platforms beneath the "demon walls", including a rocket launcher on the north platform.) When the last Mancubus is killed, the four corners of the building will open up at ground level, releasing Hell Knights and Arachnotrons. Once these monsters begin moving, they may be teleported: Hell Knights tend to be teleported to positions up on the bridges and platforms, Arachnotrons tend to be teleported up into the chambers behind the "demon walls", where the Mancubus monsters were. A red skull key is now accessible. It's at ground level, resting on a corrosive floor in the northwest corner of the building. (You'll also find 2 boxes of rockets there.) In the southeast corner of the building, at ground level, is a door that can be opened with the red key. Exit the building through this door.

BLUE KEY

Note: You'll need the red key before you can access the blue key. Once you have the red key and have exited the large main building, look for a small, separate building in the northwest corner of the courtyard. Watch out for Revenants teleporting into the courtyard. As you approach the small square building in the northwest, use the red key to gain access through a door in its southeast corner. The interior is a dark, squarish room, with a coffin-like object in the middle of the floor. Look for a switch in the northwest corner of the room, and activate it. Warning: In the center of the room, another Revenant will begin rising up out of the "coffin". Head back to the courtyard, and go to the outer southwest corner of the large central building. You'll see some blue Mega-Armor behind a post at the corner of the building. Step behind the post and pick up the armor. When you do this, some stair steps will emerge from the ground, just outside of the south side of the building. Follow these stairs all the way up to a door at the top. Open the door and take one step inside. You'll be at the east end of a small three-way junction, composed of a short east-west corridor (now open at both ends), intersected by a short passage leading north.

There are 2 invisible floor triggers, or "tripwires" here: One running north-south across the floor directly in front of you, and another running east-west across the end of the opening of the passage that leads north. When you cross the first tripwire, a box-shaped corner of the intersection opens up ahead of you; Crossing the second tripwire at the corner of the intersection will trigger an event in the small building at the northwest corner of the courtyard. (A "stair step" now rises and falls repeatedly around the outer edge of the "coffin" in that building. This allows you to climb up on the coffin. From there you can Run north to get into a small cubbyhole in the north wall. Once inside you can open a panel in the west wall of the cubbyhole to reveal an Invulnerability Artifact.)

In the 3-way junction, go north to step into the back of the chamber behind the south-side "demon wall". In this chamber is a tall rectangular window. From here you can look north, out and down upon the interior of the main building. In the northwest quadrant of the building, you'll see a tall pillar, located in the middle of the "pit" which is formed by the bridges that surround that pillar on all sides. On top of this pillar rests the blue skull key. You can walk out through this window ahead of you, and drop into the main building, or simply walk to the very edge of the window, without stepping all the way through. When you do this, another invisible "tripwire" is triggered. This causes that tall pillar in the northwest quadrant of the building to drop down to ground level. Get down into that "pit" in the northwest quadrant to get the blue key.

TO EXIT THIS LEVEL

Once you have both keys, get back out to the courtyard. (You can exit the main building from an open door at ground level in the building's southeast corner.) Go to the west side of the courtyard, and look for a door between two blue torches on the west side of the main building. Open the door to reveal a small chamber. Inside are a pair of Baron-Of-Hell monsters, and a Megasphere. At the center of the back wall (east wall) of this chamber is an elevator in the raised position. Before you activate this elevator, be sure you've collected as many rockets as possible. A minimum of 10 rockets is recommended at low Skill levels; more at higher Skill levels. You may also want to acquire the Invulnerability Artifact in the small building in the northwest corner of the courtyard, if you didn't use it already. Activate the elevator to drop it, then ride it up. The elevator comes up in the back of a wide chamber which is behind the west-side "demon wall". There may be one or more live monsters here. In the east wall of this chamber is a tall rectangular window. From here you can look out upon the now-darkened interior of the main building. In the distance you'll see the east-side "demon wall". Behind that distant wall is a chamber similar to the one you now stand in. When you step off the top of the elevator you rode up on, the back wall opens up in that distant chamber on the east side of the building. Behind that wall is a crowd of immobile Spectre-Demons, and behind that is the level's "Boss" monster. When the Boss monster detects you, it will begin launching small, brown, skull-faced cubes through the air towards the west side of the building where you are. These cubes will fly through the air (and can pass through solid objects) until they reach one of three possible destinations: 1) the north side of the chamber you're in, 2) the south side of the chamber you're in, or 3) an outdoor spot in the courtyard, to the west. When a cube reaches its destination, it spontaneously transforms into a monster. The monster may be of any type, excluding Cyberdemons, Spider Masterminds, Arch-Viles, Lost Souls and humanoids. To win the level you must kill the Boss monster. The faster you do this, the better, as the level will begin to fill with monsters. From where you stand in the chamber behind the west-side "demon wall", use your rocket launcher to fire rockets across the open interior of the main building, through the window in the east-side "demon wall" and to the back of the chamber where the Boss monster is. You'll need to use enough rockets to penetrate through the cluster of Spectre Demons, to the Boss. 10 or so rockets through the distant window should do the trick. When the Boss monster is killed, the mission ends.

To read about or download a demo of this level, click here.

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