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E1M9-NM2.TXT
E1M9-NM2.ZIP
E1M9-NM2.LMP - NightMare!
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DooM - Ep.1 Mi.9 - "Military base"
Kills 62%
(Items 27)
Secrets 50% and Time 02:22
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Description :-)
"-- And they said it couldn't be done !"
E1M9 on Nightmare. When I first tried it, I played just for fun
to see how far could I get. There wasn't even a thought about the
possibility of finishing the level. After all, even if you manage
to get to the blue door - which is surely impossible - the final
room hasjust too much radioactive waste, too many specters and
too little space to fight them. This is what I thought.
But after playing a while I *was* able, on rare occasions, to get
to the blue door - And there came the idea of the "exit-jump" !
When I figured out this trick, and it *worked*, I knew there were
no more obstacles. One great thing about this is that the four
spectres inside the room are deaf. And it's easy to open the door
and shoot all the monsters on the exit island without disturbing
any spectres. After that, the way is clear !
Although I practised every tight point separately, the main
problem was the sergeants wandering randomly throughout the level
and ending up in unexpected places.
I do not take the rocket launcher despite the two medikits there,
because I don't like that free bonus of fifteen monsters. The
crucial point is the yellow door. If you do it with at least 30%
health left, there's a good chance to make all the way further
to the blue door. Usually, I step over the red key to release the
monsters and then get an extra medikit. In this LMP, however, as
I had pretty good health at that point, I decided not to disturb
them and take the advantage of time. A good trick is shooting
between barrels in the Blue Key Room. And when I am at the Blue
Door, imps from the central cage create a really cool firewall,
thus preventing others (like a demon in this LMP) from coming in.
Anton Magleli
[email protected]