About: MAP15: Dark Entries (Doom 64)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

MAP15: Dark Entries is the fifteenth level of Doom 64. It is one of the smallest levels in Doom 64, but it contains some seriously brutal, and very dangerous battles, especially on higher difficulty settings. The background music is a weird warping music with very scary sound effects. After going back to the main chamber, the player is attacked by not just lost souls and fireballs, but arachnotrons, too. Using the red key opens up the exit, guarded by a number of barons.

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  • MAP15: Dark Entries (Doom 64)
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  • MAP15: Dark Entries is the fifteenth level of Doom 64. It is one of the smallest levels in Doom 64, but it contains some seriously brutal, and very dangerous battles, especially on higher difficulty settings. The background music is a weird warping music with very scary sound effects. After going back to the main chamber, the player is attacked by not just lost souls and fireballs, but arachnotrons, too. Using the red key opens up the exit, guarded by a number of barons.
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dbkwik:doom/proper...iPageUsesTemplate
abstract
  • MAP15: Dark Entries is the fifteenth level of Doom 64. It is one of the smallest levels in Doom 64, but it contains some seriously brutal, and very dangerous battles, especially on higher difficulty settings. The background music is a weird warping music with very scary sound effects. The level begins inside of a small nook, with faces on the walls staring at the player. One of these lights up the next area, while the other blocks one of the fireball launchers. Upon exiting this nook, the player is greeted with a horde of nightmare imps and lost souls, and to make matters worse, homing fireballs pour out of launchers, which happens each time the player re-enters this room. The fireballs are exceptionally powerful, and can kill the player with just one fireball if the fireball hits the player dead-center. After leaving through a side door, the player finds themselves in a room with a few pillars and an open ceiling, and concealed arachnotrons take potshots at the player. A switch activates a puzzle in which the player predicts where a soulsphere will end up, after which a flock of lost souls appear, and so does the blue key. Back in the main chamber, more lost souls appear, as well as more fireballs. Using the blue key to open a barred area, the player finds what looks to be a castle, surrounded by arachnotrons, barons, and hell knights, both loose and caged. The castle itself is filled with lost souls, and the player finds a red key for their troubles. After going back to the main chamber, the player is attacked by not just lost souls and fireballs, but arachnotrons, too. Using the red key opens up the exit, guarded by a number of barons.
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