E1M2: Nuclear Plant (Doom)

E1M2: Nuclear Plant is the second map of Knee-Deep in the Dead in Doom. It was designed by John Romero and uses the music track "The Imp's Song". The par time is 1:15.

Walkthrough

 * Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials
From the start point, walk forward past the barrel and turn right. Go to the door in front of you and up the stairs. Pick up the red key. Go back down the stairs to the room you started in. Travel to the opposite side of the room and go through the red door. Go straight on and up the stairs. Go through the room with the slime to the lift. Travel downwards on the lift and press the switch on the far wall. Go into the passageway which opens, and down the stairs to the right. Go down the small lift in the exit room and press the exit switch.

Secrets

 * 1) There is a construction in the center of the first room (with a passageway through the middle).  On the east side of this is a secret door; this can be seen from the fact that the texture on the wall is different at this point.  Opening this door reveals a room with a switch (and a backpack). (sector 116)
 * 2) The switch in secret #1 opens a door in the northern steps which lead up to the tower with the red key.  In the outdoor area beyond this door there is a soul sphere and a chaingun (and, on Ultra-Violence and Nightmare!, a crowd of sergeants). (sector 21)
 * 3) Just past the red door, there is an opening on the right-hand side.  Going down this corridor reveals a room with a switch surrounded by slime.  Pressing the switch opens a door to a maze across the hall.
 * 4) On the far west side of the maze there is a secret door behind a green armor.  Shooting the door causes it to open; the passageway behind it leads to an outdoor area with a chainsaw on a pillar. (sector 188)
 * 5) In the passage leading to the chainsaw there are some steps.  Where the second armor bonus is located, there is a secret door on the right wall.  This reveals a room with four more armor bonuses. (sector 194)
 * 6) On the east side of the maze is another secret door; this appears as a computer texture surrounded by two vertical metal beams. This door reveals a secret room with a backpack. (sector 106)
 * 7) At the top of the staircase leading to the slime walkway, there is an alcove on the west side.  The alcove is really a fast-moving lift which drops you next to an Imp (I'm too young to die and Hey, not too rough) or a trooper and an Imp (Hurt me plenty, Ultra-Violence, and Nightmare!).  If you then step forward into the small room, you can see the chainsaw through a window.
 * 8) In the short piece of corridor between the room with the slime walkway and the elevator to the dark room below, there is a secret door on the left side.  Opening this reveals a passage to a ledge overlooking the dark room. (sector 140)

Other points of interest
The construction in the center of the first room includes a lift leading to a shotgun. On UV and NM, it is guarded by an Imp who is difficult to see with the status bar displayed (the passage is too narrow for you to step back and look up).

There is a lift in the southwest corner of the first room. It leads to a shelf containing a box of bullets and a medikit.

The maze area can be frustrating, especially if you are trying to get 100% kills. Use the automap to make sure you have seen every passage (this accounts for all the deaf monsters), then stand and listen for the breathing/gurgling sounds of survivors. Or simply memorize the total number of enemies in the maze (5 on ITYTD and HNTR, 14 on HMP, 23 on UV) and count them as they die.

Demo files

 * [[Media:e1m2secr.lmp|No monsters, 100% secrets walkthrough]] (file info)
 * [[Media:e1m2wik1.lmp|100% kills, items, and secrets on ITYTD]] (file info)
 * [[Media:e1m2wik2.lmp|100% kills, items, and secrets on HNTR]] (file info)
 * [[Media:e1m2wik3.lmp|100% kills, items, and secrets on HMP]] (file info)
 * [[Media:e1m2wik4.lmp|100% kills, items, and secrets on UV]] (file info)

Routes and tricks
In a straight speedrun, cross the first room along its south edge, which is much less crowded than the north edge. Opening the exit door from the left side seems to prevent the first Imp from immediately walking eastward and blocking the lift. Also, it is not necessary to kill the second Imp; one bullet or punch sometimes pushes him back far enough for the switch to be pressed.

NM100S players frequently take two detours to help them survive the maze: getting the green armor in secret #1, and killing one sergeant to obtain the shotgun.

For styles requiring 100% kills, a clockwise route around the maze, including the chainsaw area, usually causes leftover monsters to collect near the northwest corner (where they can be gunned down on the way out). Even Tyson runs seem to benefit from this, despite the resulting delay in getting the chainsaw. On the other hand, NM100S recordings often use a counterclockwise route around the maze, causing leftover monsters to collect near the center (where they can be ignored).

UV -respawn recordings can be speeded up by killing everyone in the first room a second time, on your way out of the maze. This allows you to leave a few monsters alive in the maze (especially in dead ends) and ignore the sniper Imps in the next-to-last room.

Current records
The Compet-N records for the map are:

Inspiration and development
An early version of E1M2 was the first level of the Doom press release beta.