E2M6: Halls of the Damned (Doom)

E2M6: Halls of the Damned is the sixth map of The Shores of Hell in Doom. It was designed by Sandy Petersen and it uses the music track "Sinister." The par time is 6:00.

The base featured in the level is likely (despite its hellish name) man-made and is perhaps supposed to resemble an underground bunker or tunnel complex such as the real Cheyenne Mountain base.

Walkthrough
Go into the other room at the start. Kill any enemies here, and grab the Rocket Launcher. Open the door in here. Kill the enemy in front of you (if one is there), and hit the switch. Leave this room, and go back into the room we started in. Go past the new opening and go right. Go all the way straight, past all of the pillars, and hit the switch when you get to it. A platform to the right of it will rise, and use that platform to get to that Berserk Pack. Take it, and see that the platform around the pillars have lowered to just a slime pit. Get off the platform you're on, and RUN through the new opening in the western part of this room. Follow it to a switch and some health. Once you hit the switch, get out of this room, go left onto a platform, collect the health, and go left into a new opening, where there's a Blue Door, and to the right is a normal door. Go through the normal door, having a Shotgun or Chaingun ready.

Go all the way straight, killing any Zombiemen/Shotgun Guys in your way. When you have the choice to go left or right, go left. Go straight, and go left to get the Blue Key. Turn around, go right, then all the way straight (skip the hallway to the left as we progress), until you get to a brown opening. Go inside this dark, brown room (this is a maze if you were wondering). I don't know the exact guide to the door in here, but all I can tell is look around until you find a door in here, and kill any enemies in your way. Once you find the door, go through it, and go right, going through a hallway. When you get out of this hallway, go left, and take another left to a small room, and in here, and go left, and get the Red Key. Exit this small room, and backtrack your steps to the door, killing any enemies in your way. Go back through the door, and work your way out of this maze. When you do get out of this dark maze (to the bright white halls again), go left, and on this part of the hall are 3 doors to the left. Each door is separated by a wall. Take the second one.

Use a Shotgun or Chaingun to blast the Zombiemen/Shotgun Guys/ in front of you. Follow this hallway to another door. Open it, go into this small room, and hit the switch on the right wall. A new passage behind you has opened. Go through it. Follow the long hallway to another room. On hard skill levels there will be a Cacodemon in this room. Kill it, and open the door that has a Health Bonus in front of it.

In here, take either path to the other end of the room, and at the other end of the room is the Yellow Key. Take it, exit this room, and back in this room, Imps have been released. Take a left, through this same long hall again, outrunning these enemies. When you wind of in front of the switch you hit, take the door on your right, follow the hall to the other door, open it, and turn right. Now, kill any new appearing Demons or Barons (on hard skill levels) in your way. Go left past the opening to the maze, keep going straight, and then as you go keep on heading straight, take a left to another hallway. Run straight to the door, open it. To the right, open the Blue Door. Go inside and open the Red Door. Go inside and open the Yellow Door. Go inside and hit the exit switch.

Secrets

 * 1) In the north end of the map is an octagonal grey brick room with exits in the four cardinal directions (as well as the entrance you came from in the southwest). Go through the door in the west; the area behind it counts as a secret. Beware of the crusher here.
 * 2) From the octagonal hub mentioned above, go through the door in the north. Step onto the raised platform in the next room to trigger the secret, as well as an enemy ambush.
 * 3) After getting the yellow skull key, follow the winding corridor in the east of the octagonal hub. Open the yellow door and flip the "exit" switch. It's a fake, and will lower you into another enemy-infested area. Go through the door ahead of you to get back up.

Bugs

 * One "hanging leg" decoration (Thing 274) has no flags set for any of the difficulty classes, so it does not actually appear in the level.
 * In one of the hidden alcoves, two extra demons appear in ultra-violence on top of two other demons, rendering them immobile.
 * The crossable linedef 302, located in the wood maze to the left of the backpack, has line type 2 "W1 Open Door" on it. However because the line also features a non-zero, but unused tag (11), crossing it has no ill effects on the level.
 * Like many of the preceding areas, there is an "entrance door" (DOOR3) right behind the player's start location. However on this level, there is a corridor running right behind the start room leaving no room for even a possible teleporter pad behind the door. While this isn't a proper bug, it's rather an oddity in level design.

Records
The Compet-N records for the map are: