Names
Jihad.wad
Description
Warning: This was designed as a very tough single player wad....only one skill level is available.....and it's not easy. For this reason I am also including a walkthrough below. The hints are in the order of the game play and separated by page breaks. Health and ammo are minimal because I've maxed out the number of objects that Ver 1.1 can handle on save games. Certain parts of this Wad will require at least a 486dx266 to run tolerably
Filenames
jihad.wad
Size
403.18 KB
MD5
ceac93b4b2fd27a8463a1a10006c1594
SHA-1
2a6fdaad8a2ab5b9b9211d9f5bd6668eb76242eb
WAD Type
PWAD
IWAD
DOOM
Engine
DOOM
Lumps
11
Maps
1
 
E2M8
=============================================================================
Title                   : Jihad.wad
Author                  : Steve Loukin
Email Address           : shloukin@students.wisc.edu
Description             :Warning: This was designed as a very tough single
 player wad....only one skill level is available.....and
 it's not easy.  For this reason I am also including a
 walkthrough below.  The hints are in the order of the
 game play and separated by page breaks. Health and ammo
 are minimal because I've maxed out the number of
 objects that Ver 1.1 can handle on save games. Certain
 parts of this Wad will require at least a 486dx266 to
 run tolerably 
                        
                       
==============================================================================

* Play Information *

Level #                 : Doom1 E2M8
Single Player           : YES
Cooperative 2-4 Player  : YES
Deathmatch 2-4 Player   : NO
Difficulty Settings     : U.V only...have fun!
New Sounds              : NO
New Graphics            : NO
Demos Replaced          : NO
* Construction *

Base                    : New level from scratch
Build Time              : lots-o
Editor(s) used          : DEU 32bit; BSP
Known Bugs              : Some hall-o-mirrors in Doom Ver 1.1


* Copyright / Permissions *


Authors MAY use this level as a base to build additional
levels....blah..blah..blah...  


Jihad Walkthrough:
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
1.  OPENING:  sneak up behind shooters, kill, corral imps by running around edges then kill
 in pack.
.
.
.
.
.
.
.
.
.
.
..
.
.
.
.
.
.
.
.
.
.
.
.
.
.
2.OPEN AREA ACROSS FROM ACID LAKE:  kill imp wave (strafe) then caco wave (ditto).  
Two barons in room guard switch in S end (strafe practice!).  Series of switches 
will open mines in SW.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
3. MINES:  Hang a left.  Way will be blocked by boulder.  Lower boulder by walking 
through vine wall near boulder...watch out for demons from behind..tp to boulder 
switch.  Go by boulder..jump gap...demons...imps...then tech room.  Tp to switch 
from tech room by bumping red pillar in middle.  Go back into mines and go up 
stairs.  Tech rm switch should have exposed switch here to go into theater.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
4. THEATER (max head room!):  Grab chaingun...stay high..wait for them to come to you.  
2 switches above to continue back into mines.  Exit theater via entrance.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
..
.
.
.
.
.
.
.
.
.
5. CONTINUE MINES:  Theater switch will open door to rest of mines. Door will close 
behind you.  False walls in here.  Go through and then another to your left, go through,  
One more (use your map to find them).  Flip switch at end.  Opens another room with heads.
Flip switch in there...lowers block to sky floor pit.  Get blue key in sky floor pit. 
Must jump at exactly right moment to get out of pit.  Reset lift by tapping wall in S 
end of pit.  Probably will take a few tries.  Go back out (W)...mines will continue on 
to big room.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
6. BIG ROOM:  Good Fights...a few buttons..on through hexagonal control room..up lift 
to Big Hall.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
7. BIG HALL: Trick is to do as many barons as possible before they tp out:  Launch as 
many rockets as you can into the hive before you have to deal with the advancing barons
.....don't miss too many times or you'll run out of rockets.  Switch in hive will open 
door to switch room.  Which switch in switch room?  Look at your map meathead!  Go on 
from switch room...switch near window will lower pillar.  Go back to big room and get 
on pillar.  Notice that switch in big hall is now available to ride lift to red door 
(much later in mission).
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
8. LAVA PIT: Go back to big room, get on pillar you lowered, ride it to near ceiling...
jump N to TP. TP into hell...stay on triad in middle...let the rockets fly.  Run to 
platform at SE....trigger narrow rim stairs by stepping on first one. Go up stairs, 
flip switch...Barons come out of room by start of rim stairs...kill...hit button in 
this room...opens rest of exit mines at top of stairs. Follow up to end...tap wall..
you're back...its now daytime...go to blue door.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
10. BLUE DOOR: This is tough (but it use to be much tougher when the water was hot!).  
Do barons....stair to E is blocked....Door to west is blocked.  Lower door to W by 
hitting hidden switch on W side of stairs coming down from blue door. Fight your way 
past imps...cacos...tp into room with sergeants...switch in this room will lower 
aforementioned blocked stairs to E of blue door...onward.  After wasting "stuck" 
baron(s), jump gap using those stairs....have to go perfectly straight to do this.  
Switch will open door to S to the monkey pit.
.
.
.
.
.
.
.
.
.   
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
11. MONKEY PIT: Get out chaingun. jump in pit and immediately go in cage via entrance 
to the left of where you jumped down...keep that chaingun blazing and cut through imps. 
Go all the way around to button...but don't push button until you've mopped up the 
remaining heads and imps.  Push button...then next button..hall continues opposite 
the way you jumped in.  When you grab the red key...if your a real stud..you'll stand 
your ground and fight 'em off.  If your a wimp (like me) you'll keep on running forward
...cutting em down with the chaingun. 
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
12: THE PIT: Now finally...its going to get tough!  Since you now have the red key..go 
back out blue door...go to red door (drop back into mines...follow around (tap the raised 
wall in mines near theater entrance to lower it) to big room, up on through to big hall, 
push button in S end of hall ride lift to red door.  The pit has imps on level about half 
way down...then it drops straight down to the bottom which is polluted with barons...
here's how you do it:  Pick imps off w/ shotgun running around the edges...occasionally 
dropping down...don't stand still!  After imps-be-gone jump down onto imp ledge at either 
end and open up with the plasma, slowly strafing to one side than quickly returning to 
other, etc. firing the whole way.....when the plasma trail stops going down...your barons 
are done...take them out of the oven.  Since there are two sets of barons restricted to 
each half of the pit...you'll have to do the same thing on the other side...ah the smell 
of burning baron!  After your done...hop down and grab the key.....congrats!  No its on 
to the final battle.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
13. THE FINAL EPIC BATTLE: With yellow key in hand....lower pillar in big room as before, 
ride pillar, tp to lava pit, follow exit mines back to top. TP's are now lowered to cross 
acid lake to beginning.  Enter yellow door.  There are invisible annoying tps in here...
just follow the plasma to avoid them. Tap the back of the chair then hit the raised skull 
switch. Now the fun starts....don't let them intimidate you....the trick is to strafe and 
fire...strafe and fire....don't miss too many times...and always strafe/run in one 
direction only lest you walk right back into "a little lovin'".  Adequate plasma to do 
the job in the W end of the room.  Good Luck!

E2M8

DM Spawns
0
Co-op Spawns
4
Help improve the database by uploading an image
Creative Commons License