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The central pile of crates includes a cul-de-sac (H) which conceals a shell box. There is a box of bullets in the extreme northwest corner of the level. This crate can be lowered into the floor by following the east wall, past the window, and pulling the switch at the corner (G). Just to the right of the start point is an alcove containing a green armor atop a nearby crate, out of reach, is a box of shells ( I'm too young to die and Hey, not too rough) or a shotgun ( Hurt me plenty, Ultra-Violence, and Nightmare!). Click the switch at the end of the hallway (F) to raise a bridge to the exit door. Another blue door will appear immediately on your right, behind which is the red keycard (E). Follow the passageway beyond, go down the stairs, and open the blue door. Turn left to see a series of five crushers.ĭash through the crushers and continue around until you find the blue keycard (D). Follow this hallway as far south as it goes you will pass the exit door (C), inaccessible across nukage on your right, and come to the red door. Open the door using the switch on the left, then walk through to raise the stairs.Ĭontinue south and take the first right. Go south through a rusty metal opening into a green marble hall. Essentialsįollow the wall on your left to the south, then east, until you come to the berserk pack (A). Sector numbers in boldface are secrets which count toward the end-of-level tally. Map of E2M2 Letters in italics refer to marked spots on the map. Players who explore the maze systematically, will find a fair number of stimpacks and medikits included as well. There are also no Former Human (zombie) enemies, despite these being common in most of The Shores of Hell levels. The map is also unusual, as Player 2 starts in a different location than Player 1 in co-operative mode. The open layout is highly unusual for a stock map and, when the player first fires a weapon, inevitably results in his being charged by Imps from all directions (there are several sound-blocking linedefs in the room, but they have negligible effect, due to the numerous "air gaps" between the boxes and the fact that a sound must cross two such lines in order to be suppressed ). The "crate maze" subsequently became a cliché of Doom level design. The warehouse is predominantly a maze of crates, designed to give a sense of space without overtaxing Doom's engine. This level is known for the large "warehouse" area in the north, which was inspired by a similar warehouse in the finale of the 1981 adventure film Raiders of the Lost Ark. It was designed by Tom Hall and Sandy Petersen, and uses the music track "The Demons from Adrian's Pen". E2M2: Containment Area (MAP10 in PSX/ Saturn/ Jaguar/ 3DO/ GBA/ 32X) is the second map of The Shores of Hell in Doom.
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