[Doom II] Ancient Aliens - MAP07: Dare to Fly Where Eagles Soar (UV-Max)

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Published on ● Video Link: https://www.youtube.com/watch?v=d_rX5wYi-eE



Duration: 4:18
133 views
2


Game: Doom II
WAD: Ancient Aliens
Mode: UV-Max
Source Port: Zandronum 2.1.2 - Boom Compatibility
Recorded using Bandicam

The Harbinger League of Path of Exile took up a lot more of my free time than intended, which explains the massive delay with MAP07.

MAP07 took some practice for me to figure out and it took me many botched runs, 99% Enemies and deaths before I figured out a solid plan to run through. My emphasis on strategy and angles (at the cost of agility and reflexes) helped me clear this level faster than intended.

This level has one of my favorite audio tracks and coolest level names in Ancient Aliens so far. The music made the constant repeats worth it. I also have a plan to now attempt Cyberdemon's DSDA record on PR-Boom+ once I get the recording feature working.

MAP STATS
==========
Map: 07 - Dare to Fly Where Eagles Soar
Author: Skillsaw
MIDI: Stuart Rynn - Featherfall
Enemies: 143
Secrets: 2


SECRETS
========
1) As you are heading towards the Blue Skull Key, you have to press a switch that lowers an elevator up to the room with the Eagle Warp. The switch not only lowers the elevator, but on the other side, it lowers a second elevator that has a Berserk Pack. You must quickly grab it before the elevator rises again. Only attempt this if the way to the pack is clear of the Mancubus and the Cacos.

2) When you land into the Tri-Key Door area, 2 compartments open and release 8 Cacodemons into the battle to the left and right of the door. Once you get back onto the pillar with the Rocket Launcher (the one with the Chaingunners), do a straferun towards the Cacodemon Pen to the right of the door (the door's left, your right when facing it) and you will open another room with an ambush of 2 Demons and 2 Shotgunners. The Soulsphere in here counts as a secret.

TIPS
====
- Mastery of the Supershotgun against small enemies is mandatory. Utilize angles so you can kill 2-3 enemies with 1 blast. Infighting also helps immensely in this level.

- Make sure you keep tabs on what enemies you have killed and especially not killed. Most runs I tend to forget enemies on the ground floor when I got the Megaarmor or got the Red and Yellow Keys. All it takes to fail your run is 1 Zombie or Imp.

- When you release the Cacodemons from the Tri-Key Door platform, use some rockets to filter out their numbers. Try to get at least 2-3 of them. The Chaingunners from the Rocket Launcher platform can make good infighting assistance.

- The Soulsphere at the end of the Eagle Warp is optional. Only attempt it there is very few Cacodemons or you are very evasive and can slip through. If you drop down, to the ground, kill the enemies and then take the warp back to the Start. You will lose a few seconds, but having an extra 100 health for the Blue Skull Key can make a difference. Just remember to save 3-4 Rockets for the Mancubus on the platform should you NOT do it.

- In the area with the Eagle Warp to the Blue Skull Key, utilize any surviving Cacodemons to assist in infighting, especially if they antagonize the Revenants. Once the platform is clear, eliminate some Cacodemons. Make sure all the Cacodemons are dead before going to collect the Yellow Skull Key.

- At the switch that opens up the Red Skull Key Eagle Warp, the Mancubus can be an effective ally. When it fires, backtrack behind the wall nearby so that the fireballs end up shooting the Chaingunners guarding the switch. Their assistance can let you pick up any health and ammo in the area, while saving time. The 2 Revenants in this area should be lured out a bit so the Archvile doesn't resurrect them when it is revealed.

- When you drop into the pit on your way to the Yellow Skull Key, slay the Shotgunners on 1 side while picking up the rockets. Utilize the Rockets and the Arachnotron on the opposite you are camping to quickly slay them. If you feel you are able to take splash damage, slip through them and go to the other side. Repeat the process until all Barons and both Arachnotrons are dead. Once you throw the switch, rush the Archvile before it begins raising corpses.

- The Yellow Skull Key platform has to be straferunned onto, unlike the other keys, which spawns on the platform you warp to. Make sure you fire a SSG or Rocket once you materialize to ensure you slay the lone Chaingunner guarding it. When you open the Tri-key Door, there should be 7 enemies left.




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Tags:
Doom
Doom II
Ancient
Aliens
Ancient Aliens
MAP07
UV-Max



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