Final DOOM: The Plutonia Experiment - Ultra Violence - Map 12-15 & 31-32

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Published on ● Video Link: https://www.youtube.com/watch?v=7txby-Q5KJA



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Final Doom (1996)
Duration: 53:40
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Map 12.
Although this CAN be done quick, if you want to complete it 'normally' the title is pretty ironic. Once you leave the starting room, it's a good idea to lure the mobile enemies back to the start, so you don't have to deal with the 'snipers' whilst tyring to kill them.
There's a Cyberdemon in this map, but due to some torches, you can render him completely useless by taking shots at him with your Super Shotgun, whilst he can't hit you. Finding the Archviles is a good idea, the bulk of them are in positions where they won't revive enemies, but they're in vantage points where they can see you from a large area. There's one that teleports between four teleports as well, just get into a corner and fire into the only one it can see you from with Rockets. It should die as soon as it tries to attack you. The latter stages are annoying for the amount of Commandos that can snipe you with their infinite range bullshit. Plasma Rifle/Rockets are probably best, as you'll want to kill them quickly.
Don't forget about the Red Key like I did, you can see my frustration when I realised it was underneath the Cyberdemon corpse.
Map 13.
Another Mancubi ambush in a small room, you should know how to deal with these by now.
After this room clear out the Sergeants and Cacodemons near the entrance to the next. When you've dealt with the enemies at the bottom you'll come to an Archvile with some Commandos. You can use the Archvile to replenish bullets if you wish, you're pretty safe taking shots round the corner in this room.
Some Revenants spawn near the end, and there's two static Archviles. Deal with the Revenants, then attack the Archviles from the nearby pillars.
Map 14.
An easier map than the way I started would suggest. I didn't have many Rockets, or Shells, and no Plasma ammo, so I was playing tentatively until I got the Soulsphere, Blue Armour, and big Cell Pack. The invisibility is obviously a trap, when you grab it, take a few shots at the weaker enemies so you have more space to manoeuvre. Take on the Hell Knights individually, so you don't have to overpredict where they're firing.
An Archvile will spawn where the Sergeants were once you press the switch. If you can, get him to continually respawn them, to restock on ammo.
Map 15.
Not a lot I can say here. It was a rush. There's a couple of Megaspheres that make doing this level quickly viable, one of them handily by the secret exit. Having more Plasma ammo would've helped more, but as you'll see, it wasn't necessary.
Map 31.
You can see the threats from the beginning. Four caged Cyberdemons, although to be honest I had more pain with the 'hidden' Archviles that hideaway near the switches.
The bulk of the rest of the enemies shouldn't be too problematic, as they're generally in open areas.
If you want, save after every Cyberdemon encounter (or just before too). This will give you the best chance of making it through.
Until the end, I was probably the biggest threat to myself to be honest, considering I hit a closed door with a Rocket twice, but the Cyberdemons failed to hit me.
The ending could've been finished quicker, but knowing there was a Megasphere at the start of the next level, I decided to take on the Revenants.
Map 32.
I actually take longer than I did last time, but would've been faster had I taken the Cyberdemon guarding the Yellow Key Door on with the BFG.
I wanted to leave this map in a relatively good condition, and with the amount of ammo and a decent amount of health left I did do so. I think excluding the first Cyberdemon, I was actually quicker.




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At this time, iCABALi has 3,549 views for Final Doom spread across 18 videos. The game makes up 10 hours of published video on his channel, less than 0.52% of Final Doom video content that iCABALi has uploaded to YouTube.