Overview: The pace of action in The Pentadrome is best suited for cooperative play, but once the monsters are thinned down, it's a fabulous place for a deathmatch. With few dead ends and lots of twists and secrets, The Pentadrome keeps you on the edge of your mouse pad (and your sanity!)|
The objective is to explore the three major regions of the Pentadrome, which requires the player to locate 3 key cards, and then make it to the exit lift alive.
If you make it to the exit lift and still have a load of energy... find the secret button chamber (it'll be close by) that activates the showdown phase of The Pentadrome. If you have the stomach for the finale, be prepared to re-explore your immediate surroundings and take advantage of secret passages. If you look close, you'll always find them.
The finale comes in two phases. The second phase of the finale requires some creativity in getting up to the room that triggers the final showdown. When you find some new buttons durring the end-game, try pushing them and returning to the main arena to see the results.
Give-Aways: The endgame is tough, but there is more than enough ammo around. You have to find it, though. Try the silver wall at the top of the exit lift!
Once you find the exit room (Southern tip of the main arena), you can take the lift to the exit or push on the West wall, which reveals a secret room. There you'll find a BFG and a button that triggers the first round of the showdown. A new chamber and tunnel also opens up.
The buttons that you find durring the end game (in the new tunnel) allow you to change the topography of the main arena in the Pentadrome. This can be useful when being chased by Cybedemons. Each "arm" of the main arena is split into four definned surfaces: 1) The main floor 2) Inner Column 3) Mid Fang 4) Outer Fang The Mid and Outer Fangs are arranged symetrically, like concentric triangles. The Inner Columns are in the middle of each Mid Fang. All of this is part of the main floor when the game begins. The middle button (of three) raises the Inner Columns to the ceiling. The other two buttons raise the Mid and Outer Fangs in incements of 16 and 32. The two buttons directly behind the outer buttons lower the corresponding Fangs to the floor. This can also be done with the two levers located in the balcony overlooking the main floor of the arena, which are visible at the start of the game.
To trigger the final phase of the finale, you have to raise the Fangs high enough into the air so that you can leap from the arena balcony onto the Outer Fang and then jump over to secret room that the Cacodemons came from. There you'll see a door and a button that starts the second round, which will also open up a new tunnel.
New from scratch|
DEU v5.2 and BSP|
|Anonymous||An interesting map with a clever use of height-changing floors--this is one heck of a 1994 WAD. 4 stars, would love to see a remake.||x|
|yakfak||it's a fascinating level when you're trying to decipher all the secrets. but on the survival front there's nothing to worry about - there's enough ammo to defeat the standing army of Earth strewn about the floor and the few high-pressure encounters occur within easy access of an invulnerability sphere. still, it's got nice, bright geometric ideas and a certain playfulness||x|
|Anonymous||The wad file is dated 08/14/94, and that is clearly correct given the map layout, visuals, puzzles, gameplay (POC @ UV) & bugs. In those 1994 days it presumably would be fairly exciting, but in 2014 we've seen this kind of wads with all it's flaws thousands of times before. So if you're in a quite nostalgic mood or like to see what went all wrong during those days, give it a try, else it's a WOT. Overall rated according to 2014 standards: 1/5. BTW NOFI.||x|