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Cry of the Poseidon

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About This File

In an effort to combat the problem of declining energy sources, GEO(Global Energy Operations) was created to research a blossoming field of study: Harnessing the planet's own geothermal energy. Fifty years after it's formation, GEO opened the doors to the Poseidon Power Plant. The Poseidon's many towers stretched to the skies above and the ocean floors below, drawing the heat from the planet's geothermal actions and generating enough power to fuel the world entire. The Poseidon has provided the world with enough energy in one year to pay for itself ten times over. It has become one of the most important structures in the world.

It is so important that the Poseidon has it's own army: An array of powerful aircraft and navy vessels too formidable for any earthly foe.

Earthly foe, that is. The Poseidon recently fell when a legion of hellspawn, remaining from a previous invasion of Earth, destroyed all resistance and overtook the facility. They're using the power plant's energy to open a portal to their dimension, where hellspawn are pouring out by the dozen. The demons have sent us a transmission, informing us that they plan on using the Poseidon as their Earth headquarters. They seek to control our planet, transforming it into another Hell. They also have a close eye on the surrounding waters, and will destroy the entire facility if any ships or aircraft come within their reach. With no hope of even getting within sight of the Poseidon, it seems like the demons have already won.

All is not lost, however. Scientists have released a prototype stealth system, theorized to be invisible to the demons' sensors. If it works, vessels could be sent to the facility, and the plant could be deactivated: Thus closing the portal and elimating the threat of destruction. The only problem: Only one stealth device was made, and it is only large enough to cloak a one-man submarine. It is not possible to build addition devices in time, which means this will be a solo job. Using this stealth system, you could get inside the plant and shut off the power. The demons won't notice you until they see you with their own eyes, and by that time it will be too late for them!

*** Mission Outline ***

Your mission is to infiltrate the facility and deactivate the demon's portal by temporarily shutting off the power. A blue keycard was designed for this, however our sensors show that it is no longer in the facility. We fear the demons have taken it into their own dimension, which means you'll have to cross through into Hell itself to retrieve it.

Unfortunately, you won't be able to get anywhere near the portal, as demons will pour out of it if you come within it's reach. To stop this, you must locate a number of emergency shut-off switches, easily identifiable by the hexagonal mettalic patterns on the walls, ceiling, and floor. Each decreases the amount of power the Poseidon can produce, and will thus weaken the portal. The more switches you find, the fewer demons you'll have to face to get through to Hell.

Once you reach the portal, you must cross into Hell and find the keycard. Once you're there, the commanding demons will know of your presence and will begin the self-destruct procedure. You will have a limited time to find the card, return to the Poseidon, and shut off the power before the demons destroy the facility.

There are two endings to this wad(three if you count dying): If you shut off the power, you'll get the good ending, and if the demons manage to destroy the place before you can do that, you'll get the bad ending.

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Unknown date

This wad is very weird and I'm not talking about level 32 (though I'm still interested the fuck that was). This is something you need to experience because it's pretty hard to describe. It's far from perfect but it's so ambitios that I can't resist not to give 5/5. It's a shame author never finished any other wad.

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Unknown date

This is, ummm, strange. Especially that weird level 32. 4/5.

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Unknown date

Mhm. Massive. Bit tricky, tight on ammo, but interesting. I don't understand mockerish ending, though :) -- Brun Ohn

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Unknown date

needs more ammo and wepons

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The Monitor

Unknown date

Not too bad, but the first time I played, I nearly got all the switches (5 out of 7, I think), but lost at the hell thing for trying to kill everything. Oops. Oh, well, warrants an 80%.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.