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- =================================
- =SECTION TWO= CHEATS AND SPOILERS
- =================================
-
- -------------------------------------
- CHAPTER [9]: How can I cheat in DOOM?
- -------------------------------------
-
- *9-1*: What are the DOOM cheat codes?
- =====================================
- Here is a list of the cheat codes from DOOM. During play, just type
- the codes in with the keyboard. You need not hit ENTER after the code.
- After entering, a message should be displayed at the top of the screen
- telling which cheat mode was activated.
-
- idbehold Displays menu (followed by S, V, I, R, A, or L for choice)
- S=Strength (Berserk)
- V=Invulnerability
- I=Partial invisibility
- A=Full Automap (computer map)
- R=Anti-radiation suit
- L=Light amplification visors
- idchoppers Gives you the chain saw (long story behind the message)
- idclev Warp (followed by episode number and level number)
- # idclip No clipping (you can walk through walls)
- iddqd Degreelessness mode (God mode)
- iddt Toggles Automap between normal, full, and full with objects
- (enter when in Automap mode)
- + idfa Gives full ammo, 200% armor, and all weapons but no keys
- idkfa Very Happy Ammo (full ammo, 200% armor, all weapons & keys)
- # idmus Changes the music to a certain mission (followed by
- episode and level number)
- idmypos Displays your bearing and coordinates in hex
- @ idspispopd No clipping (you can walk through walls)
-
- #: Found only in DOOM II
- @: Only found in in DOOM I
- +: Only found in DOOM v1.4bt and up
-
- *9-2*: What command line parameters exist?
- ==========================================
- To use most of these parameters, start DOOM by typing:
- "doom -devparm <parameter> <more parameters>". If the "-devparm" parameter
- is not needed, the parameter will be marked with a plus (+). Most of these
- parameters can be mixed and matched to create different effects. For
- instance, typing "doom -devparm -wart 1 8 -record demo01 -respawn" would
- record a demo on episode one, level eight, with monster respawn. Lastly,
- typing F1 during development mode will allow a 256 color screen capture in
- PCX format.
-
- @<filename> Used to read in a command line parm file
- -altdeath Activates DeathMatch v2.0 (v1.4 and above)
- -avg Ends the game after 20 minutes
- -cdrom Uses C:\DOOMDATA directory for data
- -comdev Internal development, texture mapping
- -config <file name> + Reads an alternate configuration file
- -control Unknown
- -deathmatch + Starts NetDoom in Deathmatch mode
- -debugfile <parameter> Dumps debugging info to debug<parm>.txt
- -devparm Puts you in developers mode
- -episode <episode> + Starts on episode (1-3)
- -GUS Uses the original GUS instrument mapping
- -GUS1 Uses the new GUS instrument mapping (default)
- -fast +++ Nightmare mode without respawn
- -file <name w/ .WAD> + Allows usage of an external PWAD file
- -left ++ Sets up a network terminal for the "left view"
- -loadgame <game number> + Starts from a saved game (0-5)
- -maxdemo + Specifies the maximum size of a LMP recording
- -nodes <players> + Starts NetDoom with 1-4 players
- -noblit Internal bugging switch, useless
- -nodraw Internal bugging switch, useless
- -nojoy Does not use the joystick
- -nomonsters + Starts the game without monsters
- -nomouse Does not use the mouse
- -nomusic Does not play background music
- -nosfx No sound effects
- -nosound No sound at all
- -opl3 Enables the stereo music through OPL-3 on PAS16
- -phase Enables phase shifting on PAS16
- -playdemo <name w/o .LMP> #+ Plays back a recorded demo
- -record <name w/o .LMP> + Makes a demo recording until you finish or die
- -recordfrom <0-5> <demo name>+ Records a demo from a saved game
- -regdev Internal development, texture mapping
- -respawn + Causes enemies to respawn in non-Nightmare
- -right ++ Sets up a network terminal for "right view"
- -shdev Internal development, texture mapping
- -skill <skill level> + Starts on skill level (1-5)
- -statcopy Unknown
- -timedemo <name w/o .LMP> # Calculates the number of times the screen is
- redrawn when playing a demo
- -turbo <speed 1-255> Increases the speed of the marine
- -warp <episode> <level> Warps to episode (1-3) level (1-9)
- -wart <episode> <level> Loads a PWAD named ExMy.wad
-
- +: Does not require the "-DEVPARM" parameter.
-
- ++: If you have a network, try setting up a network game with three players.
- The three terminals should have the parameters:
- "doom -devparm -nodes 3 -left"
- "doom -devparm -nodes 3"
- "doom -devparm -nodes 3 -right"
- Then, set up the left and right terminal monitors next to the middle
- monitor, in a virtual-reality type configuration. When you turn your
- head, you see the screen turned 90 degrees! This ONLY works with
- versions 1.0, 1.1, 1.4, 1.5, and 1.6 of DOOM.
-
- +++: Must be used in conjunction with the "-WARP" parameter
-
- #: For the "-playdemo" and "-timedemo" options, if you give an LMP file name
- of "demo#" (i.e. "demo3"), then that internal demo will be played if the
- external LMP file is not found. For example, to play the internal 1.6
- shareware demo #2 (multiplayer demo), type "doom -playdemo demo2".
- Additionally, when using "-timedemo," the game will give you two
- numbers after you quit to DOS, GAMETICS and REALTICS. To determine
- the DOOM frame rate use the formula (GAMETICS/REALTICS) * 35.
-
- Note: DO NOT name your LMP demos ExMx.LMP, or they will *NOT* work.
-
- If anyone has any idea what the "unknown" or question marked
- parameters do, send me some E-mail!
-
- [9-2-1]: What do the dots that appear in development mode mean?
- ---------------------------------------------------------------
- Direct from id, the final formula for calculating the frame
- rate that the dots represent has been determined. The formula to convert
- dots to frames per second is:
-
- 70
- --------------------
- <NUMBER OF DOTS> + 1
-
- --------------------------------------------
- CHAPTER [10]: Can someone tell me how to...?
- --------------------------------------------
-
- This chapter is full of spoilers for people who are "stuck" in the
- game. Enjoy!
-
- [10-1]: Where are the DOOM secret levels?
- =========================================
-
- [10-1-1]: Knee-Deep in the Dead
- -------------------------------
- You must be on level three to access the secret level in DOOM.
- First, there is a room with an elevator with armor on it in the northwest
- corner of the map. Press the red button in this room. This opens a corridor
- in the room where you can see a glowing sphere. The room it leads to has
- some lighted alcoves. Walk up the stairs. You should be able to hear a
- mechanical sound. This is the sound of two alcoves being lowered. The map
- looks similar to this drawing. (I love the beauty of ASCII art)
-
- Alcove 1 /\ /\
- \/ \
- / /\ \
- / / \ \
- / /\/ \ \
- \ \ / /
- /\ \ / /
- \/ \ \/ \
- Alcove 2 \ /\ \
- \/ \ \
- \ \
- \ x
- ENTRANCE
-
- Walking into this room normally, the alcoves rise before you can see
- them. But, if you run up the stairs to one of the alcoves fast enough,
- you can get in it and rise to a secret door. Alcove 2 leads to the
- blue glowing sphere. Alcove 1 leads to an island surrounded by ooze.
- You can get a rocket launcher here. In alcove 1, follow the ooze down
- the tunnel. The tunnel leads to a switch that raises the bridge over the
- opening ooze pit. A secret door is also near the switch, but the bridge
- leads to the secret exit. REMEMBER TO >BOOK< TO THE ALCOVE! :)
-
- [10-1-2]: The Shores of Hell
- ----------------------------
- When you get to Command Center, walk out the elevator door, and
- turn right. Walk up the stairs in the far right corner. At their top of
- the stairs, enter the door to the right. Walk to the end of the hallway.
- Open the door, and look to the right. Open that door and turn the switch
- immediately on the right in that room. That switch raises stairs in the hall
- you just left. Walk up those stairs, get through the red curtain, and get on
- the transporter. Kill the lost souls in the room you are transported to
- and open the hidden door there (a lion head marks it). Again use the
- transporter, and you will find yourself walking towards a marked EXIT-door.
- Enter and turn the switch!
-
- (10-1-3): Inferno
- -----------------
- The process of getting to the Inferno secret level is probably one of
- the most creative things in DOOM, and the most difficult to figure out. The
- way to get there is from level 6, "Mt. Erebus". You must get inside a blue
- box with no ceiling which is in a large triangular depressed area with
- "water" at its bottom. Inside it is a skull switch ending the level. Getting
- inside the box counts as one of the secret passage units for the level. Next
- to the box is a large red building which one can get on top of. To get on
- top of it, you must use the secret teleporter in the building with the
- berserk pack and stairs in it, with the four Imp cages by the entrance. For
- specifics, the teleporter leading to the ledge above the blue box is located
- at <0x27ed486,0x2315201>. Upon entering the building, you will see a secret
- opening to the teleporter on the left. The teleporter takes you to a ledge
- on the top of the red building. If you go to the right along the ledge you
- will be looking down at the blue box. Unfortunately, the distance is too far
- to jump. The key is to shoot a rocket at the ledge wall, the explosion of
- which will throw you into the box! The area on the ledge where you want to
- fire the rocket at the wall is located at <0x375bead,0xa900072>. There is a
- rocket launcher on the level, on a platform out in the open with a chaingun
- and a bunch of monsters. Finally the exit inside the blue box itself is
- located at <0x37f436d,0xc1ffa3c>. You will take a lot of damage in the
- process, even with lots of armor and health, however, there are a few
- invulnerability artifacts on the level which will protect you. One is next
- to the wall where the launcher and chaingun are, and the other is inside a
- central shack that opens when you enter a nearby enclosure to pick up the
- green armor.
-
- (10-2): Where are the secrets in DOOM?
- ======================================
-
- *10-2-1*: DOOM I Secrets
- ------------------------
-
- A HUGE thanks to Paul Falstad for making this section possible.
-
- *10-2-1-1*: Secret Master List
- ------------------------------
-
- SECRET IDMYPOS DECIMAL
- SECTOR COORDINATES COORDINATES SECRET DESCRIPTION
- ======== ================ ============ ================================
- E1M1:
- 1 68 < b700000,f1000000> ( 2928, -3840) (oddly color wall after zigzag)
- 2 69 < ccd0000,f0f00000> ( 3277, -3856) (shotgun behind tower in zigzag rm)
- 3 70 < dda0000,f0e00000> ( 3546, -3872) (elevator behind tower in zigzag rm)
-
- E1M2:
- 1 21 < 5ec0000, 3c80000> ( 1516, 968) (door to outside in NE)
- 2 106 < 2200000,fc800000> ( 544, -896) (door to E rm w/backpack in maze)
- 3 116 < 1380000, 1200000> ( 312, 288) (door on SE side of small structure
- at beginning)
- 4 140 <f9b80000, 5b80000> (-1608, 1464) (door before lift to ridge w/imp)
- 5 188 <f7270000,fe8d0000> (-2265, -371) (path to chainsaw in W part of maze)
- 6 194 <f8500000, 1400000> (-1968, 320) (door to extra armor on way to
- chainsaw rm)
-
- E1M3:
- 1 40 <fbc00000,fad80000> (-1088, -1320) (door N of level 9 switch)
- 2 51 <fa200000,f6b00000> (-1504, -2384) (corridor N of drawbridge to level 9)
- 3 73 <fd8c0000,f7a00000> ( -628, -2144) (door in E corner behind blue door)
- 4 134 <f3c40000,f8240000> (-3132, -2012) (door behind SE niche
- in yellow key rm)
- 5 159 <f66d0000,fc140000> (-2451, -1004) (rm w/backpack past green tunnel)
- 6 167 <f5240000,fb240000> (-2780, -1244) (corridor behind N niche in
- yellow key rm)
- 7 174 <f6c80000,fbe00000> (-2360, -1056) (secret door to chaingun)
-
- E1M4:
- 1 71 < 61d0000, 80000> ( 1565, 8) (rm E of green trench)
- 2 88 < 6000000, 1250000> ( 1536, 293) (supercharger)
- 3 118 < 7880000, 3d80000> ( 1928, 984) (backpack rm at start)
-
- E1M5:
- 1 7 <f8aa0000, 3390000> (-1878, 825) (hidden door W of 2-pillar chamber)
- 3 5 <f8a00000, 2f80000> (-1888, 760) (hidden door S of #1)
- 2 3 <f8a00000, 2c00000> (-1888, 704) (steps outside, S of #2)
- 4 49 <fc700000, 5000000> ( -912, 1280) (hidden door E of N elevator behind
- yellow door)
- 5 58 <fdb00000, 7740000> ( -592, 1908) (shortcut to W side of darkroom)
- 6 69 < 1660000, 1480000> ( 358, 328) (shotgun room E of 1st stairs)
- 7 95 < 46c0000, ec0000> ( 1132, 236) (hidden door in toxic lake)
- 8 99 < 59c0000, 2f50000> ( 1436, 757) (path to computer map rm)
- 9 110 <ff040000, 5c00000> ( -252, 1472) (niche with light amp)
-
- E1M6:
- 1 65 < 2640000, 55b0000> ( 612, 1371) (room S of door to outside)
- 2 169 <fce30000,f8d00000> ( -797, -1840) (supercharger in SW tunnel in
- toxic lake behind red door)
- 3 181 <f8500000,f6c00000> (-1968, -2368) (exit from toxic lake behind
- red door)
- 4 190 < 37d0000,fc760000> ( 893, -906) (rocket launcher + invisibility)
-
- E1M7:
- 1 71 <fdb80000,ffa00000> ( -584, -96) (supercharger W of door)
- 2 94 < 2a00000,fa800000> ( 672, -1408) (path outside to invisibility)
- 3 147 <ff1f0000,f72d0000> ( -225, -2259) (ledge in toxic lake S of big pillar)
- 4 153 <fe500000,fa100000> ( -432, -1520) (path behind door E of radiation
- suit in lake N of big pillar)
-
- E1M8:
- 1 59 < 2040000, 1800000> ( 516, 384) (rm E of corridor to 1st door)
-
- E1M9:
- 1 20 < 4200000, 4800000> ( 1056, 1152) (door to NE room)
- 2 65 < 5000000,fe000000> ( 1280, -512) (chaingun in lake in SE)
-
- E2M1:
- 1 3 < 1ee0000,ffde0000> ( 494, -34) (rm with plasma gun)
- 2 5 < 4180000, 800000> ( 1048, 128) (red key)
- 3 52 <ff200000, 800000> ( -224, 128) (thin corridor with health bonuses)
- 4 91 < 1940000,fe480000> ( 404, -440) (computer map behind red door)
-
- E2M2:
- 1 26 < 4010000,fff40000> ( 1025, -12) (chainsaw N of crushing ceilings)
- 2 45 < 4200000, 2100000> ( 1056, 528) (plasma rifle on pillar)
- 3 60 < 8160000, 3920000> ( 2070, 914) (corridor N of 3rd circle in SE)
- 4 109 < 9e00000, 5e00000> ( 2528, 1504) (supercharger NE of blue key)
- 5 128 < 480000, 7200000> ( 72, 1824) (way to backpack, N of blue
- light rooms)
- 6 137 < 33b0000, 7110000> ( 827, 1809) (hidden room E of #5)
- 7 140 < 3dd0000, 55b0000> ( 989, 1371) (computer map, S of #6)
- 8 146 < a700000, fda0000> ( 2672, 4058) (rocketbox behind E yellow door)
- 9 160 < a520000, f200000> ( 2642, 3872) (rocket launcher behind E
- yellow door)
- 10 164 < a5a0000, e700000> ( 2650, 3696) (ammo box behind E yellow door)
- 11 176 < 4a00000, fc00000> ( 1184, 4032) (chaingun on pedestal in N)
- 12 236 <ffdc0000, ac00000> ( -36, 2752) (shotgun ammo behind lowering box)
-
- E2M3:
- 1 37 < 1e00000,fff80000> ( 480, -8) (door in N of pentagram lake rm)
- 2 65 <fbc60000, e40000> (-1082, 228) (plasma rifle in SW)
- 3 97 < 2780000,fea00000> ( 632, -352) (door in SE of pentagram lake rm)
- 4 103 < 3600000, 680000> ( 864, 104) (way into imp cage w/backpack)
- 5 119 < 5780000, 3020000> ( 1400, 770) (rad suit S of toxic)
- 6 121 < 8550000, 3d50000> ( 2133, 981) (supercharger E of toxic)
-
- E2M4:
- 1 10 < 8000000,fd400000> ( 2048, -704) (supercharger room N of big toxic O)
- 2 16 < a000000,ff6b0000> ( 2560, -149) (niche just N of computer map)
- 3 19 < 5800000,ff130000> ( 1408, -237) (plasma rifle E of northern O)
- 4 36 < 68e0000, 2280000> ( 1678, 552) (stimpacks in N part of lava room)
- 5 53 < a0b0000, 970000> ( 2571, 151) (room S of crushing ceiling, E
- of lava room)
- 6 107 < 5700000,fe300000> ( 1392, -464) (mega armor SW of lava room in NE)
- 7 120 < 3800000,fb300000> ( 896, -1232) (room w/invisibility W of toxic O)
- 8 165 < 3600000,f5200000> ( 864, -2784) (berserker S of zigzag in S)
- 9 182 < 7e80000,f5480000> ( 2024, -2744) (supercharger near exit)
- 10 188 <fecf0000,f4f80000> ( -305, -2824) (hidden rm just S of starting point)
-
- E2M5:
- 1 8 <fbe00000, a00000> (-1056, 160) (chainsaw in S middle)
- 2 11 <f9c80000,fe780000> (-1592, -392) (anti-rad suit in circular stairway)
- 3 121 <fea00000, 9000000> ( -352, 2304) (rm near exit to level 9)
- 4 126 <fb840000, 8920000> (-1148, 2194) (secret imp rm E of starting point)
- 5 186 <f28d0000, 1f30000> (-3443, 499) (niche N of fake fire)
- 6 188 <f2250000, 4730000> (-3547, 1139) (rm with baron in cage)
- 7 219 <f83c0000, 87b0000> (-1988, 2171) (secret imp rm W of starting point)
- 8 229 <f2a40000, 8c00000> (-3420, 2240) (energy cell in NW niche in toxic
- lake in NW)
- 9 234 <f3c30000, 4a00000> (-3133, 1184) (room W of #10)
- 10 238 <f4e10000, 4a00000> (-2847, 1184) (lost soul rm thru teleporter in #5)
-
- E2M6:
- 1 0 <ff800000, c200000> ( -128, 3104) (invisibility, etc. by skull
- pedestal in NW)
- 2 16 <fbc00000, 9400000> (-1088, 2368) (long N-S room in NW with
- chaingun & lite amp)
- 3 48 < 6190000, c600000> ( 1561, 3168) (corridor leading N out of
- fake exit)
-
- E2M7:
- 1 44 < 200000,ffa50000> ( 32, -91) (room w/rocket launcher &
- teleporter in SW)
- 2 72 <ffe00000,fd140000> ( -32, -748) (rm w/switch behind red door in SW)
- 3 250 < d0c0000, 3a40000> ( 3340, 932) (computer map rm in E middle)
- 4 284 < 900000, 5ce0000> ( 144, 1486) (plasma rifle rm in NW)
- 5 294 < 5e00000, 7e00000> ( 1504, 2016) (supercharger just E of starting pt)
- 6 301 < 18d0000, 7750000> ( 397, 1909) (chainsaw rm in NE)
-
- E2M8: [none]
-
- E2M9: [none]
-
- E3M1:
- 1 25 <fc5c0000, 7600000> ( -932, 1888) (rocket launcher rm)
-
- E3M2:
- 1 19 < 6e40000, 7d40000> ( 1764, 2004) (wall blocking way to chaingun in NE)
- 2 28 < 2720000, c080000> ( 626, 3080) (hallway to rocket case at tip
- of middle finger)
- 3 58 < 24a0000, 5280000> ( 586, 1320) (plasma rifle near 2nd finger fm W)
-
- E3M3:
- 1 71 < 4600000,ffa00000> ( 1120, -96) (rm E of northern niche in
- E corridor with dark niches)
- 2 110 <fd900000, 1f00000> ( -624, 496) (rm just N of lava maze with BFG9K)
- 3 154 <fec00000, 3a00000> ( -320, 928) (computer map in SW corner of
- N chamber near exit)
- 4 164 < 47a0000, 4510000> ( 1146, 1105) (rm with rocketlauncher N of #1)
- 5 184 < 1c80000, 1c00000> ( 456, 448) (chaingun in SE niche of toxic lake)
- 6 187 < 00000, 3a00000> ( 0, 928) (ammo in SE corner of N chamber
- near exit)
-
- E3M4:
- 1 91 < 4fe0000, 2630000> ( 1278, 611) (rm in NE with SW window where you
- can shoot demons)
- 2 98 <ffe00000,fd040000> ( -32, -764) (BFG9000)
- 3 124 < 6c00000,fd9c0000> ( 1728, -612) (radiation suit in NE)
- 4 177 <feb80000,fae00000> ( -328, -1312) (secret rm with rockets in W side of
- rm S of BFG9000)
-
- E3M5:
- 1 1 <faa00000,fc400000> (-1376, -960) (light amp rm)
- 2 97 < 30e0000, 730000> ( 782, 115) (chainsaw E of center chamber)
- 3 106 <ff200000,ffb60000> ( -224, -74) (S stony structure in center)
- 4 108 < 8a0000, 1200000> ( 138, 288) (E stony structure in center)
- 5 128 <f7420000, 25d0000> (-2238, 605) (westernmost room with plasma rifle)
- 6 132 <fdb60000, 1200000> ( -586, 288) (W stony structure in center)
- 7 178 < 1e40000, 8e00000> ( 484, 2272) (rocket launcher in most northern rm)
- 8 204 <ff200000, 28a0000> ( -224, 650) (N stony structure in center)
- 9 237 <fad80000, 5a00000> (-1320, 1440) (secret door to NW in W part of
- N corridor; leads W to lava room)
- 10 257 <fab40000, 6200000> (-1356, 1568) (radiation suit in NW chamber)
-
- E3M6:
- 1 77 < 3e40000, 39c0000> ( 996, 924) (energy cell in NW-SE oriented
- structure with cages at entrance)
- 2 88 < 3800000, bdc0000> ( 896, 3036) (in front of door to level 9)
- 3 92 < 1800000, a400000> ( 384, 2624) (chainsaw)
- 4 121 < 8030000, 19c0000> ( 2051, 412) (plasma rifle on NE end of
- small building with 2 teleporters)
-
- E3M7:
- 1 80 < 7800000, 5350000> ( 1920, 1333) (BFG9000, in NE)
- 2 84 <fb600000,fe680000> (-1184, -408) (supercharger in pentagram)
- 3 98 <fd2c0000,fc940000> ( -724, -876) (secret rm SE of pentagram rm)
- 4 119 <fd800000, 7920000> ( -640, 1938) (plasma rifle & energy cells,
- past teleporter in SE)
-
- E3M8: [none]
-
- E3M9:
- 1 23 <fcdc0000, 7600000> ( -804, 1888) (secret rm W in rm just S of
- fake exit)
-
- *10-2-1-2*: Secrets in Detail
- -----------------------------
-
- KNEE DEEP IN THE DEAD
-
- E1M1: HANGAR:
-
- # Just after the zigzag look right for the oddly colored wall <0xBA389D6,
- 0xf0e054ec>. Push it for corridor to a open place with a blue armor vest.
- # After you cleaned out the exit room, go back to the zigzag room and look
- right for the shotgun (the tower with the Imp should be lowered now)
- <0xd68473b,0xf2510f63>.
- # For DOOM v1.2, a secret area has been added in the above secret room:
- look in the SE corner <0xdeff476,0xf0effdc2> for the elevator. You'll find
- some armor bonuses up there. The elevator lowers when you are at the
- entrance <0xb96c465,0xf4879655> in the north, so you'll have to run fast to
- get it.
-
- E1M2: NUCLEAR PLANT:
-
- # The small structure you face when you begin, has a secret door in the SE
- corner (the lighter wall part) <0x15005a8,0x121e8ad>. Behind the door is a
- room with a red switch. Pushing that switch will open a secret door in the
- northern corner of the stairs in the east <0x60ada92,0x3affa0b>. You can get
- outside and collect a supercharger and a chaingun.
- + Behind the red door you'll see a stair twisting to the right. On the top is
- an indention to your left <0xf9900144,0x3a49ddd>. If you step on it, it will
- drop down. You will find enemies to your right, and you will also see (but
- not be able to get) the chainsaw.
- # A bit ahead you'll see a lift. Push the first panel to your left
- <0xf9d0052a,0x5aa56a6>. You'll be able to kill those Imps from the ridge.
- # In the southern part of the maze (to get in, pull the switch behind the pillar
- in the green toxic directly to the right behind the red door <0xfdc004de,
- 0x446230f>), shoot the middle most western wall (the one behind the green
- armor vest) <0xf79e0d81,0xfe82feac> for access to the chainsaw (push the
- switch in NW to lower the pillar so you can get it).
- In the same hidden area is some extra armor hidden behind the eastern wall in
- the northeastern corner of the stairs <0xf82fdc62,0x151532f>.
- # In the most eastern part of the maze, push the wall between the white stripes
- <0x1eff099,0xfc88d4d4d3> for a backpack.
-
- E1M3: TOXIC REFINERY:
-
- + The strange grey wall straight ahead beyond the first door you open is a
- secret drawbridge. The switch for the drawbridge is in one of the chambers
- described below.
- # In the room in the NW (the one that opens as soon as you push the red button
- and that contains the yellow key) are TWO secret passages (the second niche
- on your left <0xf3c7ca46,0xf7dfc822> and the second niche on your right
- <0xf5ac3fd1,0xfac4d713>), both will open when you're on the stairs but will
- close again after a (very) short while. Go to the stairs and then run like
- hell as soon as you hear them lower. It'll help when you shoot the drums that
- might get in the way.
- # In the northern niche (leading to a rocket launcher and a green armor) is a
- secret room in the SE corner (just follow the green stuff to the right).
- Run fast for minimum damage. You'll see a backpack and the switch for the
- drawbridge at the beginning. To the east is the exit (a lighter colored
- wall part <0xf6aff87a,0xfbd990b9>) through another secret chamber
- containing the chaingun.
- # In the south-eastern niche (the second on the right) is a supercharger (pull
- the switch on back of the pillar).
- # The drawbridge should be lowered now. Cross it, but be careful! There are
- a lot of Imps lurking behind automaticaly opening doors. My tactic is to
- select the chain gun, run forward and back up as soon as you hear the doors
- open. Then take them out at your leisure. Note that you can also shoot some
- of them via the secret `window' in the SE <0xf9480573,0xf8b2d736>.
- + In the north of the room is a corridor, follow it to find the hidden-level-
- switch.
- # To the north of the room with the hidden-level-switch is a elevator, push the
- wall <0xfbe7f1f6,0xfaafee8c> to lower it, so you can get the rocketbox.
- # Behind the blue door in the eastern corner is a secret door (the lighter
- patch in the SE <0xfd6ffcd8,0xf7a33c3b>). The chainsaw, a supercharger, a
- blue armor and a partial invisibility is available.
-
- E1M9: MILITARY BASE:
-
- You start facing a open space with a cage full of Imps in the middle. The
- following rooms are described relative to that cage.
-
- + In the northeast is a pentagram on the floor. If you touch it, numerous
- enemies will warp in. Try walking around it and then running to the
- corridor. That way you can pick them off one by one.
- + In the eastern room is a lift/trapdoor at the middle of the eastern wall
- <0x75cf281,0x2fa03b> (the highlighted patch on the floor). To the NE are a
- green armorvest.
- # Also in the eastern room is a lift/trapdoor in the SW-corner <0x6102f19,
- 0xff10138d> leading to a indoor lake with the chaingun.
- # The same area is accessible via the lift/trapdoor in the NE-corner
- <0x3d000fe,fcd013ff> of the southern room.
- # In the northern chamber, push the middle eastern wall <0x3efe3b3,0x479d0cd>.
- You'll get into a chamber with several high pillars. The pillar at the far
- side of the room <0x7ad637b,0x423de32> lowers when someone is on the stairs.
- Just run on it, wait for it to rise, and 'jump' to the other pillars by
- running fast counter clockwise.
- + To get to the end of level switch, run down the trench. To the NW is a
- isle with the switch and to the south is the lift upstairs.
- + Although they don't count as secrets in themselves, getting on the
- five pillars, each with a weapon or bit of ammo on it, in the secret
- room on the right hand wall of the room with the ooze trench and
- exit, is one of the more challenging things to do in the game.
- Basically, the room on the secret level of episode one "Military
- Base" contains five pillars of increasing height as you go around
- clockwise, along with a lift which lowers when you are on the entry
- stairs, allowing access to the first and highest pillar. The key is
- to go around each pillar in a counter-clockwise direction. Just
- running and jumping toward a pillar isn't enough, as you will go over
- it but fall off the far side, and this can only get you to the first
- and tallest pillar, and the shortest (or maybe the first two on
- either end if you manage to swipe the item off the top of the second
- pillar before falling). The key is to shift+forward run at each
- pillar, take off and jump toward it, and right when you reach it,
- briefly press the down arrow to move backward. This will stop your
- running and you will be standing still on the next pillar. If you
- move back too soon you will hit the pillar and fall to the ground;
- too late and you run off the far side. It's best to give yourself a
- running start for each pillar and line yourself up so you will be
- jumping over the minimum distance possible. Using the automap under a
- high zoom level can help here. This actually isn't as hard as it may
- seem to get right. I understand some can do this all in one fell
- running swoop by turning in mid-routine, but this is a surer way.
-
- E1M4: COMMAND CONTROL:
-
- # The light wall to the left in the beginning (before the door) <0x785a47f,
- 0x45005ef> hides a backpack.
- # The south exit from the round chamber (the one with the radiation suits)
- leads to a trench. Follow the trench east for the rocket launcher and a
- supercharger. To get the supercharger, simply stand on the left side of
- the lift and press the switch. If you are just barely on the lift, you
- can reach the switch while on the lift. Follow the trench west to get
- out.
-
- E1M5: PHOBOS LAB:
-
- # The chamber in the middle (behind the first stairs you encounter from the
- start) has a secret chamber to the south (behind the drums) <0x15a4aa6,
- 0x1a0025b> with a shotgun.
- # In of the east of this chamber is a toxic lake. In the SE-corner of the
- toxic is a secret passage (the strangely colored wall) <0x466e20d,0x12009bc>.
- There is a rocket launcher and a blue armorvest.
- + In the NW behind the yellow keycard door is a chamber with two pillars and
- an isle with a switch in the green stuff. In the indention in the west
- <0xf8e024a0,0x34ff9c5> is a secret chamber with the antiradiation suit. The
- south wall of this chamber hides another room with the chainsaw. The south
- wall thereof gives away to let you outside and get the supercharger.
- You can get the blue armor in the NE-corner by stepping on the northern
- pillar when it's down, waiting until it rises again and then 'jumping'
- over. Ammo can be found by repeating the same action on the souther
- pillar.
- # Two platforms with Imps hidden in the walls behind the yellow keycard door
- act as elevator in DOOM v1.2. The southern one doesn't lead anywhere.
- The northern one <0xfc2fd5ee,0x4f92783> has a secret wall to the east which
- leads to a secret room with a partial invisibility and a shortcut to the
- darkroom (via the north). The pentagram is a teleporter back to the
- beginning.
- # In the north eastern chamber (the one with the blue floor and the blinking
- light) has a secret chamber to the SE <0x52fbab5,0x3d001f3> with a backpack,
- a chaingun and a computer map.
- # In the northern darkroom is a partially hidden chamber to the SW. The best
- way to get there is to follow the wall left. You'll find the night vision,
- which is very useful in sniping those baddies in the dark.
- + In the northern darkroom the top of the /\ in the middle wall is also a
- secret door, but as far as I can see this isn't really useful (maybe for
- dashing for the exit?)
-
- E1M6: CENTRAL PROCESSING:
-
- + At the first 'crossing' you encounter, look in the NW corner. There is a
- partially hidden chamber <0xfd4ff0b2,0xfe5ab835> with some ammo, health and
- a green armor vest. There are also some Imps there, so to be safe, fire a
- shot into it to detonate the barrels and kill them.
- # Behind the red door in the southwest is a green lake. In the NE-corner
- is an anti-radiation-suit. In the 'middle' (the tunnel in the SW) is a
- supercharger. In the SE-corner is a nightvision, a partial invisibility,
- a blue armor and the exit from the lake.
- # Just before you are by the blue door there is a secret chamber to the
- south. Before you're at the blue door, there is a tower with Imps
- <0x31dc6cd,0xfdc354b5>. When you reach the blue door it will lower so you
- can get in. You will see an anti-radiation-suit. Push the south wall for a
- backpack, a rocket launcher, a partial invisibility and a back way into the
- room with the yellow key.
- # In the same area as where the lowering tower is, is a corridor to the north.
- As soon as you get the yellow key, it will be accessable. The twisting path
- over the toxic waste will lead to a backpack and a door to the outside. There
- you will see a supercharger on a pillar <0x1125332,0x6c93ef6>. The pillar
- will lower as soon as someone goes near it. Step on it and as soon as it has
- risen, press the wall to the west to get inside the complex again.
- + In the room immediately before the ending room, there is a radiation suit
- available behind one of the pillars.
- # In the most eastern corridor is a strangely colored wall <0xd2ffa4f,
- 0xf9fc115f>. Push it to get the computer map.
-
- E1M7: COMPUTER STATION:
-
- # In the southwest is a big pillar <0xfe5cda63,0xf7ff97d9> that will descend
- when you are on the stairs east of it. Stand on top of it, wait until is
- has risen sufficiently and jump on the ledge in the NE <0xffdfe6c0,
- 0xf9237c97> for the computer map or the south lake in the NE corner
- <0xff1e2866,0xf72ffeb0> for the chaingun and (when you leave via the secret
- door to the east) a backpack. Jump in the lake in the north and run fastly
- to the tunnel in the NW <0xfdf75b77f,0xfa229120>. In the west of that tunnel
- is a radiation-suit and in the east behind the door with the light are some
- goodies and a switch. Throwing the switch will allow you to get to the
- chainsaw later on in the room in the extreme SW <0xfacc64c4,0xf5a40aa1>.
- Leave the tunnel via the north and look behind the pillar <0xfea017a9,
- 0xfacffbc5> in that lake for blue armor. Follow the acid to the north to the
- supercharger <0xfdb37a3a,0xffa1e2e2> and leave via the east.
- # After you get the blue key in the northwest, two hidden areas will open to
- free Imps and former humans. The secret room in the middle of the map
- <0x1319742,0xfa50049c> has a false wall to the east which leads to
- outside so you can get a partial invisibility.
-
- E1M8: PHOBOS ANOMALY:
-
- # The only secret room <0x1cfdaa6,0x17bdce1> is in the east in the corridor
- leading to the first door and contains a supercharger.
- + Note that there is a map in the east of your starting point.
-
- THE SHORES OF HELL
-
- E2M1: DEIMOS ANOMALY:
-
- # The SE-corner <0x63aba49,0xfdd82d07> of big room in middle (the one with
- the windows to the east, the south and the west) turns into a teleporter to
- the plasma-gun after you pull the switch <0x4e7f923,0xfee0883b> on the outer
- west side and push the button on the west side of the little wall that rises
- out of the floor (the east switch opens the passage to the red key).
- # In the SW is a indention <0x31cb145,0xfb50105e> with two skull-switches.
- Press the eastern skull-switch first for access to a teleporter to a
- corridor filled with bonuses in the north.
- # Behind the red door <0x186bb69,0xfd97f0a8> is a blue mega armor and the
- computer map.
-
- E2M2: CONTAINMENT AREA:
-
- # If you walk along the south border of the storage area (the one with all
- those boxes), you'll bump into a box <0xff9751f6,0xb101ab0> which will lower
- if you are north of it, to reveal some shotgun ammo.
- # In the south east quadrant are three circles with parts of the floor going
- up and down. The northern one has a secret corridor <0x82ff4df,0x22fd506>
- in the north leading to the blue door in the north, filled with
- life-bonuses.
- # In the SW area (with three corridors with the blue lights on the ground and
- ceiling) is a partially hidden corridor <0xff85ce0a,0x6b92713> in the NW
- corner of the most western corridor. When you try to get the backpack, the
- wall behind you will close and the wall in front of you will lower,
- revealing some Imps. The door behind you will open after a while. The
- SE corner <0x2afe532,0x7011ab87> (the black-colored wall) is the
- secret door to a small chamber. The SE corner <0x3682291,0x6ebaa52>
- of that small chamber (the wall with the small green light) hides a
- corridor <0x4afeea4,9x667fa8e> back to non-hidden territory (the
- lightly colored wall). The most south part of the corridor
- <0x414d0b4,0x5d0039e> (the black wall part) gives away to a
- computermap.
- # In the south middle quadrant is a room <0x1baafb3,0x1d7344b> with two
- pillars, one khaki, one with tubes (to get there leave the three
- corridors with the blue lights via the way you came in. Turn right
- and first left. The room on your left [east] is the one you seek).
- The west (khaki) pillar <0x31dc5c4,0x2901565> has a switch on the north
- side, with which you can lower the eastern pillar to get the plasma
- gun.
- # In the south middle quadrant is a corridor with skull crushing
- doors. To get by them, run forward as soon as they start to go up.
- Take them one at a time. The middle one <0x3f4c349,0xff1006b4> (third
- one from either side) has a secret passage in the north ridge, leading
- to the chainsaw. When you get it lost souls will try to get you from
- hidden rooms in the south and east.
- + The room <0x6ec4d6b,0x3a0ad08> with the yellow keycard in the south
- middle has a bridge hidden under the red blood, following blue lights
- on the ceiling, just walk forward and back again fast to make them
- rise.
- # The western room behind the yellow door <0x456db4c,0xdc9ca53> contains
- the chaingun, just flip the switch!
- # In the eastern room <0x852f5ab,0xdadd4d9> behind the yellow door
- you'll see three rooms to your right and three auto-rising pillars to
- the north. You can get the backpack on the middle pillar by running
- over the pillar when it starts to rise or later on. The switch on the
- eastern pillar <0x95f38f8, 0x11901ab9> opens the middle door
- containing the rocket launcher. Flip the switch on the middle pillar
- <0x85ba244,0x11900694> for the south chamber (with ammo) and the one
- on the west pillar <0x75fa7ef,0x11900ad> for the north chamber
- (containing a rocketbox). It's best to pull all switches after each
- other. Note that the pillars lower as soon as you enter one of the
- rooms, so you can't open any doors after that! (but you can get the
- backpack).
- # To get the last secret go into the room with the blue keycard,
- <0x9e4f2bb,0x5affb22> and look up at the four corners. Note that the
- extreme southeast corner is lit up unlike the other corners. Go and
- stand in this corner and face along the wall. The platform with the
- supercharge on it will lower <0x9e41c9a, 0x5eff45c>. Run across and
- get it before it rises again. It will only go down once, so you only
- get one chance at it. This is one of the harder secrets in all of
- DOOM to find and get to.
-
- E2M3: REFINERY:
- # In the most SW corner of the map is a corridor <0xfba6989a,0xfed0450f>
- to the room with the blue key containing the plasma gun. To get the
- plasma gun, jump in the red blood and run north (right) fast.
- # In the middle south is a room with a five-sided green lake. The wall
- <0x2847ab9,0xfe90013e> to the south east (the part with between the
- light lines) offers a shortcut.
- # The next secret on this level is similar to and next to the one
- above. You can get out of the room with the green lake
- <0x25ff9c6, 0xfe9f8db4> via a one way secret door on the wall in front of
- the main entry way, which leads back to the room with the imp cage. The
- other secret door above refers to a one way door into this room which is on
- the wall across from where the rising and falling platforms with candles on
- them are.
- # In the south east is a partially hidden cage with Imps
- <0x1de36ff,0x10156d>. You can enter via the NW corner <0x2effa57,0x951b16>
- to get the backpack.
- # Follow the corridor behind the blue door through the open area and the room
- with all those pillars and blinking light to the green toxic stuff. If you
- go around the corner <0x52fff7d,0x313783c> in the SE, you will find a
- radiation suit. In the middle of the eastern wall <0x6729d81,0x42cd91e> of
- the green stuff is a corridor to a room with the supercharger in the NE
- corner <0x85000da,0x3eac965>.
-
- E2M4: DEIMOS ANAMOLY:
- # In the middle of the south wall <0xfd743e02,0xf5510517> of the beginning room
- (directly opposite to the TL's to the north), hides a room with the shotgun.
- # Take the teleporter to big room. In the north is a elevator. Press the
- head left of it to go up. You'll see a green armor and a computermap.
- To get them push the little red pillar <0xadc846c,0xfebfff01> with the skull
- on it in the NE corner.
- # To the north of the big O formed by green toxic waste is a secret door
- <0x59bf44d,0xfb6fe831>. It opens if you have walked via the corridor
- <0x75b231a,0xf6c3a683> in the SE of the big O. There is a supercharger and
- radiation suit. (Don't forget the partial invisibility south to the entrance)
- # To the west of the big O with green toxic waste is a corridor with a T to the
- north <0x213d209,0xf9a64b57>. To the east of that corridor is a secret wall
- <0x27fad41,0xfab20726> with a partial invisibility and a chaingun. Shoot the
- wall to get them.
- # In the great round corridor in north, behind the blue door: In the east is a
- `dent' <0x4ed2810,0xff5f15c1> in the ring. This is a trapdoor with a secret
- door to the east and leads to a plasma gun and a teleport to the middle of
- the great round corridor.
- # In the great round corridor in the north: follow NE corridor to a room with
- lava.
- - The small door <0x62ffe68,0x3b6bde> in the SW leads to a small green lake.
- The SW corner has a blue armorvest behind some drums.
- - In NE corner <0x815a37c,0x2c8c810> behind the lava is a secret door.
- Warning! the SE branch of the corridor behind it leads to a crushing ceiling.
- Outrun it and push the green patch <0xa6ffd1d,0x64560a> in the east for the
- exit. The SW branch lets you go back to the lavaroom.
- # In the room above, just over the edge of the wall, is a small ledge
- with some medikits <0x6ff9294,0x22b3e1f> on them which normally aren't
- visible from the room and can be missed when running over the lava to the
- secret door.
- # In the south middle behind the place where you find the blue keycard, is a
- small twisty path <0x3550d3b,0xf5c84264> high above the acid. In the SW
- part of the toxic <0x35019f4,0xf510358a> is a berserker.
- # After you open the door to the exit, look back and get the supercharger
- <0x7e9bcac,0xf5497b99>.
- + Note: for those of you still searching for that damn switch so you can get
- to the exit: go in the lake and then towards the exit. The switch is on the
- right wall of the teleporter left of the exitdoor.
-
- E2M5: COMMAND CENTER:
-
- # The room where the first door leads to has two secret rooms in the space
- between the room and the stairs. The doors <0xfb80ba93,0x7dbd7cc>
- <0xf8373cba,0x7e031f5> are facing the south and will open automatically to
- reveal Imps and ammo.
- + The ridges <0xfca60096,0x3febfc5> <0xf71000d0,0x3e622b8> of the green lakes
- of the big room south of the begin both lead back to normal territory.
- # In the SW is a roughly (--) shaped room. In the room NW of the middle
- of this (--) is a switch <0xf3efdd28,0x1367f57> which activates a stair so
- you can walk through the fake fire <0xf29412f7,0x18d236d> in the NW corner.
- The teleporter there takes you to an area infested with lost souls. The west
- wall <0xf4690f4,0x496136d> with the head leads to another room with
- transporter. That transporter takes you to the switch <0xfe9fb836,0x92ff44b>
- for the secret level.
- # In the room east to the room in the south middle with the room to the N,E,
- and W and a view to the circular stairway in the south, is a secret door
- <0xfbaff1cb,0xae3ad8> in the NE corner (near the cozy head-fire) hiding the
- chainsaw.
- # In the center of the circular stairway is a anti-radiation suit guarded by
- a demon. The door <0xf94949db,0xfe6d93d0> to it will open as soon as
- you are at the top of the stairs <0xfa165eed,0xfdd56896>.
- # The south door directly after the circular stairway leads to two corridors.
- The eastbound corridor is the way to the exit, the westbound leads to C
- formed green lake in the west. In the north of that lake is a door
- <0xf1a21e52,0xfe94f08f> (behind the ammo clip). Follow it to a baron of hell
- in a cage. North of that you will see a long corridor with three doors to
- the east. The northern and southern doors lead to a ledge around the lake
- to the east. The middle door <0xf27dc571,0x826c8a6> (the wall part with the
- pentagram over the ugly head) leads to the isle <0xf5420514,0x823f2c1> in
- the middle of the lake, where you'll find a plasma gun. To activate the
- bridge to the isle, you have to push the button <0xf2aff9f7,0xfd1cd93e> in
- the room in the center of the C-formed lake you passed while coming here.
- BTW: If you fall in the lake, the transporter <0xf42dc0b0,0x7500bcf> in the
- indention in the SW brings you back to the beginning.
- # In the slime lake mentioned above, not only is there a teleporter,
- but there is also another niche with a cell pack in it
- <0xf29859a4,0x8bf7c8b>.
-
- E2M9: FORTRESS OF MYSTERY:
-
- There are no secrets in this level.
-
- E2M6: HALLS OF THE DAMNED:
- + In the SE where you find the blue keycard, two rooms with demons will open
- automatically. The SW one has a chainsaw behind the brown wall <0x6362f60,
- 0xff151336>.
- + Three parts of the mazes are secret. All the secrets are off the area at
- the north of the level after going down the long narrow passage to the
- junction.
- # The area to the east with the fake exit counts as a secret.
- # The area to the north with the goodies on the table counts as a secret.
- # The area to the west past the crushing ceiling counts as a secret.
-
-
- E2M7: SPAWNING VATS:
-
- # In the NW is a corridor with ribbles. The third indention is a corridor
- leading to a very dark open patch. In the NE <0x126cccd,0x772feab> is a
- switch which opens a room with a chainsaw. In the SW <0x32fff5,0x3de1cbe>
- is the plasma gun.
- # In the SW is a room with a radiation shield and small patches of green
- acid in indentions along the walls. The SW indention <0x137b2c8,0xff25986d>
- has a corridor to the south leading to a chamber with a rocket launcher and
- a teleporter. The teleporter will get you to a red door, with a switch
- <0xffe013c6,0xfd1015b7> behind it. Pushing that switch will open an
- oute door to a secret room in the beginning-room <0x5d894b7,0x76751d7>
- (SE corner) with a supercharger. Because this room is protected by two
- doors, a second switch must be flipped to open the second door.
- + To open the inner door, flip the switch that is past the blue keycard
- door, up the stairs, and to the left in the room with the acid pool
- <0x4205835,0x2d00641>.
-
-
- E2M8: TOWER OF BABEL:
-
- There are no secrets on this level.
-
- INFERNO
-
- E3M1: HELL KEEP
-
- # The small grey chamber before the exit has a secret room <0xfc900da5,
- 0x7606912> in west containing the rocketlauncher.
-
- E3M2: SLOUGH OF DESPAIR:
-
- # To get a chaingun, follow the wall to your right (west) to the chaingun
- behind the wall. The wall will lower when you walk over the red patch
- <0x6b010ab,0x75220b7> to its west side.
- + The second `finger' from the east has some cages with former sergeants. To
- get into those cages, walk over the red triangle <0x3fa278b,0x817fa0c>.
- The floors of the cages lowers and a wall behind you will come down.
- To lower the triangle column (actually it rises) you want to shoot the
- back wall of one of the six cages the sergeants were in. Shooting it
- raises the pillar exposing the red triangle, walking over which
- lowers the sergeant platforms allowing you to get the stuff in each one.
- # In the large circular room at the end of the middle finger is a
- supercharge.
- # The plasma gun is hidden in the western part <0x2072324,0x4ecdc0e> of the
- pillar you see when you stand with your back to the second `finger' from the
- west.
-
- E3M3: PANDEMONIUM:
-
- + In the starting room, a megaarmor can be obtained on a ledge overlooking
- the yard in front of where you start. When you go up the stairs to the
- right, and then down the elevator to the area which has stairs going down
- to where the blue key is, there is actually a second elevator in the wall
- which leads up to the ledge with the armor. This second elevator
- <0x48189c,0xfe5f9916> can only be used once, and you must move back
- slightly after pressing the button or else the elevator will catch half way
- up under an overhang. The armor's ledge does damage so grab it quickly.
- + Directly north of the beginning is a great open place with 4 pillars.
- Pressing the switch <0xfea95756,0xaff327> in the north will lower the middle
- pillar <0xfe921ce9,0xfef4c1db>, so you can get the shotgun.
- + To get to the rooms with the windows to the room in the beginning, go
- north and take both the east and the west stairs, and then south.
- # A little north of the middle is a round green lake <0x120905e,0x1754b6d> with
- a lavalike ceiling. In an indention <0x1c9c5cd,0x1c492ee> in the east is the
- chaingun.
- # In the SW is a corridor with two platforms (one in the north and in the
- south). There is a small corridor in the south. When you follow it, you'll
- come to a T-split. In the west (right) is an invulnerability, useful for
- running over the lava in the east. Take the turn left (east). You should be
- on the southern platform of the corridor. In the south of that platform you
- can see a lava/blood maze <0xfd9760e5,0x1de4aec>. In that maze you'll find
- the BFG9000 <0xff1ebaad,0xdeec44> in the SE corner and a supercharger
- <0xfe3afdf3,0x2101114> in the NW corner. You can also get to the lava maze
- by going directly north from the beginning, then taking the west stairs,
- then following the path north.
- # One of the most northern chambers (the one just before the blue door leading
- to the exit) has two air shafts flanking a formation you could describe as a
- coach facing north. When you stand on the coach <0xff6e17cb,0x532520e> the
- wall part west of the stairs south will lower allowing you to get the map.
- The wall part <0xfffcfa97,0x41c62aa> east of the stairs will lower when you
- push it.
- # The last two secrets are in the area to the east of the level, off
- the east hall and over the stairs guarded by lost souls. Just
- entering the room around beyond it with the lava and Cacodemon counts
- as one secret. Getting to the area past that with the berserk pack
- and armor counts as another.
-
- E3M4: HOUSE OF PAIN:
-
- + The first room to the west from the beginning has a secret room <0xfebbbdcd,
- 0xc4c579> in the SE corner containing the shotgun.
- # In the SW (a bit behind the blue door) is a room with a doors to the east
- (the entrance), to the north (where you find the BFG9000 <0xffdaa1b0,
- 0xfd07e1fa> in some lava), to the west (where a lot of Imps and a baron of
- hell await you) and to the south. The south chamber has a secret room
- <0xff49f58f,0xfae5873e> to the west filled with rockets.
- # In the south middle east of the blue door is a room with a door to the north
- and a small patch of blue lake on the east side. Press the wall <0x3ddce70,
- 0xf9d91cc3> a bit more north of that patch of blue for a green armorvest.
- + In the middle is a room with two pillars with switches on all sides.
- Here is a rude ascii-chart of the scene to facilitate solving this.
- [#] is a door opened by switch #
- [Y] is the yellow keycard door
- [R] is the red keycard door
- Behind door 2: an invulnerability
- Behind door 3: the yellow key
- Behind door Y: the red key
-
-
- +---+
- +--+ | |
- | +-------+ +--+
- +-------------+ + [7] [Y] |
- | [3] | ---+---+--+ rest of the level...
- | --------+--+ [6] [7] | .
- | [2] | +-+[R]+--+ |
- | --------+--+ | | |
- | 0 4 | | |
- | 3 [] 1 7 [] 5 | ++ +-+ +-+ +
- | 2 6 | +-+ +-+ +-+ <----- secret wall, press it
- . +-+ for a radiation suit
-
- # As drawn above, there is a secret wall <0x6cffeee,0xfdd03be8> in the south of
- the most eastern indention. It contains a radiation suit.
- # The final secret for this level is located to the left of the starting
- room, past the Cacodemon cages and behind the wall. Using the teleporter
- across the lava to enter the room counts as a secret.
-
- E3M5: UNHOLY CATHEDRAL:
-
- # Take the most western entrance to the cathedral. Push the west wall
- <0xfc4e8e97,0xfc5dfd80> and get the lightamplifier <0xfad56408,0xfc1fa3ee> in
- the SW corner.
- # The most NW chamber (the one with the lava floor) has secret door
- <0xfa4ed057,0x61933f5> to the east with a radiation suit. The transporter in
- the room leads to the middle of the map/cathedral.
- # The east wall <0x2d56f0d,0x9b29c1> of the big central room of the cathedral
- (the one with the four 2x2-teleporters) hides a small niche with a
- supercharger and a chainsaw. The yellow key is required to open this
- door.
- # Also the four stony structures to all sides of the middle warp-in are hollow.
- The doors will automatically open each time you warp in to the middle from
- another place (from outside to inside).
- # In the cathedral are four 2x2-teleport-places. The northern two are
- connected to the north by a corridor. That corridor has a secret passage
- <0xfd48642a,0x56afd0c> in the NW.
- # The most northern room has three switches and a teleport with crushing
- ceilings.
- The SE-switch opens the secret doors in the corridors to the east and west,
- enabling you to get the rocket launcher and some rockets.
- The NE-switch lowers the blue key in the NW-corner.
- The NW-switch lowers the chaingun in the NE-corner.
- The teleporter in the SW teleports you to the NE corner of the cathedral.
- # The most eastern room (east of the exit) has a small pit, from where many
- enemies will warp in. To the east of that room, behind the skull <0x787fd10,
- 0x2eaf2e4>, is the BFG9000.
- + For those of you wondering just which damn transporter you have to take to
- get out the middle of the cathedral: it's the most southwestern of the
- northwestern patch of transporters.
-
- E3M6: MT. EREBUS:
-
- + In the east is a cubus-formed building on a hexagon isle. The east alcove
- <0xd1027ea,0xfe2234b7> is the way in. In the NW corner <0xb9d75d8,
- 0xfeb0d1db> is the backpack. Pushing the skull <0xbd80026,0xfe22bffe> on
- the west wall lowers the wall in the SE, releasing the enemies trapped there.
- Pushing the skull <0xc5fdf50,0xfe67fb05> on the north wall lowers the wall
- in the NE, so you can get the radiation suit there.
- # In the north is a NW-SE oriented structure with two cages with Imps at
- both sides of the entrance. That structure has a secret door inside in
- the middle of the NE wall <0x3a60e7c,0x356d9b4> (at the small light on the
- floor) and a teleporter in the middle of the SW wall <0x281e808,0x22e23de>.
- The teleporter will put you on a high structure further north. From
- there you can 'jump' west and get the chainsaw. You can get out via the
- transporter in the SE side <0x34a6f68,0x9bd1900> of the structure you warped
- on.
- # East of the above described NW-SE oriented structure is a small _|_ formed
- building on a small hill. The building contains two teleporters. The
- eastern warps you on the NE ridge of the hill, where you can get the plasma
- gun <0x7e352bd,0x1c1c059>. The western transporter also warps you to a ridge
- (NW) of the hill, but there are only some shotgun shells there.
- + The small blue building <0x941bec7,0x293e0bb> in the NE contains a radiation
- suit and cacodemons.
- + All compact flaming red structures contain enemies and a few soul spheres
- or a radiation suit. Sometimes one of the walls goes down, spilling the
- enemies.
- # See Chapter [10-1-3] for information on getting to the secret level.
- This counts as a secret as well.
- # The fourth and final secret passage area on this level is inside the
- same building room with the secret teleporter leading to the blue box
- ledge. On the opposite wall is another hidden wall opening
- <0x3aa61a5,0x365963f> which contains a cell pack.
- + The exit is in the middle west: follow the south wall over the lava, you'll
- see a tunnel <0xfb186e6b,0x54a49e> going north to the blue door, and further
- the exit beyond.
-
- E3M7: GATE TO LIMBO:
- # Beyond the northern blue door is a maze of small lava tunnels. In the SE
- corner <0x7a37332,0x5bec063> of this maze is the BFG9000 and a transporter
- to the SW quadrant of the map. In the NW is a transporter <0xff7323ef,
- 0x824218c> warping to the SW quadrant, the red key <0xfe3f638e,0x6fd04ca>
- and a red door.
- + There are several pillars in the various lava-lakes with red doors, all
- containing transporters:
- (0) In the most SW lake is in the north a pillar <0xf9e908db,0xfc8d60ac>. It
- warps you to a room where you can see the yellow door. In the same room
- is also a switch <0xfcaffa88,0x45f8a18> on the east wall, pushing it
- activates a bridge in room (1).
- (1) In the middle (big) lake is also a pillar <19c3b9d,362e08> with a
- transporter. It warps you to the room west of the above room.
- In this room is also a yellow door, in it is a switch that activates the
- bridge to the pillar in the middle of a lake (.
- - In the most northern lake are two pillars (east/west). The western pillar
- <ffa72354,6c46d07> has a transporter to the SW ridge looking out over the
- middle pillar..... The switch <f9d003cc,569d8a4> opens a door???
- The eastern pillar <2d380df,57aafc9> leads to the ridge east, with the
- yellow key...
- - SE: 31ff6e7,faea6d2e> NE of tower, with plasma gun.
- - In the NW lake is in the north a pillar <0xfe1aff7a,0x4093707> containing a
- transporter. It warps you to the yellow door.
-
- E3M8: DIS
-
- + Not a real secret room, but in case you are wondering: the room in the middle
- contains a plasma gun and a blue armorvest.
-
- E3M9: WARRENS
-
- + This level is very similar to E3M1, but is much more difficult.
- # Just like in Hell Keep, there is a rocket launcher just in the west of the
- small grey chamber <0xfd20a96c,0x76057af> in the NW. This rocket
- launcher is not available on Ultra-Violence mode and above.
- + Note that many of the hidden rooms full of enemies (the rooms that open when
- you go over the transporter-lookalike in the NW) contain weapons and other
- goodies. Most beneficial of those is the BFG9000 in the SW corner of the
- lake (west behind the entrance).
-
- *10-2-2*: DOOM II Secrets
- -------------------------
-
- *10-2-2-1*: Secret Master List
- ------------------------------
-
- SECRET IDMYPOS DECIMAL
- SECTOR COORDINATES COORDINATES
- ======== ================ ===========
-
- Level 1: Entryway
- 1 41 < 8b00000,13700000> ( 2224, 4976)
- 2 8 < 67c0000, bd80000> ( 1660, 3032)
- 3 17 < 9b80000, a0c0000> ( 2488, 2572)
- 4 57 < 9a10000, f800000> ( 2465, 3968)
- 5 28 < b4e0000, ba60000> ( 2894, 2982)
-
- Level 2: Underhalls
- 1 20 < a4c0000, 87b0000> ( 2636, 2171)
-
- Level 3: The Gantlet
- 1 5 < da00000, ac90000> ( 3488, 2761)
-
- Level 4: The Focus
- 1 15 <fdca0000, 4890000> ( -566, 1161)
- 2 14 <fe020000, 34b0000> ( -510, 843)
- 3 43 <ff9f0000, 6250000> ( -97, 1573)
-
- Level 5: The Waste Tunnels
- 1 139 < 6840000, 1c00000> ( 1668, 448)
- 2 3 < 3510000, 1ad0000> ( 849, 429)
- 3 52 < 1800000,fa440000> ( 384, -1468)
-
- Level 6: The Crusher
- 1 98 < 4200000, 2600000> ( 1056, 608)
- 2 124 < 24e0000, 1130000> ( 590, 275)
- 3 146 <ff420000, 7520000> ( -190, 1874)
-
- Level 7: Dead Simple
- 1 1 <fda00000,ff600000> ( -608, -160)
-
- Level 8: Tricks and Traps
- 1 6 < f200000, 74c0000> ( 3872, 1868)
- 2 125 < f200000, ae40000> ( 3872, 2788)
- 3 12 <10550000, 9200000> ( 4181, 2336)
- 4 9 <102c0000, a290000> ( 4140, 2601)
- 5 57 < 2f40000, 9500000> ( 756, 2384)
- 6 100 < bc00000,10320000> ( 3008, 4146)
- 7 98 < ea40000,11400000> ( 3748, 4416)
-
- Level 9: The Pit
- 1 109 <fc600000, 2600000> ( -928, 608)
- 2 118 <fd070000, 3050000> ( -761, 773)
- 3 16 < 5c00000, 6db0000> ( 1472, 1755)
- 4 17 < 5ac0000, 6c00000> ( 1452, 1728)
- 5 22 < 5840000, 6ec0000> ( 1412, 1772)
- 6 43 < 2d50000, c950000> ( 725, 3221)
-
- Level 10: Refueling Base
- 1 114 <fda20000, 2480000> ( -606, 584)
- 2 111 <fda00000, 1380000> ( -608, 312)
- 3 112 <ff200000, 2800000> ( -224, 640)
- 4 116 <fc260000, 2800000> ( -986, 640)
- 5 5 < 5c00000, 8c40000> ( 1472, 2244)
- 6 12 < 3c60000, 7000000> ( 966, 1792)
- 7 26 < 80a0000, 5c00000> ( 2058, 1472)
- 8 180 <f8b00000,f9600000> (-1872, -1696)
- 9 34 < 57a0000, 5400000> ( 1402, 1344)
- 10 49 < 37d0000, 4d50000> ( 893, 1237)
- 11 80 < 6400000, 3480000> ( 1600, 840)
- 12 74 < 7a50000,fbbd0000> ( 1957, -1091)
- 13 71 < 6840000,fc000000> ( 1668, -1024)
- 14 101 < 600000,fffb0000> ( 96, -5)
- 15 59 < 1c0000,fcc00000> ( 28, -832)
- 16 120 <f8e00000, 4f00000> (-1824, 1264)
- 17 121 <f8e00000, 4e00000> (-1824, 1248)
- 18 122 <f8e00000, 4e00000> (-1824, 1248)
-
- Level 11: 'O' of Destruction!
- 1 28 < 6600000, 3240000> ( 1632, 804)
- 2 75 < 67e0000, 71f0000> ( 1662, 1823)
- 3 114 <ff480000, 9fc0000> ( -184, 2556)
-
- Level 12: The Factory
- 1 26 <fd950000, 3000000> ( -619, 768)
- 2 85 < 3040000, 2c00000> ( 772, 704)
- 3 155 <fef80000,fc730000> ( -264, -909)
- 4 122 <ffa00000, 1200000> ( -96, 288)
-
- Level 13: Downtown
- 1 3 < 5000000,f68b0000> ( 1280, -2421)
- 2 74 <fcb00000,f2de0000> ( -848, -3362)
- 3 11 < 2e00000,f3d00000> ( 736, -3120)
- 4 108 <fd200000,f7680000> ( -736, -2200)
- 5 128 <ffb80000,f7780000> ( -72, -2184)
- 6 166 < 2400000, d20000> ( 576, 210)
- 7 213 <ff400000, 40000> ( -192, 4)
- 8 223 <ffc20000,fc6f0000> ( -62, -913)
-
- Level 14: The Inmost Dens
- NONE
-
- Level 15: Industrial Zone
- 1 290 < 11c0000, 600000> ( 284, 96)
- 2 276 <fd880000,ff500000> ( -632, -176)
- 3 104 < 4c80000,fc800000> ( 1224, -896)
- 4 53 < b000000,f5800000> ( 2816, -2688)
- 5 70 < 8100000,f3c80000> ( 2064, -3128)
- 6 71 < 8100000,f3880000> ( 2064, -3192)
- 7 47 < 7c30000,f5360000> ( 1987, -2762)
- 8 21 < 5440000,f1040000> ( 1348, -3836)
- 9 147 < 380000,f1e00000> ( 56, -3616)
- 10 216 <fc970000,f5770000> ( -873, -2697)
- 11 195 <fce00000,f0340000> ( -800, -4044)
-
- Level 16: Suburbs
- 1 41 < 1c00000,fd180000> ( 448, -744)
- 2 33 < 1b80000,fe580000> ( 440, -424)
- 3 13 < 6c90000, 800000> ( 1737, 128)
- 4 7 < 5310000,fff80000> ( 1329, -8)
-
- Level 17: Tenements
- 1 48 <fd400000,f5200000> ( -704, -2784)
- 2 89 <fa900000,fd380000> (-1392, -712)
- 3 150 <fb040000,f94c0000> (-1276, -1716)
-
- Level 18: The Courtyard
- 1 17 <f7f40000, 3f60000> (-2060, 1014)
- 2 36 <fa050000,ff050000> (-1531, -251)
- 3 76 < a300000, 4300000> ( 2608, 1072)
- 4 74 < 8b00000, 940000> ( 2224, 148)
-
- Level 19: The Citadel
- 1 43 <fdc20000,ffe20000> ( -574, -30)
- 2 97 <fd860000, 1a00000> ( -634, 416)
- 3 95 <fc360000, 1e60000> ( -970, 486)
- 4 100 <fa350000, 5a90000> (-1483, 1449)
- 5 85 <f9270000, 73c0000> (-1753, 1852)
- 6 33 < 6430000, 5300000> ( 1603, 1328)
- 7 126 <fdb70000,fc640000> ( -585, -924)
- 8 38 <ff200000,ffad0000> ( -224, -83)
- 9 52 < 5400000, 1910000> ( 1344, 401)
-
- Level 20: Gotcha!
- 1 56 < 8360000,ee3e0000> ( 2102, -4546)
- 2 4 < ece0000,f5ff0000> ( 3790, -2561)
- 3 101 < 5200000,fbf00000> ( 1312, -1040)
- 4 127 < 2600000,ff180000> ( 608, -232)
- 5 132 < 2210000,ff1c0000> ( 545, -228)
- 6 128 < 29e0000,ff1c0000> ( 670, -228)
- 7 59 < 6730000,f1270000> ( 1651, -3801)
-
- Level 21: Nirvana
- NONE
-
- Level 22: The Catacombs
- 1 85 <fd200000, f50000> ( -736, 245)
- 2 125 <fd300000,ff000000> ( -720, -256)
- 3 14 < 3340000, 3a00000> ( 820, 928)
-
- Level 23: Barrels O' Fun
- 1 61 < 600000, a700000> ( 96, 2672)
- 2 11 < 81c0000, b780000> ( 2076, 2936)
-
- Level 24: The Chasm
- 1 98 <ff000000,f8540000> ( -256, -1964)
- 2 116 < 1000000,f6870000> ( 256, -2425)
- 3 62 <f5400000,fec00000> (-2752, -320)
- 4 123 <fda00000,f1d00000> ( -608, -3632)
-
- Level 25: Bloodfalls
- NONE
-
- Level 26: The Abandoned Mines
- 1 29 < e00000,ffb80000> ( 224, -72)
- 2 34 < 16c0000, 200000> ( 364, 32)
- 3 98 <f8380000, 3a00000> (-1992, 928)
- 4 121 <fb6c0000, 4e00000> (-1172, 1248)
-
- Level 27: Monster Condo
- 1 10 <fb5c0000,fea50000> (-1188, -347)
- 2 177 < 5f60000,fdad0000> ( 1526, -595)
- 3 171 < 6400000,fbe00000> ( 1600, -1056)
- 4 92 < 12d0000, 2f60000> ( 301, 758)
- 5 93 < 1200000, 4e00000> ( 288, 1248)
- 6 45 <f95d0000, 5000000> (-1699, 1280)
- 7 129 <f7bd0000,fc400000> (-2115, -960)
- 8 157 < 4e00000,f7600000> ( 1248, -2208)
-
- Level 28: The Spirit World
- 1 54 < 3e00000,f1a00000> ( 992, -3680)
- 2 55 < 5b00000,f1a00000> ( 1456, -3680)
- 3 17 <fdc80000,f3c00000> ( -568, -3136)
- 4 3 <fea80000,f5a00000> ( -344, -2656)
- 5 88 < 4240000,ff440000> ( 1060, -188)
- 6 92 < 6440000, 840000> ( 1604, 132)
- 7 93 < 6440000, 3dc0000> ( 1604, 988)
-
- Level 29: The Living End
- NONE
-
- Level 30: Icon of Sin
- The only secret here is how to complete the level. At the south end
- of the final room is a switch which raises the platform in the lava
- to the north (with the box of rockets). Hit the switch and wait for
- the platform to go up. Then go to the platform, hit space to lower
- it, and get on. Just before it gets to the top, shoot a rocket into
- the exposed brain of the demon. Then jump down and lower the
- platform again. This takes about three tries.
-
- Level 31: Wolfenstein
- NONE
-
- Level 32: Grosse
- NONE
-
- *10-2-2-2*: Secrets in Detail
- -----------------------------
-
- All the official secret areas in the game are numbered and listed below,
- along with the sector number, IDMYPOS coordinates, and decimal coordinates.
- "Official" secrets are those which are counted towards the "Secrets" total
- on the end level screen. Some non-secret areas which are hard to find
- are also listed, but are not numbered.
-
- Level 1: Entryway
- 1 41 < 8b00000,13700000> ( 2224, 4976)
- In the northernmost room, you see two switches; a near one on your
- right, and a far one on your left. The one on the right opens a
- small area to the northeast with some armor and health. Hit the
- right switch before the left one, since the left one makes the right
- one go away. (Although if you stand in the right place and hit the space
- bar, you can still open the secret door, even if the switch is gone.)
- 2 8 < 67c0000, bd80000> ( 1660, 3032)
- 3 17 < 9b80000, a0c0000> ( 2488, 2572)
- 4 57 < 9a10000, f800000> ( 2465, 3968)
- In the center room (just south of the exit), there is a lift to the
- west. Go up the lift and hit space on the wall to the west,
- revealing a few imps and a switch (#2) which opens a door leading
- outside in the southeast corner of the center room. Outside (#3)
- are some imps and a shotgun. Once you hit the switch at the top of
- the lift, jump down onto the platform just east of the lift. This
- will open a room with a rocket launcher to the north and east (#4).
- 5 28 < b4e0000, ba60000> ( 2894, 2982)
- A room with two imps and a stimpack, behind a hidden door on the
- south side of the east wall of the center room.
-
- Level 2: Underhalls
- 1 20 < a4c0000, 87b0000> ( 2636, 2171)
- Just southwest of the red keycard (at the top of the steps) lies a room
- with blue armor. There is also a teleporter back to the beginning.
-
- Level 3: The Gantlet
- 1 5 < da00000, ac90000> ( 3488, 2761)
- In the main room, south of the two sets of stairs and the rocket
- launcher, is a small outcropping with a ledge. You can make it over
- the ledge if you run southeast at the right angle from the raised
- area west of the stairs. Try standing at <b8cf79f,e2495ca> at angle
- dbf00000 (or thereabouts) and running straight forward. Once you
- make it, walk through the south wall to a small room (#1),
- containing a supercharger and partial invisibility. There is also a
- teleporter to the tower with the rocket launcher.
-
- Level 4: The Focus
- 1 15 <fdca0000, 4890000> ( -566, 1161)
- The hallway south of the starting point leads to a staircase, then
- curves east to a door. On the left side of the corridor are some
- windows into rooms containing armor and lots of sargeants. Near the
- east end of the corridor, there is a hidden door on the north wall,
- just to the right of the window, which lets you into the south
- windowed room (#1), and from there to the north windowed room.
- 2 14 <fe020000, 34b0000> ( -510, 843)
- On the way to the blue key is a room with a lava pool in the
- northwest. Jump in the pool; there is a secret door to the north,
- leading to a room (#2) containing a double-barreled shotgun.
- 3 43 <ff9f0000, 6250000> ( -97, 1573)
- Once you get the red key, walk east off the platform. There is a
- teleporter there, which takes you to the area just south of the
- staircase mentioned above.
-
- Level 5: The Waste Tunnels
- 1 139 < 6840000, 1c00000> ( 1668, 448)
- Just behind the supercharger in the north area of the map (not the
- one at the start) is a small room with a beserker.
- 2 3 < 3510000, 1ad0000> ( 849, 429)
- Starting in the room with the blue key (the one with red doors at
- the west and east ends), walk north through the window and press
- space on the north wall. Then run north until you're in the room
- with the plasma gun.
- 3 52 < 1800000,fa440000> ( 384, -1468)
- On either side of the exit are doors to a room containing some ammo.
- Jump down from one of the ledges on the west or east sides of the
- room.
-
- Level 6: The Crusher
- 1 98 < 4200000, 2600000> ( 1056, 608)
- Of the two southernmost pillars in the room just west of the starting
- point, the eastern one contains a secret. Hit space on its north or
- east wall to lower it, revealing a megasphere.
- 2 124 < 24e0000, 1130000> ( 590, 275)
- The poison river in the room with the blue keycard leads southeast to
- a room with a teleporter, which takes you to the staircase just east
- of the plasma rifle.
- 3 146 <ff420000, 7520000> ( -190, 1874)
- In the northwest corner of the room with the spiral staircase is a
- little outcropping with a few chaingun sargeants. You can jump into
- it from higher up on the staircase. (Don't try jumping straight
- west; you need to jump a little bit north, too. Try running
- straight ahead from <1698256,70dce25> at angle <6d480000>.) In the
- middle of its west wall is a door leading to a secret room with lots
- of cool stuff, including a megasphere.
-
- Also: the blue door north of the starting room leads to a lift. After
- lowering the lift, you will see a little room to the south of the
- lift with some armor.
-
- Level 7: Dead Simple
- 1 1 <fda00000,ff600000> ( -608, -160)
- The platform around the end-level switch in the center. Kinda hard to
- avoid, unless you're playing deathmatch, in which case there is another
- end-level switch (along with a BFG9000) in the northwest corner of the map.
- There is no way into that room from the outside, so you can't enter it in
- single player. There is a deathmatch start in there, however, and you
- can open the door from the inside.
-
- Level 8: Tricks and Traps
- 1 6 < f200000, 74c0000> ( 3872, 1868)
- 2 125 < f200000, ae40000> ( 3872, 2788)
- 3 12 <10550000, 9200000> ( 4181, 2336)
- 4 9 <102c0000, a290000> ( 4140, 2601)
- Through the door east of the starting point is a room with three
- teleporters; two obvious ones to the left and right, and a third one
- in the center which you can get to by shooting the lion. All three
- take you to a small octagonal room with a pillar in the center. The
- left, right, and center teleporters take you to the north, south,
- and east ends of the room, respectively. Shoot the north and south
- sides of the pillar to open up secret doors behind the teleport
- exits, revealing some ammo (#1), and a chaingun (#2); unfortunately,
- it also reveals some pain elementals, so you can decide for yourself
- if it's worth the trouble. From the east end of the room (which is
- secret #3), if you jump west over the slime to the center of the
- room, a door will open up in the northeast corner of the room.
- Actually, hitting space on the door will have the same effect. This
- door (#4) leads to two radiation suits, ammo, partial invisibility,
- and a teleporter back to the octagonal room.
- 5 57 < 2f40000, 9500000> ( 756, 2384)
- Through the door southwest of the starting point is a cacodemon and a
- chainsaw. As you take the chainsaw, a door will open up revealing a
- little more of the passageway (#5), containing some ammo and green
- armor, as well as a baron, who will teleport to the east to block
- your exit.
- 6 100 < bc00000,10320000> ( 3008, 4146)
- 7 98 < ea40000,11400000> ( 3748, 4416)
- In the room with way too many demons are two switches on the south side.
- The west one opens a door on the north wall leading to another door.
- If you have hit the switch in the room with all the cacodemons, then
- this door will be open, leading to a room (#6) with even more demons
- (though you won't see them at first; some doors open after you pass
- by them). There is a candle on the east side of it, marking a door
- which you can shoot open to reveal the BFG9000 (#7).
-
- Level 9: The Pit
- 1 109 <fc600000, 2600000> ( -928, 608)
- 2 118 <fd070000, 3050000> ( -761, 773)
- West of the starting point is a corridor leading to the supercharger.
- Once you get it, one of the corridor walls will open up, revealing a
- doom containing a rocket launcher and two rockets. You can try to
- jump for the launcher, or you can just walk off the northeast edge of
- the platform on the southwest corner of the room; the floor will
- raise up so you can easily get the launcher (#1). Once you do,
- some doors to the north and east will open up, revealing some sargeants.
- If you try to walk onto the platform with the rockets (#2), some doors
- will open up behind you revealing a wall of chaingunners, who will
- probably negate whatever benefit the supercharger gave you. :-)
- 3 16 < 5c00000, 6db0000> ( 1472, 1755)
- 4 17 < 5ac0000, 6c00000> ( 1452, 1728)
- 5 22 < 5840000, 6ec0000> ( 1412, 1772)
- On the east side of the map is a room with a hexagonal structure with
- imps and sargeants firing down at you. If you walk up to the structure,
- the ledge that the bad guys are standing on will lower you, allowing
- you to walk up onto it (#3). On the north side of the structure is
- a door leading to interior of the structure (#4), which is crammed
- with imps and lost souls. Opposite the door, and a bit to the right,
- is a hidden door leading to the BFG9000 (#5).
- 6 43 < 2d50000, c950000> ( 725, 3221)
- In the northeast corner of the map is a spiral staircase of sorts, a
- large, circular series of steps that lower as you walk up to them.
- If you make it all the way up the staircase (clockwise), you can jump
- down to an area with ammo, a supercharger, blue armor, beserk, and
- a teleporter back to your starting point.
-
- Level 10: Refueling Base
- 1 114 <fda20000, 2480000> ( -606, 584)
- 2 111 <fda00000, 1380000> ( -608, 312)
- 3 112 <ff200000, 2800000> ( -224, 640)
- 4 116 <fc260000, 2800000> ( -986, 640)
- The round skylit room south of the starting point has four big brown
- pillars, each of which contains a secret area. These pillars open
- when you enter the room from various directions. When you enter
- from the south, the center (#1) and south (#2) pillars open doors
- facing each other; they contain health and various monsters. The
- south one contains a radiation suit, which can come in handy, since
- all these secret areas have acid floors. When you enter from the
- west, the east pillar opens, revealing health, ammo, and various
- monsters, which may include a pain elemental or two (#3). When you
- enter from the east, the west pillar opens, revealing the same sort
- of thing (#4).
- 5 5 < 5c00000, 8c40000> ( 1472, 2244)
- 6 12 < 3c60000, 7000000> ( 966, 1792)
- 7 26 < 80a0000, 5c00000> ( 2058, 1472)
- 8 180 <f8b00000,f9600000> (-1872, -1696)
- 9 34 < 57a0000, 5400000> ( 1402, 1344)
- 10 49 < 37d0000, 4d50000> ( 893, 1237)
- 11 80 < 6400000, 3480000> ( 1600, 840)
- In the northeast corner of the map is a room with a lot of sargeants
- and former humans. There are a lot of small niches in this room;
- several of them have secret doors behind them which you can shoot
- open. You can usually identify them by the fact that they have the
- large white UAC logo on them, rather than the small gray ones.
- There are five such secret doors; behind them, you can find a
- supercharger (#5); light amplification and 200% armor (#6); health,
- armor, demons, a backpack, and a teleporter (#7) (the teleporter,
- which is behind the door at the end of the hidden hallway, takes you
- to room in the southwest (#8), with a invulnerability and an ammo
- box, just west of the room with the cyberdemon); an energy pack
- (#9); and armor, a beserker, ammo, and various monsters (#10). Also,
- the switch in the southeast corner of the room opens a door to a
- hidden hallway (#11) which leads to the room with all the
- arachnotrons.
- 12 74 < 7a50000,fbbd0000> ( 1957, -1091)
- 13 71 < 6840000,fc000000> ( 1668, -1024)
- In the southeast corner of the arachnotron/revenant room is a secret
- door to a hallway (#12) leading south; it contains light amplification
- goggles. The secret door you emerge from is marked with green pillars.
- Up the steps to your north is another secret door, also marked
- with green pillars; it contains armor, beserk, and ammo (#13).
- 14 101 < 600000,fffb0000> ( 96, -5)
- 15 59 < 1c0000,fcc00000> ( 28, -832)
- In the room with the rocket launcher on the pedestal, northwest of
- the room with secret door #13, you can run past the rocket launcher and
- get onto the north ledge with the imps on it (#14). There is some
- health and green armor up there. The ledge on the south side of the
- room is actually a lift, which you can lower by hitting space.
- There are two boxes of rockets up there (#15).
- 16 120 <f8e00000, 4f00000> (-1824, 1264)
- 17 121 <f8e00000, 4e00000> (-1824, 1248)
- 18 122 <f8e00000, 4e00000> (-1824, 1248)
- In the northwest, there is a room with two acid floor areas and
- some pillars with stuff hidden behind them. On the southwest wall,
- there is a section of wall with mismatched texture; when you
- walk near that section of wall, a door opens in the northwest
- acid pool. The door leads to a megasphere, which counts as
- three secrets (#16, #17, #18).
-
- Also note that just southeast of your starting point is a secret
- door to a room with some goodies, but it's not an official secret.
-
- Level 11: 'O' of Destruction!
- 1 28 < 6600000, 3240000> ( 1632, 804)
- On the east side of the map is a small room containing a chaingun
- with green torches on either side; you get to it via a lift which
- lowers when you come down a set of stairs. On the south side of
- this room is a secret door, which opens onto a hallway (#1) which
- leads to a ledge where you can get partial invisibility. Also, note
- that there is a supercharger west of the set of stairs mentioned
- above, on the left (south) side of the door. Just walk through the wall
- to the right of the green torch.
- 2 75 < 67e0000, 71f0000> ( 1662, 1823)
- On the east side of the outer part of the circle (north of the
- walkway leading east, south of the outcropping with the supercharger
- on it) is a hidden door in the slime. It opens when you cross the
- trigger that reveals the arch-vile. The door leads to some boxes of
- rockets (#2) and a teleporter which takes you to some energy packs
- in the center of the circle.
- 3 114 <ff480000, 9fc0000> ( -184, 2556)
- In the northwest corner of the map is a series of bars which open
- automatically when you approach. Just north of the bars is a secret
- door (#3) leading west to the hell knight and invulnerability.
-
- Level 12: The Factory
- 1 26 <fd950000, 3000000> ( -619, 768)
- In the northwest corner of the big main building is a room with
- jagged walls (#1); it contains a BFG9000 and lots of chaingunners.
- To open the door leading there, you must hit the switch in the
- southeast corner of the room with the blue door facing northwest.
- Note that there is a radiation suit in the southwest corner of
- that room.
- 2 85 < 3040000, 2c00000> ( 772, 704)
- The room with the blue door facing northeast (with the platforms
- that lower as you reach them) contains a teleporter to a ledge
- facing northeast outside the building. From there, you can jump
- down to the southwest and get three boxes of ammo (#2). Hopefully
- you already killed the mancubus. This room also contains a switch
- which helps you get secret #4.
- 3 155 <fef80000,fc730000> ( -264, -909)
- 4 122 <ffa00000, 1200000> ( -96, 288)
- In the southwest corner of the map is a small building with some
- crates. High on the east wall are a chaingun and some ammo (#3);
- you can get to them by stepping from crate to crate until you
- get to the lift (the switch), and then use the lift to get up
- to ledge they're on. In the southwest corner of the room is
- a teleporter which takes you to the square structure in the center
- of the big main building. If you hit the switch mentioned in #2
- already, then the center of this structure will be raised up so
- that you can just grab the supercharger (#4). If you haven't,
- then you'll be surrounded by four imps scratching away at you.
- Kill them and hit the switch, which will raise the floor up so
- you can get the supercharger.
-
- Level 13: Downtown
- 1 3 < 5000000,f68b0000> ( 1280, -2421)
- There is a building in the southeast with a switch next to a
- lift. Hit the switch and take the lift up. There are two
- doors; the right door won't open. Take the left one and jump
- across the slime pit to the other side (#1); there's a computer
- map and a chaingun.
- 2 74 <fcb00000,f2de0000> ( -848, -3362)
- 3 11 < 2e00000,f3d00000> ( 736, -3120)
- In the southwest corner of the building in the southwest corner of
- the map is a switch which opens a door leading outside. There's
- a medikit and some ammo out there (#2). Just to the east of
- the switch is a stack of crates which you can lower by hitting
- the space bar, revealing another switch. After you hit the
- switch, you can walk around the stack of crates to your north
- to find a set of stairs leading up to a teleporter. The teleporter
- takes you to a ledge just west of the starting point (#3). From
- this ledge, you can run north into the building with the
- supercharger.
- 4 108 <fd200000,f7680000> ( -736, -2200)
- The building in the southwest corner of the map has a pit in the
- northwest corner, which leads to a lift. The lift takes you up
- into another building. Just across from the lift (to the east)
- is a switch; hitting the switch opens a door revealing some
- shotgun shells (#4).
- 5 128 <ffb80000,f7780000> ( -72, -2184)
- The building with the revenants guarding it (the one with the
- blue door at the entrance) contains a crate with a switch on
- the north side. You can hit the switch to lower the northeast
- platform, so you can get the chainsaw (#5).
- 6 166 < 2400000, d20000> ( 576, 210)
- The structure with the red keycard on top of it has a hidden door
- in the middle of the north wall, which can be reached from the
- ground. The door opens to reveal some blue armor (#6).
- 7 213 <ff400000, 40000> ( -192, 4)
- In the northeast corner of the map is a teleporter which takes
- you to the ledge of a building with some imps. Jump over to
- the ledge of the building just to the west. There's a door
- there which leads to a teleporter, which takes you to the
- interior of a building farther north, right between two cacodemons
- (#7). There's a lot of ammo in there too. Hit space on the inner
- wall to get out.
- 8 223 <ffc20000,fc6f0000> ( -62, -913)
- The building just southeast of the crusher with the plasma gun has a
- door in the south wall with a stairway leading up to a blue door.
- Once you have the blue key, you can enter out and get some ammo and
- rockets (#8).
-
- Level 14: The Inmost Dens
- No official secrets. One way to get the supercharger is to go to
- the building east of the starting building via the bridge. Enter
- the building through the south door. Run out one of the windows
- facing west into the moat, south of the bridge. Lower the lift
- in the southwest corner, then go through, and go east, kill the
- arachnotron, and get the supercharger.
-
- Level 15: Industrial Zone
- 1 290 < 11c0000, 600000> ( 284, 96)
- Get the red card key. Then jump down to the ground, just to the
- east of the platform the red key is on. There is a beserk box there.
- Hit the space bar on the crate just to your east to lower it, and
- get the stimpack (#1).
- 2 276 <fd880000,ff500000> ( -632, -176)
- Take the teleporter in the southeast corner of the red card key building.
- Walk out onto the ledge, then go to the north end and drop into the
- opening to the west, falling down to the main floor of the building.
- Then walk out the west exit. Go back and take the teleporter in the
- red card key building again, and walk north and west again; this time,
- the floor has risen up to the level of the ledge on the north side
- of the building. From here you can jump south onto the platform with
- the ammo and chaingun (#2).
- 3 104 < 4c80000,fc800000> ( 1224, -896)
- Go to the top of the building northeast of the diamond-shaped building.
- Just north of the teleporter is a secret door on the east wall (#3).
- Go through down onto the acid pool; to the north is a backpack and
- some rockets.
- 4 53 < b000000,f5800000> ( 2816, -2688)
- Go to the top of the diamond-shaped building on the north shore of
- the acid lake; walk to the south ledge of the building. Jump south
- down onto the small island with the radiation suit and energy cells.
- (Try walking instead of running.) Hit the switch, then jump off and
- go northeast to the east side of the lake. Go through the door you
- find there; through it, you'll find a platform with an
- invulnerability sphere (#4).
- 5 70 < 8100000,f3c80000> ( 2064, -3128)
- 6 71 < 8100000,f3880000> ( 2064, -3192)
- 7 47 < 7c30000,f5360000> ( 1987, -2762)
- 8 21 < 5440000,f1040000> ( 1348, -3836)
- In the southeast corner of the map is a building with a spiral
- staircase. Go up and around the staircase. As you turn to go
- south, a door will open to the east. Run south across the lift,
- then east, then run north, jumping across the lower hallway; there
- you'll find an open door (#5) revealing a megasphere (#6). Now go
- up the stairway again. As you go south over the lift, a door will
- open up on the north wall, behind you. Go through the door into an
- area with energy cells and lost souls (#7). Go east into a small
- opening with a switch. Hitting the switch will cause a teleporter
- to appear in the hallway to the west. Enter the teleporter; it will
- take you to a platform in the southwest corner of the building with
- a chainsaw (#8).
- 9 147 < 380000,f1e00000> ( 56, -3616)
- 10 216 <fc970000,f5770000> ( -873, -2697)
- 11 195 <fce00000,f0340000> ( -800, -4044)
- Go the building in the southwest corner of the map. At the south
- end, you will find some stairs going east (unless you haven't hit
- the switch to raise them). At the top of the stairs is a secret
- door to the east, revealing a small area (#9) with a teleporter to
- the top of the square spiral staircase building northwest of the
- diamond-shaped building. I was not able to get credit for secret
- #9, even if I walked into the teleporter; so the most I could get
- for this level is 90% secrets. Instead of taking the teleporter,
- you could go to the top of the building to the ledge looking north.
- Hit the switch on the west wall, then jump down to the ground and go
- back through the front door of the building. Go into the acid river
- and follow it north to the lift, which takes you up to another ledge
- where you'll find a plasma gun and ammo (#10). Now go back to the
- south end of the building and go south through the acid river
- tunnel. If you got secret #4, there will be a secret door leading
- south in the tunnel (#11) leading to a teleporter to the secret
- level (level 31).
-
- Level 16: Suburbs
- 1 41 < 1c00000,fd180000> ( 448, -744)
- 2 33 < 1b80000,fe580000> ( 440, -424)
- There are two buildings in the center of the map. You start in the
- north one; enter the south one. In the south part of the building
- is a little platform with some shotgun shells on it. Hit space to
- lower the platform, then get on it. When you get to the top, shoot
- at the niche in the wall to your east. A megasphere will be revealed
- in the southeast corner (#1). (It's easy not to get credit for this
- secret, even if you do get the megasphere. Walk slowly into and out
- of that corner, making sure you drop into the depression there.)
- Then turn northwest and shoot at the eyes in the wall. You may need
- to do this while the platform is rising for it to work, or you could
- try using a shotgun. If you hit it, a door will open just behind the
- wall to your north, containing some ammo (#2).
- 3 13 < 6c90000, 800000> ( 1737, 128)
- 4 7 < 5310000,fff80000> ( 1329, -8)
- On the east side of the map is a building with doors on each wall,
- but you can only go through the door in the east wall. Open the
- east door and enter the building (#3). Hit space on the northwest
- platform to lower it, then get on. When it rises back up, walk
- south into the acid pool inside the southwest platform, then hit the
- switch. The platform will lower, revealing a small room to the
- northwest. Inside the room is a BFG9000, some energy packs, and a
- medikit (#4).
-
- Level 17: Tenements
- 1 48 <fd400000,f5200000> ( -704, -2784)
- Go to the center of the map, then go east until you come to two
- staircases leading north and south. Lower the lift to your south by
- jumping down in the slime just to the west of it and hitting the
- switch. Just south of the lift is a hidden room with some armor.
- On the west wall of this room is a lift (#1) leading to a chaingun.
- 2 89 <fa900000,fd380000> (-1392, -712)
- In the north part of the map is an M-shaped structure. Walk north
- down the middle of the M into the acid lake, then turn around and
- hit space on the wall. The middle of the M will be lowered, and you
- will see a switch to your south. Run south and hit the switch.
- (Actually, you don't have to lower the walkway to hit the switch;
- you just have to stand in the right place and press the space bar.)
- A door will be revealed to the east; you can jump into it and get
- some armor (#2) and a BFG9000.
- 3 150 <fb040000,f94c0000> (-1276, -1716)
- On the way to the exit, just to the southwest, is a lift. As you go
- up the lift, you'll notice an opening to the south. While the lift
- is moving, run into the opening (#3) and into a hallway leading east
- to a megasphere.
-
- Also, the room with the really annoying stairway north and west
- of the starting point has four teleporters on the floor. The
- northwest and southeast ones go to the north and south ledges
- where the monsters appear.
-
- Level 18: The Courtyard
- 1 17 <f7f40000, 3f60000> (-2060, 1014)
- When you walk around the pillar in the center of the main area, a
- number of doors will open up, including two against the wall west of
- the center pillar. Of these two doors, the north one leads to a
- BFG9000 and some more monsters (#1). (The south one has a hall of
- mirrors effect in the door tracks.)
- 2 36 <fa050000,ff050000> (-1531, -251)
- When you walk counterclockwise around the pillar in the center of
- the main area, a door will open up northeast of the pillar leading
- to a teleporter, which takes you to the platform southwest of the
- pillar. The platform (#2) contains some rockets, health, and blue
- armor. The teleporter will not be there until you hit the switch
- on the northeast corner of the plus-shaped structure just to the
- south of it (the one containing the cacodemons).
- 3 76 < a300000, 4300000> ( 2608, 1072)
- In the northwest corner of the map, hidden between the structures on
- the north and west walls, is a corner with a small bit of grass.
- Walking into the grass teleports you to the northeast corner of the
- map, on a ledge containing a medical kit and a computer map. (Note
- that the building just to the east of the bit of grass has an
- unclosed sector inside it; you can see out the east wall.)
- 4 74 < 8b00000, 940000> ( 2224, 148)
- In the east area of the map is a hallway ending at a blue wall with
- a skull switch. Hitting the switch opens a hidden door revealing a
- chaingun (#4).
-
- Level 19: The Citadel
- 1 43 <fdc20000,ffe20000> ( -574, -30)
- 2 97 <fd860000, 1a00000> ( -634, 416)
- 3 95 <fc360000, 1e60000> ( -970, 486)
- 4 100 <fa350000, 5a90000> (-1483, 1449)
- 5 85 <f9270000, 73c0000> (-1753, 1852)
- 6 33 < 6430000, 5300000> ( 1603, 1328)
- 7 126 <fdb70000,fc640000> ( -585, -924)
- In the southwest corner of the main building is a room with a switch
- in the middle which opens doors leading north and south. Hit the
- switch and go north. At the intersection, go west, and north
- through the door into a room with health, partial invisibility, and
- lots of imps (#1). Then go back to the intersection and go north.
- At one point, you'll meet a hallway leading off to the northwest.
- Just south of this hallway on the west wall is a secret door. (It's
- just north of the place where it LOOKS like there's a secret door.)
- This door leads through a short hallway (#2) to a lift, which leads
- to a hall leading northwest (#3) and stops at a window. Jump out
- the window to the northwest. You should be able to reach the steps
- of the building to the northwest (#4). The building has two
- openings leading inside. Try the south one first; when you finish
- in there, an area will open up to the northeast with lots of
- troopers and a computer map (#5). The north opening leads
- (eventually) to five teleporters. The middle one leads to the
- pillar in the middle of the castle, which contains a rocket
- launcher. The other four lead to the four corners of the castle.
- Take the northeast one; in the northeast corner of the castle (#6),
- you will find the BFG9000, some demons, and the blue key. Or, take
- the southwest one; there you will find a chainsaw and the yellow key
- (#7). An easier way to get to the southwest tower is to go to the
- southwest room of the castle with the doors on the north and south;
- take the south door, and walk down the corridor until you hear a
- door open, then run back and walk through the open door to your left.
- 8 38 <ff200000,ffad0000> ( -224, -83)
- 9 52 < 5400000, 1910000> ( 1344, 401)
- In the southeast corner of the map is an area at the top of some
- steps with two things that look like switches to the north. They're
- not switches, but there's a hidden door between them. Go through
- the door and up the steps, and hit the switch you see there (on the
- east side of the wall) 3 times. Then jump down to the north onto
- the platform you've raised up, and from there jump onto the platform
- in the northeast corner of the room. Go through the teleporter, and
- you'll get a supercharger (#8). Go south a bit and then north, and
- you'll be teleported to a platform in the southeast area of the
- castle. Jump to the platform to the northwest (this platform
- appears when you shoot at the imps in the southwest corner; the room
- that they are in is missing its north wall, BTW) and go through the door,
- then down the steps to get the red skull key and some rockets (#9).
-
- Level 20: Gotcha!
- 1 56 < 8360000,ee3e0000> ( 2102, -4546)
- The structure just south of your starting point consists of a building
- with a walkway around it to the south entrance. (The walkway may not
- be there if you have not tried to get to the structure; just walk south
- from the starting point to raise the walkway.) In the southwest part
- of the "moat" (the poison area between the walkway and the building) is a
- small opening, containing an energy cell pack and a radiation suit (#1).
- Once you have the radiation suit, you can safely walk around the moat
- to the other side, where there is a teleporter leading back to your
- starting point.
- 2 4 < ece0000,f5ff0000> ( 3790, -2561)
- At the top of the structure on the east side of the map is a
- teleporter. (To get there, jump down into the slime just east of
- your starting point and walk north through the little door, up the
- steps (shoot the wall that's in your way), and jump down from the
- window. Then hit the switch to lower the lift to the entrance of
- the structure, and fight your way up to the top.) The teleporter
- takes you back to the starting point. Just to the left of the
- teleporter is a hidden door which takes you through a small room
- (#2) with another teleporter, which goes to a tower on the north
- side of the structure. In all likelihood, you'll teleport right on
- top of a pain elemental, killing it before it has a chance to fire
- any of those damn skulls.
- 3 101 < 5200000,fbf00000> ( 1312, -1040)
- There are two towers west and east of the circular area to the north
- of the main building. There's nothing on the east one, but the west
- one (#3) has a megasphere on it. To get there, take the big demon
- teleporter in the circular area. Walk down the stairs and kill the
- bad guys. (Note that just south of the stairs, down in the slime,
- is a teleporter leading to the area where the cacodemon was hiding.
- There's blue armor and some health up there.) Then jump across to
- the dark area east of the stairs. Instead of walking south to the
- green armor, find the hidden path leading northeast in the dark to
- the teleporter, which takes you to the megasphere.
- 4 127 < 2600000,ff180000> ( 608, -232)
- 5 132 < 2210000,ff1c0000> ( 545, -228)
- 6 128 < 29e0000,ff1c0000> ( 670, -228)
- The structure west of the circular area to the north of the main
- building (not #3--the thing to the northwest of it) has a
- supercharger (#4) and a BFG9000 in it. To get there, grab a
- radiation suit if you have one, and walk northeast through the slime
- to the building with the teleporter to #3. Walk around the
- southeast corner of the building, looking for a staircase; there
- should be some flaming skulls there to mark the place. Walk up the
- stairs to the teleporter, which takes you to the structure to the
- west. Hit the switch to raise the platform, and kill all the bad
- guys. If you don't see the BFG9000, shoot your pistol out the east
- window at the big demon teleporter, and a door behind you should
- open revealing the BFG and some ammo. Then hit the switch on the
- south side of the room to reveal the supercharger (#4).
- Unfortunately, there's a teleporter in the way, which takes you back
- to the demon teleporter; fortunately, there are two secret doors to
- the left and right of the teleporter, which you can take to get to
- the supercharger (through another secret door to its west or east).
- The left one has an arch-vile in it (#5), so I suggest you take the
- right one, which contains an energy cell (#6), unless you want 100%
- kills and secrets; but if you didn't, why would you be reading this?
- 7 59 < 6730000,f1270000> ( 1651, -3801)
- In the room with a staircase leading to a plasma gun, there is a
- secret door on the south wall, leading to a small room (#7) with a
- supercharger on the west end.
-
- Level 21: Nirvana
- No official secrets. To get the megasphere, hit the switch next to
- the teleporter which takes you to the room it's in, then jump in the
- teleporter and run and get it. Note that the room with the
- arrow-shaped staircase has some weird effects on the ceiling.
-
- Level 22: The Catacombs
- 1 85 <fd200000, f50000> ( -736, 245)
- In the northwest corner of the starting room is a hidden door leading
- to a room with rockets, a supercharger, armor, and a spectre.
- 2 125 <fd300000,ff000000> ( -720, -256)
- In the southwest corner of the starting room is a hidden door which
- leads through a short hallway (#2) to the room you can see to your
- south, containing the plasma gun and an army of chaingunners.
- To open the door, hit space on the green torch.
- 3 14 < 3340000, 3a00000> ( 820, 928)
- A bit northeast of the red skull key is a secret door leading to a
- small opening (#3) with a teleporter, which takes you to the room south
- of your starting point which contains a plasma gun, in case you hadn't
- already gotten it.
-
- Level 23: Barrels O' Fun
- 1 61 < 600000, a700000> ( 96, 2672)
- Between the two north-south hallways which lead outside is a third
- hallway containing a megasphere and two boxes of rockets. It has
- a little outcropping just north of it which you can jump down onto,
- and then walk south to get the goodies.
- 2 11 < 81c0000, b780000> ( 2076, 2936)
- In the northeast part of the map are two hallways with boxes and
- boxes of rockets, for use against the various spiders. In the south
- hallway is a door to the north, leading to a supercharger (#2).
-
- Level 24: The Chasm
- 1 98 <ff000000,f8540000> ( -256, -1964)
- 2 116 < 1000000,f6870000> ( 256, -2425)
- Your starting point is located in a small opening in the north side
- of a building. The main entrance to the building is around the
- walkway a short distance to the east, but you can't get in, because
- the entrance is too steep. To raise the stairs up, first fall into
- any of the teleporters in the slime on the floor of the southeast
- corner of the map, north and south of the building you're trying to
- get into. You should appear south of a series of tower. Jump down
- from tower to tower, working your way east to a small area with a
- teleporter. That will take you to another teleporter. Go straight
- (east) and hit all the switches in that area. That should raise the
- stairs at the main entrance of the building, so get back there by
- going back to the teleporter, and go through it to the teleporter at
- the base of the series of towers. Then run west to the teleporter
- on the acid floor. That will take you back up to the south tower,
- so run northwest to get back to the building near the starting
- point. Once you get inside (#1), you'll see three things sticking
- out of the north wall. Hit space on the first one you come to; it
- will lower a lift to your south, which leads to a small area with
- some ammo (#2).
- 3 62 <f5400000,fec00000> (-2752, -320)
- This is the invulnerability in the west part of the map, which is
- not that hard to find; just follow the annoyingly thin walkway west.
- You can jump down onto it, but then you'll be stuck there; you'll
- have to get off that platform and wait for the floor to rise up,
- then walk to one of the surrounding walls, and hit space until you
- get back up to the level of the walkway. At that point, the
- invulnerability will have worn off. A better idea is to get a
- radiation suit and jump down into the moat around it, and then hit
- space on the surrounding walls until it reaches the level of the
- platform the sphere is sitting on, then grab it; then the floor will
- raise up to the level of the surrounding walls, and you can get out.
- Or you can try jumping down just to the left or right of the
- invulnerability sphere, enough to get the floor to raise up and take
- away the poison; then grab the sphere, and hit space a few more
- times to get back to the walkway.
- 4 123 <fda00000,f1d00000> ( -608, -3632)
- The south area of the map has a shotgun with a small walkway to its
- south. If you get the shotgun, an opening will appear to the south
- revealing some monsters. After killing the monsters, you can jump
- down into the opening to get some ammo and health (#4). When you
- jump back, the floor around the shotgun will rise up and become
- non-toxic.
-
- Level 25: Bloodfalls
- There are no official secrets, but there are some hidden areas. In
- the north-south hallway with two windows on each side of the hallway,
- in the north part of the map, there is a secret door between the two
- windows on the east side, leading to a rocket launcher and some ammo.
- In the south part of the map, in the room with some steps leading
- south between two windows, there is a hidden room in the northeast
- with a BFG9000; it's on the automap.
-
- Level 26: The Abandoned Mines
- 1 29 < e00000,ffb80000> ( 224, -72)
- When you start the level, there's a secret door right behind you
- (#1) which leads to a big room with lots of bad guys and items.
- The teleporter on the acid floor in the west area of the room
- takes you to a platform where you can jump and get the plasma gun.
- 2 34 < 16c0000, 200000> ( 364, 32)
- When you start the level, there's a secret door right to the east
- of you (#2). Hit the switch to lower the room first, then hit space
- on the south part of the east wall. This door leads to a network
- of tunnels that take you to many of the acid-floored rooms and
- monster ledges that you see from your starting point.
- 3 98 <f8380000, 3a00000> (-1992, 928)
- 4 121 <fb6c0000, 4e00000> (-1172, 1248)
- The blue keycard has a secret door behind it (#3) revealing a switch
- that lowers two lifts, revealing two areas to the north and south of
- the acid pool to your east, which contain some cacodemons. The south
- area contains a trigger line that raises the floor near the east door,
- and a switch which opens that door. The north area contains blue
- armor, and a secret door on the east wall (#4) leading to some
- health potions and a supercharger.
-
- Level 27: Monster Condo
- 1 10 <fb5c0000,fea50000> (-1188, -347)
- When you start the level, the first thing you should do is go through
- the door in the northwest corner of the room (across the acid pool)
- and go west to the lit area with the ammo (#1). You have 30 seconds
- after the level begins before this area is closed off.
- 2 177 < 5f60000,fdad0000> ( 1526, -595)
- 3 171 < 6400000,fbe00000> ( 1600, -1056)
- East of the acid pool with the rocket launcher in the center
- is a west-east dividing wall. On the east wall, north of the
- dividing wall, is a lit area in the corner. When you walk into
- this lit area, a door opens to the east revealing an area (#2)
- containing partial invisibility, light amplification, energy
- cells, and lots of monsters. South of the dividing wall is
- another lit area along the east wall. When you walk into it,
- a door opens to the east revealing an area (#3) containing some
- ammo, health, shotgun shells, and arachnotrons.
- 4 92 < 12d0000, 2f60000> ( 301, 758)
- 5 93 < 1200000, 4e00000> ( 288, 1248)
- In the northeast room with the impaled bodies everywhere, there are
- two switches to the north. The east one lowers a lift to the
- southwest, which leads to a long corridor of health potions (#4) and
- a teleporter (#5) which takes you up to the ledge in the northeast
- corner of the room, where there's health, armor, ammo, and a BFG. I
- don't think it's possible to get #5, since the teleporter's sector
- is secret, and you can never enter that sector, because there's the
- teleport line is in the way. Also note that you can't get out of
- the ledge in the northeast corner unless the door to it has opened
- up already.
- 6 45 <f95d0000, 5000000> (-1699, 1280)
- 7 129 <f7bd0000,fc400000> (-2115, -960)
- There are two long north-south skylit rooms with large teleporters
- in the center and pictures of a demon on the north wall. Each one
- has a switch on the east wall, which you can use to open up the west
- wall in both rooms, revealing some mancubi, a beserk sphere, a
- supercharger, and a computer map in each room (#6 in the north one,
- #7 in the south one).
- 8 157 < 4e00000,f7600000> ( 1248, -2208)
- This is the room with the hell knight, just southwest of the
- yellow key, which has the switch that lets you out of the room
- after you get the yellow key.
-
- Level 28: The Spirit World
- 1 54 < 3e00000,f1a00000> ( 992, -3680)
- 2 55 < 5b00000,f1a00000> ( 1456, -3680)
- In the south part of the map is a room with five columns and a
- throne. Walk up to the throne to lower the middle column, and then
- go stand on it (#1). (You need to do this in order to complete the
- level, so I don't see why it's a secret.) When the column raises up
- again, you will see two switches to the north and south. The south
- one reveals the yellow key. The north one reveals a passage beyond
- the yellow key, as well as four hell knights, an arch-vile, and
- (fortunately) an invulnerability sphere, some rockets, and a
- teleporter which takes you to the ledge on the east side of the room
- (#2), where you can get another invulnerability sphere and a
- megasphere.
- 3 17 <fdc80000,f3c00000> ( -568, -3136)
- 4 3 <fea80000,f5a00000> ( -344, -2656)
- In the southwest part of the map is a hallway which leads west and
- then north. At the bend in the hallway is a small niche to the
- south containing an arachnotron, who will come out and attack you.
- To enter the niche (#3), just walk through the south wall. There is
- also another niche farther north containing some chaingunners and
- troopers, as well as ammo and health (#4). Just walk through the
- east wall.
- 5 88 < 4240000,ff440000> ( 1060, -188)
- 6 92 < 6440000, 840000> ( 1604, 132)
- 7 93 < 6440000, 3dc0000> ( 1604, 988)
- In the northeast part of the map is a room with five columns. As
- soon as you enter, some hidden doors will open up and lots of
- monsters will come out. As soon as you kill all the monsters, look
- on the automap, and you will see three secret doors in the niches
- where the monsters were. The southwest niche has a secret door
- leading east to a supercharger (#5). The southeast niche has a
- secret door leading north to four backpacks, a medikit, and a
- revenant (#6). The northeast niche has a secret door leading east
- to a mancubus and a beserker (#7).
-
- Level 29: The Living End
- No official secrets.
-
- Northwest of your starting point is a path which leads west to a
- teleporter. As you approach the teleporter, some windows open to
- the north exposing some chaingunners, who promptly attack you. If
- you walk north off the ledge and then walk west around the structure
- the chaingunners are in, you'll see a small opening leading to a
- teleporter. This takes you to the ledge the chaingunners are on;
- there's a plasma gun there.
-
- Level 30: Icon of Sin
- The only secret here is how to complete the level. At the south end
- of the final room is a switch which raises the platform in the lava
- to the north (with the box of rockets). Hit the switch and wait for
- the platform to go up. Then go to the platform, hit space to lower
- it, and get on. Just before it gets to the top, shoot a rocket into
- the exposed brain of the demon. Then jump down and lower the
- platform again. This takes about three tries.
-
- Level 31: Wolfenstein
- No official secrets. However, the room just before the exit door
- has a secret door in the southwest corner, which leads to a small
- niche with a medikit. The west wall of this niche has another
- secret door which leads to a second exit door; this goes to the
- super-secret level (level 32). Just south and a bit east of the
- second exit door is a secret door which reveals a supercharger.
-
- Level 32: Grosse
- No official secrets. However, in the middle of the east wall (the
- middle Swastika) is a hidden door which reveals an invulnerability
- sphere. The west wall has a hidden door in the same place, leading
- to a bunch of medikits, and a plasma gun with lots of energy cells.
- Also, the two northernmost and two southernmost pillars contain
- various weapons, and a megasphere; walk up to them and hit the space
- bar.
-
- [10-3]: When should I use each weapon?
- ======================================
- FIST: Never use unless you have Berserk. This is really cool, but not as
- good as the chain saw.
-
- CHAIN SAW: Good for tight corners. Rips apart the Demons and Spectres.
- This is probably the best weapon for non-shooting enemies. The chain saw
- also works wonders on Cacodemons. They turn away when you start to chop
- them, and cannot fire.
-
- PISTOL: Average weapon. Does damage to the Former Humans, but the shotgun is
- preferred. Only to be used when in dire need of ammo.
-
- SHOTGUN: This is probably the best all around weapon. Use this much of
- the time as it is very powerful. Its only problem is that its rapid fire
- is not very fast. Very useful in "mazes" where enemies are very close but
- not in large amounts.
-
- SUPER SHOTGUN: Only found in DOOM II, shotgun gurus will love this one.
- Double the power, but uses double the ammo. Great for taking out those
- hard to kill enemies or many enemies in a group.
-
- CHAINGUN: This weapon takes a fair amount of time to kill enemies. Good
- for a lot of monsters in a row. Also very useful for Imps and Cacodemons,
- because the chain gun can keep them from firing back.
-
- ROCKET LAUNCHER: Good for occasional long shots at many enemies in one
- place. Be careful, however, this weapon can hurt you as well if the
- rocket bursts at close range. Very useful in DeathMatch mode. :)
-
- PLASMA RIFLE: Rapid fires very quickly. Hurts some enemies a lot, and
- others not as much. Tends to block the view, which is very dangerous when
- you have a large amount of enemies coming toward you.
-
- BFG9000: The most powerful weapon. Kills almost ANY enemy in one shot,
- but uses a lot of energy cells and rapid fire is very slow.
-
- [10-4]: Where can I get each weapon for the first time?
- =======================================================
- Here is a chart that shows on which level in each episode you can
- pick up each weapon. This chart is for DOOM I.
-
- .-----------------------------------.
- | Weapon | E1M | E2M | E3M |
- |-----------------------------------|
- | Chain saw | 2 | 2 | 5 |
- | Shotgun + | 1 | 1 | 1 |
- | Chain gun | 2 | 2 | 2 |
- | Rocket launcher | 3 | 2 | 1 |
- | Plasma gun | - | 1 | 2 |
- | BFG9000 | - | - | 3 |
- `-----------------------------------'
- +: Can also be picked up from the first dead sergeant.
-
- [10-5]: Where can I find the various powerups in the game?
- ==========================================================
- These charts outline where all of the powerups may be found in the
- game. This chart is for Ultra-Violence, single-player mode only.
-
- *10-5-1*: DOOM I
- ----------------
-
- KEY
- ===
- SG = Shotgun, CG = Chaingun, RK = Rocket Launcher, PL = Plasma, BF = BFG9000
- CS = Chainsaw, BZ = Berzerk Pack
- A1 = Security Armor A2 = Combat armor
- BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification
- SS = Supercharge, BA = Invisibility, IA = Invulnerability
- CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair
- # = This item can be found only in lower skills or DeathMatch games.
-
- ==============================================================================
- SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
- E1M1: 1 + + . . . . 1 1 . . . . . . . . . . #3
- E1M2: 1 1 + . . 1 . 3 . 2 . . . 1 . . . . . #9
- E1M3: 1 1 1 . . 1 . 3 1 1 . . . 2 1 . . . . 12
- E1M9: 1 1 1 . . 1 . 1 . 1 . . . . . . . 1 . 7
- E1M4: . 1 1 . . . . 1 1 1 + . . 1 . . . . . #6
- E1M5: 1 1 #1 . . 1 . 2 1 1 1 1 1 1 1 . . 1 . 14
- E1M6: 1 1 1 . . . . 4 1 3 3 1 1 2 2 . . . . 20
- E1M7: 1 1 1 . . 1 . 2 1 1 1 1 . 1 1 . . . . 12
- E1M8: 1 1 . . . . . 1 . . . 2 . 1 1 . . 1 . 8
- Total: 8 #8 #6 . . 5 . 18 6 10 #5 5 2 9 6 . . 3 . 91
-
- SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
- E2M1: #1 . . 1 . . . 1 1 . . 1 . . . . . 2 5 #12
- E2M2: 1 1 1 1 . 1 1 4 1 2 + 1 . 1 1 . 5 . . #21
- E2M3: 1 1 . 1 . . 1 1 1 1 2 . . 1 1 . . . . 11
- E2M4: 1 1 . 1 . . 1 3 1 1 2 1 . 2 2 . 5 3 2 26
- E2M5: . 1 . 1 . 1 1 2 1 1 2 1 . . 1 . . 3 1 16
- E2M9: 1 1 1 1 . 1 . . 1 1 . 1 . 1 . . . . . 9
- E2M6: . 1 1 1 . 1 1 1 1 1 . 1 4 1 3 . 1 . . 18
- E2M7: . 1 1 1 . 1 1 . 1 1 . 1 . 1 1 2 . . 1 13
- E2M8: . . 1 . . . . 1 . . . . . 2 . . . . . 4
- Total: #5 7 5 8 . 5 6 13 8 8 #6 7 4 9 9 2 11 8 9 130
-
- SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
- E3M1: 1 . 1 . . . . . . . . . . . . . . . . 2
- E3M2: . 1 1 1 . . 1 1 1 . . 1 . 1 . . . . . 8
- E3M3: 1 1 1 . 1 . 1 1 2 1 . 1 . 1 . 1 . . . 12
- E3M4: 1 1 1 . 1 . 1 2 2 1 1 . . 1 1 2 2 . 1 18
- E3M5: #1 1 1 1 1 1 1 . . . 1 . 1 2 1 1 4 18 1 #36
- E3M6: 1 1 1 1 . 1 1 2 1 1 5 1 . 2 . 2 . 5 . 25
- E3M9: 1 1 #1 1 1 1 1 1 . . 2 . . 2 1 2 . 1 . 16
- E3M7: . . . 1 1 . . . 1 1 10 . . 1 . . . 2 6 23
- E3M8: . . 1 1 . . . . 1 . . . . . . . . . . 3
- Total: #6 6 #8 6 5 3 6 7 8 4 19 3 1 10 3 8 6 26 8 143
-
- SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
- TOTAL: 19 21 19 14 5 13 12 38 22 22 30 15 7 28 18 10 17 37 17 364
- ==============================================================================
-
- *10-5-2*: DOOM II
- -----------------
-
- KEY
- ===
- SG = Shotgun, 2B = Double-barreled Shotgun, CG = Chaingun,
- RK = Rocket Launcher, PL = Plasma, BF = BFG9000
- CS = Chainsaw, BZ = Berzerk Pack
- A1 = Security Armor A2 = Combat armor
- BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification
- SS = Supercharge, BA = Invisibility, IA = Invulnerability, MS = Megasphere
- CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair
-
- =============================================================================
- SG 2B CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA MS CC T1 T2 TOT
- 1: 1 . . 1 . . 1 . 1 . . . . . . . . . . . . 4
- 2: . 1 . . . . . . . 1 . . . . . . . . . 1 . 3
- 3: 1 . 1 1 . . . . . 2 . . . . 1 1 . . . 5 . 12
- 4: . 1 . . . . . . . . . . . . . . . . 2 5 . 8
- 5: . 1 . 1 1 . . 1 1 1 . . . . 2 . . . . 2 . 10
- 6: . 1 . 1 1 . . . 1 1 1 . . . 1 . . 2 . 3 3 15
- 7: . 1 1 1 1 1 . 1 . . 10 . . . . 4 . 1 . . . 21
- 8: 1 . 1 1 1 1 1 . 2 . 5 2 . . 2 1 2 . . 9 1 30
- 9: 1 . . 1 . 1 . 3 1 2 1 1 1 . 2 . . . . 5 . 19
- 10: 1 . 1 1 1 1 1 2 2 1 1 1 . 3 2 1 2 1 . 5 . 27
- 11: 1 . 1 1 1 1 . . 1 1 1 2 . . 2 1 1 . . 3 . 17
- 12: 1 1 1 . . 1 . 3 2 . 1 1 . . 1 1 . . . 2 . 15
- 13: 1 . 1 1 1 1 1 3 . 1 1 . 1 . 1 3 2 . 2 15 . 35
- 14: 1 . 1 1 1 . . . . 1 . . . . 1 1 . . 1 . . 8
- 15: 1 . 1 1 1 1 1 2 1 2 2 3 1 . 1 2 1 1 . 6 1 29
- 16: 1 1 1 1 4 1 . 1 . . 1 1 . . 1 1 1 1 . 5 . 21
- 17: 1 . 1 1 1 1 . 1 2 1 1 . . . 2 1 . 1 . 6 . 20
- 18: 1 1 1 1 1 1 . 1 1 . 1 . 1 . 1 2 2 . . 6 1 22
- 19: . 1 1 1 . . . 1 2 1 1 . 1 . 1 1 1 . 1 9 . 22
- 20: . 1 . 1 1 1 . 1 2 2 . 2 . . 4 . . 1 1 15 1 33
- 21: . 1 . 1 . . . . . . 1 4 . . . . 1 1 . 3 4 16
- 22: 1 . . 1 1 . . 1 1 . . 2 . . 1 . . . . 3 . 11
- 23: 1 . . 1 . 1 . 1 1 . 2 . 1 . 1 . . 1 . 8 . 18
- 24: 1 1 . 1 1 1 . 2 1 . 1 7 . . . . 1 2 . 16 1 36
- 25: . 1 1 1 1 . . . 1 . . . . . . 1 . 1 . 5 . 12
- 26: . 1 1 1 1 . . . 1 1 1 1 . . 1 1 . . . 8 . 18
- 27: . 1 1 1 1 1 1 2 2 . 4 . 2 2 5 3 3 . . 4 . 33
- 28: . 1 1 1 1 1 1 1 1 . 4 . . . 1 . 5 2 . 1 . 21
- 29: . 1 1 . 1 . . 2 1 1 2 2 . . 1 . . . . 11 . 23
- 30: 1 1 1 1 1 1 1 1 . . 1 2 . . 3 . . 2 . 1 . 17
- 31: 1 1 1 1 1 1 . 1 . . 4 . . . 1 1 . 1 . . . 14
- 32: . 1 3 1 1 1 . 1 . . . . . . . . 1 1 . . . 10
- TOT 18 20 23 28 26 19 8 32 28 19 47 31 8 5 39 26 23 19 7 162 12 600
- =============================================================================
-
- *10-5-3*: How much do health and armor items help me?
- -----------------------------------------------------
- These charts explain how various powerups benefit the
- marine.
-
- .------------------------. .-----------------------.
- | Health | Incr. | | Armor | Incr. |
- |------------------------| |-----------------------|
- | Potion | ++ 1 % | | Helmet | +++ 1 % |
- | Stimpack | + 10 % | | Green vest | = 100 % |
- | Medikit | + 25 % | | Blue jacket | = 200 % |
- | Berserk | = 100 % | `-----------------------'
- | Soul sphere | ++ 100 % |
- `------------------------' + : Increments, up to 100 %
- = : Sets to this value if current ++ : Increments, up to 199 %
- is less, otherwise no change +++: Increments, even over 200 %
-
- [10-6]: How powerful is the ammunition?
- =======================================
-
- 1 Ammo = 1 point of damage
- 1 BFG9000 = + 100 points
- 1 Berserk = 10 points
- 1 Cell (Plasma Rifle) = 2 points
- 1 Punch = 2 points
- 1 Rocket = + 20 points
- 1 Shotgun = 7 points (fires 7 pellets at 1 point per pellet)
- (not every pellet will hit every target)
- 1 Super Shotgun = # 14 points (fires 14 pellets)
-
- +: Rockets and BFG9000 shots have an area effect. The direct hit values
- are given above.
- #: Weapon only found in DOOM II
-
- [10-6-1]: How much ammunition is obtained from picking up the various types?
- ----------------------------------------------------------------------------
- Here is a chart that explains the amount of ammunition that
- is obtained from picking up bullets, shells, rockets, and cells.
-
- .---------------------------------------------.
- | Ultra-Violence mode |
- |---------------------------------------------|
- | Type | BULL | SHEL | RCKT | CELL |
- |---------------------------------------------|
- | Human's clip | 5 | 0 | 0 | 0 |
- | Bullet clip | 10 | 0 | 0 | 0 |
- | Bullet box | 50 | 0 | 0 | 0 |
- | Chain gun | 20 | 0 | 0 | 0 |
- | Sarge's gun | 0 | 4 | 0 | 0 |
- | Shell clip | 0 | 4 | 0 | 0 |
- | Shell box | 0 | 20 | 0 | 0 |
- | Shotgun | 0 | 8 | 0 | 0 |
- | Rocket | 0 | 0 | 1 | 0 |
- | Rocket box | 0 | 0 | 5 | 0 |
- | Rocket launcher | 0 | 0 | 2 | 0 |
- | Cell pack | 0 | 0 | 0 | 20 |
- | Energy charge | 0 | 0 | 0 | 100 |
- | Plasma gun | 0 | 0 | 0 | 40 |
- | BFG9000 | 0 | 0 | 0 | 40 |
- | Backpack + | 10 | 4 | 1 | 20 |
- `---------------------------------------------'
- +: The first backpack doubles carrying capacity.
-
- *10-7*: How many enemies are in the entire game?
- ================================================
-
- These charts depict the amount of enemies contained in DOOM I
- and DOOM II. These only pertain to single-player, Ultra-Violence mode.
-
- *10-7-1*: DOOM I
- ----------------
-
- *10-7-1-1*: The entire game
- ---------------------------
-
- ----------------------------------------
- Episode 1 2 3 Total
- ----------------------------------------
- Humans 214 60 37 = 311
- Sergeants 281 54 91 = 426
- Imps 277 275 167 = 719
- Demons 90 158 141 = 389
- Spectres 63 15 36 = 114
- Lost Souls 0 113 129 = 242
- Cacodemons 0 50 76 = 126
- Barons of Hell 2 17 18 = 37
- Cyberdemons 0 1 1 = 2
- Spiderdemon 0 0 1 = 1
- ----------------------------------------
- TOTAL 927 743 697 = 2367
- ----------------------------------------
-
- The following charts display the amount of enemies per level and
- per episode, in Ultra-Violence mode.
-
- *10-7-1-2*: Knee Deep in the Dead
- ---------------------------------
-
- ---------------------------------------------------------
- Level 1 2 3 4 5 6 7 8 9
- ---------------------------------------------------------
- Humans 9 53 28 22 28 22 47 0 5
- Sergeants 16 8 47 16 46 57 56 6 29
- Imps 4 18 47 36 31 57 39 5 40
- Demons 0 0 7 11 12 20 7 18 15
- Spectres 0 0 2 0 14 22 1 10 14
- Barons of Hell 0 0 0 0 0 0 0 2 0
- ---------------------------------------------------------
-
- *10-7-1-3*: Shores of Hell
- --------------------------
-
- ---------------------------------------------------------
- Level 1 2 3 4 5 6 7 8 9
- ---------------------------------------------------------
- Humans 15 0 18 2 14 11 0 0 0
- Sergeants 10 0 1 6 22 11 4 0 0
- Imps 14 82 27 27 40 39 46 0 0
- Demons 11 19 17 17 26 35 33 0 0
- Spectres 1 2 2 2 0 3 5 0 0
- Lost Souls 0 12 14 11 26 30 0 20 0
- Cacodemons 3 0 6 11 6 9 5 0 10
- Barons of Hell 0 0 4 4 3 2 0 0 4
- Cyberdemon 0 0 0 0 0 0 0 1 0
- ---------------------------------------------------------
-
- *10-7-1-4*: Inferno
- -------------------
-
- ---------------------------------------------------------
- Level 1 2 3 4 5 6 7 8 9
- ---------------------------------------------------------
- Humans 0 6 0 22 0 7 2 0 0
- Sergeants 0 11 1 18 0 18 9 0 34
- Imps 18 0 34 26 35 36 0 0 18
- Demons 5 8 14 53 33 6 17 0 5
- Spectres 0 11 4 5 2 4 0 0 10
- Lost Souls 0 36 14 21 13 32 9 0 4
- Cacodemons 3 8 2 13 6 22 9 2 11
- Barons of Hell 0 0 2 3 5 1 1 1 5
- Cyberdemon 0 0 0 0 0 0 0 0 1
- Spiderdemon 0 0 0 0 0 0 0 1 0
- ---------------------------------------------------------
-
- *10-7-2* DOOM II
- ----------------
-
- *10-7-2-1*: Levels 1-11
- -----------------------
-
- -------------------------------------------------------------
- Level 1 2 3 4 5 6 7 8 9 10 11
- -------------------------------------------------------------
- Human 10 22 15 6 16 2 . . 8 71 8
- Sargeant . 50 20 15 25 30 . 5 38 31 12
- Chaingunner . . 9 10 11 11 . . 17 4 4
- Imp 17 16 22 20 54 44 . 55 103 95 13
- Demon . 2 8 1 1 7 . 43 9 31 1
- Spectre . . 4 3 7 11 . 3 5 10 12
- Lost soul . . . . 6 2 . 2 33 18 9
- Cacodemon . . . . 3 . . 11 6 . 10
- Hell Knight . . . . 1 2 . . 4 . 2
- Baron of Hell . . . . . . . 20 . . .
- Arachnotron . . . . . . 12 . . 7 3
- Pain Elemental . . . . . . . 4 10 7 4
- Revenant . . . . . 4 . . . 4 1
- Mancubus . . . . . . 7 . 5 . .
- Arch-Vile . . . . . . . . . . 1
- Spider-demon . . . . . 1 . . . . .
- Cyber-demon . . . . . . . 1 . 1 .
- -------------------------------------------------------------
- Total 27 90 78 55 124 114 19 144 238 279 80
- -------------------------------------------------------------
-
- *10-7-2-2*: Levels 12-22
- ------------------------
-
- -------------------------------------------------------------
- Level 12 13 14 15 16 17 18 19 20 21 22
- -------------------------------------------------------------
- Human . . 12 44 . 9 1 16 . . .
- Sargeant 15 . 20 43 . 24 28 10 13 19 .
- Chaingunner 9 . 17 17 . 22 . . 12 11 25
- Imp 44 72 23 42 97 36 58 101 22 76 18
- Demon . 15 . . 4 . 43 36 . . 3
- Spectre . 2 3 . 4 11 21 27 . 3 7
- Lost soul 9 16 6 9 . . . 10 9 . .
- Cacodemon 16 10 . 11 25 13 19 6 11 . .
- Hell Knight . . . 3 . 1 5 . 1 6 .
- Baron of Hell 1 . . 2 . . . . 1 . 1
- Arachnotron 6 6 1 1 . 2 . 2 . . .
- Pain Elemental . . . 6 . 4 . . 5 2 .
- Revenant . 4 1 . 14 2 2 . 2 4 2
- Mancubus 9 1 . . 15 . 1 . . 3 .
- Arch-Vile . . 1 . 2 1 . . 2 . .
- Spider-demon . . . . . . . . 1 . .
- Cyber-demon . . . . . . . . 1 . .
- -------------------------------------------------------------
- Total 109 126 84 178 161 125 178 208 80 124 56
- -------------------------------------------------------------
-
- *10-7-2-3*: Levels 23-32
- ------------------------
-
- --------------------------------------------------------------
- Level 23 24 25 26 27 28 29 30 31 32 Tot
- --------------------------------------------------------------
- Human . . 17 . 18 3 13 . . . 291
- WolfSS . . . . . . . . 128 28 156
- Sargeant . . 35 2 22 5 21 . . . 483
- Chaingunner 17 25 10 14 11 6 11 . . . 273
- Imp 31 46 24 27 21 24 22 . . . 1223
- Demon 28 56 . . 16 6 . . 21 . 331
- Spectre . 8 6 1 9 17 1 . . . 175
- Lost soul . 16 4 29 7 12 . . . . 197
- Cacodemon . 8 . 23 . 1 15 . . . 188
- Hell Knight 9 6 2 . 21 7 5 . . . 75
- Baron of Hell . . . 2 1 . 3 . . . 31
- Arachnotron 7 . 1 . 4 12 . . . . 64
- Pain Elemental 6 . 3 . 4 5 4 . . . 64
- Revenant 4 . 1 . 21 17 6 1 . . 90
- Mancubus 1 2 . 3 13 2 4 . . . 66
- Arch-Vile 2 . 1 . 2 4 1 . . . 17
- Spider-demon 1 . . . . 2 . . . . 5
- Cyber-demon . . . . . . 1 . . 1 5
- Boss Brain . . . . . . . 1 . . 1
- --------------------------------------------------------------
- Total 106 167 104 101 170 123 107 2 149 29 3735
- --------------------------------------------------------------
-
- [10-8]: How many shots does it take to kill each enemy?
- =======================================================
- Here is a chart that show that amount of each kind of ammunition it
- takes to kill enemies. This chart pertains to Ultra-Violence mode.
-
- .-----------------------------------------------------------------.
- | Chapter [10-7] Chart |
- | Ultra-Violence Mode |
- |-----------------------------------------------------------------|
- | Monster | BULL | SHOT | ROCK | CELL | 9000 | CACO | BARN | REVN |
- |-----------------------------------------------------------------|
- | Player | 10 | 2 | ~2 | 5 | 1 | 7 | 4 | 3 | +
- | Human | 2 | 1 | 1 | 1 | 1 | 2 | 1 | 1 |
- | Sergeant| 3 | 1 | 1 | 2 | 1 | 2 | 1 | 1 |
- | SS guard| 5 | 1 | 1 | 3 | 1 | 4 | 2 | 2 | *
- | Imp | 6 | 1 | 1 | 3 | 1 | 4 | 2 | 2 |
- | CG Dude | 7 | 1 | 1 | 4 | 1 | 5 | 3 | 2 | *
- | Demon | 14 | 2 | 1 | 7 | 1 | 10 | 5 | 4 |
- | Spectre | 14 | 2 | 1 | 7 | 1 | 10 | 5 | 4 |
- | Souls | 10 | 2 | 1 | 5 | 1 | 7 | 4 | 3 |
- | Revenant| 30 | 5 | 2 | 15 | 1 | 22 | 10 | 8 | *
- | Cacodmn.| 36 | 6 | 2 | 18 | 1 | 27 | 14 | 10 |
- | Pain El.| 40 | 6 | 2 | 20 | 1 | 27 | 14 | 10 | *
- | Arachno.| 50 | 8 | 3 | 25 | 1 | 34 | 17 | 12 | *
- | Knight | 50 | 8 | 3 | 25 | 1 | 34 | 17 | 12 | *
- | Mancubus| 60 | 9 | 3 | 30 | 1 | 40 | 20 | 15 | *
- | Archvile| 70 | 10 | 4 | 35 | 1 | 50 | 24 | 18 | *
- | Barons | 100 | 15 | 5 | 50 | 1 | 67 | 34 | 25 |
- | Cyberdm.| 400 | 58 | 20 | 200 | 3 | 267 | 134 | 100 |
- | Spiderd.| 300 | 43 | 15 | 150 | 2 | 200 | 100 | 75 |
- `-----------------------------------------------------------------'
-
- Note: This chart pertains to direct hits only. Missed shots increase the
- amount of ammunition required to kill any enemy.
- The last three columns relate to missiles fired by monsters. Imps and
- Lost Souls do the same damage as single bullets.
-
- *: Monster only found in DOOM II.
-
- +: This regards a player at 100% strength. Again, missed shots increase the
- amount.
-
- (10-9): Which enemies will attack each other?
- =============================================
- Projectile monster attacks do not hurt other monsters of the same
- species. For example, Imp fireballs do not hurt other Imps, but do hurt
- other monsters. Baron green plasma does not hurt other barons, Cacodemon
- gasballs don't hurt other Cacodemons, and Cyberdemons are immune to their own
- rockets.
- Bullet attacks are fair game for all. Troopers, Sergeants, and
- Spiderdemons all kill their own kind cheerfully.
- Scratching and biting attacks are hard to misdirect but it does
- happen, and when it does, Demons will happily go after each other, as will
- Spectres.
- Last but not least, Lost Souls who hit each other will duke it out to
- the finish.
-
-