"Doom II" - the complete walkthrough version 1 ~~~~~~~~~ References: PeachFreak's walkthrough from GameFAQs. http://www.gamefaqs.com/ This file may be distributed anywhere on the Web provided that it is not altered in any way, and no fee is charged. Preferable distribution areas are GameFAQs and IGN. =============================================================================================== DISCLAIMER: This file is entirely my own idea and has in no way been sanctioned or authorized by id software (http://www.idsoftware.com/) or any other persons responsible for the creation, production, and distribution of the game. Any errors contained herein are entirely my own; use at your own risk. =============================================================================================== CONTENTS: References (above) Disclaimer (above) The Intro Recommended Systems - what kind of computer you need to play Updates/Patches The Weapons The Good Guys The Bad Guys Items / Inventory ===The Walkthrough=== The Cheats Copyrights Signature/Versions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE INTRO "Doom II" is just a continuation of the original "Doom" - the graphics and sounds are about the same, as is everything else. There are new enemies in this, but for the most part this is the weakest version of "Doom". -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RECOMMENDED SYSTEMS Minimum Requirements: 486 processor operating at a minimum of 66 Mhz, or any Pentium / Athlon processor Windows 95/98/ME/2000 8 Mb RAM 20 Mb of uncompressed disk space 100 Mb of free hard drive space for Windows swap file 32 bit video 16 bit sound mouse DirectX 5 or higher Modem (TCP or IPX) or LAN (TCP or IPX) for online play Most ATI and nVidia video cards are supported. Voodoo, Matrox and others may be supported. Note that this game does /not/ run properly under Windows XP. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UPDATES / PATCHES: It depends on which version you have - if you have "Doom for Windows 95", then there's no patch needed. Once you've installed the game on your computer, go through the CD and copy all of the files in the "D:\" directory to your hard drive, except for the "setup.exe", "autorun.exe" and "autorun.inf" files. Most will already be on your hard drive. Make sure the "dmouse.vxd" file exists in your "Doom for Windows 95" game directory. If you have a different version of "Doom II", search the web to find the file "doomlnch.dll" - copy that into your game directory; otherwise you won't be able to record and play demos. There are also a ton of patches to bring the game up to version 1.666, 1.666a, 1.7, 1.7a and 1.9 - most can be found at "http://www.classicdoom.com/" "Doom for Windows 95" is already fully patched. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE WEAPONS The numbers in front of each weapon below are the top row of your keyboard... hit that to automatically switch to that weapon. For the Shotguns, just hit the number again to switch between the two. 1 - Fists pretty much worthless... if you don't have any other weapons, then you're probably dead. Ammo: N/A Powerup: Berserker - for a very short time you're invulnerable and have a super punch. 1 - Chainsaw 'replaces' your fists. Good against Zombies. Ammo: N/A 2 - Pistol not exactly a weapon of power, it's better than nothing. Ammo: Bullets 3 - Shotgun this has some kick to it, and will kill lower level monsters. Ammo: Shells 3 - Super Shotgun a double-barrel Shotgun that fires both barrels at once. Nicely powerful. Ammo: Shells 4 - Chaingun a nasty ripping sound and lots of devastation. Uses ammo quickly. Ammo: Bullets 5 - Rocket Launcher big bang for the buck. Lead your target, and watch your aim... don't fire this close to yourself. Ammo: Rockets 6 - Plasma Rifle high energy plasma fries the Bad Guys, very effective. Uses ammo quickly. Ammo: Cells 7 - BFG 9000 Big Fucking Gun... the monster daddy of all weapons. Computer controlled ammo can take out multiple enemies. Ammo: Cells 8 - Chainsaw (yes, it's assigned to two different numbers... weird) 9 - n/a 0 - n/a -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE GOOD GUYS There are none (other than you). Kill everyone and everything. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE BAD GUYS Arachnotron - a brain walking on four metal legs. Medium/hard kill. Arch-Vile - big, pale and nasty... not only does it shoot plasma blasts at you, but it can also resurrect other monsters. Hard kill. Baron of Hell - a more powerful version of the Hell-Knight. Hard kill. Cacodemon - a big red flying head, basically... a large nasty mouth. Rockets work nicely, if you can keep them far enough away. Medium/hard kill. Cyberdemon - the final Hell Knight. The ultimate nastiness. Demon (aka BullDemon) - a pink, bull-like charging demon. Medium kill. Hell Knight - big and nasty... a killing machine. Hard to kill. (featured on the game cover) Imp - the least of the Hell monsters, it can fire minor plasma charges at you. Brown and spiky. Fairly easy to kill. Lost Soul - a flying, flaming skull... it dodges and weaves, but if your aim is good you can take it out quickly with the stronger weapons. Mancubus - what's big and fat, with a rocket launcher on each arm? That's the Mancubus, and it isn't pretty... or easy; it takes a lot of killing. Pain Elemental - by itself it can't really do anything, but it spits out Lost Souls. When it dies, three more Lost Souls spawn in. Revenant - this bad boy has Rocket Launchers sprouting out of its shoulders, as well as being able to fire the usual plasma bursts. Not an easy kill. Spectres - an invisible version of the BullDemon. Also know as Invisible Demons. Spider Mastermind - a larger, nastier version of the Arachnotron. Hard kill. Zombie - these are your former Marine buddies, now working for Hell. They come in several different versions, including Pistol, Shotgun and Chaingun. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ITEMS / INVENTORY Everything listed below is used as soon as you find it, and most are only temporary. Keys and the Computer Area Map will last for the whole level. Backpack - loaded with ammo, the first time you grab one it will double your ammo capacity. Berserker - temporarily super power your fists. Computer Area Map - shows the entire level. Invulnerability - you can't be harmed for a short while. Also turns everything a bright white. Keys - they come in three colors: Blue, Red and Yellow. They also come in a variety of styles, including Keycards and Skulls. Light Amplification Goggles - eleminate the darkness for a short while. Megasphere - superpowers /everything/ for a short time. Partial Invisibility - you'll be somewhat invisible to monsters, but don't rely on it. Radiation Suit - protects you from toxic waste. Supercharge - a blue orb that will supercharge your firepower for a short while. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===THE WALKTHROUGH=== This walkthrough was written using the "I'm too young to die" difficulty - the Keycards, Doors and Secrets will all be the same in every difficulty level; only the number and types of monsters will change. Well, almost - there are a couple of spots that will vary according to what difficulty you're playing on... I'll list those. Map directions: hit your Tab key (default) to open your map. The bottom of the screen is south, the top north, etc. Not that there are any real compass directions in the game, but this makes it easier to maneuver. The names listed in braces { } are the map names for that level. You can jump to a different level by using a cheat. Level 01>>Entryway {01} - 5 Secrets //Enemies: Pistol Zombie, Shotgun Zombie, Imp //Keys found: n/a //New weapons acquired: Pistol, Chainsaw, Shotgun, Rocket Launcher Before doing anything else, back up and turn around - head through this dark area and out to the balcony to pick up the Chainsaw. Now you can go back to where you started and kill the Pistol Zombies. There's a Health Kit next to one column, in one corner of this room you have an Armor Helmet, and in the other corner is a Clip. Straight ahead and turn the corner - at the end of this hall you'll see a whole bunch of Health Potions in a small room, a hall on your left flanked by blue arrows, and another hall at the end on the right. Go into the left hall first, and through the door - several Pistol Zombies in here up on platforms. Once they're dead, go back to the doorway and face into the room - you'll see a pair of switches up the center, one on the right and one further ahead on the left. [SECRET 1] Hit the right switch first - this opens an alcove in the corner of the room, containing green Armor and Health Kits. Hit the other switch to lower the platforms and grab the ammo. Back out into the hall, and you'll probably have a Pistol Zombie or two coming at you - kill them, then head into that area at the end to grab all the Health Potions. There's a Secret door in this little room that gets opened elsewhere. Head down the next hall and into that room - to your right will be a shelf with a Pistol Zombie on it, while down to your far left is a cage with an Imp inside. Kill both, then look around - straight ahead (up the steps) is a window looking out. To the right at that shelf, hit the switch to drop the shelf and grab the ammo. [SECRET 2] ride the shelf back up and bump the back wall of this alcove to open a Secret door. The switch in here opens a door to the left of the steps out in the room. [SECRET 3] go out through that new door to get the Shotgun and ammo. [SECRET 4] run out of the alcove to land on the light on the floor - that will open the Secret door in the room where the Health Potions were. Go to that to get the Rocket Launcher. [SECRET 5] back in the exit room, go along the wall where the Imp cage is - at the far right, just before the wall bends, there's a Secret door with a Health Kit (and possibly an Imp) inside. Go through the Exit door for Health Kits, ammo, and Imps. Use the green switch to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 02>>Underhalls {02} - 1 Secret //Enemies: Zombies, Imps //Keys found: Red, Blue //New weapons acquired: n/a Take out the Zombies straight across from you, then pick up the goodies on this platform - Health Potions to the left, a Health Kit to the right. Both ends of the waterway are blocked at the moment, so straight across to where the Zombies were. Pick up any items, then go through the door. Kill the waiting Zombies and head left - kill the Zombie(s) around the corner, then use the switch... it unblocks one end of the waterway outside. Go down to the other end of this area for the Red Door (bars), and blow away the Zombie(s) inside... or save that for later. Back outside, and head right along the canal, killing as you go. In a small alcove on your right (another Zombie) you have Helmet Armor and a Health Kit. Further along on the left are more Helmet Armors, and steps leading down to a door - head through that. A whole bunch of Zombies to kill, several Health Kits, and around the corner at the end of the room is the Super Shotgun (double-barrel Shotgun). Back out to the canal and continue on. Kill the Zombies up on the platform, and head up there yourself. Grab the ammo and do a lot more killing. Down the steps and across is a brown building with a Red Keycard showing in one window, a bunch of Zombies in a window to the right of that, and a door down to the left. Kill everyone you can from here and then go down and in that door. More killing, but no way to get up on that ledge, so head back out and up the steps. Follow the platform around for Helmet Armors, then run and go through the window. Grab the Health Potions (and any ammo), then up the steps and grab the Red Keycard. Blow away the new bad guys outside (including an Imp or three), then head back out to that platform to collect anything and check the small rooms that opened up (there will also be a new room open along the canal - don't forget that one). Once that's done, get this level's only Secret. [SECRET 1] at the top of the steps where the Red Keycard was, bump the wall at the left. You'll find all of those other Zombies that you killed earlier, as well as blue MegaArmor, a Health Kit, and a teleporter which brings you back to the beginning of the level. Now you can open that Red Door and throw the switch in here, which opens the other side of the canal. Head that way, and along the left you'll have a Blue Door, a little further on the right will be steep steps down to another Blue Door, and around the bend is the other side of the area you were just in (Red Keycard), which is now unblocked. Kill the Zombie(s) on this platform - hey, look at the nice explosive barrel! - and head into that area. More water to wade in, more Zombies (and more barrels), and two square holes in the floor. Drop through the left one and work your way around to the left, killing as you go. Grab the Blue Keycard and then go through the door down here. More killing, more barrels, and at the end is a Blue Door - through that, and you'll be at the bottom of those steep steps. Head up, and left for the other Blue Door - hit the switch to Exit the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 03>>The Gantlet {03} - 1 Secret //Enemies: Zombies, Imps, Invisible Demons, BullDemons //Keys found: Blue, Red //New weapons acquired: Chaingun You can look through the window on your left - and possibly kill a few Zombies through it, but you can't get through it so go through the door. Imps and Zombies to play with, a platform on the left with MegaArmor on it, steps down to your right, and a hallway in the corner. Once death has been dealt, go down and collect any goodies, then head out the door and up those steps. Up on the left is a ledge with Health Kits that you can't get on yet, further along on the left is a window overlooking the room you just left, to the right is an elevator with a Health Kit on it, and down around the corner is the platform with that MegaArmor. Kill, kill... the use the elevator. Through here, kill the Imps on either side, then go straight - down the steps and up the next for more Imps; ignore those steep steps in front of you for right now. You'll see a platform with a Rocket Launcher on it, and down to the right (from where you entered) is a small 'well' that is the level's only Secret Area. Down in the water on either side of the center steps you'll have Invisible Demons (aka Spectres), so be careful. [SECRET 1] this is a pain to get to. Get back to where you entered this area and head right. Aim at the well, and run at it while also using your right strafe - you should just barely make it. All sorts of toys in here - Energy Cell Pack (for the Plasma Gun), MegaArmor, an Orb of Partial Invisibility, a Sphere of Invulnerability, and a teleporter. Grab everything and hit the teleporter - it takes you to the platform where the Rocket Launcher is. Head up the center steps to the far end of the room, and down the steep steps you avoided earlier. Kill, and grab the Chaingun. Steps straight ahead (you can see the Blue Keycard up there), and a small doorway on either side. Go in the small doorways first and collect anything, then go up the steps and get the Blue Keycard. Go through the left Blue Door first. Kill, and head left - hit the switch at the end then go out this Blue Door. There are several ways to go from here. Get out to the center area and you'll notice that a bridge has raised on the right (facing towards the door where you originally entered this room), leading to a new opening with a teleporter showing. Beyond that bridge, down in the water, there's a new opening in the corner with another teleporter showing. However, you're going to want to down down the steps and left, to where the well is - facing that, turn right and head into that corner; bump the wall to open up an alcove containing a Backpack full of ammo. Oddly enough, this doesn't count as a Secret Area. The teleporter down in the water doesn't really count - it just brings you to the Rocket Launcher platform. Get back to that pair of Blue Doors - just past where you grabbed the Blue Keycard - and go in the right one. Clean out the area, then use the teleporter which brings you - you guessed it - to the Rocket Launcher platform. Just go through this entire room, picking up anything and doing any killing, then head for that bridge that raised up. Cross the bridge and to the teleporter - you'll come out on that ledge with the two Health Kits you saw earlier. Through the small door, and kill the pink BullDemon across the way. Run and drop to the platform on the left to grab the box of bullets, then drop down to the floor. The walls next to the bullet platform will drop, revealing a BullDemon - kill that, wait a moment or two, then grab the Red Keycard. That drops the other walls for another BullDemon. Note: there's a glitch in the game that will screw things up if you kill both BullDemons at the same time, so give yourself several seconds before you grab the Red Keycard. Go to the switches and hit the left one first - turn around, and an alcove on the far side has opened, revealing several Imps, as well as a bunch of Helmet Armor. Hit the other switch to temporarily drop the elevator in the corner (to the left of the switches) - ride that up to where the first BullDemon was. Open the Red Door and do your killing bit (BullDemon), and if you've gotten everything else in this level, go ahead and Exit. The teleporter at the end of this ledge leads to the other side of this room where you entered, if you need to get back out that way. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 04>>The Focus {04} - 3 Secrets //Enemies: Zombies, Imps, Chaingun Zombie //Keys found: Blue, Red, Yellow //New weapons acquired: n/a Through the door for a whole bunch of Zombies, including several through the window on the left that keeps opening and closing. The door on the right requires the Red Keycard, so continue on down the hall and left. Head up the steps, kill, and hit the switch to the right of the window - that drops the column in the other room that the Blue Keycard is on. Back down the steps and right, and down the hall. Just before the end you'll have a light in an alcove on your left, and just left of that is a section of wall with blue triangles on it. [SECRET 1] use that blue triangle wall to get into that windowed area - plenty of Helmet Armor and a Health Kit or two in here. Through the door at the end of the hall - note the Blue Door to your left. Work your way through this area, killing (Imps and Zombies), and go grab the Blue Keycard as well as all of the Helmet Armor. Head back for the Blue Door, and a new alcove has opened with an Imp or two inside, as well as Health. [SECRET 2] drop down into the brown muck - note the section of wall that has the different pattern of lines on it; bump that and enter for the SuperShotgun and ammo. Through the green wall to get back out into the hall. Through the Blue Door for a few Imps. You can see the Red Keycard on a ledge ahead, and to your immediate right is a green switch on the wall - that turns on the lights in here. All the way to the end and through the door. In the left corner are several Health Potions and a small box - step on that box to lower a larger on further ahead that also has Health Potions on it. Do your killing bit, step on the small box, and race ahead to get on the large box before it raises back up. The green switch on the wall just inside the door opens a teleporter in the next room. Kill everything else (more Imps), get the Health Potions and the Red Keycard. [SECRET 3] drop off the left side of the Red Keycard crate to enter the teleporter. This takes you back to where you hit the switch to lower the Blue column. Through both Red Doors, and straight ahead you'll see the Yellow Keycard. On ledges on either side you'll see Helmet Armor, and down below are a couple of lit hallways. Grabbing the Yellow Keycard gets Zombies to appear on those ledges with the Helmet Armor - kill them, then drop down to the floor. The hallway on the left has a Shotgun Zombie, a bunch of Health, and a teleporter at the end which takes you up to the ledge on that side. Collect everything and use the switch, which raises the bridge to the Exit door. The teleporter in here takes you out to where you entered this room. Drop off the right side and in that hall for a Chaingun Zombie, Health, and a teleporter at the end that brings you up to the other ledge. Grab everything, use the teleporter, then head through the Exit door and a BullDemon. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 05>>The Waste Tunnels {05} - 3 Secrets //Enemies: Zombies, Imps, Lost Souls, BullDemons, Cacodemon //Keys found: Red, Blue, Yellow //New weapons acquired: Plasma Rifle This entire level goes around in circles, so it's easy to get lost. However, it's not a giant level, so it's easy enough to reorientate yourself. Straight ahead, grab the Shotgun and through the opening. Turn left and right to do your killing. Head right to grab the Shotgun, and just past the torch the floor drops - Imp, Armor and Health in here. Head the other way, and just past the other torch is another floor drop. Straight ahead from the window you first came through is a floor drop (elevator) which lets you into the next room - or you could just go through any of the windows. But not yet. In this first hall there's a section of wall down at the far left which won't open yet, and there's a door. Go through the door at the end of the hall - it's dark in here, with a bunch of flashing lights, some of which are arrows. Straight ahead are Imps, and a ledge further on with Zombies. To your left is a door (one of the arrows points at it) while to the right is a hallway. First head right, into that hallway - it will seal behind you. Bump each of the black walls to open them for Imps and toys, as well as some switches. Note the arrows on the floor in front of each switch - one opens the door that just sealed behind you, one opens an alcove at the end of the room (Zomies, Health and Armor), while the third opens the back wall of another alcove in here. The black door at the far right will open onto the next room (once you've hit the switch), but don't go that way. Once you've killed everything and hit all the switches, go back into the flashing arrows room. Go through the door for Imps, and around the corner for more Imps. Kill the Imp in the cage, and a couple of alcoves out in the hall you just cam through will open, revealing Zombies. Through the bars of the cage you can see the Plasma Rifle in the distance. Down at the end of this hall is a blue Berserker powerup and Shotgun ammo. Bump the wall behind the Berserker to open a tiny alcove with nothing in it at the moment - that wall opens from the other side in one of the Secret Areas. Go back out through the door where you entered this hall, turn left, and head for that ledge - it'll drop, allowing you to ride it back up for more killing. There are cages along the left walls with Zombies behind the bars, alcoves on the right with various demonic decorations, stairs down to the left of those, and a small well in the center of the room. Go through the door on the left and sweep through that area, killing everybody. Work your way through here to the end and you'll see the Red Keycard - go in there, kill, and collect the Keycard. Turn the corner for some Lost Souls (flying skulls) and some Health. Go all the way to the end and drop through the window, then drop through the next. To your right will be the curved stairs leading back up into that room with the demon decorations, straight ahead past the next halls is the Red Door, while left the hall will circle around. Just circle through this area, killing - Imps and Zombies. In one small room you'll find a Rocket Launcher. In the hall with the Red Door, note the opening in the wall - you opened that before with one of the switches. Head through the Red Door. There's an Imp in an alcove around to your right, then head up the stairs. You can go through the window on the right or through the Red Door (after grabbing the Blue Keycard, of course). Go through the Red Door first - ahead on your left is the Blue Door, while to the right are several windows. At the end of the hall and around the corner is a box of Rockets. In the center of the hall is an elevator which will take you down into that other room - this is the other side of the hall where you first started. Once you've gotten everything, go back through the Red Door and through that window. An alcove on the right opens - kill the Zombies. Out through the opening to gather anything off that platform, then bump the wall to the left of the alcove (straight across from the window you came through). [SECRET 1] this wall going down is all there is to Secret 1 - go through and you'll be back out in the original hall, with the door to the flashing lights room to your right. [SECRET 2] when the wall goes down in Secret 1, *run* straight ahead and drop down through the opening. If you miss it, you'll have to go through Secret 1 again from the Red Door. Grab the Plasma Rifle, then bump the blue skull panel to activate the elevator again. Go through the Blue Door and do your killing bit - Zombies and BullDemons. Go either way around the wall and grab the Yellow Keycard - windows across the way will open, revealing a Cacodemon. Kill it, the a bridge rises to allow you to get across to the Yellow Door. If you fall into the trench, there are teleporters at either end which will bring you back up to where the Yellow Keycard was. [SECRET 3] run & strafe into the right window across the trench for some Imps and various bits of ammo. Drop into the trench and use either teleporter. Through the Yellow Door to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 06>>The Crusher {06} - 3 Secrets //Enemies: Zombies, Imps, BullDemon, Hell-Knight, Spider Mastermind, Revenant, Lost Souls, Spectres //Keys found: Blue, Red //New weapons acquired: n/a Straight ahead and do your killing bit. [SECRET 1] bump the second column on your left to lower it, revealing a MegaSphere. On the left side of the room is an inset section of wall that won't open yet, and on the right side is the Blue Door. 'Straight' ahead is a lit, barred balcony that is actually an elevator. Now here's one of those points where it *does* matter what difficulty you're playing. [I'M TOO YOUNG TO DIE / HEY, NOT TOO ROUGH] ride the lift down and watch out for all of the nasties in the area. Imps firing from across the way, Imps firing from a ledge on the left, a BullDemon in the trench... but the big baddie is the Hell-Knight to the right, on the ledge with the Blue Keycard. Actually, the Hell-Knight is easy to take care of - the exit from the elevator is on your right, and just on the wall there is a switch... hit that, and the ceiling above the Hell-Knight will come down and crush it. Now you can stroll up the stairs to get the Blue Keycard and the Plasma Rifle. If you go in the trench, there's an opening with a teleporter that takes you to the platform the Blue Keycard was on. [HURT ME PLENTY] ride the elevator down and then back up - facing out at the room, note the opening on your left... run out that opening to the ledge in the corner to get the Blue Keycard. Don't bother with the switch. [ULTRA-VIOLENCE / NIGHTMARE] the same as "Hurt Me Plenty", except you need to hit the switch, then *run* to the platform on the right that lowers. Get the Blue Keycard after wading through all sorts of nasties, including a Spider Mastermind. There's a SuperCharge at the end of this area. [all difficulties] you can do everything listed in the "Nightmare" difficulty in order to pick up all sorts of toys, including Cells for the Plasma Rifle in the Imp cages along that ledge. Ride the elevator back up, go back into that room and go all the way left - there should be a big alcove open to the left of the Blue Door which has several Zombies in it, as well as Health. In the Blue Door, kill the Zombie(s), and hit the switch - a lift behind you will lower; get on it quick. [SECRET 2] don't ride the lift up, but duck into the small alcove behind it. Kill the Imps, grab the Helmet Armor, and bump the face on the wall to lower the lift again. At the top, kill the Zombies and Imps, and head down the stairs. To the right is the Red Door which you obviously can't get through yet, so continue around the corner and in through that door - bump the face on the wall to drop the lift ahead and get down there quick. The face on the wall at the bottom triggers the lift from this side. Through the next door and kill. Go straight up those shallow steps, and an alcove will open ahead, revealing a Chaingun Zombie (or something nastier) - kill it, but you can't get in there yet. Continue around, kill the Imps on the platform in the middle, and another alcove will open up to reveal a red & white Revenant along with a Super Shotgun. Continue around, killing as you go. [SECRET 3] at the top of the stairs, get into the alcove where the Chaingun Zombie was, and bump the wall at the back. Several Zombies (of all types) in here, along with a Rocket Launcher, MegaArmor, and a MegaSphere. Jump across to the platform with the Red Keycard, and it will sink down to reveal Lost Souls and a Spectre or two, as well as ammo. Grab it all, then head back out the door you entered by, and up that lift. Back out in this hall you'll notice that a new alcove has opened up with some old friends (Imps) and ammo inside. Kill them, then head through the Red Door. Spectres, Lost Souls, and all sorts of Zombies in here - kill 'em all, then carefully walk along the bridge and in that opening; don't fall into the toxic waste. Through this next room and through the next door. Cute... but you can wade in that water if you want. Head around to the other corner of the room, hit the switch, and grab the Yellow Keycard - then get ready as all sorts of Zombies and Imps teleport in, as well as some Spectres in the water. From the door where you entered this room, go right - that opening and the stairs lead back to the very first room you were in (the square columns) and that wall panel that wouldn't open before. Go left, and use any of the teleporters to get into the center area. Hit the switch there to raise the bridge to the Exit, and exit the level. Once you click out of the stats screen, you'll get a short break with narration. Just click to keep going. You have entered deeply into the infested starport. But something is wrong. The monsters have brought their own reality with them, and the starport's technology is being subverted by their presence. Ahead, you see an outpost of Hell, a fortified zone. If you can get past it, you can penetrate into the haunted heart of the starbase and find the controlling switch which holds the Earth's population hostage. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 07>>Dead Simple {07} - 1 Secret //Enemies: Mancubus, Arachnotron //Keys found: n/a //New weapons acquired: n/a Your first Boss level... get ready. Bump the face to drop the wall - you'll face off against 4 Mancubi, and once they're dead, 4 Arachnotrons (higher difficulties mean more baddies, obviously). When everything is toast, go all around gathering items - plenty of Invisibility and a Berserker, if you want to use that stuff in the battle - and hit all the switches. Stairs will rise to the central butt-ugly switch which exits the level. [SECRET 1] how silly... just climbing the stairs to the Exit switch counts as the Secret. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 08>>Tricks and Traps {08} - 7 Secrets //Enemies: Cacodemons, BullDemons, Pain Elementals, Lost Souls, Imps, Hell-Knights, Baron of Hell //Keys found: Red, Yellow //New weapons acquired: BFG9000 Doors, doors, doors... 8 of them in here. A 'normal' one straight ahead, Yellow to the left of that, Red to the left of the Yellow, and the rest are regular doors. The easiest way to start is to just go straight ahead and through that door (the one to the right of the Yellow Door) - you've got ugly brown rotating pillars at the end of the hall, and various reddish openings along either side of the hall. Guess what - get down to the pillars, and those openings will spew forth at least 4 Cacodemons. There's a Plasma Rifle and an energy cell for it behind the pillars, so you know what to use. Hit the green switch on the wall and head back to the room of doors. Go in the door to the left of the one you were just in - grab the Rocket ammo in the center, and use it to take out the BullDemons up on the ledges. *Then* grab the crates of Rocket ammo and the Rocket Launcher on the left side of the room - that causes stairs to rise up to the ledges. Go up there, gather any toys (including green Armor), and hit both switches. Facing out into the room, you'll notice an open wall behind where the Rocket Launcher was. [SECRET 1] walking through this new opening counts as Secret 1. In this room, just go straight and grab the blue Orb, then all of the ammo Backpacks in the area beyond. Head back out into the room and kill all of the BullDemons that have come out of new alcoves. [SECRET 2] once they're all dead, shoot the wall with the goat skull symbol on it to pick up the BFG9000 early in the game. Back out to the room of doors. Keep going clockwise around the circle - from the door you just came out of (Rocket room), head left to the next door. Around the back of this small room are a pair of teleporters - but get Secrets 3, 4, 5, 6 and 7 first. [SECRET 3] bump or shoot the face to reveal another teleporter - step in to collect the Secret. There's a Spectre or two out in the room - kill them before stepping off this ledge. [SECRET 4] drop into the toxic water and quickly head to the right side - bump the wall to drop it. Grab the Rad Suit (there's another in here as well), and collect the toys, including a couple of Invisibility orbs. Use the teleporter to get back to the other room. [SECRET 5, 6] on either side of the square brown column is a face - shoot them to open small alcoves on either side of the room with guns & ammo, and larger alcoves containing Pain Elementals (Lost Soul spitters). Make sure you go all the way into the small alcoves to collect the Secret. [SECRET 7] use the teleporter at the back of the room to pop into a room loaded with Imps. The door in here won't open yet - kill all, drop off the ledge, grab the ammo on the right and bump the switch at the left. Run back to the ledge you dropped off, and you'll be teleported up on to it - and the door is now open. Whew! Back out in the room of doors, don't go through the door to your left yet - lots of baddies in there. Instead, go through the door to the left of the Red Door - it looks empty, but down at the end of the hall behind the wall is a Cacodemon as well as ammo. Back into the room of doors, and through the only unlocked door you haven't gone through yet. Yikes! A whole bunch of Hell-Knights and a Baron of Hell. Thankfully, there's also a bunch of Invulnerability Orbs and an Invisibility Orb. Once everything is dead, grab the Yellow Skull Key at the back of the room, and bump the ugly wall to open the door. Back to the room of doors, and through the Yellow Door. See all the Health? You might need it. In two alcoves you've got Energy Cells, while in a third alcove there's the Red Skull Key (but no Captain America) - as soon as you grab that, walls drop down and a whole ton of Imps open fire. Kill 'em all, grab any toys, hit the switch to open the door, and head back to the room of doors. Save your game before this next bit. Last one... in the Red Door. *Run* across the platforms - don't stop, because they'll sink underneath you. If you do fall, reload and try again. In the Exit door and hit the switch to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 09>>The Pit {09} - 6 Secrets //Enemies: Zombies, Imps, Pain Elementals, Lost Souls //Keys found: Blue, Yellow //New weapons acquired: n/a Remember which way you're facing when you start - the metallic wall in front of you (in the corner) is a lift; look around the room and you'll see 4 of them. Grab the MegaArmor, then go up the lift you faced at the start. Kill the Zombies at the top, and the Imps further on. There's a ledge to your right that you can't get on yet, another ledge (with an Imp or two) down at the far end, and around the corner to your left is a set of steps and a small door. Go all the way to the end and right - hit the switch there to raise a bridge which apparently cuts you off. Use the lift here (that the Imps were on), and at the top hit the switch - that opens an alcove with Shotgun ammo and a Berserker. Run to the raised bridge, then run to the ledge at the left - circle through this room, killing. It looks like you can't get on that center platform, but looks are deceiving - from where you entered this room, go left along the wall, then go halfway along the next wall. Face the middle of the center structure and drop into the toxic waste - the entire ring around the structure will drop; get on and let it carry you back up to the door. [SECRET 1] believe it or not, just riding this lift up counts as a Secret. Circle around the structure first for any toys and ammo, then go in the only door - Imps and Lost Souls greet you. [SECRET 2] again, a believe it or not - just going through the door is a Secret. [SECRET 3] from where you enter, bump that wall ahead and slightly right - it will rise up, revealing a Lost Soul and a BFG9000. Several Energy Cells in here (and more Imps), but that's it - run out the door and back to dry land. Head back out to the last room (where you hit the two switches) - an alcove on the right has opened, giving you an Imp attack. Go right and hit the switch, opening two more alcoves, each with Imps - the one behind you (the entrance to the room you just left) has Rockets and Berserker. With your back to the switch you just hit, go straight and right - another switch for you to hit. That opens the wall next to you, revealing a big room with several Imps, a flashing blue circle on the floor, and several mini-columns. You should also see a green Armor up and on the left. Run to get on that platform on the right (where the Imps were) and turn sharp left - a Pain Elemental (and attendant Lost Souls) up on that ledge where the green Armor is. Kill them off, and you'll note that a small platform in the room has dropped, revealing the Blue Keycard. Hit the switch up here - you can see the Blue Door beyond it - and steps will rise that allow you to get off this platform and back on it. If the platform the Blue Keycard is on goes back up, you can drop it again by getting back up on the Imp platform. Step on the flashing blue circle in the floor to raise a set of steps, apparently leading to a blank wall - don't bother going up them yet. Stay on the platform the Blue Keycard was on and ride it up - run to the ledge where the green Armor is. Up the steps, through the door, and you're on the ledge where the Pain Elemental was. Down this hall - ignore the face in the alcove for the moment, and you'll end up facing out into the room where you started; the first lift you used is down on your left. Now that you're done enjoying the sights, go back and walk up to that face in the alcove... and keep doing that until there are no more. Grab the blue Supercharge, and the walls behind you will drop, revealing a new room. Hit the switch to lower more walls. [SECRET 4] from the corner section, run to the pillar with the Rocket Launcher. [SECRET 5] once the bridge raises, cross it to get the Rockets. More walls will fall behind you, revealing Chaingun Zombies - kill them, cross back to that side, and exit this room the way you came in. Back out in that corridor, a new alcove has opened, giving you more Zombies to play with. Head back to where you got the Blue Keycard and drop down to the floor. If you go out the little door in here, you'll recognize the area. Instead, go up those steps to the Imp platform and through the Blue Door. Hit the switch in here to open the wall at the top of those wide steps. If the wall closes again before you get to it, no worries - just bump it to open it again. Grab the Health potions, and in front of you is a three-sided pedestal with a skull switch on each side, as well as three black doors. Use the skull switch directly in front of you first, and go through the door that opens on the other side of the room. In there for Health, ammo, and a Backpack down in the toxic goo. The tunnel around to the left contains more toys; use the skull switch to lower the ledge you dropped off of. Back through the black door and into the pedestal room. From where you are coming out of the door, you'll be able to see two sides of the pedestal - use the skull switch on the right, and go through that now-open door. Two different ways to go in here, but only one way will get you the last Secret. Head left and 'up' the ledges, killing as you go. [SECRET 6] grab the Berserker, MegaArmor, Supercharge and other toys, then use the teleporter to get back to the beginning of this room. Head back out to the pedestal room and hit the last skull switch (directly in front of you) and go through the last door. A whole bunch of Imps in here... and across the way you can see the Yellow Keycard. Edge over to the far right corner of the ledge and drop off - you should land on a Rad Suit. Head for the lowest opening, to your left - kill, then hit the green switch at the end. Run back out into the goo and on to the ledge that has lowered - ride it up to get the Yellow Keycard. There's a skull switch at either end of this ledge - facing out at the goo, hit the one on the left (which opens the black door leading into this room), then go hit the other skull switch. Race out into the goo and on to the ledge that has lowered, hit the skull switch in here, then race out to the original ledge while it's down. Back out into the pedestal room, and use the wall to get back out into the Blue Keycard room. Head out the small door here and back out to the lift at the start room. Drop off the ledge and use either the lift to your left or the one straight ahead - either one will get you to a Yellow Door. Head in, do your killing bit (Pain Elemental and Lost Souls), grab all the Health Potions, and Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 10>>Refueling Base {10} - 18 Secrets !!! //Enemies: Zombies, Imps, BullDemons, Pain Elementals, Lost Souls, Hell-Knights //Keys found: Yellow, Blue //New weapons acquired: n/a [SECRET 1] from where you start, use the blue symbol wall to the right of the top of the stairs - Shotgun and Health Potions. Down the stairs and around the corner - an opening on your left and one straight ahead, both loaded with Zombies. Go in the one on the left first (though the whole map cirlces around and interconnects) and grab everything in here, including Helmet Armor and Health Potions. If you go through the other opening in the entry hall, you'll end up in a big circular room. [SECRET 2] bump the big square block in the center of the room for a Chaingun. Go out the hall at the other end of the room. In this area, there's a door at either end and an opening along one side, just down from where you are. Head through the door on your left first (the closest one) for a ton of Zombies. This room (northeast corner of the map) alone holds 6 Secrets. Once you've gone through this entire room and killed everyone, check your map (or use the cheat to show it all). From the door where you entered (going clockwise) there are 3 alcoves on the left wall, 7 on the next wall (the second from the right end is Secret 3), 5 alcoves along the next wall (the one at the far end has the switch in it), the corner of the room with Secret 7, 3 alcoves along the next wall, and 2 along the next (the one closest to the inside corner is Secret 6). In the center of the room are three rectangular structures, with an alcove on each side. Two of those structures contain Secrets - looking at your map, you'll see the three structures in an inverted 'L' pattern... the one at the top left has Secret 4, while the one on the bottom right has Secret 5. In the map below, 'A' is for alcove, 'D' is the door you entered through, and 'Y' is the Yellow Keycard. S3 |---AAA-----AAA-----AAA-----AAA-----AAA-----AAA-----AAA-------| | | | | A A A A A A | | | |------AAA------| |------AAA------| | | | | | | | A A A A A A A A S4 A A A A A A A A A A | | | | | | | |------AAA------| |------AAA------| | | | A A A A A |------AAA------| A | | | | |-----DDD------| | |------AAA------| | | | | | A A A A A A S5 Y A A S9 A A A A | | | | | |------AAA------| | | | A A S6 A A switch A A | | |-----AAA-----AAA-----AAA------| S7 S8 From where you entered, go straight and then along the wall at the back of the room - the second alcove (unlit) from the end has Secret 3. [SECRET 3] shoot the back of the alcove to reveal a Supercharge. [SECRET 4] shoot the back of the alcove for Light Amplification Goggles and MegaArmor. [SECRET 5] shoot the back of the alcove for an Energy Cell. [SECRET 6] shoot the back of the alcove for Berserker, Rocket, and Helmet Armor. [SECRET 7, 8] use the switch to open this wall for a ton of Helmet Armor. You can bump the wall from the inside to open it, and you can bump the wall at the far end to open that as well (Secret 8). Skip Secret 9 for now - you can get to that later. [SECRET 9] the back wall of the alcove directly across from the Yellow Keycard opens when you shoot it - Helmet Armor, Health Potions, a Backpack and BullDemons. Open the door at the other end (goat skull symbols) and step through to be teleported to the Hell-Knight room. For this Secret to count, you must get teleported. Head out Secret 8 and you'll see steps directly across from you - go up those and an alcove at the back opens, revealing the Blue Keycard. Grab it quick. Head around the other side of this structure for Revenants and Arachnotrons. Once they're dead, step on the tiny lit square to open a pair of alcoves in that wall you came around - several BullDemons in each. [SECRET 10, 11] Rockets and Bullets in one alcove, Health and a BFG9000 in the other. To your right (with your back to those alcoves) is a short hall and a door which leads to the third room you were in (before you went into the room with Secrets 3 through 9), so don't bother. Check it for bad guys, but otherwise head for Secret 12. With your back to those alcoves, look across the room to the left 'corner' of the room - note the slightly different pattern of the wall. That's Secrets 12 and 13. [SECRET 12, 13] bump the wall to open it, and go through for Light Amplification Goggles and Health. Bump the wall at the far end and leave that way (Secret 13). The Imp room - plenty of them. Health potions and ammo right here. Around to your left, behind the column, you have Light Amplification Goggles, Invisibility and ammo. Continuing around the room clockwise, you have a hallway on your left (leading to Secret 15), a regular door (leading to a dark Imp room), and a Blue Door. Continue around the room and there's an alcove with Health Potions, Helmet Armor, and two mini-columns in it... and Secret 14. [SECRET 14] bump the wall between the two mini-columns for a ton of Helmet Armor, Berserker, Energy Cell and Rocket. Go into the small hallway and you'll see a small alcove on the left side with a switch, a small alcove on the right with a Clip, and through a gap at the end you'll see a few items. [SECRET 15] back into the clip alcove then quickly run across and hit the switch - ride the lift down to grab both toys (Supercharge and Plasma Rifle). The lift will drop again if you bump it. Go through the Blue Door in the Imp room. There's a ledge on your left containing Boxes of Rockets that will drop if you bump it, while at the other end are shallow steps with a Rocket Launcher, green Armor and Health. That's it for this room (other than any remaining Imps). Back in the Imp room, go out the regular door - a dark room with two lit squares, and plenty of Imps and BullDemons. Going clockwise around the room, there's a Blue Door on the left, a Yellow Door to the right of that (it leads to the Exit), a small curved hall to the right of that, and a regular door to the right of that. The regular door (to your right as you enter this dark room) leads to the big circular room. Go through the Blue Door and up the shallow steps - in here is a Hell-Knight (on harder difficulties, it's a CyberDemon) and a bunch of Energy Cells. At the back of the room is a T-shaped ledge with ammo in it - that is where you teleport into from Secret 9, and that's the only way to get the ammo up there. On the right are a pair of barred windows - through one you can see the other side of the Yellow Door from the previous room, and through the other you can see the Exit. In a small alcove is an Invulnerability Orb. There's nothing else in there for you, so head back to the previous room. Head through the small curved hall - it leads to a semi-circular room with several Imps. Up the shallow steps and continue. Through this next hall, and when it branches, to the right leads to that big circular room, while straight leads to a bright room with green water (and BullDemons and Lost Souls). Go straight first. There are items behind all three columns - Rocket, Energy Cell and Chainsaw. In the water behind the Chainsaw column is a Secret area. [SECRET 16] open the Secret area by bumping the triangle on the wall out in the room. Down this narrow corridor for a MegaSphere. Head for the big circular room - Zombies galore, as well as Lost Souls. As you step into the room, turn left - a structure has opened which contains all sorts of goodies. Note the pattern of the room - two oval structures freestanding in the center, and at either 'end' of the room are two semi-circular structures, extensions of the walls where you enter the room. Each of those semi-circular structures opens when you step into the room from the opposite end, and each contains a Pain Elemental (Lost Souls) as well as goodies. Those count as Secret areas. [SECRET 17, 18] ammo, Health and Lost Souls. The two oval structures in the center of the room will open to disgorge a ton of Zombies (as well as Health and a Rad Suit). These will open when you get near them to spew out the Zombies, but you can get them to open later by going to the only door and running back into the room. Other than the two hallways (which open Secrets 17 and 18), there's a door, and at the other end of the room is a hall that leads back to the stairs where you started this level. Now you can do all of Secret 9. Through the door and you'll be back in the dark Imp room (with the two lit squares) - head through the Yellow Door (Imp) and through the next to Exit the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 11>>Circle of Death {11} - 3 Secrets //Enemies: Zombies, Imps, Spectres, Lost Souls, Revenants, Arch-Vile //Keys found: Blue, Red //New weapons acquired: n/a A circular level, with toxic water inside and outside the circle. From where you start, you can see the Red Keycard on a structure in the center, but no way to get to it yet. First, blow away the Imp(s) on the ledge across the way. Turn right and move along the circle - enter the next opening and you've got stairs going down, plus a whole bunch of Health Potions in the water. Across from the top of the stairs is an opening with a pair of torches... there are a couple of Spectres in there that you can kill from here, saving yourself some trouble later. Down the stairs and grab the toys, then head into the muck - all the way down (to your right from the bottom of the stairs) is a square column with a Rad Suit behind it. Grab that, then make you way back the other way, grabbing all the Health Potions. Then head back up the stairs and continue around the circle, killing what you can along the way. On your right (the outside of the circle), you'll see an Invisibility Orb on a ledge across the way, but no way to get to it yet - above the other end of that ledge is a square opening high up in the wall. Continue around, and you'll come to a bridge leading to a room with stairs - equip yourself with something powerful and head in. Up the stairs, and then up the stairs on either side. Kill the Imp in the center room, and there's the Blue Keycard - but when you step in, an Arch-Vile appears. Blow it away and grab anything you need. Back down either set of stairs to the next area, then down the next set of stairs headed for the circle. [SECRET 1] as you hit the top of these stairs, a wall on the left will drop, revealing a lift - run to it. Ride it up for an Imp or two, a Chaingun, and Helmet Armor. Along one wall (on the right as you face the lift) is a different design - bump that wall and drop in. Through, and carefully drop on to the ledge outside - follow it around to grab the Invisibility you saw earlier. Drop into the muck and up those stairs. Look down to your right (just past the Blue Keycard area), and you'll see a square opening down on the water's edge. [SECRET 2] drop down and into the opening for several Boxes of Rockets. Use the teleporter (you need to for the Secret to count) and you'll end up on the ledge high up where you shot the Imp(s) way back in the beginning. Energy Cells up here. To get back to the circle, drop off the right side of the ledge (you could get to the Red Keycard this way if you wanted to, but don't) and head for the skull switch you can see far down on a pillar. Use that to get back up to the circle. (from the Blue Keycard area) Keep following the circle around - you'll see a blue Supercharge high up on a ledge that you can't get to yet. Further along to your right you'll see a ledge sticking out that has metal walls surrounding it - again, something you'll get to later. If you look left into the inner circle (you may have to back up a bit), you'll see a skull switch on the side of a pillar near the water - that will lower a section of this circular platform so you can get back up to it if you ever fall in. Futher along you'll have three openings to your right - a Red Door down at the waters edge, a barred opening to the right of it (with several Lost Souls inside that you can kill from here), and an opening higher up to the right with a Rad Suit in it. Move a little further along the circle and turn so you can shoot just to the left of the skull switch in the Rad Suit opening - that's a Revenant dancing in there. Next on your right is a Blue Door - through that and around the corner, and kill. If you look through the bars on your left, you'll see the square column where you found the first Rad Suit. Hit the skull switch in here, then up the stairs at the end of the room and wait - a ledge is rising up for you. Cross that and grab the MegaArmor you saw earlier, then bump the face switch at the end - that raises the bridge to the Red Keycard, and it also raises the square column (where you found the first Rad Suit) to reveal a teleporter, which will take you up to that ledge at the end of Secret 2. Head back out through the Blue Door. You've gone full circle now, so head for the Red Keycard. Once you've got it, head around the circle and drop off the outside for the Red Door. When you do, you'll notice a skull switch on the pillar to your left - as with the other, it lowers a section of the circle so you can get back up on it. Through the Red Door for a Chaingun Zombie (or worse), then shoot the Imp through the bars on the left. Around to your right, the way is barred, but they raise when you bump them. [SECRET 3] note where the left end of the bars touch the wall - bump that piece of wall (with the black spots) to open the Secret door... go out and grab the Invulnerability you saw through the cage bars. Up the stairs and around (Lost Souls and Revenant, if you didn't kill them earlier), and grab the Rad Suit. Use the skull switch to lower a pedestal (Rocket Launcher) and ledge - go out there and you'll see that the metal on that ledge has retracted, revealing a Backpack. Follow this ledge to the end, and you'll see a dark room ahead where a Cacodemon or two lurks - you'll have to run off the ledge to get into that room. Kill everything, grab what you need to, and drop into the opening in the center of the room. Kill the Zombies, and this next bit requires just a little tricky timing. Facing those two bars (the Exit is just beyond them), head left and bump the metal wall to drop the lift. Ride it up, kill the Imps, and wait. Once the lift has risen back up to this level, bump the lion face on the wall, and *run* on to the lift - as soon as it hits bottom, run to the right and into the other section of this room, get on that lift and ride it up. Hit the ugly face on the wall to drop those bars blocking the Exit. Take the lift back down and head for the Exit - but first, use the teleporter on the right to get up to that high ledge you saw earlier that had the blue Supercharge on it. Walk back along the ledge and drop down into the Exit room... bump the skull wall to Exit. After the stats screen, more narration: You have won! Your victory has enabled humankind to evacuate Earth and escape the nightmare. Now you are the only human left on the face of the planet. Cannibal mutations, carnivorous aliens, and evil spirits are your only neighbors. You sit back and wait for death, content that you have saved your species. But then, Earth Control beams down a message from space: "Sensors have located the source of the alien invasion. If you go there, you may be able to block their entry. The alien base is in the heart of your own home city, not far from the starport." Slowly and painfully you get up and return to the fray. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 12>>The Factory {12} - 4 Secrets //Enemies: Zombies, Imps, Lost Souls, Cacodemons, Mancubi, Arachnotrons //Keys found: Blue, Yellow //New weapons acquired: n/a MAP ERROR: even though there is what looks like a Red Door in this level, there is no Red Key. However, it opens with the Blue Keycard. From where you start, you can see a long extent of wall to your left, and a long extent of wall to your right - yes, it's a square level. Up ahead and slight left you can see a red- rimmed doorway on a ledge, while ahead and slightly right is a small octagonal building. Circle around the entire level if you want, but you won't see anyone. There are stairs in the corner diagonally opposite from where you started. First things, though, go into the small octagonal building - a few Zombies in here. To move from ledge to ledge, turn and face the left wall, hold your 'forward' key / button, and angle slightly to your right. Continue doing that until you get the Invisibility and the green Armor, then do the same thing in reverse to get back down. The metal ledge of that red brick building will drop down if you bump it. Ride it back up, move a little way inside, and walls to your left will drop, revealing several Imps. Just walk down to the door at the other end, and turn around - those pits in the floor are rising up, each with several Imps. Once they're dead, head through the door and go outside. As before, you can circle around the entire area and not meet anything. Head straight, all the way down to the end of this ledge, and head right - go in the door there. Kill the Imps, then drop off the ledge and head for the stairs on the other side. Don't use the teleporter at the top of the stairs yet - you'll want to clear out the arrival site first. From the top of the stairs, you can run from crate to crate to get to that switch. [SECRET 1] use the switch and the crate it's on sinks down - ride it back up to get the Chaingun and other items. Exit this building and head left - passing the stairs - and turn right at the corner and head that way until the wall on your right dips in. Go in that door there, and drop off the ledge - several Mancubi for you to play with in here. See that green-walled structure ahead? If you had used the teleporter in the other room, you would have ended up on top of that, with everyone firing at you. Just beyond it on the left is a plain door, while beyond it on the right is a Blue Door. Around to your right at a slight angle is another Blue Door. From where you entered, head around to the right - around the corner to the right and all the way down. Along the way you'll pass a pair of Blue Doors. Kill the Arachnotron and grab the Blue Keycard. With your back to where you picked up the Blue Keycard, all the way down at the end is a small structure on the left - even though it looks like it's a Red Door, it will open (Chaingun Zombie inside), and you can get the Yellow Keycard. Head back to the angled Blue Door - as soon as you open it, *run* straight ahead to the Energy Cell you can see... because the floor will drop as you run. Kill the Zombies, collect everything (including a Backpack in the corner), and use the teleporter - that's not just the only way out, it's also Secret 2. [SECRET 2] look around and spot the square hole in the floor - drop through that to get a couple of Boxes of Bullets (and a few Lost Souls). Drop off the ledge, and you're back in the Blue Door building. Grab the Berserker and follow this hallway around, following the left wall until you get to a door. In there, cross the lights (?) to pick up items, and at the far end a ledge drops down to reveal a Mancubus. Kill it, then hit the skull switch to open the door back out of here. From here, go straight into the Blue Door ahead of you (green structure on your right). Note the Rad Suit in the water, but hopefully you won't need it. Look at the lights in the ceiling - follow that path, and as you do, the floor will rise to form platforms leading to that switch. Use that, and an alcove at the front of the room will open, revealing a Cacodemon or two, with a skull switch in the alcove. From the platform with the switch, ahead and left you can see an alcove with a Rad Suit in it - head that way only if you need it. Use the skull switch to open the door, and exit this room. Go around the right of the green-walled structure and into that dark room - several Chaingun Zombies in here to play with. In the far corner of the room is a BFG9000. [SECRET 3] the BFG9000 - this alcove opened when you hit the switch in the Blue Door room you just came out of. Exit this building the only way that you can - the teleporter in that Blue Door room. Drop off the edge of this platform (roof?) instead of through the square hole, and make your way back to the building next to the stairs (crates, Secret 1) - go up those stairs and use that teleporter. [SECRET 4] kill the Imps, grab the Supercharge, and hit the skull button on the wall - you're back in the Blue Door building. Exit this building via the teleporter, turn left and you'll see two green torches - that's your next target. Enter it and grab the Berserker, but then switch to your Plasma Rifle. Bump the Yellow Door and through. Inside are various opening and closing alcoves - each has a Cacodemon in it, and almost each has a switch. There is an Energy Cell in almost all of the alcoves as well, so you know what to use. Do your killing and use all the switches. There's a door to the right of where you entered that will only open once all the switches are used. Follow that hall for the Exit. MAP ERROR: once you enter this final room, you can't get out of it. Even though it's a Yellow Door, if you try and open it from the inside you'll get a message stating that you need a Red Key - and there are no Red Keys in this map. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 13>>Downtown {13} - 8 Secrets //Enemies: Zombies, Imps, BullDemons, Lost Souls, Arachnotron, //Keys found: Blue, Red, Yellow //New weapons acquired: n/a Before going anywhere in here, turn around and grab the Helmet Armor in this entry corridor. Straight ahead and slightly left you can see a Supercharge. Straight ahead down the road is a Helmet Armor, and further ahead in the distance you can see BullDemons running around on top of a building. Move a little further forwards and you can see a Partial Invilibility orb in the distance (there are several more of these scattered throughout the streets). Where to start? Swing around the wall to your left, and you'll see a giant arrow on the ground, pointing at stairs. As good a place as any, I guess. Grab the Berserker alongside the stairs first, though. However, when you grab it, a wall drops next to you, disgorging several Lost Souls. Up the stairs and in - grab the Health Potions, blow away as many Imps as you can, and drop off the ledge. Head to your right first, circling around the crates along the outside wall, grabbing Helmet Armor, Health Potions, and dead Imps. There are several small crates which act as steps right here, so climb those and grab any goodies, then continue exploring. Climb the next set of crates - about in the center of the room - and face back towards the entry ledge, then turn to your right somewhat... you'll see a teleporter hidden on top of a crate in that corner. In the northwest corner of the room there's a dropoff to an alley, but don't go that way yet. Once you've killed everything (including a BullDemon or two), head for the southwest corner of the map - face east (back towards the entry ledge), and you'll see a switch on the wall. [SECRET 1] use the switch and the wall opens, revealing Health and ammo. From the switch, continue east until you bump the crate - it will drop down, revealing another switch. Use that, and stairs will appear on the other side of this stack of crates. [SECRET 2] up the stairs and into the teleporter - you'll end up on the wall to the left of where you entered this level. Run the length of the wall to get the Supercharge and ammo. Return to that building and this time drop down to that alley in the northwest corner. At the end is a tall lift - ride it back up and get greeted by Imps. Around the wall to the right is a long drop to the ground, and a door that will let you exit this black building - but don't do that yet. Also up here you'll see a hole on your left, a teleporter to the right of that, and a lit face to the right of that. [SECRET 3] use that lit face to open the wall for Shotgun ammo. If you were to use the teleporter, you would end up on a ledge around the Blue Door building (directly across from the black building you're in), but as you don't have the Blue Keycard yet, that would be pretty worthless. Instead, drop into that pit to the left of the teleporter, follow the hall, and in the UAC door. Follow this hall around and through a UAC door - on lower difficulties, there won't be anything in here to greet you. Grab the toys, and around to the left are a pair of teleporters with the Blue Keycard sitting on them. Don't grab it yet. Instead, go up the stairs and out the door (avoid the teleporter up here for now), and follow this ledge around to the left, where you can grab a Backpack. Back inside, if you're very careful, you can get the Blue Keycard without stepping on either teleporter - both of them send you to the same place: where you entered the level. Not really needed. [SECRET 4] use the teleporter at the top of the stairs to take you to a room loaded with ammo (Bullets and Shells). Bump the wall to raise it. From the doorway of Secret 4 you can eliminate several Imps across the way... sit here and wait for a bit, and you'll hear an Arachnotron approaching on the ground - when it arrives, blow it away. Even with a good running start you won't be able to make it into the opening across from you, so don't try; just drop down to the ground. With your back to the building you just dropped from, you're facing south - head to your right and you'll see a Plasma Rifle in an open building. Be careful! As soon as you get into that shadowed area, that column above the Plasma Rifle will start dropping down - run and grab the PR quickly, then get out of there. Facing the PR building, turn right and you'll see an Invisibility orb down a dark alley - go grab it, then check out the other three alleys along here (the top of the map) for more toys (more Invisibility and Invulnerability, plus Health and ammo). At the far end, turn right and get on to this building - plenty of Health and Armor, but don't step on any of the teleporters. [SECRET 5] between the second and third alleys (first at the upper left on the map, second to the right of it, etc.), face south and bump the wall in the middle of that building. An alcove opens, revealing MegaArmor. Back out on the main roads, turn right (facing west) and head that way - that building where the Imps are firing at you is the one you were facing before you went after the Plasma Rifle. Go around the left (south) side of it and in. Climb the stairs, and at the top, one opening faces where you exited Secret 4, while the other looks east. From here you can possibly blow away the many BullDemons on the roof of that building across the way. [SECRET 6] oddly enough, just going through the Blue Door up here and grabbing the ammo (make sure you cover the entire ledge) counts as a Secret. A box of Bullets and one of Rockets. Head back downstairs - the black building to your right requires the Yellow Key, and the black building beyond it (south) is where you picked up the Blue Keycard. The green building directly ahead of you has a door on the other side, but it's locked for now. So head left, and go into that big building with the lit stairs - you'll get greeted by a Cacodemon or two on the way up the stairs. At the top is a Rocket Launcher and ammo for it - but as you might expect, grabbing it brings in a bunch of BullDemons. Go back down the stairs, and just before they narrow, look down to your left - see the black rectangle at the bottom of the wall? Believe it or not, that's where the BullDemons came from - a series of small rooms behind that wall; they squeezed through that tiny opening, but you can't, so head back outside. Turn left and head south - use the switch on that black building to lower the lift in the corner. Ride it up, but before you enter the building, take advantage of the height to take out any window Imps in the vicinity. Go in the left door - more Imps - and collect what's there. [SECRET 7] run and jump the gap to collect a Computer Area Map and a Chaingun. The door on this side will open for you, but it's a long drop to the ground. Instead, drop into the gap and move along it - you'll be teleported. The outer ledge of the building you arrive at will drop, and you'll have some Imps and BullDemons to play with. The Red Keycard is on the very top of this building, but obviously you can't get it yet. Remember the building with those 4 teleporters? That's around to the left of this building, from where you teleported in - go over there and step on any of them. Careful - you arrive on a narrow ledge. The inner walls will drop, and you'll be greeted by a Cacodemon or two, plus Imps firing from the other side. Walk around the ledge and drop down inside for a BFG9000, then drop again and out the door. This is the green building you couldn't get into before. Turn right, then left at the corner and head south - you'll soon come to the first red brick building you went into. Head back into it, drop into the alley inside, take the lift up, and step into the teleporter up here. Circle around the ledge on this building - taking the opportunity to blow away any Imps in the other buildings - and open the Blue Door. Take out the Lost Souls, then run and get across to the next crate, then the next for Invulnerability. Drop down to the floor, and there's a teleporter in one corner - but first, get the last Secret Area. [SECRET 8] on one side of the small crate in the middle of the floor is a switch - use that to lower the crate the Chainsaw is on... grab the Chainsaw (and walk all over this crate just to be sure) to claim the final Secret. Teleport back outside, and you'll be on the ledge with the Red Keycard - grab that and do any killing, then drop down, and drop down. Head back to the beginning of the level - the black building on the right (east) side of the entry alley has the Red Door. Just move straight in, and the lift in front of you will start dropping - oddly enough, if you back up to the doorway it will stop. Grab the Berserker, ride the lift up, and grab the Yellow Keycard from the ledge, as well as any other toys in here. Once that's done (as well as any killing, though there won't be anything on the lowest difficulties), ride the lift back down and exit the building. The black building in the northwest corner (third black building along the left side of the map, heading north) was where the Yellow Door was, so head there. Go in, grab the Berserker if you want, and step into the lava in the middle to Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 14>>The Inmost Dens {14} - 0 Secrets //Enemies: Zombies, Imps, Lost Souls //Keys found: Red, Blue //New weapons acquired: n/a Yeah, you read that right - zero Secrets in this level. Oh, well - I guess you won't get 100% on everything for this level. There are hidden areas, yes, but no Secrets. Weird. Just to your left on a small ledge is a Health Kit - grab it if you need it. Head right for several Zombies (on your left), and circular stairs leading down on the right. Go down those - blowing away Imps and Zombies - and you'll pass by two Red Doors. Just keep going, and around the corner is a big door you can open - Chaingun Zombie and Lost Souls inside. Once you kill them and step on the lit square, the next door will open (more Zombies and Imps). Circle around the right side of this building for steps leading in - a Chaingun in here and several Health Kits, but not much else (other than Imps), so head back out. Circle the building, killing as many baddies as you can, then head back through those two doors. Head right, and around the corner at the end - other than more Zombies - is a Berserker. Go back up the circular stairs and head right - into this building for MageArmor and Imps, then out the other side. You're back where you started - so where to next? Go back to that building past the two doors - from the doorway of that building, *run* through the odd-shaped window on the other side, and you'll land on a ledge across the canal. Inside, go left - killing Imps and Zombies along the way - and at the end you'll get the Red Skull Key. Now go the other way in this building and at the end, run on to that next ledge - Zombies and Spectres in here. Oddly enough, even though you have the Red Skull Key, you can't get through the gate here - so head back the way you came, and get back across the canal to that first building. Get back to the Red Door and in, and hit the Red Skull switch inside - that lowers any Red bars in the map, including the ones just to the left of this door. Go through, through the doors, and you'll have plenty of friends to play with (Zombies and Imps). You can get into the 'cages' on either side for Health and Invisibility, then head through the door. More friends in here, plus the Blue Skull Key. You can go out either corner window (they'll lower from the outside if you bump them), but there's nothing in the water except a few more baddies. Remember where you jumped across the canal? Head back there and jump across again, but this time drop into the canal. From the east side of the ledge, go right and all the way around - you can't get past that bridge, but back at the corner is a metal ledge with a Zombie on it - bump that to lower it. In fact, all these metal ledges will drop when you bump them. In this one, kill, around the corner, and kill the Spectre through the bars - they'll drop, and you can grab a Supercharge. Remember the Red bars you couldn't get through earlier (after you got the Red Skull Key)? Head back there, and the bars will be down... and there's a nice Blue Door for you. Before you go in, circle left around the building - bump the wall for Health, and an area that allows you to kill the Spectre inside without it hitting you. Once it's dead, go through the Blue Door. A couple of choices in here - to your right, a ledge that will allow you to get back across the canal, while straight ahead are steps and an opening. Up the steps and run across, then through the door. Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 15>>Industrial Zone {15} - 11 Secrets + Secret Level #1 //Enemies: Zombies, Imps, Cacodemons, Lost Souls, Hell-Knights, Pain Elementals //Keys found: Red, Yellow, Blue //New weapons acquired: n/a The only way to go is obvious - left and through the door. Hit the switch and enjoy the rapid ride down. Straight ahead is a building with a switch, while to your left is a switch out in the middle of nowhere, while to the right is a smaller brown building and a huge wall. The building straight ahead would seem to be the obvious way to go (it contains the Red Keycard), but not yet. Personally, in a big outdoor map like this, I like to go all around the area and kill as many as possible before going in a building. So if you want to do that... From where you exited the entry building, head left and hit that switch near that white building. The walls drop, showing you a few playmates to kill. Circle around this structure, and you'll see a Rad Suit - grab that, then climb the stairs to grab the MegaArmor. Head back to the entry building, and keep going, turning left to go between the brown buildings. At the next corner, go left. You'll see a black building in front of you, surrounded by a small lava moat - go around the right side of it, and head up the stairs. When you get to the second landing, look to your right to see an Invisibility orb in the next building over (just for reference). At the top, look left to see the Red Keycard. Grab the Rocket Launcher and then turn around - make your way to the top of the stairs. See the teleporter on the next building over? That's right, back up and run to it. From the ledge you arrive on, the black building with the Rocket Launcher you just grabbed is on your right. There's nothing on this ledge for you (other than a Zombie or two), so run straight ahead and land on the next building. This is the Red Keycard building, as you can see - bump the lion switch to drop the wall surrounding the teleporter below, then drop down to the floor. Oddly enough, to get the Red Keycard you need to use the teleporter to go elsewhere... then turn around and step on the teleporter you just arrived on. You'll end up on top of the crate with the Red Keycard. Grab it, then drop down that gap between the crate and the wall, landing on a Berserker. [SECRET 1] with the wall to your left, bump the crate in front of you to lower it - grab the Health for this Secret. Use the teleporter again, and move out on the ledge - the black building with the silver door you can see is where you started this level. Drop into the opening on your left (as you face that black building), killing the Zombies and watching out for the others on a ledge above you. Drop out to the ground (that black column to your left has the first teleporter you used, after you grabbed the Rocket Launcher) and head right, around the corner - the black building you started in is on your left. As mentioned before, the building directly across from it is the Red Keycard building - use the lift and go on up into it. Okay, this is going to sound weird, but it's what you need to do to get the next Secret Area. Use the teleporter up here, and at your arrival spot, drop down through that same opening - only this time, you'll land on a higher ledge. [SECRET 2] run across the gap to grab the Chaingun and ammo. Drop from the ledge, and drop out of the building again. This time head left, and go left around the corner of the building - staright ahead in the distance you can see a lift; head for it and use it. Through the Red Door, kill, and take a look around. Note the devil head symbol on the building across the way. Follow this corridor around and grab the lovely Invisibility orb. On the left is a teleporter (which will take you to that devil symbol building), but don't use it yet. [SECRET 3] just outside this alcove, bump the left wall (as you face the alcove) and go through - run through and grab the Rockets and Backpack to claim this Secret. Use the two lifts to get to the outside ledge, then (ouch) drop off the building - thankfully there's no 'falling damage' in this game. Circle around the building and go up the lift again, and through the Red Door - this time, use that teleporter at the end. Explore the ledge of this building, killing as you go - note the devil symbol doors, and note the Rad Suit on the platform to the southeast (in the middle of a big lava pool... ouch). At either end of this ledge there's a skull button which triggers the lift next to it - use either lift and go up. You can go in either 'devil door' (actually, a lift) now to grab a Supercharge and a MegaArmor, but you'd get hit by a bunch of baddies - better to save them for later. In between the two lifts at the top is an opening through which you can see a pair of green torches and a BFG - head on in (on the opposite side of the building is an alcove with a bunch of toys). Up on a ledge on one side you'll see a MegaArmor, on the other side a Supercharge. Grab the BFG9000 and the wall in front of you opens to reveal a Hell-Knight... and several Pain Elementals (with their attendant Lost Souls) will pop in behind you. Once they're dead, go forward into the opening where the Hell-Knight was, and the next wall will drop, revealing the Yellow Keycard... along with a Pain Elemental. Grab it, and head back out into the room - a pedestal with a skull button is now there... use that. Up the stairs and head left, and drop down the lift shaft. Turn right and walk to the edge - that Rad Suit is your next target... if you want the next Secret and the Secret Level. [SECRET 4] go around the ledge to the next corner - you can't see the Rad Suit from here, but it is there. Save your game, run forwards and try to land on that small platform with the Rad Suit (aim via your map). If you miss... reload and try again (lots of fun, huh?). It's easiest if you let go of your 'run' key immediately as you run off the ledge. Grab the Rad Suit, the Energy Cells, and hit the switch. Face the switch and look slightly left of it (towards the northeast) - you should be able to see a black opening just past the angled wall... drop into the lava and head that way quickly. Kill the Cacodemon and grab the Invulnerability orb. That claims the Secret, and grabbing the orb also opens the path to the Secret Level... but not yet. Run back to that platform where you grabbed the Rad Suit and keep going around the building in that direction - you'll see the teleporter; use it to get out of this mess. Hey, back home again, so to speak - head up the stairs and drop down either lift shaft to be greeted by Zombies. Now you can go in either 'devil door' to grab the MegaArmor and the Supercharge. Where to now? Go back to those stairs (where the BFG was), then *run* up the stairs and off the ledge (angle to your left as you leave the ledge). If you do it right, you'll land on the other side of the big lava trench. From where you landed, you've got a Yellow Door more or less in front of you, and to your left around the building is a cage area with steps. Head in through the Yellow Door. Kill anything in sight, and move forwards - on your immediate right (just past the torch) is a tunnel with a Rad Suit in it; you can see another pair of tunnels up ahead. The tunnel at the far end has a branch that will take you to the Secret Level, but you're still not ready for that. Grab the Rad Suit and explore the other two tunnels - the center one has a Hell-Knight (or a Baron of Hell) and a Computer Area Map, while the other one circles around to the right once you enter it. In that tunnel, the branch to your left (with the red walls) is what leads to the Secret Level. At the end of this tunnel, hit the lion switch and head back out into the main room - you've now got a long set of stairs going up to a lift. Hit the switch and ride it up. Straight ahead (as you were facing the lift switch) and along the parapet is a lion switch, while to the right is a laughing demon switch - go to the lion switch and save your game *before* using it. [SECRET 5] the timing on this is tricky, why is why you saved. Hit the switch, then drop off the outside of the castle through the opening to your right. Run back in through the Yellow Door, and run into that alcove on the immediate right where the Rad Suit was. If you're fast enough, the lift in here will be down - get on and ride it up. If not, reload and try again. Grab the Energy Cell and Plasma Gun, then drop off the castle and head back inside. Head up the stairs again, up the lift, and use the laughing demon switch. Drop back down on to the stairs - partway down there will be an opening to one side... drop on in to play with a Hell-Knight. Grab the Invisibility, hit the switch, and ride the lift back up. Go down the stairs - you're finished with the roof. Down in the main area, note the arrow on the floor pointing at an indentation in the wall across the way. Run to the ledge with the torch and Health, then turn right and run to the ledge under the lovely decoration. Bump the indentation, and it opens to reveal the Blue Keycard. *Now* you're finished with this crazy building - at least until it's time to hit the Secret Level. Head outside, and around the building to the caged area with the steps - go on in, and bump the Yellow Bars to open them. this section is nothing more than a connector, a bridge between sections of the lava trench. At the other end, open the Yellow Door and through. Whoops... Cacodemon in front of you, and more coming to join it. Kill them off, head left, and you can kill the Lost Souls through the window. At the right end, you can kill the Imps through the cage. Note the Chainsaw up on the ledge - you can't get to that yet. Walk straight ahead (from the door) and the wall between the blue torches will drop - follow this around, taking on Pain Elementals, Lost Souls, Imps and Zombies. At the end, you'll have a Berserker. Just before the section with the Berserker is a dropoff to the right with slanted walls... don't go down there just yet. There's another dropping wall here - facing where you got the Berserker, turn around and head for that wall - it will drop, revealing more stairs (and more baddies). Keep going through here to kill all sorts of things, and you'll get to a Blue Door - go through, more killing, and eventually you'll get to the regular Exit from this level. Obviously not the way you want to go, so retrace your steps and get back to the main room. Save. [SECRET 6, 7] another one that requires timing - start with your back to the Yellow Door, and *run* straight ahead... follow those steps again, all the way around to where you got the Berserker - if you're fast enough and the timing's right, you'll see an opening dead ahead with a Megasphere in it. Run and grab it - it counts as two Secrets, apparently. If you miss the timing, just drop off the end of the Berserker ledge and try again. [SECRET 8] no running involved in this one, but it is a little weird. From the main room, go through that wall / door and up the stairs. When the next section raises up, turn around and back up - but not so far that it drops back down again. You should see a section of wall on the stairs drop - go through that, and you're in the area where you shot the Lost Souls through the window. Grab the Energy Cells for the Secret. [SECRET 9] in the tiny opening with the blinking light is a blue skull switch - hit that, and a teleporter in the last room is temporarily revealed. Get on it to be transported to the Chainsaw. Head back to the stairs and the area where the Berserker was - now you can drop down into that angled opening. Follow it around, kill the Arachnotron, and grab all the Boxes of Rockets. The only way out is through... at the end, run carefully to get on the ledge. That's it for this building, and for the level... head back to the castle and that Secret Level teleporter. [SECRET 10] head through the tunnel and step on the teleporter for the final Secret. Wait a minute - Secrets = 90% ??? Where's the last Secret? It's another map error - a Secret was placed directly on a teleporter, so you end up getting transported before you get credit for the Secret. Sucks, huh? Secret 11 is actually that teleporter in Secret 9 - if you want the full 100% Secrets, you need to cheat using "idclip" to walk over the teleporter. Narration: Congratulations, you've found the Secret level! Looks like it's been built by humans, rather than demons. You wonder who the inmates of this corner of Hell will be. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 31>>Wolfenstein (Secret Level #1) {31} - 4 Secrets + Secret Level #2 //Enemies: WolfSS, BullDemons //Keys found: n/a //New weapons acquired: n/a Note: these two Secret Levels will not be found in the German version of "Doom II", as they contain Nazi symbols, which are banned in Germany. (Thanks to PeachFreak for that tip) These two bonus levels are modelled after the old id game "Wolfenstein 3D"; this first bonus level is a remake of the first level in "Wolfenstein 3D", while the second bonus level is modelled after the first Boss level of "Wolfenstein 3D". Also note that in version 1.7a or earlier of "Doom II", there were no Secrets in these two bonus levels. Out the door and head right - a few "WolfSS" (Wolfenstein SS soldiers) are down this way. Check out the various dead creatures in the cages. Head back up the hall and check out the doors on either side - the last one on the right has an Invisibility orb - then go through the door at the end. Kill the guard, down the hall and through the next door. In here, kill and look around - Doom graphics combined with Wolfenstein graphics. Head through the door on the right and kill the BullDemon(s), turn and kill the guards in the hall to the right, then turn back left and go through that door - the one that was straight ahead when you entered this room. Kill, collect, then back out - head down the hall (now on your left) and in the door there. Kill the BullDemons and look around. [SECRET 1] the alcove down at the far right is marked by skulls on a pole - bump the back wall to open it. BFG9000, several Backpacks, Super Shotgun and a Megasphere. Head back out of here, through the door, right down the hall, left and through the door... now go through the other door in this room (on the right). [SECRET 2] bump the back wall of the alcove on the left for a Rocket Launcher, ammo, and Health. Through the door at the end of the hall and kill. Go through the door on the right first - Shotgun and plenty of ammo in that room. Leave it and go straight, through the door across the room. Down this hall, around the corner, kill and go right at the next corner - go through that door. Several guards and a bit of Helmet Armor. [SECRET 3] bump the portrait of Hitler on the right wall for a whole bunch of Helmet Armor, clips, and a Plasma Rifle. When you exit Secret 3, go through the door directly across from you. Through this hall and the next door. In this next room - do your killing - it doesn't matter which door you go through, as those hallways interconnect... however, it's easier to stay oriented and not get lost if you go through the door on the right. Turn right and head that way - a small room on the right with a few toys, then through the door at the end for Health and a Berserker. Out of this room and head down the hall - past the room now on your left, past the door on your left (where you entered this area), past the Hitler portraits. A small room on your left has nothing more than a few guards, a Health Kit, and an exploding barrel. Continue down the hall and around the corner - the door coming up on your left is the other entrance to this area, so go straight and through that door. That door at the end is the Exit from this level, which will return you to the regular "Doom II" game - however, you'll want to do the other Secret Level. [SECRET 4 + SECRET LEVEL 2] just inside the door to this room, turn right and bump the wall - enter and go left for a Health Kit, then turn around and head straight. Bump that wall (it was on the right as you entered this room) and go through. Wind your way down to the Exit elevator - but don't enter it yet. With your back to the elevator, go straight, then turn right at the wall - go straight and bump that wall for a Supercharge. Head into the elevator and use the switch to Exit the level. Narration: Congratulations, you've found the super Secret level! You'd better blaze through this one. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 32>>Grosse (Secret Level #2) {32} - 6 Secrets //Enemies: CyberDemon //Keys found: n/a //New weapons acquired: n/a Grab the Berserker, Rocket Launcher and Rockets, and head through the door. Just keep going straight, and when you get near the other end the door will open and a Cyberdemon will step through. Use whatever you want, however you want, but blow him away. You may want to grab the Secrets before facing the Cyberdemon. [SECRET 1, 2, 3, 4] the first four Secrets are all in this room - see the rectangular stone columns? The first and last in each row rises up when you bump it, revealing Chainguns, a Megasphere, Super Shotgun and ammo, and a BFG. [SECRET 5] from where you entered the room, go right and along the outside of the rectangular columns - bump the gold swastika opposite the middle column for Invulnerability. [SECRET 6] bump the gold swastika symbol opposite the middle column on the other side for a whole bunch of Health Kits, a Plasma Rifle, and more Energy Cells than you can shake a dead Cyberdemon at. Through the door the Cyberdemon came out of, and through the next - kill the little hanging guys. That's Commander Keen, who was the 8 color star of an ancient id game series - basically, the Commander Keen shareware games are what got the company started. They're from back in the day when a 286 was considered a supercomputer (yeah, I used to have the entire series, Billy and his pet blorg). Once they're dead - the Pistol can kill them easily, and they don't attack - the center rises up. Run on to the platform and hit the switch to Exit. Back to our regularly scheduled game. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 16>>Suburbs {16} - 4 Secrets //Enemies: Imps, BullDemons, Spectres, Revenants //Keys found: Blue, Red //New weapons acquired: n/a Doesn't look like much to start... and appearances aren't deceiving. All in all this is a pretty wimpy and easy level. Head up the stairs here to grab Health and a Chaingun, then look around. To leave this small building, you can either use the stairs up here, or the door down below - they both lead to the same place. You've got these two brown buildings surrounded by a black wall - circle around the back of this first building and go in the ground level door of the next one (from the door of this first building, it's around to the right). A bunch of Imps, some of whom teleport out. Kill the ones in here then go back outside and hunt the rest. Head back into this second building via any of the doors, and go into the blue-carpeted library. [SECRET 1] bump the pedestal the Shotgun ammo is on, and it drops - ride it back up and shoot the flaming symbol in the bookcase. Another section of bookcase rises to reveal a Megasphere. Make sure you step in the hole to get the Secret. [SECRET 2] bump the pedestal the torch is on, and the upper half of the dividing wall rises. Bump the lower half to drop it, ride it up, and shoot the demon eyes to open an area to your right containing Shotgun ammo and a Backpack. Collect anything else in this building - including a Super Shotgun and ammo - and head outside. Go south, and through that opening in the black wall. To your right in the distance you'll see an Imp or two on top of a platform in a small lake of toxic goo - go ahead and kill it. Go further, turn right, and take out the Revenant headed your way. In the distance you can see an Invisibility orb, and as you go futher this way, you can see the Red Key in a window in the distance. Go ahead and grab the Invisibilty and any ammo, then turn around and head south - from that wall at the end, run out across the goo and up on to the platform where the Imps were. Grab the Rad Suit, the Blue Skull Key and the Boxes of Rockets... when you do, a half ton of Imps will teleport in all around the 'lake' (at least 40 on the lowest difficulty level). Head back north again - just beyond the cave where you got the Invisibility is a cave containing a box of Bullets, Shotgun ammo, Health, Invulnerability... and several Spectres. Once they're dead, just keep following the black wall around. Ignore those steps on your left for the moment, and continue around to the red building. There's a door on each side of the building, but open any of them and it looks like it's blocked by a messy decoration. However, that mess in the doorway of the east door (closest to the outside wall of the level) is an illusion. [SECRET 3] walk through the wall and into the building. Of the two walls you see in front of you, the one on the right is actually a lift - bump it then ride it up. Run across and drop behind the other wall, and hit the skull switch. [SECRET 4] the wall drops, revealing a room with Energy Cells, BFG and Health. Head back outside - to the south is a round platform with 4 Plasma Rifles on it, but you can't get them yet, so head north, towards those black cube platforms. Behind the curved wall on your left are a few toys. The Exit (which needs the Red Skull) is on top of and hidden by these black cubes, so head for those stairs you passed earlier. Up the stairs and kill the BullDemon(s) coming to greet you, then through the door. Collect any toys in these rooms, then go through the Blue Door. Grab the Red Skull Key and bump the face on the wall - that reddish wall in the other room will drop down, but only temporarily. Run out there, get on that platform before it rises and duck into the lava cubbyhole - you'll be teleported to the platform with the 4 Plasma Rifles on it. Drop down and head north again, and go behind the building where you just got the Red Skull Key, entering from the west. Two small buildings here, one with a Supercharge in it, the other with a Shotgun and ammo. Head back to that black cube area - bump the southwest point (the big cube with the narrow panels), and it will drop... ride it up. Drop into either hole, and bump the taller cube with the narrow panels to drop that - ride it up and get on either diamond marked ledge. Bump that tall cube again, and when it drops the outer wall will drop as well, disgorging several Imps. Kill them, bump the cube to drop the wall again, go in and Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 17>>Tenements {17} - 3 Secrets //Enemies: Zombies, Imps, Spectres, Cacodemons, Revenants, Arch-Vile, Hell-Knight //Keys found: Red, Yellow, Blue //New weapons acquired: n/a Just go straight ahead - as you move across the bridge, windows high up on either side will open and Imps will fire at you. In the next room, that big door straight ahead won't open yet. Kill the Zombies and turn to your right - see the wall with all of the symbols on it? Bump that to open it - it's not a Secret, but you can fire through the bars and kill the Spectres inside. Go up these stairs - the ones next to that symbol wall - for Helmet Armor and other toys, and look around at the landcsape. The other stairs in here have a Red Door at the top - even though you can't go through that door yet, you can kill the Spectres through the bars. Through the opening next to these stairs, you can see the Red Keycard at the other end of a rocky bridge - cross that and grab the Red Keycard. When you do, the back wall opens to reveal several Imps in a cage - easy targets. Also, a window has opened on either side of the pit, allowing Zombies to fire at you. If you fall off the bridge, there are a pair of teleporters on either side - the white ones teleport you up to the cave on either side, while the red ones teleport you to the beginning of the bridge. It should be obvious where to go - back across this crooked bridge, up the stairs and in the Red Door. Grab everything and hit the switch - and from in here, you can probably kill Zombies in barred windows across the way. Note the Supercharge on the pillar, and the Blue Door. You may also be fired at by a Chaingun Zombie behind those Yellow bars in the distance. As you go down the stairs, you'll notice that at the top of the other stairs a new area has opened up, showing a face switch on the wall - go and hit that, and the lift will drop you down into that room you saw earlier (the symbol wall that opened). Grab the Berserker and anything else, then walk along the ledge to the next lift, which brings you up into one of the barred rooms you saw from the first bridge. Hit the switch on the wall in here (that opens the big door in the other room), then use the face switch to open the wall to that first room. Through the big door that's now open, and you have several choices as to where to go. The Blue Door is to your left, the pillar with the Supercharge is straight ahead with the Yellow bars beyond it, and the opening with the stairs to your right. There's green Armor behind the pillar. Go up those stairs (Imps), and as you go down the hall a Revenant will open fire from the left. Go up the stairs on the left first (where the Revenant was), and grab any toys in here. You can get to the ledge with the Health in front of the window, but not up to the other ledge. Drop into the pit and grab the Rad Suit, then turn around - hit the switch on that ledge to drop it. As you ride it back up, hit the switch on the wall that was hidden by the ledge - that opens the rock wall just outside this room at the bottom of the stairs. Head in there quickly for Spectres and a Chaingun Zombie, and hit the lion switch on the wall. Look out through the opening where the MegaArmor is to see a bridge rising across the trench. Drop out into the room and cross that bridge - as you do, a window up in the wall opens up, and a Chaingun Zombie opens up. [SECRET 1] look back across the bridge, and you'll see a switch on either side (there was another switch down there that the bridge covered which does the same thing as this one) - drop down and hit it, and the ledge drops. Run into the opening on the right for 5 Helmet Armors. Go into the lit opening and ride that lift up to the window where Chaingun dude was firing. Collect the other Chaingun, and follow this passage until it dumps you out in a familiar place. Get back outside and back up those stairs, and head back into that room on the right. Across the bridge, and drop into the next trench - hit the face switch in here to raise the missing section of ledge, and collect the toys. Now go into the other room and get the Blue Keycard - now head for that Blue Door outside. Circle around to the right first and kill, then around the other side and kill. Go up the stairs on this side (on the left as you came through the door) and do any killing - listen for a wall opening when you go up. Turn around quickly, and a wall at the bottom of the stairs has dropped, revealing a Supercharge - oddly enough, this isn't considered a Secret. Just beyond the blue orb is an Invisibility orb that you can't get to yet. Back up the stairs and you'll notice that a pedestal with a skull switch has appeared - hit that, then go out and up the stairs on the other side of the pit room. Grab a lot of Helmet Armor, then go into the small tunnel on the side. It winds around until there's a big opening out into the pit, with a few toys in here and a small river. Drop into the pit first, and turn around - hit that switch to drop the ledge at the other end. Race over there, grab the Yellow Skull Key and the Rocket Launcher, and drop off either side (not back into the pit). Go back up those stairs you were just on, and through the small tunnel again. Go swimming in the small river and go left - follow that for Health Potions, and when you get to the window on your left, go through it. Grab the Invisibility (no, this still isn't a Secret), go straight through and get back to the small river. Again, follow it to the left and keep going, kill the Pain Elemental and its attendant Lost Souls, and drop out through this window to a familiar ledge. Get back to that small river (again!), but this time follow it to the right. More Health, and another Pain Elemental, as well as a Backpack. You'll also notice a lighter section of wall on your right, but that doesn't open from this side. Once you've collected and killed, head back outside and head for the Yellow Bars. Hit the lion switch on the column, then the switch inside to drop the bars. Go inside, do your killing (Chaingun Zombie, Imps, and a Revenant in a cage on the left in the distance) and cross the bridge, collecting all the toys. If you fall in on either side, just bump the outside ledge from the end (brown bricks) to lower it. As you cross the bridge, a cave at the end opens, revealing a Cacodemon (with a BFG in the darkness behind it). If you fall off the bridge on the far end (under the Cacodemon cave), just bump the light stone at the end of the bridge to lower it. [SECRET 2] when you drop the bridge from that end, you'll see a switch - run and hit that. A new cave will open above the right end of the bridge - run into that for Helmet Armor and all sorts of other toys. It takes you to the Cacodemon cave. Back out on the bridge, go up the left path, running into the room. The teleporter at the end takes you to the top of that column outside with the Supercharge on it. Head up the stairs and through the door - collect the Helmet Armor, and kill the Arch-Vile in the cage in the center. If you fall into that muck, there's a teleporter which will take you to the pillar outside with the Supercharge on it. All the way up this walk (Arch-Vile room) and hit the switch at the end. Go back to the other room, and as you go through the door you'll notice that there's a new alcove open on the other side. Get in there and hit that switch, which drops a lift - ride it up and kill the Hell- Knight at the end. When you grab the Plasma Rifle, a new alcove opens out in the room - kill the Imps, go all the way to the end, and a new alcove opens behind the Plasma Rifle. Go in there and grab the Helmet Armor, and a new alcove opens off of the other one you were just in. Again, another alcove opens in the alcove you were just in (behind the Plasma Rifle). And yet again, and again - keep going into each new alcove or alcove extension until finally the exit opens up... but don't use it yet. Go back to that lift and drop down - look left to see an opening as you ride the lift back up. [SECRET 3] run into that opening for a Megasphere, and at the end drop into the cave above the Blue Keycard room. Now you can Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 18>>The Courtyard {18} - 4 Secrets //Enemies: Zombies, Imps, Spectres, Cacodemons, Mancubi //Keys found: Yellow, Blue //New weapons acquired: n/a Okay, so that's a little weird - when you start this level, look to your left - there's the Exit right there, blocked by a Blue Door. You need to shoot the lion switch to open that door, and just keep shooting to take out the Zombies and Imps beyond it. Watch out for Spectres as well. Grab all the ammo, and don't fall into that trench. Go through either doorway - this is where you'll find the Spectres - and look at all the Health Potions... Grab 'em all, and grab the Invulnerability from inside that pillar - it doesn't open until you've killed all the Imps and Cacodemons, then it opens to release a Mancubus. Where to next? It's your choice, really. The easiest way is to head left (from where you entered), and check out that structure. Starting from the left, you have ammo and Health in that octagonal alcove. The next opening to the right is a hall with Imps and ammo - at the end is a BFG9000, along with Spectres and Cacodemons. Hit the switch in here, which opens the door that closed behind you. [SECRET 1] grabbing that BFG counts as a Secret, oddly enough. Go around the end of this structure and head left for the Yellow Skull Key. See that point where the wall and the wood meet? [SECRET 2] walk into that and you'll be teleported to a ledge above a lava pool, filled with Zombies and Spectres. You also have a Computer Area Map here, and Health. Drop off the ledge - down the corridor to the right is a teleporter, but first you want to go left. *Run* into this hall - a wall will rise as you enter, which blocks off the rest of this area; from the inside, there's a skull switch which lowers it. Grab everything in here, then go use that teleporter. Hit the switch, then bump the lion switch to open the wall. Grab the Berserker out here, and a wall rises that blocks the door. Not a problem - the 'corner' of the room has a wall that's a different color than the rest - use that and go through to be greeted by Zombies, BullDemons and Spectres. [SECRET 3] in one alcove there's a switch - use that to lower the wall for a Chaingun. At the end of the main hall in this area is a switch in an alcove that lowers a section of wall in the main hall, allowing you to get out of here. This place should look familiar - go use that teleporter again. Use the red switch, which lowers the blockage in the other room... through the lion wall and through the door. You're on the east side of the courtyard now, where the Cacodemons were. Down to your far right is an Invulnerability orb. Grab that, and you'll see a switch on the wall - that leads to Secret 1. First, though, circle this small structure (it's shaped like a + sign) and bump the lion to open that door - go in to grab the ammo and kill the Cacodemons. From where you exit the + structure, turn left and go in that alcove for Health and ammo. Leaving that room, go all the way down to the left - pass that first door, that's where you came out of from the Secret Areas - and in the door at the end. As soon as you enter you'll be teleported to the other end of the room, where the Plasma Rifle is. Unfortunately, there's also a Hell-Knight in here to play with. A Spectre or two will probably teleport in as well. Now head for that switch, but don't hit it yet - turn right, and follow that wooden wall to the end and U-turn to the right. This area is where several of the Cacodemons were - at the very back of it is a teleporter that opens up when you hit that switch. [SECRET 4] hit the switch and race to the teleporter. Grab the ammo and Health. Two ways out of here - bump the faces to lower that wall, or use the teleporter, which will take you to the left (west) side of the courtyard, where you've already been. Last but not least... head up those steps at the north end of the courtyard. At the top, the wall in front of you will open, revealing several Imps, ammo, Health, and two Invisibility orbs. Go into the structure to the right for Rocket ammo and a Supercharge orb - when you grab that, the lights go out and the walls drop to disgorge several Imps. Back outside and head around the other end of this structure - bump the wall between the Yellow poles. Grab the toys, and step on the teleporter. Several Cacodemons in here, more Health Potions than you know what to do with, and the Blue Skull Key. There's a switch on the back of one of the left pillars which will raise stairs leading to the teleporter at the far end - you'll be brought right back to that Yellow Door. Time to head out... go all the way back to the beginning of the level and Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 19>>The Citadel {19} - 9 Secrets //Enemies: Zombies, Imps, BullDemons, Spectres, Lost Souls, Arachnotron //Keys found: Red, Yellow, Blue //New weapons acquired: n/a Rather than circle around the area - yes, you can go in the water without a problem - just go straight and through that door for Zombies and Imps. Head left into that alcove for Imps, ammo, and Health. Back out in the main room, use that laughing face and go into that room for more Imps - hit the switch in here and go back out to the main room. Go through the other door - opposite of where you came in - and across the bridge. In this next door - this is the main citadel of the levl, and it's pretty big. Grab the ammo and Helmet Armor, and kill the Imps high up on either side, then go up either set of stairs. You've got two lion switches in here, and a door - go through the door to be greeted by several Lost Souls straight ahead, and an Arachnotron on the ledge at the right. In a window to the left of that ledge you can see the Blue Skull Key. At the far end, hit the switch to lower a ledge right next to it, containing a Super Shotgun and ammo, as well as another ledge containing Boxes of Bullets. There doesn't seem to be too much else to do in here - not yet - so head back to the citadel entry room and use the lion face which is now on your left. Use the switch in here to raise steps, and head up them - at the top on the right is a skull switch; use it and enter. If you haven't killed them yet (from the outside), there are a bunch of Imps in here and a few toys, but nothing else - head back to the stairs. Open the door on the right and take out the Zombies inside. Go back down the steps for a few BullDemons, and you'll see that an alcove has opened up, containing a Chaingun and Health. Go back up the stairs. In the wall opposite the skull switch, there's a blank grey wall between two faces - use that and go in. At the top of the stairs, hit the red switch on either side of that wall - it raises platforms in the toxic goo; the one to the right of the stairs has a Box of Rockets, while the one directly ahead (over the rail) has a ton of BullDemons. If you jump down and play with the pink things, there's a wall on the left in the corner that will let you out into the center area of the citadel - reenter the citadel, back up those stairs, and through the blank wall again. [SECRET 1] *run* up the stairs and over the rail - angle to the right as you leave the top of the stairs and you should land on the ledge with the Backpack and teleporter. Use the teleporter and you'll get a Supercharge when you land. Don't worry about going through the door and out into the hall - you'll get there soon enough. [SECRET 2] turn around and go to the back of this tiny room - you'll be teleported to a pedestal. Kill the Imps on either side, shoot the red area inside the cage to the left (not the one next to the door), and a platform will rise up to the door... you can run across to it. If you feel like it, drop down and kill all the BullDemons first - there's a switch that will drop the arrival platform so you can get back on. Continue down this hall for ammo, and you'll end up on the ledge where the Arachnotron was - grab the ammo and other toys, as well as the Red Skull Key. Drop down off the ledge and head back inside the citadel entry room - the door at your left. Inside, go through the lion door now on your right. Kill the Imps, and hit the switch - you'll see a door open ahead and to the right (as you face the switch). Run into that opening and down the hall - before you get to the next door, you'll hear another one opening somewhere behind you... turn around and *run* back into the other room before the door closes and locks you in here. [SECRET 3] there's a new opening on your left - go in and say hello to the Imps. Head down the hall, kill any remaining Imps, and go grab the Yellow Skull Key - getting that counts as a Secret. Hit the skull switch, then drop out the opening - that door now on your right (operated by the switch on the pedestal in the middle of the room) will now stay open. You'll also notice a door across from the pedestal switch that is now open. Go into the hall where you were just before Secret 3 (the door you can see when facing the pedestal switch), kill any remaining Imps, and in there you'll see two skull switches - hit the one next to the angled bars and a wall will drop next to it, revealing a teleporter. Don't use it just yet. Hit the other switch, and the door you entered through will close behind you. Hit that switch again, and it will open - I know, it sounds silly. Get back out into the other room quickly, wait a moment, and the door will close behind you - the one across from the switch closes as well. However - that pedestal switch now operates both doors; use it and go through the one behind you (as you're facing the switch). At the junction, you've got a door to the left and one to the right, and a long hall in front of you. The door on the right is where you would have come out of Secret 1 if you hadn't gone after Secret 2. [SECRET 4] the door on the left has a whole bunch of Imps, and a pair of Invisibility orbs - make sure you go all the way into this room for the Secret. Go down the long hall - there will be a junction on your left that leads outside (you can see a ton of Health Potions out there), and a ledge ahead with a Berserker on it. [SECRET 5] bump the corner wall on the left of the junction and get a green Armor. [SECRET 6] bump the back wall of Secret 5 and it will drop down - get in there, and ride the lift up. Don't worry about the switch - it just operates the lift (there's one at the top as well). Just stepping into the next hallway gets you credit for the Secret. Go to the end of the hall and look a long way down. [SECRET 7] back up and *run* down this hall, angling just to your left as you leave the opening. You should clear the ledge and land in the river. This is the *only* way to get past the blue torches blocking it at either end. On the steps, turn around - off to your right on the other side of that wall you'll see an Imp cage (you can take them out from here), and as you go higher on the steps you'll see a ton of Health Potions. That's the area where you would have landed if you had gone out the opening instead of getting Secrets 5, 6, and 7. Look left, and you should be able to take out a number of Spectres roaming the area. There are two doorways at the top of the steps - go in the left one first. Hit the switch to lower the lion face (watch out for the Zombie behind it), and step through into the room. Kill all the Zombies quickly, grab anything, and head back outside. [SECRET 8] a wall next to the platform at the side of the steps is dropping, revealing a whole slew of Zombies. Kill them and get the Computer Area Map. Back upstairs and in the right doorway - run through the crusher and take out all the Imps on the ledges above. Go up the steps and hit the skull switch - more Imps will appear on those ledges, and a new doorway will open. Head into that new opening, and you'll find five teleporters, arranged in the shape of the citadel - one in each corner and one in the center. You entered the room from the south, facing north. Going clockwise, starting from the teleporter on the bottom left (southwest): SW - nothing NW - takes you to a room with Health Potions, ammo, and BullDemons. Leave the room and go right, and you'll end up at that Berserker you didn't get earlier (just before Secret 5). Go left, and a tricky lift raises you up to the next section of hallway, which is blocked at the end. On one side you can drop out into the citadel courtyard, on the other you can drop through an angled opening and outside the citadel walls for a few Spectres. Center - takes you to a Rocket Launcher. Hit the skull button, and you're raised up to the top of that structure in the middle of the citadel courtyard. NE - takes you to a room loaded with Health. Drop out the opening, and the steps on the right are what were blocking the hall if you had used the NW teleporter. Left is just a series of broad steps (on higher difficulties, there will be unwelcome company there), while straight ahead is a switch on the wall and an opening where you can see the Blue Skull Key. SE - takes you to Secret 2. [SECRET 9] dropping out the opening from that Health room (NE teleporter) counts as a Secret. Hit the green switch, then drop out and get the Blue Skull Key. Drop out into the courtyard, go through the door, and out the next until you're outside. Don't go across the bridge, but circle to your right around the building. On the way you'll pass by all of those Health Potions you saw just before you used Secret 5. Continue around to the back of the citadel, where you'll come to a smaller building on the other side of the river, reachable by steps - there are also Spectres in this area. If you took the NW teleporter above and dropped out the small angled opening, this is where you would have landed. Cross the river and go in this building, and circle around to the rear. Use all three sets of bars, go in, and Exit. Actually, you don't need to hit all three - just use the Red, then either the Yellow or the Blue (but not both), and you'll fit through the opening. Silly. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 20>>Gotcha! {20} - 7 Secrets //Enemies: Zombies, Cacodemons, Lost Souls, Pain Elementals, Hell-Knights, Arch-Viles, Cyberdemons, Spider Masterminds //Keys found: n/a //New weapons acquired: n/a Shoot the Zombie in the back then turn around quickly and kill the one who's trying to shoot you in the back. As silly as it sounds, just walk off the ledge and into the lava - a circular ledge will rise up. Follow it around to the back of that building and in for both types of Shotguns, and ammo. Open the door, and ride it up like a lift - run over to the ledge for Health, Health Potions and green Armor. [SECRET 1] facing that skull switch door, drop into the lava inside the ring on your left - Rad Suit and Energy Cell in an alcove. Follow this lava ring around to the other side for a teleporter which takes you back to the start. You'll end up with the door at your back, more or less - drop into the lava on your left and race around the wall until you come to a deeper pit. Drop into it, and the lift should drop - if it doesn't, use the skull switch. Just ride the lifts up, killing as you go. At the end, you'll see a Berserker in front of a teleporter. [SECRET 2] bump the wall to the left of the Berserker and go through - use the teleporter in here and you'll end up on a tall pillar with a Health Kit. You'll be greeted by Lost Souls and several Cacodemons - kill 'em all. The pillar you're on may start to sink, but if not, drop off the side and into the lava. There's an opening on the stone building - go in for a skull switch that lowers that pillar. Get on, and run off to the circular walkway. The demon face under that red platform is actually a teleporter - but don't use it yet. At either end of the walkway there are stairs going up - plus a few friends at the top, including Hell-Knights and Arch-Viles (one of each on the lowest difficulty), as well as a roaming Pain Elemental and more Lost Souls. Whew! At the top of the stairs are several Boxes of Rockets and a door - but you want to save that door for later. With that big demon face teleporter at your side, facing away from the large building and the stairs, you have a dark brown pillar to your left with a Megasphere on top of it, a brown building to the right with a window high up in it, a gray building ahead and slightly right, another dark brown pillar to your right, and a metallic building beyond that. Drop into the lava and head for the gray building, circling it to the right until you see a narrow opening with a demon decoration at the end. Go in there and up the stairs. Use the teleporter at the end. In your arrival room, use the laughing face switch on the wall to raise the floor - an Imp or two at the top, that's all. With your back to the switch up here, note the Health Kit across the room - the next several Secrets are over there, as well as a nasty boy. MAP ERROR: with your back to the laughing face switch, there's a section of wall on the left that should open at some time, but never does - it contains a BFG9000. [SECRET 3] bump the wall to the right of the Health Kit and head in for an Energy Cell. [SECRET 4] bump the left wall at the end of Secret 3 to reveal a Supercharge. [SECRET 5] bump the wall on the other side to reveal an Arch-Vile. Turn left and bump that wall to go back into the main room. Bump the switch and turn around - quickly run and get on to the teleporter. You'll end up back at that big demon face teleporter. Now you get to use it - from where you arrive, go down the stairs partway to get greeted by Lost Souls and a Pain Elemental. Once they're dead, run down the stairs and into the opening for a Chaingun Zombie. On your right you'll see a teleporter - use it. The floor you're on will lower down - kill the Zombie at the bottom and move out the opening to the ledge; a wall across the way will lower. But first, turn around that the floor that lowered you down is actually a teleporter - use it. You'll arrive back on the teleporter you were on before (Chaingun Zombie). [SECRET 6] go straight and hug the right wall - there's another teleporter hidden in the darkness in here. You'll end up on top of a pillar with a Megasphere. Run and get back on to that circular walkway below - use the demon face teleporter, go down the stairs and drop off the right side. In an alcove down here there's a teleporter; use it to get taken to a room with MegaArmor and Health Potions. Walk (don't run) and get back on the stairs, run down them and into the opening, and use the teleporter on the right (where the Chaingun dude was). Now you can run out the window and across to that lowering wall. Down the hall and into that room, and collect all the toys - but don't go up the stairs just yet. [SECRET 7] on the right side of the room is a wall with symbols - bump that to open it. Go in for a Box of Bullets and a Supercharge. Go up the stairs, grab the Plasma Rifle and turn around quick - a wall is dropping, revealing a Pain Elemental and its attendant Lost Souls. Once they're dead, go into that area for a bit of ammo - don't worry when the wall goes back up. Bump the laughing face switch to lower the wall, go across it, and quickly back on to it as it rises. Turn right, and run to the ledge with the Energy Cell before you get squished by the rising wall. Go back out into the hall and you'll see that an alcove has opened on the left, containing a teleporter - use it. Go up the stairs and blow away the Cacodemon. The hole at the end of the crooked bridge is the Exit, but don't drop in yet. As you go up the stairs, a wall will open behind you, showing an alcove with Helmet Armor and a teleporter. Use that, and you're back at the top of the stairs where the Hell-Knight and Arch-Vile were. If you want, you can just head for the Exit now and skip this next part - to get there, go down the stairs and use the demon face teleporter, run down the stairs and into that opening, use the teleporter on the right (not the one in the dark hall), run across to that lowering wall, and use the teleporter in this hall. HOWEVER - you won't get all the Items ans Kills that way. To complete the level, go in the door at the top of the stairs for some major action. Drop off the ledge and grab the Supercharge you see below, switch to your BFG, and get ready to party. Go around this area, up the stairs and grab the MegaArmor, then back down and use that lift. Two gray pillars will lower down, revealing a CyberDemon on the left and a Spider Mastermind (like a giant Arachnotron) on the right. Blow away the bad guys, grab everything, and hit the switch on the red post - an alcove on the other side will open, revealing Health and Boxes of Rockets. If you go down this hall here and out that door, you'll be right back where you started the level. Go out that door and drop off to your left. Right there at the base of the wall is an opening, so head on in. Up the stairs, kill the Chaingun Zombie, and shoot that symboled wall. When it rises, go across to the other side, and down that tunnel. Drop out the opening and you should be in a familiar area - work your way through this building and up the various lifts. Use the hidden teleporter on the left (Secret 2), or use the one at the end of the hall, which takes you back to your starting point. Through the door, down either set of stairs, use the demon face teleporter and so on to get to the Exit. Drop on in. Narration: You are at the corrupt heart of the city, surrounded by the corpses of your enemies. You see no way to destroy the creatures' entryway on this side, so you clench your teeth and plunge through it. There must be a way to close it on the other side. What do you care if you've got to go through Hell to get to it? = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 21>>Nirvana {21} - 0 Secrets //Enemies: Zombies, Imps, Revenants, //Keys found: Yellow, Blue, Red //New weapons acquired: n/a That's right - no Secret Areas in this level. Now isn't that nice... Imps with their backs to you. Make 'em pay, then pick up all the toys (you probably need them). There are two teleporters in here, both in the northwest corner. Jump on the right one (the one next to the hanging figure). Just walk forwards and around either side of this wall, and around either side of the next wall, wading through the Zombies. As you get around the backside of this area - near the next teleporter - the wall will pop open and a Revenant will jump out at you. Inside that alcove is a bunch of Shotgun ammo and a switch. Oddly enough, all that switch seems to do is to drop one of the semi-circular walls you just came around, so use this next teleporter. In this next room, you'll have a Rocket Launcher on top of a triangular structure that has two switches on two of the sides (four switches total), and some Rocket ammo on top of one of the other walls. No obvious exits from the room, and no enemies if you're playing a low difficulty level. The switch nearest you when you get off the teleport pad is #1, the one to the right of it is #2, etc. Use #1, and sections of a corner wall will drop, forming stairs. Use #2 next, and the lowest level of those steps will raise up high enough that you can't get on it - don't worry, it drops right back down when you use it. Use #3, and it will now be high enough for you to run and get the Rocket Launcher. Use #4, and now you'll have steps high enough to get up on the wall. On the other side of the wall is a set of wide, shallow steps - yes, you can get back up on this wall if you need to - with a teleporter at either end and a switch next to each teleporter. You'll have a few Imps to play with as well. Hit both switches, and a wall in the middle drops - that leads right back to where you started this level, so unless you need Health, don't bother. The teleporter on the left (as seen from the top of the wall) just takes you back into the other room, on the other side of the wall. Silly. Use the teleporter on the right, blow away any Imps waiting for you, and bump any section of this wall. It will drop down, giving you more Imps, then bump the next wall and it will drop down as well - there's a Yellow Skull Key in here, and a Backpack, as well as a Megasphere on a ledge you can't get to yet. In the opposite corner of the room is a teleporter that takes you right back to where you were (the two teleporters at the bottom of those steps). As far as I can tell, there's no way to get that Megasphere - call it another map error. And really, you could skip this room if you want - you don't really need the Yellow Key. Go through that opening in the wall and back into the start room - use the teleporter you haven't hit yet. Raise either set of Yellow bars (though really, you can walk right through them without raising them), kill all the Imps in the area, then wander. Around the corner of the ledge are Blue bars - again, you can walk right between them without raising them - and past that is a platform out in the muck with several Chaingun Zombies and the Red Skull Key. Kill everyone, run to the platform the gree switch is on, and use that to drop the Chaingun platform - run and grab the Red Skull Key. Grab the Rad Suit - if you haven't already - and head out into the other room. All of the freestanding platforms out here lower when you bump them, and each has something on it; usually ammo, but one has the Blue Skull Key, while another has an Invulnerability orb. There are several more Rad Suits out in the muck if you need them. Bump (or ignore) the Blue bars, bump the Red, and use the teleporter. No surprise, it takes you to the Exit. Yeah, that's it for this level - pretty boring, huh? = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 22>>The Catacombs {22} - 3 Secrets //Enemies: Zombies, Spectres //Keys found: Blue, Red //New weapons acquired: n/a Straight ahead you can see those four gray bars - the middle ones don't go all the way down to the floor. Bump that section of wall for a lift - but don't use it. [SECRET 1] right off the bat you can collect a Secret - turn left, and bump that plain wall in the corner. In there you'll find a Box of Rockets, green Armor, and possibly a Spectre. [SECRET 2] from where you start, turn right - there's a green torch in the middle of the red ones. Bump that, and the wall in the corner to your right will drop. Run in there quickly for a Plasma Rifle and several Chaingun Zombies. There's no way out, so use the teleporter at the end. You'll arrive on a platform in the middle of green water... note the arrow and the 'N' on the platform. Grab the ammo, kill any Chaingun Zombies lurking in the area, as well as the Spectres in the water. Directly behind you are bars, through which you can see the Exit door. To the right - and out of reach at the moment - is the Blue Skull Key, straight ahead is Shotgun ammo, while to the left is a Rocket Launcher. There's a Rad Suit just off the north and south edges of the platform. There are also small square platforms in the corners of the room - you can carefully run to any of them, but at the moment only the southeast (Chaingun Zombies) and northwest (Imps) ones are open. The one to your southwest is actually the corner lift in the entry room. The one to your northeast is also a lift - just drop into the muck and bump it. Where to first? The two northern are the ones you need to start with. The one to the southeast is pretty much useless to you at the moment - sure, you could go in there, kill the Chaingun Zombies and collect the Helmet Armor, but you won't get any further until you get the Red Skull Key... save that area for last. Northwest or northeast are your choices - it's easier to start in the northwest. Drop in and bump that block, ride it up and in for some Imps and a Berserker. First thing, though, is to hit the switch on the right after you ride the lift up - that raises a bridge in the other room which will allow you to get the Rocket Launcher. After that, run across and get the Berserker, then go up the stairs. Go around the corner for Chaingun Zombies and Imps - when the hall splits, it's easier to go around to the left. Grab everything, and bump the center of the wall for a teleporter that takes you to the Blue Skull Key. Grab that, drop off the ledge and head right for the northeast corner block. Ride that down for Chaingun Zombies, in the Blue Door on the left and bump the switch to raise the bars. Note the Red Skull Key through the cage. Head down the right side of the room, and an alcove will open at the end, containing Chaingun Zombies and Health. Hit the skull switch on the blue wall, and go down the center hall. Drop down to the next room for an Imp or two. Use the skull switch, and the demon face wall to the right opens, revealing a BullDemon. Kill it, rush in there and use both switches - the switch on the right controls the door you just came through, while the one on the left controls the gray lift at the other end... use that switch, rush out and get on the lift, and grab the Red Skull Key. [SECRET 3] see the demon face wall on the right just past the key? Bump that to reveal a teleporter - use that and it will bring you to Secret 2. You must use the teleporter in order to get the Secret credit - and it is, after all, the only way to get out of this room. Back on the platform, run and bump the southeast corner block - drop in and say hello to Chaingun Zombies, collect the Helmet Armor and ammo, and go through the Red Door. In the Exit door, kill the Chaingun Zombie, and hit the switch. All in all a boring level on the lower difficulties. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 23>>Barrels O' Fun {23} - 2 Secrets //Enemies: Zombies, Imps, BullDemons, Hell-Knights, Mancubi, Lost Souls, Pain Elementals, Revenants //Keys found: Yellow //New weapons acquired: n/a The name says it all - you've got to get through this level without blowing yourself up along with any of the barrels. Turn to your left and move that way just a hair, then back up - a Mancubus will appear and fire, which blows up all the barrels... and him, of course. Grab the Shotgun on its pedestal, then head down to the other end of the room - bump the wall behind the only non-exploding barrel in here to open it, revealing a teleporter. You're transported to a room with - guess what? - more exploding barrels and several Hell-Knights... again, let the barrels do most of the work for you. Grab the Computer Area Map, the Backpack, and the Berserker. Make your way down to the other end (past corpses of Chaingun Zombies killed by the barrels) and grab the green Armor, then use the teleporter. This is a little easier... several rows of barrels, only some of which are the exploding type. Move just a little and the wall to the right opens, as does one across from it, revealing several Imps. That gap down there is the room where you started. What you need to worry about right now, however, is the Pain Elemental and Lost Souls headed your way. Bump the switch, then head back down to the other end of the room - look out to your left and you'll see a new platform; get on to that, and into the next room (where the Imps were)... the wall will close behind you. It will open back up in a little while, so don't worry about it. Head down to the other end of the room, killing BullDemons along the way. You've got two openings down here - it doesn't matter which one you use. If you want Secret 1, it's easier to go out the left opening. [SECRET 1] drop down on to the pointed ledge, turn around, and in for two Boxes of Rockets and a Megasphere. Notice the various square dark openings in the walls - you'll have Imps firing at you from in those alcoves, but that's all that's in them, so just kill and don't worry about getting into any of them. The only one you might want to play with is the lowest one, directly ahead - there's a Chaingun in there if you need it. There are two teleporters down in the lava which you can reach by walking off this platform, one straight ahead (and slightly left) and one to the right. Use the one on the right first - you'll be teleported to that ledge on the right (the left one takes you to that other opening, but you'll get there from here). On the lower difficulty levels, you won't have any hosts to greet you, but on the higher levels... There are two openings in here, but it doesn't matter which one you use, because they're both part of the same circle. Go into the center area, kill the Imps and whatever else, collect the Boxes and Boxes of Rockets, and bump the switch. [SECRET 2] when you bump the switch, the wall raises, revealing a Supercharge - grab it for the Secret. Back out into the entry room and a new area has opened up, revealing a teleporter and a pair of Arachnotrons (many more of them on the higher difficulty levels, along with a Spider Mastermind). Kill 'em, grab the Yellow Skull Key, and step into the teleporter. You'll be transported to the other window in this area - just head straight in (that pillar is nothing), collecting Health Potions along the way. Kill the Revenant and BullDemons, bump the ugly pink platform to get the BFG, and head into the last area. There are two teleporters in here - the one on the right takes you back to the Imp / BullDemon room you were in just after you hit the first switch, while the left one takes you to the Exit room. Move forwards slightly and shoot the barrels, which will kill the Chaingun dudes on either side. All the way to the other end and open the door, then back off and blow the barrels. If you use that teleporter, it will just take you back to the last room you were in. Go through the Yellow Door and drop in to Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 24>>The Chasm {24} - 4 Secrets //Enemies: Zombies, Imps, Cacodemons, BullDemons, Hell-Knights, Lost Souls //Keys found: Blue, Red //New weapons acquired: n/a Now this can be a fun level - and an easy one to get lost in. Move forwards to see the lovely toxic waste far below you - just pasty the green column on the left you can see a teleporter down in the muck. To your left along the ledge you can see a Blue Door, while along the crooked ledge straight ahead is a door between the two 'waterfall' columns, with an opening in the wall to the right. Around the corner to your right is another teleporter down in the muck, an opening in the far wall, and a series of red columns that get progressively taller as they head to the right. Go to the end of the ledge past the Blue Door and drop in - into the opening on the left for a Hell-Knight, several BullDemons, lots of Health, ammo, and a BFG. There's a Rad Suit in here as well. Head straight out of the opening and there's a teleporter near the green 'waterfall' wall (there's another Rad Suit around to the left behind the waterfall wall) which will take you to the top of a series of progressive red columns - just run down them until you can get to the ledge on the left. Go past that opening on your left (with the silver ledge inside) and around the corner, and you'll be back at the start of the level. Go around that corner to the right and there will be an opening on your right with a silver ledge - you can't get up there yet, but you can kill any Imps up there. Keep going, and there's a tall ledge with some Imps on it, as well as Health - kill them off and grab the Health, and you'll notice a Rocket Launcher below you. Drop off and grab it, and the ledge will rise up until it's even with the one you just dropped off. Even further along, there's a door at the end of this ledge, and a Shotgun on a tall platform under a blinking red square. Head along the narrow ledge towards the Shotgun - as you do so, look left and you'll see that the Rocket Launcher is on a lower ledge attached to the Imp ledge; you could easily drop down from there to get it, but then you'd have no choice but to drop into the muck. Let it wait until later. Grab the Shotgun, and an alcove in the wall opens up, disgorging a Cacodemon. [SECRET 1] run into the red opening the Cacodemon came out of for Health and ammo. Drop out of the opening and head right - you'll see a teleporter in the muck. If you went left instead, you could pick up a Box of Shotgun Shells and a single Rocket, but that's it. Use the teleporter, and you'll end up on the tallest of those progressive red columns. Look left to see the Rocket Launcher and the Shotgun platform you were just on. Run down the red columns, and into the opening in the wall. Face out of the opening to see a teleporter out in the muck (for future reference). Use the teleporter in here, and head to your right - as you turn the corner, the lights go out. A Cacodemon will be in front of you, and one of the walls you just passed has opened to disgorge several Chaingun Zombies. Grab the Berserker and hit the switch down at this end, then turn around and head the other way. Past the alcove the Zombies came out of, past the short hall on the left where you entered this area - at the junction, go right and follow that hall around. Kill the BullDemons through the window, and watch out for any coming up behind you (including a few back at that switch you just hit). Grab the ammo, and hit this switch. Back out and back to the junction - head right and hit that switch, then head back to the teleporter you just arrived on and use it. You'll end up back where you were, in that opening at the bottom of the progressive red columns. Drop out into the muck and use the teleporter in front of you - you'll end up on top of the red columns again. Follow them down until you can jump off to the ledge on your left - that opening now has stairs up to the silver ledge, so go on up. [SECRET 2] believe it or not, going up the stairs and stepping into this area counts as a Secret. Move forwards and an alcove opens, revealing several Imps. Kill them, and just beyond the alcove is a small square platform with one hanging above it - it looks like there should be an item on that platform, but there isn't. [SECRET 3] bump that small platform and the green wall to the left will drop down - ride it up for ammo. At the junction - just after the Super Shotgun and before the Rad Suits - go right first for several Health Potions and Imps, then go left for Imps and a switch. That lowers the platforms the Rad Suits are on, and it also reveals a Megasphere and a Hell-Knight. Go through the rest of this area (more Imps and toys), and at the end you'll have a Chaingun Zombie. Kill it, then bump the small square platform in the wall - that drops the wall behind you, revealing Boxes of Bullets. However, that's not a Secret Area. Head back through this area, and you'll notice that a bunch of new alcoves have opened up - some have Health or Armor items in them, but all of them have Chaingun Zombies. Kill 'em all and collect everything, then head down the steps and go right. Through that door and collect the few itmes out there, but there isn't any place to go. If you fall in the muck, there's a teleporter by that narrow wall which will bring you right back up here. Head back to where you started this level and cross the narrow crooked bridge to the door between the two green 'waterfalls' - go on in for more 'waterfall' walls. Grab the various bits of ammo and other items, kill the Imps, and at the back on the left is the Blue Keycard. Head for the Blue Door (from where you started the level, it's along the ledge to your left) and in. Now doesn't this look like fun? It's like this through most of the rest of the level - a series of very thin ledges. There are teleporters and Rad Suits down in the muck in various places if you need them - and you will need them ("Everybody falls the first time, right Trin?"). Follow this narrow ledge out, and go grab that Plasma Rifle you can see up ahead on the left. If you drop into the center of this square, no worries - the floor will rise up until the whole thing is one big solid square. From where the Plasma Rifle was, look northwest and you'll see a curved wall - drop down and run to that for a pair of Rad Suits and an Energy Cell. Head for the teleporter and use it, then make your way back to the Blue Door. Out, and follow the narrow bridge to the right. Turn left, follow that, and go right at the next junction. Head for the platform with the Backpack, Health and ammo on it - grab that stuff, and once again the rest of the square will rise up to fill it in. See the square with the body hanging over it? Don't go that way yet - that teleports you to the Exit. Backtrack to the junction and head right, towards that Rad Suit you can see in the distance. Down in the next hollow square you'll see an Invulnerability orb on a column. [SECRET 4] run out and grab the Invulnerability sphere. Drop into the pit and it will rise up until it is level with the column the sphere was sitting on... then just bump the outer wall until the center rises up to its level. Continue following the narrow ledge up and then right - at the junction (a cross), stop and look around. To the left, a ledge with Rocket ammo and Health. Straight ahead, Rocket ammo, green Armor, and a Megasphere in the distance. To the right, more Rocket ammo and Helmet Armor. Go left first, grab that stuff and get back to the cross. Head north (left from where you just were), towards the Megasphere. Just keep going and drop off the ledge - the teleporters down here (either one) will take you to the platform where the Rad Suit is. Backtrack a little, and take the other branch (east), which was on your right when you first got to the cross. Run across, and go left - you'll see a column with a skull switch on it. Use that, and then the next - new playmates for you: Mancubi, Hell-Knights and BullDemons. Kill and collect, then bump the square platform between the two blue torches. Head back out to the cross - a platform is rising that will let you get to the Megasphere now. Collect that, then head back along these ledges to the platform with the hanging body and get on it. Just to freak you out, the platform the Invulnerability orb was on will start to rise again as you walk across it, who knows why. Move straight ahead, and several Lost Souls will greet you. Once they're dead, head for the area on the left, where you can see a pair of teleporters, one red and one white. The red one takes you back to the top of those red progressive columns, so don't do it. The white one takes you to the Red Keycard - go that way. Kill the BullDemons, then head right and hit that skull switch (BullDemons appear). Immediately turn around and *run* to hit the opposite skull switch (more BullDemons), then run to hit the skull switch at the Red Keycard (even more BullDemons). Grab the Keycard, and behind where you arrived is another skull switch - hit that to reveal a teleporter. Just wend your way along the narrow ledges to the Red Door, through it, and through the next two. Drop in to Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 25>>Bloodfalls {25} - 2 Secrets //Enemies: Zombies, Imps, BullDemons, Spectres, Pain Elementals, Lost Souls, Arch-Viles //Keys found: Blue //New weapons acquired: n/a This level is fairly straightforward, unlike the last one. Grab the Super Shotgun in front of you. You're standing at the top of a 'T' - to the right is nothing, straight ahead at the end of the 'river' is a hole you can drop through, and to your left at the end is another hole. On the platform ahead and to your left are a pair of bloodtsains - don't step in them or any other bloodstains in this level, as they will cause you damage. Go straight ahead and drop down - at the bottom is a teleporter that will bring you right back up to the start and move forwards. Kill the Zombies down here, and as you'll quickly learn, those 'bloodfalls' to your right are just an illusion - go in there quickly yo get out of this muck. More Zombies to kill, then you get to grab a few goodies, including MegaArmor and a Chaingun. Leave the falls and head right, up the shallow steps. Plenty of Imps and Zombies in here for you to play with. Oddly enough, that column of blood in front of you is actually a lift - bump it and ride it up to put you on the same level with the Imps all around, making them easier to kill. The gray wall on the other side is both a lift and a door - bump it to drop it, revealing a corridor behind it. Don't bother riding it up yet unless you desperately need some ammo, because the only thing up there is the Blue Door. Go into the corridor behind the gray lift - plenty of Energy Cells in here, along with a bunch of Zombies (very few at the lowest difficulty levels). Follow this corridor all the way to the end where there's a teleporter - use that and grab the Blue Skull Key. Various Zombies, Lost Souls and even a Pain Elemental and a Spectre or two in here, so do your killing quick and drop down into the blood. Just as quickly get on the stairs on either side and make your way to the top - turn around, and run down the columns to pick up a Megasphere. Drop into the blood again, run to the stairs and up, and through the door. Down the stairs, and you'll have a green wall on your left. [SECRET 1] bump that wall and in for Energy Cells and Shotgun ammo. Run straight ahead and on to the teleporter - that will take you back to the start of the level. Face down the length of the 'T' and head for the hole you dropped through before (the one on your left is where you just came from). Into that room, ride the gray lift up, and go through the Blue Door. Zombies and Imps, oh my... wimps. Kill 'em all then go straight ahead, down the stairs. Bump the wall at the end to lower the lift, and ride it up. In the hall and turn left - all the way down at the end on the left is a section of wall that doesn't have a green skull border. [SECRET 2] bump that wall and in for a BFG (on lower difficulty levels) or nothing on higher levels. Go all the way in to get the Secret Area credit, though. Down the next set of stairs - no baddies on lower difficulty levels - and down the next lift. Several Pain Elementals and Lost Souls in here, along with an Invisibility orb behind the bars on the right. Then just bump the far wall to lower the lift, and ride it up. Imps all around, but they're not a problem - the Arch-Vile on the left is. Kill and kill again, then hit the skull button on the column to the left to drop the center structure. Up the stairs and Exit. MAP ERROR: oddly enough, you can get 102% for kills. Weird. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 26>>The Abandoned Mines {26} - 4 Secrets //Enemies: Zombies, Imps, Cacodemons, Lost Souls, Hell-Knights, Mancubi //Keys found: Red, Blue, Yellow //New weapons acquired: n/a Grab what you need in the room, then turn to your right. [SECRET 1] bump the wall to open it up, and walk on in. Kill the Zombies, and go through the caged area collecting items. Kill any Cacodemons and Lost Souls as they appear. You'll have to drop into the muck - there's a Rad Suit down there - and use the two teleporters in order to get the few items on top of the columns. From where you start, go straight and hit the switch. The floor drops, revealing a caged corridor. [SECRET 2] when the floor drops, turn right and you'll see a wall with what looks like vents on it - quickly bump that and get in for a Backpack and other toys. Head through to the other end for several mores areas that are hidden, but not Secret. Drop off the ledge and into the slime, and run across to the next opening - as you enter, the wall in front of you will drop; get in there. Around the corner to your right is a laughing face switch which will lower this floor again. On either side of the room are walls with designs - bumping the left one opens a hatch out on to another slime pool, while bumping the right one makes the wall move, but doesn't seem to do any thing else. Actually, what you need to do is lower the floor and then hit that right wall - go through quickly for Health Potions. Ride this floor back up and get greeted by a Chaingun Zombie. If you drop out the window, it will take you right back to where you were - the slime puddle before you hit the lowering floor. Instead, continue through this area - walk over the bar on the floor and an alcove on the left will open, with several Health Kits in it. Use the teleporter (the laughing face switches in the corner will let you back into the start room) - and you'll end up in an open air area with a few Imps and an Invisibility sphere. Drop down to the area below and grab everything there (Rocket Launcher, Health Potions, Rockets), then make a u-turn around the wall at the right side. Grab the Rad Suit and hit the switch - turn around quickly and race across the slime to the new door that just opened. You'll end up in the hallway with the Red Door - but you don't have the Red Keycard yet. Head back up the corridor and take the hall on your left - around the corner and down to the end (passing the Yellow Door on the way) and hit the switch. Head back down the hall, and a new door has opebed on the left - go in there, kill the Imps, and grab the green Armor and the Red Keycard. The teleporter in here just takes you up to the Secret 2 area, but you wouldn't have gotten the credit if you had gone this way. Bump the switch at the end, and the door you came through closes - but back next to the door is another switch which will open it again. It'a actually necessary to hit these two switches, in this order, as they open another area in this level. Head back to the Red Door and go through - head straight down the the end (quickly - this stuff isn't good for you), up the stairs and kill the rising Hell-Knight. Grab everything, including the Blue Keycard. [SECRET 3] bump the demon face behind the Blue Keycard to open the wall, bump the skull switch behind it, then turn around and run down the stairs and into the opening on the left. Kill the Cacodemon, ride the lift up, and grab the MegaArmor. [SECRET 4] in Secret 3, bump the wall on the right - go through for Health Potions, and all the way at the end, a Supercharge. The teleporter brings you back to the Yellow Door hall. Note: if you go in the right opening instead of Secret 3 on the left, there's a switch at the end - but I don't know what it does. It doesn't hurt to hit it anyway. Head for the Blue Door (back to the junction of the four corridors and go left) - walk the crooked bridge and kill the Imps. The teleporter in the slime just brings you back to the doorway of this room... in case you fall in. Open the Blue Door and kill the Mancubus in the room beyond. Walk the ledges for the toys, and the Yellow Keycard. A teleporter in the slime will bring you back to the entrance to the last room if you fall in. Go back through the Blue Door, and an alcove across the way has opened, disgorging a Cacodemon. Back to the four corridor junction, turn right, left at the corner and up the stairs... go through the Yellow Door, grab the Helmet Armor, and dive in to Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 27>>Monster Condo {27} - 8 Secrets //Enemies: Zombies, Imps, Spectres, Revenants, Hell-Knights, Arachnotrons, Mancubi, Pain Elementals, Lost Souls //Keys found: Yellow, Blue //New weapons acquired: n/a This level can be a royal pain - very confusing, and very dark in a lot of areas. From where you start, move forwards slightly - to the left you'll see a Chaingun, straight ahead is a Rocket Launcher on top of a platform that also has a switch (which lowers that platform the RL is on, in case you fall off), and right is a door (it's there, you just might not see it in this darkness). As soon as you start the level, grab Secret 1 - because it's only available for a very short time. RUN to the base of those stairs ahead and run across to the other side of the pit - run left and through that door (Super Shotgun and a cute wall ahead of you with an arrow cutout pointing left), and go left quickly. [SECRET 1] in this small area is a bunch of ammo. Don't linger, because the wall will drop permanently in a very short time. Go back through the door and head left, all the way down to that far end - as you pass the pile of skulls decoration in the lit circle (if you're close enough to it), the small section of wall with the blue flag on it ahead and right will drop down, allowing you to get back to the other side. However... [SECRET 2] walk up to the green triangle eye decoration and the wall behind it opens, revealing Zombies, and Invisibility orb, and Light Amplification Goggles. Lower the blue flag and walk through, then head left to that wall at the end - it will drop down, revealing an Arachnotron. [SECRET 3] that Arachnotron alcove is supposedly a Secret, with lots of toys in it. No toys on the lower difficulty levels, however. Go all the way in and around anyway to claim the Secret Area. Get back to where you started the level, head forward (north and left). As expected, grabbing the Chaingun opens an alcove to the left (as you face the Chaingun) - on lower difficulty levels there will be only ammo and Health in there, but on the higher levels expect some friends. From where you started, head right around the wall for Rocket ammo - this causes the alcove behind the Chaingun to open up, revealing a bunch of Zombies. Kill them, grab the ammo behind the pillar in there, and the next section of the alcove opens with more Zombies. Kill them and move into that section, and the final extension of the alcove opens - Chaingun Zombie and ammo. Once you've got all of that, head for that door. Oh, neat - the monsters have a library. Nothing (apparently) in this room, so grab the Rocket ammo - the wall drops, letting you face more Zombies of all types. Move into that circle of light to the left (north), and the bookcase with the skull switch on it drops and spits out a Spectre. You'll also have Imps behind another bookcase. You can ride that bookcase up if you want, but there's nothing up there other than a skull switch which drops it again. Use the skull switch on the narrow end of this bookcase, and the one to your right drops, revealing a Revenant and an Invisibility orb. Walk into the circle of light around the blue torch behind this bookcase, and an alcove at the east end of the room opens to disgorge more Zombies - it also has Health, Armor and green Armor in it. Use the other skull switch in this main room to open the last section, revealing a Hell- Knight, Invulnerability, and the Yellow Skull Key. Step further into the room and an alcove on the east side opens, with Health and Imps inside. There are two skull switches in here - one on the south wall, and one on the corner wall... use the one to the south first, then grab any other toys in here and use the one on the corner wall to open an alcove behind you (ammo). [SECRET 4] that small alcove is actually considered a Secret. Use the skull switch in that alcove to open the corner wall again so you can get out of here. Out in the main area, the only apparent places to go are up the stairs to the Rocket Launcher, or into the area on the right. Go right and bump that Hell decoration in the circle of light, and two walls will drop to the north, revealing Imps, ammo and Health - and a way to get around the other side of the pit. On the other side of this wall you can lower the blue flag to get through. Go up the stairs to the Rocket Launcher, and when you get it, look to the northwest - an alcove has opened that has a ton of toys in it, along with several Spectres. Go in that new room for Invulnerability, Invisibility, Light Amplification Goggles, Health and ammo (it's not a Secret Area). Remember that door you went through in the beginning, on your way to Secret 1? Head through it again to do the rest of this level. Okay - in here you have (and should be able to see, with the Light Amp Goggles): the wall with the arrow cutout in front of you, the area where Secret 1 is to your left, a small '+' shapped bookcase to your left (there's a skull switch on the other side of it), a small dip in the floor on the left (west) wall, a switch furhter along on the west wall, and a small narrow bookcase jutting out of the north wall. To your right along the north wall you have a door, to the right of that a Blue Door, and a square bookcase thing with narrow alcoves on all four sides. First things first - go left to that small '+' shaped bookcase and hit the skull switch on its west side. Look north towards that bookcase jutting out of the wall, and you'll see that the back area of it has dropped - run over there to grab the various ammo (it isn't a Secret, though). Hit the switch on the west wall, and a pit will drop beneath you - kill the BullDemon and head through the door. In here is the Yellow Door, a switch, and a ledge on the left with Health on it. Use the switch and a series of steps rises to that ledge - go on up, kill the BullDemon, and bump the demon face at the top of the next steps. As you go through there (leading out to that small depression in the other room), an alcove behind you opens to reveal a Hell-Knight and various toys. Go back out, drop into the pit, through the door and through the Yellow Door. In here you have stairs on either side, and the Blue Skull Key at the end. Head up the right stairs, and use the skull switch on the wall - an alcove on the other side of the room opens, revealing several Mancubi. Kill them, and grab the Blue Skull Key. You can shoot the wall behind where the Blue Skull Key was, and it will open up, revealing several Energy Cells and a skull switch - that opens the Yellow Door, which had closed behind you. However, don't go back out that way. [SECRET 5] grab everything in the Mancubus alcove for the Secret, including a Computer Area Map, Supercharge, and Berserker. Drop into the center of the room and step on that square block - you're teleported to a room that looks exactly the same, oddly enough. [SECRET 6] another Mancubus alcove, and all of the same toys in it (Computer Area Map, Supercharge, Berserker). MAP ERROR: obviously you can't pick up the second Computer Area Map, so you won't get 100% on Items. There's a Supercharge in this room where the Blue Skull Key was in the other. Shoot the demon face wall behind where the Supercharge was, and it rises up. Hit the skull switch in here and it opens the door to this room - head out that and kill the Chaingun Zombies in the side tunnels, then go out the center tunnel and bump the wall at the end. Through here, use the silver wall to lower it, and in the next room (grab the toys, including Invulnerability) bump the demon face to lower it, revealing the area where you started the level. Step through and you're teleported - move forwards, and the wall raises... you'll face off against four Revenants. Out here, you're at the eastern end of the second main area - the Blue Door is on your right, and the Revenants came from the square bookcase which has opened up. As you walk around that square bookcase collecting items, you'll hear a click at each point where an alcove was - that's because if you had hit this area before getting the Blue Skull Key, those points would have lowered each individual section of this bookcase. Open the Blue Door and hit the switch inside - the center section of what's left of that square bookcase behind you lowers, revealing Hell-Knights, ammo, and the Red Skull Key. Go through the door to the left of the Blue Door - lovely. Gather everything, and as you do, the wall on the upper right will open, disgorging a Pain Elemental and its attendant Lost Souls. Hit the right skull switch and a section of floor near the door drops temporarily - run over there and drop down. [SECRET 7] get into the narrow tunnel with all of the Health Potions to grab this Secret. Another MAP ERROR - the next Secret is on top of the teleporter at the end, but you can't claim it before being teleported away unless you cheat. You'll be teleported to the ledge where the Pain Elemental was - all sorts of Health and Armor up here, as well as a BFG. Drop down and hit the left skull switch. The whole floor lowers, revealing a Hell-Knight or two and several Backpacks. Drop in, and head left - the Red Door is straight ahead, while just to the right of it is a teleporter that will take you to the square bookcase outside the Blue Door (if you need to go that way). Open the Red Door and drop in to Exit. MAP ERRORS: Items, 98% (because you couldn't pick up the second Computer Area Map) Secret, 87% (because that one was on top of a teleporter) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 28>>The Spirit World {28} - 7 Secrets //Enemies: Zombies, Imps, Lost Souls, Pain Elementals, Hell-Knights, Arachnotrons, Arch-Viles, Spider Masterminds //Keys found: Yellow, Red //New weapons acquired: n/a This is another level that can be irritating until you figure it out... but at least it's not in darkness. You start with two openings in front of you, a Chainsaw, and a Yellow Door. Go into the right opening first - on the left wall there's a skull switch... use that and in. When you grab the Chaingun in the corner, the lights go out and an alcove opens, disgorging a Chaingun Zombie. On the right wall you can see two skull switches - the left one turns the lights back on, while the right one turns them off again... silly. Leave this room and head left - as soon as you enter the next room, several alcoves will open, disgorging Imps and Lost Souls. Each alcove has a Secret Area in it. [SECRET 1] go into the right (south) alcove and bump the left wall - it opens to reveal a Supercharge. [SECRET 2] go into the east alcove and bump the left wall for several Backpacks. [SECRET 3] go into the left (north) alcove and bump the right wall for a Berserker. Head back to the start room and go into the other opening. Head through this corridor for Imps, Pain Elementals and Lost Souls. Drop off this ledge - a lift will appear later to let you get back up to it. In here, go around the room, killing as you go - several Imps, BullDemons, and an Arch- Vile. While it looks like there aren't any exits from this room, there are actually two. In the second alcove from the right (on the south side of the room, where a BullDemon was), the wall at the back of the alcove is actually an illusion - you can walk right through it. Through this hall, and into the room at the end - there's a rotating skin column, and on one wall there are two 'stretched bone' decorations; each of those is a door. Shoot the symbol on the wall between the two stretched bone panels, and the rotating column will drop to reveal a Rocket Launcher (not a Secret). Shoot the triangle symbol, and the door on the right will open - that's actually the Exit room with a Red Door, so if you want, save it until later. If you do go in, grabbing the Megasphere from that alcove let's a Hell- Knight rise up from below (more than one on higher difficulties). To the right of the Red Door is a wall panel that won't open yet. Head back into the other room (rotating column), shoot the star symbol to open the left stretched bone door. Go down this hall, and halfway along on the left side is an illusion wall. [SECRET 4] in through the illusion wall for Zombies, Health, and Boxes of Bullets. Continue down this lovely hall, and at the corner is the next Secret. [SECRET 5] walk through the illusion wall directly ahead of you at the corner for a Plasma Rifle. Go all the way down the hall, down the steps, and grab the Yellow Skull Key. This wall opens only from the other side, so head back to the room with the rotating column, and from there, out through the illusion wall (it doesn't appear to be there from this side) and into the main room. Go around the edge of the room, and at one lava flow (on the eastern point of the room), there's a jagged opening on the left side of the flow - you can drop through there. To get back up into the main room, bump the lava falls, and it will drop down. Follow this corridor along, and when it opens up, you'll have a Pain Elemental in a cage ahead and left, and a trio of Arachnotrons ahead on the next level down. On the left - to the left of the bars - there's a BFG in an alcove. No place else to go except down to the next level - to your right you'll see a Yellow Door, which is how you get back up on to this ledge. Drop down on the left side and circle right - there's a Spider Mastermind waiting for you, as well as a pair of Invulnerability orbs. Once it's dead, continue around to the right (past the Yellow Door), and you'll see stairs ahead... go up those. Another lovely room - stretched face rotating columns, a ledge to your left with Invulnerability and a Megasphere, and a red/blue platform in the middle of the room. Down at the other end of the room is a red chair - get on that, and the red/blue platform drops down... run and get on it. [SECRET 6] getting on the pillar and riding it up is a Secret. At the top, you'll have a red-eyed skull on either side - hit the one on the left, and the four columns drop down to reveal Hell-Knights and ammo. The panel behind the chair has also opened to reveal an Invulnerability orb. Kill the Hell-Knights from up here, then bump the skull switch on the right (south) - that opens the door where you found the Yellow Skull Key. Step on to the teleporter behind the Invulnerability behind the chair. [SECRET 7] teleporting counts as a Secret - you'll end up on the ledge at the other end of the room, with the Invulnerability sphere and the Megasphere. You can leave this room either way, through the lava field (where the Arachnotrons were) or through the door you just opened in here. If you go through the lava field, head left and go through the Yellow Door - up the stairs, and through the next wall for Invulnerability. As you get back to the beginning of the room, you'll note that a new ledge has risen up - bump that to use it as a lift. An alcove has opened on the right in this hall, with a Revenant inside. Head back to the start room and in the Yellow Door - grab the Red Skull Key, and the walls drop, revealing two (or more) Revenants. Head back to the Red Door - from the Yellow Door, go through the left opening and back to the lava field, through the illusion wall on the right and in the right opening. That panel to the right of the Red Door is now open, revealing an Arch-Vile. Kill it, then use the Red Door and drop on in to Exit. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 29>>The Living End {29} - 0 Secrets //Enemies: Zombies, Imps, Cacodemons, Hell-Knights, Revenants, Mancubi, Pain Elementals, Lost Souls //Keys found: n/a //New weapons acquired: n/a No Secrets, and the level itself is pretty straightforwards - there's really only one way you can go. Boring in some ways. Walk forwards, grab the Chaingun and ammo, and the floor drops. Blow away the Imp and Zombie at the bottom, and move out of this recess. There's a concentric set of circu;ar ledges directly in front of you, an opening and a ledge off to the left, and a switch to your immediate right. Down in the muck just off the right edge of the ledge is a teleporter. Hit the switch and a ledge rises up on the left, with a Zombie and green Armor. Grab the Armor and follow the ledge around for a bunch of Imps, and a Berserker further up this corridor. Circle around the structure in front of you for a Box of Bullets, then head forwards and grab the Shotgun ammo in the corner of the two walls. When you do, a panel opens on the structure behind you, revealing a skull switch. The two walls drop, and there's a Cacodemon to play with. Kill it and grab any toys, and note the two high ledges in here - you can't get up there yet, but there are Energy Cells up there. Follow this hallway around, and it turns into the ledge you saw earlier - as you move along it, panels open in the right wall high up... kill the Chaingun dude up there. A Cacodemon will rise up as you near the end of the ledge, and there will be an Imp or two firing at you from further on. Grab the Backpack and use the teleporter. You're brought to a room with a bunch of ammo, and twisty stairs leading away - at the top of the stairs is a Hell-Knight, so kill it quick. Up the stairs, and aside from the high ledge on your right, you'll notice a teleporter down in the muck. Kill the Imps at the top, and you'll notice that there's a Supercharge on top of that high ledge. Around the wall at the top for several Imps and a Revenant. As you approach the metal square at the end of the ledge, a wall opens behind you - head on through. Go around the right side of that wall and you should be able to take a Hell-Knight by surprise - kill it, then bump the lion face switch. Back out into the other room, and that square metal post has disappeared - now you can run across and get the Supercharge. As you do, walls open to the right and behind the switch, revealing more Cacodemons. Kill them, and hit the laughing face switch - look down to the left beyond the switch, and you'll see a long ledge rising up. The ledge connects you to three openings - the left one has a door (locked at the moment), the middle one has MegaArmor and a pit, while the right one has a walkway you can't get up on (yet). There is a teleporter between each of the 'arms' of this ledge. Go in the middle one first - grab the Armor, and kill the Cacodemons in the pit. Drop into the pit for Health Potions, and also a Rad Suit around to your right. Bump the skull switch in the alcove, and immediately turn around and get on the rising platform - don't worry if you don't make it, because it will drop again temporarily if you bump it. The next room is almost the same - a pit with Health Potions and a Cacodemon, and a visible skull switch (there's another one around to the right). Drop into the muck (collecting the Super Shotgun on the way), do any collecting and killing (there's a Mancubus and a Cacodemon through the red opening), and hit the skull switch on the left. Again a bridge rises, and again you can drop it by bumping it. Hit the other skull switch and then get back on the bridge. Cross the next bridge (that was the second skull switch you hit) and hit the switch in here - that opens the door in the first opening out on that ledge. Head back out that way, and in through that door. In here, you have stairs on your left and a high alcove on your right. Straight ahead and around to your left is a skull switch - bump that, and it activates a lift in the northeast corner. Ride that up, kill the Arch-Vile (and any Imps in the windows), and bump the switch up here. That raised a bridge in the other room, allowing you to get to the alcove that was high up on the right as you entered. Around the back of this switch (the Arch-Vile room) is a Berserker. Run off the ledge and on to the new bridge, and hit the skull switch in the alcove. Either walk along the bridge or drop off towards the door into this room - either way, climb the stairs, and they take you to... the room you were just in? Okay, weird. Head back outside to the triple ledge, and in the last door - that walkway in there is now lowered, and you can proceed. Go on in, bump the wall, and in the next room kill off the teleporting Hell-Knight. Walk around the center structure and bump the wall with the scratches on it, revealing Health, an Energy Cell, and a teleporter. If you used the map cheat, you'll see that the area you end up in looks like a guy playing basketball... you've arrived in the head. Kill the Zombies and Revenant, and head up the stairs. Oh, decisions, decisions - three pathways you can run to. As you did with that ledge outside, take the middle way first. Follow this bridge along, killing Zombies on the way, and kill the Revenant at the end (there's a Rad Suit down to the left if you need it) - bump the laughing face switch at the end. Head back out into the main room, and as you get to the end of this bridge you'll notice a new ledge on your right - that's a lift. You'll also have a Mancubus firing at you from the left. Drop down into the muck and use that new lift... and again, like before, take the left pathway next. All the way to the end, kill the Pain Elemental and Lost Souls, then head back to the lift. Go down the right path, but halfway down it's blocked - you can't go any further this way (at the moment). Instead, turn right and run out the window on to the next platform - kill the Mancubus first, of course. Use the switch, then ride the lift to the right up - you can run and get back into the other room now (after grabbing the Backpack). Take the right bridge again, but now the blockage is out of the way. Kill the Hell-Knight, jump the gap, grab any toys and use the teleporter. You're on a new ledge, part of the concentric circle structure you saw at the beginning - in fact, the initial lift you rode down on is on your right. Climb the switchback stairs, and at the top the center section of floor will rise - if you want, just run past it and drop into the hole on the other side to Exit the level. If you stick around, you'll have a Mancubus to fight on lower difficulty levels, a Cyberdemon on higher levels. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 30>>Icon of Sin {30} - 0 Secrets //Enemies: //Keys found: //New weapons acquired: n/a This is an easy level, as far as places to go... there aren't very many. On the other hand, it's the final level, which means the final Boss. Time to party. Grab all the toys in here (including the Backpack you arrive on) and go straight ahead, to the lovely rotating wallpaper. Teleport away... Oh, how cute... a giant demon goat head on the wall that talks to you. In the muck you can see a Box of Rockets on that platform (the only weapon that will kill the final Boss), and several Invulnerability orbs. Goat face will shoot skull-shaped boxes from its head, each of them containing a Baddie. Around the left end of the ledge you're on is a Supercharge, and a demon face wall - use that to lower the next highest ledge. Head down to the other end of this ledge for another demon face wall, and ride the top ledge back up. Hit the ugly face in the alcove, and that platform out in the muck will rise up. Kill anything that's causing a problem, then run out into the muck. Bump that pillar to lower it, and as it rises up, take aim - fire straight into the brain. Drop off the pillar, bump it to lower it, and do it again... your Rockets (usually three) must go straight into the brain to kill the final Boss. You'll know you've made a good shot when you hear an odd noise and the red area above goat face flashes for a moment. It's not as easy as it sounds - when the pillar is at the very top, it's just a little too high... and you'll have all of those Baddies (no Zombies, Cyberdemons or Spider Masterminds, but everything else) shooting at you from behind. That's it... the Bad Guy is dead, Earth is saved. Just for fun, note your Kill percentage at the end... much much higher than 100%. If you cheat and idclip into the goat face, you'll be in a short hall where you can see what the *real* Bad Guy is... it's John Romero's head on a stick (he's one of the game designers). Final narration: The horrendous visage of the biggest demon you've ever seen crumbles before you, after you pump your rockets into his exposed brain. The monster shrivels up and dies, its thrashing limbs devastating untold miles of Hell's surface. You've done it. The invasion is over. Earth is saved. Hell is a wreck. You wonder where bad folks will go when they die, now. Wiping the sweat from your forehead you begin the long trek back home. Rebuilding Earth ought to be a lot more fun that ruining it was. Click the screen after the narration, and you'll be treated to a show of the various characters in Doom II - to get to the next one, hit any key on your keyboard (your mouse won't do anything). In order, they are: Zombieman Shotgun Guy Heavy Weapon Dude (Chaingun Zombie) Imp Demon (BullDemon) Lost Soul Cacodemon Hell Knight Baron of Hell Arachnotron Pain Elemental Revenant Mancubus Arch-Vile The Spider Mastermind The Cyberdemon Our Hero ... and then it restarts from the beginning. Hit 'Escape', and Quit. Also note that Spectres aren't on the list, for whatever reason. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE CHEATS Just type any of these in during the game - some you might remember from the original "Doom". Note that all cheats are lowercase only. Cheats save, so you only have to type them in once per game - or in the case of things like the Computer Area Map, once per level. Ones marked with an asterisk last as long as they normally would during the game. fhhall = kills all enemies except Lost Souls fhshh = notarget - you're invisible to enemies until you attack idbeholda = Computer Area Map - use iddt instead idbeholdi = Invisibility* idbeholdl = Light Amplification Goggles* idbeholdr = Radiation Suit* idbeholds = Berserker Power* idbeholdv = Invulnerability* idchoppers = gives you the Chainsaw idclevxx = warp to another level, where xx is a number, such as 01. For example, to warp to "The Factory", you'd type idclev12 idclev31 = warp to the 1st bonus level (Wolfenstein 3D) idclev32 = the 2nd bonus level (Wolfenstein 3D - Grosse) idclip = no clipping (walk through walls, etc) idmusxx = change the background music, where xx is a number, such as 01 iddqd = God mode iddt = open your map (Tab) and type this in to show the entire map; type it a second time to show all beings and objects, a third time to go back to normal idfa = gives you all weapons and ammo idkfa = all weapons, ammo & keycards idmypos = shows your position on screen in hexadecimal code -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COPYRIGHTS: "Doom II" is copyright 1994 id Software (http://www.idsoftware.com/) distributed by GT Interactive Software (http://www.atari.com/) =============================================================================================== SIGNATURE David "Nightwolf" Masters -- david_masters AT comcast DOT net the Roundhouse -- http://roundhouse.8m.com/ (Railroad Tycoon II) TerokNor -- http://tnhp.tvheaven.com/ (Star Trek silly, filks, fanfic) personal site -- http://home.comcast.net/~david_masters/games.htm LiveJournal site -- http://community.livejournal.com/nightwolf_jfo Walkthroughs / FAQs: Doom II / Doom for Windows 95 Doom 3 Far Cry Half-Life Platinum Edition (Half-Life, Opposing Forces, Counter Strike, Blue Shift) Jedi Knight II: Jedi Outcast Jedi Knight: Jedi Academy Quake Ultimate (Quake I, Quake II, Quake III Arena) Return to Castle Wolfenstein Unreal Gold (Unreal, Return to Na Pali) Editing / Scenarios / Strategies: Railroad Tycoon II Railroad Tycoon III Tropico, Tropico 2: Pirate Cove Zeus / Poseidon April 2009 -- walkthrough; version 1