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- From: fpv@xymph.iaf.nl (Frans P. de Vries)
- Newsgroups: rec.games.computer.doom.announce,rec.games.computer.doom.help,rec.answers,news.answers
- Subject: DOOM I Secrets. . . . . . . . . . (95/05/03)
- Supersedes: <sec1_965634301@Gamers.Org>
- Followup-To: poster
- Date: 4 Sep 2000 03:45:11 -0400
- Organization: RGCD Support Team
- Lines: 809
- Sender: jve@news.gamers.org
- Approved: doom@mantis.co.uk, news-answers-request@mit.edu
- Expires: 9 Oct 2000 07:45:03 GMT
- Message-ID: <sec1_968053503@Gamers.Org>
- NNTP-Posting-Host: thegate.gamers.org
- Summary: Lists the hidden doors, weapons, and item counts in Version I of
- id Software's popular action-oriented computer game "DOOM".
- Xref: senator-bedfellow.mit.edu rec.games.computer.doom.announce:3337 rec.games.computer.doom.help:26284 rec.answers:60812 news.answers:191028
-
- Archive-name: games/doom/secrets1
- Rec-games-computer-doom-announce-archive-name: secrets1
- Posting-Frequency: monthly
-
- This list was extracted from the "Official" DOOM FAQ v6.666 by Hank Leukart
- with kind permission. Last updated 3 May, 1995.
-
- Thanks to the following people:
- Wouter Slegers, for the bulk of the secrets info
- Walter Pullen, for completing the secrets info and for the item counts
- Christoph Anderson, for the monster counts
- Hank Leukart, for compiling and maintaining this info in the FAQ
- Frans P. de Vries, for minor corrections and compiling this list
-
-
- [1] SECRETS LIST
- ================
-
- Episode 1: Knee-Deep In The Dead
- --------------------------------
-
- E1M1: HANGAR:
-
- # Just after the zigzag look right for the oddly colored wall <0xBA389D6,
- 0xf0e054ec>. Push it for corridor to a open place with a blue armor vest.
- # After you cleaned out the exit room, go back to the zigzag room and look
- right for the shotgun (the tower with the Imp should be lowered now)
- <0xd68473b,0xf2510f63>.
- # For DOOM v1.2, a secret area has been added in the above secret room:
- look in the SE corner <0xdeff476,0xf0effdc2> for the elevator. You'll find
- some armor bonuses up there. The elevator lowers when you are at the
- entrance <0xb96c465,0xf4879655> in the north, so you'll have to run fast to
- get it.
-
- E1M2: NUCLEAR PLANT:
-
- # The small structure you face when you begin, has a secret door in the SE
- corner (the lighter wall part) <0x15005a8,0x121e8ad>. Behind the door is a
- room with a red switch. Pushing that switch will open a secret door in the
- northern corner of the stairs in the east <0x60ada92,0x3affa0b>. You can get
- outside and collect a supercharger and a chaingun.
- + Behind the red door you'll see a stair twisting to the right. On the top is
- an indention to your left <0xf9900144,0x3a49ddd>. If you step on it, it will
- drop down. You will find enemies to your right, and you will also see (but
- not be able to get) the chainsaw.
- # A bit ahead you'll see a lift. Push the first panel to your left
- <0xf9d0052a,0x5aa56a6>. You'll be able to kill those Imps from the ridge.
- # In the southern part of the maze (to get in, pull the switch behind the pillar
- in the green toxic directly to the right behind the red door <0xfdc004de,
- 0x446230f>), shoot the middle most western wall (the one behind the green
- armor vest) <0xf79e0d81,0xfe82feac> for access to the chainsaw (push the
- switch in NW to lower the pillar so you can get it).
- In the same hidden area is some extra armor hidden behind the eastern wall in
- the northeastern corner of the stairs <0xf82fdc62,0x151532f>.
- # In the most eastern part of the maze, push the wall between the white stripes
- <0x1eff099,0xfc88d4d4d3> for a backpack.
-
- E1M3: TOXIC REFINERY:
-
- + The strange grey wall straight ahead beyond the first door you open is a
- secret drawbridge. The switch for the drawbridge is in one of the chambers
- described below.
- # In the room in the NW (the one that opens as soon as you push the red button
- and that contains the yellow key) are TWO secret passages (the second niche
- on your left <0xf3c7ca46,0xf7dfc822> and the second niche on your right
- <0xf5ac3fd1,0xfac4d713>), both will open when you're on the stairs but will
- close again after a (very) short while. Go to the stairs and then run like
- hell as soon as you hear them lower. It'll help when you shoot the drums that
- might get in the way.
- # In the northern niche (leading to a rocket launcher and a green armor) is a
- secret room in the SE corner (just follow the green stuff to the right).
- Run fast for minimum damage. You'll see a backpack and the switch for the
- drawbridge at the beginning. To the east is the exit (a lighter colored
- wall part <0xf6aff87a,0xfbd990b9>) through another secret chamber
- containing the chaingun.
- # In the south-eastern niche (the second on the right) is a supercharger (pull
- the switch on back of the pillar).
- # The drawbridge should be lowered now. Cross it, but be careful! There are
- a lot of Imps lurking behind automaticaly opening doors. My tactic is to
- select the chain gun, run forward and back up as soon as you hear the doors
- open. Then take them out at your leisure. Note that you can also shoot some
- of them via the secret `window' in the SE <0xf9480573,0xf8b2d736>.
- + In the north of the room is a corridor, follow it to find the hidden-level-
- switch.
- # To the north of the room with the hidden-level-switch is a elevator, push the
- wall <0xfbe7f1f6,0xfaafee8c> to lower it, so you can get the rocketbox.
- # Behind the blue door in the eastern corner is a secret door (the lighter
- patch in the SE <0xfd6ffcd8,0xf7a33c3b>). The chainsaw, a supercharger, a
- blue armor and a partial invisibility is available.
-
- E1M9: MILITARY BASE:
-
- You start facing a open space with a cage full of Imps in the middle. The
- following rooms are described relative to that cage.
-
- + In the northeast is a pentagram on the floor. If you touch it, numerous
- enemies will warp in. Try walking around it and then running to the
- corridor. That way you can pick them off one by one.
- + In the eastern room is a lift/trapdoor at the middle of the eastern wall
- <0x75cf281,0x2fa03b> (the highlighted patch on the floor). To the NE are a
- green armorvest.
- # Also in the eastern room is a lift/trapdoor in the SW-corner <0x6102f19,
- 0xff10138d> leading to a indoor lake with the chaingun.
- # The same area is accessible via the lift/trapdoor in the NE-corner
- <0x3d000fe,fcd013ff> of the southern room.
- # In the northern chamber, push the middle eastern wall <0x3efe3b3,0x479d0cd>.
- You'll get into a chamber with several high pillars. The pillar at the far
- side of the room <0x7ad637b,0x423de32> lowers when someone is on the stairs.
- Just run on it, wait for it to rise, and 'jump' to the other pillars by
- running fast counter clockwise.
- + To get to the end of level switch, run down the trench. To the NW is a
- isle with the switch and to the south is the lift upstairs.
- + Although they don't count as secrets in themselves, getting on the
- five pillars, each with a weapon or bit of ammo on it, in the secret
- room on the right hand wall of the room with the ooze trench and
- exit, is one of the more challenging things to do in the game.
- Basically, the room on the secret level of episode one "Military
- Base" contains five pillars of increasing height as you go around
- clockwise, along with a lift which lowers when you are on the entry
- stairs, allowing access to the first and highest pillar. The key is
- to go around each pillar in a counter-clockwise direction. Just
- running and jumping toward a pillar isn't enough, as you will go over
- it but fall off the far side, and this can only get you to the first
- and tallest pillar, and the shortest (or maybe the first two on
- either end if you manage to swipe the item off the top of the second
- pillar before falling). The key is to shift+forward run at each
- pillar, take off and jump toward it, and right when you reach it,
- briefly press the down arrow to move backward. This will stop your
- running and you will be standing still on the next pillar. If you
- move back too soon you will hit the pillar and fall to the ground;
- too late and you run off the far side. It's best to give yourself a
- running start for each pillar and line yourself up so you will be
- jumping over the minimum distance possible. Using the automap under a
- high zoom level can help here. This actually isn't as hard as it may
- seem to get right. I understand some can do this all in one fell
- running swoop by turning in mid-routine, but this is a surer way.
-
- E1M4: COMMAND CONTROL:
-
- # The light wall to the left in the beginning (before the door) <0x785a47f,
- 0x45005ef> hides a backpack.
- # The south exit from the round chamber (the one with the radiation suits)
- leads to a trench. Follow the trench east for the rocket launcher and a
- supercharger. To get the supercharger, simply stand on the left side of
- the lift and press the switch. If you are just barely on the lift, you
- can reach the switch while on the lift. Follow the trench west to get
- out.
-
- E1M5: PHOBOS LAB:
-
- # The chamber in the middle (behind the first stairs you encounter from the
- start) has a secret chamber to the south (behind the drums) <0x15a4aa6,
- 0x1a0025b> with a shotgun.
- # In of the east of this chamber is a toxic lake. In the SE-corner of the
- toxic is a secret passage (the strangely colored wall) <0x466e20d,0x12009bc>.
- There is a rocket launcher and a blue armorvest.
- + In the NW behind the yellow keycard door is a chamber with two pillars and
- an isle with a switch in the green stuff. In the indention in the west
- <0xf8e024a0,0x34ff9c5> is a secret chamber with the antiradiation suit. The
- south wall of this chamber hides another room with the chainsaw. The south
- wall thereof gives away to let you outside and get the supercharger.
- You can get the blue armor in the NE-corner by stepping on the northern
- pillar when it's down, waiting until it rises again and then 'jumping'
- over. Ammo can be found by repeating the same action on the souther
- pillar.
- # Two platforms with Imps hidden in the walls behind the yellow keycard door
- act as elevator in DOOM v1.2. The southern one doesn't lead anywhere.
- The northern one <0xfc2fd5ee,0x4f92783> has a secret wall to the east which
- leads to a secret room with a partial invisibility and a shortcut to the
- darkroom (via the north). The pentagram is a teleporter back to the
- beginning.
- # In the north eastern chamber (the one with the blue floor and the blinking
- light) has a secret chamber to the SE <0x52fbab5,0x3d001f3> with a backpack,
- a chaingun and a computer map.
- # In the northern darkroom is a partially hidden chamber to the SW. The best
- way to get there is to follow the wall left. You'll find the night vision,
- which is very useful in sniping those baddies in the dark.
- + In the northern darkroom the top of the /\ in the middle wall is also a
- secret door, but as far as I can see this isn't really useful (maybe for
- dashing for the exit?)
-
- E1M6: CENTRAL PROCESSING:
-
- + At the first 'crossing' you encounter, look in the NW corner. There is a
- partially hidden chamber <0xfd4ff0b2,0xfe5ab835> with some ammo, health and
- a green armor vest. There are also some Imps there, so to be safe, fire a
- shot into it to detonate the barrels and kill them.
- # Behind the red door in the southwest is a green lake. In the NE-corner
- is an anti-radiation-suit. In the 'middle' (the tunnel in the SW) is a
- supercharger. In the SE-corner is a nightvision, a partial invisibility,
- a blue armor and the exit from the lake.
- # Just before you are by the blue door there is a secret chamber to the
- south. Before you're at the blue door, there is a tower with Imps
- <0x31dc6cd,0xfdc354b5>. When you reach the blue door it will lower so you
- can get in. You will see an anti-radiation-suit. Push the south wall for a
- backpack, a rocket launcher, a partial invisibility and a back way into the
- room with the yellow key.
- # In the same area as where the lowering tower is, is a corridor to the north.
- As soon as you get the yellow key, it will be accessable. The twisting path
- over the toxic waste will lead to a backpack and a door to the outside. There
- you will see a supercharger on a pillar <0x1125332,0x6c93ef6>. The pillar
- will lower as soon as someone goes near it. Step on it and as soon as it has
- risen, press the wall to the west to get inside the complex again.
- + In the room immediately before the ending room, there is a radiation suit
- available behind one of the pillars.
- # In the most eastern corridor is a strangely colored wall <0xd2ffa4f,
- 0xf9fc115f>. Push it to get the computer map.
-
- E1M7: COMPUTER STATION:
-
- # In the southwest is a big pillar <0xfe5cda63,0xf7ff97d9> that will descend
- when you are on the stairs east of it. Stand on top of it, wait until is
- has risen sufficiently and jump on the ledge in the NE <0xffdfe6c0,
- 0xf9237c97> for the computer map or the south lake in the NE corner
- <0xff1e2866,0xf72ffeb0> for the chaingun and (when you leave via the secret
- door to the east) a backpack. Jump in the lake in the north and run fastly
- to the tunnel in the NW <0xfdf75b77f,0xfa229120>. In the west of that tunnel
- is a radiation-suit and in the east behind the door with the light are some
- goodies and a switch. Throwing the switch will allow you to get to the
- chainsaw later on in the room in the extreme SW <0xfacc64c4,0xf5a40aa1>.
- Leave the tunnel via the north and look behind the pillar <0xfea017a9,
- 0xfacffbc5> in that lake for blue armor. Follow the acid to the north to the
- supercharger <0xfdb37a3a,0xffa1e2e2> and leave via the east.
- # After you get the blue key in the northwest, two hidden areas will open to
- free Imps and former humans. The secret room in the middle of the map
- <0x1319742,0xfa50049c> has a false wall to the east which leads to
- outside so you can get a partial invisibility.
-
- E1M8: PHOBOS ANOMALY:
-
- # The only secret room <0x1cfdaa6,0x17bdce1> is in the east in the corridor
- leading to the first door and contains a supercharger.
- + Note that there is a map in the east of your starting point.
- + In the east alcove with a Baron of Hell in the pentagram is a door with a
- switch behind it that lowers the entrance elevator to the pentagram.
-
- Episode 2: The Shores Of Hell
- -----------------------------
-
- E2M1: DEIMOS ANOMALY:
-
- # The SE-corner <0x63aba49,0xfdd82d07> of big room in middle (the one with
- the windows to the east, the south and the west) turns into a teleporter to
- the plasma-gun after you pull the switch <0x4e7f923,0xfee0883b> on the outer
- west side and push the button on the west side of the little wall that rises
- out of the floor (the east switch opens the passage to the red key).
- # In the SW is a indention <0x31cb145,0xfb50105e> with two skull-switches.
- Press the eastern skull-switch first for access to a teleporter to a
- corridor filled with bonuses in the north.
- # Behind the red door <0x186bb69,0xfd97f0a8> is a blue mega armor and the
- computer map.
-
- E2M2: CONTAINMENT AREA:
-
- # If you walk along the south border of the storage area (the one with all
- those boxes), you'll bump into a box <0xff9751f6,0xb101ab0> which will lower
- if you are north of it, to reveal some shotgun ammo.
- # In the south east quadrant are three circles with parts of the floor going
- up and down. The northern one has a secret corridor <0x82ff4df,0x22fd506>
- in the north leading to the blue door in the north, filled with
- life-bonuses.
- # In the SW area (with three corridors with the blue lights on the ground and
- ceiling) is a partially hidden corridor <0xff85ce0a,0x6b92713> in the NW
- corner of the most western corridor. When you try to get the backpack, the
- wall behind you will close and the wall in front of you will lower,
- revealing some Imps. The door behind you will open after a while. The
- SE corner <0x2afe532,0x7011ab87> (the black-colored wall) is the
- secret door to a small chamber. The SE corner <0x3682291,0x6ebaa52>
- of that small chamber (the wall with the small green light) hides a
- corridor <0x4afeea4,9x667fa8e> back to non-hidden territory (the
- lightly colored wall). The most south part of the corridor
- <0x414d0b4,0x5d0039e> (the black wall part) gives away to a
- computermap.
- # In the south middle quadrant is a room <0x1baafb3,0x1d7344b> with two
- pillars, one khaki, one with tubes (to get there leave the three
- corridors with the blue lights via the way you came in. Turn right
- and first left. The room on your left [east] is the one you seek).
- The west (khaki) pillar <0x31dc5c4,0x2901565> has a switch on the north
- side, with which you can lower the eastern pillar to get the plasma
- gun.
- # In the south middle quadrant is a corridor with skull crushing
- doors. To get by them, run forward as soon as they start to go up.
- Take them one at a time. The middle one <0x3f4c349,0xff1006b4> (third
- one from either side) has a secret passage in the north ridge, leading
- to the chainsaw. When you get it lost souls will try to get you from
- hidden rooms in the south and east.
- + The room <0x6ec4d6b,0x3a0ad08> with the yellow keycard in the south
- middle has a bridge hidden under the red blood, following blue lights
- on the ceiling, just walk forward and back again fast to make them
- rise.
- # The western room behind the yellow door <0x456db4c,0xdc9ca53> contains
- the chaingun, just flip the switch!
- # In the eastern room <0x852f5ab,0xdadd4d9> behind the yellow door
- you'll see three rooms to your right and three auto-rising pillars to
- the north. You can get the backpack on the middle pillar by running
- over the pillar when it starts to rise or later on. The switch on the
- eastern pillar <0x95f38f8, 0x11901ab9> opens the middle door
- containing the rocket launcher. Flip the switch on the middle pillar
- <0x85ba244,0x11900694> for the south chamber (with ammo) and the one
- on the west pillar <0x75fa7ef,0x11900ad> for the north chamber
- (containing a rocketbox). It's best to pull all switches after each
- other. Note that the pillars lower as soon as you enter one of the
- rooms, so you can't open any doors after that! (but you can get the
- backpack).
- # To get the last secret go into the room with the blue keycard,
- <0x9e4f2bb,0x5affb22> and look up at the four corners. Note that the
- extreme southeast corner is lit up unlike the other corners. Go and
- stand in this corner and face along the wall. The platform with the
- supercharge on it will lower <0x9e41c9a, 0x5eff45c>. Run across and
- get it before it rises again. It will only go down once, so you only
- get one chance at it. This is one of the harder secrets in all of
- DOOM to find and get to.
-
- E2M3: REFINERY:
-
- # In the most SW corner of the map is a corridor <0xfba6989a,0xfed0450f>
- to the room with the blue key containing the plasma gun. To get the
- plasma gun, jump in the red blood and run north (right) fast.
- # In the middle south is a room with a five-sided green lake. The wall
- <0x2847ab9,0xfe90013e> to the south east (the part with between the
- light lines) offers a shortcut.
- # The next secret on this level is similar to and next to the one
- above. You can get out of the room with the green lake
- <0x25ff9c6, 0xfe9f8db4> via a one way secret door on the wall in front of
- the main entry way, which leads back to the room with the imp cage. The
- other secret door above refers to a one way door into this room which is on
- the wall across from where the rising and falling platforms with candles on
- them are.
- # In the south east is a partially hidden cage with Imps
- <0x1de36ff,0x10156d>. You can enter via the NW corner <0x2effa57,0x951b16>
- to get the backpack.
- # Follow the corridor behind the blue door through the open area and the room
- with all those pillars and blinking light to the green toxic stuff. If you
- go around the corner <0x52fff7d,0x313783c> in the SE, you will find a
- radiation suit. In the middle of the eastern wall <0x6729d81,0x42cd91e> of
- the green stuff is a corridor to a room with the supercharger in the NE
- corner <0x85000da,0x3eac965>.
-
- E2M4: DEIMOS LAB:
-
- # In the middle of the south wall <0xfd743e02,0xf5510517> of the beginning room
- (directly opposite to the TL's to the north), hides a room with the shotgun.
- # Take the teleporter to big room. In the north is a elevator. Press the
- head left of it to go up. You'll see a green armor and a computermap.
- To get them push the little red pillar <0xadc846c,0xfebfff01> with the skull
- on it in the NE corner.
- # To the north of the big O formed by green toxic waste is a secret door
- <0x59bf44d,0xfb6fe831>. It opens if you have walked via the corridor
- <0x75b231a,0xf6c3a683> in the SE of the big O. There is a supercharger and
- radiation suit. (Don't forget the partial invisibility south to the entrance)
- # To the west of the big O with green toxic waste is a corridor with a T to the
- north <0x213d209,0xf9a64b57>. To the east of that corridor is a secret wall
- <0x27fad41,0xfab20726> with a partial invisibility and a chaingun. Shoot the
- wall to get them.
- # In the great round corridor in north, behind the blue door: In the east is a
- `dent' <0x4ed2810,0xff5f15c1> in the ring. This is a trapdoor with a secret
- door to the east and leads to a plasma gun and a teleport to the middle of
- the great round corridor.
- # In the great round corridor in the north: follow NE corridor to a room with
- lava.
- - The small door <0x62ffe68,0x3b6bde> in the SW leads to a small green lake.
- The SW corner has a blue armorvest behind some drums.
- - In NE corner <0x815a37c,0x2c8c810> behind the lava is a secret door.
- Warning! the SE branch of the corridor behind it leads to a crushing ceiling.
- Outrun it and push the green patch <0xa6ffd1d,0x64560a> in the east for the
- exit. The SW branch lets you go back to the lavaroom.
- # In the room above, just over the edge of the wall, is a small ledge
- with some medikits <0x6ff9294,0x22b3e1f> on them which normally aren't
- visible from the room and can be missed when running over the lava to the
- secret door.
- # In the south middle behind the place where you find the blue keycard, is a
- small twisty path <0x3550d3b,0xf5c84264> high above the acid. In the SW
- part of the toxic <0x35019f4,0xf510358a> is a berserker.
- # After you open the door to the exit, look back and get the supercharger
- <0x7e9bcac,0xf5497b99>.
- + Note: for those of you still searching for that damn switch so you can get
- to the exit: go in the lake and then towards the exit. The switch is on the
- right wall of the teleporter left of the exitdoor.
-
- E2M5: COMMAND CENTER:
-
- # The room where the first door leads to has two secret rooms in the space
- between the room and the stairs. The doors <0xfb80ba93,0x7dbd7cc>
- <0xf8373cba,0x7e031f5> are facing the south and will open automatically to
- reveal Imps and ammo.
- + The ridges <0xfca60096,0x3febfc5> <0xf71000d0,0x3e622b8> of the green lakes
- of the big room south of the begin both lead back to normal territory.
- # In the SW is a roughly (--) shaped room. In the room NW of the middle
- of this (--) is a switch <0xf3efdd28,0x1367f57> which activates a stair so
- you can walk through the fake fire <0xf29412f7,0x18d236d> in the NW corner.
- The teleporter there takes you to an area infested with lost souls. The west
- wall <0xf4690f4,0x496136d> with the head leads to another room with
- transporter. That transporter takes you to the switch <0xfe9fb836,0x92ff44b>
- for the secret level.
- # In the room east to the room in the south middle with the room to the N,E,
- and W and a view to the circular stairway in the south, is a secret door
- <0xfbaff1cb,0xae3ad8> in the NE corner (near the cozy head-fire) hiding the
- chainsaw.
- # In the center of the circular stairway is a anti-radiation suit guarded by
- a demon. The door <0xf94949db,0xfe6d93d0> to it will open as soon as
- you are at the top of the stairs <0xfa165eed,0xfdd56896>.
- # The south door directly after the circular stairway leads to two corridors.
- The eastbound corridor is the way to the exit, the westbound leads to C
- formed green lake in the west. In the north of that lake is a door
- <0xf1a21e52,0xfe94f08f> (behind the ammo clip). Follow it to a baron of hell
- in a cage. North of that you will see a long corridor with three doors to
- the east. The northern and southern doors lead to a ledge around the lake
- to the east. The middle door <0xf27dc571,0x826c8a6> (the wall part with the
- pentagram over the ugly head) leads to the isle <0xf5420514,0x823f2c1> in
- the middle of the lake, where you'll find a plasma gun. To activate the
- bridge to the isle, you have to push the button <0xf2aff9f7,0xfd1cd93e> in
- the room in the center of the C-formed lake you passed while coming here.
- BTW: If you fall in the lake, the transporter <0xf42dc0b0,0x7500bcf> in the
- indention in the SW brings you back to the beginning.
- # In the slime lake mentioned above, not only is there a teleporter,
- but there is also another niche with a cell pack in it
- <0xf29859a4,0x8bf7c8b>.
-
- E2M9: FORTRESS OF MYSTERY:
-
- There are no secrets in this level.
-
- E2M6: HALLS OF THE DAMNED:
-
- + In the SE where you find the blue keycard, two rooms with demons will open
- automatically. The SW one has a chainsaw behind the brown wall <0x6362f60,
- 0xff151336>.
- + Three parts of the mazes are secret. All the secrets are off the area at
- the north of the level after going down the long narrow passage to the
- junction.
- # The area to the east with the fake exit counts as a secret.
- # The area to the north with the goodies on the table counts as a secret.
- # The area to the west past the crushing ceiling counts as a secret.
-
- E2M7: SPAWNING VATS:
-
- # In the NW is a corridor with ribbles. The third indention is a corridor
- leading to a very dark open patch. In the NE <0x126cccd,0x772feab> is a
- switch which opens a room with a chainsaw. In the SW <0x32fff5,0x3de1cbe>
- is the plasma gun.
- # In the SW is a room with a radiation suit and small patches of green
- acid in indentions along the walls. The SW indention <0x137b2c8,0xff25986d>
- has a corridor to the south leading to a chamber with a rocket launcher and
- a teleporter. The teleporter will get you to a red door, with a switch
- <0xffe013c6,0xfd1015b7> behind it. Pushing that switch will open an
- outer door to a secret room in the beginning-room <0x5d894b7,0x76751d7>
- (SE corner) with a supercharger. Because this room is protected by two
- doors, a second switch must be flipped to open the second door.
- + To open the inner door, flip the switch that is past the blue keycard
- door, up the stairs, and to the left in the room with the acid pool
- <0x4205835,0x2d00641>.
-
- E2M8: TOWER OF BABEL:
-
- There are no secrets on this level.
-
- Episode 3: Inferno
- ------------------
-
- E3M1: HELL KEEP:
-
- # The small grey chamber before the exit has a secret room <0xfc900da5,
- 0x7606912> in west containing the rocketlauncher.
-
- E3M2: SLOUGH OF DESPAIR:
-
- # To get a chaingun, follow the wall to your right (west) to the chaingun
- behind the wall. The wall will lower when you walk over the red patch
- <0x6b010ab,0x75220b7> to its west side.
- + The second `finger' from the east has some cages with former sergeants. To
- get into those cages, walk over the red triangle <0x3fa278b,0x817fa0c>.
- The floors of the cages lowers and a wall behind you will come down.
- To lower the triangle column (actually it rises) you want to shoot the
- back wall of one of the six cages the sergeants were in. Shooting it
- raises the pillar exposing the red triangle, walking over which
- lowers the sergeant platforms allowing you to get the stuff in each one.
- # In the large circular room at the end of the middle finger is a
- supercharge.
- # The plasma gun is hidden in the western part <0x2072324,0x4ecdc0e> of the
- pillar you see when you stand with your back to the second `finger' from the
- west.
-
- E3M3: PANDEMONIUM:
-
- + In the starting room, a megaarmor can be obtained on a ledge overlooking
- the yard in front of where you start. When you go up the stairs to the
- right, and then down the elevator to the area which has stairs going down
- to where the blue key is, there is actually a second elevator in the wall
- which leads up to the ledge with the armor. This second elevator
- <0x48189c,0xfe5f9916> can only be used once, and you must move back
- slightly after pressing the button or else the elevator will catch half way
- up under an overhang. The armor's ledge does damage so grab it quickly.
- + Directly north of the beginning is a great open place with 4 pillars.
- Pressing the switch <0xfea95756,0xaff327> in the north will lower the middle
- pillar <0xfe921ce9,0xfef4c1db>, so you can get the shotgun.
- + To get to the rooms with the windows to the room in the beginning, go
- north and take both the east and the west stairs, and then south.
- # A little north of the middle is a round green lake <0x120905e,0x1754b6d> with
- a lavalike ceiling. In an indention <0x1c9c5cd,0x1c492ee> in the east is the
- chaingun.
- # In the SW is a corridor with two platforms (one in the north and in the
- south). There is a small corridor in the south. When you follow it, you'll
- come to a T-split. In the west (right) is an invulnerability, useful for
- running over the lava in the east. Take the turn left (east). You should be
- on the southern platform of the corridor. In the south of that platform you
- can see a lava/blood maze <0xfd9760e5,0x1de4aec>. In that maze you'll find
- the BFG9000 <0xff1ebaad,0xdeec44> in the SE corner and a supercharger
- <0xfe3afdf3,0x2101114> in the NW corner. You can also get to the lava maze
- by going directly north from the beginning, then taking the west stairs,
- then following the path north.
- # One of the most northern chambers (the one just before the blue door leading
- to the exit) has two air shafts flanking a formation you could describe as a
- coach facing north. When you stand on the coach <0xff6e17cb,0x532520e> the
- wall part west of the stairs south will lower allowing you to get the map.
- The wall part <0xfffcfa97,0x41c62aa> east of the stairs will lower when you
- push it.
- # The last two secrets are in the area to the east of the level, off
- the east hall and over the stairs guarded by lost souls. Just
- entering the room around beyond it with the lava and Cacodemon counts
- as one secret. Getting to the area past that with the berserk pack
- and armor counts as another.
-
- E3M4: HOUSE OF PAIN:
-
- + The first room to the west from the beginning has a secret room <0xfebbbdcd,
- 0xc4c579> in the SE corner containing the shotgun.
- # In the SW (a bit behind the blue door) is a room with a doors to the east
- (the entrance), to the north (where you find the BFG9000 <0xffdaa1b0,
- 0xfd07e1fa> in some lava), to the west (where a lot of Imps and a baron of
- hell await you) and to the south. The south chamber has a secret room
- <0xff49f58f,0xfae5873e> to the west filled with rockets.
- # In the south middle east of the blue door is a room with a door to the north
- and a small patch of blue lake on the east side. Press the wall <0x3ddce70,
- 0xf9d91cc3> a bit more north of that patch of blue for a green armorvest.
- + In the middle is a room with two pillars with switches on all sides.
- Here is a rude ascii-chart of the scene to facilitate solving this.
- [#] is a door opened by switch #
- [Y] is the yellow keycard door
- [R] is the red keycard door
- Behind door 2: an invulnerability
- Behind door 3: the yellow key
- Behind door Y: the red key
-
- +---+
- +--+ | |
- | +-------+ +--+
- +-------------+ + [7] [Y] |
- | [3] | ---+---+--+ rest of the level...
- | --------+--+ [6] [7] | .
- | [2] | +-+[R]+--+ |
- | --------+--+ | | |
- | 0 4 | | |
- | 3 [] 1 7 [] 5 | ++ +-+ +-+ +
- | 2 6 | +-+ +-+ +-+ <----- secret wall, press it
- . +-+ for a radiation suit
-
- # As drawn above, there is a secret wall <0x6cffeee,0xfdd03be8> in the south of
- the most eastern indention. It contains a radiation suit.
- # The final secret for this level is located to the left of the starting
- room, past the Cacodemon cages and behind the wall. Using the teleporter
- across the lava to enter the room counts as a secret.
-
- E3M5: UNHOLY CATHEDRAL:
-
- # Take the most western entrance to the cathedral. Push the west wall
- <0xfc4e8e97,0xfc5dfd80> and get the lightamplifier <0xfad56408,0xfc1fa3ee> in
- the SW corner.
- # The most NW chamber (the one with the lava floor) has secret door
- <0xfa4ed057,0x61933f5> to the east with a radiation suit. The transporter in
- the room leads to the middle of the map/cathedral.
- # The east wall <0x2d56f0d,0x9b29c1> of the big central room of the cathedral
- (the one with the four 2x2-teleporters) hides a small niche with a
- supercharger and a chainsaw. The yellow key is required to open this
- door.
- # Also the four stony structures to all sides of the middle warp-in are hollow.
- The doors will automatically open each time you warp in to the middle from
- another place (from outside to inside).
- # In the cathedral are four 2x2-teleport-places. The northern two are
- connected to the north by a corridor. That corridor has a secret passage
- <0xfd48642a,0x56afd0c> in the NW.
- # The most northern room has three switches and a teleport with crushing
- ceilings.
- The SE-switch opens the secret doors in the corridors to the east and west,
- enabling you to get the rocket launcher and some rockets.
- The NE-switch lowers the blue key in the NW-corner.
- The NW-switch lowers the chaingun in the NE-corner.
- The teleporter in the SW teleports you to the NE corner of the cathedral.
- # The most eastern room (east of the exit) has a small pit, from where many
- enemies will warp in. To the east of that room, behind the skull <0x787fd10,
- 0x2eaf2e4>, is the BFG9000.
- + For those of you wondering just which damn transporter you have to take to
- get out the middle of the cathedral: it's the most southwestern of the
- northwestern patch of transporters.
-
- E3M6: MT. EREBUS:
-
- + In the east is a cubus-formed building on a hexagon isle. The east alcove
- <0xd1027ea,0xfe2234b7> is the way in. In the NW corner <0xb9d75d8,
- 0xfeb0d1db> is the backpack. Pushing the skull <0xbd80026,0xfe22bffe> on
- the west wall lowers the wall in the SE, releasing the enemies trapped there.
- Pushing the skull <0xc5fdf50,0xfe67fb05> on the north wall lowers the wall
- in the NE, so you can get the radiation suit there.
- # In the north is a NW-SE oriented structure with two cages with Imps at
- both sides of the entrance. That structure has a secret door inside in
- the middle of the NE wall <0x3a60e7c,0x356d9b4> (at the small light on the
- floor) and a teleporter in the middle of the SW wall <0x281e808,0x22e23de>.
- The teleporter will put you on a high structure further north. From
- there you can 'jump' west and get the chainsaw. You can get out via the
- transporter in the SE side <0x34a6f68,0x9bd1900> of the structure you warped
- on.
- # East of the above described NW-SE oriented structure is a small _|_ formed
- building on a small hill. The building contains two teleporters. The
- eastern warps you on the NE ridge of the hill, where you can get the plasma
- gun <0x7e352bd,0x1c1c059>. The western transporter also warps you to a ridge
- (NW) of the hill, but there are only some shotgun shells there.
- + The small blue building <0x941bec7,0x293e0bb> in the NE contains a radiation
- suit and cacodemons.
- + All compact flaming red structures contain enemies and a few soul spheres
- or a radiation suit. Sometimes one of the walls goes down, spilling the
- enemies.
- # Follow the instructions for getting to secret #1 above but up on the high
- structure, go to the narrow ledge. Below is a blue box with a switch that
- takes you to the secret level and it counts as a secret as well. To get
- into the box (the distance is too far to jump), align yourself with the box
- at <0x375bead,0xa900072>, face the wall and shoot a rocket at it. The
- explosion will throw you into the box! To protect yourself from the damage,
- use one of the 2 invulnerability spheres on the level. Note: on difficulty
- level 1 the explosion is not powerful enough to blast you into the box.
- # The fourth and final secret passage area on this level is inside the
- same building room with the secret teleporter leading to the blue box
- ledge. On the opposite wall is another hidden wall opening
- <0x3aa61a5,0x365963f> which contains a cell pack.
- + The exit is in the middle west: follow the south wall over the lava, you'll
- see a tunnel <0xfb186e6b,0x54a49e> going north to the blue door, and further
- the exit beyond.
-
- E3M9: WARRENS
-
- + This level is very similar to E3M1, but is much more difficult.
- # Just like in Hell Keep, there is a rocket launcher just in the west of the
- small grey chamber <0xfd20a96c,0x76057af> in the NW. This rocket
- launcher is not available on Ultra-Violence mode and above.
- + Note that many of the hidden rooms full of enemies (the rooms that open when
- you go over the transporter-lookalike in the NW) contain weapons and other
- goodies. Most beneficial of those is the BFG9000 in the SW corner of the
- lake (west behind the entrance).
-
- E3M7: LIMBO:
-
- # Beyond the northern blue door is a maze of small lava tunnels. In the SE
- corner <0x7a37332,0x5bec063> of this maze is the BFG9000 and a transporter
- to the SW quadrant of the map. In the NW is a transporter <0xff7323ef,
- 0x824218c> warping to the SW quadrant, the red key <0xfe3f638e,0x6fd04ca>
- and a red door.
- + There are several pillars in the various lava-lakes with red doors, all
- containing transporters:
- (0) In the most SW lake is in the north a pillar <0xf9e908db,0xfc8d60ac>. It
- warps you to a room where you can see the yellow door. In the same room
- is also a switch <0xfcaffa88,0x45f8a18> on the east wall, pushing it
- activates a bridge in room (1).
- (1) In the middle (big) lake is also a pillar <19c3b9d,362e08> with a
- transporter. It warps you to the room west of the above room.
- In this room is also a yellow door, in it is a switch that activates the
- bridge to the pillar in the middle of a lake (.
- - In the most northern lake are two pillars (east/west). The western pillar
- <ffa72354,6c46d07> has a transporter to the SW ridge looking out over the
- middle pillar..... The switch <f9d003cc,569d8a4> opens a door???
- The eastern pillar <2d380df,57aafc9> leads to the ridge east, with the
- yellow key...
- - SE: 31ff6e7,faea6d2e> NE of tower, with plasma gun.
- - In the NW lake is in the north a pillar <0xfe1aff7a,0x4093707> containing a
- transporter. It warps you to the yellow door.
-
- E3M8: DIS:
-
- + Not a real secret room, but in case you are wondering: the room in the middle
- contains a plasma gun and a blue armorvest.
-
-
-
- [2] MONSTER COUNTS
- ==================
-
- These lists are for Ultra-Violence, single-player mode only.
-
- ----------------------------------------
- Episode 1 2 3 Total
- ----------------------------------------
- Humans 214 60 37 = 311
- Sergeants 281 54 91 = 426
- Imps 277 275 167 = 719
- Demons 90 158 141 = 389
- Spectres 63 15 36 = 114
- Lost Souls 0 113 129 = 242
- Cacodemons 0 50 76 = 126
- Barons of Hell 2 16 18 = 36
- Cyberdemons 0 1 1 = 2
- Spiderdemon 0 0 1 = 1
- ----------------------------------------
- TOTAL 927 742 697 = 2366
- ----------------------------------------
-
- Episode 1: Knee-Deep In The Dead
- --------------------------------
-
- ---------------------------------------------------------
- Level 1 2 3 4 5 6 7 8 9
- ---------------------------------------------------------
- Humans 9 53 28 22 28 22 47 0 5
- Sergeants 16 8 47 16 46 57 56 6 29
- Imps 4 18 47 36 31 57 39 5 40
- Demons 0 0 7 11 12 20 7 18 15
- Spectres 0 0 2 0 14 22 1 10 14
- Barons of Hell 0 0 0 0 0 0 0 2 0
- ---------------------------------------------------------
-
- Episode 2: The Shores Of Hell
- -----------------------------
-
- ---------------------------------------------------------
- Level 1 2 3 4 5 6 7 8 9
- ---------------------------------------------------------
- Humans 15 0 18 2 14 11 0 0 0
- Sergeants 10 0 1 6 22 11 4 0 0
- Imps 14 82 27 27 40 39 46 0 0
- Demons 11 19 17 17 26 35 33 0 0
- Spectres 1 2 2 2 0 3 5 0 0
- Lost Souls 0 12 14 11 26 30 0 20 0
- Cacodemons 3 0 6 11 6 9 5 0 10
- Barons of Hell 0 0 1 4 4 3 2 0 4
- Cyberdemon 0 0 0 0 0 0 0 1 0
- ---------------------------------------------------------
-
- Episode 3: Inferno
- ------------------
-
- ---------------------------------------------------------
- Level 1 2 3 4 5 6 7 8 9
- ---------------------------------------------------------
- Humans 0 6 0 22 0 7 2 0 0
- Sergeants 0 11 1 18 0 18 9 0 34
- Imps 18 0 34 26 35 36 0 0 18
- Demons 5 8 14 53 33 6 17 0 5
- Spectres 0 11 4 5 2 4 0 0 10
- Lost Souls 0 36 14 21 13 32 9 0 4
- Cacodemons 3 8 2 13 6 22 9 2 11
- Barons of Hell 0 0 2 3 5 1 1 1 5
- Cyberdemon 0 0 0 0 0 0 0 0 1
- Spiderdemon 0 0 0 0 0 0 0 1 0
- ---------------------------------------------------------
-
-
-
- [3] ITEM COUNTS
- ===============
-
- This chart shows where the following items appear in the game, and how
- many times they occur in each episode and level. This chart is for
- Ultra-Violence single-player mode only.
-
- SG = Shotgun, CG = Chaingun, RK = Rocket Launcher, PL = Plasma, BF = BFG9000
- CS = Chainsaw, BZ = Berzerk Pack
- A1 = Security Armor A2 = Combat armor
- BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification
- SS = Supercharge, BA = Invisibility, IA = Invulnerability
- CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair
- #+ = More items can be found only in lower skills or Multiplayer games.
-
- ==============================================================================
- SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
- E1M1: 1 + + . . . . 1 1 . . . . . . . . . . #3
- E1M2: 1 1 + . . 1 . 3 . 2 . . . 1 . . . . . #9
- E1M3: 1 1 1 . . 1 . 3 1 1 . . . 2 1 . . . . 12
- E1M9: 1 1 1 . . 1 . 1 . 1 . . . . . . . 1 . 7
- E1M4: . 1 1 . . . . 1 1 1 + . . 1 . . . . . #6
- E1M5: 1 1 #1 . . 1 . 2 2 1 1 1 1 1 1 . . 1 . 15
- E1M6: 1 1 1 . . . . 4 1 3 3 1 1 2 2 . . . . 20
- E1M7: 1 1 1 . . 1 . 2 1 1 1 1 . 1 1 . . . . 12
- E1M8: 1 1 . . . . . 1 . . . 2 . 1 1 . . 1 . 8
- Total: 8 #8 #6 . . 5 . 18 7 10 #5 5 2 9 6 . . 3 . 92
-
- SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
- E2M1: #1 . . 1 . . . 1 1 . . 1 . . . . . 2 5 #12
- E2M2: 1 1 1 1 . 1 1 4 1 2 + 1 . 1 1 . 5 . . #21
- E2M3: 1 1 . 1 . . 1 1 1 1 2 . . 1 2 . . . . 12
- E2M4: 1 1 . 1 . . 1 3 1 1 2 1 . 2 2 . 5 3 2 26
- E2M5: . 1 . 1 . 1 1 2 1 1 2 1 . . 1 . . 3 1 16
- E2M9: 1 1 1 1 . 1 . . 1 1 . 1 . 1 . . . . . 9
- E2M6: . 1 1 1 . 1 1 1 1 1 . 1 4 1 3 . 1 . . 18
- E2M7: . 1 1 1 . 1 1 1 1 1 . 1 . 1 1 2 . . 1 14
- E2M8: . . 1 . . . . 1 . . . . . 2 . . . . . 4
- Total: #5 7 5 8 . 5 6 14 8 8 #6 7 4 9 10 2 11 8 9 132
-
- SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
- E3M1: 1 . 1 . . . . . . . . . . . . . . . . 2
- E3M2: . 1 1 1 . . 1 1 1 . . 1 . 1 . . . . . 8
- E3M3: 1 1 1 . 1 . 1 1 2 1 . 1 . 1 . 1 . . . 12
- E3M4: 1 1 1 . 1 . 1 2 2 1 1 . . 1 1 2 2 . 1 18
- E3M5: #1 1 1 1 1 1 1 . . . 1 . 1 2 1 1 4 18 1 #36
- E3M6: 1 1 1 1 . 1 1 2 1 1 5 1 . 2 . 2 . 5 . 25
- E3M9: 1 1 #1 1 1 1 1 1 . . 2 . . 2 1 2 . 1 . 16
- E3M7: . . 1 1 1 . . . 1 1 10 . . 1 . . . 2 6 24
- E3M8: . . 1 1 . . . . 1 . . . . . . . . . . 3
- Total: #6 6 #9 6 5 3 6 7 8 4 19 3 1 10 3 8 6 26 8 144
-
- SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
- TOTAL: 19 21 20 14 5 13 12 39 23 22 30 15 7 28 19 10 17 37 17 368
- ==============================================================================
-
-