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- ALLEYS OF THE RIPPER for DOOM][
- ================================================================
- "Will there never be a day unpolluted with blood?" - Tacitus, the Annals.
-
- Title : ALLEYS.WAD (v1.1)
- Author : Vince Russett, from Cheddar in Merrie England
- Email Address : 100652,3047@compuserve.com
- Misc. Author Info : Recently discovered that an addiction to
- DOOM2 can be life-threatening - my family
- have threatened my life if I don't stop firing
- mini-guns after 12 midnight. It's a tough
- life being a space-marine...
-
- Description : My very first DOOM2 .WAD (-ish).
-
- The end of the Callisto campaign (see below)
- should have meant well-earnt retirement for you,
- marine.
-
- Now that the Callisto anomaly has been brought
- back to earth, someone else can mop up the
- remains..after all, we now have the measure
- of the monsters, and are starting to clear
- them out of most of earth.
-
- But there is a problem...one of the spooks at the
- military academy came up to you in the camp
- laboratory last night with a bunch of old
- books and things in a time-stasis case.
-
- He said there were quite a few of them in a
- military store in deepest Iowa (thats right, the
- one where the Ark of the Covenant is stored) -
- and told you that this was a CLASS 1 secret.
- Even the president was never told about these,
- and up until now, no-one has known how to interpret
- them. They are in a variety of hands, some
- ancient (one even seems to be a papyrus scroll
- with hieroglyphics, although the spook will only
- mutter darkly about plagues and darknesses when
- you ask about it) and some more modern.
-
- The upshot of it is that all describe foul beings
- that have haunted some troubled spots of earth. The
- spook produces a marbled edged ledger, its pages
- spotted with blood, and edges burnt.
-
- You read the copperplate with a sinking feeling..
- "The ledger of William Jago, butcher, at the sign
- of the Red Deaths Head, Solomons End, Whitechapel,
- London, in the year 1858...I know the things
- were out in the alleyways in Whitechapel again
- last night..I know it is not a dream, and I saw
- the two watch men all burnt up by the fire from
- the evil brown things hands..all the people hid
- behind their doorways, and even the night-walkers
- fled..there was a great beast of some kind that
- made a blasphemous noise in which I could hear
- no words spoken..noises as of engines came from
- the site where the new buildings are to be made
- by Cut-Throat Alley..I heard terrible deep
- laughter, vile laughter..some arch-fiend is
- hiding in the alleyways, and I fear for my soul.."
-
- "All we know, Blazkowicz, is that Jago and his
- shop and all the area around it were destroyed
- in a huge fire, and they never recovered any
- bodies" says the spook "but theres a problem...
- the British government psychics say that the
- bastards have come back twice..once during the
- 1880s and again during the first world war...
- at least one of the Jack the Ripper sightings
- was of a brown thing the size of a man with
- thorns growing from its legs and arms, and
- fire around it..they put the man who reported
- it in Bedlam, but we think we know the truth
- now...and they say that the problem may emerge
- again..soon"
-
- The spook tells you about the experiments with the
- Callisto anomaly, and the attempts to use it to
- see the heart of Victorian London.
-
- "Unfortunately, we lost a few men attempting to
- get through, Blazkowicz...keep an eye out for
- them, some may be rescuable..We think that most
- of the ammunition and stores we sent through has
- reached the target area, but we aren't sure..
- we are not even sure if we can bring you home..
- keep a sharp eye for anything that looks like
- a switch..if the creatures are there, it'll be
- heavily guarded."
-
- "Some of our people have a theory that the Callisto
- anomaly will transport you to the nearest brood
- of the hellspawn..the nearest to here is London
- 1858, but there may not be a way straight back.
- There's another..well, that can wait! It looks like
- your tour of duty, marine..if you don't make it
- straight back, read the update on your belt computer
- - it's updated automatically, and it should give
- you some idea of what you're up against..good luck!"
-
- You strap on your military revolver, walk up to the
- Anomaly Lab. "OK, lets rock.." and you step into
- the machine. Night settles...
- ================================================================
-
- * Play Information *
-
- Episode and Level # : MAP 10
- Single Player : Yes (KILL! KILL! KILL!)
- Cooperative 2-4 Player : No (wimp mode)
- Deathmatch 2-4 Player : Yes (not playtested, but should be OK - use nomonsters)
- Difficulty Settings : Yes
- New Sounds : No
- New Graphics : No
- Gamma Correction : One below the level that shows dark areas as flat
- grey - this level is SUPPOSED to be dark. On my
- machine, it's level 3. Play with the lights off. At
- night. Not on scopolamine - I don't want deaths on
- my conscience
- Also available by me : The callisto anomaly .WADs for DOOM (1), BEACH.WAD,
- BATHS.WAD, CORRIDOR.WAD, MURDERUS.WAD, VAULT.WAD.
- Available as CALLISTO.ZIP (try the DOOM1 library on
- this forum). WATRMILL.WAD AND MANCUBI.WAD conclude
- this DOOM ][ series.
-
- * Construction *
-
- Base : Indigestion, drunkenness, a perverted imagination
- and an interest in industrial archaeology.
- Build Time : Oh, god, weeks, months, where did my muscle tone go?
- Editor(s) used : Win32DEU, DEU2 and BSP 1.1w
- Known bugs : Well...it isn't big enough...that bugs me. One
- small eccentricity of Win32DEU is that it lets
- you copy one thing directly on top of another.
- If that's an enemy, they can't move, so it's no
- good, but it is entertaining in some other ways.
- I've left one in deliberately...can you spot it?
-
- Available from : Er...here.
-
- * Copyright / Permissions *
-
- I don't care, but please respect Id Software, or they might not do it again..
- Respect...Raphael Quinet, Colin Reed, Bill Neisius, Brendon J Whyber, Renaud
- Pacquay and "Adler". I mean, it's a game for Gods sake, where do these
- people who write .WADs get off with their copyright restrictions. Only thing
- is, if you copy this and claim it's yours, buddy, just wait til you're
- walking up a lonely road one moonlit night, and the shadow of a revenant falls
- across your path...
-
- Thought for the WAD
-
- Why do Mancubuses feel the need to announce themselves? They clearly have
- a bad body image..maybe a little light exercise, guys?
-
- A few hints that may (I only say may) help:
-
- When you first step into the alleys, you will need to move to your right
- very, very fast.
- No cyberdemons
- "IDDQD users wear their sisters knicks"
- The level is full of traps.
- Don't trust the dark..you will need all those rockets..
- Make certain you pick up the backpack..you're gonna need it.
- Not all switches can be reached to press..but what does that matter..
- Stay frosty, and most of all, listen for the evil laughter, and
- be afraid..be very, very afraid.
-
- Read and learn:
-
- The ledger of Mr William Jago, butcher, of Whitechapel, London.
-
- This is the year of our lord 1858...steam and gas and empire,
- a modern age..I know this in my true self, but I cannot overcome
- this terror by night which haunts me.
-
- When my father died, and my poor mother and myself were forced to leave
- the old home in county Wexford, our faith in the Lord kept us strong.
- Although we wanted often, my poor mother kept myself and little
- Adelina fed and clothed through all the difficult years. Corn laws!
- We were lucky enough to have bread when we needed it, but only because
- of her, and when our cousins sailed for the New World after the disaster
- of the potato famine, she would have bid me go, but I said I would
- stay and look after the little business I had begun. Nothing grand, but
- you'll buy the best mutton chops this side of Pall Mall from William
- Jago.
-
- When John Pargiter told us all last October of how he'd seen a demon in
- the alleys north of Bleeding Heart Yard, we all laughed, and said the
- only demon he'd seen was the Demon Rum, and that too frequently. But
- poor old Johnny was found in the necessary house behind Lord Strangways
- stables in Camberley Mews, he looked like all the devils in hell had
- attacked him. My Lord!, he was slashed and burnt, and all his face was
- burnt away, and there was marks of claws..well, they said it was the
- fate of drinkers, the human combustion that comes in the end to those
- that drink too full. But they couldn't stop the rumours. The Quality never
- come down here, in the alleys of Whitechapel - how would they know what
- happens here? We buried John at St Martins in the Fields, as he wanted,
- but in the night, his grave was despoiled, and Lord alone knows where
- his head is...
-
- There was stories that little Sally Ferndown was taken by an animal in
- broad daylight, or at least, as the sun was sinking, in the mews at
- the back of Tugela Yard. Sam the Polish Doctor was watching from a
- window, and he said that as the sun went down, a flash of yellow and
- green light was seen over the mews, and something..he said it looked
- like a big man with the face of a pig and a bare chest..roared and laid
- a green fire over her, and she shrivelled into the flame..Oliver Plunkett
- was took by another, a thing that attacked him in the alley as he went
- to look for his mother, she in the corner gin house, and he left in the
- home with nothing to eat, poor little soul...
-
- I called the watch, and we went up and down the length of Whitechapel -
- many of the men said they'd never even known most of the alleys was there.
- One of 'em, a red-faced man like a pork-butcher, said that little Oliver
- wasn't the first..a Lascar off a trader out of Lagos had told him that he'd
- been chased by an "evil one" down the stable yard by the new brick buildings
- in Lime Street..he said that he couldn't see it under the lights, and
- only a sort of flicker gave it away..and the roar and the stench of its
- breath.
-
- Then last November, Jethro Parsons met a demon in Fennel Lane. He said that
- it hissed at him, and it was a great red thing, floating before him, and
- that it spat fire before it. He said that it passed him into Essex Mews,
- and that its one eye was trained on the door that leads to the School
- for the Conversion of the Jews in Black Step Lane, where he fainted, and
- when he came round, it was gone. He was a poorly soul, but when he
- disappeared on the night of the thunder last March, Job Samuels reckoned
- that there was fire in the sky, and he said that a fell creature had
- come to him in the dark, and said that he should leave bombs in the local
- parish library and a fire in the road by the waterfall at Solomons End.
- He said the creature was a brown flying ball, and that fiery skulls were
- spewed from its mouth. Job was properly put into Bedlam, and there he remains.
-
- Then Polly Pentreath was took to Bedlam..she was never queer in the head.
- She said that she'd walked out one evening (being of the disposition to
- find a gentleman, if you take my meaning) and that about eleven of the clock,
- she had business in Masons Lane, where it bends down towards the docks. She
- said that she distinctly heard a sound of laughter, deep laughter, and said
- it put her in mind of Madame Shelleys tales. She hurried up the lane, but
- as she turned the corner into Artichoke Yard, she says a very skeleton in
- rags strode from the dark, crouched down, and fire leapt from its shoulders.
- She fled down the lane, and in the darkness fell into the water. A hand pulled
- her out, and to her terror, she was looking into a devils face. He had one
- great glass eye, and was all in bright green, with a great grey snout, and
- carried a great gun or weapon. He spoke, and asked her if she was well, but
- she fled, and swears the green demon fired upon the skeleton. She was
- never quite right since that day.
-
- Well, I never takes much notice of rumours..I didn't believe the stories,
- they was too much like the things our old grandmother used to tell us
- back in Wexford, and anyway, I had my shop to run and people to see, and
- business is business...anyhow, so one night I was running over to Elijah
- Jefferies House on the Park (he being very partial to a few devilled
- kidneys, I believe, and only the best at 5d..no less..) and I hear a
- commotion, and I think it must be fighting. Going over (and it's coming
- out of Cumberland Alley) I hears a terrible sound, like a man screaming,
- and a great deep voice that says something like "Mangabush! Mangabush!"
- over and over, and then on a sudden, I see a great fat thing standing
- in the alley over a body, and it turns to me, groans and shoots a fire
- or something..like a flare or a great cannonball on fire, and it takes
- half the wall away behind me, and in the noise, the building comes down, and
- I get away in the dust, with the sound and screaming behind me. Well, I
- was shaken, I don't mind telling you, and I went home with my heart in
- my boots.
-
- Then the night me and Jessie went up to Chelsea. We went to see the
- spectacle, the great Chandra, the man who makes fire and fireworks. We
- saw the show, and hired a cab for the way home. As we was leaving
- Harrogate Avenue, the cabbie cried he saw a man in trouble, and a man
- ran out from Oak Lane. He had a bloody costume, and a great weapon
- like a Gatling gun in his hands, and was running towards us. Behind him was
- a terrifying thing, Oh God! I fear to remember it, it was a flying,
- burning head that screeched as it flew, like a skull, like a damned
- thing, like a demon. They went across the road, and into India Gardens,
- and we heard the sound of cries and screams, and we were trembling still
- when we reached our little shop, and the cabbie talking of death and
- the end of the world.
-
- It wasn't the last time.. now you can hear screams and cries all the time
- at night, and the watch won't go into Whitechapel at all....after the man
- from the Times was took, the watch kept the papermen out of the alleys:
- the things were out in the alleyways in Whitechapel again last night..
- I know it is not a dream, and I saw the two watch men all burnt up by the
- fire from that evil brown things hands..all the people hid behind their
- doorways, and even the night-walkers fled..there was a great beast of some
- kind that made a blasphemous noise in which I could hear no words spoken..
- noises as of engines came from the site where the new buildings are to
- be made by Cut-Throat Alley..I heard terrible deep laughter, vile laughter
- ..some arch-fiend is hiding in the alleyways, and Holy Mother of God,
- I fear for my soul.."
-
- (The burning and bloodstains have obliterated the rest of the manuscript,
- and the cover of the ledger bears deep rips like marks of claws..beneath
- the stains the words AS WELL YOU MIGHT have been deeply scored...)
-
- CHEATS
-
- Well, DOOM-lovers, you will all know everything about the IDDQD and IDCLEV
- cheats, and all that, so I don't need to tell you those, but in the spirit
- of all those rip-off books that tell you how to survive DOOM ][, I give you:
-
- THE OFFICIAL ALLEYS v1.1 CHEATSHEET (shades of megalomania)
-
- Don't read this first (despairing tone of voice...) this is just for if
- you're really stuck...you won't be.
-
- This level contains 10 former humans, 16 former human sergeants, 17 chaingun
- dudes, 21 imps, 6 demons, 5 spectres, 11 lost souls, 2 cacodemons, 2 pain
- elementals, 2 hellknights, 5 revenants, 1 baron, 7 mancubi, 3 arachnotrons
- and an arch-vile. (Thats for those of you playing ultra-violence...the
- others will have time to count for themselves..maybe)
-
- Weapons available are 1 shotgun, 1 chainsaw, 1 super shotgun, 1 rocket
- launcher and 1 plasma gun (extra chainsaws for deathmatch ;-)).
-
- Powerups include 2 soul spheres, 1 blur artefact, 2 green armours, 1 combat
- armour, 6 medical kits, 4 stimpacks and 1 backpack.
-
- Ammo includes 7 boxes of shells, 4 boxes of rockets, 3 energy packs and
- assorted small bits and pieces.
-
- There are all three keys.
-
- SOLUTION
-
- I absolutely refuse to give you maps (remember you can get those while
- playing with the F1 key).
-
- You start in a fairly bare room, with two crates behind you. There are two
- ammo clips there - take them, then turn and kill the former humans. Go down
- the steps, and at the bottom, turn right. An imp awaits you behind the
- right hand wall - blow the bastard away, then repeat with the one lurking
- behind the giant crate (preferably by shooting the barrel he's trying to
- hide behind).
-
- Go into the corridor ahead (ignoring your former colleague hanging from the
- right side ceiling), and collect the health potions in the alcoves on your
- left. Peek around the next corner, and there he is...another imp, standing in
- front of two metal blocks, each with a flashing beacon on its top. Sort him,
- then nip down to the lighter area. This will open (for four seconds) the
- door at the back of the second alcove to reveal the docks. Blow up the barrel
- just outside the door while standing back (otherwise it will be blown up as
- you dawdle beside it). There are former humans, imps, a couple of demons and
- some sergeants awaiting you, one or two standing in the gravel barges
- opposite, or on the dockside.
-
- Run down the steps (as you turn the corner, a trigger will open a room with
- two chaingun dudes opposite the entrance door). Jump down, then sort out
- the crowd. Take your chance to grab a shotgun as quickly as possible, as
- there is at least one demon to deal with. Collect all the bonuses (a green
- armour is visible in the dark area: when you collect it, you lower a blockage
- in the corridor you recently left).
-
- There is a set of steps under a projecting room: run up these to collect a
- shotgun and medikit. Unfortunately, you will find you can't run down again,
- and will have to open the door and deal death to a posse of imps in the next
- room. Watch out as you open the exit door: there is a chaingun dude primed
- for action.
-
- Run up the steps again, and give a leaden greeting to the two chaingun dudes
- in the room opposite the entrance to the docks: when you have done this, go
- back down, blow up the barrels in the south-east corner of the docks, and
- ride the transporter. Step back smartly as you arrive, as outside of the
- cage, there is an imp with a line in fireballs to make your eyes water.
-
- The room you are in has no exit...aaargh! No worries...look out for the
- library sign outside of the cage, on the other side of the corridor to
- your left. Blast it, and a door opens behind you. Go into the passage, but
- be careful..there is an acid floor, and before you step onto the transporter
- to go back to the docks, there is also a sergeant looking for promotion. If
- you noticed the corridor outside the cage, that's cool...you'll see it again,
- if you survive.
-
- You find yourself in the room where the two chaingun dudes had a superb
- uninterrupted view of the docks from their bijou residence..if you didn't
- blow them away earlier, you're in trouble. If you did, collect the chainguns,
- and jump into the water.
-
- Go back up the steps, and now you can go back into the corridor, (don't
- worry, the door does open from this side) turn left, and go down to the
- end to pick up a chainsaw. Yesss!! If you want a nasty surprise, go ahead
- and open the shutter in front of you. See if I care.
-
- Go back up the corridor, and when you get back by the big crate, shoot up
- all the barrels that have been revealed (a wall went up when you collected
- the chainsaw). There are two gargoyle switches on the wall you are facing.
- If you fancy yourself as a hard case, switch the right hand one (and face
- the three chain gun dudes when the wall goes up opposite). Otherwise, open
- the big crate by switching the left hand one, and run into the transporter
- it contains. Oh..if the chaingun dudes went down close enough to the edge of
- their ledge, you might be able to upgrade to a chaingun by running hard at
- the alcove, before you ride the transporter.
-
- When you land in the corridor, do not take time to admire the scenery -
- although actually, this is a bit tatty, with old crates lying about all
- over. Turn right, and blast away with the shotgun...but don't hit the
- barrels to your right, or thats the end of Blaskowicz rescues Earth. There
- are two mean chaingun dudes in the corridor - don't let either of them hit
- the barrels to your right, or you're done for. Blow them away, collect their
- weapons (as well as the backpack on the crates to your left), then go down
- to the end of the corridor.
-
- Agh! No way out - shit!! Oh, hang on, what's this? Yes, the tiny window on the
- north side of the passage shows a distant switch. Shoot it, then move FAST.
- Blast the chaingun dude behind the opening wall, pick up the rocket launcher
- and head back towards your teleport landing. When you reach the crates,
- you'll hear a revenant...let him have a couple of rockets, and try to hit
- the barrels with one...you blew 'em up already? Its handgun time at the start
- again. Pass his twice-dead corpse, pick up the ammo, and then enter the turbo
- door on your left at the end of the corridor. There are two cacodemons and
- two humans. Lay them to rest, then pick up the ammo in the room. You can pick
- up the soul sphere and blur artefact at your peril, as the flashing floor is
- deadly. Hit the switch to get back to floor level, then out.
-
- Across the way, behind the evil eye in the triangle, another door has opened.
- Go through..you pass two faces on the walls..one shuts the door behind you,
- and the other opens it...you may need this later, as you will see. Round the
- first bend, and some barrels hove in sight, then as you approach the next, a
- demon picks up your scent (as do a bevy of mancubi in the next room). Blow
- the demon away, then head back to the entrance to the tunnel, and a room on
- the east of the eye symbol containing a switch has opened. Operate this
- switch, and behind you, a wall opens way back where you picked up the rocket
- launcher.
-
- You're now faced with either rushing past the mancubi, and on, or (and this
- is the infinitely preferable option) back to the launcher area.
-
- As you walk down this dark corridor, various enemies come out and have a go
- ...including a few lost souls (bloody things, we call them 'eads, as in
- "Look out, 'eads!"). Try the door on your right as you turn left past the
- hanging remains of one of your former colleagues in the metal chamber...it
- won't work, but what the hell, try it anyway.
-
- As you take the next (right hand) bend, the remains of an arch-vile hanging
- on the wall (behind the red pillar-box - that's mailbox to our transatlantic
- cousins - the cylindrical red thing) are the secret shoot switch that opens
- the final door. Remember this, but don't waste your precious ammo at present,
- as you gotta long way to go, marine!
-
- Turn left, give the charging spectre peace, then turn right and repeat same.
- Go on round the corner, past the EXIT sign (you can't get out yet, so don't
- try) and you enter a fire-fight zone. An alcove on your left (even though it
- contains a soul sphere AND blue armour) is not to be trifled with. Leave
- alone for now, or regret it. Monsters, including imps, lost souls, chaingun
- funboys and sergeants pour out of the sewers via a stairway behind a barrel
- sat on a crate. Use the barrel to take some out, but DONT GET UP ON THE CRATE,
- as you will teleport yourself into an apocalyptically poisonous room. If you
- do, there is a way out, but since you were warned, you can work it out for
- yourself. The way out is itself bad news, so stay clear.
-
- Go down the stairs, open the door (if its not occupied by a chaingun-wielding
- maniac already) and sort the inhabitants. As you travel north, a door opens
- at the far end of the sewer. Run up and shoot the far end of the revealed
- room. You will hear a door opening (it is the one you tried unsuccessfully as
- you entered this part of the complex).
-
- Go back out. Turn right, pass the protruding wall, then open the door on your
- right (if it's not open already). Clear out the hall, then open the door on
- the left BY OPERATING THE DOOR ON THE RIGHT. Blow away the sergeants in Jagos
- shop...well, he was a butcher...then go out, turn right, up to the bridge at
- Solomons End, and clear the decks by blowing away the spectre there.
-
- Go back into the entrance hall to Jagos shop, operate the door on the left
- to open that on the right, see to the imp, then dash very quickly in for the
- armour, and out again. A wall drops down between you and the entrance, and
- if it traps you, you're dead meat. Leave 'em to duke it out, sort the
- survivors once the door re-opens, pick up the weapons and bonuses and on.
-
- Go back out, turn right, over the Solomons End bridge, taking in the
- waterfall on your left...this fall is one of the wonders of Victorian London,
- and is used to power many mills, with its millions of footpounds of power...
- ...sorry, tourguide mode there. Turn right, go through the wall ahead...yes,
- it IS annoying when people do that, isn't it?..and return to the door you
- tried (left, left). Open up, take the shells, and backing out fires you
- back into the sewers..but move FAST...this time they're pure poison. Run
- down the sewer, and a teleport takes you to safety and known territory
- opposite. Take a quick breather, then out of the door, up the stairs, and out
- into the alleys again.
-
- This time, go left, down to the end, go left, and turn up into the steps to
- the high level alleys. When you attempt to leap the first gap, you open up a
- door. Behind this door is a serious problem...two bad guys, a pain elemental
- and a baron...if you ain't got major firepower, bro', you meat. Kick them,
- then go round again, Jump the gap, and take the next gap.
-
- Here be problems. You're stood among six barrels, and an imp is bearing down
- on you with his fireballs. Sort him, go down the alley, pick up the rockets,
- then as you go past the corner, reverse and hit it. A revenant comes out, and
- requires a rocket massage. Go round the corner where he was standing, sort the
- demon, and go out the skulls door as it opens.
-
- Turn left down the familar alley, right, then left up the stairs to the high
- level alleys again. Jump both gaps, waste the spectres, get the rockets and
- the blue key, then head back and drop into the first gap again. Turn into the
- stairs under the flashing library sign...remember that? Go up, turn right,
- blow away anything breathing (but watch the barrel), then drop out of the
- end, and run back round to the library sign again. Go up the steps, and into
- the door on your left (requires the blue key).
-
- You are in a library. Go east. A chaingun dude appears. Kill him with the gun.
- Go back. Go south. Take the medikit. The wall opens. A mancubus, imps and
- chaingun dudes appear. Kill them with the gun. Leave the library. Remember
- you are not playing a crap 80s text adventure.
-
- Now, its show time. You've gotta face the mancubi. No, its no use hiding.
-
- Go around the stairs, drop down, go right a bit to open the door, and go out
- into the alley.
-
- You can go back to the high level alleys and jump, which takes you through
- the room with the door standing ajar (where you offed the two spectres), and
- down the stairs..watch it, the steps start two crushing ceilings, although
- there is a gap where you can stop to catch breath by the gas lamp..and out
- into the level of the mancubus room. CLEAR THE BARRELS FIRST. These guys are
- to be taken seriously. Your best bet is to use the super shotgun.
-
- You can alternatively go the other way. Head back to the pillar box,turn
- right, follow the alley right back to the eye in the triangle, and then
- right to where you once saw off a demon. RUN LIKE HELL around the left
- hand side of the mancubus room and up the stairs behind it, taking out the
- chain gun dude at the top. You could have a pop at the mancubi as you run, to
- stir things up a bit. Now clear the barrels (and a monster or two), and
- settle down to snipe at the mancubi. Dodge about, unload the super shotgun,
- and take 'em down.
-
- If you survive (is an odd feeling of insecurity beginning to creep over you?
- Do you imagine you hear satanic laughter?), grab the red key, and hi-tail it.
- Either way, (up the stairs to the spectre room is quickest, but mind the
- crushing ceilings) get back to the area of the alcove with the soul sphere
- and blue armour. Shoot the barrels out, prepare, get the rocket launcher ready,
- with twelve rockets at least, and grab the goodies. Look out opposite, every
- mancubus, arachnotron and other beastie in town is after blood, and it's
- YOURS!
-
- Wipe 'em out, then grab all the goodies, open the tower and grab the yellow
- key. Get out (the blocking sides that covered your exit as you took on the
- building site baddies are down by now), head south and down the steps marked
- exit.
-
- Go into the room, and you are faced by two revenants (and a head). Wack 'em,
- and notice that the last door isn't open. Guess what, asshole? You forgot to
- shoot the panel...go back to the pillar box, shoot the panel, and run back
- to the exit room. Go through..not too fast, or you'll end up in a transporter
- which takes you back to the room with the open door (where the spectres lie).
-
- Turn left..your last test, another pain elemental. Lay him to rest, go forward,
- and you're out!
-
- Hang on...did I hear you say "Yeah, right, I would be if that arch-vile hadn't
- appeared!. He's yours to deal with, bro, I can't even tell you where he goes,
- man, John Romero made him, and I placed him, and what he does then is his own
- sweet deal...
-
- INTERLUDE..
-
- The last flash takes you down into silence...travel without motion, time
- without action...warping time and space, the anomaly silent screams you into
- futurity...and the years of World War I...WATRMILL.WAD is only a little way
- away...
-