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- Path: diku!news.uni-c.dk!sunic!pipex!mantis!mantis!not-for-mail
- From: pjf@crash.cts.com (Paul Falstad)
- Newsgroups: rec.games.computer.doom.help,rec.games.computer.doom.announce,alt.games.doom.ii,alt.games.doom.announce
- Subject: Doom 2 secrets list
- Date: 8 Dec 1994 10:08:03 -0000
- Organization: League For Fighting Chartered Accountancy
- Lines: 1137
- Sender: tony@mantis.co.uk
- Approved: doom@mantis.co.uk
- Message-ID: <3c6lu3$4js@sunforest.mantis.co.uk>
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-
- List compiled by Paul Falstad (pjf@cts.com), last updated Dec 3, 1994
-
- Thanks to the following people for providing info:
- Curtis Turner (level 1)
- Doug Barton (level 5)
- cgonderz@post.its.ncw.edu (level 15)
- Dave Morrison (level 15)
- Dan Koons (level 11)
- Bill Shubert (level 16)
- Greg Smith (level 31)
-
- An HTML version of this document is available on the web at
- "http://www.cts.com/~pjf/d2secrets/d2secrets.html"; it includes
- maps and a few demos to help you finish the levels and find all the
- secrets.
-
- [1] SECRETS LIST
- ================
-
- All the official secret areas in the game are numbered and listed below,
- along with the sector number, IDMYPOS coordinates, and decimal coordinates.
- "Official" secrets are those which are counted towards the "Secrets" total
- on the end level screen. Some non-secret areas which are hard to find
- are also listed, but are not numbered.
-
- Level 1: Entryway
- 1 41 < 8b00000,13700000> ( 2224, 4976)
- In the northernmost room, you see two switches; a near one on your
- right, and a far one on your left. The one on the right opens a
- small area to the northeast with some armor and health. Hit the
- right switch before the left one, since the left one makes the right
- one go away. (Although if you stand in the right place and hit the space
- bar, you can still open the secret door, even if the switch is gone.)
- 2 8 < 67c0000, bd80000> ( 1660, 3032)
- 3 17 < 9b80000, a0c0000> ( 2488, 2572)
- 4 57 < 9a10000, f800000> ( 2465, 3968)
- In the center room (just south of the exit), there is a lift to the
- west. Go up the lift and hit space on the wall to the west,
- revealing a few imps and a switch (#2) which opens a door leading
- outside in the southeast corner of the center room. Outside (#3)
- are some imps and a shotgun. Once you hit the switch at the top of
- the lift, jump down onto the platform just east of the lift. This
- will open a room with a rocket launcher to the north and east (#4).
- 5 28 < b4e0000, ba60000> ( 2894, 2982)
- A room with two imps and a stimpack, behind a hidden door on the
- south side of the east wall of the center room.
-
- Level 2: Underhalls
- 1 20 < a4c0000, 87b0000> ( 2636, 2171)
- Just southwest of the red keycard (at the top of the steps) lies a room
- with blue armor. There is also a teleporter back to the beginning.
- (To get the red keycard, find the building it's in, and walk to the south
- side of the ledge to the east of that building. Then run west over
- the rift and into the building through the window. Hold down the ALT
- key and hit the up arrow to run. The red key is just up the steps.)
-
- Level 3: The Gantlet
- 1 5 < da00000, ac90000> ( 3488, 2761)
- In the main room, south of the two sets of stairs and the rocket
- launcher, is a small outcropping with a ledge. You can make it over
- the ledge if you run southeast at the right angle from the raised
- area west of the stairs. Try standing at <b8cf79f,e2495ca> at angle
- dbf00000 (or thereabouts) and running straight forward. Once you
- make it, walk through the south wall to a small room (#1),
- containing a supercharger and partial invisibility. There is also a
- teleporter to the tower with the rocket launcher.
-
- Level 4: The Focus
- 1 15 <fdca0000, 4890000> ( -566, 1161)
- The hallway south of the starting point leads to a staircase, then
- curves east to a door. On the left side of the corridor are some
- windows into rooms containing armor and lots of sargeants. Near the
- east end of the corridor, there is a hidden door on the north wall,
- just to the right of the window, which lets you into the south
- windowed room (#1), and from there to the north windowed room.
- 2 14 <fe020000, 34b0000> ( -510, 843)
- On the way to the blue key is a room with a lava pool in the
- northwest. Jump in the pool; there is a secret door to the north,
- leading to a room (#2) containing a double-barreled shotgun.
- 3 43 <ff9f0000, 6250000> ( -97, 1573)
- Once you get the red key, walk east off the platform. There is a
- teleporter there, which takes you to the area just south of the
- staircase mentioned above.
-
- Level 5: The Waste Tunnels
- 1 139 < 6840000, 1c00000> ( 1668, 448)
- Just behind the supercharger in the north area of the map (not the
- one at the start) is a small room with a beserker.
- 2 3 < 3510000, 1ad0000> ( 849, 429)
- Starting in the room with the blue key (the one with red doors at
- the west and east ends), walk north through the window and press
- space on the north wall. Then run north until you're in the room
- with the plasma gun. Another way to do this is to go to the room
- just south of the starting point, then walk to the southeast corner
- of the room. Go southwest out the window onto the balcony to
- the south, then go east and hit space on the north wall and run north.
- 3 52 < 1800000,fa440000> ( 384, -1468)
- On either side of the exit are doors to a room containing some ammo.
- Jump down from one of the ledges on the west or east sides of the
- room.
-
- Level 6: The Crusher
- 1 98 < 4200000, 2600000> ( 1056, 608)
- Of the two southernmost pillars in the room just west of the starting
- point, the eastern one contains a secret. Hit space on its north or
- east wall to lower it, revealing a megasphere.
- 2 124 < 24e0000, 1130000> ( 590, 275)
- The poison river in the room with the blue keycard leads southeast to
- a room with a teleporter, which takes you to the staircase just east
- of the plasma rifle.
- 3 146 <ff420000, 7520000> ( -190, 1874)
- In the northwest corner of the room with the spiral staircase is a
- little outcropping with a few chaingun sargeants. You can jump into
- it from higher up on the staircase. (Don't try jumping straight
- west; you need to jump a little bit north, too. Try running
- straight ahead from <1698256,70dce25> at angle <6d480000>.) In the
- middle of its west wall is a door leading to a secret room with lots
- of cool stuff, including a megasphere.
-
- Also: the blue door north of the starting room leads to a lift. After
- lowering the lift, you will see a little room to the south of the
- lift with some armor.
-
- Level 7: Dead Simple
- 1 1 <fda00000,ff600000> ( -608, -160)
- The platform around the end-level switch in the center. Kinda hard to
- avoid, unless you're playing deathmatch, in which case there is another
- end-level switch (along with a BFG9000) in the northwest corner of the map.
- There is no way into that room from the outside, so you can't enter it in
- single player. There is a deathmatch start in there, however, and you
- can open the door from the inside.
-
- Level 8: Tricks and Traps
- 1 6 < f200000, 74c0000> ( 3872, 1868)
- 2 125 < f200000, ae40000> ( 3872, 2788)
- 3 12 <10550000, 9200000> ( 4181, 2336)
- 4 9 <102c0000, a290000> ( 4140, 2601)
- Through the door east of the starting point is a room with three
- teleporters; two obvious ones to the left and right, and a third one
- in the center which you can get to by shooting the lion. All three
- take you to a small octagonal room with a pillar in the center. The
- left, right, and center teleporters take you to the north, south,
- and east ends of the room, respectively. Shoot the north and south
- sides of the pillar to open up secret doors behind the teleport
- exits, revealing some ammo (#1), and a chaingun (#2); unfortunately,
- it also reveals some pain elementals, so you can decide for yourself
- if it's worth the trouble. From the east end of the room (which is
- secret #3), if you jump west over the slime to the center of the
- room, a door will open up in the northeast corner of the room.
- Actually, hitting space on the door will have the same effect. This
- door (#4) leads to two radiation suits, ammo, partial invisibility,
- and a teleporter back to the octagonal room.
- 5 57 < 2f40000, 9500000> ( 756, 2384)
- Through the door southwest of the starting point is a cacodemon and a
- chainsaw. As you take the chainsaw, a door will open up revealing a
- little more of the passageway (#5), containing some ammo and green
- armor, as well as a baron, who will teleport to the east to block
- your exit.
- 6 100 < bc00000,10320000> ( 3008, 4146)
- 7 98 < ea40000,11400000> ( 3748, 4416)
- In the room with way too many demons are two switches on the south side.
- The west one opens a door on the north wall leading to another door.
- If you have hit the switch in the room with all the cacodemons, then
- this door will be open, leading to a room (#6) with even more demons
- (though you won't see them at first; some doors open after you pass
- by them). There is a candle on the east side of it, marking a door
- which you can shoot open to reveal the BFG9000 (#7).
-
- To get to the exit, open the red door. You will face a bunch of platforms
- which lower as you walk up to them. If you run fast enough, you can
- run past them right to the exit door. If you can't run that fast,
- you can just walk up to the first one and then back up quickly. This
- will reveal a teleporter in the room with the cacodemons (to the north of
- the starting point), on the left as you enter the room.
-
- Level 9: The Pit
- 1 109 <fc600000, 2600000> ( -928, 608)
- 2 118 <fd070000, 3050000> ( -761, 773)
- West of the starting point is a corridor leading to the supercharger.
- Once you get it, one of the corridor walls will open up, revealing a
- doom containing a rocket launcher and two rockets. You can try to
- jump for the launcher, or you can just walk off the northeast edge of
- the platform on the southwest corner of the room; the floor will
- raise up so you can easily get the launcher (#1). Once you do,
- some doors to the north and east will open up, revealing some sargeants.
- If you try to walk onto the platform with the rockets (#2), some doors
- will open up behind you revealing a wall of chaingunners, who will
- probably negate whatever benefit the supercharger gave you. :-)
- 3 16 < 5c00000, 6db0000> ( 1472, 1755)
- 4 17 < 5ac0000, 6c00000> ( 1452, 1728)
- 5 22 < 5840000, 6ec0000> ( 1412, 1772)
- On the east side of the map is a room with a hexagonal structure with
- imps and sargeants firing down at you. If you walk up to the structure,
- the ledge that the bad guys are standing on will lower you, allowing
- you to walk up onto it (#3). On the north side of the structure is
- a door leading to interior of the structure (#4), which is crammed
- with imps and lost souls. Opposite the door, and a bit to the right,
- is a hidden door leading to the BFG9000 (#5).
- 6 43 < 2d50000, c950000> ( 725, 3221)
- In the northeast corner of the map is a spiral staircase of sorts, a
- large, circular series of steps that lower as you walk up to them.
- If you make it all the way up the staircase (clockwise), you can jump
- down to an area with ammo, a supercharger, blue armor, beserk, and
- a teleporter back to your starting point.
-
- Level 10: Refueling Base
- 1 114 <fda20000, 2480000> ( -606, 584)
- 2 111 <fda00000, 1380000> ( -608, 312)
- 3 112 <ff200000, 2800000> ( -224, 640)
- 4 116 <fc260000, 2800000> ( -986, 640)
- The round skylit room south of the starting point has four big brown
- pillars, each of which contains a secret area. These pillars open
- when you enter the room from various directions. When you enter
- from the south, the center (#1) and south (#2) pillars open doors
- facing each other; they contain health and various monsters. The
- south one contains a radiation suit, which can come in handy, since
- all these secret areas have acid floors. When you enter from the
- west, the east pillar opens, revealing health, ammo, and various
- monsters, which may include a pain elemental or two (#3). When you
- enter from the east, the west pillar opens, revealing the same sort
- of thing (#4).
- 5 5 < 5c00000, 8c40000> ( 1472, 2244)
- 6 12 < 3c60000, 7000000> ( 966, 1792)
- 7 26 < 80a0000, 5c00000> ( 2058, 1472)
- 8 180 <f8b00000,f9600000> (-1872, -1696)
- 9 34 < 57a0000, 5400000> ( 1402, 1344)
- 10 49 < 37d0000, 4d50000> ( 893, 1237)
- 11 80 < 6400000, 3480000> ( 1600, 840)
- In the northeast corner of the map is a room with a lot of sargeants
- and former humans. There are a lot of small niches in this room;
- several of them have secret doors behind them which you can shoot
- open. You can usually identify them by the fact that they have the
- large white UAC logo on them, rather than the small gray ones.
- There are five such secret doors; behind them, you can find a
- supercharger (#5); light amplification and 200% armor (#6); health,
- armor, demons, a backpack, and a teleporter (#7) (the teleporter,
- which is behind the door at the end of the hidden hallway, takes you
- to room in the southwest (#8), with a invulnerability and an ammo
- box, just west of the room with the cyberdemon); an energy pack
- (#9); and armor, a beserker, ammo, and various monsters (#10). Also,
- the switch in the southeast corner of the room opens a door to a
- hidden hallway (#11) which leads to the room with all the
- arachnotrons.
- 12 74 < 7a50000,fbbd0000> ( 1957, -1091)
- 13 71 < 6840000,fc000000> ( 1668, -1024)
- In the southeast corner of the arachnotron/revenant room is a secret
- door to a hallway (#12) leading south; it contains light amplification
- goggles. The secret door you emerge from is marked with green pillars.
- Up the steps to your north is another secret door, also marked
- with green pillars; it contains armor, beserk, and ammo (#13).
- 14 101 < 600000,fffb0000> ( 96, -5)
- 15 59 < 1c0000,fcc00000> ( 28, -832)
- In the room with the rocket launcher on the pedestal, northwest of
- the room with secret door #13, you can run past the rocket launcher and
- get onto the north ledge with the imps on it (#14). There is some
- health and green armor up there. The ledge on the south side of the
- room is actually a lift, which you can lower by hitting space.
- There are two boxes of rockets up there (#15).
- 16 120 <f8e00000, 4f00000> (-1824, 1264)
- 17 121 <f8e00000, 4e00000> (-1824, 1248)
- 18 122 <f8e00000, 4e00000> (-1824, 1248)
- In the northwest, there is a room with two acid floor areas and
- some pillars with stuff hidden behind them. On the southwest wall,
- there is a section of wall with mismatched texture; when you
- walk near that section of wall, a door opens in the northwest
- acid pool. The door leads to a megasphere, which counts as
- three secrets (#16, #17, #18).
-
- Also note that just southeast of your starting point is a secret
- door to a room with some goodies, but it's not an official secret.
-
- Level 11: 'O' of Destruction!
- 1 28 < 6600000, 3240000> ( 1632, 804)
- On the east side of the map is a small room containing a chaingun
- with green torches on either side; you get to it via a lift which
- lowers when you come down a set of stairs. On the south side of
- this room is a secret door, which opens onto a hallway (#1) which
- leads to a ledge where you can get partial invisibility. Also, note
- that there is a supercharger west of the set of stairs mentioned
- above, on the left (south) side of the door. Just walk through the wall
- to the right of the green torch.
- 2 75 < 67e0000, 71f0000> ( 1662, 1823)
- On the east side of the outer part of the circle (north of the
- walkway leading east, south of the outcropping with the supercharger
- on it) is a hidden door in the slime. It opens when you cross the
- trigger that reveals the arch-vile. The door leads to some boxes of
- rockets (#2) and a teleporter which takes you to some energy packs
- in the center of the circle.
- 3 114 <ff480000, 9fc0000> ( -184, 2556)
- In the northwest corner of the map is a series of bars which open
- automatically when you approach. Just north of the bars is a secret
- door (#3) leading west to the hell knight and invulnerability.
-
- The exit for this level is north of the circle. The passage curves
- east and leads to a pit with a small structure. (To the left of the
- structure is a passage which leads to a beserker; the the right is a
- BFG9000.) Enter the structure, take the north lift, and hit the
- switch, which lowers the south lift for a short time. Quickly jump down,
- take the south lift to the top, and hit the switch. Then go east to the
- exit switch (that big skull with the sunglasses); if you want, you can
- stop on the way and go through the teleporter to the south, which takes
- you to a supercharger.
-
- Level 12: The Factory
- 1 26 <fd950000, 3000000> ( -619, 768)
- In the northwest corner of the big main building is a room with
- jagged walls (#1); it contains a BFG9000 and lots of chaingunners.
- To open the door leading there, you must hit the switch in the
- southeast corner of the room with the blue door facing northwest.
- Note that there is a radiation suit in the southwest corner of
- that room.
- 2 85 < 3040000, 2c00000> ( 772, 704)
- The room with the blue door facing northeast (with the platforms
- that lower as you reach them) contains a teleporter to a ledge
- facing northeast outside the building. From there, you can jump
- down to the southwest and get three boxes of ammo (#2). Hopefully
- you already killed the mancubus. This room also contains a switch
- which helps you get secret #4.
- 3 155 <fef80000,fc730000> ( -264, -909)
- 4 122 <ffa00000, 1200000> ( -96, 288)
- In the southwest corner of the map is a small building with some
- crates. High on the east wall are a chaingun and some ammo (#3);
- you can get to them by stepping from crate to crate until you
- get to the lift (the switch), and then use the lift to get up
- to ledge they're on. In the southwest corner of the room is
- a teleporter which takes you to the square structure in the center
- of the big main building. If you hit the switch mentioned in #2
- already, then the center of this structure will be raised up so
- that you can just grab the supercharger (#4). If you haven't,
- then you'll be surrounded by four imps scratching away at you.
- Kill them and hit the switch, which will raise the floor up so
- you can get the supercharger.
-
- There is no red key on this level. Once you enter the room which leads
- to the exit, you can't leave, unless you're playing deathmatch.
-
- Level 13: Downtown
- 1 3 < 5000000,f68b0000> ( 1280, -2421)
- There is a building in the southeast with a switch next to a
- lift. Hit the switch and take the lift up. There are two
- doors; the right door won't open. Take the left one and jump
- across the slime pit to the other side (#1); there's a computer
- map and a chaingun.
- 2 74 <fcb00000,f2de0000> ( -848, -3362)
- 3 11 < 2e00000,f3d00000> ( 736, -3120)
- In the southwest corner of the building in the southwest corner of
- the map is a switch which opens a door leading outside. There's
- a medikit and some ammo out there (#2). Just to the east of
- the switch is a stack of crates which you can lower by hitting
- the space bar, revealing another switch. After you hit the
- switch, you can walk around the stack of crates to your north
- to find a set of stairs leading up to a teleporter. The teleporter
- takes you to a ledge just west of the starting point (#3). From
- this ledge, you can run north into the building with the
- supercharger.
- 4 108 <fd200000,f7680000> ( -736, -2200)
- The building in the southwest corner of the map has a pit in the
- northwest corner, which leads to a lift. The lift takes you up
- into another building. Just across from the lift (to the east)
- is a switch; hitting the switch opens a door revealing some
- shotgun shells (#4).
- 5 128 <ffb80000,f7780000> ( -72, -2184)
- The building with the revenants guarding it (the one with the
- blue door at the entrance) contains a crate with a switch on
- the north side. You can hit the switch to lower the northeast
- platform, so you can get the chainsaw (#5).
- 6 166 < 2400000, d20000> ( 576, 210)
- The structure with the red keycard on top of it has a hidden door
- in the middle of the north wall, which can be reached from the
- ground. The door opens to reveal some blue armor (#6).
- 7 213 <ff400000, 40000> ( -192, 4)
- In the northeast corner of the map is a teleporter which takes
- you to the ledge of a building with some imps. Jump over to
- the ledge of the building just to the west. There's a door
- there which leads to a teleporter, which takes you to the
- interior of a building farther north, right between two cacodemons
- (#7). There's a lot of ammo in there too. Hit space on the inner
- wall to get out.
- 8 223 <ffc20000,fc6f0000> ( -62, -913)
- The building just southeast of the crusher with the plasma gun has a
- door in the south wall with a stairway leading up to a blue door.
- Once you have the blue key, you can enter out and get some ammo and
- rockets (#8).
-
- Level 14: The Inmost Dens
- No official secrets. One way to get the supercharger is to go to
- the building east of the starting building via the bridge. Enter
- the building through the south door. Run out one of the windows
- facing west into the moat, south of the bridge. Lower the lift
- in the southwest corner, then go through, and go east, kill the
- arachnotron, and get the supercharger.
-
- Level 15: Industrial Zone
- 1 290 < 11c0000, 600000> ( 284, 96)
- Get the red card key. (See below for help on how to do this.) Then
- jump down to the ground, just to the east of the platform the red
- key is on. There is a beserk box there. Hit the space bar on the
- crate just to your east to lower it, and get the stimpack (#1).
-
- The red card key is not a secret, but a lot of people have trouble
- finding it, so here are some directions on how to get it. Go to the
- building with the staircase; the one with the lava pit around it.
- It's northwest of the diamond-shaped building. Walk up the stairs
- to the top. Stand in the southeast corner of the top floor and run
- west into the teleporter on the other structure you see in front of
- you. The teleporter will take you to the ledge of another building.
- Walk straight ahead (east) to the end of the ledge; you'll see
- another ledge, on the red key building to your east. Kill any
- monsters you may see on the ledge. Then, jump over to that ledge
- (don't get too much of a running start, or you'll hit the wall above
- it). Hit the lion switch, then jump down into the building and take
- the teleporter in the southeast corner. You'll appear in another
- teleporter. Walk forward a bit and then step back into the
- teleporter, then take the red key you see in front of you.
-
- An easier way to get this (but probably not the "official" way) is to
- go up to the building with the red key in it, just southeast of your
- starting point. Walk to the southwest corner; in the middle of the
- south side of the building is a corner, where a small bit of wall juts
- out. Stand in this corner facing northeast and hit space. (You can
- also hit this switch from inside the building.) Then enter the
- building through the lift in the northwest corner, and take the
- teleporter in the southeast corner. Walk forward, then backward,
- then take the red key.
-
- 2 276 <fd880000,ff500000> ( -632, -176)
- Take the teleporter in the southeast corner of the red card key building.
- Walk out onto the ledge, then go to the north end and drop into the
- opening to the west, falling down to the main floor of the building.
- Then walk out the west exit. Go back and take the teleporter in the
- red card key building again, and walk north and west again; this time,
- the floor has risen up to the level of the ledge on the north side
- of the building. From here you can jump south onto the platform with
- the ammo and chaingun (#2).
- 3 104 < 4c80000,fc800000> ( 1224, -896)
- Go to the top of the building northeast of the diamond-shaped building.
- Just north of the teleporter is a secret door on the east wall (#3).
- Go through down onto the acid pool; to the north is a backpack and
- some rockets.
- 4 53 < b000000,f5800000> ( 2816, -2688)
- Go to the top of the diamond-shaped building on the north shore of
- the acid lake; walk to the south ledge of the building. Jump south
- down onto the small island with the radiation suit and energy cells.
- (Try walking instead of running.)
-
- A more foolproof way to get onto this island is to go to the top of
- the building in the southwest corner of the map, then run east through
- the ramparts. Two torches on the ground mark the place where you
- should jump.
-
- When you get on the small island with the radiation suit, hit the
- switch, then jump off and go northeast to the east side of the lake.
- Go through the door you find there; through it, you'll find a
- platform with an invulnerability sphere (#4).
- 5 70 < 8100000,f3c80000> ( 2064, -3128)
- 6 71 < 8100000,f3880000> ( 2064, -3192)
- 7 47 < 7c30000,f5360000> ( 1987, -2762)
- 8 21 < 5440000,f1040000> ( 1348, -3836)
- In the southeast corner of the map is a building with a spiral
- staircase. Go up and around the staircase. As you turn to go
- south, a door will open to the east. Run south across the lift,
- then east, then run north, jumping across the lower hallway; there
- you'll find an open door (#5) revealing a megasphere (#6). Now go
- up the stairway again. As you go south over the lift, a door will
- open up on the north wall, behind you. Go through the door into an
- area with energy cells and lost souls (#7). Go east into a small
- opening with a switch. Hitting the switch will cause a teleporter
- to appear in the hallway to the west. Enter the teleporter; it will
- take you to a platform in the southwest corner of the building with
- a chainsaw (#8).
- 9 147 < 380000,f1e00000> ( 56, -3616)
- 10 216 <fc970000,f5770000> ( -873, -2697)
- 11 195 <fce00000,f0340000> ( -800, -4044)
- Go the building in the southwest corner of the map. At the south
- end, you will find some stairs going east (unless you haven't hit
- the switch to raise them). At the top of the stairs is a secret
- door to the east, revealing a small area (#9) with a teleporter to
- the top of the square spiral staircase building northwest of the
- diamond-shaped building. I was not able to get credit for secret
- #9, even if I walked into the teleporter; so the most I could get
- for this level is 90% secrets. Instead of taking the teleporter,
- you could go to the top of the building to the ledge looking north.
- Hit the switch on the west wall, then jump down to the ground and go
- back through the front door of the building. Go into the acid river
- and follow it north to the lift, which takes you up to another ledge
- where you'll find a plasma gun and ammo (#10). Now go back to the
- south end of the building and go south through the acid river
- tunnel. If you got secret #4, there will be a secret door leading
- south in the tunnel (#11) leading to a teleporter to the secret
- level (level 31).
-
- Level 16: Suburbs
- 1 41 < 1c00000,fd180000> ( 448, -744)
- 2 33 < 1b80000,fe580000> ( 440, -424)
- There are two buildings in the center of the map. You start in the
- north one; enter the south one. In the south part of the building
- is a little platform with some shotgun shells on it. Hit space to
- lower the platform, then get on it. When you get to the top, shoot
- at the niche in the wall to your east. A megasphere will be revealed
- in the southeast corner (#1). (It's easy not to get credit for this
- secret, even if you do get the megasphere. Walk slowly into and out
- of that corner, making sure you drop into the depression there.)
- Then turn northwest and shoot at the eyes in the wall. You may need
- to do this while the platform is rising for it to work, or you could
- try using a shotgun. If you hit it, a door will open just behind the
- wall to your north, containing some ammo (#2). An easier way to open
- the door to #2 is to hit the space bar on the torch; this will open
- part of the wall to your north. Then hit the space bar on the east
- side of that wall; this will lower it, so you can get on it and shoot
- at the eyes in the wall to the north.
- 3 13 < 6c90000, 800000> ( 1737, 128)
- 4 7 < 5310000,fff80000> ( 1329, -8)
- On the east side of the map is a building with doors on each wall,
- but you can only go through the door in the east wall. Open the
- east door and enter the building (#3). Hit space on the northwest
- platform to lower it, then get on. When it rises back up, walk
- south into the acid pool inside the southwest platform, then hit the
- switch. The platform will lower, revealing a small room to the
- northwest. Inside the room is a BFG9000, some energy packs, and a
- medikit (#4).
-
- To get the four plasma rifles (which don't count as a secret), find
- the room with the red key. Hit space on the face switch, and quickly
- go back out through the door. To the northeast is a teleporter
- (normally concealed by a lift) which takes you to the plasma rifles.
-
- To find the exit, go to the black structures in the northeast corner
- of the map, and hit the space bar on the middle one to lower it.
- Then hit the space bar on the lift behind it, and ride it to the top.
- Get off and hit space bar on the other side of the lift; this will
- open the way to the exit to the northeast.
-
- Level 17: Tenements
- 1 48 <fd400000,f5200000> ( -704, -2784)
- Go to the center of the map, then go east until you come to two
- staircases leading north and south. Lower the lift to your south by
- jumping down in the slime just to the west of it and hitting the
- switch. Just south of the lift is a hidden room with some armor.
- On the west wall of this room is a lift (#1) leading to a chaingun.
- 2 89 <fa900000,fd380000> (-1392, -712)
- In the north part of the map is an M-shaped structure. Walk north
- down the middle of the M into the acid lake, then turn around and
- hit space on the wall. The middle of the M will be lowered, and you
- will see a switch to your south. Run south and hit the switch.
- (Actually, you don't have to lower the walkway to hit the switch;
- you just have to stand in the right place and press the space bar.)
- A door will be revealed to the east; you can jump into it and get
- some armor (#2) and a BFG9000.
- 3 150 <fb040000,f94c0000> (-1276, -1716)
- On the way to the exit, just to the southwest, is a lift. As you go
- up the lift, you'll notice an opening to the south. While the lift
- is moving, run into the opening (#3) and into a hallway leading east
- to a megasphere. (To find the exit, go around the west side of the
- M-shaped structure and jump across to the south. Go west up the stairs
- and through the door, then walk up the stairs and hit the switch at
- the top. Go back down and through the door. Right opposite you is
- an open door with some chaingunners. You want to go there; take the
- east side of the M to get there. Go up the lift, kill the
- arachnotron, and take the plasma gun; a hidden door will open. Go
- through the door and walk to the end of the hallway, then come back;
- another hidden door will have opened. Go through this door, walk to
- the end of the hallway, then come back and go through the other
- door; a secret door will have opened at the end of the hallway.
- Keep alternating hallways like this until a third hallway opens up;
- go to the end of that one as well. Eventually, a door will open
- revealing the exit.)
-
- Also, the room with the really annoying stairway north and west
- of the starting point has four teleporters on the floor. The
- northwest and southeast ones go to the north and south ledges
- where the monsters appear.
-
- Level 18: The Courtyard
- 1 17 <f7f40000, 3f60000> (-2060, 1014)
- When you walk around the pillar in the center of the main area, a
- number of doors will open up, including two against the wall west of
- the center pillar. Of these two doors, the north one leads to a
- BFG9000 and some more monsters (#1). (The south one has a hall of
- mirrors effect in the door tracks.)
- 2 36 <fa050000,ff050000> (-1531, -251)
- When you walk counterclockwise around the pillar in the center of
- the main area, a door will open up northeast of the pillar leading
- to a teleporter, which takes you to the platform southwest of the
- pillar. The platform (#2) contains some rockets, health, and blue
- armor. The teleporter will not be there until you hit the switch
- on the northeast corner of the plus-shaped structure just to the
- south of it (the one containing the cacodemons).
- 3 76 < a300000, 4300000> ( 2608, 1072)
- In the northwest corner of the map, hidden between the structures on
- the north and west walls, is a corner with a small bit of grass.
- Walking into the grass teleports you to the northeast corner of the
- map, on a ledge containing a medical kit and a computer map. (Note
- that the building just to the east of the bit of grass has an
- unclosed sector inside it in version 1.666; you can see out the east
- wall.)
- 4 74 < 8b00000, 940000> ( 2224, 148)
- In the east area of the map is a hallway ending at a blue wall with
- a skull switch. Hitting the switch opens a hidden door revealing a
- chaingun (#4).
-
- If you're having trouble getting out of the starting room, shoot a pistol
- or shotgun at the door with the lion on it.
-
- Level 19: The Citadel
- 1 43 <fdc20000,ffe20000> ( -574, -30)
- 2 97 <fd860000, 1a00000> ( -634, 416)
- 3 95 <fc360000, 1e60000> ( -970, 486)
- 4 100 <fa350000, 5a90000> (-1483, 1449)
- 5 85 <f9270000, 73c0000> (-1753, 1852)
- 6 33 < 6430000, 5300000> ( 1603, 1328)
- 7 126 <fdb70000,fc640000> ( -585, -924)
- In the southwest corner of the main building is a room with a switch
- in the middle which opens doors leading north and south. Hit the
- switch and go north. At the intersection, go west, and north
- through the door into a room with health, partial invisibility, and
- lots of imps (#1). Then go back to the intersection and go north.
- At one point, you'll meet a hallway leading off to the northwest.
- Just south of this hallway on the west wall is a secret door. (It's
- just north of the place where it LOOKS like there's a secret door.)
- This door leads through a short hallway (#2) to a lift, which leads
- to a hall leading northwest (#3) and stops at a window. Jump out
- the window to the northwest. You should be able to reach the steps
- of the building to the northwest (#4). The building has two
- openings leading inside. Try the south one first; when you finish
- in there, an area will open up to the northeast with lots of
- troopers and a computer map (#5). The north opening leads
- (eventually) to five teleporters. The middle one leads to the
- pillar in the middle of the castle, which contains a rocket
- launcher. The other four lead to the four corners of the castle.
- Take the northeast one; in the northeast corner of the castle (#6),
- you will find the BFG9000, some demons, and the blue key. Or, take
- the southwest one; there you will find a chainsaw and the yellow key
- (#7). An easier way to get to the southwest tower is to go to the
- southwest room of the castle with the doors on the north and south;
- take the south door, and walk down the corridor until you hear a
- door open, then run back and walk through the open door to your left.
- 8 38 <ff200000,ffad0000> ( -224, -83)
- 9 52 < 5400000, 1910000> ( 1344, 401)
- In the southeast corner of the map is an area at the top of some
- steps with two things that look like switches to the north. They're
- not switches, but there's a hidden door between them. Go through
- the door and up the steps, and hit the switch you see there (on the
- east side of the wall) 3 times. Then jump down to the north onto
- the platform you've raised up, and from there jump onto the platform
- in the northeast corner of the room. Go through the teleporter, and
- you'll get a supercharger (#8). Go south a bit and then north, and
- you'll be teleported to a platform in the southeast area of the
- castle. Jump to the platform to the northwest (this platform
- appears when you shoot at the imps in the southwest corner; the room
- that they are in is missing its north wall, BTW) and go through the door,
- then down the steps to get the red skull key and some rockets (#9).
-
- Level 20: Gotcha!
- 1 56 < 8360000,ee3e0000> ( 2102, -4546)
- The structure just south of your starting point consists of a building
- with a walkway around it to the south entrance. (The walkway may not
- be there if you have not tried to get to the structure; just walk south
- from the starting point to raise the walkway.) In the southwest part
- of the "moat" (the poison area between the walkway and the building) is a
- small opening, containing an energy cell pack and a radiation suit (#1).
- Once you have the radiation suit, you can safely walk around the moat
- to the other side, where there is a teleporter leading back to your
- starting point.
- 2 4 < ece0000,f5ff0000> ( 3790, -2561)
- At the top of the structure on the east side of the map is a
- teleporter. (To get there, jump down into the slime just east of
- your starting point and walk north through the little door, up the
- steps (shoot the wall that's in your way), and jump down from the
- window. Then hit the switch to lower the lift to the entrance of
- the structure, and fight your way up to the top.) The teleporter
- takes you back to the starting point. Just to the left of the
- teleporter is a hidden door which takes you through a small room
- (#2) with another teleporter, which goes to a tower on the north
- side of the structure. In all likelihood, you'll teleport right on
- top of a pain elemental, killing it before it has a chance to fire
- any of those damn skulls.
- 3 101 < 5200000,fbf00000> ( 1312, -1040)
- There are two towers west and east of the circular area to the north
- of the main building. There's nothing on the east one, but the west
- one (#3) has a megasphere on it. To get there, take the big demon
- teleporter in the circular area. Walk down the stairs and kill the
- bad guys. (Note that just south of the stairs, down in the slime,
- is a teleporter leading to the area where the cacodemon was hiding.
- There's blue armor and some health up there.) Then jump across to
- the dark area east of the stairs. Instead of walking south to the
- green armor, find the hidden path leading northeast in the dark to
- the teleporter, which takes you to the megasphere.
- 4 127 < 2600000,ff180000> ( 608, -232)
- 5 132 < 2210000,ff1c0000> ( 545, -228)
- 6 128 < 29e0000,ff1c0000> ( 670, -228)
- The structure west of the circular area to the north of the main
- building (not #3--the thing to the northwest of it) has a
- supercharger (#4) and a BFG9000 in it. To get there, grab a
- radiation suit if you have one, and walk northeast through the slime
- to the building with the teleporter to #3. Walk around the
- southeast corner of the building, looking for a staircase; there
- should be some flaming skulls there to mark the place. Walk up the
- stairs to the teleporter, which takes you to the structure to the
- west. Hit the switch to raise the platform, and kill all the bad
- guys. If you don't see the BFG9000, shoot your pistol out the east
- window at the big demon teleporter, and a door behind you should
- open revealing the BFG and some ammo. Then hit the switch on the
- south side of the room to reveal the supercharger (#4).
- Unfortunately, there's a teleporter in the way, which takes you back
- to the demon teleporter; fortunately, there are two secret doors to
- the left and right of the teleporter, which you can take to get to
- the supercharger (through another secret door to its west or east).
- The left one has an arch-vile in it (#5), so I suggest you take the
- right one, which contains an energy cell (#6), unless you want 100%
- kills and secrets; but if you didn't, why would you be reading this?
- 7 59 < 6730000,f1270000> ( 1651, -3801)
- In the room with a staircase leading to a plasma gun, there is a
- secret door on the south wall, leading to a small room (#7) with a
- supercharger on the west end.
-
- If you're wondering how to kill the cyberdemon and spiderdemon,
- here's how: get them to kill each other. Run to the east of them,
- allowing the cyberdemon to get caught in the spiderdemon's fire.
- After the spiderdemon gets killed, it will be easier to kill the
- cyberdemon. Or, if you're low on ammo, you can walk around the
- cyberdemon and spiderdemon while they're fighting and hit the switch.
- This will open up doors revealing more ammo and monsters. You can
- get the cyberdemon to help kill the other monsters, and then use
- the extra ammo to kill the cyberdemon.
-
- Level 21: Nirvana
- No official secrets. To get the megasphere, hit the switch next to
- the teleporter which takes you to the room it's in, then jump in the
- teleporter and run and get it.
-
- To get past the room with four switches, hit all four switches, and
- then walk up to the staircase and hit the space bar. It will lower a
- lift so you can get onto the staircase. (If you look back at this
- room from the top of the staircase, you will notice some weird effects
- on the ceiling.)
-
- Level 22: The Catacombs
- 1 85 <fd200000, f50000> ( -736, 245)
- In the northwest corner of the starting room is a hidden door leading
- to a room with rockets, a supercharger, armor, and a spectre.
- 2 125 <fd300000,ff000000> ( -720, -256)
- In the southwest corner of the starting room is a hidden door which
- leads through a short hallway (#2) to the room you can see to your
- south, containing the plasma gun and an army of chaingunners.
- To open the door, hit space on the green torch.
- 3 14 < 3340000, 3a00000> ( 820, 928)
- A bit northeast of the red skull key is a secret door leading to a
- small opening (#3) with a teleporter, which takes you to the room south
- of your starting point which contains a plasma gun, in case you hadn't
- already gotten it.
-
- Level 23: Barrels O' Fun
- 1 61 < 600000, a700000> ( 96, 2672)
- Between the two north-south hallways which lead outside is a third
- hallway containing a megasphere and two boxes of rockets. It has
- a little outcropping just north of it which you can jump down onto,
- and then walk south to get the goodies.
- 2 11 < 81c0000, b780000> ( 2076, 2936)
- In the northeast part of the map are two hallways with boxes and
- boxes of rockets, for use against the various spiders. In the south
- hallway is a door to the north, leading to a supercharger (#2).
-
- Level 24: The Chasm
- 1 98 <ff000000,f8540000> ( -256, -1964)
- 2 116 < 1000000,f6870000> ( 256, -2425)
- Your starting point is located in a small opening in the north side
- of a building. The main entrance to the building is around the
- walkway a short distance to the east, but you can't get in, because
- the entrance is too steep. To raise the stairs up, first fall into
- any of the teleporters in the slime on the floor of the southeast
- corner of the map, north and south of the building you're trying to
- get into. You should appear south of a series of tower. Jump down
- from tower to tower, working your way east to a small area with a
- teleporter. That will take you to another teleporter. Go straight
- (east) and hit all the switches in that area. That should raise the
- stairs at the main entrance of the building, so get back there by
- going back to the teleporter, and go through it to the teleporter at
- the base of the series of towers. Then run west to the teleporter
- on the acid floor. That will take you back up to the south tower,
- so run northwest to get back to the building near the starting
- point. Once you get inside (#1), you'll see three things sticking
- out of the north wall. Hit space on the first one you come to; it
- will lower a lift to your south, which leads to a small area with
- some ammo (#2).
- 3 62 <f5400000,fec00000> (-2752, -320)
- This is the invulnerability in the west part of the map, which is
- not that hard to find; just follow the annoyingly thin walkway west.
- You can jump down onto it, but then you'll be stuck there; you'll
- have to get off that platform and wait for the floor to rise up,
- then walk to one of the surrounding walls, and hit space until you
- get back up to the level of the walkway. At that point, the
- invulnerability will have worn off. A better idea is to get a
- radiation suit and jump down into the moat around it, and then hit
- space on the surrounding walls until it reaches the level of the
- platform the sphere is sitting on, then grab it; then the floor will
- raise up to the level of the surrounding walls, and you can get out.
- Or you can try jumping down just to the left or right of the
- invulnerability sphere, enough to get the floor to raise up and take
- away the poison; then grab the sphere, and hit space a few more
- times to get back to the walkway.
- 4 123 <fda00000,f1d00000> ( -608, -3632)
- The south area of the map has a shotgun with a small walkway to its
- south. If you get the shotgun, an opening will appear to the south
- revealing some monsters. After killing the monsters, you can jump
- down into the opening to get some ammo and health (#4). When you
- jump back, the floor around the shotgun will rise up and become
- non-toxic.
-
- Level 25: Bloodfalls
- In version 1.666, these two items are NOT official secrets; you can't
- get credit for any more than 0% secrets on this level in that version.
-
- 1 22 <fd540000, 7200000> ( -684, 1824)
- In the north-south hallway with two windows on each side of the
- hallway, in the north part of the map, there is a secret door between
- the two windows on the east side, leading to a rocket launcher and
- some ammo.
- 2 101 < 5400000,fa080000> ( 1344, -1528)
- In the south part of the map, in the room with some steps leading
- south between two windows, there is a hidden room in the northeast
- with a BFG9000; it's on the automap.
-
- Level 26: The Abandoned Mines
- 1 29 < e00000,ffb80000> ( 224, -72)
- When you start the level, there's a secret door right behind you
- (#1) which leads to a big room with lots of bad guys and items.
- The teleporter on the acid floor in the west area of the room
- takes you to a platform where you can jump and get the plasma gun.
- 2 34 < 16c0000, 200000> ( 364, 32)
- When you start the level, there's a secret door right to the east
- of you (#2). Hit the switch to lower the room first, then hit space
- on the south part of the east wall. This door leads to a network
- of tunnels that contain lots of interesting items, including another
- hidden door. To find it, go through the door and go north. Jump down
- into the slime and go north into another room. In the southeast
- corner of this room is another secret door, which you can only go
- through when the room is lowered (hit the switch to do this).
- This door leads to a teleporter which takes you outside to an area
- with a rocket launcher, as well as imps and a mancubus. Another way
- to get outside is to take the teleporter on the floor in the red key
- room (watch the third demo), but if you do this, you don't get credit
- for any secrets.
- 3 98 <f8380000, 3a00000> (-1992, 928)
- 4 121 <fb6c0000, 4e00000> (-1172, 1248)
- The blue keycard has a secret door behind it (#3) revealing a switch
- that lowers two lifts, revealing two areas to the north and south of
- the acid pool to your east, which contain some cacodemons. The south
- area contains a trigger line that raises the floor near the east door,
- and a switch which opens that door. The north area contains blue
- armor, and a secret door on the east wall (#4) leading to some
- health potions and a supercharger.
-
- Level 27: Monster Condo
- 1 10 <fb5c0000,fea50000> (-1188, -347)
- When you start the level, the first thing you should do is go through
- the door in the northwest corner of the room (across the acid pool)
- and go west to the lit area with the ammo (#1). You have 30 seconds
- after the level begins before this area is closed off.
- 2 177 < 5f60000,fdad0000> ( 1526, -595)
- 3 171 < 6400000,fbe00000> ( 1600, -1056)
- East of the acid pool with the rocket launcher in the center
- is a west-east dividing wall. On the east wall, north of the
- dividing wall, is a lit area in the corner. When you walk into
- this lit area, a door opens to the east revealing an area (#2)
- containing partial invisibility, light amplification, energy
- cells, and lots of monsters. South of the dividing wall is
- another lit area along the east wall. When you walk into it,
- a door opens to the east revealing an area (#3) containing some
- ammo, health, shotgun shells, and arachnotrons.
- 4 92 < 12d0000, 2f60000> ( 301, 758)
- 5 93 < 1200000, 4e00000> ( 288, 1248)
- In the northeast room with the impaled bodies everywhere, there are
- two switches to the north. The east one lowers a lift to the
- southwest, which leads to a long corridor of health potions (#4) and
- a teleporter (#5) which takes you up to the ledge in the northeast
- corner of the room, where there's health, armor, ammo, and a BFG. I
- don't think it's possible to get #5, since the teleporter's sector
- is secret, and you can never enter that sector, because there's the
- teleport line is in the way. Also note that you can't get out of
- the ledge in the northeast corner unless the door to it has opened
- up already.
- 6 45 <f95d0000, 5000000> (-1699, 1280)
- 7 129 <f7bd0000,fc400000> (-2115, -960)
- There are two long north-south skylit rooms with large teleporters
- in the center and pictures of a demon on the north wall. Each one
- has a switch on the east wall, which you can use to open up the west
- wall in both rooms, revealing some mancubi, a beserk sphere, a
- supercharger, and a computer map in each room (#6 in the north one,
- #7 in the south one).
- 8 157 < 4e00000,f7600000> ( 1248, -2208)
- This is the room with the hell knight, just southwest of the
- yellow key, which has the switch that lets you out of the room
- after you get the yellow key.
-
- Level 28: The Spirit World
- 1 54 < 3e00000,f1a00000> ( 992, -3680)
- 2 55 < 5b00000,f1a00000> ( 1456, -3680)
- In the south part of the map is a room with five columns and a
- throne. Walk up to the throne to lower the middle column, and then
- go stand on it (#1). (You need to do this in order to complete the
- level, so I don't see why it's a secret.) When the column raises up
- again, you will see two switches to the north and south. The south
- one reveals the yellow key. The north one reveals a passage beyond
- the yellow key, as well as four hell knights, an arch-vile, and
- (fortunately) an invulnerability sphere, some rockets, and a
- teleporter which takes you to the ledge on the east side of the room
- (#2), where you can get another invulnerability sphere and a
- megasphere.
- 3 17 <fdc80000,f3c00000> ( -568, -3136)
- 4 3 <fea80000,f5a00000> ( -344, -2656)
- In the southwest part of the map is a hallway which leads west and
- then north. At the bend in the hallway is a small niche to the
- south containing an arachnotron, who will come out and attack you.
- To enter the niche (#3), just walk through the south wall. There is
- also another niche farther north containing some chaingunners and
- troopers, as well as ammo and health (#4). Just walk through the
- east wall.
- 5 88 < 4240000,ff440000> ( 1060, -188)
- 6 92 < 6440000, 840000> ( 1604, 132)
- 7 93 < 6440000, 3dc0000> ( 1604, 988)
- In the northeast part of the map is a room with five columns. As
- soon as you enter, some hidden doors will open up and lots of
- monsters will come out. As soon as you kill all the monsters, look
- on the automap, and you will see three secret doors in the niches
- where the monsters were. The southwest niche has a secret door
- leading east to a supercharger (#5). The southeast niche has a
- secret door leading north to four backpacks, a medikit, and a
- revenant (#6). The northeast niche has a secret door leading east
- to a mancubus and a beserker (#7).
-
- To find the exit, go to the room with three round symbols on the walls.
- (You're probably going to come into this room from the southeast;
- in order to enter from the north, you have to walk through a wall.)
- Shooting the symbol on the south wall will reveal a rocket launcher
- in the middle of the room. Shooting the symbol on the east wall
- will open the door to the southeast; and shooting the symbol on
- the west wall will open the door to the southwest, which leads to
- the exit.
-
- Level 29: The Living End
- No official secrets.
-
- Northwest of your starting point is a path which leads west to a
- teleporter. As you approach the teleporter, some windows open to
- the north exposing some chaingunners, who promptly attack you. If
- you walk north off the ledge and then walk west around the structure
- the chaingunners are in, you'll see a small opening leading to a
- teleporter. This takes you to the ledge the chaingunners are on;
- there's a plasma gun there.
-
- Level 30: Icon of Sin
- The only secret here is how to complete the level. At the south end
- of the final room is a switch which raises the platform in the lava
- to the north (with the box of rockets). Hit the switch and wait for
- the platform to go up. Then go to the platform, hit space to lower
- it, and get on. Just before it gets to the top, shoot a rocket into
- the exposed brain of the demon. Then jump down and lower the
- platform again. This takes about three rockets.
-
- When you go first through the teleporter, the demon says, "To win the
- game, you must kill me, John Romero," backwards and slowed-down
- (John Romero is one of Id Software's founders). If you turn on
- no-clipping mode (type "idnoclip") and go through the middle of the
- north wall (where you see the exposed brain), you can see John Romero's
- head on a stake. If you shoot it, you win the game (although you should
- really try to do it without cheating).
-
- Level 31: Wolfenstein
- (To find out how to get to this level, check out the secrets
- list entry for level 15.)
-
- No official secrets. However, the room just before the exit door
- has a secret door in the southwest corner, which leads to a small
- niche with a medikit. The west wall of this niche has another
- secret door which leads to a second exit door at <f5e00000,fce00000>;
- which leads to the super-secret level (level 32). Just south and a
- bit east of the second exit door is a secret door which reveals a
- supercharger.
-
- There are three other secrets which are easy to find on the automap,
- but which are included here anyway for completeness.
-
- A. There's a north-south corridor with west and east alcoves. The
- east one contains a body impaled on a stake. The west one contains
- a secret door at <f9e00000, 9e00000> leading to a rocket launcher.
- B. There's a big square room with a picture of Hitler on the north wall,
- with trees on either side. Hit space on the picture to reveal a
- secret door (at <ef9c0000, e280000>) to room with a plasma gun and
- some ammo.
- C. Here's one that wasn't in the original game. There's an area in the
- southeast with lots of demons in a "kennel" (there were dogs there in
- the original game). There are alcoves on either side. The last one
- on the right is marked by some skulls on a stake. That alcove has
- a secret door (at < 7800000,fe400000>) leading to a BFG, a megasphere,
- a super shotgun, and lots of backpacks.
-
- Level 32: Grosse
- No official secrets. However, in the middle of the east wall (the
- middle Swastika) is a hidden door which reveals an invulnerability
- sphere. The west wall has a hidden door in the same place, leading
- to a bunch of medikits, and a plasma gun with lots of energy cells.
- Also, the two northernmost and two southernmost pillars contain
- various weapons, and a megasphere; walk up to them and hit the space
- bar.
-
- [2] MONSTER COUNTS
- ==================
-
- This list is for Ultra-Violence, single-player mode only.
-
- -------------------------------------------------------------
- Level 1 2 3 4 5 6 7 8 9 10 11
- -------------------------------------------------------------
- Human 10 22 15 6 16 2 . . 8 71 8
- Sargeant . 50 20 15 25 30 . 5 38 31 12
- Chaingunner . . 9 10 11 11 . . 17 4 4
- Imp 17 16 22 20 54 44 . 55 103 95 13
- Demon . 2 8 1 1 7 . 43 9 31 1
- Spectre . . 4 3 7 11 . 3 5 10 12
- Lost soul . . . . 6 2 . 2 33 18 9
- Cacodemon . . . . 3 . . 11 6 . 10
- Hell Knight . . . . 1 2 . . 4 . 2
- Baron of Hell . . . . . . . 20 . . .
- Arachnotron . . . . . . 12 . . 7 3
- Pain Elemental . . . . . . . 4 10 7 4
- Revenant . . . . . 4 . . . 4 1
- Mancubus . . . . . . 7 . 5 . .
- Arch-Vile . . . . . . . . . . 1
- Spider-demon . . . . . 1 . . . . .
- Cyber-demon . . . . . . . 1 . 1 .
- -------------------------------------------------------------
- Total 27 90 78 55 124 114 19 144 238 279 80
- -------------------------------------------------------------
-
- -------------------------------------------------------------
- Level 12 13 14 15 16 17 18 19 20 21 22
- -------------------------------------------------------------
- Human . . 12 43 . 9 1 16 . . .
- Sargeant 15 . 20 43 . 24 28 10 13 19 .
- Chaingunner 9 . 17 17 . 22 . . 12 11 25
- Imp 44 72 23 42 97 36 58 101 22 76 18
- Demon . 15 . . 4 . 43 36 . . 3
- Spectre . 2 3 . 4 11 21 27 . 3 7
- Lost soul 9 16 6 9 . . . 10 9 . .
- Cacodemon 16 10 . 11 25 13 19 6 11 . .
- Hell Knight . . . 3 . 1 5 . 1 6 .
- Baron of Hell 1 . . 2 . . . . 1 . 1
- Arachnotron 6 6 1 1 . 2 . 2 . . .
- Pain Elemental . . . 6 . 4 . . 5 2 .
- Revenant . 4 1 . 14 2 2 . 2 4 2
- Mancubus 9 1 . . 15 . 1 . . 3 .
- Arch-Vile . . 1 . 2 1 . . 2 . .
- Spider-demon . . . . . . . . 1 . .
- Cyber-demon . . . . . . . . 1 . .
- -------------------------------------------------------------
- Total 109 126 84 177 161 125 178 208 80 124 56
- -------------------------------------------------------------
-
- --------------------------------------------------------------
- Level 23 24 25 26 27 28 29 30 31 32 Tot
- --------------------------------------------------------------
- Human . . 17 . 18 3 13 . . . 290
- WolfSS . . . . . . . . 128 28 156
- Sargeant . . 35 2 22 5 21 . . . 483
- Chaingunner 17 25 10 14 11 6 11 . . . 273
- Imp 31 46 24 27 21 24 22 . . . 1223
- Demon 28 56 . . 16 6 . . 21 . 331
- Spectre . 8 6 1 9 17 1 . . . 175
- Lost soul . 16 4 29 7 12 . . . . 197
- Cacodemon . 8 . 23 . 1 15 . . . 188
- Hell Knight 9 6 2 . 21 7 5 . . . 75
- Baron of Hell . . . 2 1 . 3 . . . 31
- Arachnotron 7 . 1 . 4 12 . . . . 64
- Pain Elemental 6 . 3 . 4 5 4 . . . 64
- Revenant 4 . 1 . 21 17 6 1 . . 90
- Mancubus 1 2 . 3 13 2 4 . . . 66
- Arch-Vile 2 . 1 . 2 4 1 . . . 17
- Spider-demon 1 . . . . 2 . . . . 5
- Cyber-demon . . . . . . 1 . . 1 5
- Boss Brain . . . . . . . 1 . . 1
- --------------------------------------------------------------
- Total 106 167 104 101 170 123 107 2 149 29 3734
- --------------------------------------------------------------
-
-
-
- [3] ITEM COUNTS
- ===============
-
- This chart shows where the following items appear in the game, and how
- many times they occur in each level. This chart is for Ultra-Violence
- single-player mode only.
-
- SG = Shotgun, 2B = Double-barreled Shotgun, CG = Chaingun,
- RK = Rocket Launcher, PL = Plasma, BF = BFG9000
- CS = Chainsaw, BZ = Berzerk Pack
- A1 = Security Armor A2 = Combat armor
- BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification
- SS = Supercharge, BA = Invisibility, IA = Invulnerability, MS = Megasphere
- CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair
-
- SG 2B CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA MS CC T1 T2 TOT
- 1: 1 . . 1 . . 1 . 1 . . . . . . . . . . . . 4
- 2: . 1 . . . . . . . 1 . . . . . . . . . 1 . 3
- 3: 1 . 1 1 . . . . . 2 . . . . 1 1 . . . 5 . 12
- 4: . 1 . . . . . . . . . . . . . . . . 2 5 . 8
- 5: . 1 . 1 1 . . 1 1 1 . . . . 2 . . . . 2 . 10
- 6: . 1 . 1 1 . . . 1 1 1 . . . 1 . . 2 . 3 3 15
- 7: . 1 1 1 1 1 . 1 . . 10 . . . . 4 . 1 . . . 21
- 8: 1 . 1 1 1 1 1 . 2 . 5 2 . . 2 1 2 . . 9 1 30
- 9: 1 . . 1 . 1 . 3 1 2 1 1 1 . 2 . . . . 5 . 19
- 10: 1 . 1 1 1 1 1 2 2 1 1 1 . 3 2 1 2 1 . 5 . 27
- 11: 1 . 1 1 1 1 . . 1 1 1 2 . . 2 1 1 . . 3 . 17
- 12: 1 1 1 . . 1 . 3 2 . 1 1 . . 1 1 . . . 2 . 15
- 13: 1 . 1 1 1 1 1 3 . 1 1 . 1 . 1 3 2 . 2 15 . 35
- 14: 1 . 1 1 1 . . . . 1 . . . . 1 1 . . 1 . . 8
- 15: 1 . 1 1 1 1 1 2 1 2 2 3 1 . 1 2 1 1 . 6 1 29
- 16: 1 1 1 1 4 1 . 1 . . 1 1 . . 1 1 1 1 . 5 . 21
- 17: 1 . 1 1 1 1 . 1 2 1 1 . . . 2 1 . 1 . 6 . 20
- 18: 1 1 1 1 1 1 . 1 1 . 1 . 1 . 1 2 2 . . 6 1 22
- 19: . 1 1 1 . . . 1 2 1 1 . 1 . 1 1 1 . 1 9 . 22
- 20: . 1 . 1 1 1 . 1 2 2 . 2 . . 4 . . 1 1 15 1 33
- 21: . 1 . 1 . . . . . . 1 4 . . . . 1 1 . 3 4 16
- 22: 1 . . 1 1 . . 1 1 . . 2 . . 1 . . . . 3 . 11
- 23: 1 . . 1 . 1 . 1 1 . 2 . 1 . 1 . . 1 . 8 . 18
- 24: 1 1 . 1 1 1 . 2 1 . 1 7 . . . . 1 2 . 16 1 36
- 25: . 1 1 1 1 . . . 1 . . . . . . 1 . 1 . 5 . 12
- 26: . 1 1 1 1 . . . 1 1 1 1 . . 1 1 . . . 8 . 18
- 27: . 1 1 1 1 1 1 2 2 . 4 . 2 2 5 3 3 . . 4 . 33
- 28: . 1 1 1 1 1 1 1 1 . 4 . . . 1 . 5 2 . 1 . 21
- 29: . 1 1 . 1 . . 2 1 1 2 2 . . 1 . . . . 11 . 23
- 30: 1 1 1 1 1 1 1 1 . . 1 2 . . 3 . . 2 . 1 . 17
- 31: 1 1 1 1 1 1 . 1 . . 4 . . . 1 1 . 1 . . . 14
- 32: . 1 3 1 1 1 . 1 . . . . . . . . 1 1 . . . 10
- TOT 18 20 23 28 26 19 8 32 28 19 47 31 8 5 39 26 23 19 7 162 12 600
-
-
-