Absolution Doom 64 TC FAQ/Walkthrough
For the PC
Written by psyren@easy.com
This version/format produced by MikeMK4@aol.com 
with permission from psyren@easy.com

Copyright BlackMephitis7 4-1-2005 Version 1.1

Hi all.
This a guide that I will update when I have freetime or useful 
tips are sent to me at MikeMK4@aol.com

I am not the author of this guide, but will be updating it and 
attempting to keep it up to date with any new findings emailed to me.

All credit for the existence of this guide goes to, psyren@easy.com
He is the original author and this is posted with full permission to 
take over this version of the guide.

Even though this guide is for Doom 64 TC, it may also be used for 
the original Doom 64 as 90% of the game is exactly like it.


--
i. Update History
--


1.0 Complete guide finished
1.01 Added info on item respawn, and level 39.
1.02 Added cheats, and info on the no clipping.
1.1 Added glitch for level 28, a secret for level 7, and added 
info on where to get the maps for the guide.


--
ii. Table Of Contents
--


1. Basic Setup
2. The Maps
3. New Monsters
4. The Guide
5. Jumping
6. Secret Secrets
7. Console Cheats
8. Trouble Shooting/Q&A
9. Special Thanks
10. Copyright


--
1. Basic Setup: 
--


Download and install "doom64_abstin.exe" (about 20Mb) from 
http://www.doom2.net/~elbryan/abs-download.html

Double click the icon and specify the location of the installation. 
The default is C:\Absolution.

Find your Doom2 folder and copy the "doom2.wad" into the "Bin" folder 
created by Absolution. The older version of Doom64TC worked with Ultimate 
Doom also, and this is probably still true. In this case, it will be the 
"doom.wad" you will need to copy and paste into Absolution's Bin folder.

Make sure you have Direct X 9 or better. Absolution will not run without 
it. You can get this from http://www.microsoft.com/directx/

Download one of the "d64mus" wads from 
http://www.doom2.net/~elbryan/abs-download.html and install it in the 
"Absolution/Bin/Data/doom64/Auto" folder. *This is not required, but highly 
recommended as it replaces all the sounds of the game as well as the eerie 
and haunting soundtrack that really sets the mood. It is unlike any Doom 
music you have heard before.


--
2. The Maps
--


Doom 64 TC maps:

01 - Staging Area (secret exit to 32)
02 - The Terraformer
03 - Main Engineering
04 - Holding Area
05 - Tech Center
06 - Alpha Quadrant
07 - Nukage Facility*
08 - Research Lab
09 - Outpost Omega (secret exit to 34)
10 - Final Outpost
11 - Even Simpler
12 - The Bleeding
13 - Terror Core
14 - Dark Citadel
15 - Altar of Pain (secret exit to 31)
16 - Eye of the Storm
17 - Dark Entries
18 - Blood Keep
19 - Watch Your Step
20 - Spawned Fear (secret exit to 33)
21 - The Spiral
22 - Breakdown
23 - Pitfalls
24 - Burnt Offerings
25 - Unholy Temple
26 - No Escape
27 - Forbidden Deeper*
28 - Shadows Watching*
29 - The Lair (***special Key)
30 - The Absolution
31 - In the Void (secret level, secret exit to 35, ***special Key)
32 - Cat and Mouse (secret level, secret exit to 38)
33 - Playground (secret level)
34 - Crisis* (secret level, ***special Key)
35 - Hardcore (secret level)
36 - Doom Museum*
37 - Death Labs*
38 - Hectic (secret level, enable jumping)

NOTES about the maps: 

New levels that were added by the Doom Depot team are marked with "*". 
Maps 36 and 37 were not part of the normal game and could only be accessed 
by using the console. However, an option on the main game menu will now take 
you to level 36 without using the console. 


--
3. New Monsters
--


New Monsters:

There are two new monsters in The Absolution:

The Nightmare Cacodemon:
This beast looks like a semi-transparent version of the normal Cacodemon, 
only a bright red-orange color. It is harder to see, and also seems to be 
about 3 times as powerful as the normal type: It moves 3 times as fast, spits
out at least 3 times as many lightning balls in quick succession, and takes 3
times as much firepower to dispose of. These are best attacked by getting 
close with a rapid-fire weapon to pin them down, though they can still attack
even under sustained fire. They are way too fast to nail with rockets or the
shotgun.

The Nightmare Demon:
This is a super tough and vicious version of the normal Specter. They are 
bright green and can take as much damage as a Hellknight to stop. Their 
attacks don't seem any more powerful than their pink cousins however, so the 
chainsaw remains the best defense against them.


--
4. The Guide
--


It is suggested you use this guide with the map files that are at
http://doom64.smashboards.com/Doom64.zip

You do not need to use the map images with this guide, but it is suggested
that you do.


--Level 1: Staging Area--


From the start position, there is a berserk pack in the room behind you if 
you want it. Kill the two zombies in the cages, but be careful not to blow 
up the barrel there on this upper level. You will need to leave it alone for 
now if you want to take the secret exit from this level.

Collect the shotgun and ammo after jumping down. Shoot the first barrel in 
this room. Around the corner to the left are more zombies waiting in the 
hall. As you pass the first door on the left, a bull demon will come from a 
hidden chamber behind you. Around the next corner to the right are more 
zombies. Once the hall is clear, go back and open the door you just passed.

More zombies patrol this room. A chamber will open with more zombies as soon 
as you go up the stairs to the right and onto the conveyor belt. The walkway 
in front of them leads to a secret panel with armor. Shoot the 
second barrel in this room. From the conveyor to the right is a platform 
with a switch. This opens a passage to the left off the end of the conveyor 
belt and lets you find the chainsaw.

Back in the first hallway, proceed to the lift at the end and ride it up. 
A demon will come at you. Deal with the zombies to the left and right 
first, then switch to the saw and cut the demon to pieces. Around the corners
and all through this maze area are more zombies. There is a secret chamber 
with mega armor and another barrel near the far northeast corner of the map.
Leave it for now though. Depending on the skill level you are on, the blue 
key will either be in plain view on the floor in front of the switch in this
area, or it will be in the hidden chamber directly behind you that is opened
by the switch. Be sure to shoot the fourth barrel to the north of the lift.

Through the blue door are more zombies and barrel number five. Up the 
stairs and to the left are a couple more at the end of the hall. The 
switch on the wall near where they were standing opens a room to the 
south. Ready the chainsaw and back into the corner as soon as you 
activate the switch. Several demons will come out of the room. 
Just keep the saw running and your back in the corner and you can cut 
them down one at a time without getting hurt much or using any ammo. 
Activate the switch in this room and destroy barrel six.

The final area now opens up. To the left around the U shaped hall is 
a hidden lift down to a chamber with some health potions and barrel 
seven. Through the door at the end are more demons. The chainsaw 
really works well on these guys. The exit room contains the first imp 
of the game and the eighth barrel to blast.

Before you exit the level, go back to the room with the blue key door. 
Up in the raised pillar is a switch. Activate this switch and run to the 
secret lift that opens in the northeast corner. The lift leads up to a 
soul-sphere. Back into it because a zombie or demon will appear 
from behind you when you grab it. The switch sends the lift back down. 
Jump off the lift and go back to collect the mega armor.

Now, if you were skilled enough and managed your resources well, you 
should be at 200% for health and armor, and at full ammo capacity for 
your weapons. You can take the regular exit to level 02, or the secret 
exit to level 32. To get to the secret exit, get back to the secret 
lift and ride it down this time. Shoot the ninth barrel there and step 
into the teleport. This will take you back to the start position where 
you left the tenth barrel. Shooting this last barrel opens the secret 
exit in the room where the berserk pack was.


--Level 2: The Terraformer--


You begin this level with a zombie in front of you. There are more to the 
left and right. For some reason, the imp to the left can fire at you, but 
you cannot hit him back. Just avoid his fire and don't waste any ammo on 
him yet.

Blue Key:
The door opens into a black hallway. Stay to the left wall and you will 
come to a surprise lift down into a room with several barrels down the 
middle. At the end of the room is a chaingun - your next new weapon. 
Picking it up will open the sides of the room releasing demons at you. 
It is best to use the same ammo conserving tactic as before, backing into 
the corner with the chainsaw roaring as they come at you.

When you take the lift back up, stay to the left still until you come 
to a dimly lit room with a large round/octagonal structure in the middle. 
Activating the switch will lower the structure and turn on some of the 
lights. Don't collect the mega armor there yet though. The switch also 
opens a door to the south with some zombies waiting by the blue key door. 
The noise your weapon makes may also cause some imps and more zombies to 
come from the blue key room. This is at the southwest corner of the map, 
which is where you need to go next.

The blue key room has a few zombies in it, and the blue key on a pedestal. 
Activating the switch lowers the pedestal, but the key vanishes and the 
computer area map appears. Grab this and the backpack, then wait for the 
key to stop moving. Four chambers will then open revealing switches. Only 
the switch marked "a" will lower the pedestal with the key on it. The other 
three switches are traps that crush you. Activate the switch and run to 
get the key. Be prepared for some imps to teleport in when you do.

Red key:
Through the blue door is the way to the red key. This u shaped hallway is 
full of more imps. Just run across the gaps in the floor to cross them, 
but you need to jump down there anyway. I prefer to kill all the imps first 
and jump down the second gap. They both go to the same place.

To the south from the teleport you find on this lower level are six blocks 
on the ceiling that are crushers. They won't start moving until you get 
close to them, so be careful. As each one rises, run to the different looking
spots on the floor. These are safe places to wait for the next crusher to 
move up before running to the next one. At the end of the hall is the red 
key. Collecting it will summon more imps that will appear on the other side 
of the fence. Blast them and make your way back through the crusher hall to 
the teleport.

Yellow key:
The open area to the east of the blue door and mega armor is where 
the red key door is. Down a short set of stairs are some more zombies 
if you didn't kill them already. The room behind the red door appears 
empty at first, except for a switch on the opposite wall. As you enter 
the room several imps will appear. When they are down, activate the switch. 
Doing this starts "the terraformer" All you can do is watch it through the 
bars until it finishes pounding and forming a way into the next area.

Grab the light amplification goggles if you want them, then hop down to 
the newly exposed hallway. Waste the imps and zombies in cages, then activate
the switch at the end. This opens a passage with a stairway back up.

Behind the door at the top are several zombies and some imps firing from an 
elevated room. The passage to the east leads to twin circular stairways 
guarded by more imps. The maze-like room at the top has a squad of zombies 
wandering around. The yellow key is here on a pedestal. Find the switch on 
the opposite side of the room from it and a teleport appears. The teleport 
takes you to the elevated room with the imps that you saw before. The switch
in that room lowers the yellow key. Collecting the key also opens a secret 
room full of rockets.

The way out is the door that was locked before. Behind it will be several 
specters waiting, so have the saw ready again. To the left the hall goes 
back to the blue area, past a room with some imps and more rockets. To the 
right is a hidden panel switch that lowers a secret cache of ammo. 
Continuing to the end, you can now get to the soul-sphere opposite the 
red door. You can collect it now along with the mega armor, or leave it 
and go kill the imps that guard the exit behind the yellow key door first. 


--Level 3: Main Engineering--


This level also starts with another stupid zombie who is looking away from 
where you arrive. There is also a new weapon laying nearby, the double 
barreled shotgun. Activating the switch will lower the walls and allow 
nightmare-imps to come at you from both sides. These are a bit nastier 
than normal imps and harder to see. You can snipe at them through gaps in 
the wall before activating the switch if you like to play it safe.

Blue Key:
The only door you can open leads into the central room of this level. 
A large device of some sort starts moving as soon as you enter far enough. 
When it is finished working, imps and nightmare-imps appear all over. 
Ready the shotgun and head up either of the passages adjacent to the 
entryway. There are two secret areas behind false walls along these 
stairways. Leave the items in them for now. Collect the blue key after 
terminating all the imps and get back to the blue door. 

Yellow key:
Behind the blue key door are some more imps waiting. A new monster, 
the cacodemon is also here with some of his brothers. There are doors 
that open to reveal switches on both sides of the central structure in 
this room. Both activate teleports That take you to the upper catwalk. 
There is also a secret room that opens when you activate a hidden panel 
switch on the opposite wall.

On the catwalk is another switch on a post. Activating the switch will 
bring in a bunch more cacodemons, and the third new enemy for this level, 
the lost-soul. The super shotgun works well for this fight if you can 
dodge the fireballs. Two good blasts up close will drop a cacodemon. 
The chaingun will work almost as well, but not as quickly. When the fight 
ends, a walkway rises to allow you access to the yellow key. 

Red key:
Now it is back to the room where you found the blue key. The yellow key 
door is here, but the imps are all back in full force also. Open the 
yellow door and take down the imps waiting behind it. Another switch 
on a post in another apparently empty room. Activate the switch and step 
forward just a bit. After a second or two, a crowd of imps and lost-souls 
will materialize and begin attacking. Since there are so many of them, 
there is a good chance they will start fighting each other if you give 
them a couple seconds to see you. Leave the room and go back down the 
stairway to the left first. Grab the invisibility artifact, then the 
invulnerability from the secret chambers. Get back through the yellow 
door and clean up whatever is still alive in there.

In the middle of the room is a lower area with two switches. One opens 
a room opposite the way you came in that has some boxes of rockets and 
health kits. Entering this room will lower a post in the corner near the 
red door. If you run quickly, you can get on top of the post and ride it 
up to access another secret area full of ammo. The other switch causes 
the red key to appear in the same place as the blue key was. A backpack 
has also appeared now back at the start position.

Through the red key door are more nightmare-imps and the exit. Don't miss 
the mega armor in a secret chamber near the exit. It opens by another 
hidden panel switch on the opposite wall. 


--Level 4: Holding Area--


You arrive at this level in a small chamber with a switch in front of you. 
Behind you is a hidden cage with a berserk pack in it. The cage makes a 
good place to snipe at the zombies in high cages to both sides. At the 
bottom of the lift are several specters and imps. Behind the column in 
front of the lift is a high chamber with a zombie and armor.

Making noise will draw the attention of more zombies and demons that 
will come from down the hallway. Follow the maze through until you find a 
switch in a room. Activating this switch summons specters and zombies, 
and also opens up more of the maze. Another room with another switch opens 
the rest of the level.

The door you find to the east opens into a large room with lost-souls 
waiting. Upstairs are zombies and a new monster, the Hellknight. A hidden 
panel switch opens two secret chambers and releases a couple of lost-souls.
The room at the end of this upper hallway near the blue key door is guarded 
by more zombies and contains a teleport that will be important later.

Blue Key:
The other way that opens to the west has a pair of staircases going up. 
At the top is another Hellknight and some imps. If you run up and back 
down one stairway then up and down the other, and do this several times 
while dodging fireballs, you can get the Hellknight to destroy all the 
imps for you.

Around the other side of the central structure is a lift down into the 
trench around this room. About the time you get around there, the walls 
of the structure fall and imps begin to fire at you. If you want to get 
to the secret chaingun between the stairs, fire at the post switch in 
the middle of this room and run to it. Collecting it will summon a 
Hellknight that would not appear otherwise.

Down in the trench are several more lost-souls. The blue key is sitting 
on the ground to the south. Opening the blue key door will unleash some 
more Hellknights guarding the exit switch, but there is an important 
secret to find before you leave.

The four switches along this hallway open the secret area. Follow the 
sequence on the map to activate all four of them. If you don't do it in 
the proper order you will not get a second chance, unless you saved the 
game first. The four switches will cause the four columns in the room to 
form a pathway across. The teleport takes you to one end of the room where 
there is a rocket launcher. Run across the tops of the columns to reach 
the other side. A Hellknight guards the room, where you will also find a 
mega-sphere and a new weapon, the BFG9000.


--Level 5: Tech Center--


Arriving at the Tech Center, you find yourself in the central room of 
this level. Directly in front of you is a door to the room containing 
the yellow key on a high column and a couple of imps. To the right is 
the blue key door. to the left is a hallway with some mega armor in 
an alcove and a shotgun on the ground. A specter is around the corner. 
The room at the end has lost-souls inside, and a large variety of 
equipment on top of boxes. A lowering box against the south wall hides 
a switch that lowers the box in the northeast corner so you can get on 
top of it. From there you can run across the tops of the boxes and 
collect the goodies if you need them. To get to the mega armor, 
search the wall to the east from it to reveal a secret passage. 

Yellow Key:
The door opposite the room where the yellow key is has a group of 
zombies and a passage that is blocked by bars. To the left of this 
door is another hallway leading to a "T" shaped room with some imps 
and a switch in it. The switch opens the door at the end of the 
hallway to the right of the red key door.

There are two Hellknights in this room and a zombie. A third 
Hellknight hides in the closet to the southeast. Through the 
northeast door is a large room with a few specters and another 
Hellknight. The door at the near end of this room, (northwest) 
has a couple of zombies. Shoot the barrels on the other end of the 
large room to kill the specter and lost-soul that are trapped there. 
Ride the lift to the upper level and gun down the imps. In the north 
chamber is a switch that will lower the yellow key column. A 
Hellknight will be there guarding the key now, and another will come 
as soon as you pick it up. 

Red key:
Behind the yellow key door are a couple zombies, a switch, and the 
red key and a soul-sphere that are both behind bars. To get the 
soul-sphere, stand on the platform in the middle. Shoot the vent on 
the east wall, then the other vent a bit higher up on the south wall 
and the bars will retract for a few seconds. Activate the switch to 
remove the bars that were blocking the passage you saw before.

Leave the room and head back to the first door to the right, through 
the passage that is now open. An imp will greet you first as you 
proceed into this maze of interconnected rooms. Most contain a zombie 
or two, but a couple rooms are home to Hellknights, so be ready to 
back up and hammer them with both barrels. There are two wall switches 
to activate and a passage opens from the north most room.

This is another hallway full of crushers, but a lot easier than the 
last one was. There are zombies on patrol also. At the end, you will 
find yourself on a ledge over the hallway to the "T" room. The switch 
on the wall lowers the bars in front of the red key, and also summons 
a group of cacodemons in your face. Running back down the crusher hall 
can be a good strategy. Sometimes you can tempt them to come after you 
and get themselves crushed. 

Blue key:
Conveniently, behind the red key door is the room containing the blue 
key and a few lost-souls. Just like the other crushers, time it so you 
can run in and get the key and back out again. If you are slow, the 
crusher won't hurt you if you stand in the middle. Grabbing the key 
opens two chambers containing some more lost-souls.

The blue key door opens into a room with imps hiding around every 
corner. A switch in the southeast reveals a timed teleport in the 
northwest corner to run for. The teleport takes you to a safe room 
in another part of the level. Through the only door is another just 
across the hall and another to the right. Open the door and blast 
the Hellknight waiting in there, then activate the switch to open 
the other door. The other room is full of cacodemons. Another 
Hellknight will come if you pick up the rocket launcher. Activate 
the switch and go back to the teleport.

The bars that were blocking the final area of this level are now 
gone, but the hallway to the exit teleport is still guarded by some 
Hellknights. 


--Level 6: Alpha Quadrant--


As soon as you open the door to the chamber you arrive in, 
a Hellknight and imp will begin firing at you from ledges 
across the room. There are two more ledges with imps to the left 
and right beside you. They will shoot you in the back as you step 
out if you aren't careful. There are stairways down to the north 
and south with a cacodemon waiting at the bottom of both. Head 
north first after clearing the area.

Crossing a hidden line at the corner causes a small side passage 
to open next to the lift up. It has a little ammo and provides an 
alternative angle at the top. The hallway is patrolled by several 
zombies. After you get most of the way around, more zombies will 
teleport in behind you. The switch at the end opens the door to 
the central area here.

Yellow key:
There is a switch on the wall of this room. Activating it will bring two 
Hellknights to the platforms on the sides. Dispense of them and the yellow 
key appears. A doorway also opens up that takes you down to the hidden area 
next to the lift you came up.

Moving part way into the room where the yellow key was will open another 
timed door to the west, but don't go there yet. Instead, head to the other 
hallway south from the circular hall. Down there are several Hellknights, 
imps, and a new monster, the baron of hell. He is just a tougher version of 
the Hellknight. In the area past where he was are a couple imps and a room 
full of zombies. There are rockets all over down here if you need them, but 
picking up the rocket launcher sitting there will summon a baron to fight 
at close range, so don't touch it if you don't have to. In the zombie room 
is a cage with a mega-sphere in it. To get this, go back to the hidden door 
through the circular hall above.

Blue Key:
There will be a few lost-souls hanging around in the start room when you come
back. The yellow key door is under where the Hellknight was. Behind it is 
another new monster, a nightmare-demon that is hoping to catch you face to 
face without the chainsaw ready. Activate the switch to remove an obstacle 
you need to pass in the area above you.

Continue down the stairway to the south and ride the lift up. An imp and 
another Hellknight are probably waiting for you. Across the room on the 
opposite ledge, some more imps have arrived to eat some lead. The next 
part requires some speed to accomplish. The switch on the wall will raise 
a walkway across the room temporarily. Activate it and run across to the 
switch there. Activate this one and run back and to the right to another 
switch. Activate this last one and run straight across to where the imps 
were coming from. It might take a few tries to be able to do this in time.

In this room, clear out the imps and specters on the elevated areas, 
then activate the switch in the west alcove. This opens the door to the 
north. Get back up to the south platform and ready the rocket launcher. 
The strange room to the north has a baron of hell in it, and yet another 
new monster that is even more dangerous, the pain elemental. When it looks 
clear, head across to the entrance.

Be sure to save the game here. This room is a huge black pit with three 
platforms leading across to the other side. If you should happen to fall 
down into it, be prepared to have a large pack of specters attack you in 
the darkness. When you make it across to the other side, have the chaingun 
ready and open up on the pain elemental that is there. The switch here 
opens the door to the blue key. Activate it and run back to the nearest 
platform.

From there, turn left toward the east side. The object is to jump across 
and into the northernmost room there. If you do, it accesses two secret 
areas. Activate the switch and run carefully along the narrow ledge to a 
passage that opens for a short time next to the entrance. More specters 
are in here if you make it. There is also a soul-sphere and a switch 
which opens the cage containing the mega armor in the platform room to 
the south. If you can't make it, don't worry. There is still that 
mega-sphere if you didn't grab it already.

The teleports on either side will take you back to the entrance of the 
room. Get the blue key and head back down to the blue door. All that is 
preventing your exit now is a Hellknight, a baron, and a single imp near 
the exit switch.


--Level 7: Nukage Facility--


This is the first of the new levels, with lots of cool surprises and a 
feel that makes it truly Doom 64.

Moving N from the start position, the door ahead has imps and cacodemons 
behind it. Open the door and step back, blasting them with the 
super-shotgun when they appear and sidestepping their fireballs.

There is a hellknight behind each door at locations 1 and 2, with a zombie 
at the end of each hallway. You may see some lost-souls in the central 
enclosed area, but they can't get at you. Once you have taken down one of 
the hellknights,the one on the other side will try to throw fireballs at 
you. If you stand there long enough, sidestepping his attacks, he will 
destroy the lost-souls for you.

The doorway E of position 1 has demons waiting behind it. Open the door 
and step back, sawing them down as they come after you. There are zombies, 
imps, and a cacodemon as you come around to room 3. Walk towards the bars 
and the pedestal in the NE corner will drop. Get on that to activate the 
switch and open the bars. The switch behind the bars raises a block at 4, 
allowing you to get down into the toxic slime.
When you run into the toxic slime, you will see a wall open right before
you fall all the way in the slime. It's possible to run fast enough to
land on the mini wall they kept you from falling into the slime before
and run completely over the slime, and into the new room. In the new
room there is a super shotgun, and a zombie waiting to ambush you.

Before doing this, back up and go to the switch again. If you are quick 
enough, you can run to a secret door that opens up next to the blue door. 
There is a computer map in there, and a switch that opens another secret 
chamber between the entrance door and the red door, which contains a 
soul-sphere. Both of these are on timers.

Blue Key:
You can attack the imps before you jump down into the slime. Firing 
through the bars where you see the yellow key will often kill the imps 
there also. Across the trench is a secret room that opens when you step 
up onto the edge, and another imp comes out. You can jump to this room by 
running from room three. Down in the slime is a radiation protection, and 
some specters waiting in the passage. Getting the blue key will teleport 
you back to point 6.

A demon will be waiting to surprise you as you make your way back to 
the blue door, and there are more behind the blue door. Inside room 7 are 
zombies in cages to the N and S, (10 and 11). Around the corner to the SE 
is a hellknight waiting, and some more zombies behind him. 

Room 8 has a berserk pack and a blur artifact on pedestals. These lower 
when you activate the door switches. Behind each of the doors marked 9, 
there are pain elementals. Open the door and riddle it with the chaingun 
until it explodes. One has a switch that opens the hallway to area 10, 
releasing more zombies.

Red key:
The switch at position 10 opens a chamber in area 11 across the room. 
There are lost-souls guarding the entrance from the other side.
When you grab the red key at 11, another chamber opens with more 
lost-souls.

Behind the red door are more demons. You will see a rocket launcher 
in an alcove to the W. As soon as you step into this alcove, the hallway 
will open into a room full of demons and aracnotrons. The best way I 
have found to survive this ambush is to give them a blast of the BFG and 
clean up with the chaingun or shotgun.

Yellow key:
The door N from 12 has a couple zombies waiting. Down the stairs are a few 
imps that are very difficult to see in the dark room. Blow up the barrels 
to the SE and activate the switch at the top of the stairway. This opens 
up room 13.

Room 13 has some lost-souls, a zombie, and a baron of hell waiting. The 
switch in the N alcove opens the bars to the E hallway. There are 
demons, cacodemons, and imps that you can often get fighting each 
other before opening the bars.

Location 14 is a switch that stops the toxic falls and allows access to 
area 15 via another block. Ready your chaingun or Plasma rifle before 
opening the door. There are imps and zombies waiting in ambush. The 
switch at 15 opens access to the yellow key. The teleport takes you up 
to point 16.

Be ready for more pain elementals as you open the door back into 
room 12. The room behind the yellow door will be empty until you 
activate the wall switch to the S. Run back out of the room as barons 
of hell materialize. From outside the room, it is easy to take them out 
with rockets as they approach the doorway. Stepping onto the platform 
exits the level.


--Level 8: Research Lab--


The start room has only one door out of it, so proceed west into room 1. 
The yellow key door is to the north. There is an open room (2) to the 
east guarded by zombies. The only place to go is to the south.

Blue Key:
This room (3) has some lost-souls that will appear, along with a 
nightmare-demon. The blue key is also here, but inaccessible for now. 
The door to the west leads to a room (40 with jail cells in it. 
A Hellknight and three imps are held captive here. A secret door to the 
left of the regular door takes you to a passage behind the south cells. 
Blue keyed bars block the north exit of the room. The only choice is to 
keep going west.

The next area is where the blue key door is, and is made up of narrow 
hallways and rooms full of enemies. There are zombies and Hellknights 
wandering around and in the rooms. Room 5 has a switch in it that raises 
a walkway to get to the blue key. Room 6 has a shotgun, a Hellknight, 
and a ledge you can get up on to find a secret chamber containing the 
computer area map. There is also a backpack in the hall at the very 
southwest corner of this area.

The chamber containing mega armor near the blue door is opened by a 
switch at 7. If you are fast enough you can get there before the bar 
returns to seal it off again.

Yellow key:
When you acquire the blue key, an alcove opens to reveal a soul-sphere. 
The blue keyed bars in room 4 open the cage with a plasma rifle in it. 
A Hellknight will also be there guarding it and an imp will appear in 
the cage when you pick it up. Back in room 4, a specter will be waiting. 
Immediately through the blue key door, a cage will open with a zombie in it.
Down in the room (8) is another caged area full of imps and a Hellknight, 
and another set of bars blocking a door. You may notice a small switch on 
the wall in this room, but it doesn't do anything I am aware of.

Continuing north, there is a lift up to room 9. Between this lift and the 
other one at the eastern side of room 9, there is a hidden area with ammo 
and a berserk pack. Press the wall when the lift is down to open it. There 
are two red keyed switches in this room (9) and a teleport pad. If you take
the other lift down, you can see the exit, another barred door, and the 
yellow key door. None of these are accessible yet, so go back to the 
teleport. This will take you to a switch (10) back in room 3. The switch 
opens the bars in room 8, allowing you to get to the yellow key.

Red key:
With the yellow key, you can now open either the door in room 1 or 11. Both 
go to the same place. Room 12 has a hell- knight and some zombies patrolling,
and either way in opens a side cage with another zombie. There are two 
stairways down that you should explore first. These both lead down to the 
same water filled hallways. The bars will open here. Zombies roam in both 
directions. The switch at 14 to the west is guarded by a Hellknight. This 
opens the bars blocking the passage to 15 to the south. Another Hellknight 
stands watch over the switch there. Activating this switch opens a blocked 
switch in room 13, and also an area full of lost-souls and supplies (16) 
that you pass on the way out.

Up the stairs, room 13 appears empty until you get into it. Two Hellknights 
will then appear as the door out shuts and locks you in. A quick dance around
them with the super shotgun will clear the way to activate the switch in an 
alcove up the small stairway. This opens the bars in room 11, allowing you 
into the cage to get the red key. Go back up the lift to room 9 and unlock 
either of the red keyed switches there. These both raise a walkway to get 
to the exit. A Hellknight will be released to protest when you do this, and
another will be waiting behind the exit door. 


--Level 9: Outpost Omega--


To the right of the start point is a small room (1) with some zombies in it. 
The switch in this room requires a yellow key to activate it. On the other 
side there are some lost-souls and a switch that opens the door to the east. 
The first secret area is here also. A hidden panel switch at 11 will open a 
chamber holding a chaingun in room 2 if you are quick.

Before you step into the large room that has just opened, search the right 
side for a hidden panel switch. This opens a timed alcove (3) directly 
opposite from your position where there is a red key. I don't really 
understand the purpose for this however, because there is no red key door 
or switch anywhere in the level I can find. The rocket launcher in the middle
of this room is the real key. Nothing else will open until you pick it up, 
so if you are at maximum capacity you will need to fire one off.

The room will get darker when you do this, and platforms will rise in the 
four cages, each holding a mancubus. There are several strategies for this 
battle. They fire fairly slowly and can't track you well when you move, so 
if you keep moving you can avoid getting hurt much. If you elect this option,
be sure to use the super shotgun instead of the rocket launcher to avoid 
damaging yourself. My favorite method is to find the outside corner of one of
the cages to start with. You have good cover from the one closest to you, and
you can step quickly out to either side and rocket the adjacent cages. Once 
those two are down, move to either of the new safe places and take out the 
other two.

Blue Key:
With the mancubus' down, a door will open to the north. Inside are zombies, 
imps, cacodemons, and pain elementals. Stand back between the cages and send
rockets down the long hallway. When the smoke and noise goes down, most 
everything will be wasted. Just be careful to switch back to the chaingun if 
any lost-souls get too close. As you head in to check out the new area, a 
pack of imps will teleport in to defend. You can see the blue key you need 
in a room to the west. The switches in this area (4) open panels nearby with 
rockets and health. If you want the armor or shotgun, walk down the hall 
towards the switch at 5 (but don't activate it yet) until you hear a sound, 
then run back and get on the platform with the armor. Hitting the switch by 
the armor lowers the platform holding the shotgun, so jump off quickly and 
run for it before it rises again.

The switch opens passages east and west and zombies start coming down the 
stairs revealed. Both lead up to the same place, so clear the area out and 
head for the door at 6. Past the door, a couple of platforms drop and you 
find yourself right behind the blue key. Picking it up will bring in another 
pack of imps, but don't stay there to fight them. Go back through the lifts 
and gun them down from the hallway.

Yellow key:
The blue door opens into one of the most confusing and tricky areas of the 
game. As soon as you drop down from the ledge just inside the door, a 
Hellknight will appear to the north and an imp will be firing at you from 
the east. When they are history, explore and get an idea of the area. When 
you reach the bottom level, both of the teleports in the northeast corner 
will take you back to the blue key door. You may find yourself using them 
quite a bit getting everything out of this level. One of the alcoves to the 
north holds the yellow key and an imp. There are three alcoves and only the 
one with the key is safe to jump into. The other two are crusher traps. Once 
you have the key, you can go back to room 1 and activate the switch there, 
which opens the way to the exit. Or you can stay and find some secret areas.

You can see a secret chamber hidden in this cubic maze. Inside is a 
mega-sphere. There is also a suit of mega armor, a soul-sphere, and a 
backpack stashed in here. To get to the mega-sphere, look for point 8 and the
switch there. As you near the switch a Hellknight will appear. Activating 
the switch (8) will lower the platform near 7 for a short time, but search 
the walls you can see from point 8. Another switch you can only shoot at 
will be temporarily revealed at point 9. The process is complicated but 
worth it. Shoot the switch at 9, activate the lift at 7 and ride it up. 
Another secret timed switch shows up at point 10. Shoot this one too, then 
repeat the process. When you can do this all twice, the secret room will open
up.

It is best to leave the mega-sphere for now. To get the soul-sphere, 
drop down to the nearest alcove west of 7. When you hear a sound, hop the 
rest of the way down and run for it before the bars close again. Try run 
across to get the mega armor and then the backpack. These are not easy to 
reach without the jump ability enabled.

On the way back to the exit, there is a berserk pack in the cage room where 
the rocket launcher was. Do NOT pick this up! If you do, the room will lock 
down again and the cages will be full of arachnotrons. To exit the level, 
activate the yellow keyed switch. The door opens to a hallway full of imps, 
demons, and a couple of nightmare-demons. Timing it right will get the
imps to start fighting the demons, then make for room 1 or 2 and stand in the
doorway with the chainsaw. When it is safe, activate the switch at 12. This 
raises another switch in front of the stairway to the exit. This switch opens
the way to the exit, but will start another assault of pain-elementals and 
cacodemons. Step back down the hallway and let them eat rockets.

The switch at 13 will then open a passage full of ammo which is always nice 
to find. The exit is now clear, but there is also a secret exit to level 34.
To get there, listen as you go toward the normal exit. As soon as you hear 
the sound of a distant door opening, run back up the stairs and head to the 
left where the ammo cache was. There will then be a switch that opens a 
teleporter which is the secret exit to "Crisis". Both of these are on 
timers, so you must move quickly.


--Level 10: Final Outpost--


When you activate the switch in front of you at the beginning of this level, 
zombies will have you surrounded. Some place on the floor activates the lift 
out of this room. If you miss it, just walk around until it opens again. 
Nearby at the top are a couple of health packs next to a grated window. 
On the other side of the window is the exit platform. There are several 
imps around the room you can see into, and this is a good place to snipe 
at them with the shotgun.

As you come around the corner, move slowly and carefully forward. The floor 
will drop down and zombies will start shooting. To the left of the chaingun 
there is a secret area full of lost-souls. Activating the switch releases 
more of them and also opens up the area. The switch to the north unlocks 
the way out of this room.

Blue Key:
Beyond the door is a hallway with a switch at the end and a window. Blast 
the imp standing by the red door with his back to you. Activating the 
switch will drop the west wall, where there is a group of imps hiding. 
A switch in this room removes the block where the other switch was.

Here you will see the blue key door and a teleport pad. From the south side 
hallway will come another party of imps. Just stand at the end of the hall 
and pick them off. This hall is really part of a maze which will change 
direction after you grab the shotgun at the end. This will also bring 
another squad of imps after you.

Step onto the teleport and you will arrive above the blue key, in the 
open area you could see through the last window. There is no other way 
out of this room yet except the teleport. To get it back down, walk across 
and step up to the platform at 4. The teleport will lower again so you can 
get back out. There is also a secret chamber holding a suit of mega armor 
near point 4. Just search the wall until it opens.

Red key:
Just behind the blue key door is the red key on a pedestal. This large room 
is a maze to begin with. It will be empty when you first enter. The red key 
pedestal lowers by activating the switches in this maze. The first two 
switches also lower some of the walls and summons enemies. The first switch 
at 6 will bring in a group of imps. The second switch at 7 will call a squad 
of zombies led by a baron of hell. The alcove there is good cover from the 
approaching troops, but don't stay there too long or the baron will block 
your only way out.

Once the enemies are eliminated, the final switch behind the pedestal will 
allow you to retrieve the red key. A small room with rockets and medkits 
will open up, as will another room by the blue door where a Hellknight 
will be waiting.

Yellow key:
Just outside the blue door, a new switch has also appeared across from the 
teleport. This switch lowers a platform at 5, allowing you access to the 
rest of the level. It is on a timer, but click the switch and back into 
the teleport and you should have plenty of time to reach it.

Run across to the opening at the top and take out the Hellknight that is 
patrolling there. Lost-souls are floating around behind the red key door, 
and several zombies are hidden in the column room there. Each of the 
columns will lower by activating the switches on the sides. The one marked 
8 has a plasma rifle on top of it. The rest each support a zombie or an imp.

The switches in the room where the yellow key is do nothing to allow access 
to it. Instead, go down the hall to find a hidden panel switch at 9 to lower 
the key pedestal. Continuing down the stairs at the end of the hall, you 
come to the yellow key door. There is a soul-sphere to the east, but picking 
it up will summon a baron of hell to block your exit. He will appear near 
the yellow door. If you are feeling fast, grab the sphere and let him see 
you. When he comes after you, run past him up the stairs where you can 
safely take him out without getting hit.

Through the yellow key door is the large room you could see from near the 
start point. Even if you took out all the imps you could see from there, 
there will probably be one or two waiting just inside the doorway. On the 
other side of the room at point 10 is the switch that starts the final 
battle of this level. There will likely be another imp there also.

Activating the switch will bring a baron of hell to each of the platforms 
in the room, and a couple of Hellknights on the walkway across from you. 
The alcove the switch is in provides good cover from the barons, so focus 
your attacks on the Hellknights. If they can get into a good position 
before you can take them out, you will have no place to dodge their 
fireballs. After that, it is just a matter of rocketing the barons and 
side-stepping their fire. When they are down, a pathway rises from point 
11 to the exit. 


--Level 11: Even Simpler:--


From where you find yourself starting, get lined up so you are looking 
directly between two of the columns by the switch in front of you. 
You should be at a 45 degree angle to the switch. Ready the rocket launcher. 
When the switch is activated, the walls will fall around you. Start pumping 
out rockets as soon as they will clear the wall. If you are lined up 
correctly, the first three rockets will take down a mancubus in front of 
you. There is (was) a mancubus in each of the four corners of this area, so 
get next to one of the columns for cover. Decide quickly if you want to go 
right or left, then round the corner and take out the next one with another 
three rockets.

Now you can catch your breath for a moment. The same tactic will work on 
the remaining two, but take a look around first. As soon as the fourth one 
dies, eight Hellknights and four cacodemons will appear in the open gallery 
around the central open area you are in. Usually, four of each will come 
into the courtyard while the other four Hellknights remain hidden in the 
corners of the upper gallery. Quite often the Hellknights and cacodemons 
will fight each other and you can cruise around in the upper hall taking 
out the enemies there, then go down and finish off whoever is left over.

Before you drop the last enemy from that skirmish, position yourself in the 
upper hall near one of the corners. When the last of that wave falls the 
next (and final) onslaught will arrive. Barons of hell will appear in the 
courtyard, pain elementals in the corners (where you should be,) and four 
sections of the gallery wall will drop allowing arachnotrons in.

The pain elementals are the most dangerous. Try to take them out first or 
you will soon find yourself swimming in the lost-souls they spit out in 
pairs. Move around the gallery to each of the corners pouring chaingun 
fire on them at close range before they can get too far into the courtyard 
and make a real mess. An invulnerability artifact also appears on the 
central platform at this time that can give you an edge. Just don't get 
surrounded by barons trying to get it or it will wear off before you can 
put it to much use.

The outermost area that has just opened up is usually fairly safe after 
this point in the battle. Most of the arachnotrons have usually gone into 
the inner area and some will be fighting barons. There is lots of ammo 
and health available, but move quickly over the pedestals that hold it. 
Darts fire down the center of each passage, so stay near the walls and 
always go to the inside of corners to keep out of their path.

With the pain elementals and lost souls out of the way, it's time to get 
out the shotgun or rocket launcher and hunt down whatever is still standing.
When they have all been put to rest, gather up whatever goodies are laying 
around still and proceed to the exit switch that will then appear in the 
same place it started.

Note:
There is a bug in the game that can be EXTREMELY frustrating in this level.
When pain elementals die, they explode and send out their last two 
lost-souls as a sort of retributive strike. If they explode too close to a 
wall or column, the lost-soul becomes trapped inside. You can't kill it and 
it can't get to you, and this is no problem on any other level of the game.
But since this level exit will only appear after all the enemies are dead, 
It can prevent you from ever leaving this place as well - which is a real 
bummer after such an intense rush of a battle. 


--Level 12: The Bleeding--


There are many items around the start room of this level. The passages to 
the E and W are blocked. Go through either door to the N or S side of the 
room. Both have several imps behind them. When you have cleared both side 
rooms, a pack of demons will teleport into the start room. Arm the 
chainsaw and open the door while backing away. Usually only 2 or 3 will get 
in before the door closes and they can be easily cut down.

The way will then be open to the E. Behind the door at 1 are nightmare-imps 
lying in ambush. A small chamber (3) will open at the far end of the room 
when you first enter to reveal mega armor. At the top of the area that 
lowers with the combat area is a switch. Activate this, then step back into 
the alcove and you can open a secret area containing a rocket launcher.

The switches at the sides of the room each cause a stairway to rise into 
place at location 2. Before activating them, take out the pairs of 
Hellknights that lurk at the top. The main room will have locked shut at 
this point. Go to the switch on the wall at 4. This will open the central 
courtyard and allow access to the next door at 5. It will also bring a large 
crowd of imps, demons, and mancubus' into the yard. By going from one 
side to the other, without jumping down, you can quite often get fights 
going between these monsters. If you dodge back and forth between ledges 
long enough, the mancubus' will be the only ones left without firing a shot.

Yellow key:
The area behind the door at 5 is populated by several lost-souls. The wall 
switch inside the door removes the bars and allows access to the upper 
galleries. The switch at 6 opens the bars guarding the yellow key. The wall 
at the end of the hall there will open to reveal a pain-elemental and some 
rockets at 7.

In the corridor to the W, watch out for a group of specters, and some more 
on the other side of the yellow keyed door. There are a couple more specters
at the top of the waterfall. Climb up to the top and follow the passage 
around to another waterfall (8) behind the grate. As you approach, a couple 
barons of hell will materialize in the area down below. Rather than fight 
them from this apparently superior position, get back down and taunt them 
through the grate. I found that rockets tend to explode at the edge of the 
waterfall when fired from above, causing more damage to the player than to 
the barons. If they wander around in the lower area enough, they will step 
into the teleport and end up at the top of the waterfall. Up there is a much 
safer place to attack them from.

Once the barons are dead, drop down into their chamber and activate the 
switch next to the teleport. This allows access to another switch that will 
appear at 9. The platform with the BFG9000 will also lower. The switch will 
open the level exit back in the start room and also summon a trio of 
mancubus' at close range. Strafing them with the rocket launcher works well 
here, as does a couple shots of the BFG9000.

Though the exit is now open, getting back to it is going to be a task. 
As soon as you open the door back into the central courtyard, again it 
will fill with mancubus', imps, and demons. The same trick works 
just as well this time as it did before. There is also a secret area at 
10 that will open up to reveal a large energy cell if you need it. As a 
bonus, there will also be a soul-sphere waiting at the center of the exit. 


--Level 13: Terror Core--


The map for this level can be very confusing because of all the over and 
under areas. For this reason also, be extremely careful if you happen to 
be using the jump ability. If you jump off some of the upper walkways, you 
will find the lower passages have been blocked by the game engine and you 
will have to restart the level.

Blue Key:
The room which you start in contains a secret door and a chamber that holds 
a berserk pack. In the area just beyond the doorway are several demons 
and the blue keyed door. Some imps wander around this area also, and a few 
zombies further inward. In the NW section you will find two switches. One 
causes the blue key to appear near the blue door, the other switch operates 
a timer that lowers a secret area for a few seconds at 1. 

Yellow key:
A single Hellknight is waiting just inside the blue door. Head upstairs to 
the corridor to the west. Through the door are a few specters, a walkway to 
the N, and two other passages W that are presently inaccessible. To the N/NE 
is a room guarded by several nightmare-imps. Kill them and activate the 
switch there. This creates a stairway up to area 2. 

Initially, there will only be two Hellknights on high platforms in this 
area. Kill them before activating the switch at 3. Some specters, lost-souls 
and imps will teleport in as soon as the switch is pressed. When they are 
dead, the bars will withdraw, allowing you to get to the lift at 4.

The first room at the top of the lift has a Hellknight waiting. The only 
other door you can open will open another doorway at the opposite end of 
the walkway, with another Hellknight. It will also summon two mancubus' 
to the tops of pillars near the yellow key. These are best fought from the 
lower courtyard by going back down on the lift.

After taking down the mancubus', head back up and activate the switch at 5. 
This will open the door at the other end of the walkway where there is a 
teleport that will take you to the yellow key. Directly E in front of the 
yellow key is a switch high on the wall. This will open a secret area at 6 
and allow you to collect the soul-sphere.

Red key:
The hallway through the yellow key door is guarded by cacodemons and imps, 
and leads right to where the red key is. Collecting the key will summon a 
pack of lost-souls. More lost-souls will be waiting along the walkways back 
toward the red keyed door.

Another secret area is accessed by walking the hall in the vicinity of point 
7. An empty room to the N will open up for a short time. Run along the ledge 
above the stairway from the W end to get to it in time. From there, you can 
run/jump across the hall to another ledge along the S wall. Follow this down 
to a small hallway that leads to the mega armor. Crossing another invisible
line on the way back will open the chamber at point 8 which contains a rocket
launcher.

Two barons of hell stand guard behind the red keyed door. A few zombies 
patrol around the exit switch that is reached through a teleporter. 


--Level 14: Dark Citadel--


As you leave the start area of this level, make a mental note of the panel 
with faces on the wall to your right. This is a dart trap that will fire 
down the hallway to the left every time you walk past point 1 on the map. 
Stay to the sides of the hall and they will not hit you.

Heading towards point 1, have the chainsaw ready to cut up a couple of 
demons. Just inside the room there is a shotgun and some shells. 
This room is a trap that can be avoided, but killing the barons of hell 
and arachnotron inside will allow you to collect some mega armor later 
on. The switch on a column in the SW corner opens the room with the armor 
as well as the way out of this trap room.

Further down the hallway W is a secret area full of ammunition. Room 3 to 
the N has several specters in it. Kill them and activate the switch on the 
column near the center. This opens up the locked doorway at point 4.

Blue Key:
Directly in front of you after entering the passage at 4 is a lift down into 
a large room full of enemies. Stay off of it for now and explore the area 
first. Just to the right is a false wall where an imp will come out of. 
There is also a soul-sphere in this tiny chamber.

To the left is a caged area (5) overlooking the main large room. An 
arachnotron is guarding here, but is no match for a couple close blasts 
from the double-barrel. Between where he was and the entrance is a hidden 
panel that leads down to a secret area. The BFG9000 is in here, and also a 
mega-sphere.

Further to the right is a wide hallway (6) with some more arachnotrons. 
Jumping down into the area they are in will trap you with the only way out 
through the main large room. It is a good idea to kill all the imps and 
cacodemons there first. At the end of the hall is a lift down to the area 
where the blue key is. Before you ride it down, step up into the open window 
first, then immediately turn around or jump down into the large room. 
A surprise pack of nightmare-imps will teleport in to surround you, so 
defuse this trap before going after the blue key.

Down in this area (7) are two Hellknights from different directions to 
contend with first. Then there are some imps and a pair of barons that will 
ambush you on your way to claim the key. The teleport pad will take you to 
a small chamber full of imps, (if you didn't kill all the ones overlooking 
the main large room.) There is also another teleport back into this same 
room. (Or, you can avoid the teleport altogether and just ride the moving 
column back up.)

Back up the lift, go through the window but avoid landing on the 
invulnerability artifact on the pedestal below. It will be put to better use 
later. Head to point 8 and open the blue bars there. The switch inside will 
open the blocked area in the NW corner of the level. It will also summon a 
baron of hell and some specters to the main hallway.

Red key:
A suspended switch will now be exposed in the hallway N of room 3. 
Activating this switch will lower the floor down to the "library" area. 
This is a veritable maze of bookcases patrolled by imps and zombies. 
There are also a few Hellknights and barons hiding here, so be careful 
coming around corners to avoid close encounters.

A switch at point 9 lowers some stairs allowing you to proceed N from the 
uppermost library room. A baron of hell guards the switch. Another baron 
hides in a corridor further W in this room. Two more barons will greet you 
at the top of the new stairs on your way to 10.

The switch on the wall lowers a lift with a Hellknight on it which you 
will ride up to collect the red key. If you need the supplies stashed on 
top of some of the bookcases, look for a secret panel that will lower them 
so you can get on top to collect them.

You find yourself overlooking the red skull key at the top of the lift. 
As soon as you grab it, the room below will fill with enemies. My favorite 
strategy here is to jump off and run back around to the lift near 4. Dodge 
through the barons of hell, cacodemons and nightmare-cacodemons, staying 
to the right. Once you make it to the lift, you can be on offence instead 
of defense.

Now, you can make a jump for the invulnerability artifact and into the fray 
if you wish. A fun thing to do is just to run around in room 5 and get some 
of the monsters to shoot at each other. This is a rare chance to witness an 
aerial battle between the two varieties of cacodemons. (Oh, I wish barons 
and Hellknights could be coerced into fighting each other!)

Through the red keyed door is the central and final area of the level. Imps 
patrol the upper walkways. The yellow key to the exit is in the center of 
the room. Picking it up summons several more barons of hell to fight. 
Another baron waits behind the yellow keyed door. (This is an alternative 
use for the invulnerability artifact if you choose.) Activate the exit 
switch and prepare to enter "Altar of Pain". 


--Level 15: Altar of Pain--


The demons must have known you were coming. You start with an imp in front 
and a cacodemon almost right on top of you as soon as the level begins. 
Try to back up quickly and into the cave behind you. Searching the wall to 
the right reveals a secret area where there is a soul-sphere. This is also 
a good place to get your bearings and fight off the welcoming committee.

The outer ring of this castle-type level has several cacodemons floating 
around. There are imps high up on the walls that continually throw fire 
at you until you bring them all down, as well as a few demons roaming 
about. On the walkways around the main building are more imps and a couple 
barons of hell. They are not much danger at this distance so long as you 
keep track of them. The only way further in is via a teleporter (1) near 
where you arrived. Another baron waits there on guard also.

Blue Key:
The teleport takes you to point 2 in front of the red key door. The blue 
key is in a cave just in front of you and to the left, but the way is 
blocked by bars. Follow the walkway around until you find a switch (3) 
on a short pedestal. This will open the bars so you can collect the blue 
skull key.

Red key:
Through the blue door you will find the yellow key door and a Hellknight. 
There is a switch behind the armor to raise some stairs after the 
Hellknight is dispatched. The stairs lead up to another switch and a plasma 
rifle. The switch removes the bars on the lifts that lead up to the highest 
walkways where the barons of hell are probably still patrolling.

There are two switches (4) on opposite ends of the upper walkway. These open 
the passage to a walkway opposite the yellow keyed door. 

Out on the walkway is another switch that allows access to more of the 
walkway. You will also encounter a couple of Hellknights and a mancubus.

The wall switch at 6 lowers a lift up to the room where the red key is. 
A few imps guard the key. The switch at 5 raises stairs in front of the 
red keyed door. 

Yellow key:
Two barons defend the room behind the red keyed door. The alien laser is 
here also, if you didn't collect the one in "Crisis". Activating the switch 
in front of it starts a fireball trap. The best defense is just to keep 
running around the room until it stops, hoping you don't catch one in the 
face. Two more barons will arrive, and a nightmare-cacodemon. The yellow 
key will also appear on the upper walkway above 3.

Now you have two choices to exit the level. Through the yellow door is a 
switch at 7 that opens the regular exit. A Hellknight walks the hallway 
there. The secret exit is at 8. Jump to the arrow shaped pillar with the 
soul-sphere, and then jump straight at the cliff face which is really a 
false wall. A baron of hell guards this exit which takes you to level 31, 
"In the Void". 


--Level 16: Eye of the Storm--


Blue Key:
This is one of the darker levels, making it difficult to see the enemies. 
The lower area you start in has a single zombie (with his back towards you) 
and several barons of hell.

The stairways lead up to bars (2 and 3) that need the blue skull key to open.
There are a couple imps and a cacodemon each direction. Hordes of 
demons will arrive in the lower area once you have fully explored 
everything you can get to. There are lots of rockets and ammo all over 
the place. Once all the demons and barons have been destroyed, the 
blue key will appear at 1.

To get the rocket launcher and shotgun on the pedestals, activate the 
switches at the top of the pedestals behind you that lower when you 
approach the weapons. The backpack and chaingun are reached by running 
toward them when the platforms are raised.

Collecting the key will get the attention of a group of lost souls. 
Deal with them before moving up to activate one of the blue switches 
after you have the key. To get to the BFG9000 in the alcove, search the 
panel near 3 to open the bars at 4.

Behind either set of bars waits a mancubus at 5. Behind him are imps and 
cacodemons. In the middle is a pain elemental.

In the inner building are more lost souls. At 6 is a switch that will 
appear, and opens the door to the last area. A couple of barons and some 
imps will come at you then. Let the barons waste the imps as they get in 
the line of fire, then finish them off and move into the room they came 
from.

There is a soul-sphere in the middle of the next room, but picking it up 
will call in some cacodemons to attack you. Back up down the hall and rocket 
them into oblivion to keep it. There are several zombies that need to be 
dealt with also. 

A nightmare-demon haunts the corridors down the stairs N and S. These paths 
lead to lifts up to the exit area. A few more zombies and a cluster of lost 
souls around the exit, and that is it for this relatively small level. 


--Level 17: Dark Entries--


This level is basically made up of only four main areas, mostly connected 
only by teleports. The orientation of the in game map is sort of confusing 
in this respect, but I guess it doesn't matter because of the teleports. 
Activate the face switches in the start room to produce a shotgun and ammo 
if you aren't already loaded. When the door opens, you will immediately be 
attacked by a crew of nightmare-imps and lost-souls. Stepping into the room 
causes gargoyle faces to begin shooting out fireballs. Run around the room 
outside the columns to avoid them. Take out imps and lost-souls until the 
room is calm. You will need to go through this room several times before 
leaving the level, and each time you enter the fireball trap will activate.

Blue Key:
To the right of the start room is the only place you can go for now. Step 
onto the teleport. As soon as you arrive, look around and proceed quickly 
to stand in front of the switch at 1. Stay in the center too long and two 
hidden arachnotrons will cut you down from the dark openings.

Activating the switch will cause 5 more switches to rise, and a soul-sphere 
to begin moving from column to column on the other side of the room. Press 
the switch opposite where it stops to lower it and also lower the pedestal 
holding the blue key. Picking up the blue key causes a swarm of lost-souls 
to teleport in. Some may end up teleporting back into the start room to 
wait for you so beware. There is also a secret chamber in this room 
containing a backpack and some ammo. The way out is the same as the way in. 
Step to the middle to get back to the start room.

Red key:
When the fireballs stop, make your way to the blue bars at 2. Have the 
chaingun ready when you step on this teleport pad. It will take you to 
another at 3, which is between two packs of imps. Run through each side 
gunning them down, being cautious of two arachnotrons in high cages at 
points 4. Head to the left after the area is cleared, and to the door there.

Through the doorway, there is a drop off that puts you between two imps. 
At the end of the short hallway is a large open area with a building in the 
middle. This area is patrolled by several barons, Hellknights, and 
arachnotrons on the ground. Four more arachnotrons watch from cages at 
points 5 on the map. Another similar group guards a set of platforms at 
the far end and will be firing at you as well.

At 8 is a raised lookout that offers some cover and a rocket launcher, but 
this is a bad place to stay as you will get trapped. Get out into the main 
area and run around, taking out the bad guys with rockets and trying to 
avoid their fire. If you make too much noise or run around the front of the 
building, some lost-souls inside may come out looking for you, so be careful 
with that rocket launcher.

Once the ground area is clear, Run back and forth, around and in front of 
the building. The barons and spiders at 6 will eventually be about half the 
force as they accidentally hit each other and start fighting amongst 
themselves. Take out the ones remaining and then activate the switch on the 
highest platform. This will lower the column at 9 with a teleport back to 
the room that had all the imps in it.

The two switches on the ground level are only used to get the soul-sphere 
and mega armor in the building. Shooting the switches lowers the double 
platforms around these power-ups temporarily. Stand at point 7 inside, 
then shoot right then left to lower the platforms in the proper order.

Red key:
Back in the imp room, the posts at the top of the stairs have now lowered 
so you can access the red key at 10. As soon as you head toward it though, 
a massive dart trap will begin firing along the entire length of the passage 
there. There is no way to avoid damage unless you luck out and time your 
running just right, but there is a berserk pack at the end if you get hurt 
too much.

Picking up the red key will summon a few more barons and arachnotrons. 
They won't try to cross the dart trap, so this is a safe place for now. 
Dodge from side to side and get the barons and spiders fighting each other 
again. Either the barons or the arachnotrons will eventually wipe the other 
out. Give whatever is left a blast or two from the BFG900 since there are 
lots of energy cells here to pick up, then run back through the trap again.

The teleport will take you back to the main room and the fireball trap again,
but there will also be arachnotrons and lost-souls waiting there now. 
The red key opens the door to the exit when it is safe to pass through.


--Level 18: Blood Keep--


Red key:
Be careful as you open the first door and you will probably catch a few 
zombies by surprise in the cell across the way. Also watch for 
nightmare-imps to the right who are near the blue key door across the 
moat. After you open the cell door where the zombies were, back into the 
room since a hidden area will open with another zombie waiting to shoot 
you in the back.

There are two ways out of this first room. Leave the one to the south alone 
for now, since the red skull key is the other direction. The door to the 
north opens onto a stairway down. A caged area across the moat is full of 
more nightmare-imps who will send forth a barrage of fireballs. There is 
also a cacodemon waiting, but he will not see you if you stay well up the 
stairs.

Back in the first room, there is a wall switch near the entrance that opens
a large window to the east, but it is easier if you don't open this. When 
the imps and cacodemon are dead, it will be mostly safe to proceed down to 
the balcony. Continue around in the moat to point 1 and ride the lift up to 
collect the red key. 

Yellow key:
The red keyed door is just across and to the west of where the key was. 
Inside are a few zombies and some imps above. The switch in the center of 
the room only lowers the bookcases so you can get up to where the imps are. 
Getting to the upper area opens a hidden door where barons of hell are 
waiting below.

The wall switch at 2 opens the cavern area at points 4 on the map. This is 
where you will be heading next, but it is advisable to kill the barons 
before activating the switch at 3 which opens the red door.

The southernmost area of the map has more cacodemons, demons, 
nightmare-imps, and a couple of zombies within it. The blue cavern area 
behind points 4 is full of more nightmare-imps that are very well camouflaged
in the darkness.

After clearing it out, make your way to the wall switch at 5. This switch 
raises the walkway below. The only way to access the yellow key is by 
picking up the soul-sphere there. This also summons a swarm of lost-souls 
to defend it however. 

Blue Key:
With the yellow key in hand, head around to the door at 6. Inside is a large 
room full of toxic slime, but it is fairly easy to get around. The secret 
area there holds the computer map for the level. After picking up the blue 
key you will be ambushed by a Hellknight.

With all the keys acquired, there is still quite a bit of work to do to exit 
this level. Opening the blue keyed door will unleash a pack of demons 
and some imps. The secret panel in this room raises the bars protecting the 
plasma rifle. To get to it, you must first activate the secret panel, then 
run back and ride the bookcase up to jump to the area.

In the corner is a dart trap, so watch for that. At the top of the stairs is 
another library area with some imps and Hellknights on patrol. There is a 
secret area with ammo, and a switch at 7 to open area 8. Entering this area 
lowers the walls and brings in more lost-souls and cacodemons. The wall 
switch there raises the stairs to access area 9.

Entering this almost last room will summon arachnotrons to the cages and a 
loose Hellknight to contend with before approaching the second yellow key 
door. Now the fun part...

If you were saving the mega armor and soul-sphere to start the next level 
with, go grab it now. Once you pass through the door and it closes behind 
you, it will not open up again. This is also an important place to save your 
game. As soon as you get about one-third into the room, darts will begin 
firing. When you get almost to the exit, SIX Hellknights will appear on the 
sides to try and burn you off of the platforms! If you fall into the lava, 
I have found no place to get back up on the platforms again before dying. 
There are a few rockets around to replenish your supply if you are able to 
dodge their fireballs effectively. The energy weapons seem to work best to 
get out of the situation with the most health and armor left over. 


--Level 19: Watch Your Step--


At first, this entire level appears to be nearly empty, except for almost 
every possible weapon laying around. The name of the level says a lot 
however, as the more you progress, the more dangerous it becomes.

Blue Key:
There is only one key needed to leave the level, but dozens of enemies will 
stand between you and that exit. Head up the stairs away from the start 
area after collecting anything you can use. At the end of the hallway is a 
room with small lava channels around the perimeter.

When you get to the bottom of the stairs, stop and take a look at the floor. 
Each of the different looking tiles on the floor will spawn enemies when you 
walk across them. There are 12 of these altogether and each will summon only
one monster, so take one at a time and you shouldn't have too much 
difficulty. There will be about five Hellknights, two demons, two 
cacodemons, a nightmare-cacodemon, and another pain elemental that come in.

The first thing you should do is get out the chaingun and go to the blue 
bars just to the right. Take out the pain- elemental that is there so he 
doesn't cause any problems in the future. You can walk around this whole 
area and see where the blue key is if you are careful not to walk across 
any of the strange tiles.

Picking up the key will summon a swarm of monsters at once. This party will 
have several Hellknights, cacodemons, demons, and two more 
pain-elementals. Unfortunately, this battle cannot be avoided.

The teleports and secrets:
Once you get through the blue bars, activate the switch and ride one of the 
lifts up to where a team of imps now waits. The teleport at 1 will take you 
to another at 2. Some zombies will materialize in the hallway below. At the 
same time, a wall switch will appear briefly as you step away from the 
teleporter (3). There is another of these timed wall switches visible from 
the other side. Shoot both of these switches to open the chambers behind the 
teleport pads revealing more switches (4). You have to activate these 
switches by going through the teleports again and backing up when you 
arrive. Going through this process will open the two secret areas at 5. 
All of the ledges containing health and armor are also reached by moving 
around using these three teleports, so be sure to pick up all that you need. 
Grabbing the mega armor or berserk pack will summon an imp to attack, so 
have your shotgun ready. You MUST pick up the mega armor to start the 
final battle.

The fight to leave:
When you head back down the hall of stairs you will find an invulnerability 
artifact and the path to the mega-sphere. Leave these for now though. 
Back at the start area, enemies will begin teleporting in when you arrive. 
First will be some zombies, then demons, then imps, then some 
Hellknights. As each wave falls another comes in. Arachnotrons and 
mancubus' are next. Sometimes you can go back to the blue key area and get 
them fighting each other by taunting them through the bars of the exit area.
They will not pursue you through the hallway, so it is a good place to snipe 
at them with rockets.

After the Arachnotrons and mancubus' perish, there will be a pause before a 
cyberdemon arrives. Go back and get the invulnerability sphere and send him 
to oblivion. The bars will then open and you can exit the level.


--Level 20: Spawned Fear--


This level is identical to the Nintendo version, except the secret exit 
takes you to level 33, "Playground."

The way to get to the exit is the same as for the Nintendo version.
The exit appears in the room next to the yellow door. Go through the yellow 
door and around to the stairs up to the left.

As you start up the stairs towards the regular exit, you will hear the door 
open. If you can run back quickly enough through the yellow door and around, 
you can get to the secret exit before it closes.


--Level 21: The Spiral--


There really isn't much to this level at all, but the enemies can still 
present quite a bit of opposition at times. It is basically just one large 
round room. A long staircase runs around it from the start position to a 
single switch at the top. On the ground floor are several mancubus creatures 
waiting. Along the stairway are more mancubus', hell- knights, and a few 
imps. The enemies on the far side of the room will start firing at you as 
soon as they see you look out.

Many of the beasts will start fighting among themselves without much 
provocation. The most important thing is to keep moving the same direction 
or you will find yourself being pelted by fireballs from all sides. Take out 
those to the immediate left of the start doorway, at the base of the stairs. 
These are the only enemies really capable of pursuing you back to the cover 
of the entrance so they are the greatest threat to begin with.

Next, clear the main floor of the slow moving mancubus' and start up the 
stairway. There is not much other cover, so if you get in a bind just drop 
down to the ground and run back to the start room for a breather. Remember, 
you can't get hurt by jumping in this game, no matter how far down it is. 
There are rockets all over the place, so use them whenever possible, even on 
the imps.

A surprise force will teleport in as soon as you reach the top step where 
the switch is, before you even activate it. The worst of these new enemies 
is a pain-elemental that materializes on the opposite side of the central 
column. Jump down and chaingun him before he can release very many lost-souls
to deal with, then worry about the cacodemons that have arrived with him.

Activating the switch will open a door along the stairway. Inside is an imp 
guarding a teleport pad, and the red keyed door. Annihilate the imp and step
onto the teleport. The high room you arrive in has a soul-sphere in it,
but avoid picking it up for now. Instead, go quickly to the other 
teleport pad. This will put you in the middle of the central column. 
Grab the red key and get down to the main floor as fast as possible.

Three more pain-elementals will have arrived, along with some more imps. 
Find them and take them out before they fill the room with lost-souls. 
This can be done with just the rocket launcher if you are careful, and can 
switch back to another weapon when the skulls get too close. After that is 
finished, dispatch the baron of hell waiting behind the red keyed door, 
pick up whatever items you may need and exit the level. 


--Level 22: Breakdown--


Blue Key:
Right behind you at the start position is the blue keyed door. The blue key 
itself is in the middle of this room, but inaccessible for the moment. 
Zombies patrol the lower level, and imps surround you from above. Once 
they are down, find the two faces near the top of the inside middle columns 
and shoot at them. Both are required to lower the central column which holds 
the blue key. Doing this will summon a pair of cacodemons to contend with. 

Red key:
To the right after going through the blue keyed door, there is a zombie or 
two and red bars that you cannot open yet. There is also a hidden 
soul-sphere in a secret chamber at the end of the hallway, but you will 
have to fight a baron of hell that is guarding it.

Proceed to the left and jump down into the pit with your double barrel 
ready, (or whatever weapon you prefer to deal with two Hellknights and a 
nightmare imp who will be after you. When they are down, stairs will rise 
at the sides and a switch will appear in the middle. Just killing them has 
opened the way to continue and also sealed up the start room forever.

The switch lowers a portion of wall for a short time, allowing you to run up 
the stairs and collect some mega armor if you need it (2). Collecting the 
armor also opens another hidden room with a backpack and some rockets at 3.

Up the new stairway that appears will be a few zombies along a twisted 
hallway. At the end is a switch that opens another new area. This new 
hallway has a pattern moving along the walls that is sort of like arrows 
pointing the direction to go. There are a couple of specters here and the 
yellow keyed door that you can't get through yet. Go to the other door that 
opens into room 4.

To the N and S of the entrance are two Hellknights in cages. Down in the 
middle of the room is the red key just sitting there harmlessly in an empty 
room. There are no switches to raise it up, and by now you just know 
something bad is going to happen when you jump down to get it, but you need 
that key so make the leap.

The floor rises when you grab the red key, but the three walls open and 
unleash a horde of demons upon you. Head quickly into one of the rooms 
to the side and start cutting them up with the chainsaw. You should be able 
to avoid much damage, and there are a whole lot of health potions around if
you do get chewed on by any.

Yellow key:
Now go back to the red bars at 5 and activate the switch there. This lowers 
a new stairway behind you. The hallway at the top is guarded by a 
Hellknight. Take him out and head into the maze-like area beyond. 
Throughout this area there are zombies and imps on patrol. There is a baron 
and a Hellknight in separate cages, and also a couple of loose Hellknights.

There are five switches in this area as follows:
6 opens the bars, allowing access to areas 9, 10, 11, and the yellow key.
7 simply lowers the block it is on, allowing you to get to an area full of 
energy cells.
8 lowers the platform with the plasma rifle on top of it - for a very 
short time.
9 opens a secret area near 11 where you can pick up a BFG9000.
10 (inside the baron's cage,) opens the hallway at 11 to get to the yellow 
key.

Once the path at 11 is open, head up and around, gunning down a few zombies 
until you get to the yellow key. As soon as you pick it up, be prepared for 
a pain-elemental to appear in the corridor below you. Make him fall apart 
and you are ready to head for the yellow keyed door and exit.

To get the mega-sphere, head back and look around near the last door you 
came through. There is a false wall to walk through and get to a ledge you 
can jump on it from.

Through the yellow keyed door is a small pack of nightmare-imps and the exit.
Jump down into the hole that looks like it is full of lava and you are out of
there.


--Level 23: Pitfalls--


Yellow key:
You materialize in the middle of a group of zombie guards. Fortunately, they 
all have their backs to you, but that will only last until you start 
shooting. Open up with the chaingun and keep moving to avoid as much damage 
as possible. The two doors to the sides of the room each have another zombie 
waiting. The door set at an angle to the room has two Hellknights inside. 
The yellow key is right there in the middle of the start room, (in case you 
didn't already pick it up accidentally. Behind the yellow door are two more 
Hellknights.

Down the stairway is the largest area of the level. When you step beyond the 
end of the stairs, a door will close behind you, so try and take out as many
enemies as you can from this relatively safe position.

The first to notice your arrival will likely be several cacodemons, who will 
make their way to your location. The stairs will not close unless you step 
away for more than a couple of seconds. This is enough time to shotgun the 
Hellknight in area 2, as well as coax the cacodemons to you.

There are some imps and zombies on a platform directly across from you that 
can be a nuisance, but the major threat is an arachnotron and two 
Hellknights perched around location 3. A few rockets should settle them 
down nicely. There are more Hellknights on a high platform at 4 also. You 
can take them out from this lower area, but the switch up there tends to 
provide very good cover and it seems to be mostly a waste of ammo.

The rest of this level does not open up until you jump down and activate the
switch at 5. This causes a minor earthquake that alters the landscape 
considerably. Flick the switch, then jump down and head to the teleport pad 
in the lava below. All of the teleports from the lava will take you back up 
to location 1 near where the stairs were. There are some protection suits
around if you look for them. Pick one up before you head to the secret area 
near 4 for some goodies. Follow the arrow shaped rock to find the lift up.

Activating the switch will also, (of course,) summon new enemies to deal 
with: more cacodemons, zombies, and imps. In order to proceed, find your way 
around to location 6, then run across the gap to 7. This allows you to get
to the teleport at 2 where the Hellknight was, and to the next part of the 
level.

Other points of interest here include a baron of hell guarding a couple of 
rockets at 8, a soul-sphere at 9 that will appear as you approach it, and a 
hidden cache of rockets at 10 that you can jump to.

Blue Key:
The narrow hallways you teleport into are patrolled by zombies and the 
occasional Hellknight around every corner. At point 11 is a backpack 
guarded by a Hellknight. At 12 you will notice one of the faces on the 
wall moves. Shoot this and run to the secret area nearby to claim combat 
armor. The computer area map is located at 13. It is guarded by another 
Hellknight, but is also part of an ambush. The switch there will raise 
the walkway in room 15.

Room 14 has a couple of zombies and a baron in a cage. Shooting the switch 
behind the baron lowers a platform where you can find a plasma rifle and 
some energy cells. It also opens an area out in the hall containing some 
rockets.

Room 15 will have a nightmare-cacodemon in it once the walkway is raised. 
The switch in the upper portion of the room opens the way to room 16 where 
the blue key is. There is no teleport out of this lava, so be careful.

All will be calm and peaceful when you first enter this area. You should 
know by now it won't stay that way very long! As you approach the blue key, 
several barons of hell will appear all around you. Their appearance also 
causes two passages at the sides of this room to open. The one to the south
contains an invulnerability artifact that is really handy in times like 
these. Dance between the barons and go get it, then just stand toe to toe 
with them and let them eat rockets. If conservation of ammo is a priority, 
then don't forget to use the energy weapons. There are lots of cells 
around this level to replenish your supply. 

Red key:
Picking up the blue key will summon a bunch of new enemies in places that 
you thought they were all dead, so be wary of this as you make your way to 
the blue key door. Other than a few barons, there is nothing behind the blue 
keyed door but a switch. This switch opens the main area up more and also 
summons more enemies.

When you teleport back to the main open area, a baron of hell and another of 
those nasty nightmare-cacodemons will be waiting for you. Make your way up 
to where the soul-sphere was at 9, then across to 3 and around the pathway 
towards 4. Several more Hellknights will have appeared, as well as those 
guarding the switch at 4. Activating the switch lowers the column holding 
the red key enough so that you can run across and claim it. Head back to 
the stairs and start area, which will have opened up again.

Don't run up the stairs to those red bars too fast. Several barons and 
cacodemons have taken up position there in the start room. The switch 
behind the red bars opens the way to the exit. Go back around the cavern 
and through the teleport again to get there. The exit room is guarded by 
Hellknights, a cacodemon, and a baron. Dispatch them and step into the 
darkness to exit.


--Level 24: Burnt Offerings--


The first thing to do is step around the corner from the start position 
and rocket the arachnotron waiting there at point 1. This will get the 
attention of a couple lost-souls from area 2. Gun them down and proceed 
around the ledge of the pond to get to the switch on the middle column. 
Two cacodemons will appear from a hidden chamber, but the column provides 
good cover from their attacks. Activating the switch raises a stairway to 
area 1. 

From the window there, you can snipe at a group of nightmare-imps in area 3. 
Take them out, then get ready for a little running. The large central area 
will remain empty until you get about halfway into it, when a huge pack of 
arachnotrons will teleport in to populate it. What was intended to be a 
major ambush can actually be turned to your advantage.

Area 4 is full of demons and specters that are difficult to fight among 
the columns there. A trick is to make a mad dash across the main area, 
avoiding the spiders. Run into area 4 and then back out again to the safe 
perch where you sniped at the imps. If you are fast and maneuver right, you 
can bring all the demons out to get cut down by the arachnotrons. The spiders
are too big to get through the gateway near the start, so you are safe from 
them back there, just watch for the occasional demon who might slip by. 
After that, it is only a matter of stepping around the corner and taking 
pop-shots at the arachnotrons to clear the area.


Blue Key:
Through the doorway at 5 are several nightmare-imps waiting, then the rest 
of the room appears empty. The hidden doorway behind 5 has a backpack on a 
pedestal and a switch nearby. The switch does lower the pedestal, but it 
also causes the ceiling to fall and a Hellknight to be waiting outside the 
door. This is a very fast trap, so only go for it if you really must.

The switch at 6 causes four Hellknights to arrive, as well as some imps 
from the passage that has also opened up. Head up the stairs taking out 
imps and cacodemons. Going toward area 3 will summon more cacodemons and 
a couple of nightmare- cacodemons. Might as well get them out of the way 
right now.

To get the blue key is a trick, but not a difficult one. Behind the switch 
at 6 is another wall switch that you may have seen on your way up the 
stairs. This switch opens the wall overlooking the blue key. The second
switch at the top of the stairs near area 3 lowers the platform the key is 
on. So just activate the first one then run to activate the second and you 
should have plenty of time to collect the blue key.

Now, there are two blue keyed doors in this level. The closest one is next 
to where you can see the mega-sphere. There is a rocket launcher in the 
middle of the room. This is the wrong one to start with. Go back out into 
area 4 and find the other blue keyed door there.

The main room behind this blue door has a single switch in it. This switch 
will open three smaller chambers which have demons in them. Get the 
saw out and head for one of these chambers, then cut them down as they come 
to you. One of the chambers has an important switch that needs to be 
activated before proceeding.

Back to the other blue door, go in and take out the waiting arachnotrons 
and imps there, but do not pick up the rocket launcher yet! The switch you 
activated in the other blue room has raised the bars on a switch in this 
room. Activate this one BEFORE picking up the rocket launcher! This will 
raise the columns around it back up to where they were when you first 
entered the room. When you pick it up, the floor drops and fireballs start 
flying in from all sides. Just stay near the middle until it finishes 
and you will be safe.

When the trap is done, the floor will raise back up and a door will open. 
Inside the cage, activate the switch on one side to raise the bars in front 
of the other switch on the other side. Activate both and the bars in area 4 
open for you. There is also a secret area near the second switch with combat 
armor and lots of rockets if you need them.

Yellow key:
The room at 4 is guarded by some imps, and a few cacodemons who materialize 
out of nowhere. The yellow key is on a ledge at the far west end of the room 
where all the candles are. Picking it up will summon a few arachnotrons at 
the entrance. They cannot get down the corridors though, so just stay back 
there and rocket them. 

Red key:
Through the yellow door is a nightmare-demon and arachnotron. There are also 
several zombies in cages to the sides. When you go through the door at the 
end, and around the barricade, you will see the red key in the middle of the 
room. This is a very nasty trap, so be sure to save the game before picking 
up that final key.

When you pick up the red key, a couple of things will happen. First, the 
barricades you saw will move in to trap you in a small octagon. At the same 
time, the ceiling will start to crush down toward you, but a switch will 
also appear. Look around quickly to find it. It opens one of the barricades 
so you can get out from under the crushing ceiling, but it will also expose 
your position to a team of eight Hellknights that are waiting for you
outside the octagon!

The trick is to find the switch and get the barricade open as quickly as 
possible, then clear a path out. Head to the end of one of the eight arms of 
the room and pick of the Hellknights as they come to you. Watch to make 
sure you got all of them as you go around picking up rockets and exploring
the arms of the room. At the end of the arm opposite the entrance is another 
wall switch. This one opens the entrance of the room, but it is on a timer 
so you must run around to get there before it closes again.

Heading back to the main courtyard and the red keyed door, you will find 
that it is once again occupied by a swarm of arachnotrons. As before though, 
they can't get into the areas you can. Dodging behind columns in area 4 is a 
pretty safe way to remove the threat. Through the red keyed door are a few 
more spiders and the exit.

Two secrets not discussed yet: The mega-sphere, which is accessed via a 
hidden teleport next to the second blue keyed door. There is also a hidden 
soul-sphere you can find by shooting the gargoyle at 7 from the balcony at 3.


--Level 25: Unholy Temple--


You begin this level in a moat of sorts. Above you, on terraces, are several 
nightmare-demons waiting to chew on you. Higher up are some barons of hell. 
Neither the demons or the barons pose any immediate danger, but down in the 
moat with you are several arachnotrons that can.

Make your way carefully around the perimeter, staying to the inside, and 
take out the spiders with the big shotgun. Near the start, and also at the 
other end of the moat, are two teleport pads (1) to take you to the next 
level up. Be sure to clear it of the nightmare-demons first. These guys are 
tough, often taking several rockets to bring down, but they will give you 
all sorts of grief if you don't remove them before teleporting up.

On the next platform, the barons can sometimes tag you with a fireball, but 
most often they only end up hitting the wall in front of them. The most 
immediate and constant danger along this walkway are the fireball traps. 
Whenever you pass east to west in front of one of these at points 2, they 
start firing for a time. Always RUN through and take cover until they stop. 
These traps will continue to operate as long as you are in this level, so 
try to remember them.

At point 3 is a lift up to the walkway the barons are on. The ledge across 
the moat will lower if you shoot the face on the wall, then you can jump 
down and collect the goodies there if you need them. On one end of the upper 
walkway is a switch that lowers the posts blocking the entrance to room 4. 
In room 4 are two barons on high platforms next to the entrance. Take them 
out, then proceed up the stairs beyond.

Blue Key:
At the north end of the walkway there are some bars that require the yellow 
key to open. At the south end you can see some mega armor. This is where 
you must go next.

Save your game before heading toward the armor as the next area is a brutal 
trap. The apparently dead-end hallway where the mega armor is will convert 
to a stairway down to area 5. The walls will also lower to reveal an 
arachnotron on each side. Once you go into area 5, an insane number of 
demons will begin dropping in everywhere, followed be a trio of barons!
The alien laser or plasma rifle is good for the hordes of demons, then 
switch to the rocket launcher to pound the barons of hell. When the battle 
ends, find the switch on one of the columns to lower the pedestal holding 
the blue key. The arachnotrons are fairly easy to take off of their perches 
with the shotgun.

Red key:
Find your way back to the small structure with the blue keyed door. Inside 
are some lost-souls and the red key. Picking up the key will start two 
crushing columns to start moving. Time your exit to avoid them and go to the 
red keyed door.

Yellow key:
As easy as it was to find the red key, the yellow key is also just beyond 
the red keyed door. It is guarded by a squad of zombies, supported by a 
couple Hellknights on raised walkways to the sides. As you approach the 
yellow key, however, it suddenly moves up to a higher inaccessible area and 
three arachnotrons teleport in behind you.

It is near impossible to avoid all damage in this situation. The best way to 
handle it is to dodge back and forth firing rockets as fast as you can. When 
the spiders fall, steps will form to allow you access to the upper walkways 
and yellow key. There is also a secret area here with more rockets.

All keys acquired, and yet the exit remains blocked. Near the exit is a 
blocked switch with a three-colored plaque next to it. There are three of 
these type of switches in the level, marked by 7 on the map. To open them,
you must get back up to the top level and go through those yellow bars you
saw earlier.

Room 6 has a couple zombies in it, and an arachnotron in an alcove. Take
them out and examine the central structure with the three colored switches 
on it. Each of the locks at points 7 are opened here by activating the 
colored switches in the proper order:


Room 5 switch is red, blue, yellow.

Room 8 switch is yellow, red, blue.

Next to the exit is blue, yellow, red.
You can enter all of these combinations one at a time here. To get to the 
arachotron's alcove and the soul-sphere, jump across the chasm as if you 
were leaving. You will hear a sound and the post at the south end of the 
color switch column will lower. Run back and a teleport will take you there. 
(That's how it is supposed to work, but sometimes a glitch in the game 
prevents it from happening.)

Each of these three switches lowers a block in front of the exit. Two of the 
rooms have already been cleared, so activating them is painless. The third 
remains in room 8, which is where you need to head next.

Head into room 8 and knock down the Hellknights in alcoves adjacent to the 
entrance. As you go around the back of the central structure, several 
arachnotrons will teleport in. There will then be a switch across from the 
entrance. This will cause the floor of the room to drop, and also raise up
a "Y" shaped walkway between the two alcoves where the Hellknights were. 

The two switches in the alcoves raise some columns to run across, and expose
a switch on the opposite side of the central structure. Don't worry about 
falling off in this room. It looks like lava, but it doesn't do any damage.
If you do fall, the "Y" shaped walkway will lower to take you back up again.

Hop around the tops of the columns and activate that fourth switch in this 
room. This will open the last switch at the far west end, but also summons a
pair of nightmare-cacodemons. It is best to jump down and go back to one of 
the alcoves to fight them, then go activate the final switch. The teleport 
takes you back up to the "Y" where you can jump back to the entrance and 
make your way to the exit which will now be open.


--Level 26: No Escape--


This level has no keys to find at all. It is basically nothing more than a 
series of battles, culminating in a showdown with our old friend the 
cyberdemon.

At the start position, the switch in front of you activates four lifts at 
the compass points of the map. Jump down any one of these to enter the fray. 
It doesn't seem to matter which way you go, so long as you hit the ground 
running

Below is a large pack of nightmare-imps waiting for you. There are also four 
mancubus around the perimeter. Two of these are on platforms that 
continually move up and down. If you run around in circles dodging 
fireballs, you can often get quite a few of the imps wiped out by the 
mancubus'. If you run low on health, stepping on any one of the four lifts 
will take you back up to the safety of the start room, and the abundant 
health packs there.

Beware when the last mancubus falls, as another team will arrive as 
reinforcements. Much the same as the first group, the second wave will have 
a pack of imps and only two mancubus', but they will be loose on the main 
floor this time. As an added measure, a few lost-souls will also be tossed 
into the mix. Once this battle is over, you can relax and explore the area 
more.

The lift at 1 takes you up to a teleport which will put you behind the 
mega armor at 2. Picking it up will bring in a squad of zombies below 
you however.

The lift at 3 goes up to a switch that opens area 4, where there is a 
pain-elemental and a secret area with a plasma rifle and cells. There is 
also a soul-sphere here, but picking that up will call in a few mancubus' 
to the upper platform to hinder your exit.

To the north is a lava pool with a cavern and a teleport inside. There is 
a protection artifact nearby, but you can make it to the cave without 
taking any damage if you run. The teleport at 5 takes you to 6 on the map. 
Stepping back into the teleport at 6 will take you to the ledge outside (10).

Make your way up the stairs to the balcony at point 7. From there, jump 
across to the platform at 8 and activate the switch there. This opens the 
wall to another switch at 9, but don't activate this one yet. The security 
armor in the middle of the slime pool here is the trigger for a trap. 
Picking it up will open hidden chambers full of lost-souls and a few other 
items.

In the southeast corner of the map is a column room that contains another 
secret. One of the columns has switches around it. If you activate the side 
that doesn't have a switch on it, a column will lower to reveal a backpack.

The third and final secret is an alcove in the lava pool which holds a 
BFG9000. To open it, look carefully at the column to the left of the 
cyberdemon pen (11). About 3/4 of the way up is a face decoration that is 
out of alignment. Shoot this and the alcove will open.

When you are ready, go back and activate the switch at 9. This will let the 
cyberdemon out. If you want a challenge, then hop down and fight him in the 
main area. There is quite a bit of cover from his rapid-fire rockets. 
The easy way is just to stay there on the balcony at point 7. When he 
knows you are there he will not get far enough away to hit anything but 
the wall with his rockets. You can hit him with your own rockets as long 
as he isn't right next to the wall. Keep hitting him in the face every time 
he steps back and he will soon be converted to softer matter.

When he goes down, the exit switches will rise up around the central 
structure. Before you leave, be sure to check the cave he was in for a 
load of rockets and a mega-sphere.


--Level 27: Forbidden Deeper--


This is another of the new levels. (and a real nightmare - even on wussy 
skill level!)

Yellow key:
Start with this one since it is easiest. Head to door 1 on the left from 
the start position. Inside the long hallway are hellknights and demons. 
Clear them out and make your way to the large room at the end.

Behind the structure in the middle are arachnotrons at positions 2. 
After you start fighting them, mancubus' teleport in behind you.

The key is in the middle of the structure (3). As soon as you grab it, 
the room floods with lava and barons of hell teleport in. You can get out 
of the lava by going to the end of one of the halls, but you can't get out 
of the structure until the barons are dead.

This area also has the mega armor once you have the blue key (4).

Red key:
Arachnotrons and hellknights guard the hallway behind door 5, and you can 
get them fighting each other. Pain elementals and lost-souls will attack 
from the open area to the right (6).

There are rockets and energy cells up the stairs, behind the enclosure 
containing the key. The switch (7) opens the bars to allow access to the key.

Collecting the key summons a swarm of demons that will come from down 
the hall. The enclosure provides a good place to stand with the chainsaw and 
cut them down as they try to get to you. After that, a large pack of
hellknights will appear, along with cacodemons to attack you on the way back 
to the start area. Wait for them in a safe place because they are almost 
impossible to see at a distance against the red sky.

With the red key, you can open the first set of bars toward the exit. Take 
out as many of the hellknights as you can with the shotgun.

Blue Key:
The hallway behind door 8 has several mancubus' guarding it. After they have
been destroyed, RUN down the hallway as fast as possible. There are dart 
traps (9) firing all the way to the room at the end. 

There is an arachnotron perched opposite the entrance at 10. The key is on a 
pedestal, but you can't reach it yet. Feel free to explore the layout of 
this area. Nothing will happen until you pick up the soul-sphere the 
arachnotron was guarding (11), then all hell breaks loose. 

A few seconds after you grab the sphere, wave after wave of mancubus' 
and demons will begin teleporting in to all areas of the room. 
I don't know how many come before they stop, but once they are all dead, 
some stairs will rise and you can get the blue key. The BFG9000 is the only 
weapon for this part. (unless you have a powered up alien laser.)

Get off the pedestal as soon as you grab the key. More arachnotrons teleport 
in to surround you. After that, hellknights spawn in the towers around the 
area, and demons on the ground. The rocket launcher works pretty well 
for this.

Once they are all dead, the four columns around the central pedestal will 
begin launching fireballs for a short time. Just keep running in circles 
and you can avoid most of them. The bars blocking the exit will finally 
retract, and you are free to leave at last.

(If you have the jump ability, stay away from the soul-sphere and jump up 
to get the blue key. You can at least avoid the mancubus assault this way. 
Chances are that you will not leave this map with more than 100 health 
anyway, so why bother?)

The Exit:
The "L" shaped hallway through the three key-colored gates is guarded by a 
few hellknights. There is a single switch in the room at the end. It looks 
like the exit, but it is another trap. Make sure your health is at 100, but
don't bother to pick up the mega armor yet. Activating the switch will 
summon a swarm of Nightmare Cacodemons from all sides. Bars will appear at 
12 to block you from getting very far back down the hallway. Again, the 
BFG9000 works best here. When all the cacodemons are grounded, the switch 
will turn into a real exit.

Or, you can just skip the keys, because the gates are spaced too far apart
to keep you from going through them.
So you can just skip right to fighting the Nightmare Cacodemons.
If they make a new version of Absolution, they will probably fix this.


--Level 28: Shadows Watching--


This is a great new level all around. It is full of surprise encounters with 
monsters at close range, so be sure to save often.

It starts off simple enough. Picking up the shotgun in the start room will 
summon some zombies to surround you. This is just a taste of things to come. 
Through the door is a ledge overlooking a large open area. There are some 
zombies below, a baron of hell on a platform to the left, and some imps 
firing at you from a balcony.

In the two chambers (1) are demons and switches. Activating these will 
lower a platform with a chaingun (2) and lower the posts allowing you access 
to room 4. There is also armor at 3 if you need it.

Yellow key:
Room 4 has zombies roaming about. The upper level has imps firing from cages.
Activating the switch will summon a pack of cacodemons. The door just to the 
right of the entrance leads to a chamber with imps and lost-souls. You can 
take them out now, or wait a few minutes and get them safely when they are 
trapped behind bars.

Up the stairs are several imps. There are 2 health packs to the right, but 
picking them up will open the door 5 and put you face to face with an 
arachnotron. The first secret area is here also. A hidden door in 
the arachnotrons room opens to reveal a backpack.(*)

To the left is the balcony which ends in a cave area with imps below. Down 
through the cave is another balcony overlooking the second large open area. 
Take out the enemies on the distant alcoves and proceed around the corner. 
Facing the blue bars, go through the door towards room 6.

There is a switch in room 6 that opens the hallways leading from the room 
below. One goes to another yellow door, the other to the room with the 
yellow key on a pedestal. Take out the lost-soul in the cave to the right, 
and the nightmare-demons in the yellow key room.

To access the plasma rifle, activate the bookcase at location 6a on the map. 
A switch behind it will open another bookcase at b. This switch will open 
another at c with a final switch that will momentarily lower the alcove with 
the plasma rifle in it.

Location 7 is a switch that will lower the pedestal with the yellow key. 
On the way back out, you activate a trap that drops you into a hole in the 
floor, and summon another arachnotron. When the floor rises, quickly move 
into one of the rooms as a dart trap begins firing. With the yellow key,
head back to the other hallway and the yellow door

Blue Key:
Behind the door is a narrow corridor occupied by demons and Hellknights. 
The other yellow door leads back to room 4. The central platform is 
surrounded by lava. Approaching the door at the end will raise bars and 
trap you in another close encounter with some hellknights. There is a 
rising part of the platform at the gap you had to jump over if you fall 
in the lava.

Through the door is another peaceful looking room (10) with a soul-sphere in 
it. Picking this up will cause a column to crash down in the center, and 
several barons of hell to teleport in. Arachnotrons and demons will 
arrive when the barons are finished. After the battle, another door out of 
area 9 will open.

This new passage will take you back around to the cages overlooking room 4. 
There is a hidden teleport at 11 that will take you to room 12.

Several hellknights are waiting to attack you when you arrive. Using the 
super-shotgun, they can be taken out by blasting them and backing into the 
teleport before their fireballs can reach you. It may be sort of a cheap way
to do it, but it works to avoid damage. When the room is clear you can 
collect the blue key from an alcove.

Red key:
Now you have two choices for using the blue key. Across the first open area
is a set of bars at 14 that leads to the second open area 17. Or, you can go 
back through room 4 and around the second balcony to go through the blue
bars there at 13.

Through 13 is a dark hallway full of imps. As you come around to a ledge 
overlooking 17, you can see the red key at the top of a column, but you 
can't get to it. A hidden panel opens at 15 and nightmare-demons come after
you.

The hallway beyond 15 leads to room 16. There is a switch on the wall. All 
of these teleports lead to the ledge at 18. From the main area 17 are stairs 
up to the opposite side of room 16. Entering this way will cause a central 
platform to rise, and summon several hellknights and a baron of hell. The 
platform allows access to the red key door, and a switch in the opposite 
alcove. The switch will lower the column holding the red key.

Back in the main area 17, you can now get the red key. Picking it up will 
summon a pack of arachnotrons. This area is full of small obstacles that 
makes strafing them difficult. Grab the invulnerability artifact before 
grabbing the key and you should have plenty of time to dispose of them 
safely before it wears off.

Behind the red door are nightmare-demons and zombies, then you are free to 
exit the level.


--Level 29: The Lair--


This level starts out the same as the Nintendo version, but a whole new area 
has been added to it. 

There are imps and lost-souls as you open the doors from the start room. 
Collecting the blue key (1) will summon a pack of those irritating spectral 
cacodemons. Just past the blue door is a hidden panel (2) that will form 
stairs down. Switch 3 opens the doors to area 6 and allows hellknights, 
demons and specters to enter. Switch 4 raises a teleport (5) and a 
group of nightmare imps appears surrounding you. The teleport takes you up 
to the platform with the soul-sphere on it.

In the next room is a column with a special key on top. Around the upper 
part of the area are arachnotrons, nightmare-demons, and imps. Activating 
the switch at 6 will raise the stairs to access this upper area.

When you step into area 7, you will hear a noise. A small timed switch 
appears high up on the wall at 8. Shoot this switch and turn immediately 
to the left 90 degrees. Another switch appears at 9. Shooting this one will 
cause the column to lower for a time, allowing you to jump down and collect 
the special key. The normal wall switch in 9 opens the hallway 10. A 
hellknight guards this area. The normal wall switch in 7 makes a rocket 
launcher appear on the short pedestal on the upper level. Picking it up 
will summon more nightmare imps and arachnotrons.

Red key:
Down the spiral stairway is a cavern area full of nightmare-demons and 
lost-souls. Further down into the caverns is a red key to collect. (12). 
The wall switch at 11 opens a room with a teleport at 13. This is the new 
part of the level. The teleport takes you to 14, where you face a hellknight 
in a tight circular corridor. You will then come to a room where you can see 
a yellow key. There are two red key doors at the top of the stairs to either 
side. Barons of hell are waiting behind both. 

Yellow key:
Now for the fun part. As you start down the main passage from 15, you will 
attract the attention of another baron. Resist the natural reaction to back 
away. Instead, head into the first chamber to the left. The baron will 
teleport back and forth between points 15 and 16, always ending up behind 
you to attack if you stay in the main corridor. As you turn to back away 
again, he will teleport again and attack from behind. Avoid this frustration 
and just wait in the side chamber. Rocket him until he teleports away, then 
wait for him to appear again. Repeat this process for the other barons 
further down the passage. Finally the pedestal will lower and you can 
collect the yellow key. I have yet to find any yellow door or switch 
anywhere in the level, but the exit switch does not appear until you collect 
it.

(Again the jump ability comes in handy, as you don't have to fight the 
barons for the yellow key.) 


--Level 30: The Absolution--


This is it at last, the final level of Doom64 and the showdown with the 
terrible motherdemon herself. This fight can actually be a real breeze, 
or it can be virtually impossible to win. The room you start in has every 
weapon in the game and lots of ammo for them. The only things that are not 
here are the special keys. How many of the three special keys you have 
collected will now determine how easy this final battle will be to win, 
or if it is even possible to win.

Grab all you need from the start room picking up the invulnerability last. 
This room will be locked up once you enter the main arena. Monsters begin 
teleporting to the three square platform areas soon after you enter. Each 
of the special keys works on one of the colored panels behind the teleport 
platforms. These each open a door in the outside wall with a switch inside. 
Activating these switches causes the teleport areas to rise up into a large 
column, thus closing the teleport.

Strategy for this battle is simple. Grab the invulnerability sphere and 
head into the main room. Close all the teleports that you have keys for 
and blast away at spawning monsters with the rocket launcher before your 
invulnerability wears off. Concentrate on the pain elementals. They usually 
arrive among the first.

When almost all the enemies are dead, the central platform will drop and the 
motherdemon will appear. Circle strafe with the alien laser until it is 
finished. The central platform has mega armor and a soul-sphere if you 
need them. Killing the motherdemon completes the game.


--Level 31: In the Void--


The first room you arrive at here is home to a small group of specters that 
will start after you. To the north is a ledge where a baron of hell stands 
offensively. The lower open area to the west is patrolled by several 
mancubus' that will start heading your way as soon as they hear your 
gunfire.

The most dangerous immediate threat is a pain-elemental to the south. 
Chaingun him through the grated window and try to take him out before he 
spawns a mess of lost-souls to deal with.

Next, move around toward area 1 and take out the mancubus'. In this area 
you can see the yellow key on a pedestal, and there are a lot of items you 
will need here.

Red key:
The door to the south from the start area leads to a narrow walkway (2) 
with large open areas to the sides. There is another pack of specters to 
eliminate, as well as another pain-elemental and a couple of 
nightmare-cacodemons who will float in to see what's happening. Also beware 
of the baron's of hell on the walkway beyond the red keyed door. They are 
too far away to effectively be hit, but occasionally one of their fireballs 
can come dangerously close.

An interesting thing about this level are the teleports that exist on the 
ends of each of these walkways. Where they lead to is indicated by light 
blue lines on the map. Not only can these allow you to instantly transport 
away from dangerous situations, they can also be used as weapons. The 
enemies cannot go through these teleports, but if they happen to be standing 
in one when you arrive they will be immediately annihilated. If you head to 
the end of walkway 2 and look up to the left, you will see another pack of 
specters waiting for you where you are about to teleport to. If you time it 
right, by moving back and forth between the two teleports, you can actually 
eliminate all of these without using any weapon at all.

The walkway at 3 is where the yellow key is used. This is also where you 
will attract the attention of another pain-elemental. The teleport at the 
east end will take you inside the enclosed structure at 4.

These four chambers are guarded by several Hellknights and a baron of hell. 
The red key is here, but picking it up will summon another Hellknight to 
try and stop you from leaving. When you have the key, go back through the 
teleport towards the red keyed door.

The walkway will now have another group of specters on duty. As you head 
towards the west end, look down towards the walkway where you will be 
teleporting to and notice that a baron of hell is now waiting there for you. 
If you can get him to step into the teleport there, you can "telefrag" 
him the same way as you did the specters before. 

Blue Key:
Through the red keyed door are several more barons to take down, and another 
teleport at the east end of the walkway. Step slowly through this teleport 
and you will find yourself standing directly behind a baron. At the other 
end of area 6 is another baron and two mancubus'. Move out to the side 
without getting too close to the baron and the mancubus' will see you and 
start firing. If you step back behind the baron, the fireballs will hit 
him instead and he will start away down the hall to fight with them. You 
can usually get both barons and mancubus fighting this way, leaving only 
one weak baron to dispose of. With that done, collect the blue key at the 
far end of the area.

Two more barons will appear back near the teleport, but they are easy 
targets at this distance. The plank walkway at the south end of area 6 
is inaccessible unless you can jump. In the Nintendo version, this was 
where the special key would eventually end up, but in this game it is 
un-used. (and there is nothing in there.) 

Yellow key:
Now you need to find your way back to the blue keyed switch in room 5. 
The start area you must pass through is now being occupied by several 
nightmare-cacodemons. Start pelting them with rockets as soon as you see 
them, then switch to a different weapon as they close in on you.

The blue keyed switch in room 5 forms a stairway back in the start area so 
you can get up to the yellow key. Wait for the platform to rise, then run 
across to claim the key.

There is a secret exit to level 35, "Hardcore," in this level, and also that 
second special key. To find this exit, lower the posts with the yellow key 
and proceed as if you were going to exit the level normally. As you approach 
the end of the walkway, a timed switch will be revealed on the column to the 
right of where the yellow posts were. (7) Shoot this switch and it will open 
the exit in the room where the red key was.

To collect the special key, do everything above to reveal the secret exit. 
Walk up to the exit but do not activate it. You will hear a clanking sound. 
Go back to room 5 where the special key was and the pedestal has now lowered 
so you can get it. If you have the jump ability enabled it can be reached 
anyway.


--Level 32: Cat and Mouse--


This level is probably the toughest battle you will face in the game. You 
start out face to face with the dreaded cyberdemon. Immediately head down 
the hallway to the right, around the corner and into a small room to the 
left. If you made it without getting hit, this is an excellent place to save 
your game. It is also a fairly safe place to retreat to during the battle to 
come. This room contains a rocket launcher and several boxes of rockets. 
Grab them all, then switch to the shotgun.

The cyberdemon is constantly on the move throughout this level and there 
are several teleport points where he vanishes and reappears. These are not 
random, but programmed according to where you are on the map. There are also 
eight cages at locations all through the level. These have irritating imps 
in them and should be taken care of first before engaging the cyberdemon. 
If you run through and keep moving you can eliminate all the imps without
the cyberdemon tagging you with a rocket or two. There are more boxes of
rockets around the central room, and also down a hallway to the southwest. 
You will likely need all you can get to bring down the cyberdemon. Make 
quick trips out to gather rockets and kill all the imps, then return to the 
safe room to catch your breath.

The battle with the cyberdemon is difficult but not impossible. The sound is 
extremely agitating, but necessary to hear where he is. The best strategy to 
fight him is to know his weakness. His rocket launcher is on his left arm, 
so he is at a disadvantage around left hand corners. If you catch him coming 
around one of these corners and you are close to the wall, he will turn and 
start firing but his rockets will hit the wall on his left rather than 
coming down the hall to hit you. Because he is not very smart, he will stand
there firing and missing while you pelt him with rockets of your own. It 
will take 30 or 40 rockets to turn the cyberdemon into goo. How many depends 
on how clean you hit him. If you run out of rockets before he falls, give up 
and start over!

There are a few extra rockets and some health potions in the hidden area 
behind false walls near the exit. It is best to leave these alone, and the 
berserk pack in the central room, until the cyberdemon is dead and you are 
preparing to exit the level. The hidden hallway is a favorite patrol route 
for the cyberdemon anyway, and you will likely end up blasted to bits before 
you even see him if you go in there.

It is very important to conserve your health as much as possible even if you 
must restart. It is unlikely you will survive the next level without well 
over 100% health when you exit this one. The exit opens only after the 
cyberdemon dies, and takes you to level 38, "Hectic"


--Level 33: Playground--


This level is just one huge fight from beginning to end. A map is mostly 
useless since it is just a square room with columns that provide very 
limited cover, but I made one anyway.

As soon as you arrive, a team of eight arachnotrons has you surrounded and 
begins firing at you from the tops of high columns. There is no cover at all 
until you create some. Find a close column and take out the spider or three 
that can still hit you there, then you can step out and launch some rockets 
at the rest.

After that, the columns and outer walls of the area fall and you are 
surrounded by a group of mancubus'. The best hope is to keep moving in only 
one direction while firing rockets into the crowd. The only cover you have 
now is four tiny columns that appear near the center of the area.

The next, and fortunately last enemy to arrive is the dreaded cyberdemon 
again. This fight is actually much easier than the one in "Cat and Mouse", 
but it is still tough. There are plenty of rockets around this time, and you 
have a lot more room to dodge his incoming. Keep moving around him in a 
circle while keeping your crosshairs on him. Eventually he will fall and the 
level ends.


--Level 34: Crisis--


This is the first new secret level which is reached from an exit in level 
09, "Outpost Omega". The first of the three special keys is here also.

Blue Key:
As soon as you arrive, you will be greeted by zombies and imps. Go through 
the door marked 1 first. There are more zombies in this hallway and a 
hellknight guarding a chaingun.

A panel near the chaingun pedestal opens a corridor across the hall and 
summons more zombies. The switch at 2 opens up dual stairways patrolled by 
more zombies. The room (3) at the top of the stairs has imps and hellknights 
in it. The hellknights will teleport behind you as soon as you enter.

The blue key is in this room, and also the alien laser weapon. To get into 
the chamber and claim it, you must first activate the wall panel (5) nearby. 
Grabbing the blue key will summon arachnotrons at close range and also 
lost-souls from passages (4) below. One of these has a secret area 
containing a chainsaw.

Yellow key:
From the blue key room, proceed to room 6 which has mega armor in the 
middle. Past some stairs is room 7, where a hellknight and some zombies 
wait. Area 9 is full of nightmare -imps and specters. Collecting the berserk 
pack at the end opens a chamber with lost-souls inside. Room 8 is full of 
imps and an arachnotron. The first special key is in this room also. The 
best way to deal with the inhabitants is to head toward room 10 and pick 
them off from behind a window you will pass.

Room 10 appears empty until you get to the door to 11. The room will then 
open up and two barons of hell will appear. When they are dead, you can 
continue. This room (11) has several zombies in it. There is a switch that 
opens a teleport in the fenced off area of the room. Another teleport has 
appeared (20) between rooms 10 and 7. This teleport will take you to the 
blue door hallway, (21) which will be full of imps and zombies. 
(It is probably best to clear this hallway before going through the door at 
1.)

Through the blue door is a crowded room (12) full of zombies and imps that 
will be firing from adjacent rooms. The single hallway out of this room 
leads back to room 11, and the teleporter that was inaccessible. This 
teleporter will take you to room 13. The switch here raises stairs in the 
room below. There is also a secret chamber with a plasma rifle in it. To 
open it, fire at the panel high up on the wall at 14 in the room below.

Now, make your way back to area 14, through the door in room 6. A hellknight 
will attack when you enter. On his platform is a switch that needs the blue 
key to activate. This summons a group of nightmare-imps to the area in the
opposite corner. There is a new switch there also that will raise platforms 
in this room and summon another hellknight and some imps. One of these 
platforms holds the yellow key.

Red key:
The yellow door at 15 leads to the area behind the windows you could see 
from 12. The second yellow door opens a room where you can see the red key 
behind a pool of lava. The switch at 16 reveals another switch behind the 
red key, and also opens an area with demons behind you. Shoot this 
second timed switch and a platform will raise allowing you access to the 
red key.

Stepping onto the pedestal where the red key was will open another wall 
switch at 17 that is visible through the window. Shooting this timed switch 
opens a chamber at 18 and releases a group of zombies. Repeat this process 
after the zombies are dead, then quickly run for the secret timed switch at 
the end of the room. This switch can only be activated once and is necessary
to access the special key.

As you leave, be prepared when you reach the top of the lift back into the 
main start area. Several cacodemons and a pain-elemental will be waiting 
there to ambush. Behind the red door at 19 is a nightmare-demon. A hellknight
guards the exit.

The Special key:
After clearing out the level, go back through the teleport at 20 to 21. 
Turn to the left before opening the door and open the hidden panel there. 
Activate the switch and move quickly out of the teleport and into another 
that appears to the left in the blue hallway. This will take you to a hidden 
area between 19 and 23. Activate the wall switch in front of the teleport 
here, then the other switch at 22. This will start the conveyor belt and 
eventually the first special key will appear at 23.


--Level 35: Hardcore--


This level is nothing but a place to test your combat skills. From the start 
position, a horde of mancubus' will start firing at you. As you unload 
rockets at them, some will teleport to your right to flank your position. 
It is best to go side to side, firing at them down both of the east-west 
halls.

All is quiet when they are finished. Now you have time to check the layout 
of the level. Nothing will happen until you jump down and collect the 
mega-sphere from the ledge, along with some other goodies if you need them. 
Grabbing the mega-sphere will summon a huge group of arachnotrons. 
The best strategy here is to use the big shotgun and fight from just below 
where the mega-sphere was, around the corner to the southwest where there is 
a pile of shells. Keep popping around the corners and tagging them from both 
sides, being careful they don't sneak up on you.

When all the spiders are squashed, a cyberdemon will be released just north 
of the start position. Try to get him down in front of the raised area where 
the shotgun and shells were. If he falls for it, he won't be able to do 
anything more than stand there firing at the wall, while you simply keep 
hitting him in the face with rockets until he is only a memory.

The worst part about this level (in my opinion,) is that there is no exit. 
Once the cyberdemon dies the level just ends and you can't even go around 
and gather whatever weapons or armor might have been left over. You just 
find yourself almost dead usually, and suddenly starting level 16. 


--Level 38: Hectic--


This level was intended to be the most difficult in the original Nintendo 
game. (and it was.) Being able to complete it in Doom64TC is almost 
entirely dependent upon your status exiting Cat and Mouse.

If you managed to get past the cyberdemon with a good portion of health 
left, you should have no trouble conquering Hectic. You have the decided 
advantage of possessing the rocket launcher, which was impossible in the 
Nintendo version.

Red key:
The best strategy I have found to get through Hectic is to go after the 
red key first. This is the most dangerous to obtain, but it can be cheated. 
Open the door and the key is right there in front of you. 
If you are careful, you can step forward just enough to grab the key, 
but not far enough to fall into the room. Now, instead of being trapped 
in a small room with 3 arachnotrons attacking, and a ceiling that falls 
slowly to crush you at the same time as you are fighting, you can simply
step back away from the doorway and snipe at the arachnotrons safely. They 
are hard to see in the dark room, but they light up just as they are about 
to fire, and you can see them when they cross one of the lighted spots on 
the floor. If you really want to avoid the fight, then you already have the 
red key and don't need to go down in the room anyway. Still, it is nice to 
wipe them out and collect the rockets and launcher down there. Move quickly 
and get to one of the lighted spots to avoid the crusher, if you can't make 
it to the teleports.

This is fixed in the new version of the game though, so you have to fight
the arachnotrons down there. A good strategy is walking in, and the moment 
the arachnotrons appear, strafe to the right, fire three rockets at the left
most arachnotron. Circle strafe around the other two firing three rockets 
into each of them. If you're lucky, you'll get into one of the small holes
that are available to stand in when the ceiling falls. If not, hopefully
the ceiling will only fall on you once, and you will kill both arachnotrons
without getting hit by them.

Yellow key:
Now for the yellow key. This is basically just a matter of how much health 
you have left since there are no powerups available. The armor sets and 
soul-sphere are certain death traps, just like the Nintendo version, 
so don't try to get any of them. The yellow key room is a matrix of moving 
platforms with darts firing from the walls. It is virtually impossible 
(though it has been done)to avoid damage here, so you can only hope you have 
enough health to take it. I could not notice any pattern to the rising and 
falling platforms, but perhaps there is one. Just get in and get the key and 
get back out.

Blue Key:
The blue key is the second most dangerous. Head out onto the pillar tops and
collect the berserk pack, then stop and switch to the rocket launcher. 
Move quickly into the alcove to collect the blue key, then get back out 
before the ceiling crushes you. Hellknights will then appear to the sides. 
Dispose of them and the room opens.

If you have enough health, and want to exit with the most health possible,
I suggest running through the acid around the berserk. Make sure you are on
the Rocket Launcher. Grab the blue key, and step on the first pillar.
Then once the ceiling has fallen low enough, you can actually stand and move
around a little on the little crack that is left once the ceiling has 
completely fallen. From there, kill all four Hellknights. Then you can grab 
the berserk and have 100% health. I did this and only had 9% health left
before getting the berserk. So this is potentially dangerous.

Both exits will take you back to level 01, Staging Area, to play through 
again (with your current health and armor status.) Getting the keys and 
lowering the three sets of bars will give you the ability to jump, and have
respawn items for the rest of the game.


--
5. Jumping
--


This game was not designed with jumping in mind, and you can mess yourself up
if you aren't careful. Even though it has been converted for use with the 
JDoom engine, the maps are still not true 3d. Be especially careful in areas 
that have paths above and below that cross, or you may find yourself trapped.
There are very few places where the jump ability is useful, other than 
cheating. You can jump high enough to get on top of most pedestals that 
normally need to be lowered if you get a run at it. Sometimes it will let 
you and sometimes not. Using jump in places that were meant to be RUN across 
will often either cause you to land way too far beyond where you wanted to 
be, or you hit your head on the ceiling and fall into what it was you were 
trying to jump over.

In the older JDoom version of Doom64TC, there were very few places where the 
jump ability was useful, other than cheating. In this newest Absolution, 
there are now several places where it seems impossible to proceed WITHOUT 
the ability to jump.


--
6. Secret secrets
--


Certain levels are impossible to get 100% secrets. They are,

Level 14 - Dark Citadel 50% 
The BFG9000 and mega-sphere down the hidden corridors count as one secret. 
The hidden ammo cache is a secret area, but a bug prevents it from being 
listed as a secret.

Level 26 - No Escape 33% 
The plasma rifle chamber in the pain elemental room is one secret area. 
There is a chamber down in the lava pit that is opened by shooting a switch 
on a column near the cyberdemon’s cage. The hidden backpack in the room of 
columns is a secret but is not counted because of the same bug as in level 14

Level 28 - Shadows Watching 0% 
This level has two secrets.

Level 29 - The Lair 0% 
This level score will show 0% secrets because of a bug.

Level 31 - In the Void 0% 
This level score will also show 0% secrets because of a bug.

Any level with no secrets will also show 0%
What a pain huh? I was told that it may be an error in the Doomsday engine 
that causes secrets to read 0% when there are no secrets in the level.

Super Secret Areas:
I was also informed that there are several (probably 5) super secret rooms 
hidden among the levels. These are "Doom Depot Shrines" containing a hidden 
message and photos of some of the team members. They are said to be VERY 
difficult to find...which means virtually impossible, knowing how good these 
guys are at hiding secrets! But it would be way cool to find these.

The Special keys:
Just like the Nintendo version, there are three of these keys available in
Doom64TC. The first two are in secret levels. The special keys have two
functions: First, they make the alien laser more powerful with each key you
collect. Many people feel that this weapon is weak and useless, but with
just one of the special keys to power it up, it can take out a baron in a
matter of seconds, with far less energy cells used than the BFG9000. Second,
each of the special keys is able to lock down one of the three teleports in
the final battle on level 30, "The Absolution". This makes defeating the
motherdemon much easier, since you can limit the swarming hordes of monsters
that are summoned to guard her.

The first key can be found in level 34, "Crisis", 
(via a hidden exit in level 09.)

The second key is found in level 31, "In the Void",
(via a hidden exit in level 15.)

The third and final key is found in level 29, "The Lair".


--
7. Cheats
--


There are two ways to cheat. One is the old school way, by typing during
gameplay. The other method is by using the console.

To activate cheats without the console, during gameplay type any of the
following combinations for the desired affect.

IDDT (while looking at automap) - 1st time: Show entire map 
2nd time: Show enemies

IDFA - All Weapons/Ammo 

IDKFA - All keys and weapons 

IDBEHOLDA - Computer Area Map 

IDBEHOLDS - Berserk pack  

IDCHOPPERS - Get a chainsaw
 
IDDQD - God Mode
 
IDBEHOLDL - Light Amplification Goggles 

IDSPISPOPD - No clipping 

IDMUS## - Plays music from Episode #, Mission # 

IDBEHOLDR - Radiation Suit 

IDBEHOLDI - Temp. Invisibility 

IDBEHOLDV - Temp. Invulnerability 

IDCLEV## - Warp to Level ##. Except for maps 38 and 39  

With these cheat be warry that if you have P as the pause key then 
certain cheats will leave the game paused. 
So make sure you unpause it by pressing an extra P at the end.

To use the console at any time during the game, press the tilde "~" key
(by default). This will bring a box down into the game screen. 
Remember to pause the game first, as it does not pause automatically when
the console is activated. Once this is done, simply type the command in 
(without quotation marks) and press enter. Press tilde again to close the
console.

"give a" - full ammo

"give b" - berserk pack (also used to restore health to 100%)

"give g" - light amplification goggles

"give i" - invulnerability

"give k" - all colored keys or skulls

"give m" - computer area map

"give r" - full armor

"give s" - radiation shielding suit

"give v" - partial invisibility

"give w" - all weapons

"warp ##" - warp to level ##. Start on any level except 38 and 39

"setmap 1 ##" - sets the map to level ##. Start on any level

"god" - turns god mode on and off. Unlimited invulnerability without the
white glow

"kill" - kills all enemies

Many of these power-ups are of limited duration, just as they would be if
you had picked them up while playing the game normally. Things such as ammo
and armor will also be used up normally. Items such as keys and the map will
last until the end of the current level. Giving yourself all weapons will 
last as long as you stay alive. (you can't lose them once you have them all.)

Be aware that these cheat codes may or may not work in all maps and skill 
levels!

You can do many many things with the console. To find out what commands are
available, type a letter, such as "A" and press the "Tab" key.
The console will then display all commands that begin with that letter.


--
8. Trouble Shooting/Q&A
--


This section exists with the intent of helping those that can't get the
game to work properly.

Make sure you have the latest version of the game, please.

Also make sure you have downloaded all service packs for your current
operating system.

There are many different read me's that come with the game.
One of those has many Q's and A's about the game problems. Please read
that before emailing me a problem.

Q. The game crashes when I try to run it.

A. Your Doom 64 sound wad is possibly incomplete, and causing the
game to crash.

Q. I want to run the game in Open GL.

A. The game has errors and bugs in Open GL, but if you still wish to
run it in Open GL then run opengl.bat in the /bin directory. 
I haven't encoutered any errors or bugs in OpenGL yet. I heard it
has something to do with glowing. The game runs smoother in OpenGL
so go for it.

Q. I'm getting memory errors when I try to run this.

A. Try running maxzone192.bat

Q. What is respawn items and why does it say cheat next to it?

A. It's a cheat that is unlocked when you beat Level 38.
It can be adjusted using the slider below respawn items, called respawn
time. 

Q. What is Level 39, and how do I get there?

A. You can get to Level 39 by using the console and using the "Setmap"
command. You can also access Level 38 with this command as well.
Level 39 is not accessable through any other means.
It doesn't work quite right, and...aww I'll let it be a surprise.
To get there, type "Setmap 1 39" in the console.
In the older versions of Doom 64 TC they used this map for a demo that
played, but due to errors it was taken out.
The map for Level 39 is available with the rest of the maps.
This map is fun with no clip and god mode on.

Q. How do I enable no clipping?

A. You can use the old no clipping code from the shareware version
of Doom 1: IDSPISPOPD	


--
9. Special Thanks
--


Thanks to everyone at the Doom Depot for making Doom 64 TC.
http://doomdepot.doom2.net/

Tons of thanks to kingveli@atlas.cz for making the original version of the 
guide. More thanks to him for giving me permission to work with it and post
it at www.gamefaqs.com

Many special thanks to kaiser@newdoom.com for making this FAQ complete. 

Thanks to kingveli@atlas.cz for finding many of the secrets.

Thanks to Trepie for explaining respawning items which I hadn't looked
into. As well as for the information on Level 39 and how to get there.

Thanks to chingin_khan@hotmail.com for telling me that most of the 
Doom 1 & 2 cheats still worked. Also thanks for the noclip code.

Thanks to www.gamefaqs.com for hosting the guide.

Thanks to Cjayc for hosting www.gamefaqs.com


--
10. Copyright
--


This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advanced written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.