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. 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