The Ultimate ____ ____ ____ __ ___ / __ \ / __ \ / __ \ / |/ / / / / // / / // / / // /|_/ / / /_/ // /_/ // /_/ // / / / /_____/ \____/ \____//_/ /_/ ers Guide FAQ Version 0.5 (PC) By Aardvark (Kazooie074@aol.com) 6/22/00 ******************* * VERSION HISTORY * ******************* 0.5 -6/24/00 -finished Doom Episode 1 walkthrough -added the first two Doom II levels to the walkthrough -made some well-needed changes 0.2 *not released* -6/4/00 -First one -Added Intro, some Stories, Items, Enemies, Weapons, and some Doom walkthrough. ************ * CONTENTS * ************ 1. Introduction 2. Stories 3. Items 4. Enemies 5. Weapons 6. Doom 7. Doom II: Hell on Earth 8. Final Doom 9. Next time... 10. Credits/Closing ******************* * 1. INTRODUCTION * ******************* In terms of shoot-em-ups, Doom is the ultimate classic. It has evolved into other, more advanced, better-looking games, such as Quake and Duke Nukem 3D, but among many gamers, Doom is still the best. With it's pointless, endless, twisting mazes and corridors, and big, small, and just gross monsters, it has filled our minds with a gaming experience we'll never forget. So, let's take a step into the world of Doom. In this FAQ, I hope to cover at least the original 3 episodes and that extra forth episode of the original Doom. If I don't get too tired, I might dive into Doom II: Hell on Earth as well. And, if all else fails, I'll cover Final Doom as well, which has 2 new episodes, each with 32 levels. I'll hopefully provide the story for each game, as well as a step-by-step walkthrough for each and every level (If I don't get too tired) for each game that I cover. Wow, eh? Now, please! Don't expect the walkthroughs to tell you everything you need to know to get every single item in the level. A lot of this is written from memory, so please, be patient. But each walkthrough WILL tell you how to reach the end of a level. Thankyou! ************** * 2. STORIES * ************** Here, I hopefully will tell the stories for all three Doom games. I'm copying this straight from the manuals, so expect nothing different. (At least these are the original stories, eh?) ---------------- ---FINAL DOOM--- ---------------- ***TNT: Evilution*** Though all the top management of the UAC were dead, and so were most of their personnel down to the janitors, the corporation survived, now under strict government supervision. The UAC still sought the secret to matter apportation, and continued its experiments under vastly increased safety measures. The UAC's base was set up on one of the moons of Jupiter, hoping that the increased distance would enhance Earth's safety if something went wrong. Marines were stationed at the base, ready for anything. The Invasion Soon after the UAC opened its first Gate, the minions of Hell made their first attack. Suddenly, through the Gate flowed spiked, fanged, dripping techno-terrors. Meat machines flailed their armored limbs and slavered with bloodlust, seeking soft bleeding manflesh to rend. But in their seeking, they found only death. The United States Space Marine Corps was prepared for such an event, and they poured molten death into the hordes of Hell. More demons massed, hoping to overwhelm the defenders by their endless numbers. But mass alone was no match for the marines. Set up in defensive positions around the gate, the marines were able to slaughter the monsters by the hundreds, taking few losses. As suddenly as it had begun, the invasion ended. The last flaming skull screamed through, was hit by twenty simultaneous shotgun blasts, and the chamber was silent once more, except for the dripping of blood. Hell had failed. The research went on, more boldly, and less cautiously. All the marines received the Silver Star from a grateful government, and the UAC made an enormous contribution to the Veteran's Fund. The defensive positions were strengthened, and the marines watched closely for another attempt, all their attention drawn inward towards the Gates. They were looking in the wrong direction. The Rain of Monsters Hell knew more than one trick. Months after the Gate incident, the yearly supply ship came ahead of time. On radar, the ship looked far larger than usual. And it was coming from the wrong direction. Strange, but not inexplicable. The lax radar operators reported the ship's approach, and personnel went out to the landing field to meet it. But it never landed. Instead, it hovered over the base, miles in the air. The men and women looked up at it, and saw that something was terribly wrong. The ship could not have come from Earth. It was huge, kilometers long, and was built of bone, steel, flesh, corruption, and death. It was a bio-mechano-magical construct from the depths of Hell and It had come through space for its vengeance. Enormous doors, large as football fields, irised open and hideous demons poured out, plunging to the ground and blanketing the entire base with their throbbing, pulsing bodies. They were everywhere at once. The marines' defenses, set up to prevent an attack from the direction of the Gate, were worthless. The monsters poured through the sewers, the air vents, the hallways, everywhere, rampaging, corrupting, and feasting. Once more, the surviving humans were left as zombified brain-dead monstrosities. existing only to kill and kill and kill. It's Up To You Only one man escaped death or zombification. The marine commander. You. You weren't at the base when the skies opened and devastation poured from the stars. You were miles away, enjoying a walk across the moon's rough-hewn landscape. Then you heard a snortling gurgle behind you, whirled, to face one of Them. The beings that still haunted your nightmares. Your reflexes weren't dulled by your experiences, and you pulled out your pistol and blew the imp to gory shreds. Hot-footing it back to the base, you saw it all and realized what had happened in a flash. The demon ship still floated above the infested base. Your boys -- the men you'd trained to fight and kill and die as no fighting man had ever been trained before -- were dead. You were not there when it happened, to die with them. Unlike the ancient Samurai, who chose to die with their men, you cocked your pistol. You were going to kill for your men. And if you died trying, well, you were going to die anyway, some day. Death at the fangs of demons might be the very worst way to die, but if they did manage to get you, Hell would know it had been in a fight. ***The Plutonia Experiment*** After Hell's catastrophic invasion of Earth, the United States took steps to prevent such an invasion from recurring. The old UAC corporation was refounded, under completely new management (since the old trustees and stockholders were all dead, this wasn't much of a problem), and sent to research tools and technologies to prevent such an incursion from happening ever again. Though the invasion had been stopped, and the remaining demons were gradually being exterminated by mopping-up squads, it was clear that the powers of Hell remained strong. While the Spider Mastermind and Baphomet seemed to no longer threaten, who knew what else lay Outside? Waiting. Watching. Preparing. The new UAC began working on quantum Accelerator devices, intended to close interdimensional gates at a distance and so prevent future incursions forever. The project began innocently enough. Naturally the scientists, in order to learn how to close Gates, had to relearn Gate technology first. This ability was rapidly regained. Perhaps too rapidly. The Terror Soon, beings from Outside had their dire attention drawn to the new experiments, and then, one day, a Gate opened in the heart of the research complex. Unnatural horrors from the pit poured in, ravening for destruction. But the UAC scientists had learned their trade. The Quantum Accelerator Device performed perfectly in its maiden test -- the invasion Gate was closed instantly and permanently when the Accelerator flicked on. A cyberdemon, halfway through, was snipped in two when the Gate closed. Earth would now be safe from literal invasion by Hell. At least, once the technology could be set up around the globe. The next day, a ring of seven Gates opened, throughout the base, and a monstrous legion rampaged through. The Quantum Accelerator began putting out the Gates at once, and within an hour, six were closed. But the hellish army was now too strong, too numerous. The marines fought like mad dogs, but were finally pulled down by the enemies' claws. The scientists, marines, and bureaucrats were all slain or transformed into undead mankillers. The Task The Quantum Accelerator and its prototypes are deep inside the ravaged complex. A demon Gatekeeper guards them and mans the last Gate of Hell. The government, frantic that the Quantum Accelerator will be destroyed or used in some alien fashion upon us, has ordered all marines to the site at once, regardless of their location. You were on leave at the beach, only a few minutes from the complex, when you got the word. You suited up, grabbed a pistol, and raced your pickup truck to the complex. When you arrived, flashes of light, howls, and chanting could be heard from the interior. Corpses were scattered everywhere. Obviously the Gatekeeper was doing something inside -- something that would soon reach some kind of awful climax. You know that within an hour or two, an entire division of marines will arrive to assault the base with full artillery and air support. You also know that they will be too late. Far too late. The airplanes will be plucked from the sky by floating terrors, the cannons melted by diabolic rockets and fireballs, the soldiers blasted to shreds as they charge into the armored shell of the UAC buildings. In an hour or two, the monstrosities inside will have finished their awful task, and will be prepared, once more, to take on the world. It's up to you. You have to enter the complex and stop the Gatekeeper. Alone. ************ * 3. ITEMS * ************ There are dozens of items and powerups in the Doom games. Here, you'll read about each one. Radiation Suits provide protection against radioactivity, heat and other low-intensity forms of energy. Basically, these suits enable you to wade through the radioactive ooze without taking damage. While a suit holds out, your screen will have a greenish tint. Duration: Time Based Berserk Packs heal you, plus act as a super-adrenaline rush, enormously boosting your muscle power. Since you're already a pretty meaty guy, this enhanced strength lets you tear ordinary dolts limb from limb, and you can even splatter those demons without too much trouble. However, you've got to use your Fist attack to get the benefit of the Berserk attack bonus. When you become Berserk, your screen will briefly turn red. Duration: One Level Backpacks increase the amount of ammo you can carry. In addition, whenever you find a backpack, you receive extra ammunition. Duration: Until You Die Computer Maps are a handy find, updating your Automap with a complete map to the entire area, including all secret or hidden areas. Areas you haven't been to are mapped in grey. Duration: One Level Light Amplification Visors allow you to see clearly even in pitch dark. Duration: Time Based Health Potions provide a small boost to your health even past your normal 100%! Spiritual Armor provides a little extra protection above and beyond your normal armor. Soul Spheres are rarely encountered objects that provide a large boost to your health. A close encounter with one of these and you'll feel healthier than ever! Mega Spheres combine the power of combat armor with the benefits of a Soul Sphere. Blur Artifacts are strange orbs that make it difficult for others to spot you. The enemy can still see you, but most of their attacks will be less than accurate. Duration: Time Based Invulnerability Artifacts render you immune to all damage. Pretty cool, until the effect wears off. When you're invulnerable your screen will be whiteyour punishment for being tough. Duration: Time Based ************** * 4. ENEMIES * ************** Enemies are what you'll see most in the many Doom levels. Some can be taken down in one shot, while others require many, many, many shots before they give up the fight. And, one can even revive dead monsters. Here, read about the many enemies: Former Human: Just a few days ago, you were probably swapping war stories with one of these guys. Now it's time to swap some lead upside their head. Former Human Sergeant: Same as the Former Humans, but much meaner, and tougher. These walking shotguns provide you with a few extra holes if you're not careful! Former Commando: Geeze, weren't shotgun zombies bad enough? At least when you fade these jerks you get a cool chaingun. Imp: You thought an imp was a cute little dude in a red suit with a pitchfork. Where did these brown bastards come from? They heave balls o' fire down your throat and take several bullets to die. It's time to find a weapon better than that pistol if you're going to face more than one of these S.O.B.s. Demon: Sorta like a shaved gorilla, except with horns, a big head, lots of teeth, and harder to kill. Don't get too close or they'll rip your fraggin' head off. Spectre: Great. Just what you needed. An invisible (nearly) monster. Lost Soul: Dumb. Tough. Flies. On fire. 'Nuff said. Cacodemon: They float in the air, belch ball-lightning, and boast one Hell of a big mouth. You're toast if you get too close to these monstrosities. Hell Knight: Tough as a dump truck and nearly as big, these goliaths are the worst things on two legs since Tyrannosaurus Rex. Baron of Hell: The Hell Knight was bad news, but this is Big Daddy. These bruisers are a lot like Hell Knights, but look a little different and are twice as tough to kill. Arachnotron: Maybe cybernetics wasn't such a great idea after all. Look what the demons have done with it. It seems unfair somehow you're not the only guy in Hell with a plasma gun. Pain Elemental: What a name. And what a guy. Killing him is almost as bad as letting him live. Revenant: Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do. Mancubus: The only good thing about fatso is that he's a nice wide target. Good thing, because it takes a lot of hits to puncture him. He pumps out fireballs like there was no tomorrow. Arch-Vile: One of the worst of a bad lot. You can't think of enough rotten things to say about him. He's fast, hard to kill, casts spells, and resurrects dead monsters! At least these suckers are rare. The Spider Mastermind: You guess the Arachnotrons had to come from somewhere. Hi, Mom. She doesn't have a plasma gun, so thank heaven for small favors. Instead, she has a super-chaingun. Crap. The Cyberdemon: A missile-launching skyscraper with goat legs. 'Nuff said. ************** * 5. WEAPONS * ************** What better way to take down all those rediculously-rotten monsters than with your own personal arsenal of terror? Fist Your iron-clad knuckles are a little better than nothing. Chainsaw Note: When you walk across the chainsaw it replaces your fist as the current weapon. Pistol The Pistol is the only weapon you start out with. But you'll use anything in a pinch, no matter how pathetic it may feel. Shotgun Shotguns can deliver a heavy punch at close range and a generous pelting from a distance. Combat Shotgun Combat Shotguns are double-barrelled, sawed-off killing sticks. These gats are the ultimate in pellet warfare. Beware, two barrels not only deliver more fire power, but take more time to reload. Chaingun Chainguns direct heavy firepower into your opponent, making him do the chaingun cha-cha. Rocket Launcher Rocket Launchers deliver an explosive rocket that can turn several baddies inside-out. Plasma Rifle Plasma Rifles shoot multiple rounds of plasma energyfrying some demon butt! BFG 9000 BFG 9000s are the prize of the military's arsenal. Great for clearing the room of those unwelcome guests. Shoot it and see for yourself. *********** * 6. DOOM * *********** The original Doom had three episodes, and an official fourth one was released later on. It was considered the granddaddy of shoot-em-ups (even over Wolfenstein 3D). So step back in time to enter the realm of Doom. EPISODE 1: KNEE-DEEP IN THE DEAD Level 1: Hanger You start out the game in a room. Start off by heading left, then up the stairs. If on a higher difficulty level, kill the guys and pick up any items. At the top, get the armor. Head back down the stairs. Go left down the hall, and open up the door. Kill the two guys there, get ammo, get other items in the room, then head down the next hall. In this room, kill the guys, then, if there's a little opening on the left-end, head in. If not, then head through the door ahead. This is the "exit" room. Kill the Imp and other guys, then return to the bigger room. If that opening is there now, then head back up the stairs, toward the beginning, then run into that opening and onto the ledge that dropped. When it rises, get the bonuses in the winding hallway. When you've had your fill, return to the "exit" room, and enter the exit door. Hit the switch after getting the items, if you need them. Level 2: Nuclear Plant You start off looking at some zombiemen. Kill them off. If youre in need of some armor, run straight ahead and grab the green armor there. Watch out for monsters. Now, kill off any remaining enemies in this area, then search 'round for a door requiring no key. Enter it, then rush up the stairs, killing along the way. At the top, collect the red key. If you want, go back down, but this time, the other way. You'll end up back in the start room. You'll have an urge to enter the red door now, so go right ahead. Inside, kill the Imps (if you're lucky enough to find any) and other baddies. You'll probably want to rush right to the end rather then waste time finding some powerups you probably wont even need, so go up the staircase you find. Run along the winded twisted path (or just run right over the toxic waste, either way you'll be fine.) At the end of this hall, you'll travel down the lift and into a darkened room with some baddies. Your instinct tells ya to take 'em out, do so. Hit the wall switch, then enter the newly-opened hallway. Run to the end and open the door. Take out the guys in here. There will possibly be an Imp in the pit, so try to kill it before venturing down there and hitting the exit switch. Level 3: Toxin Refinery The secret level is found by hitting the secret exit switch, which happens to be located in this level. Although I don't remember how to arrive there, I will point you towards the main exit. At the start, you're in a room. Open the door and kill the Hell-spawn found here. Run around collecting ammo dropped from them, then head left. Open the door here, and kill more guys. Continue up the stairs, picking off any more guys, and open the next door there. Inside here, kill off the Imps and such, then at the end of this hall, go right and into a large open room, with a "O" in the middle. Jump in the pit made by the O and hit the switch. There, more maneuvering space. Make sure you kill all the guys in here, and watch out for the "sniper" Imps on the right wall. After you've had your fair share of Demons and Imps, continue into the darkened room around the bend. Grabbing the Blue Key will make the lights darken and a wall will lower releasing Imps into the room. Get a good sense of the room before you grab the blue key. After taking out the guys in here, you may return to the starting room of this level. When you return to the blue door and open it, you'll be greeted by some slime and some monsters. Be careful, as there is a looped hallway, which can hide some monsters. Once you find the darkened room at the end of these, you'll see some light. Walk into it to raise the stairs. Kill the Imps, open the exit door, and wave goodbye to this horrid level. Level 4: Command Control Would you like a backpack? You are welcome to take the one in the secret room just to the left of your starting position. After you grab it, open the door into the outside room. Kill the guys in here, and watch for the snipers in the windows to the right. When you're ready, go down the leftmost hallway. In this room here, shoot a barrel to make the others explode, and take out the remaining baddies that weren't caught in the blast. Hop in the slime pit, and quickly go left. In this room, you must hit the switch and get on the lift before it rises too high. If you can accomplish that, you'll be awarded with a Supercharge, which will raise your health by 100%. If you don't make it, don't worry; just return down the slime hallway and get on the lift in the room at the end. At any occasion, you'll want to go up the stairs that leaded out from that barrel room. If you had to retreat back up the lift, you'll see the stairs right in front of you. You may hop down to them. At the top, you'll see a round room with 4 entrances. Go ahead and enter, and kill off the friends you'll meet in here. Since you cant seem to open the doors, your only move is to grab the blue key. Ta-da! Leave the round room. Out in the bigger room, you'll want to take the door to the left of your entrance into this large room. At the T junction, take a left, and open the blue door. There's a maze in here, so just be careful of the Imps and such. A demon is also on the loose, so watch it. At the end, you'll find the yellow key, and up those stairs right by it, the yellow door. Hit the switch, then open up the door. Inside the dark room, you'll see a platform on the left. Killing the remaining guys in this level, make your way around to the right, then up the stairs. Ahead of you is our exit door, and inside there, the exit. Why not leave this level? Level 5: Phobos Lab At The start of this level, run across the acid there. Take a right and kill the baddies in here. Continue straight to the balcony, and watch the platform rise. Return, and go up the stairs on the right. Kill more guys, go right across the platform you saw rise. The yellow key is at the end of this hallway. Return to the room with the stairs, and go right through the door. Outside here, kill some more guys and then go into the yellow door. There's a loop type thingie, you'll see what I mean. Kill all the guys you see, and then return to the yellow door. Go through it, and up the stairs in front of you. Kill the demon, then continue up some more stairs. Kill all the other monsters you see here. In the dark room up here, you'll see a switch if you look at the right. Hit it, it's really a door that leads to a hallway. At the end, you'll receive the blue key. Hit the switch there, and make a U-turn, and head down the stairs. Blue door ahead, what should you do? In here is a dark maze. It's not that hard, but be careful of baddies hidden in the dark. Either run straight through to the back of the room, or carefully go along, killing everything you see. When you resch the exit door, open it up. Whoa! Kill that Demon, then exit. Level 6: Central Processing If you want some powerups, go ahead and grab them, cuz there's some at the start. Go forward and then right, into the barrel-filled room. Blow them up, then run to the red key. After collecting it, more monsters are released into this room. Kill the rest, get their ammo, and leave the room. Follow the path straight across to the red doors. Either one will do. Enter, turn the bend, and kill the shotgun zombies. You'll see the blue key. Grab it, then run forward. See that lift falling in the hallway? Run onto it and get the supercharge. From here, go back into the acid room and go right. Up the stairs, there's some more collectibles and a switch. Hit it. Back in the starting room... ...you'll want to run forward and open the door. Kill these guys in here, then make a right, kill some more guys, then open the blue door. The maze in this area isn't that hard. From the start, go forward, then left. Hit the switch you'll come to, as well as all the baddies you see. Continue out, then left, left again, and to the yellow key. Make a 180 degree turn, then go left, and finally left once more to exit this maze. At the top of the lift in the darker room, you'll see a yellow door. Open it up and then go down the stairs. Kill the guys here, then go up the other stairs. Hit the switch, then go back downstairs. Go right into the hole in the wall. In here, kill the guys, then go down either staircase. Kill the monsters in this room down below, then hit the switch. Make sure you take out the remaining guys, then go right and into the newly-opened area. You see the exit door, don't you? Enter it and exit. Level 7: Computer Station Open the door in front of you. You'll see an invisible Demon (irony at play). Kill him before he becomes to much of a problem. Making sure to be careful of monsters about, follow the left wall to the lift. Up it is an Imp or two, not to mention the yellow key. You may go in either yellow door. Make sure you end up going down the hallway (after taking out some unwanted Imps). Pass the blue door, go up the stairs, and then right. Kill some, then go down the right hallway. Open the door, and run down either path. Up the lift is our red key. Grab it, then return to the main starting room. Finding the red doorway, you'll want to enter it. No problem, since you recently picked up the red key. Inside, you'll see the blue key on the rail. Grab it, then return to the blue door inside the yellow door area. After opening our blue door, go up the stairs and go straight. Follow the hallway, kill some baddies, hit the switch, return to the door you recently saw. Wow, it's opened now. Why not enter it? If you do, you'll go down a relatively short hallway until reaching an exit door. Opening it will reveal the exit switch. Hit it, please :) Level 8: Phobos Anomaly This is it; the last level of Episode 1. You should see a red switch in-front of you; hit it. The wall lowers to reveal some demons inside some barrels. Shoot the barrels to kill all the Demons. If one or two get loose, keep your cool and take 'em out. Run across the room and onto the lift. Collect the Computer Area Map and return down. Go down the stairs. Why not power up for the short-but-easy battle ahead? On the wall to your right, you'll notice some green texture. Hitting it will open it revealing the episode's final supercharge. Nab it, then open the door. If on higher diffuculty levels, you'll notice some enemies in here. If not, you may simply run down this hallway and hit the switch to lower the lift. When it rises, you'll see two cubicles. Moving towards them will open them up revealing some Barons of Hell. Use some strafing (ALT + left/right) to move out of the way of that green crap they throw at you. Rockets work wonders here, but they can be taken down with any type of gun (although its not as easy). When they're dead, you'll see the walls of this star lower. After running straight ahead, you'll come to a grey cubicle. Hit the switch, then go up those stairs. Step into the teleporter, then wonder what the Hell is happening as your screen flashes red. What really happened was you beat the episode. Yes, you died, but you took out the demons in the process. Congratulations! **EPISODE 2 WILL BE STARTED SOON** ***************************** * 7. DOOM II: HELL ON EARTH * ***************************** Doom II brought about changes in the world of Doom. Most of all, no episodes were found. Second a new weapon was introduced: the combat shotgun. And, new, harder enemies were born, like the ever popular Arch- Vile. So, enjoy! Level 1: Entryway Start off Doom II on the right foot. Do so by heading left at the start, then picking up the chainsaw. Now you can mow down them baddies at the start and conserve some ammo. Grab their ammo, then enter the hallway. Run straight across the hall and grab the 12 health potions. Exit this small cranny and return to the door you passed on the left, now on the right. After entering it, you'll see four platforms. Shoot the guys on them, then you'll see two switches. If you want some armor, hit the one that is closest to the door. This wall will open up, revealing the armor. Grab it, then hit the other switch. The four platforms lower for your convenience. After grabbing the ammo found there, return to the hallway. Don't be surprised if you see some baddies in here, they might have strayed from the other hall. Anyway, head down the hall you haven't yet and kill the monsters. Inside this new room, you''l see a switch on the left. Hit it, then run onto the lowered platform. When it rises, hit the second switch to open the door there, and finally hit the final switch. Make an about-face, then run off the platforms, making sure you run over the black box on the ground. Now head back to the room with the health potions. Rocket Launchers, anyone? Return to our big room, and kill the Imp in the enclosure to the left. Then look right: you'll see an opening in the wall. Run outside to kill the Imps, and grab the shotgun. Rush back inside and open the exit door. Kill the final Imp and then exit. Level 2: Underhalls Level 2 is pretty easy, too. At the start, kill off the first three guards you see. Rush across and open the door there. Inside, make sure that guys coming from the left and right don't get you. After making sure it's okay, run to the left and hit the switch there. Run back out to the starting room. The door on your right is now open, why not rush in? Inside, some shotgun guys will greet you with their superior firepower. After taking them out, go to the door on the left. Inside, kill the baddies, and collect the double-barrelled shotgun (YAAAAAAYYYYY!!!) Returning to the hallway, you'll eventually reach an open room. Following the path to the left (and taking out the monsters you find), you'll see an opening in the brown building. Run across the pit, then take out the guys and collect the red key. Some walls will open up, revealing some nasties along with them. You can choose to take 'em out from your perch, or jump down and do it. At any rate, you'll want to make your way back to the starting room, watching for some newly released baddies along the way. In the room with the red bars, "open" them up and kill the shotgun guy. Hit the switch, then return to the starting room one last time. Now, the barricade on the left. Enter it. At the end of here, you'll see two holes. After carefully removing the barrels from this room (by shooting them, of course!), jump in the left-most one. After landing, run left and kill the Imps, as well as picking up that required blue key. Flip around and run to the end of this room. Open up the door you see here and say hello to some more hell-spawn. You're almost there. Take out this room, then open up the door at the right at the end. Bound up the stairs, then open the last door, which happens to be the blue door. Wipe out the last enemies in here, and flip that exit switch to leave this level. Level 3: The Gantlet This will be done soon! ***************** * 8. FINAL DOOM * ***************** Final Doom was basically two more episodes for Doom II. Each one has features like new music and textures, plus some of the most ingenios level designs to grace the game thus far. This is my favorite game so far, featuring two, 32 level episodes: TNT: Evilution, and The Plutonia Experiment. TNT is definitely easier, but that doesn't mean it's a cakewalk. These walkthroughs will be started soon! ******************* * 9. NEXT TIME... * ******************* In the next version, I will add more walkthroughs. Don't expect anything special, just some walkthroughs. *********************** * 10. CREDITS/CLOSING * *********************** I'd like to thank the following: -Me, for writing this junk -You, for reading it -ID Games, for the games -GameFAQs, for the best gaming info source ever to reside on the 'net This FAQ copyright 2000 Aardvark (Dan Weingardt). If you wish to use this FAQ/Walkthrough on your site, please ask me. If you are allowed to do so, you must still keep this original file intact and do NOT tamper with it in any way, shape, or form. Thankyou. In closing, I'd just like to remind you that playing these games does not necessarially resemble a bad person. It just helps bring out the anger in all of us. Thanks, and remember, buckle up!
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