================================= 
=SECTION TWO= CHEATS AND SPOILERS 
================================= 
 
------------------------------------- 
CHAPTER [9]: How can I cheat in DOOM? 
------------------------------------- 
 
*9-1*: What are the DOOM cheat codes? 
===================================== 
        Here is a list of the cheat codes from DOOM.  During play, just type 
the codes in with the keyboard.  You need not hit ENTER after the code. 
After entering, a message should be displayed at the top of the screen 
telling which cheat mode was activated. 
 
  idbehold        Displays menu (followed by S, V, I, R, A, or L for choice) 
                        S=Strength (Berserk) 
                        V=Invulnerability 
                        I=Partial invisibility 
                        A=Full Automap (computer map) 
                        R=Anti-radiation suit 
                        L=Light amplification visors 
  idchoppers      Gives you the chain saw (long story behind the message) 
  idclev          Warp (followed by episode number and level number) 
# idclip          No clipping (you can walk through walls) 
  iddqd           Degreelessness mode (God mode) 
  iddt            Toggles Automap between normal, full, and full with objects 
                  (enter when in Automap mode) 
+ idfa            Gives full ammo, 200% armor, and all weapons but no keys 
  idkfa           Very Happy Ammo (full ammo, 200% armor, all weapons & keys) 
# idmus           Changes the music to a certain mission (followed by  
                  episode and level number) 
  idmypos         Displays your bearing and coordinates in hex 
@ idspispopd      No clipping (you can walk through walls) 
 
#: Found only in DOOM II 
@: Only found in in DOOM I 
+: Only found in DOOM v1.4bt and up 
 
*9-2*: What command line parameters exist? 
========================================== 
        To use most of these parameters, start DOOM by typing: 
"doom -devparm <parameter> <more parameters>".  If the "-devparm" parameter 
is not needed, the parameter will be marked with a plus (+).  Most of these 
parameters can be mixed and matched to create different effects.  For 
instance, typing "doom -devparm -wart 1 8 -record demo01 -respawn" would 
record a demo on episode one, level eight, with monster respawn.  Lastly, 
typing F1 during development mode will allow a 256 color screen capture in 
PCX format. 
 
@<filename>                    Used to read in a command line parm file 
-altdeath                      Activates DeathMatch v2.0 (v1.4 and above) 
-avg                           Ends the game after 20 minutes 
-cdrom                         Uses C:\DOOMDATA directory for data 
-comdev                        Internal development, texture mapping 
-config <file name>          + Reads an alternate configuration file 
-control                       Unknown 
-deathmatch                  + Starts NetDoom in Deathmatch mode 
-debugfile <parameter>         Dumps debugging info to debug<parm>.txt 
-devparm                       Puts you in developers mode 
-episode <episode>           + Starts on episode (1-3) 
-GUS                           Uses the original GUS instrument mapping 
-GUS1                          Uses the new GUS instrument mapping (default) 
-fast                      +++ Nightmare mode without respawn 
-file <name w/ .WAD>         + Allows usage of an external PWAD file 
-left                       ++ Sets up a network terminal for the "left view" 
-loadgame <game number>      + Starts from a saved game (0-5) 
-maxdemo                     + Specifies the maximum size of a LMP recording 
-nodes <players>               + Starts NetDoom with 1-4 players 
-noblit                        Internal bugging switch, useless 
-nodraw                        Internal bugging switch, useless 
-nojoy                         Does not use the joystick 
-nomonsters                  + Starts the game without monsters 
-nomouse                       Does not use the mouse 
-nomusic                       Does not play background music 
-nosfx                         No sound effects 
-nosound                       No sound at all 
-opl3                          Enables the stereo music through OPL-3 on PAS16 
-phase                         Enables phase shifting on PAS16 
-playdemo <name w/o .LMP>   #+ Plays back a recorded demo 
-record <name w/o .LMP>      + Makes a demo recording until you finish or die 
-recordfrom <0-5> <demo name>+ Records a demo from a saved game 
-regdev                        Internal development, texture mapping 
-respawn                     + Causes enemies to respawn in non-Nightmare 
-right                      ++ Sets up a network terminal for "right view" 
-shdev                         Internal development, texture mapping 
-skill <skill level>         + Starts on skill level (1-5) 
-statcopy                      Unknown 
-timedemo <name w/o .LMP>    # Calculates the number of times the screen is 
                               redrawn when playing a demo 
-turbo <speed 1-255>           Increases the speed of the marine 
-warp <episode> <level>        Warps to episode (1-3) level (1-9) 
-wart <episode> <level>        Loads a PWAD named ExMy.wad 
 
+: Does not require the "-DEVPARM" parameter. 
 
++: If you have a network, try setting up a network game with three players. 
    The three terminals should have the parameters: 
                "doom -devparm -nodes 3 -left" 
                "doom -devparm -nodes 3" 
                "doom -devparm -nodes 3 -right" 
    Then, set up the left and right terminal monitors next to the middle 
    monitor, in a virtual-reality type configuration.  When you turn your 
    head, you see the screen turned 90 degrees!  This ONLY works with 
    versions 1.0, 1.1, 1.4, 1.5, and 1.6 of DOOM. 
 
+++: Must be used in conjunction with the "-WARP" parameter 
 
#: For the "-playdemo" and "-timedemo" options, if you give an LMP file name 
   of "demo#" (i.e. "demo3"), then that internal demo will be played if the 
   external LMP file is not found.  For example, to play the internal 1.6 
   shareware demo #2 (multiplayer demo), type "doom -playdemo demo2". 
   Additionally, when using "-timedemo," the game will give you two  
   numbers after you quit to DOS, GAMETICS and REALTICS.  To determine 
   the DOOM frame rate use the formula (GAMETICS/REALTICS) * 35. 
 
Note: DO NOT name your LMP demos ExMx.LMP, or they will *NOT* work. 
 
        If anyone has any idea what the "unknown" or question marked 
parameters do, send me some E-mail! 
 
[9-2-1]: What do the dots that appear in development mode mean? 
--------------------------------------------------------------- 
        Direct from id, the final formula for calculating the frame 
rate that the dots represent has been determined.  The formula to convert 
dots to frames per second is: 
 
                                 70 
                        -------------------- 
                        <NUMBER OF DOTS> + 1 
 
-------------------------------------------- 
CHAPTER [10]: Can someone tell me how to...? 
-------------------------------------------- 
 
        This chapter is full of spoilers for people who are "stuck" in the 
game.  Enjoy! 
 
[10-1]: Where are the DOOM secret levels? 
========================================= 
 
[10-1-1]: Knee-Deep in the Dead 
------------------------------- 
        You must be on level three to access the secret level in DOOM. 
First, there is a room with an elevator with armor on it in the northwest 
corner of the map.  Press the red button in this room. This opens a corridor 
in the room where you can see a glowing sphere.  The room it leads to has 
some lighted alcoves.  Walk up the stairs.  You should be able to hear a 
mechanical sound.  This is the sound of two alcoves being lowered.  The map 
looks similar to this drawing.  (I love the beauty of ASCII art) 
 
                        Alcove 1 /\ /\ 
                                 \/    \ 
                                /   /\   \ 
                              /     /  \   \ 
                            /   /\/      \   \ 
                            \   \        /   / 
                            /\   \    /    / 
                            \/ \   \/      \ 
                        Alcove 2 \     /\    \ 
                                   \/     \    \ 
                                            \    \ 
                                              \ x 
                                             ENTRANCE 
 
        Walking into this room normally, the alcoves rise before you can see 
them.  But, if you run up the stairs to one of the alcoves fast enough, 
you can get in it and rise to a secret door.  Alcove 2 leads to the 
blue glowing sphere.  Alcove 1 leads to an island surrounded by ooze. 
You can get a rocket launcher here.  In alcove 1, follow the ooze down 
the tunnel.  The tunnel leads to a switch that raises the bridge over the 
opening ooze pit.  A secret door is also near the switch, but the bridge 
leads to the secret exit.  REMEMBER TO >BOOK< TO THE ALCOVE! :) 
 
[10-1-2]: The Shores of Hell 
---------------------------- 
        When you get to Command Center, walk out the elevator door, and 
turn right.  Walk up the stairs in the far right corner.  At their top of 
the stairs, enter the door to the right.  Walk to the end of the hallway. 
Open the door, and look to the right.  Open that door and turn the switch 
immediately on the right in that room.  That switch raises stairs in the hall 
you just left.  Walk up those stairs, get through the red curtain, and get on 
the transporter.  Kill the lost souls in the room you are transported to 
and open the hidden door there (a lion head marks it).  Again use the 
transporter, and you will find yourself walking towards a marked EXIT-door. 
Enter and turn the switch! 
 
(10-1-3): Inferno 
----------------- 
        The process of getting to the Inferno secret level is probably one of 
the most creative things in DOOM, and the most difficult to figure out.  The 
way to get there is from level 6, "Mt. Erebus".  You must get inside a blue 
box with no ceiling which is in a large triangular depressed area with 
"water" at its bottom.  Inside it is a skull switch ending the level. Getting 
inside the box counts as one of the secret passage units for the level.  Next 
to the box is a large red building which one can get on top of.  To get on 
top of it, you must use the secret teleporter in the building with the 
berserk pack and stairs in it, with the four Imp cages by the entrance.  For 
specifics, the teleporter leading to the ledge above the blue box is located 
at <0x27ed486,0x2315201>.  Upon entering the building, you will see a secret 
opening to the teleporter on the left.  The teleporter takes you to a ledge 
on the top of the red building.  If you go to the right along the ledge you 
will be looking down at the blue box.  Unfortunately, the distance is too far 
to jump.  The key is to shoot a rocket at the ledge wall, the explosion of 
which will throw you into the box!  The area on the ledge where you want to 
fire the rocket at the wall is located at <0x375bead,0xa900072>.  There is a 
rocket launcher on the level, on a platform out in the open with a chaingun 
and a bunch of monsters.  Finally the exit inside the blue box itself is 
located at <0x37f436d,0xc1ffa3c>.  You will take a lot of damage in the 
process, even with lots of armor and health, however, there are a few 
invulnerability artifacts on the level which will protect you.  One is next 
to the wall where the launcher and chaingun are, and the other is inside a 
central shack that opens when you enter a nearby enclosure to pick up the 
green armor. 
 
(10-2): Where are the secrets in DOOM? 
====================================== 
 
*10-2-1*: DOOM I Secrets 
------------------------ 
 
        A HUGE thanks to Paul Falstad for making this section possible. 
 
*10-2-1-1*: Secret Master List 
------------------------------ 
 
SECRET        IDMYPOS         DECIMAL 
  SECTOR    COORDINATES     COORDINATES           SECRET DESCRIPTION 
======== ================   ============   ================================ 
E1M1: 
 1  68 < b700000,f1000000> ( 2928, -3840) (oddly color wall after zigzag) 
 2  69 < ccd0000,f0f00000> ( 3277, -3856) (shotgun behind tower in zigzag rm) 
 3  70 < dda0000,f0e00000> ( 3546, -3872) (elevator behind tower in zigzag rm) 
 
E1M2: 
 1  21 < 5ec0000, 3c80000> ( 1516,   968) (door to outside in NE) 
 2 106 < 2200000,fc800000> (  544,  -896) (door to E rm w/backpack in maze) 
 3 116 < 1380000, 1200000> (  312,   288) (door on SE side of small structure 
                                           at beginning) 
 4 140 <f9b80000, 5b80000> (-1608,  1464) (door before lift to ridge w/imp) 
 5 188 <f7270000,fe8d0000> (-2265,  -371) (path to chainsaw in W part of maze) 
 6 194 <f8500000, 1400000> (-1968,   320) (door to extra armor on way to 
                                           chainsaw rm) 
 
E1M3: 
 1  40 <fbc00000,fad80000> (-1088, -1320) (door N of level 9 switch) 
 2  51 <fa200000,f6b00000> (-1504, -2384) (corridor N of drawbridge to level 9) 
 3  73 <fd8c0000,f7a00000> ( -628, -2144) (door in E corner behind blue door) 
 4 134 <f3c40000,f8240000> (-3132, -2012) (door behind SE niche 
                                           in yellow key rm) 
 5 159 <f66d0000,fc140000> (-2451, -1004) (rm w/backpack past green tunnel) 
 6 167 <f5240000,fb240000> (-2780, -1244) (corridor behind N niche in 
                                           yellow key rm) 
 7 174 <f6c80000,fbe00000> (-2360, -1056) (secret door to chaingun) 
 
E1M4: 
 1  71 < 61d0000,   80000> ( 1565,     8) (rm E of green trench) 
 2  88 < 6000000, 1250000> ( 1536,   293) (supercharger) 
 3 118 < 7880000, 3d80000> ( 1928,   984) (backpack rm at start) 
 
E1M5: 
 1   7 <f8aa0000, 3390000> (-1878,   825) (hidden door W of 2-pillar chamber) 
 3   5 <f8a00000, 2f80000> (-1888,   760) (hidden door S of #1) 
 2   3 <f8a00000, 2c00000> (-1888,   704) (steps outside, S of #2) 
 4  49 <fc700000, 5000000> ( -912,  1280) (hidden door E of N elevator behind 
                                           yellow door) 
 5  58 <fdb00000, 7740000> ( -592,  1908) (shortcut to W side of darkroom) 
 6  69 < 1660000, 1480000> (  358,   328) (shotgun room E of 1st stairs) 
 7  95 < 46c0000,  ec0000> ( 1132,   236) (hidden door in toxic lake) 
 8  99 < 59c0000, 2f50000> ( 1436,   757) (path to computer map rm) 
 9 110 <ff040000, 5c00000> ( -252,  1472) (niche with light amp) 
 
E1M6: 
 1  65 < 2640000, 55b0000> (  612,  1371) (room S of door to outside) 
 2 169 <fce30000,f8d00000> ( -797, -1840) (supercharger in SW tunnel in 
                                           toxic lake behind red door) 
 3 181 <f8500000,f6c00000> (-1968, -2368) (exit from toxic lake behind 
                                           red door) 
 4 190 < 37d0000,fc760000> (  893,  -906) (rocket launcher + invisibility) 
 
E1M7: 
 1  71 <fdb80000,ffa00000> ( -584,   -96) (supercharger W of door) 
 2  94 < 2a00000,fa800000> (  672, -1408) (path outside to invisibility) 
 3 147 <ff1f0000,f72d0000> ( -225, -2259) (ledge in toxic lake S of big pillar) 
 4 153 <fe500000,fa100000> ( -432, -1520) (path behind door E of radiation 
                                           suit in lake N of big pillar) 
 
E1M8: 
 1  59 < 2040000, 1800000> (  516,   384) (rm E of corridor to 1st door) 
 
E1M9: 
 1  20 < 4200000, 4800000> ( 1056,  1152) (door to NE room) 
 2  65 < 5000000,fe000000> ( 1280,  -512) (chaingun in lake in SE) 
 
E2M1: 
 1   3 < 1ee0000,ffde0000> (  494,   -34) (rm with plasma gun) 
 2   5 < 4180000,  800000> ( 1048,   128) (red key) 
 3  52 <ff200000,  800000> ( -224,   128) (thin corridor with health bonuses) 
 4  91 < 1940000,fe480000> (  404,  -440) (computer map behind red door) 
 
E2M2: 
 1  26 < 4010000,fff40000> ( 1025,   -12) (chainsaw N of crushing ceilings) 
 2  45 < 4200000, 2100000> ( 1056,   528) (plasma rifle on pillar) 
 3  60 < 8160000, 3920000> ( 2070,   914) (corridor N of 3rd circle in SE) 
 4 109 < 9e00000, 5e00000> ( 2528,  1504) (supercharger NE of blue key) 
 5 128 <  480000, 7200000> (   72,  1824) (way to backpack, N of blue 
                                           light rooms) 
 6 137 < 33b0000, 7110000> (  827,  1809) (hidden room E of #5) 
 7 140 < 3dd0000, 55b0000> (  989,  1371) (computer map, S of #6) 
 8 146 < a700000, fda0000> ( 2672,  4058) (rocketbox behind E yellow door) 
 9 160 < a520000, f200000> ( 2642,  3872) (rocket launcher behind E 
                                           yellow door) 
10 164 < a5a0000, e700000> ( 2650,  3696) (ammo box behind E yellow door) 
11 176 < 4a00000, fc00000> ( 1184,  4032) (chaingun on pedestal in N) 
12 236 <ffdc0000, ac00000> (  -36,  2752) (shotgun ammo behind lowering box) 
 
E2M3: 
 1  37 < 1e00000,fff80000> (  480,    -8) (door in N of pentagram lake rm) 
 2  65 <fbc60000,  e40000> (-1082,   228) (plasma rifle in SW) 
 3  97 < 2780000,fea00000> (  632,  -352) (door in SE of pentagram lake rm) 
 4 103 < 3600000,  680000> (  864,   104) (way into imp cage w/backpack) 
 5 119 < 5780000, 3020000> ( 1400,   770) (rad suit S of toxic) 
 6 121 < 8550000, 3d50000> ( 2133,   981) (supercharger E of toxic) 
 
E2M4: 
 1  10 < 8000000,fd400000> ( 2048,  -704) (supercharger room N of big toxic O) 
 2  16 < a000000,ff6b0000> ( 2560,  -149) (niche just N of computer map) 
 3  19 < 5800000,ff130000> ( 1408,  -237) (plasma rifle E of northern O) 
 4  36 < 68e0000, 2280000> ( 1678,   552) (stimpacks in N part of lava room) 
 5  53 < a0b0000,  970000> ( 2571,   151) (room S of crushing ceiling, E 
                                           of lava room) 
 6 107 < 5700000,fe300000> ( 1392,  -464) (mega armor SW of lava room in NE) 
 7 120 < 3800000,fb300000> (  896, -1232) (room w/invisibility W of toxic O) 
 8 165 < 3600000,f5200000> (  864, -2784) (berserker S of zigzag in S) 
 9 182 < 7e80000,f5480000> ( 2024, -2744) (supercharger near exit) 
10 188 <fecf0000,f4f80000> ( -305, -2824) (hidden rm just S of starting point) 
 
E2M5: 
 1   8 <fbe00000,  a00000> (-1056,   160) (chainsaw in S middle) 
 2  11 <f9c80000,fe780000> (-1592,  -392) (anti-rad suit in circular stairway) 
 3 121 <fea00000, 9000000> ( -352,  2304) (rm near exit to level 9) 
 4 126 <fb840000, 8920000> (-1148,  2194) (secret imp rm E of starting point) 
 5 186 <f28d0000, 1f30000> (-3443,   499) (niche N of fake fire) 
 6 188 <f2250000, 4730000> (-3547,  1139) (rm with baron in cage) 
 7 219 <f83c0000, 87b0000> (-1988,  2171) (secret imp rm W of starting point) 
 8 229 <f2a40000, 8c00000> (-3420,  2240) (energy cell in NW niche in toxic 
                                           lake in NW) 
 9 234 <f3c30000, 4a00000> (-3133,  1184) (room W of #10) 
10 238 <f4e10000, 4a00000> (-2847,  1184) (lost soul rm thru teleporter in #5) 
 
E2M6: 
 1   0 <ff800000, c200000> ( -128,  3104) (invisibility, etc. by skull 
                                           pedestal in NW) 
 2  16 <fbc00000, 9400000> (-1088,  2368) (long N-S room in NW with 
                                           chaingun & lite amp) 
 3  48 < 6190000, c600000> ( 1561,  3168) (corridor leading N out of 
                                           fake exit) 
 
E2M7: 
 1  44 <  200000,ffa50000> (   32,   -91) (room w/rocket launcher & 
                                           teleporter in SW) 
 2  72 <ffe00000,fd140000> (  -32,  -748) (rm w/switch behind red door in SW) 
 3 250 < d0c0000, 3a40000> ( 3340,   932) (computer map rm in E middle) 
 4 284 <  900000, 5ce0000> (  144,  1486) (plasma rifle rm in NW) 
 5 294 < 5e00000, 7e00000> ( 1504,  2016) (supercharger just E of starting pt) 
 6 301 < 18d0000, 7750000> (  397,  1909) (chainsaw rm in NE) 
 
E2M8: [none] 
 
E2M9: [none] 
 
E3M1: 
 1  25 <fc5c0000, 7600000> ( -932,  1888) (rocket launcher rm) 
 
E3M2: 
 1  19 < 6e40000, 7d40000> ( 1764,  2004) (wall blocking way to chaingun in NE) 
 2  28 < 2720000, c080000> (  626,  3080) (hallway to rocket case at tip 
                                           of middle finger) 
 3  58 < 24a0000, 5280000> (  586,  1320) (plasma rifle near 2nd finger fm W) 
 
E3M3: 
 1  71 < 4600000,ffa00000> ( 1120,   -96) (rm E of northern niche in 
                                           E corridor with dark niches) 
 2 110 <fd900000, 1f00000> ( -624,   496) (rm just N of lava maze with BFG9K) 
 3 154 <fec00000, 3a00000> ( -320,   928) (computer map in SW corner of 
                                           N chamber near exit) 
 4 164 < 47a0000, 4510000> ( 1146,  1105) (rm with rocketlauncher N of #1) 
 5 184 < 1c80000, 1c00000> (  456,   448) (chaingun in SE niche of toxic lake) 
 6 187 <   00000, 3a00000> (    0,   928) (ammo in SE corner of N chamber 
                                           near exit) 
 
E3M4: 
 1  91 < 4fe0000, 2630000> ( 1278,   611) (rm in NE with SW window where you 
                                           can shoot demons) 
 2  98 <ffe00000,fd040000> (  -32,  -764) (BFG9000) 
 3 124 < 6c00000,fd9c0000> ( 1728,  -612) (radiation suit in NE) 
 4 177 <feb80000,fae00000> ( -328, -1312) (secret rm with rockets in W side of 
                                           rm S of BFG9000) 
 
E3M5: 
 1   1 <faa00000,fc400000> (-1376,  -960) (light amp rm) 
 2  97 < 30e0000,  730000> (  782,   115) (chainsaw E of center chamber) 
 3 106 <ff200000,ffb60000> ( -224,   -74) (S stony structure in center) 
 4 108 <  8a0000, 1200000> (  138,   288) (E stony structure in center) 
 5 128 <f7420000, 25d0000> (-2238,   605) (westernmost room with plasma rifle) 
 6 132 <fdb60000, 1200000> ( -586,   288) (W stony structure in center) 
 7 178 < 1e40000, 8e00000> (  484,  2272) (rocket launcher in most northern rm) 
 8 204 <ff200000, 28a0000> ( -224,   650) (N stony structure in center) 
 9 237 <fad80000, 5a00000> (-1320,  1440) (secret door to NW in W part of 
                                           N corridor; leads W to lava room) 
10 257 <fab40000, 6200000> (-1356,  1568) (radiation suit in NW chamber) 
 
E3M6: 
 1  77 < 3e40000, 39c0000> (  996,   924) (energy cell in NW-SE oriented 
                                           structure with cages at entrance) 
 2  88 < 3800000, bdc0000> (  896,  3036) (in front of door to level 9) 
 3  92 < 1800000, a400000> (  384,  2624) (chainsaw) 
 4 121 < 8030000, 19c0000> ( 2051,   412) (plasma rifle on NE end of 
                                           small building with 2 teleporters) 
 
E3M7: 
 1  80 < 7800000, 5350000> ( 1920,  1333) (BFG9000, in NE) 
 2  84 <fb600000,fe680000> (-1184,  -408) (supercharger in pentagram) 
 3  98 <fd2c0000,fc940000> ( -724,  -876) (secret rm SE of pentagram rm) 
 4 119 <fd800000, 7920000> ( -640,  1938) (plasma rifle & energy cells, 
                                           past teleporter in SE) 
 
E3M8: [none] 
 
E3M9: 
 1  23 <fcdc0000, 7600000> ( -804,  1888) (secret rm W in rm just S of 
                                           fake exit) 
 
*10-2-1-2*: Secrets in Detail 
----------------------------- 
 
KNEE DEEP IN THE DEAD 
 
E1M1: HANGAR: 
 
# Just after the zigzag look right for the oddly colored wall <0xBA389D6, 
  0xf0e054ec>.  Push it for corridor to a open place with a blue armor vest. 
# After you cleaned out the exit room, go back to the zigzag room and look 
  right for the shotgun (the tower with the Imp should be lowered now) 
  <0xd68473b,0xf2510f63>. 
# For DOOM v1.2, a secret area has been added in the above secret room: 
  look in the SE corner <0xdeff476,0xf0effdc2> for the elevator.  You'll find 
  some armor bonuses up there.  The elevator lowers when you are at the 
  entrance <0xb96c465,0xf4879655> in the north, so you'll have to run fast to 
  get it. 
 
E1M2: NUCLEAR PLANT: 
 
# The small structure you face when you begin, has a secret door in the SE 
  corner (the lighter wall part) <0x15005a8,0x121e8ad>.  Behind the door is a 
  room with a red switch.  Pushing that switch will open a secret door in the 
  northern corner of the stairs in the east <0x60ada92,0x3affa0b>.  You can get 
  outside and collect a supercharger and a chaingun. 
+ Behind the red door you'll see a stair twisting to the right.  On the top is 
  an indention to your left <0xf9900144,0x3a49ddd>.  If you step on it, it will 
  drop down.  You will find enemies to your right, and you will also see (but 
  not be able to get) the chainsaw. 
# A bit ahead you'll see a lift.  Push the first panel to your left 
  <0xf9d0052a,0x5aa56a6>.  You'll be able to kill those Imps from the ridge. 
# In the southern part of the maze (to get in, pull the switch behind the pillar 
  in the green toxic directly to the right behind the red door <0xfdc004de, 
  0x446230f>), shoot the middle most western wall (the one behind the green 
  armor vest) <0xf79e0d81,0xfe82feac> for access to the chainsaw (push the 
  switch in NW to lower the pillar so you can get it). 
  In the same hidden area is some extra armor hidden behind the eastern wall in 
  the northeastern corner of the stairs <0xf82fdc62,0x151532f>. 
# In the most eastern part of the maze, push the wall between the white stripes 
  <0x1eff099,0xfc88d4d4d3> for a backpack. 
 
E1M3: TOXIC REFINERY: 
 
+ The strange grey wall straight ahead beyond the first door you open is a 
  secret drawbridge.  The switch for the drawbridge is in one of the chambers 
  described below. 
# In the room in the NW (the one that opens as soon as you push the red button 
  and that contains the yellow key) are TWO secret passages (the second niche 
  on your left <0xf3c7ca46,0xf7dfc822> and the second niche on your right 
  <0xf5ac3fd1,0xfac4d713>), both will open when you're on the stairs but will 
  close again after a (very) short while.  Go to the stairs and then run like 
  hell as soon as you hear them lower. It'll help when you shoot the drums that 
  might get in the way. 
# In the northern niche (leading to a rocket launcher and a green armor) is a 
  secret room in the SE corner (just follow the green stuff to the right). 
  Run fast for minimum damage.  You'll see a backpack and the switch for the 
  drawbridge at the beginning.  To the east is the exit (a lighter colored 
  wall part <0xf6aff87a,0xfbd990b9>) through another secret chamber 
  containing the chaingun. 
# In the south-eastern niche (the second on the right) is a supercharger (pull 
  the switch on back of the pillar). 
# The drawbridge should be lowered now.  Cross it, but be careful! There are 
  a lot of Imps lurking behind automaticaly opening doors.  My tactic is to 
  select the chain gun, run forward and back up as soon as you hear the doors 
  open.  Then take them out at your leisure.  Note that you can also shoot some 
  of them via the secret `window' in the SE <0xf9480573,0xf8b2d736>. 
+ In the north of the room is a corridor, follow it to find the hidden-level- 
  switch. 
# To the north of the room with the hidden-level-switch is a elevator, push the 
  wall <0xfbe7f1f6,0xfaafee8c> to lower it, so you can get the rocketbox. 
# Behind the blue door in the eastern corner is a secret door (the lighter 
  patch in the SE <0xfd6ffcd8,0xf7a33c3b>).  The chainsaw, a supercharger, a 
  blue armor and a partial invisibility is available. 
 
E1M9: MILITARY BASE: 
 
You start facing a open space with a cage full of Imps in the middle. The 
following rooms are described relative to that cage. 
 
+ In the northeast is a pentagram on the floor.  If you touch it, numerous 
  enemies will warp in.  Try walking around it and then running to the 
  corridor.  That way you can pick them off one by one. 
+ In the eastern room is a lift/trapdoor at the middle of the eastern wall 
  <0x75cf281,0x2fa03b> (the highlighted patch on the floor).  To the NE are a 
  green armorvest. 
# Also in the eastern room is a lift/trapdoor in the SW-corner <0x6102f19, 
  0xff10138d> leading to a indoor lake with the chaingun. 
# The same area is accessible via the lift/trapdoor in the NE-corner 
  <0x3d000fe,fcd013ff> of the southern room. 
# In the northern chamber, push the middle eastern wall <0x3efe3b3,0x479d0cd>. 
  You'll get into a chamber with several high pillars.  The pillar at the far 
  side of the room <0x7ad637b,0x423de32> lowers when someone is on the stairs. 
  Just run on it, wait for it to rise, and 'jump' to the other pillars by 
  running fast counter clockwise. 
+ To get to the end of level switch, run down the trench.  To the NW is a 
  isle with the switch and to the south is the lift upstairs. 
+ Although they don't count as secrets in themselves, getting on the 
  five pillars, each with a weapon or bit of ammo on it, in the secret 
  room on the right hand wall of the room with the ooze trench and 
  exit, is one of the more challenging things to do in the game. 
  Basically, the room on the secret level of episode one "Military 
  Base" contains five pillars of increasing height as you go around 
  clockwise, along with a lift which lowers when you are on the entry 
  stairs, allowing access to the first and highest pillar. The key is 
  to go around each pillar in a counter-clockwise direction. Just 
  running and jumping toward a pillar isn't enough, as you will go over 
  it but fall off the far side, and this can only get you to the first 
  and tallest pillar, and the shortest (or maybe the first two on 
  either end if you manage to swipe the item off the top of the second 
  pillar before falling). The key is to shift+forward run at each 
  pillar, take off and jump toward it, and right when you reach it, 
  briefly press the down arrow to move backward. This will stop your 
  running and you will be standing still on the next pillar. If you 
  move back too soon you will hit the pillar and fall to the ground; 
  too late and you run off the far side. It's best to give yourself a 
  running start for each pillar and line yourself up so you will be 
  jumping over the minimum distance possible. Using the automap under a 
  high zoom level can help here. This actually isn't as hard as it may 
  seem to get right. I understand some can do this all in one fell 
  running swoop by turning in mid-routine, but this is a surer way. 
 
E1M4: COMMAND CONTROL: 
 
# The light wall to the left in the beginning (before the door) <0x785a47f, 
  0x45005ef> hides a backpack. 
# The south exit from the round chamber (the one with the radiation suits) 
  leads to a trench.  Follow the trench east for the rocket launcher and a 
  supercharger.  To get the supercharger, simply stand on the left side of 
  the lift and press the switch.  If you are just barely on the lift, you 
  can reach the switch while on the lift.  Follow the trench west to get 
  out. 
 
E1M5: PHOBOS LAB: 
 
# The chamber in the middle (behind the first stairs you encounter from the 
  start) has a secret chamber to the south (behind the drums) <0x15a4aa6, 
  0x1a0025b> with a shotgun. 
# In of the east of this chamber is a toxic lake.  In the SE-corner of the 
  toxic is a secret passage (the strangely colored wall) <0x466e20d,0x12009bc>. 
  There is a rocket launcher and a blue armorvest. 
+ In the NW behind the yellow keycard door is a chamber with two pillars and 
  an isle with a switch in the green stuff.  In the indention in the west 
  <0xf8e024a0,0x34ff9c5> is a secret chamber with the antiradiation suit. The 
  south wall of this chamber hides another room with the chainsaw. The south 
  wall thereof gives away to let you outside and get the supercharger. 
  You can get the blue armor in the NE-corner by stepping on the northern 
  pillar when it's down, waiting until it rises again and then 'jumping' 
  over.  Ammo can be found by repeating the same action on the souther 
  pillar. 
# Two platforms with Imps hidden in the walls behind the yellow keycard door 
  act as elevator in DOOM v1.2.  The southern one doesn't lead anywhere. 
  The northern one <0xfc2fd5ee,0x4f92783> has a secret wall to the east which 
  leads to a secret room with a partial invisibility and a shortcut to the 
  darkroom (via the north).  The pentagram is a teleporter back to the 
  beginning. 
# In the north eastern chamber (the one with the blue floor and the blinking 
  light) has a secret chamber to the SE <0x52fbab5,0x3d001f3> with a backpack, 
  a chaingun and a computer map. 
# In the northern darkroom is a partially hidden chamber to the SW.  The best 
  way to get there is to follow the wall left.  You'll find the night vision, 
  which is very useful in sniping those baddies in the dark. 
+ In the northern darkroom the top of the /\ in the middle wall is also a 
  secret door, but as far as I can see this isn't really useful (maybe for 
  dashing for the exit?) 
 
E1M6: CENTRAL PROCESSING: 
 
+ At the first 'crossing' you encounter, look in the NW corner.  There is a 
  partially hidden chamber <0xfd4ff0b2,0xfe5ab835> with some ammo, health and 
  a green armor vest.  There are also some Imps there, so to be safe, fire a 
  shot into it to detonate the barrels and kill them. 
# Behind the red door in the southwest is a green lake.  In the NE-corner 
  is an anti-radiation-suit.  In the 'middle' (the tunnel in the SW) is a 
  supercharger.  In the SE-corner is a nightvision, a partial invisibility, 
  a blue armor and the exit from the lake. 
# Just before you are by the blue door there is a secret chamber to the 
  south.  Before you're at the blue door, there is a tower with Imps 
  <0x31dc6cd,0xfdc354b5>.  When you reach the blue door it will lower so you 
  can get in.  You will see an anti-radiation-suit. Push the south wall for a 
  backpack, a rocket launcher, a partial invisibility and a back way into the 
  room with the yellow key. 
# In the same area as where the lowering tower is, is a corridor to the north. 
  As soon as you get the yellow key, it will be accessable.  The twisting path 
  over the toxic waste will lead to a backpack and a door to the outside. There 
  you will see a supercharger on a pillar <0x1125332,0x6c93ef6>. The pillar 
  will lower as soon as someone goes near it. Step on it and as soon as it has 
  risen, press the wall to the west to get inside the complex again. 
+ In the room immediately before the ending room, there is a radiation suit 
  available behind one of the pillars. 
# In the most eastern corridor is a strangely colored wall <0xd2ffa4f, 
  0xf9fc115f>.  Push it to get the computer map. 
 
E1M7: COMPUTER STATION: 
 
# In the southwest is a big pillar <0xfe5cda63,0xf7ff97d9> that will descend 
  when you are on the stairs east of it.  Stand on top of it, wait until is 
  has risen sufficiently and jump on the ledge in the NE <0xffdfe6c0, 
  0xf9237c97> for the computer map or the south lake in the NE corner 
  <0xff1e2866,0xf72ffeb0> for the chaingun and (when you leave via the secret 
  door to the east) a backpack.  Jump in the lake in the north and run fastly 
  to the tunnel in the NW <0xfdf75b77f,0xfa229120>.  In the west of that tunnel 
  is a radiation-suit and in the east behind the door with the light are some 
  goodies and a switch.  Throwing the switch will allow you to get to the 
  chainsaw later on in the room in the extreme SW <0xfacc64c4,0xf5a40aa1>. 
  Leave the tunnel via the north and look behind the pillar <0xfea017a9, 
  0xfacffbc5> in that lake for blue armor.  Follow the acid to the north to the 
  supercharger <0xfdb37a3a,0xffa1e2e2> and leave via the east. 
# After you get the blue key in the northwest, two hidden areas will open to 
  free Imps and former humans.  The secret room in the middle of the map 
  <0x1319742,0xfa50049c> has a false wall to the east which leads to 
  outside so you can get a partial invisibility. 
 
E1M8: PHOBOS ANOMALY: 
 
# The only secret room <0x1cfdaa6,0x17bdce1> is in the east in the corridor 
  leading to the first door and contains a supercharger. 
+ Note that there is a map in the east of your starting point. 
 
THE SHORES OF HELL 
 
E2M1: DEIMOS ANOMALY: 
 
# The SE-corner <0x63aba49,0xfdd82d07> of big room in middle (the one with 
  the windows to the east, the south and the west) turns into a teleporter to 
  the plasma-gun after you pull the switch <0x4e7f923,0xfee0883b> on the outer 
  west side and push the button on the west side of the little wall that rises 
  out of the floor (the east switch opens the passage to the red key). 
# In the SW is a indention <0x31cb145,0xfb50105e> with two skull-switches. 
  Press the eastern skull-switch first for access to a teleporter to a 
  corridor filled with bonuses in the north. 
# Behind the red door <0x186bb69,0xfd97f0a8> is a blue mega armor and the 
  computer map. 
 
E2M2: CONTAINMENT AREA: 
 
# If you walk along the south border of the storage area (the one with all 
  those boxes), you'll bump into a box <0xff9751f6,0xb101ab0> which will lower 
  if you are north of it, to reveal some shotgun ammo. 
# In the south east quadrant are three circles with parts of the floor going 
  up and down.  The northern one has a secret corridor <0x82ff4df,0x22fd506> 
  in the north leading to the blue door in the north, filled with 
  life-bonuses. 
# In the SW area (with three corridors with the blue lights on the ground and 
  ceiling) is a partially hidden corridor <0xff85ce0a,0x6b92713> in the NW 
  corner of the most western corridor. When you try to get the backpack, the 
  wall behind you will close and the wall in front of you will lower, 
  revealing some Imps. The door behind you will open after a while. The 
  SE corner <0x2afe532,0x7011ab87> (the black-colored wall) is the 
  secret door to a small chamber.  The SE corner <0x3682291,0x6ebaa52> 
  of that small chamber (the wall with the small green light) hides a 
  corridor <0x4afeea4,9x667fa8e> back to non-hidden territory (the 
  lightly colored wall).  The most south part of the corridor 
  <0x414d0b4,0x5d0039e> (the black wall part) gives away to a 
  computermap. 
# In the south middle quadrant is a room <0x1baafb3,0x1d7344b> with two 
  pillars, one khaki, one with tubes (to get there leave the three 
  corridors with the blue lights via the way you came in.  Turn right 
  and first left. The room on your left [east] is the one you seek). 
  The west (khaki) pillar <0x31dc5c4,0x2901565> has a switch on the north 
  side, with which you can lower the eastern pillar to get the plasma 
  gun. 
# In the south middle quadrant is a corridor with skull crushing 
  doors.  To get by them, run forward as soon as they start to go up. 
  Take them one at a time.  The middle one <0x3f4c349,0xff1006b4> (third 
  one from either side) has a secret passage in the north ridge, leading 
  to the chainsaw.  When you get it lost souls will try to get you from 
  hidden rooms in the south and east. 
+ The room <0x6ec4d6b,0x3a0ad08> with the yellow keycard in the south 
  middle has a bridge hidden under the red blood, following blue lights 
  on the ceiling, just walk forward and back again fast to make them 
  rise. 
# The western room behind the yellow door <0x456db4c,0xdc9ca53> contains 
  the chaingun, just flip the switch! 
# In the eastern room <0x852f5ab,0xdadd4d9> behind the yellow door 
  you'll see three rooms to your right and three auto-rising pillars to 
  the north. You can get the backpack on the middle pillar by running 
  over the pillar when it starts to rise or later on. The switch on the 
  eastern pillar <0x95f38f8, 0x11901ab9> opens the middle door 
  containing the rocket launcher.  Flip the switch on the middle pillar 
  <0x85ba244,0x11900694> for the south chamber (with ammo) and the one 
  on the west pillar <0x75fa7ef,0x11900ad> for the north chamber 
  (containing a rocketbox). It's best to pull all switches after each 
  other.  Note that the pillars lower as soon as you enter one of the 
  rooms, so you can't open any doors after that! (but you can get the 
  backpack). 
# To get the last secret go into the room with the blue keycard, 
  <0x9e4f2bb,0x5affb22> and look up at the four corners.  Note that the 
  extreme southeast corner is lit up unlike the other corners. Go and 
  stand in this corner and face along the wall.  The platform with the 
  supercharge on it will lower <0x9e41c9a, 0x5eff45c>.  Run across and 
  get it before it rises again.  It will only go down once, so you only 
  get one chance at it.  This is one of the harder secrets in all of 
  DOOM to find and get to. 
 
E2M3: REFINERY: 
# In the most SW corner of the map is a corridor <0xfba6989a,0xfed0450f> 
  to the room with the blue key containing the plasma gun.  To get the 
  plasma gun, jump in the red blood and run north (right) fast. 
# In the middle south is a room with a five-sided green lake.  The wall 
  <0x2847ab9,0xfe90013e> to the south east (the part with between the 
  light lines) offers a shortcut. 
# The next secret on this level is similar to and next to the one 
  above.  You can get out of the room with the green lake 
  <0x25ff9c6, 0xfe9f8db4> via a one way secret door on the wall in front of 
  the main entry way, which leads back to the room with the imp cage.  The 
  other secret door above refers to a one way door into this room which is on 
  the wall across from where the rising and falling platforms with candles on 
  them are. 
# In the south east is a partially hidden cage with Imps 
  <0x1de36ff,0x10156d>.  You can enter via the NW corner <0x2effa57,0x951b16> 
  to get the backpack. 
# Follow the corridor behind the blue door through the open area and the room 
  with all those pillars and blinking light to the green toxic stuff.  If you 
  go around the corner <0x52fff7d,0x313783c> in the SE, you will find a 
  radiation suit.  In the middle of the eastern wall <0x6729d81,0x42cd91e> of 
  the green stuff is a corridor to a room with the supercharger in the NE 
  corner <0x85000da,0x3eac965>. 
 
E2M4: DEIMOS ANAMOLY: 
# In the middle of the south wall <0xfd743e02,0xf5510517> of the beginning room 
  (directly opposite to the TL's to the north), hides a room with the shotgun. 
# Take the teleporter to big room.  In the north is a elevator.  Press the 
  head left of it to go up.  You'll see a green armor and a computermap. 
  To get them push the little red pillar <0xadc846c,0xfebfff01> with the skull 
  on it in the NE corner. 
# To the north of the big O formed by green toxic waste is a secret door 
  <0x59bf44d,0xfb6fe831>. It opens if you have walked via the corridor 
  <0x75b231a,0xf6c3a683> in the SE of the big O.  There is a supercharger and 
  radiation suit. (Don't forget the partial invisibility south to the entrance) 
# To the west of the big O with green toxic waste is a corridor with a T to the 
  north <0x213d209,0xf9a64b57>. To the east of that corridor is a secret wall 
  <0x27fad41,0xfab20726> with a partial invisibility and a chaingun. Shoot the 
  wall to get them. 
# In the great round corridor in north, behind the blue door: In the east is a 
  `dent' <0x4ed2810,0xff5f15c1> in the ring. This is a trapdoor with a secret 
  door to the east and leads to a plasma gun and a teleport to the middle of 
  the great round corridor. 
# In the great round corridor in the north: follow NE corridor to a room with 
  lava. 
  - The small door <0x62ffe68,0x3b6bde> in the SW leads to a small green lake. 
    The SW corner has a blue armorvest behind some drums. 
  - In NE corner <0x815a37c,0x2c8c810> behind the lava is a secret door. 
  Warning! the SE branch of the corridor behind it leads to a crushing ceiling. 
  Outrun it and push the green patch <0xa6ffd1d,0x64560a> in the east for the 
  exit. The SW branch lets you go back to the lavaroom. 
# In the room above, just over the edge of the wall, is a small ledge 
  with some medikits <0x6ff9294,0x22b3e1f> on them which normally aren't 
  visible from the room and can be missed when running over the lava to the 
  secret door. 
# In the south middle behind the place where you find the blue keycard, is a 
  small twisty path <0x3550d3b,0xf5c84264> high above the acid.  In the SW 
  part of the toxic <0x35019f4,0xf510358a> is a berserker. 
# After you open the door to the exit, look back and get the supercharger 
  <0x7e9bcac,0xf5497b99>. 
+ Note: for those of you still searching for that damn switch so you can get 
  to the exit: go in the lake and then towards the exit.  The switch is on the 
  right wall of the teleporter left of the exitdoor. 
 
E2M5: COMMAND CENTER: 
 
# The room where the first door leads to has two secret rooms in the space 
  between the room and the stairs.  The doors <0xfb80ba93,0x7dbd7cc> 
  <0xf8373cba,0x7e031f5> are facing the south and will open automatically to 
  reveal Imps and ammo. 
+ The ridges <0xfca60096,0x3febfc5> <0xf71000d0,0x3e622b8> of the green lakes 
  of the big room south of the begin both lead back to normal territory. 
# In the SW is a roughly (--) shaped room.  In the room NW of the middle 
  of this (--) is a switch <0xf3efdd28,0x1367f57> which activates a stair so 
  you can walk through the fake fire <0xf29412f7,0x18d236d> in the NW corner. 
  The teleporter there takes you to an area infested with lost souls.  The west 
  wall <0xf4690f4,0x496136d> with the head leads to another room with 
  transporter.  That transporter takes you to the switch <0xfe9fb836,0x92ff44b> 
  for the secret level. 
# In the room east to the room in the south middle with the room to the N,E, 
  and W and a view to the circular stairway in the south, is a secret door 
  <0xfbaff1cb,0xae3ad8> in the NE corner (near the cozy head-fire) hiding the 
  chainsaw. 
# In the center of the circular stairway is a anti-radiation suit guarded by 
  a demon.  The door <0xf94949db,0xfe6d93d0> to it will open as soon as 
  you are at the top of the stairs <0xfa165eed,0xfdd56896>. 
# The south door directly after the circular stairway leads to two corridors. 
  The eastbound corridor is the way to the exit, the westbound leads to C 
  formed green lake in the west.  In the north of that lake is a door 
  <0xf1a21e52,0xfe94f08f> (behind the ammo clip).  Follow it to a baron of hell 
  in a cage.  North of that you will see a long corridor with three doors to 
  the east.  The northern and southern doors lead to a ledge around the lake 
  to the east.  The middle door <0xf27dc571,0x826c8a6> (the wall part with the 
  pentagram over the ugly head) leads to the isle <0xf5420514,0x823f2c1> in 
  the middle of the lake, where you'll find a plasma gun. To activate the 
  bridge to the isle, you have to push the button <0xf2aff9f7,0xfd1cd93e> in 
  the room in the center of the C-formed lake you passed while coming here. 
  BTW: If you fall in the lake, the transporter <0xf42dc0b0,0x7500bcf> in the 
  indention in the SW brings you back to the beginning. 
# In the slime lake mentioned above, not only is there a teleporter, 
  but there is also another niche with a cell pack in it 
  <0xf29859a4,0x8bf7c8b>. 
 
E2M9: FORTRESS OF MYSTERY: 
 
There are no secrets in this level. 
 
E2M6: HALLS OF THE DAMNED: 
+ In the SE where you find the blue keycard, two rooms with demons will open 
  automatically. The SW one has a chainsaw behind the brown wall <0x6362f60, 
  0xff151336>. 
+ Three parts of the mazes are secret.  All the secrets are off the area at 
  the north of the level after going down the long narrow passage to the 
  junction. 
# The area to the east with the fake exit counts as a secret. 
# The area to the north with the goodies on the table counts as a secret. 
# The area to the west past the crushing ceiling counts as a secret. 
 
 
E2M7: SPAWNING VATS: 
 
# In the NW is a corridor with ribbles.  The third indention is a corridor 
  leading to a very dark open patch.  In the NE <0x126cccd,0x772feab> is a 
  switch which opens a room with a chainsaw.  In the SW <0x32fff5,0x3de1cbe> 
  is the plasma gun. 
# In the SW is a room with a radiation shield and small patches of green 
  acid in indentions along the walls.  The SW indention <0x137b2c8,0xff25986d> 
  has a corridor to the south leading to a chamber with a rocket launcher and 
  a teleporter.  The teleporter will get you to a red door, with a switch 
  <0xffe013c6,0xfd1015b7> behind it.  Pushing that switch will open an 
  oute door to a secret room in the beginning-room <0x5d894b7,0x76751d7> 
  (SE corner) with a supercharger.  Because this room is protected by two 
  doors, a second switch must be flipped to open the second door. 
+ To open the inner door, flip the switch that is past the blue keycard 
  door, up the stairs, and to the left in the room with the acid pool 
  <0x4205835,0x2d00641>. 
 
 
E2M8: TOWER OF BABEL: 
 
There are no secrets on this level. 
 
INFERNO 
 
E3M1: HELL KEEP 
 
# The small grey chamber before the exit has a secret room <0xfc900da5, 
  0x7606912> in west containing the rocketlauncher. 
 
E3M2: SLOUGH OF DESPAIR: 
 
# To get a chaingun, follow the wall to your right (west) to the chaingun 
  behind the wall.  The wall will lower when you walk over the red patch 
  <0x6b010ab,0x75220b7> to its west side. 
+ The second `finger' from the east has some cages with former sergeants.  To 
  get into those cages, walk over the red triangle <0x3fa278b,0x817fa0c>. 
  The floors of the cages lowers and a wall behind you will come down. 
  To lower the triangle column (actually it rises) you want to shoot the 
  back wall of one of the six cages the sergeants were in. Shooting it 
  raises the pillar exposing the red triangle, walking over which 
  lowers the sergeant platforms allowing you to get the stuff in each one. 
# In the large circular room at the end of the middle finger is a 
  supercharge. 
# The plasma gun is hidden in the western part <0x2072324,0x4ecdc0e> of the 
  pillar you see when you stand with your back to the second `finger' from the 
  west. 
 
E3M3: PANDEMONIUM: 
 
+ In the starting room, a megaarmor can be obtained on a ledge overlooking 
  the yard in front of where you start.  When you go up the stairs to the 
  right, and then down the elevator to the area which has stairs going down 
  to where the blue key is, there is actually a second elevator in the wall 
  which leads up to the ledge with the armor.  This second elevator 
  <0x48189c,0xfe5f9916> can only be used once, and you must move back 
  slightly after pressing the button or else the elevator will catch half way 
  up under an overhang.  The armor's ledge does damage so grab it quickly. 
+ Directly north of the beginning is a great open place with 4 pillars. 
  Pressing the switch <0xfea95756,0xaff327> in the north will lower the middle 
  pillar <0xfe921ce9,0xfef4c1db>, so you can get the shotgun. 
+ To get to the rooms with the windows to the room in the beginning, go 
  north and take both the east and the west stairs, and then south. 
# A little north of the middle is a round green lake <0x120905e,0x1754b6d> with 
  a lavalike ceiling.  In an indention <0x1c9c5cd,0x1c492ee> in the east is the 
  chaingun. 
# In the SW is a corridor with two platforms (one in the north and in the 
  south).  There is a small corridor in the south.  When you follow it, you'll 
  come to a T-split.  In the west (right) is an invulnerability, useful for 
  running over the lava in the east. Take the turn left (east).  You should be 
  on the southern platform of the corridor.  In the south of that platform you 
  can see a lava/blood maze <0xfd9760e5,0x1de4aec>.  In that maze you'll find 
  the BFG9000 <0xff1ebaad,0xdeec44> in the SE corner and a supercharger 
  <0xfe3afdf3,0x2101114> in the NW corner.  You can also get to the lava maze 
  by going directly north from the beginning, then taking the west stairs, 
  then following the path north. 
# One of the most northern chambers (the one just before the blue door leading 
  to the exit) has two air shafts flanking a formation you could describe as a 
  coach facing north.   When you stand on the coach <0xff6e17cb,0x532520e> the 
  wall part west of the stairs south will lower allowing you to get the map. 
  The wall part <0xfffcfa97,0x41c62aa> east of the stairs will lower when you 
  push it. 
# The last two secrets are in the area to the east of the level, off 
  the east hall and over the stairs guarded by lost souls.  Just 
  entering the room around beyond it with the lava and Cacodemon counts 
  as one secret.  Getting to the area past that with the berserk pack 
  and armor counts as another. 
 
E3M4: HOUSE OF PAIN: 
 
+ The first room to the west from the beginning has a secret room <0xfebbbdcd, 
  0xc4c579> in the SE corner containing the shotgun. 
# In the SW (a bit behind the blue door) is a room with a doors to the east 
  (the entrance), to the north (where you find the BFG9000 <0xffdaa1b0, 
  0xfd07e1fa> in some lava), to the west (where a lot of Imps and a baron of 
  hell await you) and to the south.  The south chamber has a secret room 
  <0xff49f58f,0xfae5873e> to the west filled with rockets. 
# In the south middle east of the blue door is a room with a door to the north 
  and a small patch of blue lake on the east side.  Press the wall <0x3ddce70, 
  0xf9d91cc3> a bit more north of that patch of blue for a green armorvest. 
+ In the middle is a room with two pillars with switches on all sides. 
  Here is a rude ascii-chart of the scene to facilitate solving this. 
  [#] is a door opened by switch # 
  [Y] is the yellow keycard door 
  [R] is the red keycard door 
  Behind door 2: an invulnerability 
  Behind door 3: the yellow key 
  Behind door Y: the red key 
 
 
                             +---+ 
                  +--+       |   | 
                  |  +-------+   +--+ 
    +-------------+  +      [7] [Y] | 
    |            [3] |    ---+---+--+  rest of the level... 
    |     --------+--+      [6] [7] |   . 
    |            [2] |     +-+[R]+--+   | 
    |     --------+--+     | |          | 
    |       0         4    | |          | 
    |     3 [] 1    7 [] 5 | ++ +-+ +-+ + 
    |       2         6    |  +-+ +-+ +-+ <----- secret wall, press it 
    .                                 +-+        for a radiation suit 
 
# As drawn above, there is a secret wall <0x6cffeee,0xfdd03be8> in the south of 
  the most eastern indention.  It contains a radiation suit. 
# The final secret for this level is located to the left of the starting 
  room, past the Cacodemon cages and behind the wall.  Using the teleporter 
  across the lava to enter the room counts as a secret. 
 
E3M5: UNHOLY CATHEDRAL: 
 
# Take the most western entrance to the cathedral.  Push the west wall 
  <0xfc4e8e97,0xfc5dfd80> and get the lightamplifier <0xfad56408,0xfc1fa3ee> in 
  the SW corner. 
# The most NW chamber (the one with the lava floor) has secret door 
  <0xfa4ed057,0x61933f5> to the east with a radiation suit.  The transporter in 
  the room leads to the middle of the map/cathedral. 
# The east wall <0x2d56f0d,0x9b29c1> of the big central room of the cathedral 
  (the one with the four 2x2-teleporters) hides a small niche with a 
  supercharger and a chainsaw.  The yellow key is required to open this 
  door. 
# Also the four stony structures to all sides of the middle warp-in are hollow. 
  The doors will automatically open each time you warp in to the middle from 
  another place (from outside to inside). 
# In the cathedral are four 2x2-teleport-places.  The northern two are 
  connected to the north by a corridor.  That corridor has a secret passage 
  <0xfd48642a,0x56afd0c> in the NW. 
# The most northern room has three switches and a teleport with crushing 
  ceilings. 
  The SE-switch opens the secret doors in the corridors to the east and west, 
  enabling you to get the rocket launcher and some rockets. 
  The NE-switch lowers the blue key in the NW-corner. 
  The NW-switch lowers the chaingun in the NE-corner. 
  The teleporter in the SW teleports you to the NE corner of the cathedral. 
# The most eastern room (east of the exit) has a small pit, from where many 
  enemies will warp in.  To the east of that room, behind the skull <0x787fd10, 
  0x2eaf2e4>, is the BFG9000. 
+ For those of you wondering just which damn transporter you have to take to 
  get out the middle of the cathedral: it's the most southwestern of the 
  northwestern patch of transporters. 
 
E3M6: MT. EREBUS: 
 
+ In the east is a cubus-formed building on a hexagon isle. The east alcove 
  <0xd1027ea,0xfe2234b7> is the way in.  In the NW corner <0xb9d75d8, 
  0xfeb0d1db> is the backpack.  Pushing the skull <0xbd80026,0xfe22bffe> on 
  the west wall lowers the wall in the SE, releasing the enemies trapped there. 
  Pushing the skull <0xc5fdf50,0xfe67fb05> on the north wall lowers the wall 
  in the NE, so you can get the radiation suit there. 
# In the north is a NW-SE oriented structure with two cages with Imps at 
  both sides of the entrance.  That structure has a secret door inside in 
  the middle of the NE wall <0x3a60e7c,0x356d9b4> (at the small light on the 
  floor) and a teleporter in the middle of the SW wall <0x281e808,0x22e23de>. 
  The teleporter will put you on a high structure further north.  From 
  there you can 'jump' west and get the chainsaw.  You can get out via the 
  transporter in the SE side <0x34a6f68,0x9bd1900> of the structure you warped 
  on. 
# East of the above described NW-SE oriented structure is a small _|_ formed 
  building on a small hill.  The building contains two teleporters.  The 
  eastern warps you on the NE ridge of the hill, where you can get the plasma 
  gun <0x7e352bd,0x1c1c059>. The western transporter also warps you to a ridge 
  (NW) of the hill, but there are only some shotgun shells there. 
+ The small blue building <0x941bec7,0x293e0bb> in the NE contains a radiation 
  suit and cacodemons. 
+ All compact flaming red structures contain enemies and a few soul spheres 
  or a radiation suit.  Sometimes one of the walls goes down, spilling the 
  enemies. 
# See Chapter [10-1-3] for information on getting to the secret level. 
  This counts as a secret as well. 
# The fourth and final secret passage area on this level is inside the 
  same building room with the secret teleporter leading to the blue box 
  ledge.  On the opposite wall is another hidden wall opening 
  <0x3aa61a5,0x365963f> which contains a cell pack. 
+ The exit is in the middle west: follow the south wall over the lava, you'll 
  see a tunnel <0xfb186e6b,0x54a49e> going north to the blue door, and further 
  the exit beyond. 
 
E3M7: GATE TO LIMBO: 
# Beyond the northern blue door is a maze of small lava tunnels.  In the SE 
  corner <0x7a37332,0x5bec063> of this maze is the BFG9000 and a transporter 
  to the SW quadrant of the map.  In the NW is a transporter <0xff7323ef, 
  0x824218c> warping to the SW quadrant, the red key <0xfe3f638e,0x6fd04ca> 
  and a red door. 
+ There are several pillars in the various lava-lakes with red doors, all 
  containing transporters: 
  (0) In the most SW lake is in the north a pillar <0xf9e908db,0xfc8d60ac>. It 
     warps you to a room where you can see the yellow door.  In the same room 
     is also a switch <0xfcaffa88,0x45f8a18> on the east wall, pushing it 
     activates a bridge in room (1). 
  (1) In the middle (big) lake is also a pillar <19c3b9d,362e08> with a 
     transporter. It warps you to the room west of the above room. 
     In this room is also a yellow door, in it is a switch that activates the 
     bridge to the pillar in the middle of a lake (. 
  - In the most northern lake are two pillars (east/west). The western pillar 
    <ffa72354,6c46d07> has a transporter to the SW ridge looking out over the 
    middle pillar..... The switch <f9d003cc,569d8a4> opens a door??? 
    The eastern pillar <2d380df,57aafc9> leads to the ridge east, with the 
    yellow key... 
  - SE: 31ff6e7,faea6d2e> NE of tower, with plasma gun. 
  - In the NW lake is in the north a pillar <0xfe1aff7a,0x4093707> containing a 
    transporter. It warps you to the yellow door. 
 
E3M8: DIS 
 
+ Not a real secret room, but in case you are wondering: the room in the middle 
  contains a plasma gun and a blue armorvest. 
 
E3M9: WARRENS 
 
+ This level is very similar to E3M1, but is much more difficult. 
# Just like in Hell Keep, there is a rocket launcher just in the west of the 
  small grey chamber <0xfd20a96c,0x76057af> in the NW.  This rocket 
  launcher is not available on Ultra-Violence mode and above. 
+ Note that many of the hidden rooms full of enemies (the rooms that open when 
  you go over the transporter-lookalike in the NW) contain weapons and other 
  goodies.  Most beneficial of those is the BFG9000 in the SW corner of the 
  lake (west behind the entrance). 
 
*10-2-2*: DOOM II Secrets 
------------------------- 
 
*10-2-2-1*: Secret Master List 
------------------------------ 
 
SECRET        IDMYPOS         DECIMAL 
  SECTOR    COORDINATES     COORDINATES 
======== ================   =========== 
 
Level 1: Entryway 
 1  41 < 8b00000,13700000> ( 2224,  4976) 
 2   8 < 67c0000, bd80000> ( 1660,  3032) 
 3  17 < 9b80000, a0c0000> ( 2488,  2572) 
 4  57 < 9a10000, f800000> ( 2465,  3968) 
 5  28 < b4e0000, ba60000> ( 2894,  2982) 
 
Level 2: Underhalls 
 1  20 < a4c0000, 87b0000> ( 2636,  2171) 
 
Level 3: The Gantlet 
 1   5 < da00000, ac90000> ( 3488,  2761) 
 
Level 4: The Focus 
 1  15 <fdca0000, 4890000> ( -566,  1161) 
 2  14 <fe020000, 34b0000> ( -510,   843) 
 3  43 <ff9f0000, 6250000> (  -97,  1573) 
 
Level 5: The Waste Tunnels 
 1 139 < 6840000, 1c00000> ( 1668,   448) 
 2   3 < 3510000, 1ad0000> (  849,   429) 
 3  52 < 1800000,fa440000> (  384, -1468) 
 
Level 6: The Crusher 
 1  98 < 4200000, 2600000> ( 1056,   608) 
 2 124 < 24e0000, 1130000> (  590,   275) 
 3 146 <ff420000, 7520000> ( -190,  1874) 
 
Level 7: Dead Simple 
 1   1 <fda00000,ff600000> ( -608,  -160) 
 
Level 8: Tricks and Traps 
 1   6 < f200000, 74c0000> ( 3872,  1868) 
 2 125 < f200000, ae40000> ( 3872,  2788) 
 3  12 <10550000, 9200000> ( 4181,  2336) 
 4   9 <102c0000, a290000> ( 4140,  2601) 
 5  57 < 2f40000, 9500000> (  756,  2384) 
 6 100 < bc00000,10320000> ( 3008,  4146) 
 7  98 < ea40000,11400000> ( 3748,  4416) 
 
Level 9: The Pit 
 1 109 <fc600000, 2600000> ( -928,   608) 
 2 118 <fd070000, 3050000> ( -761,   773) 
 3  16 < 5c00000, 6db0000> ( 1472,  1755) 
 4  17 < 5ac0000, 6c00000> ( 1452,  1728) 
 5  22 < 5840000, 6ec0000> ( 1412,  1772) 
 6  43 < 2d50000, c950000> (  725,  3221) 
 
Level 10: Refueling Base 
 1 114 <fda20000, 2480000> ( -606,   584) 
 2 111 <fda00000, 1380000> ( -608,   312) 
 3 112 <ff200000, 2800000> ( -224,   640) 
 4 116 <fc260000, 2800000> ( -986,   640) 
 5   5 < 5c00000, 8c40000> ( 1472,  2244) 
 6  12 < 3c60000, 7000000> (  966,  1792) 
 7  26 < 80a0000, 5c00000> ( 2058,  1472) 
 8 180 <f8b00000,f9600000> (-1872, -1696) 
 9  34 < 57a0000, 5400000> ( 1402,  1344) 
10  49 < 37d0000, 4d50000> (  893,  1237) 
11  80 < 6400000, 3480000> ( 1600,   840) 
12  74 < 7a50000,fbbd0000> ( 1957, -1091) 
13  71 < 6840000,fc000000> ( 1668, -1024) 
14 101 <  600000,fffb0000> (   96,    -5) 
15  59 <  1c0000,fcc00000> (   28,  -832) 
16 120 <f8e00000, 4f00000> (-1824,  1264) 
17 121 <f8e00000, 4e00000> (-1824,  1248) 
18 122 <f8e00000, 4e00000> (-1824,  1248) 
 
Level 11: 'O' of Destruction! 
 1  28 < 6600000, 3240000> ( 1632,   804) 
 2  75 < 67e0000, 71f0000> ( 1662,  1823) 
 3 114 <ff480000, 9fc0000> ( -184,  2556) 
 
Level 12: The Factory 
 1  26 <fd950000, 3000000> ( -619,   768) 
 2  85 < 3040000, 2c00000> (  772,   704) 
 3 155 <fef80000,fc730000> ( -264,  -909) 
 4 122 <ffa00000, 1200000> (  -96,   288) 
 
Level 13: Downtown 
 1   3 < 5000000,f68b0000> ( 1280, -2421) 
 2  74 <fcb00000,f2de0000> ( -848, -3362) 
 3  11 < 2e00000,f3d00000> (  736, -3120) 
 4 108 <fd200000,f7680000> ( -736, -2200) 
 5 128 <ffb80000,f7780000> (  -72, -2184) 
 6 166 < 2400000,  d20000> (  576,   210) 
 7 213 <ff400000,   40000> ( -192,     4) 
 8 223 <ffc20000,fc6f0000> (  -62,  -913) 
 
Level 14: The Inmost Dens 
 NONE 
 
Level 15: Industrial Zone 
 1 290 < 11c0000,  600000> (  284,    96) 
 2 276 <fd880000,ff500000> ( -632,  -176) 
 3 104 < 4c80000,fc800000> ( 1224,  -896) 
 4  53 < b000000,f5800000> ( 2816, -2688) 
 5  70 < 8100000,f3c80000> ( 2064, -3128) 
 6  71 < 8100000,f3880000> ( 2064, -3192) 
 7  47 < 7c30000,f5360000> ( 1987, -2762) 
 8  21 < 5440000,f1040000> ( 1348, -3836) 
 9 147 <  380000,f1e00000> (   56, -3616) 
10 216 <fc970000,f5770000> ( -873, -2697) 
11 195 <fce00000,f0340000> ( -800, -4044) 
 
Level 16: Suburbs 
 1  41 < 1c00000,fd180000> (  448,  -744) 
 2  33 < 1b80000,fe580000> (  440,  -424) 
 3  13 < 6c90000,  800000> ( 1737,   128) 
 4   7 < 5310000,fff80000> ( 1329,    -8) 
 
Level 17: Tenements 
 1  48 <fd400000,f5200000> ( -704, -2784) 
 2  89 <fa900000,fd380000> (-1392,  -712) 
 3 150 <fb040000,f94c0000> (-1276, -1716) 
 
Level 18: The Courtyard 
 1  17 <f7f40000, 3f60000> (-2060,  1014) 
 2  36 <fa050000,ff050000> (-1531,  -251) 
 3  76 < a300000, 4300000> ( 2608,  1072) 
 4  74 < 8b00000,  940000> ( 2224,   148) 
 
Level 19: The Citadel 
 1  43 <fdc20000,ffe20000> ( -574,   -30) 
 2  97 <fd860000, 1a00000> ( -634,   416) 
 3  95 <fc360000, 1e60000> ( -970,   486) 
 4 100 <fa350000, 5a90000> (-1483,  1449) 
 5  85 <f9270000, 73c0000> (-1753,  1852) 
 6  33 < 6430000, 5300000> ( 1603,  1328) 
 7 126 <fdb70000,fc640000> ( -585,  -924) 
 8  38 <ff200000,ffad0000> ( -224,   -83) 
 9  52 < 5400000, 1910000> ( 1344,   401) 
 
Level 20: Gotcha! 
 1  56 < 8360000,ee3e0000> ( 2102, -4546) 
 2   4 < ece0000,f5ff0000> ( 3790, -2561) 
 3 101 < 5200000,fbf00000> ( 1312, -1040) 
 4 127 < 2600000,ff180000> (  608,  -232) 
 5 132 < 2210000,ff1c0000> (  545,  -228) 
 6 128 < 29e0000,ff1c0000> (  670,  -228) 
 7  59 < 6730000,f1270000> ( 1651, -3801) 
 
Level 21: Nirvana 
 NONE 
 
Level 22: The Catacombs 
 1  85 <fd200000,  f50000> ( -736,   245) 
 2 125 <fd300000,ff000000> ( -720,  -256) 
 3  14 < 3340000, 3a00000> (  820,   928) 
 
Level 23: Barrels O' Fun 
 1  61 <  600000, a700000> (   96,  2672) 
 2  11 < 81c0000, b780000> ( 2076,  2936) 
 
Level 24: The Chasm 
 1  98 <ff000000,f8540000> ( -256, -1964) 
 2 116 < 1000000,f6870000> (  256, -2425) 
 3  62 <f5400000,fec00000> (-2752,  -320) 
 4 123 <fda00000,f1d00000> ( -608, -3632) 
 
Level 25: Bloodfalls 
 NONE 
 
Level 26: The Abandoned Mines 
 1  29 <  e00000,ffb80000> (  224,   -72) 
 2  34 < 16c0000,  200000> (  364,    32) 
 3  98 <f8380000, 3a00000> (-1992,   928) 
 4 121 <fb6c0000, 4e00000> (-1172,  1248) 
 
Level 27: Monster Condo 
 1  10 <fb5c0000,fea50000> (-1188,  -347) 
 2 177 < 5f60000,fdad0000> ( 1526,  -595) 
 3 171 < 6400000,fbe00000> ( 1600, -1056) 
 4  92 < 12d0000, 2f60000> (  301,   758) 
 5  93 < 1200000, 4e00000> (  288,  1248) 
 6  45 <f95d0000, 5000000> (-1699,  1280) 
 7 129 <f7bd0000,fc400000> (-2115,  -960) 
 8 157 < 4e00000,f7600000> ( 1248, -2208) 
 
Level 28: The Spirit World 
 1  54 < 3e00000,f1a00000> (  992, -3680) 
 2  55 < 5b00000,f1a00000> ( 1456, -3680) 
 3  17 <fdc80000,f3c00000> ( -568, -3136) 
 4   3 <fea80000,f5a00000> ( -344, -2656) 
 5  88 < 4240000,ff440000> ( 1060,  -188) 
 6  92 < 6440000,  840000> ( 1604,   132) 
 7  93 < 6440000, 3dc0000> ( 1604,   988) 
 
Level 29: The Living End 
 NONE 
 
Level 30: Icon of Sin 
  The only secret here is how to complete the level.  At the south end 
  of the final room is a switch which raises the platform in the lava 
  to the north (with the box of rockets).  Hit the switch and wait for 
  the platform to go up.  Then go to the platform, hit space to lower 
  it, and get on.  Just before it gets to the top, shoot a rocket into 
  the exposed brain of the demon.  Then jump down and lower the 
  platform again.  This takes about three tries. 
 
Level 31: Wolfenstein 
 NONE 
 
Level 32: Grosse 
 NONE 
 
*10-2-2-2*: Secrets in Detail 
----------------------------- 
 
All the official secret areas in the game are numbered and listed below, 
along with the sector number, IDMYPOS coordinates, and decimal coordinates. 
"Official" secrets are those which are counted towards the "Secrets" total 
on the end level screen.  Some non-secret areas which are hard to find 
are also listed, but are not numbered. 
 
Level 1: Entryway 
 1  41 < 8b00000,13700000> ( 2224,  4976) 
  In the northernmost room, you see two switches; a near one on your 
  right, and a far one on your left.  The one on the right opens a 
  small area to the northeast with some armor and health.  Hit the 
  right switch before the left one, since the left one makes the right 
  one go away.  (Although if you stand in the right place and hit the space 
  bar, you can still open the secret door, even if the switch is gone.) 
 2   8 < 67c0000, bd80000> ( 1660,  3032) 
 3  17 < 9b80000, a0c0000> ( 2488,  2572) 
 4  57 < 9a10000, f800000> ( 2465,  3968) 
  In the center room (just south of the exit), there is a lift to the 
  west.  Go up the lift and hit space on the wall to the west, 
  revealing a few imps and a switch (#2) which opens a door leading 
  outside in the southeast corner of the center room.  Outside (#3) 
  are some imps and a shotgun.  Once you hit the switch at the top of 
  the lift, jump down onto the platform just east of the lift.  This 
  will open a room with a rocket launcher to the north and east (#4). 
 5  28 < b4e0000, ba60000> ( 2894,  2982) 
  A room with two imps and a stimpack, behind a hidden door on the 
  south side of the east wall of the center room. 
 
Level 2: Underhalls 
 1  20 < a4c0000, 87b0000> ( 2636,  2171) 
  Just southwest of the red keycard (at the top of the steps) lies a room 
  with blue armor.  There is also a teleporter back to the beginning. 
 
Level 3: The Gantlet 
 1   5 < da00000, ac90000> ( 3488,  2761) 
  In the main room, south of the two sets of stairs and the rocket 
  launcher, is a small outcropping with a ledge.  You can make it over 
  the ledge if you run southeast at the right angle from the raised 
  area west of the stairs.  Try standing at <b8cf79f,e2495ca> at angle 
  dbf00000 (or thereabouts) and running straight forward.  Once you 
  make it, walk through the south wall to a small room (#1), 
  containing a supercharger and partial invisibility.  There is also a 
  teleporter to the tower with the rocket launcher. 
 
Level 4: The Focus 
 1  15 <fdca0000, 4890000> ( -566,  1161) 
  The hallway south of the starting point leads to a staircase, then 
  curves east to a door.  On the left side of the corridor are some 
  windows into rooms containing armor and lots of sargeants.  Near the 
  east end of the corridor, there is a hidden door on the north wall, 
  just to the right of the window, which lets you into the south 
  windowed room (#1), and from there to the north windowed room. 
 2  14 <fe020000, 34b0000> ( -510,   843) 
  On the way to the blue key is a room with a lava pool in the 
  northwest.  Jump in the pool; there is a secret door to the north, 
  leading to a room (#2) containing a double-barreled shotgun. 
 3  43 <ff9f0000, 6250000> (  -97,  1573) 
  Once you get the red key, walk east off the platform.  There is a 
  teleporter there, which takes you to the area just south of the 
  staircase mentioned above. 
 
Level 5: The Waste Tunnels 
 1 139 < 6840000, 1c00000> ( 1668,   448) 
  Just behind the supercharger in the north area of the map (not the 
  one at the start) is a small room with a beserker. 
 2   3 < 3510000, 1ad0000> (  849,   429) 
  Starting in the room with the blue key (the one with red doors at 
  the west and east ends), walk north through the window and press 
  space on the north wall.  Then run north until you're in the room 
  with the plasma gun. 
 3  52 < 1800000,fa440000> (  384, -1468) 
  On either side of the exit are doors to a room containing some ammo. 
  Jump down from one of the ledges on the west or east sides of the 
  room. 
 
Level 6: The Crusher 
 1  98 < 4200000, 2600000> ( 1056,   608) 
  Of the two southernmost pillars in the room just west of the starting 
  point, the eastern one contains a secret.  Hit space on its north or 
  east wall to lower it, revealing a megasphere. 
 2 124 < 24e0000, 1130000> (  590,   275) 
  The poison river in the room with the blue keycard leads southeast to 
  a room with a teleporter, which takes you to the staircase just east 
  of the plasma rifle. 
 3 146 <ff420000, 7520000> ( -190,  1874) 
  In the northwest corner of the room with the spiral staircase is a 
  little outcropping with a few chaingun sargeants.  You can jump into 
  it from higher up on the staircase.  (Don't try jumping straight 
  west; you need to jump a little bit north, too.  Try running 
  straight ahead from <1698256,70dce25> at angle <6d480000>.)  In the 
  middle of its west wall is a door leading to a secret room with lots 
  of cool stuff, including a megasphere. 
 
 Also: the blue door north of the starting room leads to a lift.  After 
 lowering the lift, you will see a little room to the south of the 
 lift with some armor. 
 
Level 7: Dead Simple 
 1   1 <fda00000,ff600000> ( -608,  -160) 
  The platform around the end-level switch in the center.  Kinda hard to 
  avoid, unless you're playing deathmatch, in which case there is another 
  end-level switch (along with a BFG9000) in the northwest corner of the map. 
  There is no way into that room from the outside, so you can't enter it in 
  single player.  There is a deathmatch start in there, however, and you 
  can open the door from the inside. 
 
Level 8: Tricks and Traps 
 1   6 < f200000, 74c0000> ( 3872,  1868) 
 2 125 < f200000, ae40000> ( 3872,  2788) 
 3  12 <10550000, 9200000> ( 4181,  2336) 
 4   9 <102c0000, a290000> ( 4140,  2601) 
  Through the door east of the starting point is a room with three 
  teleporters; two obvious ones to the left and right, and a third one 
  in the center which you can get to by shooting the lion.  All three 
  take you to a small octagonal room with a pillar in the center.  The 
  left, right, and center teleporters take you to the north, south, 
  and east ends of the room, respectively.  Shoot the north and south 
  sides of the pillar to open up secret doors behind the teleport 
  exits, revealing some ammo (#1), and a chaingun (#2); unfortunately, 
  it also reveals some pain elementals, so you can decide for yourself 
  if it's worth the trouble.  From the east end of the room (which is 
  secret #3), if you jump west over the slime to the center of the 
  room, a door will open up in the northeast corner of the room. 
  Actually, hitting space on the door will have the same effect.  This 
  door (#4) leads to two radiation suits, ammo, partial invisibility, 
  and a teleporter back to the octagonal room. 
 5  57 < 2f40000, 9500000> (  756,  2384) 
  Through the door southwest of the starting point is a cacodemon and a 
  chainsaw.  As you take the chainsaw, a door will open up revealing a 
  little more of the passageway (#5), containing some ammo and green 
  armor, as well as a baron, who will teleport to the east to block 
  your exit. 
 6 100 < bc00000,10320000> ( 3008,  4146) 
 7  98 < ea40000,11400000> ( 3748,  4416) 
  In the room with way too many demons are two switches on the south side. 
  The west one opens a door on the north wall leading to another door. 
  If you have hit the switch in the room with all the cacodemons, then 
  this door will be open, leading to a room (#6) with even more demons 
  (though you won't see them at first; some doors open after you pass 
  by them).  There is a candle on the east side of it, marking a door 
  which you can shoot open to reveal the BFG9000 (#7). 
 
Level 9: The Pit 
 1 109 <fc600000, 2600000> ( -928,   608) 
 2 118 <fd070000, 3050000> ( -761,   773) 
  West of the starting point is a corridor leading to the supercharger. 
  Once you get it, one of the corridor walls will open up, revealing a 
  doom containing a rocket launcher and two rockets.  You can try to 
  jump for the launcher, or you can just walk off the northeast edge of 
  the platform on the southwest corner of the room; the floor will 
  raise up so you can easily get the launcher (#1).  Once you do, 
  some doors to the north and east will open up, revealing some sargeants. 
  If you try to walk onto the platform with the rockets (#2), some doors 
  will open up behind you revealing a wall of chaingunners, who will 
  probably negate whatever benefit the supercharger gave you.  :-) 
 3  16 < 5c00000, 6db0000> ( 1472,  1755) 
 4  17 < 5ac0000, 6c00000> ( 1452,  1728) 
 5  22 < 5840000, 6ec0000> ( 1412,  1772) 
  On the east side of the map is a room with a hexagonal structure with 
  imps and sargeants firing down at you.  If you walk up to the structure, 
  the ledge that the bad guys are standing on will lower you, allowing 
  you to walk up onto it (#3).  On the north side of the structure is 
  a door leading to interior of the structure (#4), which is crammed 
  with imps and lost souls.  Opposite the door, and a bit to the right, 
  is a hidden door leading to the BFG9000 (#5). 
 6  43 < 2d50000, c950000> (  725,  3221) 
  In the northeast corner of the map is a spiral staircase of sorts, a 
  large, circular series of steps that lower as you walk up to them. 
  If you make it all the way up the staircase (clockwise), you can jump 
  down to an area with ammo, a supercharger, blue armor, beserk, and 
  a teleporter back to your starting point. 
 
Level 10: Refueling Base 
 1 114 <fda20000, 2480000> ( -606,   584) 
 2 111 <fda00000, 1380000> ( -608,   312) 
 3 112 <ff200000, 2800000> ( -224,   640) 
 4 116 <fc260000, 2800000> ( -986,   640) 
  The round skylit room south of the starting point has four big brown 
  pillars, each of which contains a secret area.  These pillars open 
  when you enter the room from various directions.  When you enter 
  from the south, the center (#1) and south (#2) pillars open doors 
  facing each other; they contain health and various monsters.  The 
  south one contains a radiation suit, which can come in handy, since 
  all these secret areas have acid floors.  When you enter from the 
  west, the east pillar opens, revealing health, ammo, and various 
  monsters, which may include a pain elemental or two (#3).  When you 
  enter from the east, the west pillar opens, revealing the same sort 
  of thing (#4). 
 5   5 < 5c00000, 8c40000> ( 1472,  2244) 
 6  12 < 3c60000, 7000000> (  966,  1792) 
 7  26 < 80a0000, 5c00000> ( 2058,  1472) 
 8 180 <f8b00000,f9600000> (-1872, -1696) 
 9  34 < 57a0000, 5400000> ( 1402,  1344) 
10  49 < 37d0000, 4d50000> (  893,  1237) 
11  80 < 6400000, 3480000> ( 1600,   840) 
  In the northeast corner of the map is a room with a lot of sargeants 
  and former humans.  There are a lot of small niches in this room; 
  several of them have secret doors behind them which you can shoot 
  open.  You can usually identify them by the fact that they have the 
  large white UAC logo on them, rather than the small gray ones. 
  There are five such secret doors; behind them, you can find a 
  supercharger (#5); light amplification and 200% armor (#6); health, 
  armor, demons, a backpack, and a teleporter (#7) (the teleporter, 
  which is behind the door at the end of the hidden hallway, takes you 
  to room in the southwest (#8), with a invulnerability and an ammo 
  box, just west of the room with the cyberdemon); an energy pack 
  (#9); and armor, a beserker, ammo, and various monsters (#10).  Also, 
  the switch in the southeast corner of the room opens a door to a 
  hidden hallway (#11) which leads to the room with all the 
  arachnotrons. 
12  74 < 7a50000,fbbd0000> ( 1957, -1091) 
13  71 < 6840000,fc000000> ( 1668, -1024) 
  In the southeast corner of the arachnotron/revenant room is a secret 
  door to a hallway (#12) leading south; it contains light amplification 
  goggles.  The secret door you emerge from is marked with green pillars. 
  Up the steps to your north is another secret door, also marked 
  with green pillars; it contains armor, beserk, and ammo (#13). 
14 101 <  600000,fffb0000> (   96,    -5) 
15  59 <  1c0000,fcc00000> (   28,  -832) 
  In the room with the rocket launcher on the pedestal, northwest of 
  the room with secret door #13, you can run past the rocket launcher and 
  get onto the north ledge with the imps on it (#14).  There is some 
  health and green armor up there.  The ledge on the south side of the 
  room is actually a lift, which you can lower by hitting space. 
  There are two boxes of rockets up there (#15). 
16 120 <f8e00000, 4f00000> (-1824,  1264) 
17 121 <f8e00000, 4e00000> (-1824,  1248) 
18 122 <f8e00000, 4e00000> (-1824,  1248) 
  In the northwest, there is a room with two acid floor areas and 
  some pillars with stuff hidden behind them.  On the southwest wall, 
  there is a section of wall with mismatched texture; when you 
  walk near that section of wall, a door opens in the northwest 
  acid pool.  The door leads to a megasphere, which counts as 
  three secrets (#16, #17, #18). 
 
  Also note that just southeast of your starting point is a secret 
  door to a room with some goodies, but it's not an official secret. 
 
Level 11: 'O' of Destruction! 
 1  28 < 6600000, 3240000> ( 1632,   804) 
  On the east side of the map is a small room containing a chaingun 
  with green torches on either side; you get to it via a lift which 
  lowers when you come down a set of stairs.  On the south side of 
  this room is a secret door, which opens onto a hallway (#1) which 
  leads to a ledge where you can get partial invisibility.  Also, note 
  that there is a supercharger west of the set of stairs mentioned 
  above, on the left (south) side of the door.  Just walk through the wall 
  to the right of the green torch. 
 2  75 < 67e0000, 71f0000> ( 1662,  1823) 
  On the east side of the outer part of the circle (north of the 
  walkway leading east, south of the outcropping with the supercharger 
  on it) is a hidden door in the slime.  It opens when you cross the 
  trigger that reveals the arch-vile.  The door leads to some boxes of 
  rockets (#2) and a teleporter which takes you to some energy packs 
  in the center of the circle. 
 3 114 <ff480000, 9fc0000> ( -184,  2556) 
  In the northwest corner of the map is a series of bars which open 
  automatically when you approach.  Just north of the bars is a secret 
  door (#3) leading west to the hell knight and invulnerability. 
 
Level 12: The Factory 
 1  26 <fd950000, 3000000> ( -619,   768) 
  In the northwest corner of the big main building is a room with 
  jagged walls (#1); it contains a BFG9000 and lots of chaingunners. 
  To open the door leading there, you must hit the switch in the 
  southeast corner of the room with the blue door facing northwest. 
  Note that there is a radiation suit in the southwest corner of 
  that room. 
 2  85 < 3040000, 2c00000> (  772,   704) 
  The room with the blue door facing northeast (with the platforms 
  that lower as you reach them) contains a teleporter to a ledge 
  facing northeast outside the building.  From there, you can jump 
  down to the southwest and get three boxes of ammo (#2).  Hopefully 
  you already killed the mancubus.  This room also contains a switch 
  which helps you get secret #4. 
 3 155 <fef80000,fc730000> ( -264,  -909) 
 4 122 <ffa00000, 1200000> (  -96,   288) 
  In the southwest corner of the map is a small building with some 
  crates.  High on the east wall are a chaingun and some ammo (#3); 
  you can get to them by stepping from crate to crate until you 
  get to the lift (the switch), and then use the lift to get up 
  to ledge they're on.  In the southwest corner of the room is 
  a teleporter which takes you to the square structure in the center 
  of the big main building.  If you hit the switch mentioned in #2 
  already, then the center of this structure will be raised up so 
  that you can just grab the supercharger (#4).  If you haven't, 
  then you'll be surrounded by four imps scratching away at you. 
  Kill them and hit the switch, which will raise the floor up so 
  you can get the supercharger. 
 
Level 13: Downtown 
 1   3 < 5000000,f68b0000> ( 1280, -2421) 
  There is a building in the southeast with a switch next to a 
  lift.  Hit the switch and take the lift up.  There are two 
  doors; the right door won't open.  Take the left one and jump 
  across the slime pit to the other side (#1); there's a computer 
  map and a chaingun. 
 2  74 <fcb00000,f2de0000> ( -848, -3362) 
 3  11 < 2e00000,f3d00000> (  736, -3120) 
  In the southwest corner of the building in the southwest corner of 
  the map is a switch which opens a door leading outside.  There's 
  a medikit and some ammo out there (#2).  Just to the east of 
  the switch is a stack of crates which you can lower by hitting 
  the space bar, revealing another switch.  After you hit the 
  switch, you can walk around the stack of crates to your north 
  to find a set of stairs leading up to a teleporter.  The teleporter 
  takes you to a ledge just west of the starting point (#3).  From 
  this ledge, you can run north into the building with the 
  supercharger. 
 4 108 <fd200000,f7680000> ( -736, -2200) 
  The building in the southwest corner of the map has a pit in the 
  northwest corner, which leads to a lift.  The lift takes you up 
  into another building.  Just across from the lift (to the east) 
  is a switch; hitting the switch opens a door revealing some 
  shotgun shells (#4). 
 5 128 <ffb80000,f7780000> (  -72, -2184) 
  The building with the revenants guarding it (the one with the 
  blue door at the entrance) contains a crate with a switch on 
  the north side.  You can hit the switch to lower the northeast 
  platform, so you can get the chainsaw (#5). 
 6 166 < 2400000,  d20000> (  576,   210) 
  The structure with the red keycard on top of it has a hidden door 
  in the middle of the north wall, which can be reached from the 
  ground.  The door opens to reveal some blue armor (#6). 
 7 213 <ff400000,   40000> ( -192,     4) 
  In the northeast corner of the map is a teleporter which takes 
  you to the ledge of a building with some imps.  Jump over to 
  the ledge of the building just to the west.  There's a door 
  there which leads to a teleporter, which takes you to the 
  interior of a building farther north, right between two cacodemons 
  (#7).  There's a lot of ammo in there too.  Hit space on the inner 
  wall to get out. 
 8 223 <ffc20000,fc6f0000> (  -62,  -913) 
  The building just southeast of the crusher with the plasma gun has a 
  door in the south wall with a stairway leading up to a blue door. 
  Once you have the blue key, you can enter out and get some ammo and 
  rockets (#8). 
 
Level 14: The Inmost Dens 
  No official secrets.  One way to get the supercharger is to go to 
  the building east of the starting building via the bridge.  Enter 
  the building through the south door.  Run out one of the windows 
  facing west into the moat, south of the bridge.  Lower the lift 
  in the southwest corner, then go through, and go east, kill the 
  arachnotron, and get the supercharger. 
 
Level 15: Industrial Zone 
 1 290 < 11c0000,  600000> (  284,    96) 
  Get the red card key.  Then jump down to the ground, just to the 
  east of the platform the red key is on.  There is a beserk box there. 
  Hit the space bar on the crate just to your east to lower it, and 
  get the stimpack (#1). 
 2 276 <fd880000,ff500000> ( -632,  -176) 
  Take the teleporter in the southeast corner of the red card key building. 
  Walk out onto the ledge, then go to the north end and drop into the 
  opening to the west, falling down to the main floor of the building. 
  Then walk out the west exit.  Go back and take the teleporter in the 
  red card key building again, and walk north and west again; this time, 
  the floor has risen up to the level of the ledge on the north side 
  of the building.  From here you can jump south onto the platform with 
  the ammo and chaingun (#2). 
 3 104 < 4c80000,fc800000> ( 1224,  -896) 
  Go to the top of the building northeast of the diamond-shaped building. 
  Just north of the teleporter is a secret door on the east wall (#3). 
  Go through down onto the acid pool; to the north is a backpack and 
  some rockets. 
 4  53 < b000000,f5800000> ( 2816, -2688) 
  Go to the top of the diamond-shaped building on the north shore of 
  the acid lake; walk to the south ledge of the building.  Jump south 
  down onto the small island with the radiation suit and energy cells. 
  (Try walking instead of running.)  Hit the switch, then jump off and 
  go northeast to the east side of the lake.  Go through the door you 
  find there; through it, you'll find a platform with an 
  invulnerability sphere (#4). 
 5  70 < 8100000,f3c80000> ( 2064, -3128) 
 6  71 < 8100000,f3880000> ( 2064, -3192) 
 7  47 < 7c30000,f5360000> ( 1987, -2762) 
 8  21 < 5440000,f1040000> ( 1348, -3836) 
  In the southeast corner of the map is a building with a spiral 
  staircase.  Go up and around the staircase.  As you turn to go 
  south, a door will open to the east.  Run south across the lift, 
  then east, then run north, jumping across the lower hallway; there 
  you'll find an open door (#5) revealing a megasphere (#6).  Now go 
  up the stairway again.  As you go south over the lift, a door will 
  open up on the north wall, behind you.  Go through the door into an 
  area with energy cells and lost souls (#7).  Go east into a small 
  opening with a switch.  Hitting the switch will cause a teleporter 
  to appear in the hallway to the west.  Enter the teleporter; it will 
  take you to a platform in the southwest corner of the building with 
  a chainsaw (#8). 
 9 147 <  380000,f1e00000> (   56, -3616) 
10 216 <fc970000,f5770000> ( -873, -2697) 
11 195 <fce00000,f0340000> ( -800, -4044) 
  Go the building in the southwest corner of the map.  At the south 
  end, you will find some stairs going east (unless you haven't hit 
  the switch to raise them).  At the top of the stairs is a secret 
  door to the east, revealing a small area (#9) with a teleporter to 
  the top of the square spiral staircase building northwest of the 
  diamond-shaped building.  I was not able to get credit for secret 
  #9, even if I walked into the teleporter; so the most I could get 
  for this level is 90% secrets.  Instead of taking the teleporter, 
  you could go to the top of the building to the ledge looking north. 
  Hit the switch on the west wall, then jump down to the ground and go 
  back through the front door of the building.  Go into the acid river 
  and follow it north to the lift, which takes you up to another ledge 
  where you'll find a plasma gun and ammo (#10).  Now go back to the 
  south end of the building and go south through the acid river 
  tunnel.  If you got secret #4, there will be a secret door leading 
  south in the tunnel (#11) leading to a teleporter to the secret 
  level (level 31). 
 
Level 16: Suburbs 
 1  41 < 1c00000,fd180000> (  448,  -744) 
 2  33 < 1b80000,fe580000> (  440,  -424) 
  There are two buildings in the center of the map.  You start in the 
  north one; enter the south one.  In the south part of the building 
  is a little platform with some shotgun shells on it.  Hit space to 
  lower the platform, then get on it.  When you get to the top, shoot 
  at the niche in the wall to your east.  A megasphere will be revealed 
  in the southeast corner (#1).  (It's easy not to get credit for this 
  secret, even if you do get the megasphere.  Walk slowly into and out 
  of that corner, making sure you drop into the depression there.) 
  Then turn northwest and shoot at the eyes in the wall.  You may need 
  to do this while the platform is rising for it to work, or you could 
  try using a shotgun.  If you hit it, a door will open just behind the 
  wall to your north, containing some ammo (#2). 
 3  13 < 6c90000,  800000> ( 1737,   128) 
 4   7 < 5310000,fff80000> ( 1329,    -8) 
  On the east side of the map is a building with doors on each wall, 
  but you can only go through the door in the east wall.  Open the 
  east door and enter the building (#3).  Hit space on the northwest 
  platform to lower it, then get on.  When it rises back up, walk 
  south into the acid pool inside the southwest platform, then hit the 
  switch.  The platform will lower, revealing a small room to the 
  northwest.  Inside the room is a BFG9000, some energy packs, and a 
  medikit (#4). 
 
Level 17: Tenements 
 1  48 <fd400000,f5200000> ( -704, -2784) 
  Go to the center of the map, then go east until you come to two 
  staircases leading north and south.  Lower the lift to your south by 
  jumping down in the slime just to the west of it and hitting the 
  switch.  Just south of the lift is a hidden room with some armor. 
  On the west wall of this room is a lift (#1) leading to a chaingun. 
 2  89 <fa900000,fd380000> (-1392,  -712) 
  In the north part of the map is an M-shaped structure.  Walk north 
  down the middle of the M into the acid lake, then turn around and 
  hit space on the wall.  The middle of the M will be lowered, and you 
  will see a switch to your south.  Run south and hit the switch. 
  (Actually, you don't have to lower the walkway to hit the switch; 
  you just have to stand in the right place and press the space bar.) 
  A door will be revealed to the east; you can jump into it and get 
  some armor (#2) and a BFG9000. 
 3 150 <fb040000,f94c0000> (-1276, -1716) 
  On the way to the exit, just to the southwest, is a lift.  As you go 
  up the lift, you'll notice an opening to the south.  While the lift 
  is moving, run into the opening (#3) and into a hallway leading east 
  to a megasphere. 
 
 Also, the room with the really annoying stairway north and west 
 of the starting point has four teleporters on the floor.  The 
 northwest and southeast ones go to the north and south ledges 
 where the monsters appear. 
 
Level 18: The Courtyard 
 1  17 <f7f40000, 3f60000> (-2060,  1014) 
  When you walk around the pillar in the center of the main area, a 
  number of doors will open up, including two against the wall west of 
  the center pillar.  Of these two doors, the north one leads to a 
  BFG9000 and some more monsters (#1).  (The south one has a hall of 
  mirrors effect in the door tracks.) 
 2  36 <fa050000,ff050000> (-1531,  -251) 
  When you walk counterclockwise around the pillar in the center of 
  the main area, a door will open up northeast of the pillar leading 
  to a teleporter, which takes you to the platform southwest of the 
  pillar.  The platform (#2) contains some rockets, health, and blue 
  armor.  The teleporter will not be there until you hit the switch 
  on the northeast corner of the plus-shaped structure just to the 
  south of it (the one containing the cacodemons). 
 3  76 < a300000, 4300000> ( 2608,  1072) 
  In the northwest corner of the map, hidden between the structures on 
  the north and west walls, is a corner with a small bit of grass. 
  Walking into the grass teleports you to the northeast corner of the 
  map, on a ledge containing a medical kit and a computer map.  (Note 
  that the building just to the east of the bit of grass has an 
  unclosed sector inside it; you can see out the east wall.) 
 4  74 < 8b00000,  940000> ( 2224,   148) 
  In the east area of the map is a hallway ending at a blue wall with 
  a skull switch.  Hitting the switch opens a hidden door revealing a 
  chaingun (#4). 
 
Level 19: The Citadel 
 1  43 <fdc20000,ffe20000> ( -574,   -30) 
 2  97 <fd860000, 1a00000> ( -634,   416) 
 3  95 <fc360000, 1e60000> ( -970,   486) 
 4 100 <fa350000, 5a90000> (-1483,  1449) 
 5  85 <f9270000, 73c0000> (-1753,  1852) 
 6  33 < 6430000, 5300000> ( 1603,  1328) 
 7 126 <fdb70000,fc640000> ( -585,  -924) 
  In the southwest corner of the main building is a room with a switch 
  in the middle which opens doors leading north and south.  Hit the 
  switch and go north.  At the intersection, go west, and north 
  through the door into a room with health, partial invisibility, and 
  lots of imps (#1).  Then go back to the intersection and go north. 
  At one point, you'll meet a hallway leading off to the northwest. 
  Just south of this hallway on the west wall is a secret door.  (It's 
  just north of the place where it LOOKS like there's a secret door.) 
  This door leads through a short hallway (#2) to a lift, which leads 
  to a hall leading northwest (#3) and stops at a window.  Jump out 
  the window to the northwest.  You should be able to reach the steps 
  of the building to the northwest (#4).  The building has two 
  openings leading inside.  Try the south one first; when you finish 
  in there, an area will open up to the northeast with lots of 
  troopers and a computer map (#5).  The north opening leads 
  (eventually) to five teleporters.  The middle one leads to the 
  pillar in the middle of the castle, which contains a rocket 
  launcher.  The other four lead to the four corners of the castle. 
  Take the northeast one; in the northeast corner of the castle (#6), 
  you will find the BFG9000, some demons, and the blue key.  Or, take 
  the southwest one; there you will find a chainsaw and the yellow key 
  (#7).  An easier way to get to the southwest tower is to go to the 
  southwest room of the castle with the doors on the north and south; 
  take the south door, and walk down the corridor until you hear a 
  door open, then run back and walk through the open door to your left. 
 8  38 <ff200000,ffad0000> ( -224,   -83) 
 9  52 < 5400000, 1910000> ( 1344,   401) 
  In the southeast corner of the map is an area at the top of some 
  steps with two things that look like switches to the north.  They're 
  not switches, but there's a hidden door between them.  Go through 
  the door and up the steps, and hit the switch you see there (on the 
  east side of the wall) 3 times.  Then jump down to the north onto 
  the platform you've raised up, and from there jump onto the platform 
  in the northeast corner of the room.  Go through the teleporter, and 
  you'll get a supercharger (#8).  Go south a bit and then north, and 
  you'll be teleported to a platform in the southeast area of the 
  castle.  Jump to the platform to the northwest (this platform 
  appears when you shoot at the imps in the southwest corner; the room 
  that they are in is missing its north wall, BTW) and go through the door, 
  then down the steps to get the red skull key and some rockets (#9). 
 
Level 20: Gotcha! 
 1  56 < 8360000,ee3e0000> ( 2102, -4546) 
  The structure just south of your starting point consists of a building 
  with a walkway around it to the south entrance.  (The walkway may not 
  be there if you have not tried to get to the structure; just walk south 
  from the starting point to raise the walkway.)  In the southwest part 
  of the "moat" (the poison area between the walkway and the building) is a 
  small opening, containing an energy cell pack and a radiation suit (#1). 
  Once you have the radiation suit, you can safely walk around the moat 
  to the other side, where there is a teleporter leading back to your 
  starting point. 
 2   4 < ece0000,f5ff0000> ( 3790, -2561) 
  At the top of the structure on the east side of the map is a 
  teleporter.  (To get there, jump down into the slime just east of 
  your starting point and walk north through the little door, up the 
  steps (shoot the wall that's in your way), and jump down from the 
  window.  Then hit the switch to lower the lift to the entrance of 
  the structure, and fight your way up to the top.)  The teleporter 
  takes you back to the starting point.  Just to the left of the 
  teleporter is a hidden door which takes you through a small room 
  (#2) with another teleporter, which goes to a tower on the north 
  side of the structure.  In all likelihood, you'll teleport right on 
  top of a pain elemental, killing it before it has a chance to fire 
  any of those damn skulls. 
 3 101 < 5200000,fbf00000> ( 1312, -1040) 
  There are two towers west and east of the circular area to the north 
  of the main building.  There's nothing on the east one, but the west 
  one (#3) has a megasphere on it.  To get there, take the big demon 
  teleporter in the circular area.  Walk down the stairs and kill the 
  bad guys.  (Note that just south of the stairs, down in the slime, 
  is a teleporter leading to the area where the cacodemon was hiding. 
  There's blue armor and some health up there.)  Then jump across to 
  the dark area east of the stairs.  Instead of walking south to the 
  green armor, find the hidden path leading northeast in the dark to 
  the teleporter, which takes you to the megasphere. 
 4 127 < 2600000,ff180000> (  608,  -232) 
 5 132 < 2210000,ff1c0000> (  545,  -228) 
 6 128 < 29e0000,ff1c0000> (  670,  -228) 
  The structure west of the circular area to the north of the main 
  building (not #3--the thing to the northwest of it) has a 
  supercharger (#4) and a BFG9000 in it.  To get there, grab a 
  radiation suit if you have one, and walk northeast through the slime 
  to the building with the teleporter to #3.  Walk around the 
  southeast corner of the building, looking for a staircase; there 
  should be some flaming skulls there to mark the place.  Walk up the 
  stairs to the teleporter, which takes you to the structure to the 
  west.  Hit the switch to raise the platform, and kill all the bad 
  guys.  If you don't see the BFG9000, shoot your pistol out the east 
  window at the big demon teleporter, and a door behind you should 
  open revealing the BFG and some ammo.  Then hit the switch on the 
  south side of the room to reveal the supercharger (#4). 
  Unfortunately, there's a teleporter in the way, which takes you back 
  to the demon teleporter; fortunately, there are two secret doors to 
  the left and right of the teleporter, which you can take to get to 
  the supercharger (through another secret door to its west or east). 
  The left one has an arch-vile in it (#5), so I suggest you take the 
  right one, which contains an energy cell (#6), unless you want 100% 
  kills and secrets; but if you didn't, why would you be reading this? 
 7  59 < 6730000,f1270000> ( 1651, -3801) 
  In the room with a staircase leading to a plasma gun, there is a 
  secret door on the south wall, leading to a small room (#7) with a 
  supercharger on the west end. 
 
Level 21: Nirvana 
  No official secrets.  To get the megasphere, hit the switch next to 
  the teleporter which takes you to the room it's in, then jump in the 
  teleporter and run and get it.  Note that the room with the 
  arrow-shaped staircase has some weird effects on the ceiling. 
 
Level 22: The Catacombs 
 1  85 <fd200000,  f50000> ( -736,   245) 
  In the northwest corner of the starting room is a hidden door leading 
  to a room with rockets, a supercharger, armor, and a spectre. 
 2 125 <fd300000,ff000000> ( -720,  -256) 
  In the southwest corner of the starting room is a hidden door which 
  leads through a short hallway (#2) to the room you can see to your 
  south, containing the plasma gun and an army of chaingunners. 
  To open the door, hit space on the green torch. 
 3  14 < 3340000, 3a00000> (  820,   928) 
  A bit northeast of the red skull key is a secret door leading to a 
  small opening (#3) with a teleporter, which takes you to the room south 
  of your starting point which contains a plasma gun, in case you hadn't 
  already gotten it. 
 
Level 23: Barrels O' Fun 
 1  61 <  600000, a700000> (   96,  2672) 
  Between the two north-south hallways which lead outside is a third 
  hallway containing a megasphere and two boxes of rockets.  It has 
  a little outcropping just north of it which you can jump down onto, 
  and then walk south to get the goodies. 
 2  11 < 81c0000, b780000> ( 2076,  2936) 
  In the northeast part of the map are two hallways with boxes and 
  boxes of rockets, for use against the various spiders.  In the south 
  hallway is a door to the north, leading to a supercharger (#2). 
 
Level 24: The Chasm 
 1  98 <ff000000,f8540000> ( -256, -1964) 
 2 116 < 1000000,f6870000> (  256, -2425) 
  Your starting point is located in a small opening in the north side 
  of a building.  The main entrance to the building is around the 
  walkway a short distance to the east, but you can't get in, because 
  the entrance is too steep.  To raise the stairs up, first fall into 
  any of the teleporters in the slime on the floor of the southeast 
  corner of the map, north and south of the building you're trying to 
  get into.  You should appear south of a series of tower.  Jump down 
  from tower to tower, working your way east to a small area with a 
  teleporter.  That will take you to another teleporter.  Go straight 
  (east) and hit all the switches in that area.  That should raise the 
  stairs at the main entrance of the building, so get back there by 
  going back to the teleporter, and go through it to the teleporter at 
  the base of the series of towers.  Then run west to the teleporter 
  on the acid floor.  That will take you back up to the south tower, 
  so run northwest to get back to the building near the starting 
  point.  Once you get inside (#1), you'll see three things sticking 
  out of the north wall.  Hit space on the first one you come to; it 
  will lower a lift to your south, which leads to a small area with 
  some ammo (#2). 
 3  62 <f5400000,fec00000> (-2752,  -320) 
  This is the invulnerability in the west part of the map, which is 
  not that hard to find; just follow the annoyingly thin walkway west. 
  You can jump down onto it, but then you'll be stuck there; you'll 
  have to get off that platform and wait for the floor to rise up, 
  then walk to one of the surrounding walls, and hit space until you 
  get back up to the level of the walkway.  At that point, the 
  invulnerability will have worn off.  A better idea is to get a 
  radiation suit and jump down into the moat around it, and then hit 
  space on the surrounding walls until it reaches the level of the 
  platform the sphere is sitting on, then grab it; then the floor will 
  raise up to the level of the surrounding walls, and you can get out. 
  Or you can try jumping down just to the left or right of the 
  invulnerability sphere, enough to get the floor to raise up and take 
  away the poison; then grab the sphere, and hit space a few more 
  times to get back to the walkway. 
 4 123 <fda00000,f1d00000> ( -608, -3632) 
  The south area of the map has a shotgun with a small walkway to its 
  south.  If you get the shotgun, an opening will appear to the south 
  revealing some monsters.  After killing the monsters, you can jump 
  down into the opening to get some ammo and health (#4).  When you 
  jump back, the floor around the shotgun will rise up and become 
  non-toxic. 
 
Level 25: Bloodfalls 
 There are no official secrets, but there are some hidden areas.  In 
 the north-south hallway with two windows on each side of the hallway, 
 in the north part of the map, there is a secret door between the two 
 windows on the east side, leading to a rocket launcher and some ammo. 
 In the south part of the map, in the room with some steps leading 
 south between two windows, there is a hidden room in the northeast 
 with a BFG9000; it's on the automap. 
 
Level 26: The Abandoned Mines 
 1  29 <  e00000,ffb80000> (  224,   -72) 
  When you start the level, there's a secret door right behind you 
  (#1) which leads to a big room with lots of bad guys and items. 
  The teleporter on the acid floor in the west area of the room 
  takes you to a platform where you can jump and get the plasma gun. 
 2  34 < 16c0000,  200000> (  364,    32) 
  When you start the level, there's a secret door right to the east 
  of you (#2).  Hit the switch to lower the room first, then hit space 
  on the south part of the east wall.  This door leads to a network 
  of tunnels that take you to many of the acid-floored rooms and 
  monster ledges that you see from your starting point. 
 3  98 <f8380000, 3a00000> (-1992,   928) 
 4 121 <fb6c0000, 4e00000> (-1172,  1248) 
  The blue keycard has a secret door behind it (#3) revealing a switch 
  that lowers two lifts, revealing two areas to the north and south of 
  the acid pool to your east, which contain some cacodemons.  The south 
  area contains a trigger line that raises the floor near the east door, 
  and a switch which opens that door.  The north area contains blue 
  armor, and a secret door on the east wall (#4) leading to some 
  health potions and a supercharger. 
 
Level 27: Monster Condo 
 1  10 <fb5c0000,fea50000> (-1188,  -347) 
  When you start the level, the first thing you should do is go through 
  the door in the northwest corner of the room (across the acid pool) 
  and go west to the lit area with the ammo (#1).  You have 30 seconds 
  after the level begins before this area is closed off. 
 2 177 < 5f60000,fdad0000> ( 1526,  -595) 
 3 171 < 6400000,fbe00000> ( 1600, -1056) 
  East of the acid pool with the rocket launcher in the center 
  is a west-east dividing wall.  On the east wall, north of the 
  dividing wall, is a lit area in the corner.  When you walk into 
  this lit area, a door opens to the east revealing an area (#2) 
  containing partial invisibility, light amplification, energy 
  cells, and lots of monsters.  South of the dividing wall is 
  another lit area along the east wall.  When you walk into it, 
  a door opens to the east revealing an area (#3) containing some 
  ammo, health, shotgun shells, and arachnotrons. 
 4  92 < 12d0000, 2f60000> (  301,   758) 
 5  93 < 1200000, 4e00000> (  288,  1248) 
  In the northeast room with the impaled bodies everywhere, there are 
  two switches to the north.  The east one lowers a lift to the 
  southwest, which leads to a long corridor of health potions (#4) and 
  a teleporter (#5) which takes you up to the ledge in the northeast 
  corner of the room, where there's health, armor, ammo, and a BFG.  I 
  don't think it's possible to get #5, since the teleporter's sector 
  is secret, and you can never enter that sector, because there's the 
  teleport line is in the way.  Also note that you can't get out of 
  the ledge in the northeast corner unless the door to it has opened 
  up already. 
 6  45 <f95d0000, 5000000> (-1699,  1280) 
 7 129 <f7bd0000,fc400000> (-2115,  -960) 
  There are two long north-south skylit rooms with large teleporters 
  in the center and pictures of a demon on the north wall.  Each one 
  has a switch on the east wall, which you can use to open up the west 
  wall in both rooms, revealing some mancubi, a beserk sphere, a 
  supercharger, and a computer map in each room (#6 in the north one, 
  #7 in the south one). 
 8 157 < 4e00000,f7600000> ( 1248, -2208) 
  This is the room with the hell knight, just southwest of the 
  yellow key, which has the switch that lets you out of the room 
  after you get the yellow key. 
 
Level 28: The Spirit World 
 1  54 < 3e00000,f1a00000> (  992, -3680) 
 2  55 < 5b00000,f1a00000> ( 1456, -3680) 
  In the south part of the map is a room with five columns and a 
  throne.  Walk up to the throne to lower the middle column, and then 
  go stand on it (#1).  (You need to do this in order to complete the 
  level, so I don't see why it's a secret.)  When the column raises up 
  again, you will see two switches to the north and south.  The south 
  one reveals the yellow key.  The north one reveals a passage beyond 
  the yellow key, as well as four hell knights, an arch-vile, and 
  (fortunately) an invulnerability sphere, some rockets, and a 
  teleporter which takes you to the ledge on the east side of the room 
  (#2), where you can get another invulnerability sphere and a 
  megasphere. 
 3  17 <fdc80000,f3c00000> ( -568, -3136) 
 4   3 <fea80000,f5a00000> ( -344, -2656) 
  In the southwest part of the map is a hallway which leads west and 
  then north.  At the bend in the hallway is a small niche to the 
  south containing an arachnotron, who will come out and attack you. 
  To enter the niche (#3), just walk through the south wall.  There is 
  also another niche farther north containing some chaingunners and 
  troopers, as well as ammo and health (#4).  Just walk through the 
  east wall. 
 5  88 < 4240000,ff440000> ( 1060,  -188) 
 6  92 < 6440000,  840000> ( 1604,   132) 
 7  93 < 6440000, 3dc0000> ( 1604,   988) 
  In the northeast part of the map is a room with five columns.  As 
  soon as you enter, some hidden doors will open up and lots of 
  monsters will come out.  As soon as you kill all the monsters, look 
  on the automap, and you will see three secret doors in the niches 
  where the monsters were.  The southwest niche has a secret door 
  leading east to a supercharger (#5).  The southeast niche has a 
  secret door leading north to four backpacks, a medikit, and a 
  revenant (#6).  The northeast niche has a secret door leading east 
  to a mancubus and a beserker (#7). 
 
Level 29: The Living End 
  No official secrets. 
 
  Northwest of your starting point is a path which leads west to a 
  teleporter.  As you approach the teleporter, some windows open to 
  the north exposing some chaingunners, who promptly attack you.  If 
  you walk north off the ledge and then walk west around the structure 
  the chaingunners are in, you'll see a small opening leading to a 
  teleporter.  This takes you to the ledge the chaingunners are on; 
  there's a plasma gun there. 
 
Level 30: Icon of Sin 
  The only secret here is how to complete the level.  At the south end 
  of the final room is a switch which raises the platform in the lava 
  to the north (with the box of rockets).  Hit the switch and wait for 
  the platform to go up.  Then go to the platform, hit space to lower 
  it, and get on.  Just before it gets to the top, shoot a rocket into 
  the exposed brain of the demon.  Then jump down and lower the 
  platform again.  This takes about three tries. 
 
Level 31: Wolfenstein 
  No official secrets.  However, the room just before the exit door 
  has a secret door in the southwest corner, which leads to a small 
  niche with a medikit.  The west wall of this niche has another 
  secret door which leads to a second exit door; this goes to the 
  super-secret level (level 32).  Just south and a bit east of the 
  second exit door is a secret door which reveals a supercharger. 
 
Level 32: Grosse 
  No official secrets.  However, in the middle of the east wall (the 
  middle Swastika) is a hidden door which reveals an invulnerability 
  sphere.  The west wall has a hidden door in the same place, leading 
  to a bunch of medikits, and a plasma gun with lots of energy cells. 
  Also, the two northernmost and two southernmost pillars contain 
  various weapons, and a megasphere; walk up to them and hit the space 
  bar. 
 
[10-3]: When should I use each weapon? 
====================================== 
FIST:  Never use unless you have Berserk.  This is really cool, but not as 
good as the chain saw. 
 
CHAIN SAW:  Good for tight corners.  Rips apart the Demons and Spectres. 
This is probably the best weapon for non-shooting enemies.  The chain saw 
also works wonders on Cacodemons.  They turn away when you start to chop 
them, and cannot fire. 
 
PISTOL:  Average weapon.  Does damage to the Former Humans, but the shotgun is 
preferred.  Only to be used when in dire need of ammo. 
 
SHOTGUN:  This is probably the best all around weapon.  Use this much of 
the time as it is very powerful.  Its only problem is that its rapid fire 
is not very fast.  Very useful in "mazes" where enemies are very close but 
not in large amounts. 
 
SUPER SHOTGUN:  Only found in DOOM II, shotgun gurus will love this one.   
Double the power, but uses double the ammo.  Great for taking out those  
hard to kill enemies or many enemies in a group. 
 
CHAINGUN:  This weapon takes a fair amount of time to kill enemies.  Good 
for a lot of monsters in a row.  Also very useful for Imps and Cacodemons, 
because the chain gun can keep them from firing back. 
 
ROCKET LAUNCHER:  Good for occasional long shots at many enemies in one 
place.  Be careful, however, this weapon can hurt you as well if the 
rocket bursts at close range.  Very useful in DeathMatch mode. :) 
 
PLASMA RIFLE:  Rapid fires very quickly.  Hurts some enemies a lot, and 
others not as much.  Tends to block the view, which is very dangerous when 
you have a large amount of enemies coming toward you. 
 
BFG9000:  The most powerful weapon.  Kills almost ANY enemy in one shot, 
but uses a lot of energy cells and rapid fire is very slow. 
 
[10-4]: Where can I get each weapon for the first time? 
======================================================= 
        Here is a chart that shows on which level in each episode you can 
pick up each weapon.  This chart is for DOOM I. 
 
                .-----------------------------------. 
                | Weapon          | E1M | E2M | E3M | 
                |-----------------------------------| 
                | Chain saw       |  2  |  2  |  5  | 
                | Shotgun +       |  1  |  1  |  1  | 
                | Chain gun       |  2  |  2  |  2  | 
                | Rocket launcher |  3  |  2  |  1  | 
                | Plasma gun      |  -  |  1  |  2  | 
                | BFG9000         |  -  |  -  |  3  | 
                `-----------------------------------' 
        +: Can also be picked up from the first dead sergeant. 
 
[10-5]: Where can I find the various powerups in the game? 
========================================================== 
        These charts outline where all of the powerups may be found in the 
game.  This chart is for Ultra-Violence, single-player mode only. 
 
*10-5-1*: DOOM I 
---------------- 
 
KEY 
=== 
SG = Shotgun, CG = Chaingun, RK = Rocket Launcher, PL = Plasma, BF = BFG9000 
CS = Chainsaw, BZ = Berzerk Pack 
A1 = Security Armor  A2 = Combat armor 
BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification 
SS = Supercharge, BA = Invisibility, IA = Invulnerability 
CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair 
#  = This item can be found only in lower skills or DeathMatch games. 
 
============================================================================== 
       SG CG RK PL BF   CS BZ   A1 A2   BP RS MP LA   SS BA IA   CC T1 T2  TOT 
E1M1:   1  +  +  .  .    .  .    1  1    .  .  .  .    .  .  .    .  .  .   #3 
E1M2:   1  1  +  .  .    1  .    3  .    2  .  .  .    1  .  .    .  .  .   #9 
E1M3:   1  1  1  .  .    1  .    3  1    1  .  .  .    2  1  .    .  .  .   12 
E1M9:   1  1  1  .  .    1  .    1  .    1  .  .  .    .  .  .    .  1  .    7 
E1M4:   .  1  1  .  .    .  .    1  1    1  +  .  .    1  .  .    .  .  .   #6 
E1M5:   1  1 #1  .  .    1  .    2  1    1  1  1  1    1  1  .    .  1  .   14 
E1M6:   1  1  1  .  .    .  .    4  1    3  3  1  1    2  2  .    .  .  .   20 
E1M7:   1  1  1  .  .    1  .    2  1    1  1  1  .    1  1  .    .  .  .   12 
E1M8:   1  1  .  .  .    .  .    1  .    .  .  2  .    1  1  .    .  1  .    8 
Total:  8 #8 #6  .  .    5  .   18  6   10 #5  5  2    9  6  .    .  3  .   91 
 
       SG CG RK PL BF   CS BZ   A1 A2   BP RS MP LA   SS BA IA   CC T1 T2  TOT 
E2M1:  #1  .  .  1  .    .  .    1  1    .  .  1  .    .  .  .    .  2  5  #12 
E2M2:   1  1  1  1  .    1  1    4  1    2  +  1  .    1  1  .    5  .  .  #21 
E2M3:   1  1  .  1  .    .  1    1  1    1  2  .  .    1  1  .    .  .  .   11 
E2M4:   1  1  .  1  .    .  1    3  1    1  2  1  .    2  2  .    5  3  2   26 
E2M5:   .  1  .  1  .    1  1    2  1    1  2  1  .    .  1  .    .  3  1   16 
E2M9:   1  1  1  1  .    1  .    .  1    1  .  1  .    1  .  .    .  .  .    9 
E2M6:   .  1  1  1  .    1  1    1  1    1  .  1  4    1  3  .    1  .  .   18 
E2M7:   .  1  1  1  .    1  1    .  1    1  .  1  .    1  1  2    .  .  1   13 
E2M8:   .  .  1  .  .    .  .    1  .    .  .  .  .    2  .  .    .  .  .    4 
Total: #5  7  5  8  .    5  6   13  8    8 #6  7  4    9  9  2   11  8  9  130 
 
       SG CG RK PL BF   CS BZ   A1 A2   BP RS MP LA   SS BA IA   CC T1 T2  TOT 
E3M1:   1  .  1  .  .    .  .    .  .    .  .  .  .    .  .  .    .  .  .    2 
E3M2:   .  1  1  1  .    .  1    1  1    .  .  1  .    1  .  .    .  .  .    8 
E3M3:   1  1  1  .  1    .  1    1  2    1  .  1  .    1  .  1    .  .  .   12 
E3M4:   1  1  1  .  1    .  1    2  2    1  1  .  .    1  1  2    2  .  1   18 
E3M5:  #1  1  1  1  1    1  1    .  .    .  1  .  1    2  1  1    4 18  1  #36 
E3M6:   1  1  1  1  .    1  1    2  1    1  5  1  .    2  .  2    .  5  .   25 
E3M9:   1  1 #1  1  1    1  1    1  .    .  2  .  .    2  1  2    .  1  .   16 
E3M7:   .  .  .  1  1    .  .    .  1    1 10  .  .    1  .  .    .  2  6   23 
E3M8:   .  .  1  1  .    .  .    .  1    .  .  .  .    .  .  .    .  .  .    3 
Total: #6  6 #8  6  5    3  6    7  8    4 19  3  1   10  3  8    6 26  8  143 
 
       SG CG RK PL BF   CS BZ   A1 A2   BP RS MP LA   SS BA IA   CC T1 T2  TOT 
TOTAL: 19 21 19 14  5   13 12   38 22   22 30 15  7   28 18 10   17 37 17  364 
============================================================================== 
 
*10-5-2*: DOOM II 
----------------- 
 
KEY 
=== 
SG = Shotgun, 2B = Double-barreled Shotgun, CG = Chaingun, 
RK = Rocket Launcher, PL = Plasma, BF = BFG9000 
CS = Chainsaw, BZ = Berzerk Pack 
A1 = Security Armor  A2 = Combat armor 
BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification 
SS = Supercharge, BA = Invisibility, IA = Invulnerability, MS = Megasphere 
CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair 
 
============================================================================= 
    SG 2B CG RK PL BF  CS BZ  A1 A2  BP RS MP LA  SS BA IA MS  CC  T1 T2  TOT 
 1:  1  .  .  1  .  .   1  .   1  .   .  .  .  .   .  .  .  .   .   .  .    4 
 2:  .  1  .  .  .  .   .  .   .  1   .  .  .  .   .  .  .  .   .   1  .    3 
 3:  1  .  1  1  .  .   .  .   .  2   .  .  .  .   1  1  .  .   .   5  .   12 
 4:  .  1  .  .  .  .   .  .   .  .   .  .  .  .   .  .  .  .   2   5  .    8 
 5:  .  1  .  1  1  .   .  1   1  1   .  .  .  .   2  .  .  .   .   2  .   10 
 6:  .  1  .  1  1  .   .  .   1  1   1  .  .  .   1  .  .  2   .   3  3   15 
 7:  .  1  1  1  1  1   .  1   .  .  10  .  .  .   .  4  .  1   .   .  .   21 
 8:  1  .  1  1  1  1   1  .   2  .   5  2  .  .   2  1  2  .   .   9  1   30 
 9:  1  .  .  1  .  1   .  3   1  2   1  1  1  .   2  .  .  .   .   5  .   19 
10:  1  .  1  1  1  1   1  2   2  1   1  1  .  3   2  1  2  1   .   5  .   27 
11:  1  .  1  1  1  1   .  .   1  1   1  2  .  .   2  1  1  .   .   3  .   17 
12:  1  1  1  .  .  1   .  3   2  .   1  1  .  .   1  1  .  .   .   2  .   15 
13:  1  .  1  1  1  1   1  3   .  1   1  .  1  .   1  3  2  .   2  15  .   35 
14:  1  .  1  1  1  .   .  .   .  1   .  .  .  .   1  1  .  .   1   .  .    8 
15:  1  .  1  1  1  1   1  2   1  2   2  3  1  .   1  2  1  1   .   6  1   29 
16:  1  1  1  1  4  1   .  1   .  .   1  1  .  .   1  1  1  1   .   5  .   21 
17:  1  .  1  1  1  1   .  1   2  1   1  .  .  .   2  1  .  1   .   6  .   20 
18:  1  1  1  1  1  1   .  1   1  .   1  .  1  .   1  2  2  .   .   6  1   22 
19:  .  1  1  1  .  .   .  1   2  1   1  .  1  .   1  1  1  .   1   9  .   22 
20:  .  1  .  1  1  1   .  1   2  2   .  2  .  .   4  .  .  1   1  15  1   33 
21:  .  1  .  1  .  .   .  .   .  .   1  4  .  .   .  .  1  1   .   3  4   16 
22:  1  .  .  1  1  .   .  1   1  .   .  2  .  .   1  .  .  .   .   3  .   11 
23:  1  .  .  1  .  1   .  1   1  .   2  .  1  .   1  .  .  1   .   8  .   18 
24:  1  1  .  1  1  1   .  2   1  .   1  7  .  .   .  .  1  2   .  16  1   36 
25:  .  1  1  1  1  .   .  .   1  .   .  .  .  .   .  1  .  1   .   5  .   12 
26:  .  1  1  1  1  .   .  .   1  1   1  1  .  .   1  1  .  .   .   8  .   18 
27:  .  1  1  1  1  1   1  2   2  .   4  .  2  2   5  3  3  .   .   4  .   33 
28:  .  1  1  1  1  1   1  1   1  .   4  .  .  .   1  .  5  2   .   1  .   21 
29:  .  1  1  .  1  .   .  2   1  1   2  2  .  .   1  .  .  .   .  11  .   23 
30:  1  1  1  1  1  1   1  1   .  .   1  2  .  .   3  .  .  2   .   1  .   17 
31:  1  1  1  1  1  1   .  1   .  .   4  .  .  .   1  1  .  1   .   .  .   14 
32:  .  1  3  1  1  1   .  1   .  .   .  .  .  .   .  .  1  1   .   .  .   10 
TOT 18 20 23 28 26 19   8 32  28 19  47 31  8  5  39 26 23 19   7 162 12  600 
============================================================================= 
 
*10-5-3*: How much do health and armor items help me? 
----------------------------------------------------- 
        These charts explain how various powerups benefit the 
marine. 
 
        .------------------------.      .-----------------------. 
        | Health      | Incr.    |      | Armor       | Incr.   | 
        |------------------------|      |-----------------------| 
        | Potion      | ++   1 % |      | Helmet      | +++ 1 % | 
        | Stimpack    | +   10 % |      | Green vest  | = 100 % | 
        | Medikit     | +   25 % |      | Blue jacket | = 200 % | 
        | Berserk     | =  100 % |      `-----------------------' 
        | Soul sphere | ++ 100 % | 
        `------------------------'      +  : Increments, up to 100 % 
= : Sets to this value if current       ++ : Increments, up to 199 % 
    is less, otherwise no change        +++: Increments, even over 200 % 
 
[10-6]: How powerful is the ammunition? 
======================================= 
 
1 Ammo                  =   1 point of damage 
1 BFG9000               = + 100 points 
1 Berserk               =   10 points 
1 Cell (Plasma Rifle)   =   2 points 
1 Punch                 =   2 points 
1 Rocket                = + 20 points 
1 Shotgun               =   7 points (fires 7 pellets at 1 point per pellet) 
                            (not every pellet will hit every target) 
1 Super Shotgun         = # 14 points (fires 14 pellets) 
 
+: Rockets and BFG9000 shots have an area effect.  The direct hit values 
   are given above. 
#: Weapon only found in DOOM II 
 
[10-6-1]: How much ammunition is obtained from picking up the various types? 
---------------------------------------------------------------------------- 
        Here is a chart that explains the amount of ammunition that 
is obtained from picking up bullets, shells, rockets, and cells. 
 
        .---------------------------------------------. 
        |             Ultra-Violence mode             | 
        |---------------------------------------------| 
        | Type            | BULL | SHEL | RCKT | CELL | 
        |---------------------------------------------| 
        | Human's clip    |   5  |   0  |   0  |   0  | 
        | Bullet clip     |  10  |   0  |   0  |   0  | 
        | Bullet box      |  50  |   0  |   0  |   0  | 
        | Chain gun       |  20  |   0  |   0  |   0  | 
        | Sarge's gun     |   0  |   4  |   0  |   0  | 
        | Shell clip      |   0  |   4  |   0  |   0  | 
        | Shell box       |   0  |  20  |   0  |   0  | 
        | Shotgun         |   0  |   8  |   0  |   0  | 
        | Rocket          |   0  |   0  |   1  |   0  | 
        | Rocket box      |   0  |   0  |   5  |   0  | 
        | Rocket launcher |   0  |   0  |   2  |   0  | 
        | Cell pack       |   0  |   0  |   0  |  20  | 
        | Energy charge   |   0  |   0  |   0  | 100  | 
        | Plasma gun      |   0  |   0  |   0  |  40  | 
        | BFG9000         |   0  |   0  |   0  |  40  | 
        | Backpack +      |  10  |   4  |   1  |  20  | 
        `---------------------------------------------' 
        +: The first backpack doubles carrying capacity. 
 
*10-7*: How many enemies are in the entire game? 
================================================ 
 
        These charts depict the amount of enemies contained in DOOM I  
and DOOM II.  These only pertain to single-player, Ultra-Violence mode. 
 
*10-7-1*: DOOM I 
---------------- 
 
*10-7-1-1*: The entire game 
--------------------------- 
 
                  ---------------------------------------- 
                  Episode         1     2     3      Total 
                  ---------------------------------------- 
                  Humans          214   60    37    = 311 
                  Sergeants       281   54    91    = 426 
                  Imps            277   275   167   = 719 
                  Demons          90    158   141   = 389 
                  Spectres        63    15    36    = 114 
                  Lost Souls      0     113   129   = 242 
                  Cacodemons      0     50    76    = 126 
                  Barons of Hell  2     17    18    = 37 
                  Cyberdemons     0     1     1     = 2 
                  Spiderdemon     0     0     1     = 1 
                  ---------------------------------------- 
                  TOTAL           927   743   697   = 2367 
                  ---------------------------------------- 
 
        The following charts display the amount of enemies per level and 
per episode, in Ultra-Violence mode. 
 
*10-7-1-2*: Knee Deep in the Dead 
--------------------------------- 
 
         --------------------------------------------------------- 
         Level          1    2    3    4    5    6    7    8    9 
         --------------------------------------------------------- 
         Humans         9    53   28   22   28   22   47   0    5 
         Sergeants      16   8    47   16   46   57   56   6    29 
         Imps           4    18   47   36   31   57   39   5    40 
         Demons         0    0    7    11   12   20   7    18   15 
         Spectres       0    0    2    0    14   22   1    10   14 
         Barons of Hell 0    0    0    0    0    0    0    2    0 
         --------------------------------------------------------- 
 
*10-7-1-3*: Shores of Hell 
-------------------------- 
 
         --------------------------------------------------------- 
         Level          1    2    3    4    5    6    7    8    9 
         --------------------------------------------------------- 
         Humans         15   0    18   2    14   11   0    0    0 
         Sergeants      10   0    1    6    22   11   4    0    0 
         Imps           14   82   27   27   40   39   46   0    0 
         Demons         11   19   17   17   26   35   33   0    0 
         Spectres       1    2    2    2    0    3    5    0    0 
         Lost Souls     0    12   14   11   26   30   0    20   0 
         Cacodemons     3    0    6    11   6    9    5    0    10 
         Barons of Hell 0    0    4    4    3    2    0    0    4 
         Cyberdemon     0    0    0    0    0    0    0    1    0 
         --------------------------------------------------------- 
 
*10-7-1-4*: Inferno 
------------------- 
 
         --------------------------------------------------------- 
         Level          1    2    3    4    5    6    7    8    9 
         --------------------------------------------------------- 
         Humans         0    6    0    22   0    7    2    0    0 
         Sergeants      0    11   1    18   0    18   9    0    34 
         Imps           18   0    34   26   35   36   0    0    18 
         Demons         5    8    14   53   33   6    17   0    5 
         Spectres       0    11   4    5    2    4    0    0    10 
         Lost Souls     0    36   14   21   13   32   9    0    4 
         Cacodemons     3    8    2    13   6    22   9    2    11 
         Barons of Hell 0    0    2    3    5    1    1    1    5 
         Cyberdemon     0    0    0    0    0    0    0    0    1 
         Spiderdemon    0    0    0    0    0    0    0    1    0 
         --------------------------------------------------------- 
 
*10-7-2* DOOM II 
---------------- 
 
*10-7-2-1*: Levels 1-11 
----------------------- 
 
          ------------------------------------------------------------- 
          Level               1   2   3   4   5   6   7   8   9  10  11 
          ------------------------------------------------------------- 
	  Human              10  22  15   6  16   2   .   .   8  71   8 
	  Sargeant            .  50  20  15  25  30   .   5  38  31  12 
	  Chaingunner         .   .   9  10  11  11   .   .  17   4   4 
	  Imp                17  16  22  20  54  44   .  55 103  95  13 
	  Demon               .   2   8   1   1   7   .  43   9  31   1 
	  Spectre             .   .   4   3   7  11   .   3   5  10  12 
	  Lost soul           .   .   .   .   6   2   .   2  33  18   9 
	  Cacodemon           .   .   .   .   3   .   .  11   6   .  10 
	  Hell Knight         .   .   .   .   1   2   .   .   4   .   2 
	  Baron of Hell       .   .   .   .   .   .   .  20   .   .   . 
	  Arachnotron         .   .   .   .   .   .  12   .   .   7   3 
	  Pain Elemental      .   .   .   .   .   .   .   4  10   7   4 
	  Revenant            .   .   .   .   .   4   .   .   .   4   1 
	  Mancubus            .   .   .   .   .   .   7   .   5   .   . 
	  Arch-Vile           .   .   .   .   .   .   .   .   .   .   1 
	  Spider-demon        .   .   .   .   .   1   .   .   .   .   . 
	  Cyber-demon         .   .   .   .   .   .   .   1   .   1   . 
	  ------------------------------------------------------------- 
	  Total              27  90  78  55 124 114  19 144 238 279  80 
	  ------------------------------------------------------------- 
 
*10-7-2-2*: Levels 12-22 
------------------------ 
 
          ------------------------------------------------------------- 
          Level              12  13  14  15  16  17  18  19  20  21  22 
          ------------------------------------------------------------- 
	  Human               .   .  12  44   .   9   1  16   .   .   . 
	  Sargeant           15   .  20  43   .  24  28  10  13  19   . 
	  Chaingunner         9   .  17  17   .  22   .   .  12  11  25 
	  Imp                44  72  23  42  97  36  58 101  22  76  18 
	  Demon               .  15   .   .   4   .  43  36   .   .   3 
	  Spectre             .   2   3   .   4  11  21  27   .   3   7 
	  Lost soul           9  16   6   9   .   .   .  10   9   .   . 
	  Cacodemon          16  10   .  11  25  13  19   6  11   .   . 
	  Hell Knight         .   .   .   3   .   1   5   .   1   6   . 
	  Baron of Hell       1   .   .   2   .   .   .   .   1   .   1 
	  Arachnotron         6   6   1   1   .   2   .   2   .   .   . 
	  Pain Elemental      .   .   .   6   .   4   .   .   5   2   . 
	  Revenant            .   4   1   .  14   2   2   .   2   4   2 
	  Mancubus            9   1   .   .  15   .   1   .   .   3   . 
	  Arch-Vile           .   .   1   .   2   1   .   .   2   .   . 
	  Spider-demon        .   .   .   .   .   .   .   .   1   .   . 
	  Cyber-demon         .   .   .   .   .   .   .   .   1   .   . 
	  ------------------------------------------------------------- 
	  Total             109 126  84 178 161 125 178 208  80 124  56 
	  ------------------------------------------------------------- 
 
*10-7-2-3*: Levels 23-32 
------------------------ 
 
          -------------------------------------------------------------- 
          Level              23  24  25  26  27  28  29  30  31  32  Tot 
          -------------------------------------------------------------- 
	  Human               .   .  17   .  18   3  13   .   .   .  291 
	  WolfSS              .   .   .   .   .   .   .   . 128  28  156 
	  Sargeant            .   .  35   2  22   5  21   .   .   .  483 
	  Chaingunner        17  25  10  14  11   6  11   .   .   .  273 
	  Imp                31  46  24  27  21  24  22   .   .   . 1223 
	  Demon              28  56   .   .  16   6   .   .  21   .  331 
	  Spectre             .   8   6   1   9  17   1   .   .   .  175 
	  Lost soul           .  16   4  29   7  12   .   .   .   .  197 
	  Cacodemon           .   8   .  23   .   1  15   .   .   .  188 
	  Hell Knight         9   6   2   .  21   7   5   .   .   .   75 
	  Baron of Hell       .   .   .   2   1   .   3   .   .   .   31 
	  Arachnotron         7   .   1   .   4  12   .   .   .   .   64 
	  Pain Elemental      6   .   3   .   4   5   4   .   .   .   64 
	  Revenant            4   .   1   .  21  17   6   1   .   .   90 
	  Mancubus            1   2   .   3  13   2   4   .   .   .   66 
	  Arch-Vile           2   .   1   .   2   4   1   .   .   .   17 
	  Spider-demon        1   .   .   .   .   2   .   .   .   .    5 
	  Cyber-demon         .   .   .   .   .   .   1   .   .   1    5 
	  Boss Brain          .   .   .   .   .   .   .   1   .   .    1 
	  -------------------------------------------------------------- 
	  Total             106 167 104 101 170 123 107   2 149  29 3735 
	  -------------------------------------------------------------- 
 
[10-8]: How many shots does it take to kill each enemy? 
======================================================= 
        Here is a chart that show that amount of each kind of ammunition it 
takes to kill enemies.  This chart pertains to Ultra-Violence mode. 
 
 .-----------------------------------------------------------------. 
 |                        Chapter [10-7] Chart                     | 
 |                        Ultra-Violence Mode                      | 
 |-----------------------------------------------------------------| 
 | Monster | BULL | SHOT | ROCK | CELL | 9000 | CACO | BARN | REVN | 
 |-----------------------------------------------------------------| 
 | Player  |  10  |   2  |  ~2  |   5  |   1  |   7  |   4  |   3  | + 
 | Human   |   2  |   1  |   1  |   1  |   1  |   2  |   1  |   1  | 
 | Sergeant|   3  |   1  |   1  |   2  |   1  |   2  |   1  |   1  | 
 | SS guard|   5  |   1  |   1  |   3  |   1  |   4  |   2  |   2  | * 
 | Imp     |   6  |   1  |   1  |   3  |   1  |   4  |   2  |   2  | 
 | CG Dude |   7  |   1  |   1  |   4  |   1  |   5  |   3  |   2  | *  
 | Demon   |  14  |   2  |   1  |   7  |   1  |  10  |   5  |   4  | 
 | Spectre |  14  |   2  |   1  |   7  |   1  |  10  |   5  |   4  | 
 | Souls   |  10  |   2  |   1  |   5  |   1  |   7  |   4  |   3  | 
 | Revenant|  30  |   5  |   2  |  15  |   1  |  22  |  10  |   8  | * 
 | Cacodmn.|  36  |   6  |   2  |  18  |   1  |  27  |  14  |  10  | 
 | Pain El.|  40  |   6  |   2  |  20  |   1  |  27  |  14  |  10  | * 
 | Arachno.|  50  |   8  |   3  |  25  |   1  |  34  |  17  |  12  | * 
 | Knight  |  50  |   8  |   3  |  25  |   1  |  34  |  17  |  12  | * 
 | Mancubus|  60  |   9  |   3  |  30  |   1  |  40  |  20  |  15  | * 
 | Archvile|  70  |  10  |   4  |  35  |   1  |  50  |  24  |  18  | * 
 | Barons  | 100  |  15  |   5  |  50  |   1  |  67  |  34  |  25  | 
 | Cyberdm.| 400  |  58  |  20  | 200  |   3  | 267  | 134  | 100  | 
 | Spiderd.| 300  |  43  |  15  | 150  |   2  | 200  | 100  |  75  | 
 `-----------------------------------------------------------------' 
 
Note:  This chart pertains to direct hits only.  Missed shots increase the 
       amount of ammunition required to kill any enemy. 
       The last three columns relate to missiles fired by monsters.  Imps and 
       Lost Souls do the same damage as single bullets. 
 
*: Monster only found in DOOM II. 
 
+: This regards a player at 100% strength.  Again, missed shots increase the 
   amount. 
 
(10-9): Which enemies will attack each other? 
============================================= 
        Projectile monster attacks do not hurt other monsters of the same 
species. For example, Imp fireballs do not hurt other Imps, but do hurt 
other monsters.  Baron green plasma does not hurt other barons, Cacodemon 
gasballs don't hurt other Cacodemons, and Cyberdemons are immune to their own 
rockets. 
        Bullet attacks are fair game for all.  Troopers, Sergeants, and 
Spiderdemons all kill their own kind cheerfully. 
        Scratching and biting attacks are hard to misdirect but it does 
happen, and when it does, Demons will happily go after each other, as will 
Spectres. 
        Last but not least, Lost Souls who hit each other will duke it out to 
the finish. 
 
