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Subject: DOOM I Secrets. . . . . . . . . . (95/05/03)
This article was archived around: 4 Sep 2000 03:45:11 -0400
This list was extracted from the "Official" DOOM FAQ v6.666 by Hank Leukart
with kind permission. Last updated 3 May, 1995.
Thanks to the following people:
Wouter Slegers, for the bulk of the secrets info
Walter Pullen, for completing the secrets info and for the item counts
Christoph Anderson, for the monster counts
Hank Leukart, for compiling and maintaining this info in the FAQ
Frans P. de Vries, for minor corrections and compiling this list
 SECRETS LIST
Episode 1: Knee-Deep In The Dead
# 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)
# 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
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
# 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-
# 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
# 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
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
# 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
# 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.
+ In the east alcove with a Baron of Hell in the pentagram is a door with a
switch behind it that lowers the entrance elevator to the pentagram.
Episode 2: 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
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
# 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
# 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
# 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
# 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
# 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.
# 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
# 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
E2M4: DEIMOS LAB:
# 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
- 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
# 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
+ 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
# 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
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,
+ 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
# 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 suit 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
outer 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
E2M8: TOWER OF BABEL:
There are no secrets on this level.
Episode 3: 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
# 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
+ 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
# 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
# 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
+--+ | |
| +-------+ +--+
+-------------+ +  [Y] |
|  | ---+---+--+ rest of the level...
| --------+--+   | .
|  | +-+[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
# 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
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
# 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
# Follow the instructions for getting to secret #1 above but up on the high
structure, go to the narrow ledge. Below is a blue box with a switch that
takes you to the secret level and it counts as a secret as well. To get
into the box (the distance is too far to jump), align yourself with the box
at <0x375bead,0xa900072>, face the wall and shoot a rocket at it. The
explosion will throw you into the box! To protect yourself from the damage,
use one of the 2 invulnerability spheres on the level. Note: on difficulty
level 1 the explosion is not powerful enough to blast you into the box.
# 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.
+ 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).
# 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
(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
- 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.
+ Not a real secret room, but in case you are wondering: the room in the middle
contains a plasma gun and a blue armorvest.
 MONSTER COUNTS
These lists are for Ultra-Violence, single-player mode only.
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 16 18 = 36
Cyberdemons 0 1 1 = 2
Spiderdemon 0 0 1 = 1
TOTAL 927 742 697 = 2366
Episode 1: 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
Episode 2: The 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 1 4 4 3 2 0 4
Cyberdemon 0 0 0 0 0 0 0 1 0
Episode 3: 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
 ITEM COUNTS
This chart shows where the following items appear in the game, and how
many times they occur in each episode and level. This chart is for
Ultra-Violence single-player mode only.
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
#+ = More items can be found only in lower skills or Multiplayer 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 2 1 1 1 1 1 1 . . 1 . 15
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 7 10 #5 5 2 9 6 . . 3 . 92
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 2 . . . . 12
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 1 2 . . 1 14
E2M8: . . 1 . . . . 1 . . . . . 2 . . . . . 4
Total: #5 7 5 8 . 5 6 14 8 8 #6 7 4 9 10 2 11 8 9 132
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 1 10 . . 1 . . . 2 6 24
E3M8: . . 1 1 . . . . 1 . . . . . . . . . . 3
Total: #6 6 #9 6 5 3 6 7 8 4 19 3 1 10 3 8 6 26 8 144
SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
TOTAL: 19 21 20 14 5 13 12 39 23 22 30 15 7 28 19 10 17 37 17 368