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Subject: HERETIC "Serpent Riders" Secrets. (96/08/29)

This article was archived around: 4 Sep 2000 03:45:18 -0400

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List compiled by Paul Falstad (pjf@cts.com), last updated August 29, 1996 [1] SECRETS LIST ================ All the official secret areas in the fourth and fifth episodes of Heretic v1.3 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. Episode 4: The Ossuary ---------------------- E4M1: Catafalque 1 137 <fe600000,f9f80000> ( -416, -1544) In the south end of the room behind the yellow door is a door leading to a room with dead disciples hanging from the ceiling. There are some gauntlets at the top of the steps. Once you get the gauntlets, a small opening is revealed on the west side of the room. This opening has a secret door which leads to a passage containing some greater runes (#1). The passage leads back to the starting room. 2 199 <fca40000,fb2c0000> ( -860, -1236) The dark, underwater lake to the north (with all the ophidians) has two impassible openings to the south, which lead to the tower courtyard. To the east of these openings, on the south side of the room, is a secret door which leads to a teleporter. The teleporter takes you to a high ledge with a chaos device and some claw ammo (#2). 3 10 < 8860000,fef40000> ( 2182, -268) Behind the green door are six pictures of saints. The middle one to the south has a secret door behind it which leads to a switch. Going through this secret door opens up doors behind all the other saints. After you hit the switch, through the rightmost door to the north, you will find a ring and a teleporter which takes you to the ledges in the room to the east (#3). E4M2: Blockhouse No official secrets. To get into the surrounding sludge lake, go to the ledge pointing west into the lake. The area around the door is raised slightly. When standing on this raised area, you can get onto the ledge and jump into the slime. Just to the west of the ledge is a pair of wings. E4M3: Ambulatory 1 146 <f9e00000, 8ca0000> (-1568, 2250) In the starting room is a grid of crushing ceilings. In the northwest corner of this is a secret door leading west (the light may be blinking on and off). The secret door leads to some ammo and a tome (#1). There may be three ironliches back there, unless you've already killed them; they'll be behind a grating, making them easier to kill this way. 2 142 <fc7c0000, 7640000> ( -900, 1892) The central lava pit has a hallway surrounding it. Pieces of this hallway open up gradually as the level progresses. When you enter the room with the green key, and drop into the sludge pit, the northwest portion of this central hallway is opened up. It contains a bag and some ammo. In the north part of this area is a secret door leading east and then north to a secret area (#2) with a bunch of ammo (mostly mace spheres). 3 170 <fb380000,fbf20000> (-1224, -1038) The south platform in green key room contains a door to a room with secret doors on either end. The doors open up when you walk into the area on the north end of the room where the ironliches are/were. Each door leads eventually to a staircase (#3) which leads up to an area with two crystal flasks, some ammo, a bag, and a map. There's a maulotaur up there too. The northeast section of the central hallway has a hidden door leading north, and another hidden door behind that to the right. When entering the exit room, go back quickly; the wall to your right will be lowered temporarily to reveal a small area. At the east end of the area is a set of secret doors on the left. Don't miss the small niche to the east of the doors. E4M4: Sepulcher 1 14 <fbeb0000,f9000000> (-1045, -1792) There is a room in the southwest which has a raised platform with a claw and six pillars with banners on them. Walk around to the left side of the platform and go behind it; there's a switch back there which lowers a lift. Take the lift down for a phoenix rod (#1), some ammo, and an ironlich. Walking into the ironlich room will open up the areas to the southwest and southeast in the starting area. 2 45 < a060000,fbd70000> ( 2566, -1065) 3 33 < 5900000,fc380000> ( 1424, -968) In the room with all the coffins, there are four switches on the north end. The fourth one reveals doors at the south ends of the rooms to the west and east of the coffins. To the east is a shield (#2), plus a torch; to the west is an enchanted shield (#3). Getting the shield will open up a small area northeast of the starting area. 4 136 < 1600000, 2ca0000> ( 352, 714) After getting secrets #1 and #3, there should be areas opened up in the northeast and southeast corners of the starting area. Walking into those areas will reveal a switch northwest of your starting point. Hitting this switch will reveal a staircase leading down from the exit room into an area (#4) with all kinds of goodies. 5 123 < 4000000, 60a0000> ( 1024, 1546) After getting #4, you will see two sludge pools with pods in them to the west and east. Go to the east one, and go north past the stairs (if they're there) to the corner, then go west briefly. Where the hallway bends northwest you will find a walk-thru wall to the south, which leads to a ring (#5). 6 170 <fe960000, 7380000> ( -362, 1848) After getting #5, go to the corresponding place north of the west sludge pool. There you will find wings and a passage (#6) leading to a secret exit, which takes you to E4M9. E4M5: Great Stair 1 215 < 2600000, 5e00000> ( 608, 1504) After you get the blue key, go back to the ledge surrounding the lava pit with the small structure in the middle. Go to the northeast end where you found the wings. There you will find a small room (#1) with ammo, an urn, a tome, health, and a teleporter to a staircase landing near the blue door. This will teleport you past all the disciples that were revealed when you got the blue key; you can now go south and kill them without having them all come at you at once. If you're having trouble getting started, look for a secret door at the south end of the small structure in the starting area. Northwest of the yellow door is a red and blue banner. Hit the space bar on it to lower a lift to a small area with goodies. E4M6: Halls of the Apostate 1 127 < 3fc0000,ff480000> ( 1020, -184) Walking into the exit room temporarily lowers lifts to the north and south, back west along the staircase. The area to the north has an ironlich and a phoenix rod (#1). When entering the yellow door room, an area behind you will be lowered, containing a bag. When you get it, areas to the west and east will be revealed. Each one has a secret door in it. Behind the yellow door is a walkway leading south. A hanging skull marks a hidden door to the east, which has a teleporter to the ironlich ledge to the west; this ledge has another hidden door which leads to another teleporter. E4M7: Ramparts of Perdition 1 55 < 900000, 3d00000> ( 144, 976) There is a hellstaff to the north of the starting area, with a line of platforms leading out to it. Some of the platforms need to be raised, however, so you can walk across them; this can be done by hitting three switches you will find in the buildings to the southwest of the line of platforms. After doing this, jump from platform to platform until you get to the hellstaff. Once you get it, instead of going back, jump into the slime. To the west, you will find a blue vial near the north side of the slime. You can walk through the north wall at this point to find a small room with a morph ovum (#1) and a teleporter. 2 265 < 7380000, 2600000> ( 1848, 608) The room with the yellow door has a door in the northwest corner which leads to a ledge in a room with three stained glass windows. Using the shift key to run, you can jump to the closest two windows, to the north and south. The window to the south has nothing behind it, but jumping over to it will open a bunch of hidden areas in the four corners of the room; in the lower skill levels, these areas contain some goodies. The window to the north contains a quiver and a teleporter back to the gallows. After getting the quiver, an area on the west side of the room will be revealed, containing a tome (#2). 3 151 < 3a00000,f8a00000> ( 928, -1888) The room with the yellow key has a waterfall in the center; when you walk onto it, a lift lowers. The first time you walk onto the lift, another lift is lowered to the west. Get onto the lift to get to a small niche with a ring (#3). 4 331 < 5f80000,fb480000> ( 1528, -1208) After you get the yellow key, a niche will be revealed on the north side of the room, containing some monsters; the northeast part of the niche contains a secret door leading to a small room with a map. This room has another secret door on the east side (#4) leading to an urn. 5 328 < a800000,fda00000> ( 2688, -608) Getting the green key, or walking onto the ledge where it was, opens some doors to the east temporarily; behind them you will find a chaos device (#5). If you're having trouble getting the yellow key, try walking up to the yellow door. A teleporter will be revealed to the southwest. You'll be transported to a ledge, which has a staircase down on the south side. In the slime to the west of this ledge is a shadowsphere and a teleporter out of there. If the green key is out of reach, try walking up to the blue door, which is behind the yellow door. E4M8: Shattered Bridge 1 32 <fa580000, c00000> (-1448, 192) After you cross the lake, you will see a bunch of raising and lowering platforms. Find the westmost one and ride it to the top. Then go south into the hallway you find there, but then walk back onto the lift and jump off of it to the west. You will find that a lift has been lowered; this lift leads to a ledge. Jump off the ledge, and get back up onto it a second time. You'll find a yellow key up there (#1). 2 87 <fe880000,fa980000> ( -376, -1384) 3 96 < b80000,fa980000> ( 184, -1384) Go to the lifts on the south side of the starting lake. Take one of the lifts closest to the main front door. Follow the hallway south; go through the hidden door marked by a spine. Go through another hidden door marked by a spine, to the south. Then go down the stairs and take the other hidden door marked by a spine. Here you will find a few goodies. The west lift will take you to #2, and the east one goes to #3. There are a bunch of raising and lowering platforms on the south side of the starting lake. Shooting them will raise platforms which will allow you to cross the lake. E4M9: Mausoleum From the start, go west down the hall. You will see a face on the wall to the south, which is a hidden door; go through it. After completing the room inside, go back to the starting room and go southeast; you will see an opening on your right. Take the teleporter inside. After you take the teleporter, come back here; you will see a second teleporter. Take it, and then come back and take the third teleporter. After that, go to the northwest corner of the map. Go east to the first junction, then go south. Go through the opening on your left and enter a room with a bunch of staircases. Take the teleporter at the bottom of the steps. Then take the teleporter you find there after hitting the switch; you will find yourself in a lava lake. 1 177 <f96e0000,f9840000> (-1682, -1660) 2 178 <f9540000,fb4f0000> (-1708, -1201) 3 4 <f9600000,fcdb0000> (-1696, -805) The lava lake in the west part of the map has several paths leading east. Each one leads to a secret door. The southmost one (#1) contains a shadowsphere; the middle one (#2) has some health; the north one (#3) has ammo and an urn. You will get hurt getting these. If you spend as much time as possible in the shadowed area of the lake, where you can't get hurt, you can minimize the amount of damage you take. After you leave the lava lake, go back to the staircase room, and take the next teleporter, which will bring you to a structure with a big long stairway with landings, in the east part of the map. 4 265 < 87e0000,f8f90000> ( 2174, -1799) In the structure with the long stairway with landings, the southeast landing has a blue banner. Behind it is a hidden door to a room (#4) with some health, ammo, and wings. The northeast landing has another hidden door, which takes you to a platform at the top of a long series of descending platforms. Once you get to the bottom, drop down into the lava and take the teleporter in the southwest corner. Then go back to the staircase room in the west, and take the third teleporter. Here you will find the yellow key. 5 364 < 38c0000, 460000> ( 908, 70) After entering the exit room, and revealing the switches, go back to the starting room. Go east to the first junction, then south. Enter the door on your right, and go to the northwest corner of the room and hit the switch. This will reveal another ironliche, and an enchanted shield (#5). The long west-east structure in the southwest corner of the map has hidden doors on its south wall, on the west and east ends. Episode 5: The Stagnant Demesne ------------------------------- E5M1: Ochre Cliffs 1 33 < 4de0000, 9000000> ( 1246, 2304) After you get the green key, or after you enter the room where you found it, quickly jump down into the river to the south. At the east end, you will find that a lift has been lowered, allowing you to drop down into a cave (#1) with ammo, a phoenix rod, and health. After you first see the blue (exit) door, go back west; you will find a hidden door to the north. Enter that room, then come back out and go east to the exit door, and then come back; you will now be able to get the green key. After you get the blue key, monster niches will be revealed to the north and east. The east one has a walk-through wall to the south. E5M2: Rapids 1 90 < 83e0000, 3600000> ( 2110, 864) After you get the yellow key, go back to the yellow door room; on the way, you'll see an area to the east with a torch (#1). Be sure to go into the lava pool to the east of that; there you will find some goodies and three teleporters. 2 155 < 8200000, 1200000> ( 2080, 288) Behind the yellow door is a room with a bag hidden behind some barrels. Walk through the north wall for a tome, and a switch that will lower a lift on the north side of the room to the east. The lift takes you to a ledge with an egg (#2). 3 51 < 5dc0000, 8c10000> ( 1500, 2241) In the room with the green door and the exploding pods, go north through the passage to the left of the green door. At the first junction, go east to the end of the tunnel. Get the shadowsphere and jump off the ledge. Then go back to the first junction; you'll see a darkened area to the southeast. It's a lift which takes you down to a small area with an enchanted shield (#3). 4 94 < 7c10000, 5dd0000> ( 1985, 1501) Behind the green door, at the top of the steps, there is an area with a switch. On the south end of the room is a secret door, marked by a hanging skull, which leads to ammo and a ring (#4). 5 17 < d00000, 3010000> ( 208, 769) Eventually, you will come to a ledge overlooking the yellow door area from the west. Go back northwest briefly; there is a secret door to the north, before the bend in the tunnel, marked by two hanging skulls. The door reveals a phoenix rod; you will also see an opening to the southwest, containing an ironliche and a pair of wings (#5). Be sure to jump off the ledge when you're done; this raises a staircase near your starting point. E5M3: Quay 1 22 <fa000000,f6e00000> (-1536, -2336) From your starting point, go to the top of steps, and then back down again; you will see some monsters, a bag (#1), and some ammo. 2 48 <ff200000,fb000000> ( -224, -1280) After getting the yellow key, go east; two ironliches will be revealed on the other side of the lake. The room they emerge from contains ammo and a ring (#2). 3 87 < 4880000,fc200000> ( 1160, -992) Behind the green door leading east, you will find a hallway with two red banners and lots of yellow ones. (The red ones have hidden doors behind them.) There is a ledge at the end of the hall, with a maulotaur on it; after killing him, go north off the ledge, while staying close to the east wall. You will fall on a set of barrels. Walk on top of the line of barrels, going north and then west to an opening with an enchanted shield (#3). Do the same for the south set of barrels to get an urn. 4 84 <fcf70000, 240000> ( -777, 36) After entering the exit room, go back to the room with the blue, green, and yellow doors. The south side of the room, to the left of the blue door, will have a short passage to a teleporter which takes you to the top of the ophidian tower. Hit the switch up there and go into the room to the west. The south side of this room has a walk-through wall which takes you to the secret exit (#4), leading to E5M9. Behind the blue door is a red banner at the end of the hall; it has a hidden door behind it. Also, when you reach the ledge where the liches are/were, don't forget to hit the switch, and don't forget to drop off the ledge onto a lower ledge for some goodies. E5M4: Courtyard 1 86 <ffc00000,ffe00000> ( -64, -32) Right behind you, at the start, is a secret door leading to a lift which leads to a small area with a bag and a morph ovum (#1). There are some monsters up there, though, so you may want to leave this secret for later. 2 92 <ffc00000,fcec0000> ( -64, -788) 3 202 <fdb40000,fe800000> ( -588, -384) After getting the yellow key, two rooms will open up to the west (#2) and south (#3). They contain ammo and health. 4 256 <fd000000, 9020000> ( -768, 2306) Behind the yellow door is a room with stained glass windows. There's also a switch in there; if you hit it, the northwest window will change. You can now walk through it to come to a room with four teleporters and a map (#4). Also, hit the space bar on the throne in this room to find a hidden door to a shield, and a teleporter to health, an urn, and a ring. E5M5: Hydratyr 1 201 < 3880000,ff5f0000> ( 904, -161) 2 228 < 8f70000,ff220000> ( 2295, -222) After the green key is lowered, you will find a switch on the west side of the room. Hit it to lower a lift just to the north. Jump down onto the lift; you will find a small room with some health. There's a secret door on the west side which leads to a secret room (#1) with a teleporter in it. When you're done, repeat the whole process for the other side of the room (#2). 3 349 < aa20000,fa600000> ( 2722, -1440) Behind the yellow door, to the east, you will find a room with two sets of staircases flanking a sludge pool. The door on the north side leads to two switches; the second switch lowers a lift on the east side of the sludge pool (#3). There you'll find a tome and some health. 4 53 < ea00000,f1b10000> ( 3744, -3663) Behind the green door, there are ledges to the north and south. Each can be lowered by hitting the space bar on the north or south end. The south ledge has a secret door on the south end, which leads to ammo and a phoenix rod (#4). 5 236 < 6400000, 2d00000> ( 1600, 720) Behind the green door is a door leading east to a room with six teleporters. The northwest one goes to the north end of the green key room; there you'll find wings and ammo (#5). E5M6: Colonnade 1 327 <fcb80000, 2ce0000> ( -840, 718) 2 342 <fcb80000, e340000> ( -840, 3636) Once you enter the exit room, go back south and up the steps to the west room. The north and south ends have doors which you can open by shooting them; behind them, you will find an opening leading around to a lava pit to the east. The north one has a ring (#1); the south one has an urn (#2). The room with the green key has three switches. The north switch lowers a lift to the south, by the south switch; it leads to a teleporter which takes you to the area behind your starting point. The south switch lowers the lift to the north, where the green key is. The middle switch opens doors to the north, behind the west and east stained glass windows. You can walk through the windows to come to a room with two teleporters. The east one takes you to an area with two hidden exits; the southeast exit leads to a hallway which ends at a lift. There is also a hidden door at that point leading north to the south ledge in the green key room. Behind the yellow doors are several red banners which conceal hidden doors. There is also a switch, which reveals another switch on the way back to the starting point. E5M7: Foetid Manse 1 140 < 800000,ee400000> ( 128, -4544) The building north of the blue door building has a structure in the center; you'll see a teleporter up on a pedestal, with another teleporter beside it on the ground. South and slightly west of these is a pillar. There's a secret door in it, which reveals an egg (#1). By the way, in the center of this building, if there is a wall in your way, try shooting it. 2 0 < b190000,ff9d0000> ( 2841, -99) After you get the blue key, there is a secret door to the southeast, by the hanging skull. It leads to a small room (#2) with a chaos device and a teleporter. E5M8: Field of Judgement No official secrets. To start the fun, use the wings to fly over the symbol in the center. E5M9: Skein of D'sparil No official secrets. On the northwest end of the starting maze is a green wall with a yellow symbol on it. Hit the space bar to lower it, so you can get out of the maze. Don't forget to try the three deathmatch levels (E6M1, E6M2, and E6M3). [2] MONSTER COUNTS ================== This list is for Smitemeister, single-player mode only. Episode Four: The Ossuary ---------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 Tot ---------------------------------------------------------- Gargoyle 33 9 40 36 . 37 56 . 48 259 Fire Gargoyle 14 11 13 25 31 18 25 17 22 176 Golem . . 33 18 . . . . 57 108 Golem Ghost . . . 16 . . . . . 16 Nitrogolem . . 24 22 . . . 32 28 106 Nitrogolem Ghost . . . . . . . 26 . 26 Warrior . . 2 13 . . . . 25 40 Warrior Ghost . . 1 4 . . . 3 . 8 Disciple 10 12 14 10 14 24 28 11 24 147 Ironlich 5 4 4 2 3 3 5 9 8 43 Sabreclaw 28 20 . . 10 33 27 . . 118 Weredragon . . . . 27 . 7 . . 34 Ophidian 26 29 . . 18 . . . . 73 Maulotaur 1 2 1 . 1 . . . . 5 ---------------------------------------------------------- Total 117 87 132 146 104 115 148 98 212 1159 ---------------------------------------------------------- Episode Five: The Stagnant Demesne ---------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 Tot ---------------------------------------------------------- Gargoyle 17 46 25 21 40 48 25 . 9 231 Fire Gargoyle 6 16 22 13 23 26 26 . 25 157 Golem 18 . . 31 2 49 . . . 100 Golem Ghost 19 . . 5 59 . . . . 83 Nitrogolem 18 . . 8 3 41 . . . 70 Nitrogolem Ghost 10 . . 26 42 . . . . 78 Warrior 15 . . 14 . 35 . . . 64 Warrior Ghost 2 . . 1 15 . . . . 18 Disciple 10 5 . 17 15 26 28 . 25 126 Ironlich 5 3 9 1 3 2 . . 5 28 Sabreclaw . 34 46 . . . 63 . 62 205 Weredragon . 27 . . . . . . . 27 Ophidian . . 29 . . . 35 . 42 106 Maulotaur 1 . 1 1 . . . 8 . 11 ---------------------------------------------------------- Total 121 131 132 138 202 227 177 8 168 1304 ---------------------------------------------------------- [3] ITEM COUNTS =============== This chart shows where the following items appear in the game, and how many times they occur in each level. This chart is for Smitemeister single-player mode only. CB = Crossbow GA = Gauntlets DC = Dragon Claw FM = Firemace Spot PR = Phoenix Rod HS = Hellstaff BG = Bag of Holding EG = Egg TB = Time Bomb WG = Wings of Wrath SS = Shadowsphere RG = Ring of Invincibility A1 = Silver Shield A2 = Enchanted Shield MP = Map Scroll TM = Tome of Power TR = Torch CD = Chaos Device CC = Crushing Ceiling T1 = One-way Teleporter T2 = Two-way Teleporter Note that there can't be more than one firemace on each level. In each level with a firemace, there are a number of possible locations for it; the FM column shows how many possibilities there are. When you start a level, the location is chosen randomly. CB GA DC FM PR HS BG EG TB WG SS RG A1 A2 MP TM TR CD CC T1 T2 Total E4M1: 1 1 1 . . 1 1 1 6 . 1 1 1 . 1 1 . 1 1 10 . 29 E4M2: 1 1 1 . 1 1 2 1 8 2 2 2 1 1 . 1 . 1 . 8 . 34 E4M3: 1 1 1 5 1 1 2 2 5 1 1 2 1 1 1 2 1 1 21 . . 61 E4M4: 2 . 2 5 2 1 2 1 4 1 1 1 2 1 . 2 2 1 . . . 40 E4M5: 1 1 1 5 1 1 2 1 5 1 1 1 1 1 1 3 1 1 . 3 . 32 E4M6: 1 1 1 . 1 1 2 1 5 1 1 1 1 . . 2 . . . 14 . 33 E4M7: 2 1 2 6 2 2 2 1 4 1 1 1 2 1 1 3 2 1 . 6 . 41 E4M8: 1 1 1 . 1 1 1 1 4 . 1 1 1 1 . 1 1 1 . 1 . 19 E4M9: 1 1 1 4 1 1 2 1 4 1 1 1 2 1 1 3 2 1 8 7 1 45 E5M1: 1 1 1 4 1 1 2 1 4 1 1 1 1 1 1 2 1 1 . 2 . 28 E5M2: 1 1 1 5 2 2 2 1 3 1 1 1 1 2 1 2 1 1 . 3 . 32 E5M3: 1 1 1 6 1 1 2 1 5 1 1 1 1 1 1 2 1 1 . 3 . 32 E5M4: 1 1 1 . 1 1 2 1 5 1 1 1 1 1 1 2 1 1 . 7 . 30 E5M5: 1 1 1 4 1 1 2 1 6 1 1 1 2 1 1 2 1 1 . 17 . 46 E5M6: 1 1 1 5 1 1 2 1 6 1 1 2 1 1 1 2 1 1 4 4 . 38 E5M7: 1 1 1 . 1 1 1 1 5 1 1 1 1 1 1 2 1 1 1 4 . 27 E5M8: 1 1 1 . 1 1 1 . . 1 1 1 1 1 . 1 . 1 . 4 . 17 E5M9: 1 1 1 . 1 1 2 1 6 3 1 1 1 1 1 2 1 1 . 2 . 28 -- Paul Falstad, pjf@cts.com, 805-966-4935, http://www.ttinet.com/pjf/ work: pf@software.com, 805-882-2470, http://www.software.com