=================================

=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, @00% armor, and all weapons but no keys
 idkfa Very Happy Ammo (full ammo, 200% armor, all weapons & keys)
 idmypos Displays your bearing and coordinates in hex
@ idspispopd No clipping (you can walk through walls)
#:Found only in DOOM II
@: Only found 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 ". 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.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 -net 3 -left"
 "doom -devparm -net 3"
 "doom -devparm -net 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 or 1.1 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
(Back to the index)

--------------------------------------------

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. For specifics, the teleporter leading to the ledge above the blue box is located at <0x27ed486,0x2315201>. 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 use the secret teleporter in the building with the berserk pack and stairs in it, with the four Imp cages by the entrance. 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 secret doors 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:
 1 5 < 9f70000,fe830000> ( 2551, -381) (rm with doors at east end;
 not very secret, actually)
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
-------------------------------
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 bonusses 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>.
# On to the map there seems to be a secret room directly opposite of the
 door to the chainsaw. I haven't found a way to open it and also doesn't
 count as a secret room. Looking within with the no-clipping cheat gave
 strange results.
# 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 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 and a chaingun.
# 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 accessable 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 episide 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, stand before the switch, and then
 quickly push it, step a bit behind and sideways run on the already rising
 platform. You only have one shot at this. 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.
# 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, shoot a
 rocket in 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 leed 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 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 lateron 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 ANAMALY

:

# 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 ANOMOLY:

# 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 bonusses 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-bonusses.
# 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, reveiling
 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 kaki, 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 (kaki) 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 skullcrushing 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 lateron. 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>.
This encompasses 83% of the secrets on this level.

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 leeds 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 leeds 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 leeds 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 leeds 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 automaticly to
 reveal Imps and ammo.
+ The ridges <0xfca60096,0x3febfc5> <0xf71000d0,0x3e622b8> of the green lakes
 of the big room south of the begin both leed 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 centre 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 leeds 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) leeds 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 centre 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 secret parts in this level.

E2M6: HALLS OF THE DAMNED:

+ In the SE where you find the blue keycard, two rooms with demons will open
 automaticly. 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 a secret
 room in the beginning-room <0x5d894b7,0x76751d7> (SE corner) with a
 supercharger.
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 sergants. 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 trangle 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:

+ 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 faciliate 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 leeds 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 automaticly 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,
 enabeling 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 often an invulnerability
 or a radiation suit. Sometimes one of the walls goes down, spilling the
 enemies. However I can't find the trigger of many of them (some open when
 you're near them). I don't know whether they are 'secret'.
# 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 opposide 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.
+ 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.

 .-----------------------------------.
 | 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?

==========================================================
This chart outlines where all of the powerups may be found in the game. This chart is for Ultra-Violence 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
==============================================================================
 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 Shotgun = 7 points (fires 7 pellets at 1 point per pellet)
 (not every pellet will hit every target)
1 Berserk = 10 points
1 Cell (Plasma Rifle) = 2 points
1 Rocket = + 20 points
1 BFG9000 = + 50 points
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

----------------
 ----------------------------------------
 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, Sargeants, 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.

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