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Discussione: Tutti i secrets e soluzione completa di Doom I, Doom II e Quake II




  1. #1
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    Predefinito Tutti i secrets e soluzione completa di Doom I, Doom II e Quake II

    Iniziamo con tutti i secrets:

    =================================
    =SECTION TWO= CHEATS AND SPOILERS
    =================================

    -------------------------------------
    CHAPTER [9]: How can I cheat in DOOM?
    -------------------------------------

    *9-1*: What are the DOOM cheat codes?
    =====================================
    Here is a list of the cheat codes from DOOM. During play, just type
    the codes in with the keyboard. You need not hit ENTER after the code.
    After entering, a message should be displayed at the top of the screen
    telling which cheat mode was activated.

    idbehold Displays menu (followed by S, V, I, R, A, or L for choice)
    S=Strength (Berserk)
    V=Invulnerability
    I=Partial invisibility
    A=Full Automap (computer map)
    R=Anti-radiation suit
    L=Light amplification visors
    idchoppers Gives you the chain saw (long story behind the message)
    idclev Warp (followed by episode number and level number)
    # idclip No clipping (you can walk through walls)
    iddqd Degreelessness mode (God mode)
    iddt Toggles Automap between normal, full, and full with objects
    (enter when in Automap mode)
    + idfa Gives full ammo, 200% armor, and all weapons but no keys
    idkfa Very Happy Ammo (full ammo, 200% armor, all weapons & keys)
    # idmus Changes the music to a certain mission (followed by
    episode and level number)
    idmypos Displays your bearing and coordinates in hex
    @ idspispopd No clipping (you can walk through walls)

    #: Found only in DOOM II
    @: Only found in in DOOM I
    +: Only found in DOOM v1.4bt and up

    *9-2*: What command line parameters exist?
    ==========================================
    To use most of these parameters, start DOOM by typing:
    "doom -devparm ". 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.

    @ 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 + Reads an alternate configuration file
    -control Unknown
    -deathmatch + Starts NetDoom in Deathmatch mode
    -debugfile Dumps debugging info to debug.txt
    -devparm Puts you in developers mode
    -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 + Allows usage of an external PWAD file
    -left ++ Sets up a network terminal for the "left view"
    -loadgame + Starts from a saved game (0-5)
    -maxdemo + Specifies the maximum size of a LMP recording
    -nodes + 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 #+ Plays back a recorded demo
    -record + Makes a demo recording until you finish or die
    -recordfrom <0-5> + 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 + Starts on skill level (1-5)
    -statcopy Unknown
    -timedemo # Calculates the number of times the screen is
    redrawn when playing a demo
    -turbo Increases the speed of the marine
    -warp Warps to episode (1-3) level (1-9)
    -wart Loads a PWAD named ExMy.wad

    +: Does not require the "-DEVPARM" parameter.

    ++: If you have a network, try setting up a network game with three players.
    The three terminals should have the parameters:
    "doom -devparm -nodes 3 -left"
    "doom -devparm -nodes 3"
    "doom -devparm -nodes 3 -right"
    Then, set up the left and right terminal monitors next to the middle
    monitor, in a virtual-reality type configuration. When you turn your
    head, you see the screen turned 90 degrees! This ONLY works with
    versions 1.0, 1.1, 1.4, 1.5, and 1.6 of DOOM.

    +++: Must be used in conjunction with the "-WARP" parameter

    #: For the "-playdemo" and "-timedemo" options, if you give an LMP file name
    of "demo#" (i.e. "demo3"), then that internal demo will be played if the
    external LMP file is not found. For example, to play the internal 1.6
    shareware demo #2 (multiplayer demo), type "doom -playdemo demo2".
    Additionally, when using "-timedemo," the game will give you two
    numbers after you quit to DOS, GAMETICS and REALTICS. To determine
    the DOOM frame rate use the formula (GAMETICS/REALTICS) * 35.

    Note: DO NOT name your LMP demos ExMx.LMP, or they will *NOT* work.

    If anyone has any idea what the "unknown" or question marked
    parameters do, send me some E-mail!

    [9-2-1]: What do the dots that appear in development mode mean?
    ---------------------------------------------------------------
    Direct from id, the final formula for calculating the frame
    rate that the dots represent has been determined. The formula to convert
    dots to frames per second is:

    70
    --------------------
    + 1



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


    Let's make sure history never forgets the name Doom

    LEADER ZONE dell'area network

    AMMINISTRATORE del forum di Doom Italia

    WEBMASTER del sito www.doomitalia.it

    HyperTrek - STAFF MEMBER
    Stator - STAFF MEMBER
    Atletica AfuAki – ADMIN

    per info afullo@spaziogames.it

  2. #2
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    Predefinito

    --------------------------------------------
    CHAPTER [10]: Can someone tell me how to...?
    --------------------------------------------

    This chapter is full of spoilers for people who are "stuck" in the
    game. Enjoy&#33;

    [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 /&#092; /&#092;
    &#092;/ &#092;
    / /&#092; &#092;
    / / &#092; &#092;
    / /&#092;/ &#092; &#092;
    &#092; &#092; / /
    /&#092; &#092; / /
    &#092;/ &#092; &#092;/ &#092;
    Alcove 2 &#092; /&#092; &#092;
    &#092;/ &#092; &#092;
    &#092; &#092;
    &#092; 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&#33;

    [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&#33;

    (10-1-3): Inferno
    -----------------
    The process of getting to the Inferno secret level is probably one of
    the most creative things in DOOM, and the most difficult to figure out. The
    way to get there is from level 6, "Mt. Erebus". You must get inside a blue
    box with no ceiling which is in a large triangular depressed area with
    "water" at its bottom. Inside it is a skull switch ending the level. Getting
    inside the box counts as one of the secret passage units for the level. Next
    to the box is a large red building which one can get on top of. To get on
    top of it, you must use the secret teleporter in the building with the
    berserk pack and stairs in it, with the four Imp cages by the entrance. For
    specifics, the teleporter leading to the ledge above the blue box is located
    at <0x27ed486,0x2315201>. Upon entering the building, you will see a secret
    opening to the teleporter on the left. The teleporter takes you to a ledge
    on the top of the red building. If you go to the right along the ledge you
    will be looking down at the blue box. Unfortunately, the distance is too far
    to jump. The key is to shoot a rocket at the ledge wall, the explosion of
    which will throw you into the box&#33; The area on the ledge where you want to
    fire the rocket at the wall is located at <0x375bead,0xa900072>. There is a
    rocket launcher on the level, on a platform out in the open with a chaingun
    and a bunch of monsters. Finally the exit inside the blue box itself is
    located at <0x37f436d,0xc1ffa3c>. You will take a lot of damage in the
    process, even with lots of armor and health, however, there are a few
    invulnerability artifacts on the level which will protect you. One is next
    to the wall where the launcher and chaingun are, and the other is inside a
    central shack that opens when you enter a nearby enclosure to pick up the
    green armor.

    (10-2): Where are the secrets in DOOM?
    ======================================

    *10-2-1*: DOOM I Secrets
    ------------------------

    A HUGE thanks to Paul Falstad for making this section possible.

    *10-2-1-1*: Secret Master List
    ------------------------------

    SECRET IDMYPOS DECIMAL
    SECTOR COORDINATES COORDINATES SECRET DESCRIPTION
    ======== ================ ============ ================================
    E1M1:
    1 68 < b700000,f1000000> ( 2928, -3840) (oddly color wall after zigzag)
    2 69 < ccd0000,f0f00000> ( 3277, -3856) (shotgun behind tower in zigzag rm)
    3 70 < dda0000,f0e00000> ( 3546, -3872) (elevator behind tower in zigzag rm)

    E1M2:
    1 21 < 5ec0000, 3c80000> ( 1516, 968) (door to outside in NE)
    2 106 < 2200000,fc800000> ( 544, -896) (door to E rm w/backpack in maze)
    3 116 < 1380000, 1200000> ( 312, 288) (door on SE side of small structure
    at beginning)
    4 140 (-1608, 1464) (door before lift to ridge w/imp)
    5 188 (-2265, -371) (path to chainsaw in W part of maze)
    6 194 (-1968, 320) (door to extra armor on way to
    chainsaw rm)

    E1M3:
    1 40 (-1088, -1320) (door N of level 9 switch)
    2 51 (-1504, -2384) (corridor N of drawbridge to level 9)
    3 73 ( -628, -2144) (door in E corner behind blue door)
    4 134 (-3132, -2012) (door behind SE niche
    in yellow key rm)
    5 159 (-2451, -1004) (rm w/backpack past green tunnel)
    6 167 (-2780, -1244) (corridor behind N niche in
    yellow key rm)
    7 174 (-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 (-1878, 825) (hidden door W of 2-pillar chamber)
    3 5 (-1888, 760) (hidden door S of #1)
    2 3 (-1888, 704) (steps outside, S of #2)
    4 49 ( -912, 1280) (hidden door E of N elevator behind
    yellow door)
    5 58 ( -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 ( -252, 1472) (niche with light amp)

    E1M6:
    1 65 < 2640000, 55b0000> ( 612, 1371) (room S of door to outside)
    2 169 ( -797, -1840) (supercharger in SW tunnel in
    toxic lake behind red door)
    3 181 (-1968, -2368) (exit from toxic lake behind
    red door)
    4 190 < 37d0000,fc760000> ( 893, -906) (rocket launcher + invisibility)

    E1M7:
    1 71 ( -584, -96) (supercharger W of door)
    2 94 < 2a00000,fa800000> ( 672, -1408) (path outside to invisibility)
    3 147 ( -225, -2259) (ledge in toxic lake S of big pillar)
    4 153 ( -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 ( -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 ( -36, 2752) (shotgun ammo behind lowering box)

    E2M3:
    1 37 < 1e00000,fff80000> ( 480, -8) (door in N of pentagram lake rm)
    2 65 (-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 ( -305, -2824) (hidden rm just S of starting point)

    E2M5:
    1 8 (-1056, 160) (chainsaw in S middle)
    2 11 (-1592, -392) (anti-rad suit in circular stairway)
    3 121 ( -352, 2304) (rm near exit to level 9)
    4 126 (-1148, 2194) (secret imp rm E of starting point)
    5 186 (-3443, 499) (niche N of fake fire)
    6 188 (-3547, 1139) (rm with baron in cage)
    7 219 (-1988, 2171) (secret imp rm W of starting point)
    8 229 (-3420, 2240) (energy cell in NW niche in toxic
    lake in NW)
    9 234 (-3133, 1184) (room W of #10)
    10 238 (-2847, 1184) (lost soul rm thru teleporter in #5)

    E2M6:
    1 0 ( -128, 3104) (invisibility, etc. by skull
    pedestal in NW)
    2 16 (-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 ( -32, -748) (rm w/switch behind red door in SW)
    3 250 < d0c0000, 3a40000> ( 3340, 932) (computer map rm in E middle)
    4 284 < 900000, 5ce0000> ( 144, 1486) (plasma rifle rm in NW)
    5 294 < 5e00000, 7e00000> ( 1504, 2016) (supercharger just E of starting pt)
    6 301 < 18d0000, 7750000> ( 397, 1909) (chainsaw rm in NE)

    E2M8: [none]

    E2M9: [none]

    E3M1:
    1 25 ( -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 ( -624, 496) (rm just N of lava maze with BFG9K)
    3 154 ( -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 ( -32, -764) (BFG9000)
    3 124 < 6c00000,fd9c0000> ( 1728, -612) (radiation suit in NE)
    4 177 ( -328, -1312) (secret rm with rockets in W side of
    rm S of BFG9000)

    E3M5:
    1 1 (-1376, -960) (light amp rm)
    2 97 < 30e0000, 730000> ( 782, 115) (chainsaw E of center chamber)
    3 106 ( -224, -74) (S stony structure in center)
    4 108 < 8a0000, 1200000> ( 138, 288) (E stony structure in center)
    5 128 (-2238, 605) (westernmost room with plasma rifle)
    6 132 ( -586, 288) (W stony structure in center)
    7 178 < 1e40000, 8e00000> ( 484, 2272) (rocket launcher in most northern rm)
    8 204 ( -224, 650) (N stony structure in center)
    9 237 (-1320, 1440) (secret door to NW in W part of
    N corridor; leads W to lava room)
    10 257 (-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 (-1184, -408) (supercharger in pentagram)
    3 98 ( -724, -876) (secret rm SE of pentagram rm)
    4 119 ( -640, 1938) (plasma rifle & energy cells,
    past teleporter in SE)

    E3M8: [none]

    E3M9:
    1 23 ( -804, 1888) (secret rm W in rm just S of
    fake exit)


    Let's make sure history never forgets the name Doom

    LEADER ZONE dell'area network

    AMMINISTRATORE del forum di Doom Italia

    WEBMASTER del sito www.doomitalia.it

    HyperTrek - STAFF MEMBER
    Stator - STAFF MEMBER
    Atletica AfuAki – ADMIN

    per info afullo@spaziogames.it

  3. #3
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    Predefinito

    *10-2-1-2*: Secrets in Detail
    -----------------------------

    KNEE DEEP IN THE DEAD

    E1M1: HANGAR:

    # Just after the zigzag look right for the oddly colored wall <0xBA389D6,
    0xf0e054ec>. Push it for corridor to a open place with a blue armor vest.
    # After you cleaned out the exit room, go back to the zigzag room and look
    right for the shotgun (the tower with the Imp should be lowered now)
    <0xd68473b,0xf2510f63>.
    # For DOOM v1.2, a secret area has been added in the above secret room:
    look in the SE corner <0xdeff476,0xf0effdc2> for the elevator. You&#39;ll find
    some armor bonuses up there. The elevator lowers when you are at the
    entrance <0xb96c465,0xf4879655> in the north, so you&#39;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&#39;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&#39;ll see a lift. Push the first panel to your left
    <0xf9d0052a,0x5aa56a6>. You&#39;ll be able to kill those Imps from the ridge.
    # In the southern part of the maze (to get in, pull the switch behind the pillar
    in the green toxic directly to the right behind the red door <0xfdc004de,
    0x446230f>), shoot the middle most western wall (the one behind the green
    armor vest) <0xf79e0d81,0xfe82feac> for access to the chainsaw (push the
    switch in NW to lower the pillar so you can get it).
    In the same hidden area is some extra armor hidden behind the eastern wall in
    the northeastern corner of the stairs <0xf82fdc62,0x151532f>.
    # In the most eastern part of the maze, push the wall between the white stripes
    <0x1eff099,0xfc88d4d4d3> for a backpack.

    E1M3: TOXIC REFINERY:

    + The strange grey wall straight ahead beyond the first door you open is a
    secret drawbridge. The switch for the drawbridge is in one of the chambers
    described below.
    # In the room in the NW (the one that opens as soon as you push the red button
    and that contains the yellow key) are TWO secret passages (the second niche
    on your left <0xf3c7ca46,0xf7dfc822> and the second niche on your right
    <0xf5ac3fd1,0xfac4d713>), both will open when you&#39;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&#39;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&#39;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&#33; There are
    a lot of Imps lurking behind automaticaly opening doors. My tactic is to
    select the chain gun, run forward and back up as soon as you hear the doors
    open. Then take them out at your leisure. Note that you can also shoot some
    of them via the secret `window&#39; in the SE <0xf9480573,0xf8b2d736>.
    + In the north of the room is a corridor, follow it to find the hidden-level-
    switch.
    # To the north of the room with the hidden-level-switch is a elevator, push the
    wall <0xfbe7f1f6,0xfaafee8c> to lower it, so you can get the rocketbox.
    # Behind the blue door in the eastern corner is a secret door (the lighter
    patch in the SE <0xfd6ffcd8,0xf7a33c3b>). The chainsaw, a supercharger, a
    blue armor and a partial invisibility is available.

    E1M9: MILITARY BASE:

    You start facing a open space with a cage full of Imps in the middle. The
    following rooms are described relative to that cage.

    + In the northeast is a pentagram on the floor. If you touch it, numerous
    enemies will warp in. Try walking around it and then running to the
    corridor. That way you can pick them off one by one.
    + In the eastern room is a lift/trapdoor at the middle of the eastern wall
    <0x75cf281,0x2fa03b> (the highlighted patch on the floor). To the NE are a
    green armorvest.
    # Also in the eastern room is a lift/trapdoor in the SW-corner <0x6102f19,
    0xff10138d> leading to a indoor lake with the chaingun.
    # The same area is accessible via the lift/trapdoor in the NE-corner
    <0x3d000fe,fcd013ff> of the southern room.
    # In the northern chamber, push the middle eastern wall <0x3efe3b3,0x479d0cd>.
    You&#39;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 &#39;jump&#39; 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&#39;t count as secrets in themselves, getting on the
    five pillars, each with a weapon or bit of ammo on it, in the secret
    room on the right hand wall of the room with the ooze trench and
    exit, is one of the more challenging things to do in the game.
    Basically, the room on the secret level of episode one "Military
    Base" contains five pillars of increasing height as you go around
    clockwise, along with a lift which lowers when you are on the entry
    stairs, allowing access to the first and highest pillar. The key is
    to go around each pillar in a counter-clockwise direction. Just
    running and jumping toward a pillar isn&#39;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&#39;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&#39;t as hard as it may
    seem to get right. I understand some can do this all in one fell
    running swoop by turning in mid-routine, but this is a surer way.

    E1M4: COMMAND CONTROL:

    # The light wall to the left in the beginning (before the door) <0x785a47f,
    0x45005ef> hides a backpack.
    # The south exit from the round chamber (the one with the radiation suits)
    leads to a trench. Follow the trench east for the rocket launcher and a
    supercharger. To get the supercharger, simply stand on the left side of
    the lift and press the switch. If you are just barely on the lift, you
    can reach the switch while on the lift. Follow the trench west to get
    out.

    E1M5: PHOBOS LAB:

    # The chamber in the middle (behind the first stairs you encounter from the
    start) has a secret chamber to the south (behind the drums) <0x15a4aa6,
    0x1a0025b> with a shotgun.
    # In of the east of this chamber is a toxic lake. In the SE-corner of the
    toxic is a secret passage (the strangely colored wall) <0x466e20d,0x12009bc>.
    There is a rocket launcher and a blue armorvest.
    + In the NW behind the yellow keycard door is a chamber with two pillars and
    an isle with a switch in the green stuff. In the indention in the west
    <0xf8e024a0,0x34ff9c5> is a secret chamber with the antiradiation suit. The
    south wall of this chamber hides another room with the chainsaw. The south
    wall thereof gives away to let you outside and get the supercharger.
    You can get the blue armor in the NE-corner by stepping on the northern
    pillar when it&#39;s down, waiting until it rises again and then &#39;jumping&#39;
    over. Ammo can be found by repeating the same action on the souther
    pillar.
    # Two platforms with Imps hidden in the walls behind the yellow keycard door
    act as elevator in DOOM v1.2. The southern one doesn&#39;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&#39;ll find the night vision,
    which is very useful in sniping those baddies in the dark.
    + In the northern darkroom the top of the /&#092; in the middle wall is also a
    secret door, but as far as I can see this isn&#39;t really useful (maybe for
    dashing for the exit?)

    E1M6: CENTRAL PROCESSING:

    + At the first &#39;crossing&#39; you encounter, look in the NW corner. There is a
    partially hidden chamber <0xfd4ff0b2,0xfe5ab835> with some ammo, health and
    a green armor vest. There are also some Imps there, so to be safe, fire a
    shot into it to detonate the barrels and kill them.
    # Behind the red door in the southwest is a green lake. In the NE-corner
    is an anti-radiation-suit. In the &#39;middle&#39; (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&#39;re at the blue door, there is a tower with Imps
    <0x31dc6cd,0xfdc354b5>. When you reach the blue door it will lower so you
    can get in. You will see an anti-radiation-suit. Push the south wall for a
    backpack, a rocket launcher, a partial invisibility and a back way into the
    room with the yellow key.
    # In the same area as where the lowering tower is, is a corridor to the north.
    As soon as you get the yellow key, it will be accessable. The twisting path
    over the toxic waste will lead to a backpack and a door to the outside. There
    you will see a supercharger on a pillar <0x1125332,0x6c93ef6>. The pillar
    will lower as soon as someone goes near it. Step on it and as soon as it has
    risen, press the wall to the west to get inside the complex again.
    + In the room immediately before the ending room, there is a radiation suit
    available behind one of the pillars.
    # In the most eastern corridor is a strangely colored wall <0xd2ffa4f,
    0xf9fc115f>. Push it to get the computer map.

    E1M7: COMPUTER STATION:

    # In the southwest is a big pillar <0xfe5cda63,0xf7ff97d9> that will descend
    when you are on the stairs east of it. Stand on top of it, wait until is
    has risen sufficiently and jump on the ledge in the NE <0xffdfe6c0,
    0xf9237c97> for the computer map or the south lake in the NE corner
    <0xff1e2866,0xf72ffeb0> for the chaingun and (when you leave via the secret
    door to the east) a backpack. Jump in the lake in the north and run fastly
    to the tunnel in the NW <0xfdf75b77f,0xfa229120>. In the west of that tunnel
    is a radiation-suit and in the east behind the door with the light are some
    goodies and a switch. Throwing the switch will allow you to get to the
    chainsaw later on in the room in the extreme SW <0xfacc64c4,0xf5a40aa1>.
    Leave the tunnel via the north and look behind the pillar <0xfea017a9,
    0xfacffbc5> in that lake for blue armor. Follow the acid to the north to the
    supercharger <0xfdb37a3a,0xffa1e2e2> and leave via the east.
    # After you get the blue key in the northwest, two hidden areas will open to
    free Imps and former humans. The secret room in the middle of the map
    <0x1319742,0xfa50049c> has a false wall to the east which leads to
    outside so you can get a partial invisibility.

    E1M8: PHOBOS ANOMALY:

    # The only secret room <0x1cfdaa6,0x17bdce1> is in the east in the corridor
    leading to the first door and contains a supercharger.
    + Note that there is a map in the east of your starting point.


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  4. #4
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    Predefinito

    THE SHORES OF HELL

    E2M1: DEIMOS ANOMALY:

    # The SE-corner <0x63aba49,0xfdd82d07> of big room in middle (the one with
    the windows to the east, the south and the west) turns into a teleporter to
    the plasma-gun after you pull the switch <0x4e7f923,0xfee0883b> on the outer
    west side and push the button on the west side of the little wall that rises
    out of the floor (the east switch opens the passage to the red key).
    # In the SW is a indention <0x31cb145,0xfb50105e> with two skull-switches.
    Press the eastern skull-switch first for access to a teleporter to a
    corridor filled with bonuses in the north.
    # Behind the red door <0x186bb69,0xfd97f0a8> is a blue mega armor and the
    computer map.

    E2M2: CONTAINMENT AREA:

    # If you walk along the south border of the storage area (the one with all
    those boxes), you&#39;ll bump into a box <0xff9751f6,0xb101ab0> which will lower
    if you are north of it, to reveal some shotgun ammo.
    # In the south east quadrant are three circles with parts of the floor going
    up and down. The northern one has a secret corridor <0x82ff4df,0x22fd506>
    in the north leading to the blue door in the north, filled with
    life-bonuses.
    # In the SW area (with three corridors with the blue lights on the ground and
    ceiling) is a partially hidden corridor <0xff85ce0a,0x6b92713> in the NW
    corner of the most western corridor. When you try to get the backpack, the
    wall behind you will close and the wall in front of you will lower,
    revealing some Imps. The door behind you will open after a while. The
    SE corner <0x2afe532,0x7011ab87> (the black-colored wall) is the
    secret door to a small chamber. The SE corner <0x3682291,0x6ebaa52>
    of that small chamber (the wall with the small green light) hides a
    corridor <0x4afeea4,9x667fa8e> back to non-hidden territory (the
    lightly colored wall). The most south part of the corridor
    <0x414d0b4,0x5d0039e> (the black wall part) gives away to a
    computermap.
    # In the south middle quadrant is a room <0x1baafb3,0x1d7344b> with two
    pillars, one khaki, one with tubes (to get there leave the three
    corridors with the blue lights via the way you came in. Turn right
    and first left. The room on your left [east] is the one you seek).
    The west (khaki) pillar <0x31dc5c4,0x2901565> has a switch on the north
    side, with which you can lower the eastern pillar to get the plasma
    gun.
    # In the south middle quadrant is a corridor with skull crushing
    doors. To get by them, run forward as soon as they start to go up.
    Take them one at a time. The middle one <0x3f4c349,0xff1006b4> (third
    one from either side) has a secret passage in the north ridge, leading
    to the chainsaw. When you get it lost souls will try to get you from
    hidden rooms in the south and east.
    + The room <0x6ec4d6b,0x3a0ad08> with the yellow keycard in the south
    middle has a bridge hidden under the red blood, following blue lights
    on the ceiling, just walk forward and back again fast to make them
    rise.
    # The western room behind the yellow door <0x456db4c,0xdc9ca53> contains
    the chaingun, just flip the switch&#33;
    # In the eastern room <0x852f5ab,0xdadd4d9> behind the yellow door
    you&#39;ll see three rooms to your right and three auto-rising pillars to
    the north. You can get the backpack on the middle pillar by running
    over the pillar when it starts to rise or later on. The switch on the
    eastern pillar <0x95f38f8, 0x11901ab9> opens the middle door
    containing the rocket launcher. Flip the switch on the middle pillar
    <0x85ba244,0x11900694> for the south chamber (with ammo) and the one
    on the west pillar <0x75fa7ef,0x11900ad> for the north chamber
    (containing a rocketbox). It&#39;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&#39;t open any doors after that&#33; (but you can get the
    backpack).
    # To get the last secret go into the room with the blue keycard,
    <0x9e4f2bb,0x5affb22> and look up at the four corners. Note that the
    extreme southeast corner is lit up unlike the other corners. Go and
    stand in this corner and face along the wall. The platform with the
    supercharge on it will lower <0x9e41c9a, 0x5eff45c>. Run across and
    get it before it rises again. It will only go down once, so you only
    get one chance at it. This is one of the harder secrets in all of
    DOOM to find and get to.

    E2M3: REFINERY:
    # In the most SW corner of the map is a corridor <0xfba6989a,0xfed0450f>
    to the room with the blue key containing the plasma gun. To get the
    plasma gun, jump in the red blood and run north (right) fast.
    # In the middle south is a room with a five-sided green lake. The wall
    <0x2847ab9,0xfe90013e> to the south east (the part with between the
    light lines) offers a shortcut.
    # The next secret on this level is similar to and next to the one
    above. You can get out of the room with the green lake
    <0x25ff9c6, 0xfe9f8db4> via a one way secret door on the wall in front of
    the main entry way, which leads back to the room with the imp cage. The
    other secret door above refers to a one way door into this room which is on
    the wall across from where the rising and falling platforms with candles on
    them are.
    # In the south east is a partially hidden cage with Imps
    <0x1de36ff,0x10156d>. You can enter via the NW corner <0x2effa57,0x951b16>
    to get the backpack.
    # Follow the corridor behind the blue door through the open area and the room
    with all those pillars and blinking light to the green toxic stuff. If you
    go around the corner <0x52fff7d,0x313783c> in the SE, you will find a
    radiation suit. In the middle of the eastern wall <0x6729d81,0x42cd91e> of
    the green stuff is a corridor to a room with the supercharger in the NE
    corner <0x85000da,0x3eac965>.

    E2M4: DEIMOS ANAMOLY:
    # In the middle of the south wall <0xfd743e02,0xf5510517> of the beginning room
    (directly opposite to the TL&#39;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&#39;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&#39;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&#39; <0x4ed2810,0xff5f15c1> in the ring. This is a trapdoor with a secret
    door to the east and leads to a plasma gun and a teleport to the middle of
    the great round corridor.
    # In the great round corridor in the north: follow NE corridor to a room with
    lava.
    - The small door <0x62ffe68,0x3b6bde> in the SW leads to a small green lake.
    The SW corner has a blue armorvest behind some drums.
    - In NE corner <0x815a37c,0x2c8c810> behind the lava is a secret door.
    Warning&#33; the SE branch of the corridor behind it leads to a crushing ceiling.
    Outrun it and push the green patch <0xa6ffd1d,0x64560a> in the east for the
    exit. The SW branch lets you go back to the lavaroom.
    # In the room above, just over the edge of the wall, is a small ledge
    with some medikits <0x6ff9294,0x22b3e1f> on them which normally aren&#39;t
    visible from the room and can be missed when running over the lava to the
    secret door.
    # In the south middle behind the place where you find the blue keycard, is a
    small twisty path <0x3550d3b,0xf5c84264> high above the acid. In the SW
    part of the toxic <0x35019f4,0xf510358a> is a berserker.
    # After you open the door to the exit, look back and get the supercharger
    <0x7e9bcac,0xf5497b99>.
    + Note: for those of you still searching for that damn switch so you can get
    to the exit: go in the lake and then towards the exit. The switch is on the
    right wall of the teleporter left of the exitdoor.

    E2M5: COMMAND CENTER:

    # The room where the first door leads to has two secret rooms in the space
    between the room and the stairs. The doors <0xfb80ba93,0x7dbd7cc>
    <0xf8373cba,0x7e031f5> are facing the south and will open automatically to
    reveal Imps and ammo.
    + The ridges <0xfca60096,0x3febfc5> <0xf71000d0,0x3e622b8> of the green lakes
    of the big room south of the begin both lead back to normal territory.
    # In the SW is a roughly (--) shaped room. In the room NW of the middle
    of this (--) is a switch <0xf3efdd28,0x1367f57> which activates a stair so
    you can walk through the fake fire <0xf29412f7,0x18d236d> in the NW corner.
    The teleporter there takes you to an area infested with lost souls. The west
    wall <0xf4690f4,0x496136d> with the head leads to another room with
    transporter. That transporter takes you to the switch <0xfe9fb836,0x92ff44b>
    for the secret level.
    # In the room east to the room in the south middle with the room to the N,E,
    and W and a view to the circular stairway in the south, is a secret door
    <0xfbaff1cb,0xae3ad8> in the NE corner (near the cozy head-fire) hiding the
    chainsaw.
    # In the center of the circular stairway is a anti-radiation suit guarded by
    a demon. The door <0xf94949db,0xfe6d93d0> to it will open as soon as
    you are at the top of the stairs <0xfa165eed,0xfdd56896>.
    # The south door directly after the circular stairway leads to two corridors.
    The eastbound corridor is the way to the exit, the westbound leads to C
    formed green lake in the west. In the north of that lake is a door
    <0xf1a21e52,0xfe94f08f> (behind the ammo clip). Follow it to a baron of hell
    in a cage. North of that you will see a long corridor with three doors to
    the east. The northern and southern doors lead to a ledge around the lake
    to the east. The middle door <0xf27dc571,0x826c8a6> (the wall part with the
    pentagram over the ugly head) leads to the isle <0xf5420514,0x823f2c1> in
    the middle of the lake, where you&#39;ll find a plasma gun. To activate the
    bridge to the isle, you have to push the button <0xf2aff9f7,0xfd1cd93e> in
    the room in the center of the C-formed lake you passed while coming here.
    BTW: If you fall in the lake, the transporter <0xf42dc0b0,0x7500bcf> in the
    indention in the SW brings you back to the beginning.
    # In the slime lake mentioned above, not only is there a teleporter,
    but there is also another niche with a cell pack in it
    <0xf29859a4,0x8bf7c8b>.

    E2M9: FORTRESS OF MYSTERY:

    There are no secrets in this level.

    E2M6: HALLS OF THE DAMNED:
    + In the SE where you find the blue keycard, two rooms with demons will open
    automatically. The SW one has a chainsaw behind the brown wall <0x6362f60,
    0xff151336>.
    + Three parts of the mazes are secret. All the secrets are off the area at
    the north of the level after going down the long narrow passage to the
    junction.
    # The area to the east with the fake exit counts as a secret.
    # The area to the north with the goodies on the table counts as a secret.
    # The area to the west past the crushing ceiling counts as a secret.


    E2M7: SPAWNING VATS:

    # In the NW is a corridor with ribbles. The third indention is a corridor
    leading to a very dark open patch. In the NE <0x126cccd,0x772feab> is a
    switch which opens a room with a chainsaw. In the SW <0x32fff5,0x3de1cbe>
    is the plasma gun.
    # In the SW is a room with a radiation shield and small patches of green
    acid in indentions along the walls. The SW indention <0x137b2c8,0xff25986d>
    has a corridor to the south leading to a chamber with a rocket launcher and
    a teleporter. The teleporter will get you to a red door, with a switch
    <0xffe013c6,0xfd1015b7> behind it. Pushing that switch will open an
    oute door to a secret room in the beginning-room <0x5d894b7,0x76751d7>
    (SE corner) with a supercharger. Because this room is protected by two
    doors, a second switch must be flipped to open the second door.
    + To open the inner door, flip the switch that is past the blue keycard
    door, up the stairs, and to the left in the room with the acid pool
    <0x4205835,0x2d00641>.


    E2M8: TOWER OF BABEL:

    There are no secrets on this level.


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  5. #5
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    Predefinito

    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&#39; from the east has some cages with former sergeants. To
    get into those cages, walk over the red triangle <0x3fa278b,0x817fa0c>.
    The floors of the cages lowers and a wall behind you will come down.
    To lower the triangle column (actually it rises) you want to shoot the
    back wall of one of the six cages the sergeants were in. Shooting it
    raises the pillar exposing the red triangle, walking over which
    lowers the sergeant platforms allowing you to get the stuff in each one.
    # In the large circular room at the end of the middle finger is a
    supercharge.
    # The plasma gun is hidden in the western part <0x2072324,0x4ecdc0e> of the
    pillar you see when you stand with your back to the second `finger&#39; from the
    west.

    E3M3: PANDEMONIUM:

    + In the starting room, a megaarmor can be obtained on a ledge overlooking
    the yard in front of where you start. When you go up the stairs to the
    right, and then down the elevator to the area which has stairs going down
    to where the blue key is, there is actually a second elevator in the wall
    which leads up to the ledge with the armor. This second elevator
    <0x48189c,0xfe5f9916> can only be used once, and you must move back
    slightly after pressing the button or else the elevator will catch half way
    up under an overhang. The armor&#39;s ledge does damage so grab it quickly.
    + Directly north of the beginning is a great open place with 4 pillars.
    Pressing the switch <0xfea95756,0xaff327> in the north will lower the middle
    pillar <0xfe921ce9,0xfef4c1db>, so you can get the shotgun.
    + To get to the rooms with the windows to the room in the beginning, go
    north and take both the east and the west stairs, and then south.
    # A little north of the middle is a round green lake <0x120905e,0x1754b6d> with
    a lavalike ceiling. In an indention <0x1c9c5cd,0x1c492ee> in the east is the
    chaingun.
    # In the SW is a corridor with two platforms (one in the north and in the
    south). There is a small corridor in the south. When you follow it, you&#39;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&#39;ll find
    the BFG9000 <0xff1ebaad,0xdeec44> in the SE corner and a supercharger
    <0xfe3afdf3,0x2101114> in the NW corner. You can also get to the lava maze
    by going directly north from the beginning, then taking the west stairs,
    then following the path north.
    # One of the most northern chambers (the one just before the blue door leading
    to the exit) has two air shafts flanking a formation you could describe as a
    coach facing north. When you stand on the coach <0xff6e17cb,0x532520e> the
    wall part west of the stairs south will lower allowing you to get the map.
    The wall part <0xfffcfa97,0x41c62aa> east of the stairs will lower when you
    push it.
    # The last two secrets are in the area to the east of the level, off
    the east hall and over the stairs guarded by lost souls. Just
    entering the room around beyond it with the lava and Cacodemon counts
    as one secret. Getting to the area past that with the berserk pack
    and armor counts as another.

    E3M4: HOUSE OF PAIN:

    + The first room to the west from the beginning has a secret room <0xfebbbdcd,
    0xc4c579> in the SE corner containing the shotgun.
    # In the SW (a bit behind the blue door) is a room with a doors to the east
    (the entrance), to the north (where you find the BFG9000 <0xffdaa1b0,
    0xfd07e1fa> in some lava), to the west (where a lot of Imps and a baron of
    hell await you) and to the south. The south chamber has a secret room
    <0xff49f58f,0xfae5873e> to the west filled with rockets.
    # In the south middle east of the blue door is a room with a door to the north
    and a small patch of blue lake on the east side. Press the wall <0x3ddce70,
    0xf9d91cc3> a bit more north of that patch of blue for a green armorvest.
    + In the middle is a room with two pillars with switches on all sides.
    Here is a rude ascii-chart of the scene to facilitate solving this.
    [#] is a door opened by switch #
    [Y] is the yellow keycard door
    [R] is the red keycard door
    Behind door 2: an invulnerability
    Behind door 3: the yellow key
    Behind door Y: the red key


    +---+
    +--+ | |
    | +-------+ +--+
    +-------------+ + [7] [Y] |
    | [3] | ---+---+--+ rest of the level...
    | --------+--+ [6] [7] | .
    | [2] | +-+[R]+--+ |
    | --------+--+ | | |
    | 0 4 | | |
    | 3 [] 1 7 [] 5 | ++ +-+ +-+ +
    | 2 6 | +-+ +-+ +-+ <----- secret wall, press it
    . +-+ for a radiation suit

    # As drawn above, there is a secret wall <0x6cffeee,0xfdd03be8> in the south of
    the most eastern indention. It contains a radiation suit.
    # The final secret for this level is located to the left of the starting
    room, past the Cacodemon cages and behind the wall. Using the teleporter
    across the lava to enter the room counts as a secret.

    E3M5: UNHOLY CATHEDRAL:

    # Take the most western entrance to the cathedral. Push the west wall
    <0xfc4e8e97,0xfc5dfd80> and get the lightamplifier <0xfad56408,0xfc1fa3ee> in
    the SW corner.
    # The most NW chamber (the one with the lava floor) has secret door
    <0xfa4ed057,0x61933f5> to the east with a radiation suit. The transporter in
    the room leads to the middle of the map/cathedral.
    # The east wall <0x2d56f0d,0x9b29c1> of the big central room of the cathedral
    (the one with the four 2x2-teleporters) hides a small niche with a
    supercharger and a chainsaw. The yellow key is required to open this
    door.
    # Also the four stony structures to all sides of the middle warp-in are hollow.
    The doors will automatically open each time you warp in to the middle from
    another place (from outside to inside).
    # In the cathedral are four 2x2-teleport-places. The northern two are
    connected to the north by a corridor. That corridor has a secret passage
    <0xfd48642a,0x56afd0c> in the NW.
    # The most northern room has three switches and a teleport with crushing
    ceilings.
    The SE-switch opens the secret doors in the corridors to the east and west,
    enabling you to get the rocket launcher and some rockets.
    The NE-switch lowers the blue key in the NW-corner.
    The NW-switch lowers the chaingun in the NE-corner.
    The teleporter in the SW teleports you to the NE corner of the cathedral.
    # The most eastern room (east of the exit) has a small pit, from where many
    enemies will warp in. To the east of that room, behind the skull <0x787fd10,
    0x2eaf2e4>, is the BFG9000.
    + For those of you wondering just which damn transporter you have to take to
    get out the middle of the cathedral: it&#39;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 &#39;jump&#39; west and get the chainsaw. You can get out via the
    transporter in the SE side <0x34a6f68,0x9bd1900> of the structure you warped
    on.
    # East of the above described NW-SE oriented structure is a small _|_ formed
    building on a small hill. The building contains two teleporters. The
    eastern warps you on the NE ridge of the hill, where you can get the plasma
    gun <0x7e352bd,0x1c1c059>. The western transporter also warps you to a ridge
    (NW) of the hill, but there are only some shotgun shells there.
    + The small blue building <0x941bec7,0x293e0bb> in the NE contains a radiation
    suit and cacodemons.
    + All compact flaming red structures contain enemies and a few soul spheres
    or a radiation suit. Sometimes one of the walls goes down, spilling the
    enemies.
    # See Chapter [10-1-3] for information on getting to the secret level.
    This counts as a secret as well.
    # The fourth and final secret passage area on this level is inside the
    same building room with the secret teleporter leading to the blue box
    ledge. On the opposite wall is another hidden wall opening
    <0x3aa61a5,0x365963f> which contains a cell pack.
    + The exit is in the middle west: follow the south wall over the lava, you&#39;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
    has a transporter to the SW ridge looking out over the
    middle pillar..... The switch opens a door???
    The eastern pillar <2d380df,57aafc9> leads to the ridge east, with the
    yellow key...
    - SE: 31ff6e7,faea6d2e> NE of tower, with plasma gun.
    - In the NW lake is in the north a pillar <0xfe1aff7a,0x4093707> containing a
    transporter. It warps you to the yellow door.

    E3M8: DIS

    + Not a real secret room, but in case you are wondering: the room in the middle
    contains a plasma gun and a blue armorvest.

    E3M9: WARRENS

    + This level is very similar to E3M1, but is much more difficult.
    # Just like in Hell Keep, there is a rocket launcher just in the west of the
    small grey chamber <0xfd20a96c,0x76057af> in the NW. This rocket
    launcher is not available on Ultra-Violence mode and above.
    + Note that many of the hidden rooms full of enemies (the rooms that open when
    you go over the transporter-lookalike in the NW) contain weapons and other
    goodies. Most beneficial of those is the BFG9000 in the SW corner of the
    lake (west behind the entrance).


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  6. #6
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    Data Registrazione
    12-Sep-2003
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    Predefinito

    *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 ( -566, 1161)
    2 14 ( -510, 843)
    3 43 ( -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 ( -190, 1874)

    Level 7: Dead Simple
    1 1 ( -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 ( -928, 608)
    2 118 ( -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 ( -606, 584)
    2 111 ( -608, 312)
    3 112 ( -224, 640)
    4 116 ( -986, 640)
    5 5 < 5c00000, 8c40000> ( 1472, 2244)
    6 12 < 3c60000, 7000000> ( 966, 1792)
    7 26 < 80a0000, 5c00000> ( 2058, 1472)
    8 180 (-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 (-1824, 1264)
    17 121 (-1824, 1248)
    18 122 (-1824, 1248)

    Level 11: &#39;O&#39; of Destruction&#33;
    1 28 < 6600000, 3240000> ( 1632, 804)
    2 75 < 67e0000, 71f0000> ( 1662, 1823)
    3 114 ( -184, 2556)

    Level 12: The Factory
    1 26 ( -619, 768)
    2 85 < 3040000, 2c00000> ( 772, 704)
    3 155 ( -264, -909)
    4 122 ( -96, 288)

    Level 13: Downtown
    1 3 < 5000000,f68b0000> ( 1280, -2421)
    2 74 ( -848, -3362)
    3 11 < 2e00000,f3d00000> ( 736, -3120)
    4 108 ( -736, -2200)
    5 128 ( -72, -2184)
    6 166 < 2400000, d20000> ( 576, 210)
    7 213 ( -192, 4)
    8 223 ( -62, -913)

    Level 14: The Inmost Dens
    NONE

    Level 15: Industrial Zone
    1 290 < 11c0000, 600000> ( 284, 96)
    2 276 ( -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 ( -873, -2697)
    11 195 ( -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 ( -704, -2784)
    2 89 (-1392, -712)
    3 150 (-1276, -1716)

    Level 18: The Courtyard
    1 17 (-2060, 1014)
    2 36 (-1531, -251)
    3 76 < a300000, 4300000> ( 2608, 1072)
    4 74 < 8b00000, 940000> ( 2224, 148)

    Level 19: The Citadel
    1 43 ( -574, -30)
    2 97 ( -634, 416)
    3 95 ( -970, 486)
    4 100 (-1483, 1449)
    5 85 (-1753, 1852)
    6 33 < 6430000, 5300000> ( 1603, 1328)
    7 126 ( -585, -924)
    8 38 ( -224, -83)
    9 52 < 5400000, 1910000> ( 1344, 401)

    Level 20: Gotcha&#33;
    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 ( -736, 245)
    2 125 ( -720, -256)
    3 14 < 3340000, 3a00000> ( 820, 928)

    Level 23: Barrels O&#39; Fun
    1 61 < 600000, a700000> ( 96, 2672)
    2 11 < 81c0000, b780000> ( 2076, 2936)

    Level 24: The Chasm
    1 98 ( -256, -1964)
    2 116 < 1000000,f6870000> ( 256, -2425)
    3 62 (-2752, -320)
    4 123 ( -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 (-1992, 928)
    4 121 (-1172, 1248)

    Level 27: Monster Condo
    1 10 (-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 (-1699, 1280)
    7 129 (-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 ( -568, -3136)
    4 3 ( -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


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  7. #7
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    Predefinito

    *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 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 ( -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 ( -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 ( -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&#39;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 ( -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&#39;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 ( -608, -160)
    The platform around the end-level switch in the center. Kinda hard to
    avoid, unless you&#39;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&#39;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&#39;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&#39;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 ( -928, 608)
    2 118 ( -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 ( -606, 584)
    2 111 ( -608, 312)
    3 112 ( -224, 640)
    4 116 ( -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 (-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 (-1824, 1264)
    17 121 (-1824, 1248)
    18 122 (-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&#39;s not an official secret.


    Let's make sure history never forgets the name Doom

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  8. #8
    L'avatar di afullo
    Data Registrazione
    12-Sep-2003
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    Level 11: &#39;O&#39; of Destruction&#33;
    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 ( -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 ( -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 ( -264, -909)
    4 122 ( -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&#39;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&#39;t,
    then you&#39;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&#39;t open. Take the left one and jump
    across the slime pit to the other side (#1); there&#39;s a computer
    map and a chaingun.
    2 74 ( -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&#39;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 ( -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 ( -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 ( -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&#39;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&#39;s a lot of ammo in there too. Hit space on the inner
    wall to get out.
    8 223 ( -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 ( -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&#39;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&#39;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 ( -873, -2697)
    11 195 ( -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&#39;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&#39;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&#39;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 ( -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 (-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&#39;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 (-1276, -1716)
    On the way to the exit, just to the southwest, is a lift. As you go
    up the lift, you&#39;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.


    Let's make sure history never forgets the name Doom

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    per info afullo@spaziogames.it

  9. #9
    L'avatar di afullo
    Data Registrazione
    12-Sep-2003
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    Level 18: The Courtyard
    1 17 (-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 (-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 ( -574, -30)
    2 97 ( -634, 416)
    3 95 ( -970, 486)
    4 100 (-1483, 1449)
    5 85 (-1753, 1852)
    6 33 < 6430000, 5300000> ( 1603, 1328)
    7 126 ( -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&#39;ll meet a hallway leading off to the northwest.
    Just south of this hallway on the west wall is a secret door. (It&#39;s
    just north of the place where it LOOKS like there&#39;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 ( -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&#39;re
    not switches, but there&#39;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&#39;ve raised up, and from there jump onto the platform
    in the northeast corner of the room. Go through the teleporter, and
    you&#39;ll get a supercharger (#8). Go south a bit and then north, and
    you&#39;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&#33;
    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&#39;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&#39;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&#39;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&#39;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&#39;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&#39;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&#39;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&#39;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 ( -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 ( -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&#39;t
    already gotten it.

    Level 23: Barrels O&#39; 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 ( -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&#39;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&#39;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&#39;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 (-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&#39;ll be stuck there; you&#39;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 ( -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&#39;s on the automap.


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  10. #10
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    Level 26: The Abandoned Mines
    1 29 < e00000,ffb80000> ( 224, -72)
    When you start the level, there&#39;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&#39;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 (-1992, 928)
    4 121 (-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 (-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&#39;s health, armor, ammo, and a BFG. I
    don&#39;t think it&#39;s possible to get #5, since the teleporter&#39;s sector
    is secret, and you can never enter that sector, because there&#39;s the
    teleport line is in the way. Also note that you can&#39;t get out of
    the ledge in the northeast corner unless the door to it has opened
    up already.
    6 45 (-1699, 1280)
    7 129 (-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&#39;t see why it&#39;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 ( -568, -3136)
    4 3 ( -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&#39;ll see a small opening leading to a
    teleporter. This takes you to the ledge the chaingunners are on;
    there&#39;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.


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  11. #11
    L'avatar di afullo
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    [10-3]: When should I use each weapon?
    ======================================
    FIST: Never use unless you have Berserk. This is really cool, but not as
    good as the chain saw.

    CHAIN SAW: Good for tight corners. Rips apart the Demons and Spectres.
    This is probably the best weapon for non-shooting enemies. The chain saw
    also works wonders on Cacodemons. They turn away when you start to chop
    them, and cannot fire.

    PISTOL: Average weapon. Does damage to the Former Humans, but the shotgun is
    preferred. Only to be used when in dire need of ammo.

    SHOTGUN: This is probably the best all around weapon. Use this much of
    the time as it is very powerful. Its only problem is that its rapid fire
    is not very fast. Very useful in "mazes" where enemies are very close but
    not in large amounts.

    SUPER SHOTGUN: Only found in DOOM II, shotgun gurus will love this one.
    Double the power, but uses double the ammo. Great for taking out those
    hard to kill enemies or many enemies in a group.

    CHAINGUN: This weapon takes a fair amount of time to kill enemies. Good
    for a lot of monsters in a row. Also very useful for Imps and Cacodemons,
    because the chain gun can keep them from firing back.

    ROCKET LAUNCHER: Good for occasional long shots at many enemies in one
    place. Be careful, however, this weapon can hurt you as well if the
    rocket bursts at close range. Very useful in DeathMatch mode.

    PLASMA RIFLE: Rapid fires very quickly. Hurts some enemies a lot, and
    others not as much. Tends to block the view, which is very dangerous when
    you have a large amount of enemies coming toward you.

    BFG9000: The most powerful weapon. Kills almost ANY enemy in one shot,
    but uses a lot of energy cells and rapid fire is very slow.

    [10-4]: Where can I get each weapon for the first time?
    ================================================== =====
    Here is a chart that shows on which level in each episode you can
    pick up each weapon. This chart is for DOOM I.

    .-----------------------------------.
    | Weapon | E1M | E2M | E3M |
    |-----------------------------------|
    | Chain saw | 2 | 2 | 5 |
    | Shotgun + | 1 | 1 | 1 |
    | Chain gun | 2 | 2 | 2 |
    | Rocket launcher | 3 | 2 | 1 |
    | Plasma gun | - | 1 | 2 |
    | BFG9000 | - | - | 3 |
    `-----------------------------------&#39;
    +: Can also be picked up from the first dead sergeant.

    [10-5]: Where can I find the various powerups in the game?
    ================================================== ========
    These charts outline where all of the powerups may be found in the
    game. This chart is for Ultra-Violence, single-player mode only.

    *10-5-1*: DOOM I
    ----------------

    KEY
    ===
    SG = Shotgun, CG = Chaingun, RK = Rocket Launcher, PL = Plasma, BF = BFG9000
    CS = Chainsaw, BZ = Berzerk Pack
    A1 = Security Armor A2 = Combat armor
    BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification
    SS = Supercharge, BA = Invisibility, IA = Invulnerability
    CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair
    # = This item can be found only in lower skills or DeathMatch games.

    ================================================== ============================
    SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
    E1M1: 1 + + . . . . 1 1 . . . . . . . . . . #3
    E1M2: 1 1 + . . 1 . 3 . 2 . . . 1 . . . . . #9
    E1M3: 1 1 1 . . 1 . 3 1 1 . . . 2 1 . . . . 12
    E1M9: 1 1 1 . . 1 . 1 . 1 . . . . . . . 1 . 7
    E1M4: . 1 1 . . . . 1 1 1 + . . 1 . . . . . #6
    E1M5: 1 1 #1 . . 1 . 2 1 1 1 1 1 1 1 . . 1 . 14
    E1M6: 1 1 1 . . . . 4 1 3 3 1 1 2 2 . . . . 20
    E1M7: 1 1 1 . . 1 . 2 1 1 1 1 . 1 1 . . . . 12
    E1M8: 1 1 . . . . . 1 . . . 2 . 1 1 . . 1 . 8
    Total: 8 #8 #6 . . 5 . 18 6 10 #5 5 2 9 6 . . 3 . 91

    SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
    E2M1: #1 . . 1 . . . 1 1 . . 1 . . . . . 2 5 #12
    E2M2: 1 1 1 1 . 1 1 4 1 2 + 1 . 1 1 . 5 . . #21
    E2M3: 1 1 . 1 . . 1 1 1 1 2 . . 1 1 . . . . 11
    E2M4: 1 1 . 1 . . 1 3 1 1 2 1 . 2 2 . 5 3 2 26
    E2M5: . 1 . 1 . 1 1 2 1 1 2 1 . . 1 . . 3 1 16
    E2M9: 1 1 1 1 . 1 . . 1 1 . 1 . 1 . . . . . 9
    E2M6: . 1 1 1 . 1 1 1 1 1 . 1 4 1 3 . 1 . . 18
    E2M7: . 1 1 1 . 1 1 . 1 1 . 1 . 1 1 2 . . 1 13
    E2M8: . . 1 . . . . 1 . . . . . 2 . . . . . 4
    Total: #5 7 5 8 . 5 6 13 8 8 #6 7 4 9 9 2 11 8 9 130

    SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
    E3M1: 1 . 1 . . . . . . . . . . . . . . . . 2
    E3M2: . 1 1 1 . . 1 1 1 . . 1 . 1 . . . . . 8
    E3M3: 1 1 1 . 1 . 1 1 2 1 . 1 . 1 . 1 . . . 12
    E3M4: 1 1 1 . 1 . 1 2 2 1 1 . . 1 1 2 2 . 1 18
    E3M5: #1 1 1 1 1 1 1 . . . 1 . 1 2 1 1 4 18 1 #36
    E3M6: 1 1 1 1 . 1 1 2 1 1 5 1 . 2 . 2 . 5 . 25
    E3M9: 1 1 #1 1 1 1 1 1 . . 2 . . 2 1 2 . 1 . 16
    E3M7: . . . 1 1 . . . 1 1 10 . . 1 . . . 2 6 23
    E3M8: . . 1 1 . . . . 1 . . . . . . . . . . 3
    Total: #6 6 #8 6 5 3 6 7 8 4 19 3 1 10 3 8 6 26 8 143

    SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT
    TOTAL: 19 21 19 14 5 13 12 38 22 22 30 15 7 28 18 10 17 37 17 364
    ================================================== ============================

    *10-5-2*: DOOM II
    -----------------

    KEY
    ===
    SG = Shotgun, 2B = Double-barreled Shotgun, CG = Chaingun,
    RK = Rocket Launcher, PL = Plasma, BF = BFG9000
    CS = Chainsaw, BZ = Berzerk Pack
    A1 = Security Armor A2 = Combat armor
    BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification
    SS = Supercharge, BA = Invisibility, IA = Invulnerability, MS = Megasphere
    CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair

    ================================================== ===========================
    SG 2B CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA MS CC T1 T2 TOT
    1: 1 . . 1 . . 1 . 1 . . . . . . . . . . . . 4
    2: . 1 . . . . . . . 1 . . . . . . . . . 1 . 3
    3: 1 . 1 1 . . . . . 2 . . . . 1 1 . . . 5 . 12
    4: . 1 . . . . . . . . . . . . . . . . 2 5 . 8
    5: . 1 . 1 1 . . 1 1 1 . . . . 2 . . . . 2 . 10
    6: . 1 . 1 1 . . . 1 1 1 . . . 1 . . 2 . 3 3 15
    7: . 1 1 1 1 1 . 1 . . 10 . . . . 4 . 1 . . . 21
    8: 1 . 1 1 1 1 1 . 2 . 5 2 . . 2 1 2 . . 9 1 30
    9: 1 . . 1 . 1 . 3 1 2 1 1 1 . 2 . . . . 5 . 19
    10: 1 . 1 1 1 1 1 2 2 1 1 1 . 3 2 1 2 1 . 5 . 27
    11: 1 . 1 1 1 1 . . 1 1 1 2 . . 2 1 1 . . 3 . 17
    12: 1 1 1 . . 1 . 3 2 . 1 1 . . 1 1 . . . 2 . 15
    13: 1 . 1 1 1 1 1 3 . 1 1 . 1 . 1 3 2 . 2 15 . 35
    14: 1 . 1 1 1 . . . . 1 . . . . 1 1 . . 1 . . 8
    15: 1 . 1 1 1 1 1 2 1 2 2 3 1 . 1 2 1 1 . 6 1 29
    16: 1 1 1 1 4 1 . 1 . . 1 1 . . 1 1 1 1 . 5 . 21
    17: 1 . 1 1 1 1 . 1 2 1 1 . . . 2 1 . 1 . 6 . 20
    18: 1 1 1 1 1 1 . 1 1 . 1 . 1 . 1 2 2 . . 6 1 22
    19: . 1 1 1 . . . 1 2 1 1 . 1 . 1 1 1 . 1 9 . 22
    20: . 1 . 1 1 1 . 1 2 2 . 2 . . 4 . . 1 1 15 1 33
    21: . 1 . 1 . . . . . . 1 4 . . . . 1 1 . 3 4 16
    22: 1 . . 1 1 . . 1 1 . . 2 . . 1 . . . . 3 . 11
    23: 1 . . 1 . 1 . 1 1 . 2 . 1 . 1 . . 1 . 8 . 18
    24: 1 1 . 1 1 1 . 2 1 . 1 7 . . . . 1 2 . 16 1 36
    25: . 1 1 1 1 . . . 1 . . . . . . 1 . 1 . 5 . 12
    26: . 1 1 1 1 . . . 1 1 1 1 . . 1 1 . . . 8 . 18
    27: . 1 1 1 1 1 1 2 2 . 4 . 2 2 5 3 3 . . 4 . 33
    28: . 1 1 1 1 1 1 1 1 . 4 . . . 1 . 5 2 . 1 . 21
    29: . 1 1 . 1 . . 2 1 1 2 2 . . 1 . . . . 11 . 23
    30: 1 1 1 1 1 1 1 1 . . 1 2 . . 3 . . 2 . 1 . 17
    31: 1 1 1 1 1 1 . 1 . . 4 . . . 1 1 . 1 . . . 14
    32: . 1 3 1 1 1 . 1 . . . . . . . . 1 1 . . . 10
    TOT 18 20 23 28 26 19 8 32 28 19 47 31 8 5 39 26 23 19 7 162 12 600
    ================================================== ===========================

    *10-5-3*: How much do health and armor items help me?
    -----------------------------------------------------
    These charts explain how various powerups benefit the
    marine.

    .------------------------. .-----------------------.
    | Health | Incr. | | Armor | Incr. |
    |------------------------| |-----------------------|
    | Potion | ++ 1 % | | Helmet | +++ 1 % |
    | Stimpack | + 10 % | | Green vest | = 100 % |
    | Medikit | + 25 % | | Blue jacket | = 200 % |
    | Berserk | = 100 % | `-----------------------&#39;
    | Soul sphere | ++ 100 % |
    `------------------------&#39; + : Increments, up to 100 %
    = : Sets to this value if current ++ : Increments, up to 199 %
    is less, otherwise no change +++: Increments, even over 200 %


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  12. #12
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    [10-6]: How powerful is the ammunition?
    =======================================

    1 Ammo = 1 point of damage
    1 BFG9000 = + 100 points
    1 Berserk = 10 points
    1 Cell (Plasma Rifle) = 2 points
    1 Punch = 2 points
    1 Rocket = + 20 points
    1 Shotgun = 7 points (fires 7 pellets at 1 point per pellet)
    (not every pellet will hit every target)
    1 Super Shotgun = # 14 points (fires 14 pellets)

    +: Rockets and BFG9000 shots have an area effect. The direct hit values
    are given above.
    #: Weapon only found in DOOM II

    [10-6-1]: How much ammunition is obtained from picking up the various types?
    ----------------------------------------------------------------------------
    Here is a chart that explains the amount of ammunition that
    is obtained from picking up bullets, shells, rockets, and cells.

    .---------------------------------------------.
    | Ultra-Violence mode |
    |---------------------------------------------|
    | Type | BULL | SHEL | RCKT | CELL |
    |---------------------------------------------|
    | Human&#39;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&#39;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 |
    `---------------------------------------------&#39;
    +: The first backpack doubles carrying capacity.

    *10-7*: How many enemies are in the entire game?
    ================================================

    These charts depict the amount of enemies contained in DOOM I
    and DOOM II. These only pertain to single-player, Ultra-Violence mode.

    *10-7-1*: DOOM I
    ----------------

    *10-7-1-1*: The entire game
    ---------------------------

    ----------------------------------------
    Episode 1 2 3 Total
    ----------------------------------------
    Humans 214 60 37 = 311
    Sergeants 281 54 91 = 426
    Imps 277 275 167 = 719
    Demons 90 158 141 = 389
    Spectres 63 15 36 = 114
    Lost Souls 0 113 129 = 242
    Cacodemons 0 50 76 = 126
    Barons of Hell 2 17 18 = 37
    Cyberdemons 0 1 1 = 2
    Spiderdemon 0 0 1 = 1
    ----------------------------------------
    TOTAL 927 743 697 = 2367
    ----------------------------------------

    The following charts display the amount of enemies per level and
    per episode, in Ultra-Violence mode.

    *10-7-1-2*: Knee Deep in the Dead
    ---------------------------------

    ---------------------------------------------------------
    Level 1 2 3 4 5 6 7 8 9
    ---------------------------------------------------------
    Humans 9 53 28 22 28 22 47 0 5
    Sergeants 16 8 47 16 46 57 56 6 29
    Imps 4 18 47 36 31 57 39 5 40
    Demons 0 0 7 11 12 20 7 18 15
    Spectres 0 0 2 0 14 22 1 10 14
    Barons of Hell 0 0 0 0 0 0 0 2 0
    ---------------------------------------------------------

    *10-7-1-3*: Shores of Hell
    --------------------------

    ---------------------------------------------------------
    Level 1 2 3 4 5 6 7 8 9
    ---------------------------------------------------------
    Humans 15 0 18 2 14 11 0 0 0
    Sergeants 10 0 1 6 22 11 4 0 0
    Imps 14 82 27 27 40 39 46 0 0
    Demons 11 19 17 17 26 35 33 0 0
    Spectres 1 2 2 2 0 3 5 0 0
    Lost Souls 0 12 14 11 26 30 0 20 0
    Cacodemons 3 0 6 11 6 9 5 0 10
    Barons of Hell 0 0 4 4 3 2 0 0 4
    Cyberdemon 0 0 0 0 0 0 0 1 0
    ---------------------------------------------------------

    *10-7-1-4*: Inferno
    -------------------

    ---------------------------------------------------------
    Level 1 2 3 4 5 6 7 8 9
    ---------------------------------------------------------
    Humans 0 6 0 22 0 7 2 0 0
    Sergeants 0 11 1 18 0 18 9 0 34
    Imps 18 0 34 26 35 36 0 0 18
    Demons 5 8 14 53 33 6 17 0 5
    Spectres 0 11 4 5 2 4 0 0 10
    Lost Souls 0 36 14 21 13 32 9 0 4
    Cacodemons 3 8 2 13 6 22 9 2 11
    Barons of Hell 0 0 2 3 5 1 1 1 5
    Cyberdemon 0 0 0 0 0 0 0 0 1
    Spiderdemon 0 0 0 0 0 0 0 1 0
    ---------------------------------------------------------

    *10-7-2* DOOM II
    ----------------

    *10-7-2-1*: Levels 1-11
    -----------------------

    -------------------------------------------------------------
    Level 1 2 3 4 5 6 7 8 9 10 11
    -------------------------------------------------------------
    Human 10 22 15 6 16 2 . . 8 71 8
    Sargeant . 50 20 15 25 30 . 5 38 31 12
    Chaingunner . . 9 10 11 11 . . 17 4 4
    Imp 17 16 22 20 54 44 . 55 103 95 13
    Demon . 2 8 1 1 7 . 43 9 31 1
    Spectre . . 4 3 7 11 . 3 5 10 12
    Lost soul . . . . 6 2 . 2 33 18 9
    Cacodemon . . . . 3 . . 11 6 . 10
    Hell Knight . . . . 1 2 . . 4 . 2
    Baron of Hell . . . . . . . 20 . . .
    Arachnotron . . . . . . 12 . . 7 3
    Pain Elemental . . . . . . . 4 10 7 4
    Revenant . . . . . 4 . . . 4 1
    Mancubus . . . . . . 7 . 5 . .
    Arch-Vile . . . . . . . . . . 1
    Spider-demon . . . . . 1 . . . . .
    Cyber-demon . . . . . . . 1 . 1 .
    -------------------------------------------------------------
    Total 27 90 78 55 124 114 19 144 238 279 80
    -------------------------------------------------------------

    *10-7-2-2*: Levels 12-22
    ------------------------

    -------------------------------------------------------------
    Level 12 13 14 15 16 17 18 19 20 21 22
    -------------------------------------------------------------
    Human . . 12 44 . 9 1 16 . . .
    Sargeant 15 . 20 43 . 24 28 10 13 19 .
    Chaingunner 9 . 17 17 . 22 . . 12 11 25
    Imp 44 72 23 42 97 36 58 101 22 76 18
    Demon . 15 . . 4 . 43 36 . . 3
    Spectre . 2 3 . 4 11 21 27 . 3 7
    Lost soul 9 16 6 9 . . . 10 9 . .
    Cacodemon 16 10 . 11 25 13 19 6 11 . .
    Hell Knight . . . 3 . 1 5 . 1 6 .
    Baron of Hell 1 . . 2 . . . . 1 . 1
    Arachnotron 6 6 1 1 . 2 . 2 . . .
    Pain Elemental . . . 6 . 4 . . 5 2 .
    Revenant . 4 1 . 14 2 2 . 2 4 2
    Mancubus 9 1 . . 15 . 1 . . 3 .
    Arch-Vile . . 1 . 2 1 . . 2 . .
    Spider-demon . . . . . . . . 1 . .
    Cyber-demon . . . . . . . . 1 . .
    -------------------------------------------------------------
    Total 109 126 84 178 161 125 178 208 80 124 56
    -------------------------------------------------------------

    *10-7-2-3*: Levels 23-32
    ------------------------

    --------------------------------------------------------------
    Level 23 24 25 26 27 28 29 30 31 32 Tot
    --------------------------------------------------------------
    Human . . 17 . 18 3 13 . . . 291
    WolfSS . . . . . . . . 128 28 156
    Sargeant . . 35 2 22 5 21 . . . 483
    Chaingunner 17 25 10 14 11 6 11 . . . 273
    Imp 31 46 24 27 21 24 22 . . . 1223
    Demon 28 56 . . 16 6 . . 21 . 331
    Spectre . 8 6 1 9 17 1 . . . 175
    Lost soul . 16 4 29 7 12 . . . . 197
    Cacodemon . 8 . 23 . 1 15 . . . 188
    Hell Knight 9 6 2 . 21 7 5 . . . 75
    Baron of Hell . . . 2 1 . 3 . . . 31
    Arachnotron 7 . 1 . 4 12 . . . . 64
    Pain Elemental 6 . 3 . 4 5 4 . . . 64
    Revenant 4 . 1 . 21 17 6 1 . . 90
    Mancubus 1 2 . 3 13 2 4 . . . 66
    Arch-Vile 2 . 1 . 2 4 1 . . . 17
    Spider-demon 1 . . . . 2 . . . . 5
    Cyber-demon . . . . . . 1 . . 1 5
    Boss Brain . . . . . . . 1 . . 1
    --------------------------------------------------------------
    Total 106 167 104 101 170 123 107 2 149 29 3735
    --------------------------------------------------------------

    [10-8]: How many shots does it take to kill each enemy?
    ================================================== =====
    Here is a chart that show that amount of each kind of ammunition it
    takes to kill enemies. This chart pertains to Ultra-Violence mode.

    .-----------------------------------------------------------------.
    | Chapter [10-7] Chart |
    | Ultra-Violence Mode |
    |-----------------------------------------------------------------|
    | Monster | BULL | SHOT | ROCK | CELL | 9000 | CACO | BARN | REVN |
    |-----------------------------------------------------------------|
    | Player | 10 | 2 | ~2 | 5 | 1 | 7 | 4 | 3 | +
    | Human | 2 | 1 | 1 | 1 | 1 | 2 | 1 | 1 |
    | Sergeant| 3 | 1 | 1 | 2 | 1 | 2 | 1 | 1 |
    | SS guard| 5 | 1 | 1 | 3 | 1 | 4 | 2 | 2 | *
    | Imp | 6 | 1 | 1 | 3 | 1 | 4 | 2 | 2 |
    | CG Dude | 7 | 1 | 1 | 4 | 1 | 5 | 3 | 2 | *
    | Demon | 14 | 2 | 1 | 7 | 1 | 10 | 5 | 4 |
    | Spectre | 14 | 2 | 1 | 7 | 1 | 10 | 5 | 4 |
    | Souls | 10 | 2 | 1 | 5 | 1 | 7 | 4 | 3 |
    | Revenant| 30 | 5 | 2 | 15 | 1 | 22 | 10 | 8 | *
    | Cacodmn.| 36 | 6 | 2 | 18 | 1 | 27 | 14 | 10 |
    | Pain El.| 40 | 6 | 2 | 20 | 1 | 27 | 14 | 10 | *
    | Arachno.| 50 | 8 | 3 | 25 | 1 | 34 | 17 | 12 | *
    | Knight | 50 | 8 | 3 | 25 | 1 | 34 | 17 | 12 | *
    | Mancubus| 60 | 9 | 3 | 30 | 1 | 40 | 20 | 15 | *
    | Archvile| 70 | 10 | 4 | 35 | 1 | 50 | 24 | 18 | *
    | Barons | 100 | 15 | 5 | 50 | 1 | 67 | 34 | 25 |
    | Cyberdm.| 400 | 58 | 20 | 200 | 3 | 267 | 134 | 100 |
    | Spiderd.| 300 | 43 | 15 | 150 | 2 | 200 | 100 | 75 |
    `-----------------------------------------------------------------&#39;

    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&#39;t hurt other Cacodemons, and Cyberdemons are immune to their own
    rockets.
    Bullet attacks are fair game for all. Troopers, Sergeants, and
    Spiderdemons all kill their own kind cheerfully.
    Scratching and biting attacks are hard to misdirect but it does
    happen, and when it does, Demons will happily go after each other, as will
    Spectres.
    Last but not least, Lost Souls who hit each other will duke it out to
    the finish.


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  13. #13
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    Scusate l&#39;infinità di post ma è causa del numero max di caratteri x post... e pensate che sono solo 2 dei 26 capitoli della guida completa...


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  14. #14
    Novizio L'avatar di Mad_Griffith
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    Originally posted by afullo@Sep 21 2003, 09:37 PM
    Scusate l&#39;infinità di post ma è causa del numero max di caratteri x post... e pensate che sono solo 2 dei 26 capitoli della guida completa...
    ma scusa non facevi prima a postare il link del .TXT contenente la soluzione... "

  15. #15
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    non so il link io ho trovato il file dentro il rar della demo di doom scaricata una volta per prova


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  16. #16
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    E infine, ecco i codici con descrizione in italiano

    IDCLEV ## - Va al livello ##.
    IDKFA - Tutte le chiavi , armi, munizioni.
    IDSPISPOPD - Passa le pareti (in Doom1 e Ultimate Doom)
    IDCLIP - Passa le pareti (in Doom2 e Final Doom)
    IDMYPOS - Coordinate in Hex. (esadecimale)
    IDFA - Tutte le armi e munizioni.
    IDCHOPPERS - Motosega.
    IDMUS ## - Cambia la musica del livello in corso facendola diventare quella del livello ##
    IDDT - Nell schermata del mappa:
    Una volta - Tutta la mappa.
    Due volte - Tutta la mappa + nemici.
    Tre volte - Ritorna alla visualizzazione normale.
    IDBEHOLD L - Tutta la luce.
    IDBEHOLD A - Tutte le mappe
    IDBEHOLD B o S - Modo Berserk.
    IDBEHOLD I - Invisibilitá parziale.
    IDBEHOLD V - Invulnerabilitá

    P.S. Per IDCLEV E IDMUS in caso di Doom1 la prima cifra è l&#39;episodio e la seconda il livello, in caso di Doom2 sono entrambe cifre del livello


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  17. #17
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    La parte dedicata ai Punti Vita dei Mostri scritta in italiano e incolonnata meglio by me

    MOSTRI DI DOOM, VITA e colpi necessari per Ko
    10 70 200 20 1000
    Mostro Vita Bull Shot* Rckt* Cell Bfg*
    Giocatore (norm) 100 10 2 1 5 1
    Giocatore 200H/A 400 40 6 2 20 1
    Umano con pistola 20 2 1 1 1 1
    Umano con fucile 30 3 1 1 2 1
    Guardia delle SS 50 5 1 1 3 1
    Imp 60 6 1 1 3 1
    Umano con mitra 70 7 1 1 4 1
    Lost Souls 100 10 2 1 5 1
    Demon 140 14 2 1 7 1
    Spectre 140 14 2 1 7 1
    Revenant 300 30 5 2 15 1
    Cacodemon 360 36 6 2 18 1
    Pain Elemental 400 40 6 2 20 1
    Arachnotron 500 50 8 3 25 1
    Hell Knight 500 50 8 3 25 1
    Mancubus 600 60 9 3 30 1
    Arch-Vile 700 70 10 4 35 1
    Baron of Hell 1.000 100 15 5 50 1
    Spiderdemon 3.000 300 43 15 150 3
    Cyberdemon 4.000 400 58 20 200 4

    * Ovviamente, questi valori valgono per colpi diretti e pieni. Nel caso del lanciarazzi e del BFG pur non colpendo il bersaglio si può avere un effetto area se si colpisce un altro obiettivo (muro etc…). Nel caso del fucile può capitare che non tutti i 7 (o 14 nel caso della doppietta) colpi vadano a segno


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  18. #18
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    Beh, forse "incolonnato meglio" è un po&#39; grosso, comunque secondo me si capisce un po&#39; di più, poi vedete voi.
    PS Se trovate discrepanze tra le due tabelle sappiate che è perchè nella seconda ho moltiplicato tutti i valori per 10 affinche venisse che il giocatore a 100% di vita avesse 100 PV (prima invece ne aveva 10).
    E ora la parte dedicata a armi e rapidità (quest&#39;ultima inedita)


    QUANTO TOGLIE OGNI ARMA?
    1 colpo di… toglie
    Pistola / Mitra 10
    Pugno 20
    Pugno in Berserk 200
    Motosega (1 sec.) 20 (stima)
    Fucile a pompa da 10 a 70
    Fucile a 2 canne da 10 a 140
    Lanciarazzi fino a 200 (se diretto)
    Plasma 20
    BFG 9000 fino a 1.000 (se diretto)
    Palla di fuoco dell&#39;Imp 10
    Contatto con Lost S. 10
    Palla del Cacodemon 15
    Plasma del Baron H. 30
    Palla del Revenant 40

    N. DI COLPI SPARATI AL SECONDO
    arma n. di colpi sparati in 1s
    Pugno 0,80
    Pistola 1,33
    Fucile 0,80
    Doppietta 0,67
    Mitragliatrice 6,67
    Lanciarazzi 1,33
    Plasma 10,00
    BFG 9000 0,50


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  19. #19
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    E ora la parte dedicata a Quake2:

    Unit 1 - Base Unit
    Outer base - 3 secrets 1 - You find yourself entering the big room with some water on one side which continues into an opening. Take a look under the stairs you entered the room on. Secret no1. 2 - After finding secret 1 continue into the water and through the opening. Go as far as you can go in the water and dive under the wall and find secret no2. 3 - When your at the end go to the ground level of the final room, look under the ledge - there is a red giveaway button to shoot at. Do it and a secret door opens with some goodies. Secret no3.

    Installation - 2 secrets 1 - When you come to a broken bridge (it actually blows up) enter the water and try to find a SMALL entrance next to a quite large one. In there, in the wall, there is a large crack. Shoot at it and it will blow (?) up and a weapon reveals itself. 2 - At the end of the map after crossing the water dividing the level you will find yourself in a room with some kind of a cellar. Enter the cellar and locate super shotgun and you have found secret number 2.

    Comm Center - 2 secrets 1 - In the beginning, exit the tunnel you start in and enter the next room. In the second room there is a large puddle, take a swim and on the bottom in one corner there is a secret passage. 2 - Continue through the hole in the wall were you found the first secret and find the second, A SECRET LEVEL&#33;

    Lost Station - 6 secrets [Secret Level] 1 - Jump into the water instead of riding the cool red lift. Enter the underwater opening and find some goodies. 2 - Shoot the red giveaway button. Enter the new opening by the cannons (avoid getting in their way). Down into the water, crouch, and find yourself secret no2. 3 - When you get to the second station (started at first) with the red lift - jump into the water and find the red giveaway button. Shoot the red giveaway, then turn 180 degrees and kill the enemy. Go into the new opening. 4 - Well, as you discovered the button to the red keycard you flipped, also flipped the floor upwards. But what opens under the floor? Well, run around or shoot it and quickly run beyond it and find secret no4. 5 - In the water surrounding the tower there is a suspicious looking piece of wall. Shoot it, kill whatever comes out, enter the new hole, surface in there and find some goodies. 6 - Ok...jump up to the cradles. Then you just make a long jump over to the other side. Secret no6.

    Unit 2 - Warehouse Unit

    Ammo Depot - 3 secrets 1 - In the first room up in one corner of the room there is a small red button. Shoot it and a secret door in the wall will open, secret no1. 2 - In one of the larger rooms you have to push a button so you start a crane with a cargo which crushes a door. In that room you will find a small button that opens up the floor were you came from. Go down the newly revealed stairs and find a secret. 3 - After a while you come to a big room with a bridge attached to the roof crossing a big lava puddle. The bridge is able to dip itself into the lava with a press on the button at its beginning. When you cross it slip down beside it and find the last secret.

    Supply Station - 3 secrets 1 - In the very beginning of the level, jump over the ledge down to the ground. In one corner a door will open when you come close to it. 2 - One of the easier secrets in Q2. In the biggest room with cradles in one corner there is a box with a different color. Shoot at it and a door opens. Crotch and enter for a goodie and a secret. 3 - Wait for the moving cradle to come out. Jump on it and then stand on the cradle outside the opening. When it comes out jump in the opening and find the last secret.

    Warehouse - 2 secrets 1 - As you descended down the spiral stair to what you think is the bottom of it, try jumping to the cradles and behind them there is a little red button. Shoot it and even more stairs will appear and secret no1 is discovered. 2 -In the second last big room of the level there is a smaller room with some windows to shoot and a button to press. If you look up at the roof in the room you will find one of those red buttons. Well a stair comes up and you found secret no2.


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  20. #20
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    Unit 3 - Jail Unit

    Main Gate - 2 secrets 1 - After you exit the first room take a dive into the water and you will find a secret passage under the start room. 2 -Ok here you have to climb a little. Start from the right in the picture and make your way into the hole in the wall above the big white light and find secret no2.

    Detention Center - 2 secrets 1 - Shoot the guy and then shoot the button. The stairs you came up on will rise. Run around and crawl under them and collect goodies. 2 - Ok here is a tricky one. When you come to the very end of the level you can see a room you cannot enter due to a lot of bars blocking the way in. Start with the button closest to the end. Enter the opening and push button number two. Then go around to the other side (farthest from the end) of it and push button number three and enter secret no2 on the longest side.

    Security Complex - 1 secret 1 - At the room before the entrance to GUARD HOUSE the only secret is located. Take a shot at the wall, enter the new opening and find the secret.

    Torture Chambers - 3 secrets 1 - In the beginning of the map, before you go down the long elevator to the real action, take a trip outside and make a right. Run to the far left corner and find secret no1. 2 - This one hurts. Down in that big tank is secret number two. 3 -At the first prison cells you will come to this tricky little secret room behind one of the cells. So it&#39;s the one to your left if you face the corner. Take a shot at the bottom brick and discover secret no3.

    Guard House - 3 secrets 1 - In the beginning after you killed the prisoners and entered the second big room. Shoot the tanks and find a new opening. Enter and find a secret. 2 - After trying to open the broken door try crawling under it. When you have done that do it again with the next one and find a secret. 3 - At the beginning you will eventually end up at this large yard. Push the button to the right and the floor will lower down.

    Grid Control - No secrets

    Unit 4 - Mine Unit

    Mine Entrance - 1 secret 1 - As you come to the bridge over the lava turn left and discover a big red piece of wall. Shoot at it and find the ROCKET LAUNCHER&#33;

    Upper Mines - 2 secrets 1 - In the same room you activate (stand on) the button to make the bridge come out, take a close look at the far corner. Give it a shot and secret no1 will open. 2 - It&#39;s near the "goal switch" of this level that activates the ventilation. One of the computer banks was making sparks so I shot it. "Hmmmm how come my shot was absorbed?" So I continued to shoot at it and voila. One quad damage.

    Borehole - 3 secrets 1 - In the middle of the map you enter a room by some stairs that descend into the room in a 90 degree angle around a post. Look under the stairs for the first secret. 2 - In the same room as secret number 1 there is a big hole with a puddle and two openings. Jump into the puddle and dive down to the bottom for secret number two. 3 - When you start the drill some new monsters appear. Take a look into one of the new holes and take a shot at the wall. This will open a new corridor and eventually an extra exit to the DRILLING AREA.

    Drilling Area - 2 secrets 1 - As you enter this level from two sides this might be a little tricky to explain. But when you enter this side you have to shoot out two red lights in the first room to open a door to a hole. down the hole in the first corner shoot at the wall and find secret no1. 2 - : Here is one of the lamest secrets. It&#39;s found on the very end of the map. Jump up on the cradles. Once up on the top you have found secret no2.

    Lower Mines - No Secrets


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  21. #21
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    Unit 5 - Factory Unit

    Receiving Center - 4 secrets 1 - When you reach the waterfall, jump over the ledge and go through the opening and find the first secret. 2 - Before you cross the long hanging bridge over the lava, take a look at these three door-like things. The only one that&#39;s actually a door is the middle one. Walk on up to it and it will automatically open for you and inside you will find secret no4. 3 - At the very end before you enter the next level, turn around and discover a red giveaway button on one of the red concrete supports. Go back around the corner to the new opening and find secret no3. 4 - Hmmm, nice waterfall. Try to make an RL-jump and land behind it. It will take you to SECRET LEVEL 2&#33;&#33;&#33;&#33;&#33;

    Sudden Death - No secrets [secret level]

    Processing Plant - 3 secrets 1 - When you open one of the doors you have to press two buttons. After that the door opens. Enter it and take a look in the hole on the left side. Jump down and find the first secret. 2 - You are able to stop one of the conveyor belts at one time in the map. Take a look from were its coming and find the second secret of the map.. 3 - Ok, as I found this one last it got number 3. But do it first of all. After pressing the two buttons take a look at the roof between them. Shoot the little red light and a secret will open just beside you.

    Unit 6 - Power Unit/Big Gun

    Power Plant - 2 secrets 1 - As you entered this big room you find some of those containers that blow when shot at stocked in one corner. Well, what are you waiting for? Shoot at them and enter the new passage for secret no1. 2 - This is one of the harder ones. Walk forward from the start until you reach a wall. Look to the left and you see that one of the lights are flashing. Aim exactly at the white lamp and shoot at it. An opening will reveal itself at your feet.

    The Reactor - 1 secret 1 - From the largest room of the level you enter a smaller new room at ground level. At the gate you can see a suspicious part of the wall. Shoot at it and the level&#39;s only secret reveals itself.

    Cooling Factory - 3 secrets + extra 1 - As you are riding your first down slope in the water stream, jump up on the ledge and find a ladder going down. Use it and find secret no1. 2 - When you return to the water-ride you end up in a large room. Take one of the elevators and jump down on the ledge for secret no2. 3 - After you turned the wheel, go to the boxes, turn around, and shoot the wall. Enter and find secret no3.

    Toxic Waste Dump - 2 secrets 1 - My suggestion is to take this secret after Pumping station 2. And while you&#39;re at it also read through the next secret and do them both at the same time. When you come to the big room from PUMP STATION 2 you have to push a button to make a bridge over some toxic waste to the next room. Instead go put on a suit and dive in. Get your goodies and find Secret no1. 2 - Either you can swim straight (almost) from the previous secret or you can dive in directly in the stream going under were you started from. Inside there will be a new suit so don&#39;t worry.

    Pumping Station 1 - 3 secrets 1 - Almost at the end (Three rooms away) there is this big pipe with a large crack in it. Jump up on the cradles and give it a shot from close range. The crack will widen (actually blow up) and you are able to jump into the pipe. Swim through the long tunnel inside and find secret number 1. 2 - Ok, from secret no1 you end up in this outdoor place. Give both the bars a shot and secret no2 will open. 3 - As you return after a while to the room were you found secret no1 there is this last strange secret. In the opposite corner of the pipe there is a yellow light. Shoot it and the cradle to the left will blow up and last secret is found..

    Pumping Station 2 - 4 secrets 1 - When you jump down the hole in the beginning, take a look around you. One piece of the wall really looks suspicious. Take a shot at it and find secret no1. 2 - Ok this one hurts. Once on the map you reach a dead end (you actually can RL-jump and continue). Look to the right and discover this long corridor with toxic waste on the floor. Dash trough it and take a left and run some more to safe ground where you find secret no2. But the way back will be as painful as the way there. 3 - One of the most painful secrets. Well, at the end you have to cross this toxic waste puddle (quite deep). Instead, dive down and discover secret no3. 4 - This one is found at the blue door. Shoot the dig piece of wall that has the symbol on it. It will open and you can enter, BUT;

    In the .BSP file; "message" "You have found a secret." "origin" "-1640 -1300 156" "spawnflags" "2048" "targetname" "t117" "classname" "target_secret"

    If you go to the blue door and shoot the wall to the right of it, and jump in there and then do a "viewpos", you&#39;ll see that you&#39;re standing right on top of the secret. But you don&#39;t get credit for it because there&#39;s no trigger for target t117 anywhere in the .bsp file. I don&#39;t know much about quake editing but I think that&#39;s what&#39;s going on. So there wont be a message for you finding this last secret. But this is where it is.

    Big Gun - No secrets


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  22. #22
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    Unit 7 - Hangar Unit

    Outer Hangar - 3 secrets 1 - In the start, take a dive and shoot the propeller engine. Dive up and enter the hole behind the propeller. Then swim trough the tunnel and find secret no1 at the end. 2 - Before you return to the start of the map with the elevator try RL-jump over the pipe and find secret no2. 3 - After discovering secret one, continue through the door at the far end of the large room. In there you will yourself in a big cylinder with another door opposite to the one you entered trough. Walk in and find SECRET MAP NUMBER 3&#33;&#33;&#33;

    Comm Satellite - 2 secrets [secret level] 1 - After nearly completing almost all of the first &#39;level&#39; and entering the lift to the second level, you should approach a cylinder on your left-hand side, jump down onto it&#39;s supporting struts (avoid falling into space) and jump around clockwise to pick up the adrenaline on picture 2. 2 - Just before the end of the map do not enter the final big room. Instead take a look out in the darkness to your right. Down on a ledge is secret no1.

    Research Lab - 1 secret + Extra 1 - When you jumped over the blood and press button 1/2 and jump back you notice that the bars are damaged on one cell. Give it a shot (by something powerful) and an opening reveals itself. This is the only secret of the level. Extra - As you kill all enemies on the level go back to the start. One of the windows (was clean when you came in) will have a text saying "KILL ME". Shoot the glass into pieces and enter. In there you&#39;re able to crouch and enter a small tunnel. As you exit it out in another room (picture 2) you get this strange message; A.H.D.S.S.I.B.H bjjc

    Inner Hangar - 5 secrets 1 - In the very beginning of the map there is a large crack on some boxes. Give the crack a shot and it will blow open. Secret no1. 2 - When you are riding the boxes in the middle of the map over the shallow water try jumping off and take a look at the bottom of the last room. Nearest to the ledge there is none. Take a dive and after some searching you&#39;ll find secret no2. 3 - At the end you enter at the bottom of this very (very) deep circular hole. Jump into the water and find a secret under the bridge. Don&#39;t forget to make a swan dive from the top later on 4 - In the very end of the map there is this tricky little secret room opened by a shot. Secret no4. 5 - This is the first time you enter a room looking like this. Get your RL loaded and let one rip across the room. Aim for the pipe across the room. It will explode and a quad will appear.

    Launch Command - 2 secrets 1 - After you&#39;ve done all objectives go to the start again. Hmmm...wonder what&#39;s behind the launch pad. RL-jump over and take a look, get this cool message before finding secret no1. 2 - At the end try shooting the left glass, as it did not hold, go through the broken window and dive down to the bottom for secret no2.

    Outlands - No secrets

    Unit 8 - City Unit

    Outer Courts - 5 secrets 1 - As you climb around in the big outyard in the beginning you see a button just above the door you exited from the start. Go press it and get a message. : Well this is a big map but if you go back to the start again you will find a new passage. Enter it and find the first secret of this excellent single player map. 2 - Down on the ground in the large outyard at the beginning in one of the caves take a look at the wall. Then take a shot at the crack and find secret no2. 3 - After you have taken the Data Spinner, shoot in the next corner to reveal a button. Press it and turn around. Enter, find secret no3 and press the button for the drawbridge. 4 - After you have completed secret no3, then return to the start and climb up to the button and beyond to the door on the wall. Enter and find secret no4. 5 - This is a bit tricky in single player. You actually have to go to the next level to shut of the security system and then return. But after the security is shut down, go back to the sewers in this level and in the water tunnel you will find secret no5.

    Lower Palace - 6 secrets 1 - If you are coming from the sewer entrance from OUTER COURTS you will come to a room with some tanks. Shoot them and their explosion will open up a secret corridor. 2 - After you disabled the laser you can go back as long as you can in secret 1. At the very end you will be able to enter a secret room with lots of good stuff. 3 - When you are going up with the high elevator to one of the UPPER PALACE entrances you can see a large display with yellow and red colors. Shoot it and a secret passage will open. 4 - Remember that pillar of water or blue light or whatever it&#39;s called. Anyways, there is a quad on top of it. In order to get it down, you have to shoot the faces on the two walls in front and behind it. The pillar will come down and you can collect the quad. 5 - You will find it at the second entrance to UPPER PALACE. Inside a room you will find a panel. Try pushing the wall beside the panel and then the secret will open. 6 - Go to the balcony (big low one) looking down at the cd-writer for the comm laser. If you are facing the computer, take a left and there should be stairs leading down and a quack right leading to a door. Go up the new corridor behind the door and eventually you should enter this corridor with four blasters. In there, there is a switch to turn off the lasers. Shoot it. You&#39;re all set...

    Upper Palace - 7 secrets 1 - If you are coming from the first entrance from UPPER PALACE you eventually will come to a very high elevator. At the top of the elevator (high one) you go through the bar doors on the side. Then try shooting at one of the corners up there. The wall will open and you have found your first secret. 2 - If you instead of going up like in secret no1, go down to the lowest part, you can shoot a hole and find secret number 2. 3 - When you first encounter the four blasters popping up out of the wall, I recommend to dive over the edge at the upper right corner so you won&#39;t land in any of the lava. 4 - when you first enter from the lower palace (this is the entrance that brings you to the semi-spiral staircase up to a corridor with a railing and an elevator gong down. Down below there are a couple grunts, and a yellow forcefield. To the left of the forcefield, and up on the ceiling there is a secret, if you stand under it long enough a monster comes out of the ceiling (on of those cylinder flying things) then after you kill him there is a shootable button, shoot it and a enviro suit falls out. 5 - Nearby the two periodical flames there is this hole hidden in the darkness in a dark corner. Just walk into the dark corner and you will automatically fall down into secret no5. 6 - At one of the starting positions when you arrive from LOWER PALACE you start the level looking at two doorways blocked by forcefields. Open the forcefield on the right and step through the doorway. Shoot the ceiling and a secret will open in front of you. 7 - Ok to get to the easter egg, after doing secret no2 where you shoot the wall there is a puddle of green slime in the floor. In the corner there is a small stone sticking out of the wall that you need to press up against and it will open the wall that&#39;s under the slime. Now you can swim through the slime, ick, to a hidden room. The room is full of things from id software&#39;s past that they try to seal away behind the wall. Don&#39;t forget you need the red keycard (in the outer courts) to drain the fluids in the tank to expose J.Carmack&#39;s head (?). Also don&#39;t lose your head (take it with you). There is a much smoother way back. Shoot at the wall opposite to the head tank and go through secret 2.

    Unit 9 - Boss Levels

    Inner Chamber - No secrets

    Final Showdown - 1 secret + extra 1 - Here is the final an coolest secret. After the final monster is killed try going under into the recovery corridor again. Face the dead-end corridor and shoot on the crack that wasn&#39;t there before. Go in and look at all the pictures. Then press the buttons they have.

    Extra - After a while a ladder downstairs reveals itself. Go down (Parental Advisory).


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  23. #23
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    Predefinito

    Cheats di Quake2

    COMMAND ITEM QUANTITY
    give all All items All
    give health Health 100
    give weapons All weapons All (no ammo)
    give ammo All ammo 100s/200b&c,etc.
    give armor Body Armor 200
    give bodyarmor Body Armor +1
    give silencer Weapon Silencer
    god God Mode N/A
    notarget No Target Mode N/A
    noclip No Clip Mode N/A
    give blue key Blue Key 1
    give red key Red Key 1
    give security pass Security Pass 1
    give commander&#39;s head Commanders&#39;s Head 1
    give power shield Power Shield 1
    give armor shard Armor Shard 1
    give combat armor Combat Armor 1
    give power cube Power Cube 1
    give slugs Slugs 10
    give invulnerability Invulnerability 1
    sv_gravity Change gravity 800 (800 is normal)
    crosshair Change crosshair 1 or 5
    give jacket armor Jacket Armor 1
    give blaster Blaster 1 - No ammo
    give shotgun Shotgun 1 - No ammo
    give super shotgun Super Shotgun 1 - No ammo
    give machinegun Machinegun 1 - No ammo
    give chaingun Chaingun 1 - No ammo
    give grenade launcher Grenade Launcher 1 - No ammo
    give rocket launcher Rocket Launcher 1 - No ammo
    give railgun Railgun 1 - No ammo
    give bfg10k BigFu*kingGun10k 1 - No ammo
    give shells Shells 10
    give bullets Bullets 50
    give cells Cells 50
    give grenades Grenades 5
    give rockets Rockets 5
    give slugs Slugs 10
    give quad damage Quad Damage 1
    give invulnerability Invulnerability 1
    give silencer Silencer 1
    give rebreather Rebreather 1
    give environment suit Environment Suit 1
    give ancient head Ancient Head 1
    give adrenaline Adrenaline 1
    give bandolier Bandolier 1
    give ammo pack Ammo Pack 1
    give data cd Data CD 1
    give power cube Power Cube 1
    give pyramid key Pyramid Key 1
    give data spinner Data Spinner 1


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  24. #24
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    Predefinito Soluzione completa Doom I e Doom II

    Passiamo ora alle soluzioni complete:

    Dalla Wikipedia di DooM (http://doom.wikia.com)

    E1M1 - E3M9 sono i tre episodi di Doom I
    E4M1 - E4M9 &#232; il quarto episodio di Ultimate Doom
    MAP01 - MAP32 &#232; l'episodio di Doom II

    P.S. Di alcuni livelli manca il walkthrough e ci sono solo i secrets: io ho preso quanto trovato sulla wikipedia, appena nuovi walkthrough verranno uppati l&#236; li riporter&#242; anche qui.

    E1M1

    http://doom.wikia.com/wiki/Image:E1M1dots.png

    Essentials

    There are no keys in this map, so you can go directly to the exit. From the start point (A), walk forward across the blue floor, turn right, and go through the door into the central computer room (B). Proceed through this room and through a short passage, and you will enter a large room with a nukage pool across which goes a zig-zag bridge (C). Go through the door on the far side, then through the exit door into the final room (D).

    Other points of interest

    To the left of the start room is a platform with green armor on a pedestal (K). If you play on Ultra-Violence or Nightmare!, watch out for the sergeants that guard it; there are two by the armor and one behind each of the pillars by the staircase. They can cause quite a bit of damage due to their awkward positions, but on the positive side killing them gives you an early shotgun.
    [Added in Ultimate Doom] In the alcove leading to the green armor, there are two pillars. The north pillar has a switch (E) which opens up a door to the courtyard (F) with the blue armor and, in multiplayer mode, a rocket launcher. As a player walks through this door, another large door will open up, making it possible to get to the courtyard from the computer room. These new doors were likely added to improve gameplay in deathmatch mode since they provide two extra ways to reach the rocket launcher. To register secret #1, however, it is still necessary to activate and walk through (from either side) the differently-colored wall described below.

    Secrets
    1. In the corridor at the end of the zig-zag room, a portion of the west wall is colored differently and has a corpse lying next to it (G). Activate the wall to gain access to the courtyard with the blue armor. (sector 68)
    2. After having entered the dark room with the exit door, return to the zig-zag room. The platform with the imp(s) has now been lowered, yielding access to a secret room (H) containing a shotgun. (sector 69)
    3. [Added in version 1.2] After opening secret #2, walk toward the north end of the zig-zag room. As you cross the shadow line (I), a lift will lower in the shotgun alcove (J), visible from where you are standing. Run and you can catch it before it goes up. At the end of the hallway is a fake see-through wall, the first such wall in the game. (sector 70)


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  25. #25
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    Predefinito

    E1M2

    http://doom.wikia.com/wiki/Image:E1M2dots.png

    Essentials

    From the start point (A), walk forward past the barrel and turn right. Go through the door in front of you and up the stairs. Pick up the red key (B). Go back down the stairs to the room you started in. Travel to the opposite side of the room and go through the red door. Go straight on and up the stairs. Go through the room with the slime to the lift (C). Travel downwards on the lift and press the switch on the far wall. Go into the passageway which opens, and down the stairs to the right. Go down the small lift in the exit room (D) and press the exit switch.

    Other points of interest

    The construction in the center of the first room includes a lift leading to a shotgun (O). On Ultra-Violence and Nightmare!, it is guarded by an Imp who is difficult to see with the status bar displayed (the passage is too narrow for you to step back and look up), unless you actually step onto the lift and expose yourself to his attacks.
    There is a lift in the southwest corner of the first room. It leads to a shelf containing a box of bullets and a medikit (P).
    Just past the red door, there is an opening on the right-hand side. Going down this corridor reveals a room with a switch (G) surrounded by slime. Pressing the switch opens a door to a maze across the hall (H). This area contains a large amount of ammo, but can be frustrating due to its lighting and its convoluted floor plan, especially if you are trying to get 100% kills. Use the automap to make sure you have seen every passage (this accounts for all the deaf monsters), then stand and listen for the breathing/gurgling sounds of survivors. Or simply memorize the total number of enemies in the maze (5 on ITYTD and HNTR, 14 on HMP, 23 on Ultra-Violence) and count them as they die.
    At the top of the staircase leading to the slime walkway, there is an alcove on the west side (M). The alcove is really a fast-moving lift which drops you next to an Imp (ITYTD and HNTR) or a trooper and an Imp (HMP, UV, and NM). If you then step forward into the small room, you can see the chainsaw (secret #3) through a window.

    Secrets
    1. There is a construction in the center of the first room (with a passageway through the middle). On the east side of this is a secret door; this can be seen from the fact that the texture on the wall is different at this point. Opening this door reveals a room (E) with a switch, a medikit, a green armor, and a backpack. (sector 116)
    2. The switch in secret #1 opens a door in the northern steps which lead up to the tower with the red key. In the outdoor area beyond this door (F) there is a soul sphere and a chaingun (and, on UV and NM, a crowd of sergeants). (sector 21)
    3. On the far west side of the maze there is a secret door behind a green armor (I). Shooting the door causes it to open; the passageway behind it leads to an outdoor area (J) with a chainsaw on a pillar. (sector 188)
    4. In the passage leading to the chainsaw there are some steps. Where the second armor bonus is located, there is a secret door on the east wall. This reveals a room (K) with four more armor bonuses. (sector 194)
    5. On the east side of the maze is another secret door; this appears as a computer texture surrounded by two vertical metal beams. This door reveals a secret room (L) with a backpack. (sector 106)
    6. In the short piece of corridor between the room with the slime walkway and the elevator to the dark room below, there is a secret door on the left side. Opening this reveals a passage (N) to a ledge overlooking the dark room. (sector 140)


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