Composed by me, your ChebMaster -- just because. After all, I studied all those secrets in the map editor and debugged them *all* via fucktons of playtesting. And even created some of them with my own hands. =================================== YER LAST WARNING: this will spoil you *all* the secrets. Do not scroll down if you want to challenge yourself by figuring those by yourself! Addendum: approximate PAR times, from me recording walkthrough videos: This is times from the one who knows all maps by heart, having edited and play-testeda EACH of them uncounted tinmes, and used most optimized runs! I know it IS possible to get better times, buuut... I am too tired of replaying this stuff to do that. map | minutes 01 09 02 13 03 13 04 -- meaningles because this map randomizes its layout 05 15 061 19 062 04 07 14 08 14 09 14 10 14 11 10 12 15 13 28 14 27 15 11 16 21 17 26 18 46 40 11 59 03 41 14 42 27 19 16 20 18 21 03 22 11 23 11 47 21 241 17 242 -- meaningles because this map randomizes its layout Total of the part of the game already tested: 392 minutes, or 6 hours 32 minutes Will it push over 10 hours in the end...? Definitely! There are several monstrously large maps ahead :D You are going to read this because you are about to give up? DON'T GIVE UP! BELIEVE IN YOURSELF! YOU CAN DO IT WITHOUT THE CRUTCH OF A WALKTHROUGH! === 01 Hangar ============================== In the starting room, kick or shoot the button to open the door 01. A pile of armor bonuses behind the crates to the left of that door. Hint: the taps in the bathroom can be turned on to drink restoring your health by one per second, Duke Nukem 3d style For the following two secrets, ride the elevator up the control tower (across the red door) and press the screen with red schematics to open the hangar doors -- OR smash the fan leading outside on the right in the room right beyond the yellow door 02. Walk outside, go around the control tower clockwise and kick the grate in the corner where it joins the base wall. Inside the passage, find the pile of armor bonuses. 03. Climb the ladder in the opposite corner (also bypasses the yellow key door if you smash the fan) and jump down outside the fence. In this map, that does not kill you. Follow the bottom of the gorge to the right to find another bunch of ammo bonuses. Jump across rocks to climb back. 04. In the area between the yellow door and the exit elevator, kick the fan to break into vent camera. Also required for 100% kills as some imps are hidden there. Kick that imp into that big fan for a showy meatsplosion but don't touch it yourself. Follow further north into vent ducts (not visible on the automap) for the final pile of armor bonuses. Remember for future reference that huge wall fans insta-frag. === 02 Nukage Processing =================== 01. After killing the imps, go around the explosive barrel and kick it a couple times to move it into the nearby niche with pipes running across the wall. Be careful not to kick the barrel into the walls on the way as it would get stuck and become immovable. Shoot the barrel, its explosion should smash the wall. Climb into the resulting hole by crouching. Grab the pile of armor bonuses. Note: the two starting grenades are *not* enough to do the trick. But rocket launcher from secret 05 works. Remember for future reference: there are many secrets that rely on inflicting explosive damage on some unassuming wall or other, with rocket launcher being your only can opener. Follow through the only available door into the hall full of barrels, with conveyor belt moving next to a big window. Go through the big door opposite that window. To your right, the control booth with buttons that raise a bridge over the nukage outside. Straight ahead, the electric room with water dripping from ceiling. 02. Use the computer terminal in the electric room to open the grate blocking green armor. Also makes available the next two secrets by opening the grate that blocks the red key and opening the door of the rocket launcher room. Return and follow through the door to the left of the big window. Ride the elevator up and clear all areas outside before using any rad suit in the shower room. Hint: the showers can be turned on to drink restoring your health by one per second, Duke Nukem 3d style 03. Grab a rad-suit in the shower room, ride the elevator up, run out the door onto the bridges and jump down to the nukage. Run left to a nearby opening in the left wall and grab the berserk. 04. Run out of the secret 03 nook and proceed, right-hand rule, along the wall until you grab the red key (you will be blocked by a grate if you missed secret 02). Now run back, past the opening with secret 03 and follow the bridge until you encounter a crate to your left. Jump onto it and back onto the bridge. Follow the bridge back to its T-intersection and turn left towards the red door. Grab the soulsphere. Now survive the perfectly FUN and balanced ambush -- surviving it with more health than you had before grabbing the soulsphere is the trick. 05. Return to the conveyor belt, press the middle button to stop it and shoot the barrels on it if you haven't done so. Walk along the belt through the opening to the right of the big window and grab the rocket launcher in the room that is now open (from secret 02). Mind the ambushing revenant. Follow the section of the bridge you raised from the control booth earlier to reach the hall a with thick pillar and a platform in the middle. Press button there to raise side bridges in that room. Go into the garage whrere a tracked crawler is parked, and into storeroom on the left. In its far left corner is entrance to a security room with a button that opens the grate blocking the blue key. For 100% kills, go through the garage gate and make sure you killed all the imps on the driveway. ALTERNATELY, you can jump from the bridges outside through a hole in the chain-link fence to the driveway outside the garage and enter it that way, without raising the first bridge from the control booth. You can easily reach the central platform in the blue key hall via flying kick (running jump + kick) which is longer than a regular running jump. But if you go this route then your only way out would be running across nukage to reach that crate. Also you need to pass by the control booth anyway to get the three secrets above. 06. On the top of the crates in the storeroom there is a pile of armor bonuses. This is Mars with its low gravity, you can easily jump onto those crates (you won't be able to jump onto crates of the same height later, on Earth). ATTENTION, the game engine registers secrets by you *stepping* on their floor. With low gravity it is entirely possible to fly over that crate, grab all the bonuses but miss out the secret. Make sure you *land* on the top and hear the secret reveal sound. You will meet most of the resistance on your backtracking way from the blue key to the exit. Monster closets will open and monsters will teleport in, turning previously cleared areas into a deathtrap. Not a secret, but you can smash vending machines for health bonuses (there is one near the exit). === 03 Communications Center =============== Go left and clear bathrooms for a shotgun, a box of shells and green armor. Again, you can drink from the taps. Go through the right door and clear all resistance in the server room. Note the flickering tech niche with circuitry wall with a dent in it. 01. Shoot that dent with a rocket to smash the machinery and reveal a soulsphere. Again, grenades won't work and shooting with bullets won't either. If you haven't got rocket launcher from the previous map, wait until the blue key room where you can get one. Clear the cubicles room. Hint: you can eat the foodstuffs like coffee cups and donuts by pressing Use on them, for a minor health bonus. Go through the right door into the dark storeroom. Not a secret, but you can find a Berserk pack there. Now return and clear the cafeteria (two narrow doors). Note a red key card on top of the taller satellite dish tower outside. Press the switch to open the door that leads to those bridges outside. Walk out that door to the bridge. Do not just concentrate on enemies ahead, be prepared for surprise buttsecks cacoes. 02. Jump from the lower satellite dish tower to the sloped rock shelf to the south. Follow it to the right to find a cave with green armor. 03. Carefully jump down to the gorge bottom (that is a long fall and falling damage is a bitch, use rock shelves). Go around the taller satellite dish tower's base for a super shotgun. Climb back up via ladder (you climb it by continuously walking into it). Mind the pinkie closet, which is now open, connecting the corridor across the server room with the storeroom. Go through the red door. As you grab the blue key, ambushes will deploy making your backtracking fun. Go through the blue door. When entering the yellow key room, be prepared for surprise buttsecks. Open the yellow door and meet your first barons in this megawad. Exit. === 04 Life Support Facility =============== This map is open, convoluted and interconnected with lots of alternate routes (and vents to crawl through), me holding your hand would be useles. Just explore it all for 100% kills. UPD: My dark genius gave birth to the map layout randomizer: certain switches get removed and certain passages turn into solid walls, based on pure chance -- making a walkthrough of this map pretty pointless. If you rely on Zandronum auto-saves, the map gets randomized *after* you load the save. Good luck , have FUN. The exit is to the west, requires both blue and red keys sequentially. Don't go there until you find *both*. 01. To the left of the entrance, smash the fan and enter the vent camera for green armor. 02. To the right of the entrance, go around corner, jump onto crate, smash fan and enter the vent camera for a machinegun and +200 ammo The yellow key, which would be required to get the red key with 46% probability, tends to spawn in various places around the map where it is hard to notice. For the red key, go to the east. The easiest way is to go right from secret 02, ride the nearby elevator to the top floor and continue from there until you find a large hall with three huge cylindrical tanks. Each tank contains water, one cacodemon and four health bonuses (required for 100% items) -- the only place in this megawad where you could swim! The red key is on the bottom of the southernmost tank. The blue key is center north, at the far end of a wide, long hallway with many small dors on both sides. Before grabbing the blue key, clear all the gardens on both sides of the corridor. This is an ambush, all doors will open with all imps *leaping* out, instantly filling the corridor with a horde of clawing death. 03. In the dark room with five monitors on walls and an ambush that springs up when you walk halfway into it (its door is at the near end of the blue key corridor), press Use on the monitor that shows red schematics. This will open access to tree gardens in the western part of the map, one of them contains a soul sphere. Grab it to register the secret. === 05 Marine HQ =========================== Go to the second passage to the right, clear the shower room as this is a dead end with some useful supplies 01. The grate opposite that opening can be smashed by shooting a rocket, for a berserk and a computer area map. Go to the other side, clear cafeteria, kitchen, recreation area and bathroom in no particular order. 02. at the corridor bend near the recreation area with cue pool (kind of 8-sided) notice light flickering and a dent in the panel on the northern wall. Shoot it with a rocket to smash the wall and get two rocket boxes. You can enter air vents from the farthest stall: smash the toilet, then smash the grate, and ninja around on the outside reaching the blue key from the other side of the barracks. But this is meaningles as you can easily just clear the barracks to get there, and if you fall down you die. It is awful easy to misjudge your jump when trying to cross that gap in the broken vent. The blue key is at the farthest end of the barracks area. A helluvalot of imps will greet you on your backtracking. Then a pack of lost souls. Clear the shooting range beyond the blue door. The button opens armory door. The red key is cleverly hidden in one of the weapon lockers there (middle row, facing east). Beyond the red door is the office area. The second door is opened by a button to the right, beyond a corner. The button in the northwestern office opens a niche in the souteastern office. The button in the niche in the southeastern office lowers a desk in the northeastern office. The button in the secret niche in the northeastern office opens the exit door. Mind the revenants. To climb out press crouch as that crawlspace is a bit tight. === 061 Nuclear Power Plant ================= This map is *delightfully* deadly. EDAY finally takes kiddie gloves off and does its best to *murder* you. As if the finale of map 05 wasn't an indication of what was coming your way. Jump over the gap and enter the big hall with pipes in the center. Mind the door, it cannot be opened from this side and will cut you forever from the starting area with its med-kits. 01. In the big hall with pipes in the center, press Use on the machinery on the far wall to open the bars blocking the elevator near the entrance door. Ride the elevator down and be ready to be hurt: you have to run through a long corridor flooded with nukage, then run back. Jumping helps avoiding some of the damage. ALTERNATELY, you can access this later. In the bathroom, walking into some stalls makes their floor collapse. Jump down there, grab your prize and use the rubble pile to climb back out. Your reward: blue armor. The only path available is to the left, into the hall split in two by an impassable nukage channel. All the way to the other side, to a button that opens the big hall's northern door. Then all the way into the big hall with a broken bridge. 02. In the big hall with a broken bridge, there is a nook between the southern staircase and the wall, with a soul sphere in it. Into the nearly circular corridor with color lines running across its floor. 03. In the nearly-circular corridor with color lines running across its floor, a completely unremarkable part of the wall of its central section is a secret door. Go to the wall that faces south (should be just to your left as you enter it for the first time) and hump to the left of the floor lamp in its center. Your reward: a captured marine. Through the door opposite that secret (the red line runs into it), around the central part (requires yellow key -- but you can give those inside a free grenade as a gift), and out through the opposite door. You are now in the northwestern of FOUR identically-sized computer rooms. All of them are connected together and are choke full of lethally strong opposition. The south-eastern room contains the blue key. The south-western room has exit to the reflective corridor that does *not* require the blue key BUT there is a caveat. You can access the break room, the bathrooms and the reactor hall without the blue key, but the shower and locker rooms, which contains a collection of raid-suits, require blue key. Without a rad-suit, radiation in the reactor hall will kill you because the hall is vast and its elevator can give master classes to the snails of the world. Not to mention the absolutely lethal levels of opposition. In a nutshell? Only go there after you grab the blue key, and grab a rad-suit. 04. In the dark shower room with flickering lights, there is a berserk pack in the nothwesternmost stall. Mind the baron and three revenants in other stalls. Use your flashlight to survive. Clear the top floor of the reactor hall, do NOT try doing everything in one go. Retreat and grab another rad-suit. Because, guess what, the reactor pit is full of spectres and you'll want to clear it for 100% kills. While that elevator goes slooooowly up, then goes sloooowly down after you call it, then carries you sloooowly out of the reactor pit. Now one red key richer. Return to the the nearly-circular corridor with color lines running across its floor, go to its northern side and open the red door. Don't go flying via fan express right away: shooting while flying is an impossible feat, that baron will massacre you or you'd just splatter while trying to dodge and falling out of the air stream. Kill him first. That ledge has enough surprise shotgun guys as it is. Exit. (Previously, the final boss arena was part of this map, but I cut it the fug off into a separate map, because making the player fight a hard boss after this gauntlet was pure sadism) === 062 Brothers in arms no more ============ This is a boss arena whith a bunch of evil marines as the boss. If you have never played BD multiplayer you are in for a *very* unpleasant surprise. Because those behave nothing like regular monsters, they are *bots*. Meaning they jump around like rabbits on steroids, get on top of cargo containers to snipe you from that high ground, circle-strafe you like crazy, keep shooting while in motion and dodge-roll when you aim at them. Nasty fellas, super shotgun is your best bet. One of them is wielding a plasma gun, so this is where you get it. Due to random drop mechanics, you have a very small chance to get a railgun instead. 01. The cargo container hanging from the crane above has blue armor on top of it. Knowing that, reaching it is trivial. Just observe the crates and find the way to climb to the top. When you kill all the evil marines, the opposite door opens. Mind the barons that come out. Stepping over the hatches' edge exits the map. === 07 Staging Area ======================== This map is quite small and straightforward, it has no secrets. Just go where it railroads you. Absolutely NOT recommended for a fresh start because you'll die a slow and agonizing death of ammo starvation. Especially if RNGsus hates you and the rocket launcher spawns as a grenade launcher instead -- which is near useles against mancubi. Even without that bad luck, you may be left with nothing but your fists to fight the last remaining arachnotrons. There are two easily overlooked supply caches: three clips on the ledge to the right of the rock bridge (as you first cross it) and a super shotgun +8 shells near the closed off tunnel entrance. Yes, so little ammo could be the difference between overcoming it and "oh noes I ran out of everything". Yes, even your pistol ammo. After expending it fighting knights. With your pistol... I repeat: do NOT attempt a fresh start on this one! When you reach the blacony, jump to the rock ledge to the east following the armor bonus breadcrumbs to proceed. === 08 Lab Complex Entrance ================ You start in view of the exit, which requires all three keys. I will be calling this room "hub hall" fom now on. Grab the shotgun in the security booth next to the exit. The north-east door leads to a dead end room with 4 crushers. There is no way to stop the crushers, and NO way to jump through them with your mad skillz. Deliberately UNpossible. One of the *two* secret invulnerability spheres does the trick -- you just have to be quick and know the lay of the land. The middle western door leads to a dead end room with two rectangular columns taking up most of its space. 01. In the dead end room with two rectangular columns taking up most of its space, notice the texture of the back wall of the southern column has bullet holes. Yep, that's *all* the clues you get that you can shoot this wall with a rocket or any flamethrower. Mind the secondary explosions. Your reward: blue armor and three lost souls. So sadistic, isn't it? You'd never achieve 100% kills untless you found this secret. The lost souls are guaranteed to die from the secondary explosions, you won't even see them! The middle door on the east side leads you to blue key saga. It's all pretty straightforward, includes a chance to rescue captured marines before pinkies eat them, a long and ominous "Quiet. Too quiet." culminating in a cyberdemon and a huge monster closet disgorging a tidal wave of imps on your backtracking. The megasphere is accessed from somewhere else, see below. 02. At the end of the blue key area's wide corridor (opposite the end where the cyberdemon emerges) a berserk pack is hidden behind the crates on the lower shelf Check *all* the 8 niches, they contain not only ammo but innumerable armor bonuses required for 100% items. The doors on the west side leave you a choice of fate. Both pats eventually lead to the yellow key, in the middle of a huge storeroom choke full of explosive barrels and monsters *who are scripted to infight as soon as you enter*. There is no avoiding the Great Badaboom. Either way, one grenade is worth a thousand dodge skills. Walk across the floor covered in gore and pick the yellow key card. The south-western door. Jump into the garbage chute. You are now in the smelter area and your task is to get the red key to open that security booth with elevator call buttons locked inside. So you are stuck in there until you grab that key. The red hall is vast and intimidating and its door can only be opened from the inside via hidden switch. I bet you never felt rad-suit timing so short. Note there are safe areas with no damage (narrow strips between columns, the entire square adjacent to the gate, the monster closets). Yes, monster closets. *All* the walls. Also note the edges of tubs inflict 20 dps versus usual 5 inside the squares. The red key is hidden behind the southwesternmost column. The exit switch is in the southernmost monster closet on the east side. Now you can return to the security booth and can call the elevators. If you haven't cleared upstairs... Again, use grenade, Luke, before pressing the "up" button. 03. In the red key area's security booth, press Use on the computer panel above the crate. This opens (permanently) a door in the closest monster closet on the right as you enter the smelter hall. Jump into it in and you are in a straight vent, containing one spectre and an invulnerability sphere, leading up to the yellow key badaboom area. Also, armor bonuses. 04. In the north-eastern corner of the northern room with barrels and infighting monsters, there is a nook with another invulnerability sphere. 05. At the entrance of the northern room with barrels and infighting monsters (now hopefully gore), there is a button on the southern wall. This is a frustratingly tight running puzzle that tests your sprinting skill. Press it and run across the hub hall to the entrance of the blue key area (the middle east door in the hub hall). A section of the wall on the left would stay open for you to barely get there in time. Now grab that megasphere. === 09 Bio Labs ============================ 01. The cache with green armor, super shotgun and shells is opened via tiny button on the desk (its left corner if you face it from the chair's side). Unlike usual switches, requires looking down and aiming at it to work. Go through the eastern door to your right. Go in the first door on your left (and don't forget to clear the opposite room for 100% kills). Jump into the vent from the table via combination of jump + crouch. Don't be lured by the detour to the right, you'll get there eventually. Out of the vent into the adjacent room. Grab the yellow key and kill the skeleton in the cupboard who takes offense. The bent door can be opened from this side via button. Return to the entrance hall. Now press the button on the eastern wall to open the northern door. Greet the big horde of axe-wielding psychoes. Down that corridor, clear the opposition, clear the shooting range. Salivate at the half-dozen plasma guns behind bars. Out, take stairs to the south, towards the blue door. Next to it you will find a rocket launcher (if you are playing from a fresh start) and a minigun. Clear the opposition. Take stairs up and press the button to open the electric room. Clear the opposition. 02. The electric room, could be accessed from the room before the the blue door as well as from the vent that leads to the yellow key room. Contains three spectres, a backpack and a med-kit. Carefully shoot the grated wall with a rocket or any flamethrower (again, grenades are no use). An alarm should start blaring: this means the deadly lasers in the BFG room are off. Later, when you pass by the BFG room, grab your prize to register this secret. If you absolutely suck at jump-crouching you can enter the vent from this electric room to get that yellow key. 03. Back to the corridor. The terminal that is displaying a static-y pentagram opens the plasmaguns. The problem is, this will *really* test your running skills! Walk up to the shooting range's door to open it from the outside, to give you that extra second. Then sprint to the console, hit it and sprint back to the shooting range before the bars come back up. If too slow, git gud. You only have to reach the closest niche because the bars can be opened from the inside like any door -- on both niches synchronously -- and you can then walk into the second niche at your leisure. Since there are six plasma guns in total, your random chance of finding a railgun among them is quite high. Now armed to the teeth, return to the yellow door. Clear the room. In the far right corner find a button that opens the second door marked "restricted area". You *can* get to the upper level by jumping across various lockers but that is pure masochism. Walk out and through the second door. On the upper level, flip the switch at its far left end to crush those monsters behind glass walls (required for 100% kills) 04. Press Use on the console adjacent to that switch. This opens bars blocking the soulsphere. Now through that soulsphere room, down the corridor (don't forget to grab the BFG while passing by the BFG room to your left), through the lab and to the tiny room with the blue key at its far end. When you enter that tiny room, a *very* large welcoming party teleports in. Good luck, have fun. Return to the BFG room entrance. Press the button on the opposite wall to open the shortcut to the corridor that leads to the blue door. Through the blue door. Clear the opposition. By entering the room with marine NPCs you exit the map. === 10 Portal Testing Labs ================= This map is a gauntlet. It has no secrets. Just go where it railroads you. You are given several NPC marines who shred most demons but drop like flies to knights and mancubi. The only way to use them and keep your sanity (and stop dying trying to cover them) is using them for fire bag ambushes. A) press Use on all your companions to make them stay put. Don't worry about positioning, their fire's physics considers both them and you incorporeal ghosts. (Which is *NOT* true for your flamethrower and railgun, so be careful) B) scout ahead luring any mobs you aggroed into the ambush. C) keep protecting your companions by drawing aggro of knights and mancubi that look funny in their direction. You know how to dodge, NPCs don't. D) make *absolutely sure* there are no stray monsters around for your NPCs to go Leroy Jenkensing after. E) press Use on all of them to make them follow F) advance the next inch. G) goto p. A. There will be ambushes, and inconveniently placed archviles, and revenants in large halls with no cover. Good luck, have FUN. In the end, a boss fight arena. Two Belphegors who have 4K HP each and hit like trucks. === 11 The Air Base ======================== Follow straight, into the room with blue floor. 01. In the room with blue floor, ride right side elevator to the upraised platform. Up there press Use on the tech wall in the exact center. A secret room will open in the opposite corner containing two backpacks and some monsters. Out of the room, if you play on UV, go straight ahead. On lesser difficulty, turn right. Follow that dead end path to the exit door and into the security room next to it. Grab the blue key, which is on the shelf there *unless* you play on highest difficulty, press the button requiring the blue key and observe on the security monitor the gates blocking the red key open. Think of all the backtracking you'd have to do had you turned left instead. Now follow the other path. Note the imps inside inaccessible vents to your left, and a short dead end to your right, which contains a forever sleeping shotgun guy (required for 100% kills) *and* the blue key on the highest difficulty. Also the room opposite the door leading outside. When heading out (you need the blue key to exit to the airfield), know you have two choices: fight normally - a horde of zombie riflemen, a flock of cacoes so large they blot out the sky, four revenants on high ground and your first cyberdemon -- or fight using a tank. Run outside, grab green armor, rocket launcher and ammo to your right. If you intend trying out your first tank battle, jump over the railing and sprint between the hangars then turn to the left. Sprint towards the south-easternmost building, reach its gates facing east and kill the mancubi inside or just dodge them and hop ino the tank by pressing Use on it and then simply run the mancubi over. This is what Mark-sensei calls "artillery tank", more like a self-propelled anti-aircraft vehicle to me. Its primary is quad machinegun and its secondary are homing missiles. Devastating but you can't really decide where they fly. Excellent at exterminating cacoes, though. Don't be cocky: this armor has high agility but low hit points, only about 2000. With cyberdemons inflicting up to 1600 damage in a single burst, you have to be smart. First and foremost, *it controls like a tank*. Your mouse aims the turret, which has no effect on the direction the body is going. You have to steer it independedly, turn using your keyboard (and this specific armor only turns when you move forward or backward). Your flashlight button activates night vision mode (similar to the rocket launcher and railgun's alt fire aiming) that penetrates the blinding sun's glare handily. Your kick button activates and deactivates zoom. On the downside, the tank controls are hard to get hang of. On the upside, you can circle-strafe -- which is the only survivable tactics agains cyberdemons. Yes, in plural. As soon as you grab the red key, the hangars open unleashing one more cyberdemon and two spider masterminds. Plus a big crowd of barons teleporting to the base's upraised balcony. Fight smart, pop in and out of cover taking potshots at the cyberdemons and your tank may survive to the end. Instead of, say, ejecting you as it explodes and leaving you running around like a headless chicken fighting those hordes on foot. Don't waste missiles on cyberdemons, you have a very limited number of them. Your quad machinegun is precise enough to headshot them, even at great distances. With headshots inflicting double damage, you kill them in seconds. The western end of the runway has a rocket launcher and rockets. The middle hangar has rockets. Go back inside (mind the monster closet elevators) and unlock the exit door with the red key. === 12 Quiet. Too quiet. =================== The starting area is full of hitscanners in nasty ambushes. Plus a herd of spectres come in as you open the gate. 01. As you exit the building, to yor right there should be some crates with two explosive barrels, one on the ground and one on a crate. Don't let any harm come to those barrels! After clearing all resistance - *including* the imp snipers on the faraway cliffs - hop onto the barrel and from barrel onto the crates. Now, *very* carefully, push the second barrel towards the top level crate with the berserk on it. Hop onto that barrel and then onto the top crate. 02. As you walk down the road, when you face the truck blocking the tunnel, before continuing to the right, turn left and search the rock wall beginning from the tunnel's side. Find the way to climb that ledge and eneter the gully you could easily see on your automap. Grab the soulsphere behind the suspicious minivan (I wonder what are they brewing in there, the smoke is purple). Go into the valley on the opposite side of the road. You won't be able to go back after that point. Follow the "breadcumbs" of armor bonuses to the right, all the way north until you find a scenic overlook with the blue key. Backtrack all the way to the agea you entered through. Go south into the cave with a hole in its ceiling and out of the other side. Open the blue door, exit the building and find the switch next to the power line tower. Steel yourself. Notice the door you have passed by earlier opening when you flip the switch. Now backtrack to that door while fighting through the hordes. Beginning with *four* archviles in the building you've just passed through. Mind the cacoes, those can fly over rock walls and fences and come from anywhere. Now clear that final building, full of ambushing hitscanners and four barons. === 13 Dead Cargo ========================== A fresh start could be daunting due to dearth of ammo unless you run to the left, to the end of the trainyard and grab ammo boxes there in the corners 01. The box of rockets in the first cargo car after the locomotive. A simple jumping puzzle. The rails are upraised enough to be able to jump onto the crate, then make a flying kick jump onto the next crate and then into the car. 02. At the far end of the bathroom there is a computer area map. Clear the highway. Check between trucks and behind the gas station (those pesky armor bonuses count towards item count). Follow the armor bonus breadcrums into the ravine. Be *extremely* careful af you step off the stairs. There is a heavy machinegun turret ahead, would shred you in less than a second unless you shot the zombie manning it. Go right into the sewer. Leave that green armor for later. Know that any monsters crossing the water's edge from the north get teleported to the ravine behind you! Clear the area. Check carefully between the containers for bonuses and ambushers. Ignore the soulsphere for now. Go arond, up to the rock ledge and jump oto the containers. Jumping from container to container reach the blue key. When you grab the blue key, cacodemons blot out the sun and two pain elementals join in. If you are playing from a fresh start -- good luck, have FUN with only a minigun and a super shotgun. Backtrack to the ravine. Mind the surprise archvile. Grab the green armor while you are at it. Go around the big transformer and go indoors. Clear the opposition. 03. Press Use on the metal box with a yellow electric icon opposite the entrance. This lowers two lifts to the sides of the big transformer. On top of it you will find a soulsphere. 04. The elevator that goes up into the security room with three monitors monitoring three keys. There is a vent grate right before it with a tiny ledge underneath. Jump down to that ledge from the security room, press Use on the grate and grab the armor bonuses. Don't try shooting or kicking, it only reacts to humping. 05. In the security room, smash the grate, go into air ducts and go straight ignoring the right turn at the T-section. Smash fan, climb out. Congratulations, you are now under fire from a heavy machinegun and several mancubi on the highway far ahead. Snipe the zombie manning the turret, ignore the mancubi and look down. The soulsphere secret is below you. Jump onto the nearest light protruding from the wall (you can simply sprint onto it without jumping, but require skilful braking not to fall off the other side). Jump onto the second light, then onto those crates and claim your prize. If fail, git gud. Return to the security room. Open the blue door and get jumped by the welcoming comittee. Clear the area. 06. There is a very dark room on the left, containing spectres, plasmagun and +200 cells. Surprise! There was a cyberdemon hiding in the semi blocking the tunnel behind you. As you step out of the tunnel he comes to greet you. And the security room gets blocked with a grate. On the plus side, the semi is now is now smashed to scrap leaving the tunnel wide open. Go to the left, to the small house, clear the opposition and grab the red key inside. Deal with the cyberdemon, hop onto the motorcyle conveniently parked next to the red key house and backtrack down the road into the trainyard's parking lot. Press the red button to open the warehouse. Ahead of you lies a masterpiece, an epitome of mankind's drive to perfect a crate maze stuffed full of ambushing hitscanners! This is a warehouse ascended. A symphony! It has spectres. It has a boxful of surprise revenants! And even such a unique monster as the ninja shotgun guy (who only becomes visible when he is shooting) 07. Stand in the exact center of the warehouse and face north. One of the crates on the bottom should have a slightly darker spot of rotten planks. Shootable with any weapon, for a berserk pack. 08. Stand in between the boxes where revenants were and face west. The crate in the second layer to the right of this niche should have a slightly darker spot of rotten planks. Shootable with any weapon, for +200 cells. Now, to get there, find a loader in the next passage to the east, climb on top of the first level and proceed jumping across crates east, then going around north, and jumping across crates again to reach the secret. Find a loader, climb it and jump into the south-western block of crates. proceed to its north-western corner. Manage to jump across into the block of crates to the north, then onto shelvers with silver top and onto the high shelves running along the western wall. OR, as you have berserk strength now, just find an unexploded barrel, grab it (by punching it) and bring it to te nort-western corner of the warehouse (alt fire drops the barrel peacefully without throwing). Now along the shelves and grab the yellow key. Out of the gate requiring that key. Press Use on your shiny yellow ride to end the map. BETTER THAN A CHAINSAW! === 14 Industrial District ================= Kill the single zombieman. 01. Walk to the right around the train you just disembarked. The second car will be open, with ammo box and medkits inside. Go outside and clear the riverside of imps. Mind the single mancubus sniping you from across the river. You can just hop onto the motorcycle and explore the map, which has its own merits (and is FUN). There are weapons around for a fresh start, ambushes to trigger and aggro trains to gather. Keep in mind that motorcycle only has 100 HP (separate from your own HP, as with any other vehicle!), takes damage from collision with anything, and, unlike the tanks, if it dies you die. And if you run into a wall while monsters are around you will *definitely* die. You can perform a slide to turn around on a dime. Just brake and turn at the same time at speed. 02. Climb onto the crashed truck's hood (the one with skid marks and a crushed burning car), onto the cab and across the fence. Grab the berserk pack and climb out across crates. Cross the pedestrian bridge and grab the minigun on your right, ready for the revenant that will jump you. Enter the building, clear all resistance. The side room is full of supplies and has a button that opens the gate. Before opening the gate, you can climb onto those crates (the left window, not the right! Because sniper revenants!), aggro the crowd waiting for you outside and simply shoot their heads off while they cannot hit you. You can deal with the sniper revenants from the center of this hall, through the right window (only the assault rifle and the railgun would do). Open the gate. Clear the opposition. Don't go into the building a green truck sticks out of yet. Go to the yard with stacked cargo containers where the revenants were. Note the yellow key on top. Now fight your way to the north-western corner through the ambushing spectres. What you see before you is a jumping puzzle. The standard-sized crates are too high to jump onto here on Earth, but there is a pallete near it, which does the trick. Jump across containers and grab the key. 03. The yard in the north-eastern corner across the yellow key containeryard, to the south of it. The captured marine in the big dumpster. This is another jumping puzzle: using palletes or dumpsters climb onto any suitable crate there and perform a flying kick (sprint + jump + kick) to get to him. Go into the building the green truck is sticking out. Clear opposition. Grab a rad-suit and jump down into the nukage-filled sewer. Mind the spectres. The bars blocking the blue key are opened with a button in the hall with columns (middle row, facing north). You may climb out to grab another rad-suit if your is running out. Grab the key, down the river and climb ashore at the far end. There is a hole in the brick fence across the opening in the wire fence you exit through. You can detour left first, grab the rocket launcher. Through the hole, open the blue door on your left, grab the soulsphere and the plasma. When you press that button, all the warehouses outside open. As well as the revenant-filled closet behind you! Clear the opposition. Jump out of the hole in the window grate and clear again. 04. In the northern one of the two warehouses (just to your left), on the bottom shelf in its norther end, a backpack. 05. Above secret 04, there is a vent grate under the ceiling above the racks. Climb onto the truck, onto the racks and proceed jumping across towards that grate (the flying kick helps). Smash it, into the vent (jump-crouch to get throughthe opening), crawl to the end and fall down to claim your prizes: blue armor and super shotgun. Press the button to pen the door. Do not forget to collect the armor bonuses for 100% items. Note the red key visible on the truck in the southern warehouse. This one is different, to climb it you need to climb into the middle shelf of the adjacent rack, then simply sprint onto the hood from its end closest to the gate. Travel east towards the red door building. 06. The northernmost part of the map, a dead end street between brown-brick building and the fence that denotes the map boundary. There is a pile of armor bonuses, which you also need for maxing this map. 07. The plasma on top of the gray truck. Oops, this one has no fenders! To solve this jumping puzzle, jump onto the car, and from its roof perform a flying kick into the fence (you got a limited number of tries because you damage monsters by standing on them. The car would eventually die and explode). Inch towards the truck across the fence's concrete base, then perform another flying kick from a standing position onto the hood. 08. The computer area map on top of the concrete fence. Another jumping puzzle, yay! Note two crates next to the cargo containers. Similar to the yellow key puzzle. Acrosss the containers and onto that fence. 09. Behind the red door building, under the highway overpass, there is a dumpster with a stimpak and 8 shells inside. There is an alluring super shotgun on the road under the broken section of the highway overpass. See it? Well, the tree surprise buttsecks revenants are seeing it too. Spring this ambush for 100% kills. Into the red door. Clear the opposition. Note the grate balconies: hitscans penetrate their floors, projectiles don't (a game engine limitation). So don't try using plasma to combat those chaingunners, they have the haxx. Press the button in the south-eastern niche to lower the elevator. Once on the balcony, jump onto the second level of cargo containers and into the window. Clear the ambush, exit the map. === 15 Roadblocks ========================== This map is a gauntlet but it has a couple secrets. Just go where it railroads you. 01. In the starting shop, hop over the counter for a shotgun Go down the road grabbing super shotguns and clearing the opposition. Mind the chaingunners. When you see the burning bus barricade, you need to climb onto the third truck from the bus (because next two don't have fenders) and keep jumping from truck to truck. Watch out, the second truck's back doors are open, with a chaingunner inside. Watch out, the roof of the bus is hot and inflicts damage. Fight on. When you reach the broken bridge, walk left and look down. Carefully, jump down to the rock shelf halfway down. Then jump down while hugging the cliff. You should get down there without taking any damage. Traverse along the left bank. Grab the rocket launcher and prepare to fight a spider mastermind. Proceed to the barred outlet, climb the ladder and proceed along the concrete fence. Left, out to the street, don't forget to clear imps on your left. When you approach the marines, they will start a conversation and soon FUN will come. If you go further towards the barricaded end of the street, you will wake the cyberdemon prematurely. As soon as the marine tells you to watch out, the opposite brick fence explodes and out comes a horde. The cyberdemon wakes a bit later, to flank you when you are already focused on them. You can fight as you like, the tank has friendly fire firmly turned off (I fixed that bug). When *all* monsters are dead, the marine will talk to you and the door will open. 02. Go into the yard whence cyberdemon came, go around the building and climb the ladder to the roof. A soulsphere. Go inside. You can cut the marine captain's rant short by opening the door next to him by hand. You end the map by walking through that door. === 16 Warzone ============================= The intro cutscene is not skippable. You can busy yourself by grabbing ammunition. Finally, out and into the fray. Try keeping your marine NPCs (especially your chaingunner) alive by trying to draw aggro from any barons that prepare for attacking them. Doesn't always work. Like with map 10, keep your NPCs safe by using them to organize deadly ambushes and luring monsters in. 01. The very side alley where you step out. Hop onto the dumpster, over the fence and grab the green armor. 02. You can walk between the tank and the right wall to get behind the marine barricade. On the opposite side of the street, a side alley with a dumpster. Jump onto that dumpster, over the fence and grab the rockets. Proceed through the side alley in front of the barricade. The T-junction is a great place to park your NPCs, hidden from the street so that they won't go Leroy Jenkensing after that single pinkie. Park them where monsters have to walk deep into the alley to see them. With a properly organized ambush, even arachnotrons stand no chance: your team packs one hell of a punch. Watch out for barons, though. Even the entire team firing on one is not enough to flinch him reliably. Out onto the street. Aggro, kite, lure, help your NPCs. Repeat as necessary. Kill any random chaingunners on the balconies. Don't go left yet, the heavy machinegun near the cafe doors would shred you. When the opposition subsides, out to the street and go right. Open that door in the right wall. Greet the baron. Up to the second floor, out onto the roof, snipe any newly awakened chaingunners who snipe you. 03. Jump from the roof onto the balcony on your right. Now, a jumping puzzle to test your skills. Jump onto the railing, shift as far to the left as you can and jump onto the next balcony without touching the vertical vent in the way. If fall, git gud. To the last balcony. Climb into the window that looks like a solid texture. +100 cells and a golden soul sphere. Back to the roof. Onto the top of the tent-shaped skylight, make a running jump onto the opposing balcony. Salivate at the soulsphere and plasma. Over the railing to the left, across the duct around the corner and onto the top level balconies. From there, from standing on the railing, you can jump onto the roof ahead (the ammo clip is a hint). *Very* carefully approach the roof edge and snipe that mother-loving son of a heavy machinegunner at the cafe's terrace hidden from the street below behind that truck. Now you can either exercise your elite jumping skills OR you can wait for later and come in with the red key (I describe the latter because you'd need to get to that key anyway for another secret). Note the red key visible through the gaps in balcony railings ahead. Note: i made *all* ladders in this map climbable! These aren't mere decorations anymore. Get down to the street and proceed to the cafe. 04. A jumping puzzle. On the left edge of the cafe's terrace, jump onto the railing and from the railing jump onto the concrete fence and down into the gap separating the cafe from the nearby building. Two boxes of shells abd a med-kit. Don't forget the armor bonuses in the parking lot to the right of the cafe, for 100% items! 05. In the cafe's bathroom, second stall from the left. Green armor. Go into the kitchen and grab the blue key. As soon as you vault over the counter, a large welcoming party will teleport to the far end of the street. When you go out, they wake up and start walking towards you. 06: Proceed to the parking door on your left, into the dead end between buildings and upstairs through the blue door (there are two blue doors, one in each of those buildings with rooms inside). Take the right door, climb out of the window onto the balcony, climb the ladder to the top floor balcony and hop onto the adjacent balcony where the red key is. Get the secret 07 and return to the red door to claim soulsphere and plasma. 07: From the balcony where the red key is, climb into the room and press Use on the white wardrobe to get blue armor Go down to the street and proceed to the next building's blue door (the side alley opposite the T-junction side alley you had parked your NPCs in earlier). Clear the opposition, don't forget to check all the rooms for 100% kills. Following the armor bonuses breadcrumbs (required for 100% items anyway) climb out to the balconies, traverse balconies to the top floor and enter the window. Clear stray chaingunners, if any, and climb out of the farthest window (with an armor bonys on the windowstill). From that balcony, down onto the brick fence and down into the yard. Fight your way through the thicc mobs. Note the row of barrels at the far left wall. If blow, they destroy that wall resulting in a convenient backtracking route. Into the building, grab supplies and out onto the next street. Prepare to fight the cyberde-- Nevermind. Fight forward and into the farthest side alley on the right, just before the rubble barricade. Hopping across dumpsters, crates and a cardboard box you will pass the fence that is point of no return. Make *sure* you have finished and grabbed everything before crossing. Also, prepare for a boss fight. Keep shooting the zombie-controlled tank until it dies. As the tank dies, the gate between the buildings on the shadowed side will open unleashing a bazilion of chaingunners. Climb the ladder, Use the door to exit the map. Note that while this map IS maxable, there is a glitch: you can get more than 100% kills (I got 188/184 i.e. 102%, while play testing). I have not a slightest idea to the cause. I can only speculate that the zombie tank spawns several tank parts (tank base, fake visual turret, true invisible monster turret, weak spot hitbox) all of which die with the tank and all of which erroneously count) === 17 Twisted Neighborhood ================ Rule one: scour everywhere. Many rooms contain ammo and many fridges contain edible food bonuses, too innumerable to be marked as secrets and to be included here. You'd have to scour everywhere anyway for that 100% kills. The easternmost house on the starting street, for example, has 200 cells and a chainsaw. Plus a revenant who only wakes up if you go upstairs. And the small house to the south of that street (in the middle) has a berserk and green armor. Still, this map is a PAIN for getting 100% kills because of roaming *deaf* zombies wandering into most unexpected corners and falling half-asleep in there, barely moving. Luring them by spinning your minigun is useles because they're deaf. I've scripted them to rush you as you enter the yellow door, but that only makes your job marginally easier: doom monsters ain't known for their pathfinding. 01. In the low tan house with red roof right across the map entrance: in the room to your right, a captured marine in the shower behind curtains. Make sure to step on the shower's tiles 02. In the low tan house with red roof right across the map entrance: in the room to your left, the rightmost wardrobe, a berserk 03. In the taller white house with brown roof just to the east of the house containing secrets 01 and 02. The south-western room has a bookcase. Pressing Use on it lowers the cupboard in the kitchen with the red skull key on top. Press, then run fast. The red skull opens the weapons shop in the north-eastern corner of the map. *THE SHOTOLVER IS NOT COUNTED AS A SECRET AND I WON"T SPOIL IT*. Period. Let us let Mark-sensei have his last secret, shall we? I even remade the mechanics to mask this in the map editor, making tracking it no less painful and frustrating than tracking it in game. No more convenient "this sector is affected by that linedef" arrows for you, all is enshrouded in ACS scripting. This is an utterly sadistic multi-step pixel hunting wild goose chase across the entire map! 04. In the alley next to the weapons shop, break fence to discover a main battle tank! Warning: when you step closer, three enemy tanks will spawn at the opposite corner of the map. So it won't be a curbstomp but a tank vs three tanks battle. Survive that with your tank on one piece, *then* you can curbstomp. Unlike the self-propelled AA vehicle you used at the air base, this one *can* turn in place, which makes driving it easier. It is much slower, though, and has some trouble going over obstacles, even curbs. Primary fire is high-explosive shell, very slow reloading but devastatingly powerful, a cyberdemon or zombie tank in two hits and anything lesser splatters in a large radius. Secondary is machinegun. 05. The north-western building of the central four, a fireplace and the nearby bookcase. Press the book that has a conspicious red-blue glow around it. That opens an *invisible* door at the back of the fireplace. Be careful: the raging fire inflicts 20dps and climbing out is a tight fit. Behind the now illusionary back wall, a soulsphere. This secret door closes soon like a normal door. 06. In the same building, in the ground floor dining room press Use on the painting on the wall (a greenish image of a man with one arm upraised dramatically -- an original Doom2 texture) that opens the fridge in the kitchen, with a backpack inside. 07. The south-easternmost of the four central buildings. Upstairs, into the room at the end of the corridor. The second wardrobe on the left holds a secret blue armor (others hold supplies and a single armor bonus, required for 100% items). The blue card required to open the grocery store in the mid-northern side of the map is in the nort-eastern room of the north-western building of the central four (secrets 05 and 06 on the ground floor, blue key upstairs). Beware: the parking garage is openable and is full of revenants. Beware: as you enter the blue key room, the garage opens and a juggernaut spawns at the western end of the northern street. It's a tough unique boss (8K HP) you have never encountered before and will never encounter again, an unholy union of a buffed volcabus and a tank. Keep shooting it until it dies (preferably while sitting in a tank of your own). Also, in the room to the left of the blue key room, there is an imp sleeping in the first wardrobe on the right. The red card required to open the yellow key building (behind red bars mid-southern side of the map) is in the grocery store's backroom. As you enter, a *large* welcoming party appears next to the yellow door building, including a cyberdemon (*three* cyberdemons in coop). When you exit the alley or the grocery store, they wake up regardless of your stealth. 08. In the yard right to the right of the red bars, press Use on the dry tree. In the yellow key building beyond the red bars, the fireplace is now open (it won't stay open forever, though). It teleports you to the otherwise inaccessible fenced off yard across the weapons shop where you can grab blue armor, a BFG and +100 cells. The telepad in there deposits you in front of the yellow door (right into the tender embrace of a spider mastermind if you just grabbed the yellow key). The yellow key is in the farthest living room on the left side. When you enter it, a spider mastermind appears next to the yellow door building, wakes up when you exit the room regardless of your stealth. Don't forget the door to the left of the yellow key room for 100% kills. Clear the yellow door building. *Recheck* your kill count (lost souls spawned by pain elementals count both towards total and towards kills, so your total may vary greatly). Jumping out of the hole in its back wall into the alley beyond exits the map. === 18 Dead Streets ======================== Out of the alley. *Quietly* if playing from a fresh start because the cyberdemon would hear! Almost the entire map is one continuous sound zone, with very few rooms being exceptions. 01. Blue armor on top of the truck. A jumping puzzle. Find a small pile of rubble to climb onto a crate -- which one depends on difficulty. Extremely brutal on UV, the farthest crate - and you *have* to use the flying kick and then brake in time not to overshoot. From crate to crate to the truck's hood. Now, at the crossroads, look left into the yard with a truck parked at an angle (and imps sniping you from windows). Note the similarity to a certain Doom2 map (which has a blatant arrow on the ground in place of that truck). This map's begginning is a homage to that map. That's where you need to go to progress, up the stairs into the back door of this building. Similar to that DooM 2 map, there is a berserk under the stairs (not a secret) and closets with many lost souls that open when you approach it. If you go this direction, though, it will be a long time until the cyberdemon (who wakes from your sneeze anywhere on the streets or in that building) would let you get to the secret 02. 02. Clockwise around the UAC building with its red door, into the deepest end of the dead end alley behind it. Press Use on the Mechagodzilla poster, a secret mech bay will open. Now, don't get cocky. The mech is the ultimate glass cannon of this game, it ends a cyberdemon in one second (via machinegun headshots) and dies to a cyberdemon (whose missiles inflict 400 damage apiece, I should remind you) in a fraction of a second. It only has 500 HP! But it also moves like your own body (albeit very big and inertial) allowing you circle-strafing and other familiar movements. Don't happy-go-lucky jumping, though, this thing's jump jets are so powerful it takes damage on landing. Alt fire cycles through 4 weapons (see the weapon selected on your HUD). Again, extremely high rate of fire, runs out of ammo in seconds. Aim well and you will slaughter everything on this map. Aim poorly and you will run out before achieving anything. Short bursts, people. Short bursts. Most importantly: there is no ejection mechanism! The mech dies, you die. Period. The same as the motorcycle and the attack helicopter (which you will find later, in map 22) Walk your mech to the center of the map and deal with the cyberdemon and the heavy machinegunner on top of the APC. You can mop up some small fry, but there are too many chaingunners in too much cover they can whittle your mech down for very little gain. I advise to spare the mech for the horde that teleports in later. Return to the ramp next to the red door UAC building's parking lot and traverse it up, to the top layer of streets and overpass highway. There are many places you can jump down but only this leads up there. Clear the opposition, including the chaingunners in the cafe further down the street (its kitchen contains bonuses) and the revenants who may come from the overpass highway. Park your mech next to the Off-key Blues billiard parlour, disembark and salivate at the blue key on the table inside. Yes, the door requires that key to open, the irony. Continue on foot towards the starting building I talked about earlier. Clear the lost souls for 100% kills. Enter the building (see? your mech cannot fit in there anyway). Clear the crate maze full of imps and pinkies and one knight in the control booth with the switch that opens the gates. 03. Blue armor on top of the crates. The easiest, most obvious jumping puzzle (from the entrance platform, onto the crate ahead and from that it's a no-brainer) 04. The dumpster in the alley through the door right to the left of the entrance. A box of rockets. Clear the opposition. Continue left, kill 4 spectres. Don't forget that you can drink from the tap over the sink to restore 1 HP/s, or smash the vending machines for health bonuses. Clear the office. into the spooky room of flesh. Clear the surprise cacoes. Now remember those telepads, I will be referring to them as "twin teleporters" from now on. Jump into the blue one. You are now inside "Off-key Blues". Kill the single imp, grab the health bonuses and grab the blue key. A large welcoming party appears in the central square and on the surrounding streets. Now exitthe parlor, hop into the mech you had parket there earlier, and go to the suqare for the big showdown! While traversing the map, clear any ground floor stores you come across, for kills and bonuses. If you play from a fresh start, go to the northeasternmost corner of the lower streets area and clear the Alley Cat Lounge, because that is the only place you can get a rocket launcher. The white and gray office building to the south of the Alley Cat Lounge contains some monsters, a chaingun + 200 ammo, a berserk, a backpack and 100 cells. Go to the westernmost street that runs from north to south and enter the Wham Bang Hotel's blue door using the blue key. Your ultimate task is to reach the Fugly Bob's overhang and climb inside to get the red key gleaming on one of the tables in there (and no, the main doors are not openable) Now you *can* sequence-break by jumping onto that overhang in your mech, BUT that leaves it out of your reach up there because you have to climb inside through a vent as a doomguy. Enter the Wham bang hotel, ride the elevator to the top floor and start clearing. 05. In the Wham bang Hotel, in the suite which door faces south, hit the picture on the wall to reveal a soulsphere. Keep clearing until you reach the suite with a double bed and a baron. Its bathroom contains a single armor bonus. From its wide window, jump across the street into the adjacent building's window. Keep clearing this labyrinthine building. You can go downstairs to unlock the entrance (not openable from the outside). You must go upstairs for bonuses (and green armor). Finish clearing, reach any of the two middle floor windows that face west. You'll get a text message to jump onto the truck when you approach. Jump onto the truck, climb to the overhang of Fugly Bob's drive-by and climb into the vent in the wall. Clear the kitchen. Clear the main room. Mind that the red key is a schmuck bait, you get a surprise archvile buttsecks if you go straight for it. You can only go outside through the corridor leading from the kitchen by the storeroom that is full of rocket ammo. No, not ominous at all. Emerge onto a fenced off, closed off parking lot full of crates and explosive gas canisters. Meet the spider mastermind. The gate is opened by that button right behind him. While at it, clear the gas station's interior for green armor and 100 cells. 06. The alley between the gas station and the brown building to the right of it, shoot the wooden fence with a rocket. A backpack, a plasma and some ammo. Clear the next building, including the roof. Clear the Alley Cat Lounge. Note the subway entrance requiring the yellow key. This is the normal exit to map 19. Go to the UAC building near the map start and enter the red door. Fight the strong opposition. To the elevators. All will arrive at once unleashing mancubi. Ride upstairs, enter the office. Clear the office. Open the wooden double doors and keep shooting the six barons there until they die. Grab the yellow key. Entering that room opens a garage with two cyberdemons next to the subway entrance (yellow bars) whom you'll need for 100% kills. 07. In the office, the central desk facing east. At its left edge, a *tiny* 3-pixel button opens a secret closet in the southern wall. The red skull key. 08. The truck with some ammo and stimpacks on it, near the gas station. Could be jumped down onto from the overpass above - I advice leaving it for later, after you clear the red door UAC building. OR, with some skill, your mech can jump onto it from the ground up. And then jump onto the overpass from there. The mech is awesome like that. 09. The gray building to the south of the central square, with 4 ground floor stores on all sides. Enter the building proper through the unassuming door on its eastern side. Continue upstairs, mind the ambushers. Enter the door that requires the red skull (secret 07). With three monsters in there, you can't get 100% kills unless you solve this secret. The secret is the bloodied bed with a soulsphere on it. Pressing the button opens the doors to the secret exit. 10. Return to the twin teleporters after solving secret 09. You should now have 3 kills left (on UV). Enter the one marked with red skulls and kill those pinkies. The double doors are now open, the button exits to the secret map 40. === SECRET MAP 40 Movie Night Out ========== This map is a recreation of Duke Nukem 3d's Episode 1 Map 1. If you played Duke 3d, you'll know where most of the secrets are (not all: there is no jetpack and no secrets at the roof level, also some of the existing ones require acrobatics. Also there are several unique secrets! Shoot everyone you could see down there from the roof: this med-kit won't be available after you jump down. But first, shoot the gas tanks: they explode if you step on them, too focused on monsters below. Jump down the air duct. Kill the chaingunners in the movie thater's ticket office window. 01: From the street below, jump onto crates, onto ledge under the windows and onto the ledge under the "we-stor your crap" billboard. Grab the RL that pops up and make sure you stepped on the platform to register this secret. 02: from secret 01, enter the windows, walk through the Г-shaped room and press Use on the "Attack of the bleached blonde biker bimbos" poster. A berserk. Jump down to the street level and enter the movie theater by shooting a rocket at the cracked wall of the ticket office. If out of rockets, use the back entrance, from the alley begind the building (leads to the movie hall). Clear the room. jump behind the bar. Walk into the door on your right to activate the chaingunners closet behind your back. 03: press Use on the cash register to lower a secret lift nearby that raises to a secret door with blue armor behind it. 04: press Use on the wall behind the vase near the Arcade access elevator. Jump onto the vase to reach those armor bonuses. You had smashed the vase? Gg, that secret is forever out of your reach. If vase breaks before you reach secret, bring an explosive barrel from the arcade (have berserk, select fists, puncing any barrel with your primary fire grabs, alt fire while holding a barrel puts down peacefully) Proceed to the bathroom (opposite the entrance doors). 05: in the bathroom, a shell box behind the couch. Clear, climb from the sinks up, smash vent grate, crouch to climb in. Smash vent grate, crouch to climb out. Kill. Press button to open a secret door that leads to the projector room. Kill. Kill the surprise cacoes. Grab the red key. 06: the button in the projector room raises the curtain revealing the movie screen. Shoot the crack on the screen with a rocket to smash a hole and get access to the backstage (an ammo box and a shell box). Don't forget to deal with the aracnorb on the stairs down from the projector room. Clear the movie hall. There are some chocolates and fries on the seats you can eat for a small health boost. Go to the arcade (the elevator is fully automatic). Kill. Blowing the barrels smashes a fast backtracking route to the movie hall - but watch out for that fire extinguisher! It detonates in a chain explosion. Enter the red door. As you walk further into the room, the wall explodes. Kill. Walk out of the door on the other side, see the exit button ahead. Now you can collect the remaining secrets. 07: from where the bridge to the exit button starts, walk across the ledge clockwise all the way to the movie teather entrance. Climb into the window (obscured from the street by a palm tree). A soulsphere. (this corresponds to Duke's appartment secret in e1m1) 08: from the ledge you used to reach secret 07, jump skilfully onto the bars bearing road signs and walk across the street to the other side to claim the soulsphere on the ledge there. If fall, go the long boring way through the theatre back to the ledge making a vow to git gud at jumping. 09: Right before the exit button, after you crossed the grate bridge, turn right. along that ledge. The window in the wall facing south could be climbed into. This is the secret exit to the super secret map 59. The normal exit leads to map 41. === SUPER SECRET MAP 59 Club Doom ========== This is a silly tiny map consisting of 3 rooms. Those revenants could DANCE! To get the topmost health bonuses behind the counter, press the wall. 01: to get the megasphere, walk off the colored dance floor towards it from the nearest edge. That teleports you into the cage. All cages (one contains super shotgun) are accessed via teleports that work by walking off the dance floor edge facing that cage The switch behind the bar counter opens the exit from the dance floor to the fun transparent labyrinth (closes fast!) This map exits to map 41. === SECRET MAP 41 Red Light District ======= This is a recreation of another Duke Nukem 3d's map with the same name. Go left into the adult entertainment store. Clear zombies and shotgunners in the main hall. Grab the shotgun behind the counter. 01: in the adult entertainment store, one of the shelves along the western wall is slightly lower. Press it to open a closet with a rocket launcher and rocket ammo. South, turn right. Kill the two barons, grab the blue key. Check the other way, kill the monsters watching porn. The trashcan in the leftmost booth nets a shell box if smashed. The second booth from the left contains night vision googles - a pretty useles crap BUT there is a small random chance to find a flamethrower instead. Go through the blue door into tight corridors 02: in the corridors beyond the blue door, take a right turn into the darkness. When grabbing blue armor, mind the surprise buttsecks archvile. Return to the other passage's end, press the button and ride the elevator up into an apartment. Clear it and claim the yellow key on the windowstill. Jump out onto the street below and fight the numerous opponents. Watch out from aracnorbs sniping you from the trailer park over the fence. Those unique flying shits endemic to this map are more dangerous than cacoes despite being flimsier, simply because their rate of fire is much higher. Enter the yellow door and press the button to demolish the condemned building. Climb into the ruins and find the red key there. 03: after you demolish the condemned building, a round sewer hatch becomes available. Shoot it with a rocket (available after secret 01 if you play from a fresh start) and jump down into the sewer. Kill the aracnorns and walk up the stairs to the blue armor. You can either return to the hatch and use the ladder to climb out or continue after the secret 03 and open a secret wall to emerge in a bathroom, bypassing the red door. Either way, clear around the red door and the cue pool room. Take the first right turn (before you reach the "Hot hot hot" poster) and clear the bar of zombies and revenants. Grab all health bonuses from the counter, along with the blue key hidden cleverly between them. Return to the second right turn and approach the blue door. Kill the two barons who drop in through the ceiling. Enter the blue door and clear the dance parlor of the two barons on podiums and the zombies around the room. 04: in the dance parlor, climb onto the couch to open a stash with a minugun and ammo in the right alcove. Climb from the table into the right alcove anyway. Shoot the vent grate nearby then jump skilfully from the platform into the vent. Up the vent, smash grate, kill, kill, kill. Press the button to open the curtain. Now use thoat ladder of dancing podiums to reach the balcony behind the scene. Clear your way to the exit button. 05: the electric panel on the wall left of the exit button opens a nearby electric box. A soulsphere. 06: Look closer at the yellowed poster on the wall opposite the exit button. Notice that it isn't a movie poster but an actual ww2-era nazi propaganda poster! Pressing that wall opens a secret exit that leads to the castle Wolfenstein. The normal exit leads to map 19. === SUPER SECRET MAP 42 Wolfenstein ======== This map is *brutally* hard. It is a mix of DooM 2's wolfenstein secret maps and the castle Wolfenstein from "Return to castle Wolfenstein" game of 2001. The ss nazis it swarms with are very mean SOBs even with their MP40 SMGs -- be *very*, very grateful Mark-sensei never finished the planned "Uberzoldat" enemies you can find mentioned in the BD sources. As far as I can tell you could only get MP40 ammo from this map -- sad, but true, these use a different standard of 9mm ammo than the rest of the guns in the game. I can't stress this enough: ONLY try a fresh start with this one if you are a pro masochist of the highest caliber! Because 95% of the time you will be fighting using a mp40 or a shotgun. There is basically no modern ammo around, only craptons of Mauser specific versions incompatible with your favorite guns. 01. In the starting room, open the automap and notice a small dimple in the table. Check it to find a button - which opens one of the bookcases. Keep referring to the automap, all secrets but one are visible on it! A bunch of ammo bonuses. Go out, grab the green armor, and out of this starting version of the arched passage. Fight your first ss opponents, feel the pain. Yes, they have near zero reaction time. Turn left, follow to the torture room. Kill the single nazi, grab the blue key - and watch out for two dogs released from their cages! Now, dogs are *nasty*. They move quickly like greased lightning and unless you kill them *very* fast they will *rape* you. They bite for massive damage and they bite *very* fast, their attack animation simply lags behind! Much, much deadlier than those lumbering , slow pinkie oafs. Go all the way - keep your eye for bonuses in some prison cells. Open the blue door. Fight an uphill battle up the tower, against opponents who pop randomly in random places on their high ground. Out into castle corridor, turn left and clear the dog kennels dead end. Continue from the point you entered the arched corridor. Note the red door - the map exit is right beyond it. Out to the walls, keep clearing. From this point on I stop holding your hand because this map area is an interconnected maze -- just explore and clear it all. The nazis have good hearing and if you explore some door they are all too happy to swarm out of the opposite door and gang-bang you from behind. I'll call tis area "southern castle". There is another, simple area separated from it by a wide yard with two static tanks parked in it. Well, they are tanks. The game calls them "panzer tanks" but they are really Panthers (or Panthers II). 4K HP apiece and hit, well, like tanks. They have cannons. I will be calling this area "panzer yard". Back to the southern castle. The fireplace hall has a super shotgun and shells. And one of its bookcases hides this map's ultimate secret. You can see this clearly on the automap, but actually opening it...? 02: the warehouse with crates where you end up if you enter the soutern castle through its soutern entrance. Hop onto long logs to get on top of the crates and traverse to the nook behind a crate next to the southern wall. A berserk. 03: the soutern end of the armory, tantalizingly inacessible plasma +400 cells behind that fence. Well, go to the adjacent bathroom and shoot the wall with a rocket (you can get a rocket launcher on the wall framing the panzer yard - but I will NOT adapt this part of my walkthough for the fresh start masochists) The grand dining hall contains some bonuses. 04: the southern barracks (west of the bathroom): the nastiest secret born from the darkest recesses of my heart. Climb on top of bunk beds using any ladder. Smash the vent grate. Climb into the vent and keep climbing until you reach the three most secret health bonuses. After you finish clearing the southern castle, leave it through the south-western exit, past the kitchen. Staying out of sight of those two Panthers, find a cargo elevator and ride it up onto the wall. Enter the northern castle from the wall. Turn left into the small southern library. 05: in the small southern library (the south-westernmost corner of the map) shoot the Henrich Himmler portrait with any weapon. An invulnerability sphere! Now you can match those tanks on foot (e.g. grabbing it and running outside through the main gate of the central hall). Just don't forget each tank has 4000 hit points, that's 10 rockets! You don't have to snipe the turrets, the tank sides made of map geometry relay damage received to the "tank" monster. Clear the living rooms to the north of the entrance hall. 06: THE secret. The reason you came to this map. The ulitmate machinegun. Walk out to the hall with two square columns north of the bathroom and the armory. Open yor automap. Note a small dimple in one of the columns. Now look up. No, it isn't that easy. That shootable button is deeply depressed, safe from your depredations. You have to travel to the north of the dining hall (where the Panthers outside may take offense to seeing you), climb the crates (there are cardboard step-boxes conveniently), then, using your elite jumping skills, jump from woden beam to wooden beam like a ninja to reach the vent running the wall above bathroom, armory and barrack doors. wait, that same vent...? Yes. But this time you are the one on top. So... Git Gud at jumping puzzles... There is no other way. I patched out all exploits like shooting the button from the armory's doorframe or punchjing the column below the button. When you press it, you should hear a unique mechanical sound. Go back to the fireplace hall. The right bookcase has retracted revealing the MG42 (the game calls it by its nickname, "Hitler's Buzzsaw"). The machinegun itself comes with full 600 ammo and you can find some boxes of unique Mauser ammo for it uses around on this map to test it out. This thing *shreds*. It does 560 damage per second, 32 per bullet, at 17.5 shots per second. Well, it fires full-sized rifle cartridges, unlike intermediate cartridges used by yor regular machineguns (assault rifle and minigun inflicting 20 damage per bullet). Killing a spider mastermind with MG42 nets you a unique death animation I bet you haven't seen before. The downside? You only find ammo for it in rare secrets scattered across Hell. 07: in the living room with a fireplace (the north-westernmost corner of the map) press Use on the Adolf Hitler portrait to open the back wall of the fireplace. A soulsphere. Continue clearing east, into the grand library. 08: In the grand library (north-center of the bigger western half of the map) consult your automap and notice one wall on the north side marked as a not solid wall. Press Use on the blue torch in the library nort-eastern corner to open that bookcase wall briefly. A bunch of armor bonuses. Grab the red key and finish clearing the wall. In its farther eastern-south end there is a rocket launcher and ammo (not a secret). Before re-entering the southern castle check *behind* the stairs for two devilishly hidden armor bonuses for a perfectionist's suffering. Now backtrack through the southern castle and the outside area towards the red door. THERE WILL BE AMBUSHES. Grand magnificent ambushes. Clear the room behind the red door (has ambushers too!), make sure your kill count is full and hop into the teleporter. This exits to map 19. === 19 Final Destination =================== This map is a gauntlet. It has no secrets. Just go where it railroads you. Lots of *very* dark areas, flashlight is a must. Not making it in time for the first countdown by a couple seconds still leaves you a chance if you run fast (the number of train cars crushed depends on the train's speed). Missing the second countdown even by one second is a certain death (you should be already climbing that ladder out of the tracks and into the side passage when it approaches zero). The countdowns are affected greatly by the difficulty level, are very tight on UV. Going up the dark stairs ends the map -- BUT there is an imp ambush there. === 20 Downtown Assault ==================== This map has no secrets, only a few bunches of armor bonuses and ammo/weapons hidden in various nooks -- only important if you play from a fresh start. This map is clearly separated into two halves: before and after the mall. You also lose your ability to go back to the start when you jump over that fence into the parking lot in front of the mall. Part 1: Out of the stairs, turn left. In the inside-building part of an outdoor cafe, berserk and two only health bonuses on this map. At the opposite building's ground floor, a shotgun and shells. On the other end (the northern wall) 4 armor bonuses. The driveway going down underground opposite those, a super shotgun and shells. In the center of the crossroads, minigun and ammo. Continue down that street west. Don't miss the armor bonuses in the far end. Jump onto the truck's hood marked by armor bonus breadcrumbs. Note the four armor bonuses in the parking lot's left side, next to the wall. Those are the last ones in this map. Jump from the truck over the fence into the parking lot. A *serious* horde will jump you, topped with a large group of barons. And a horde of spectres that aggro when you reach the entrance of the mall ahead. Go into the mall. While watching the cyberdemon and the mastermind duking it out, watch out for shotgunners and knights. Your goal: exit the mail through the symmetrically opposite entrance. The problem, those dors are closed. Clear the top floor, deal with the weakened survivor (cyberdemon always wins) and jump down to the ground floor. Grab the blue key in the center of the hall. Go into the small opening in the west end, open the blue door and clear the electric room of ambushers. Press the button, use the security monitor to see the south exit now open (the one with flowing water and plants framing it). Part 2, the Epic Tank Battle: You have two tanks to choose from, the main battle tank and the self-propelled anti-aircraft gun. The main problem isn't even your armor's durability but its limited ammo versus the innumerable foes. Be sparing and aim well and crush them under your tracks where you can. If it gets destroyed or you run dry, there are a few motorcycles parked around, ride back fast and use the second tank. For 100% kills, watch the cacoes: those often come from very far corners of the map inacessible to you, and tend to back even further and get lost among the giant skyscrapers: some buildings here are over 90 meters tall (6K map units)! Keep your eyes open and hunt zombies in open air cafes that surround many buildings: these tend to backpedal fearfully when they see a tank, may end up in some really far corners. The map railroads you until you hit the plaza: up and forward, continue up and forward, turn right, down, turn left... Mind the surprise buttsecks cyberdemon hiding behind the blue semi. Now you enter the plaza, which is basically a rectangle of streets with two tall buildings inside separated by a cafe. You can drive between these. The plaza is populated with 3 units of enemy armor: two main battle tanks and one self-propelled AA. Mind the numerous imps being slower than your tank: you don't want to outrun them if you aim for 100% kills. There is some ammo, armor and health for suicidally brave heroes adventuring on foot. Down the street that leads south. You are being railroaded again. Turn east, be greeted by a mastermind really far ahead, supported by 3 cacoes and 4 barons. On the left, some mancubi. You need the gate in the right wall, just before the final pile of rubble. Mind the cyberdemon laying in abush in front of it. Press the button, open the musti-story parking. Thirteen (13) barons will greet you at the door (17 in coop). Your tank is still with you...? Crush! Sadly, you cannot drive your tank inside. Clear the parking on foot. Mancubi, ambushers, a surprise cacodemon... Before going up the stairs check your kill count. Turning the bend to approach the second flight of stairs exits the map. === 21 Eye of the Storm ==================== This map is a boss arena. It has no secrets. Kill the imps. Proceed jumping off the roof through the hole in the fence carefully to land on crates. Grab the plasma. Out onto the street. Kill the few mobs there. Collect weapons, ammo and megasphere. Now down into the pit. The boss is an Inferno demon, he has 15K HP and is supported by two barons. You can ignore the barons: they will explode when the boss dies. Your main enemy is the rubble strewn across the pit's floor, you'll be stumbling on it a lot and cussing up a storm. The boss has three types of attacks: normal explosive missiles; a double-tap fan of floor-hugging sparks (you can jump over these); homing meteors he fires straight up that then descend on you from above. Nasty stuff, but slow enough that you can outrun them. The pit contains three med-kits, 300 cells and some rockets. Killing the boss exits the map. === 22 The Counter-Offensive =============== This map is a gauntlet -- just go where it railroads you. There is a humongous crowd of NPC marines following a pre-determined path shooting at every demon they could see. You can beat this on foot, or in a tank, BUT I recommend using the helicopter. This is the one and only map where you can fly a helicopter. Also, this map's only secret requires the helicopter to reach. It is rough and unpolished, unlike other vehicles, but still being THE air support is so empowering! The mechanics are a bit hard to get a hang of, at first. Left and right strafe BUT forward and backward move you up and down instead! (wouldn't it be more convenient to link that to jump and crouch? Alas, that's beyond my skill yet). You control your forward direction via tilting. The sharper you aim down, the faster you go forward. Again, your heli is a glass cannon (400 HP) and has no ejection. If it dies, you die. Again, don't waste missiles on cyberdemons, use them on mancubi, lost souls or humongous herds that flow across the landscape like rivers. Aim well and behead cyberdemons with your machinegun by passing over them again and again. If they hit you, it's an OHK. Revenant fireballs are *death*. Your helicopter is much faster so they keep accumulating. And accumulating. And accumulating. Sticking eventually together due to their steering mechanics. Outwardly, it looks like an unassuming fireball, very easy to overlook against dozens lighting up the sky. But in reality, it is a bazilion revenant missiles all in one, your END. So DO NOT SPARE MISSILES. Macross Missile Massacre those four revenants as soon as you see them. Then make sure there are no half revenants left. Those bastards *do* count towards the kill count BUT they are ignored by other monsters -- including the NPC marines, who never retaliate against them. Only *you* can kill them. I will get to this BD bug eventually. Some day. 01: the only rock formation with a bone spire in the middle you can circle around. Notice the blue armor gleaming on top. Manage landing your helicopter there (a task not for the faint of the heart), disembark and grab this secret armor. Eventually you come to an area where two passages go through the wall and you can't take the helecopter with you. Disembark, go on foot through the bottom passsage (for 100% items, some health bonuses in there), not through the second one all NPCs go through. You'll find one fresh main battle tank and one self-propelled AA gun parked in a safe corner. Against you, a castle being defended by two cyberdemons on towers and many other demons. Using the venerated tactics of popping in and out of cover and your tank's zoom, snipe those cyberdemons and clear walls. The surviving NPC marines will go no further and will just keep miling around getting in your tank's way. Drive your tank into the gap between rocks and up the road going left along the cliff. Don't try driving it across the lava lake: it inflicts 200 damage per second to tanks. Crush that arachnotron, drive across the bridge and park your tank in front of the closed gate. Now go back down on foot. Jump across islands in the lava lake and climb the rock ledges along the castle wall until you enter a gazebo window. Push the button, grab the soulsphere (unavoidable) and run towards the gate as monster closets start grinding open behind you. See that big elevator slowly going down...? Full of barons. Find the stairs that go up to the wall above the gate, press the button on the left to open the gate and jump from the wall onto your tank. Now drive into the yard and CRUSH! Pressing the button that makes the elevator rise again ends the map. The soulspheres you may have missed along the way are excluded from the item count. === 23 The Tower =========================== This map is a boss arena, it only has one secret: a secret exit at the very end. The boss is a giant red cyberdemon (regular cyberdemons are only as tall as his ankles). He has 20K HP, can fire preeemptively and loves laying suppressive fire. Meaning not only is this giant SOB the mightiest thing south of the final boss, he fights *smart*! And he splatters you in a single direct hit, even with 200/200. He really hates it when you pop in and out of cover and knows how to punish you for it. Keep shooting him until he dies. Oops, on UV, he goes Super Sayan instead of dropping dead and summons four cyberdemon minions inside the toweer (if you were hiding inside when he "died", then gg). Keep shooting his second stage. When the boss finally falls, the gate opens revealing... A humongous herd of demons streaming across a narrow bridge over deadly abyss. With cyberdemons (UV only) now free to walk out of the tower and join the fun and cacoes providing air support. Kill them all, walk across the bridge. Pressing the button opens the second gate, walking over it ends the map (the normal exit to map 48) 01: the secret exit to the secret map 47. Jump from the bridge to the wide ledge on the left with a blood brook flowing through it. Follow the stream through the opening in the wall, then climb rocks to the left to find a narrow passage with an Exit sign on the ground. Walking towards it ends the map (the secret exit to secret map 47) === SECRET MAP 47 Hell's Backdoor ========== This map is cut content, removed by Mark-sensei for some reason. Its place was always here, between the Tower and the Blood Swamp (which is now called Into The Black Jungle). 01: The bridge right to your right, leading to the secret exit. Check under it, there is a ledge you can jump onto. Crouch to climb under the bridge, grab health and the blue skull. Clear all ambushers. There is a shotgun to the left of the gate. Climb the rocks to the right of the gate to jump inside. Clear. Flip the switch to open the doors. Pay attention if the blood is glowing or not. From now on and to the end of the megawad, glowing blood hurts, non-glowing blood doesn't. To your left, is a yard flooded with blood (hurts). There are snipers, including two revenants, high on the rocks on the left. The horseshoe-shaped bridge's sections collapse when you step on them, use flying kick to jump from column to column. 02: Crossing the horseshoe-0shaped collapsing bridge leads you into a room with a minigun, some ammo and the red skull. Walking out to to the upraised platform activates the elevator, which now becomes functional. Jump down into the yard with horseshoe-shaped bridge and run to its north-west corner. Grab the bonuses. To return from this place, climb all the way up and jump from the high rocks onto the starting pillar of the bridge. The double arch into another yard. Mind the poorly disguised spike trap in front of it (monsters avoid it). Falling in is very painful. Clear the yard, deal with the eight (8) cacoes that greet you. Into the door on the right. Pinkies, more pinkies, blue armor shining alluringly... Guarded by four ambushing knights. The prison cell bars are *not* shootable. Salivate at the soulsphere beyond the window. Remember its position. After another right turn, you will face a single imp. Kill him instantly, otherwise he presses a switch that opens all the cells. Which contain zombies, chaingunners, two normal cacoes and one brutal ninja caco who is invisible unless he is attacking. So, press that switch yourself and start clearing! Then, return back to the door near the switch. Enter the corridor, shoot any lost souls and imps you can see outside on the left. Enter the second door. Oops, the door won't open from this side, you are trapped in the room. Grab the berserk -- a monster closet on the left will open (4 imps). Flip the switch inside to open the opposite closet (4 imps and a caco). Flip the switch there, it opens the exit door permanently. Two barons start walking towards you across a bridge. You are still trapped with no way to retreat, should I remind you. Kill the barons. Across this bridge lies the normal exit to map 24 - just hop into the elevator that arrives. 03: there is a rock ledge to the left of the exit door, slightly below. Follow it counterclockwise, watch out for any stray lost souls, cacoes and simply for imp snipers on the cliffs. The ledge leads you to a crevice *under* the corridor you traveled before. A bunch of health bonuses. To return, continue climbing counterclockwise, then jump down to the path near the door. 04: follow that rock ledge again but this time jump across the abyss to another rock ledge with a tree under a window. Follow along the wall (I know, some jumps feel very scary and near). Continue, dealing with leftover imps on your way, until you grab the soulsphere you saw through that window earlier. Continue towards the yard with a crenellated wall. 05: from the secret 04, jump onto the crenels of the wall framing that yard. Jump carefully from crenel to crenel for the ammo stash on the westernmost one 06: from secret 05, continue onto the rock ledge to the east (again, flying kick is invaluable). Keep climbing until you find a rocket launcher with some ammo and the yellow skull. This is the path Shantae followed in my crossover fanfic "Too nice for such brutality" (available @ fanfiction.net) to find her first rocket launcher. 07: the easternmost prison cell (with a window) has a button inside, to the left of the door (it's palced deviously above your eye level). It opens a secret door in the hall with four columns where the blue armor was, in its north-eastern corner. Behind that door is another door that requires all three skulls from secrets 01, 02 and 05. Enter the walled-up secret prison cell and press the button. This opens the satyr face in the corridor, revealing the Unmaker. Mind the crusher ceiling there. The Unmaker is the ultimate BFG (weapon slot 7) that fires a dedli lazor that sets everything on fire causing raging flames to bring up. Those flames rek evena cyberdemon in seconds. With full ammo you nearly cheeze the final boss bringing him down to a fifth of his HP in seconds...! The catch...? It uses souls as ammo. You replenish it by killing zombies, slowly and sadly. It also shakes your aim around like you are three sheets to the wind. 08: return to the regular exit with all three skulls and press that button on the column. Watch the bridge rise. Hop onto the telepad, walk across the bridge and into the stairwell to register the secret. The secret exit leads to the secret entrance of the regular map 48 (which you otherwise skip if you go through this secret map 47) === 241 Looting the castle ================== * This map has a secret *entrance* (you start in a different area if you arrived from the secret exit of map 47) that changes its flow. I will be referring to such cases as "alt start". * This entire map is cut content brought back with some alterations. Mark-sensei had scraped the original map around 2015 or 2016, I think. Check deep inside the pinky stables on your right for a single health bonus, to avoid "aaarrrgh, why did I not get 100% items" later. Kill the imps in the cage. Enter the castle. Grab the shotgun, kill the knight. Those double bars + doors are designed to inflict maximum pain on you, closing in most inconvenient of times. Peek inside the tall tower behind the column with button on it. Look up and salivate at all the loot. Dodge the ire of that archvile smug in his unassailable position above glass ceiling. East (forward) door. Grab the super shotgun. Alt start: you start with the yellow key, you can go through the yellow door and start the arena fight early... If you love FUN. Because if you press that button *now*, three (3) archviles will mingle with the party goers and join the party when it really gets going and you are most distracted. Otherwise, it's the same as doing the arena (see below). South (right) door. Learn again that weakest monsters placed inconveniently are deadly. Grab the super shotgun. Enter the next building. 01. Right on the left after the southern building's entrance, a glaringly visible secret door. A golden soulsphere. Enter the second set of double doors. Clear the opposition. On the right, an archvile. On the left, two mancubi. Enter the central area where the blue key is sitting on top of a column. Go around the central enclosure, kill the cacodemon, press the button. That opens the doors leading outside. 02. The marble satyr face just north of the blue key. Shoot or kick. Blue armor. Exit the building and clear the inconveniently placed imps and knights. Mind the ambushing chaingunner high up on the building's walls. The flashing floor hurts. Clear the spectres below. All blood in this map is glowing and hurts. Jump into the niche with a rocket launcher and a button. Pressing it opens a niche with the button - which also opens several monster closets. Run to your right (you can use fleshy protrusions to avoid the blood that hurts) and into that teleporter. You emerge in front of an eye button, press it and deal with the knights. The central enclosure in the blue key area is now open. Go there and enter through a new opening where the button and the caco were. Press the button. Grab the key. Monster closets are now open in the hall, containing also some supplies. Exit the building. As you start conversation with the mancubus who greets you, two revenants overhear and come take a part in it. Press the button on the column. Oops, it now requires the red key. East door. That's one big and ominously empty arena, isn't it? Also, you need the red key to go back so you are locked in there. When you enter deeper, bridges will sink. If you think that button would lower the column letting you grab the purple sphere, you are wrong. You grab it by using telepads down in the blood, they teleport you on top of that column. That button should have been labeled "FUN". It also reveals two concealed buttons on columns with blood-spewing faces. Both face east. One raises the bridges back, another opens bars that block the red key building. After grabbing the red key, you can immediately continue on and exit the map. But you are here for maxing and secrets, aren't you? Beside monsters, a lot of weapons, ammo and med-kits are also teleported to the arena, littering its central part. Include a rocket launcher, a chaingun and a plasma gun. 03: Go back inside the castle, press the red button. The red bars recede. Go into that northern yard, clear the surprise ambush and press the button, which lowers the arm holding the yellow key (alt start: it holds the purple sphere, moved from the main loot). Open the yellow door, press the button. The yellow door will close (it just trolls you if you press Use from this side). Minimum two archviles will be teleported to the arena immediately (third one should be dead, if you had cleared the blue key area). As you reach the arena proper, the bridges will be lowered again and the castle's door will be barred. Two more concealed buttons become available: on the south face of the south-western column, raises the bridges, and on the east face of the north-eastern column, removes the bars. Kill anything that moves (after which you should have full kills) and return into the castle for the loot. What is it? What is this "Ammo for MG42"? Well, if you followed this walkthrough, you should have the Hitler's Buzzsaw by now. A truly devastating machinegun, isn't it? === 242 Into the Black Jungle =============== Some items and monsters are inside secrets. The former name of this map was "Blood Swamp". The current name is a quotation from Dante's "Divine Comedy". The Russian name of the map is quite different because it also uses a matching quotation from the Russian translation of "Divine Comedy", rather than a direct translation from English as everything else does. We all know that poetry is hellishly hard to translate and people who do it translate the spirit rather than the letter. You find yourself in a dark jungle cut through by a maze of winding blood channels, all alike. Alt start: if you visited map 47 but haven't visited map 241 (a secret exit of map 47) you begin on the different end of the map. If you play with BDv22, all your NPC companions perish because they start at the nor mal start (sorry, this is only fixable via patching BD itself -- use BDv21che). Watch out for spike traps (hard to notice in the dark when everything is brown), near the blue bars. There will be NO WALKTHROUGH. Because I made this map randomize itself each time you enter it or load an auto-save. Like map 04, only much, MUCH worse. There are more than a *dozen* places where passages turn randomly into dead ends. Keys are teleported around. Ambushes get deployed differently. Welcome to HELL. Oh, and I disabled the automap for that labyrinth. Advice: hope you saved some revenant launcher ammo for a rainy day. Indispensable for dispensing with those lurking ambushers! There are imps lurking behind opaque, impenetrable walls of brown foliage -- impenetrable to you, not to imps leaping out if you get close to them. Hint: many corners contain silent teleporters that prevent imps from clumping and keep them moving ahead of you -- it feels like there are bazilions of them everywhere but they just cheat. You may or may not need the red key (75% chance). The red key is somewhere around (random chance). There is a barred cave requiring either blue key or a red key (from another entrance). It may contain either the yellow or the blue key. When you grab it, ambush deploys... Somewhere (random deploy target). 01. South of that, a dead end. A mutilated marine corpse in a circle of runes, lit with candles (if the red key is required, 25% chance it is there) - approaching it unleashes two knights. They emerge from a closet disguised as a solid wall. Inside it, minigun, ammo boxes and a bonus. Walk inside to register this secret. There is a wooden hut in the woods, heavily guarded. It may contain the red key, the blue key or the yellow key depending on how much RNGsus hates you. when you grab the blue or yellow key, a big ambush deploys. Maybe right around the hut, maybe somewhere else. 02: The cliff face to the north of the hut has a small cave that does not show on the automap. Its low opening is concealed by dense shrubbery but you can glimpse blue armor shining inside. A natural stone arch near the map start on the right. Through it (if it hadn't turned into a solid wall) you find a backpack at the left. The hill with mancubi on it could be climbed from the west side where it is less steep. There is a berserk hidden in the grass on top of it (not a secret), required for 100% items. 03: to the west of the tall island (the one on with a sniper arachnotron on its south-eastern end), north of the arch leading sto the hut -- which may be a solid wall -- one wall of shrubbery is fake. Walk through it and find a narrow outlet with either two medkits or a weak soulsphere, depending on difficulty. Through the gorge leading north towards the yellow door. This is where the randomized part ends... Not exactly. Some random ambushers may greet you here. The building seems empty at first (sans a lone lost soul OR, low probability, some imps and knights) but as you reach the center of the hall, eight chaingunners pop up from those coffins (Eight, Carl!) and a herd of pinkies will rush you from your left. Skedaddle! Make yoursel scarce! And then snipe them carefully from the door. Clear the hall. The small room to the left contains green armor and a switch that opens the northern door. Think twice: there is a Belphegor waiting for you right behind it! 04: The satyr face opposite the small room in the yellow door building, with two boxes of rockets below it. Shoot it with a rocket or any flamethrower to smash it (as always with those walls, neither grenades nor revenant launcher work). A megasphere! Flip the switch, fight the belphegor, fight his friends. This is the finishing line, an s-shaped corridor in the jungle ending with the map exit. Press the button to make it start opening... And opening... And opening... That belphegor wasn't fond of his prey escaping, it seems. Walking through the dark opening ends the map. === 25 Stronghold ========================== This map takes the point about flimsy hitscanners being the deadliest monsters and hammers it up yours. No mercy. No lubrication. You hate heavy machinegunners? Congratulations, the fort ahead has nine (9) of them on platforms hanging from its walls, with near perfect arcs of fire. Does phrase "kaizo trap" ring a bell? The gatehouse in front of you is your friend, It stands between you and the four heavy machinegunners supported by a bazilion chaingunners. Peek from behind its corners and snipe them all with short assault rifle bursts, jerking back into cover immediately. Having a railgun is a great bonus here. Don't try moving on before clearing all that crap: the HMGs have perfect accuracy, insane rate of fire and inflict 25 damage per bullet. You die in less than a second to *one* of them. Now, the gatehouse. Clear inside... Using any of the elevators is a death sentence: there are enough shotgunners on each of the towers to spell "gg". Throw a grenade into its window from the outside. You can walk between the towers across the central hall's roof. The right tower is empty but the left one has a switch that opens the bars blocking the main fort's door. BEFORE GOING INSIDE, walk around the fort and remove ALL the heavy machinegunners. I know its boring, but otherwise many of the actions I describe below result in an instant gg as you are teleported into their firing arcs, or run into their firing arcs while fleeing an irate cyberdemon. The fort is open from behind allowing you to lure a lot of monsters there, including barons, hitscanners and chaingunners. Now imagine being teleported into the center of it in a company of all those plus a cyberdemon, with four heavy machinegunners outside making any attemt at escape lethal. Don't grab any demon strength runes or berserks until you solve secret 01 - having super strength makes it impossible. If you like to explore, both the eastern and the western wall of the fort have stairs of loose stones (two pixels wide) that allow barging in through windows. Now walk into the yard, grab the rocket launcher in the south-western corner and any minigun dropped by the late chaingunners. There are rocket boxes hidden inside the fountain (not a secret). The doors open by pressing an inconveniently placed switch -- don't try this at home, kids, when being chased by a cyberdemon! Go east first, to get the secret 01 out of the way. Clear small rooms on your right, note the blue door (required for 100% items) Forward, open door, grab green armor. Back out, go north. This corridor has a satyr face spitting imp fireballs at regular intervals -- indestructible, just deal with it. 01: at the end of the corridor with a satyr face spitting fireballs, there is a room on the right with a plasma, +200 cells and a single zombie. This trap is perfectly impossible *unless* you kick that zombie into it, and he lands there still alive triggering it. Obviously the "still alive" is NOT possible if you have bersek stength, he'd just spaltter and that's that. OR wait for him to backpedal in there on his own -- which could be painful unless he's a pistol zombie. If you kill that zombie by any other means? Too bad, you made the secret impossible. As soon as the crusher pulps him and the bars rise again, run in, grab the loot and run out before the trap finishes cycling and re-arms itself. Note that in my crossover fanfic I described a deliberately unrealistic way of solving this: Shantae being a slim girl, she simply slipped betwen the bars. Now clean all four side rooms. Items contained: backpack, baron, knight, hitscanners, yellow key. Go to the western wing now. Clear the dining hall with roasting human bodies. Ride the elevator up and clean the balconyy of leftover monsters. When you walk the western side balcony, three cacoes emerge from the cliffs as you walk. Grab the red skull key. Note the position of the armory choke full of loot - it requires yellow CARD. Which you get from secret 03. 02: the satyr face opposite the armory door -- shoot it with a rocket. Opens a shaft that drops you into a room with a barred window (you have already cleared the imps inside, right?). Grab the stim-paks and a lot of health bonuses, step into the suspicious-looking teleporter. It teleports you into the yard. Be very glad you have already cleared it. Return inside, to the dining hall with roasting bodies, through its northern door. Barrels-a-lot and two hitscanners! Kill them by shooting at their legs -- or go boom. Continue through the other door. imps, mancubus, mancubus, yellow door. Opening the yellow door releases six revenants scripted to walk into the room with barrels. Run, wait for them to all gather there, make a Boom for the Booom God. Beyond the yellow door, three med-kits and a telepad. Which teleports you into the yard... simultaneously opening a cyberdemon closet! With heavy machinegunners cleared, just run outside and lure the cyberdemon out. He will be useful later to deal with the crowd guarding the exit. Inside his closet, the blue key! Go back inside. The room in the eastern corridor first. A captured marine, a lot of pinkies and a berserk (required for 100% items!). Saving the marine before they eat him is near impossible. 03. In the south-western of the four rooms in the corridor with a satyr face spitting fireballs, pres a painting on the northern wall. A closet creaks open at the opposite wall. Run there quickly, open the revealed blue door and step into the suspicious-looking teleporter. It teleports you on top of the cliff in the south-eastern end of the map... In a perfect view of many HMG platforms. Be very glad you cleared them beforehand...! Go left, enter the cave, kill the hitscanners, grab the yellow *card*. Now backtrack to the armory at the western balcony of the fort and claim your prizes! Open any blue door to walk out onto the northern balcony. The button in its eastern side opens the bars blocking the map exit. The cyberdemon is still there? It's a good time to introduce thim to the demons guarding the exit. Run to the red door, slip past all the mancubi, open it, flip the switch to call the elevator, run back. The exit elevator arrives carrying a belphegor. By dodging skilfully, incite hatred then watch the fireworks. Then fight a scuffed but still quite healthy cyberdemon. Check your kill count. Flipping the switch inside the elevator exits the map. === 26 House of Hell Nobles ================ You are greeted by a helluva lot of imps on walls. Opening the front gate makes the secret 02 unreachable. To get inside, climb loose rocks of the ruined wall on the right instead. There is a minigun + 200 ammo in the northeastern corner. Go inside the building, clear the grand hub hall. This map rairoads you rather hard. You can only go west now. Fight your way past ambushers. That stimpack requires climbing from the wooden barrel to the crate and performing a flying kick. Super shotgun in the corridor is a trap, it triggers *deadly* dart throwers. The room on the east: one lazy janitor zombie. The other three doors: two barons each, plus shotgun ammo. The middle room has a button that opens the bars blocking the blood realm. Entering it opens the inner gate connecting the hub hall to the corridor full of pinkies -- if you followed this walkthrough and did not open the gate, they still live. The domed yellow key room: nine cacoes say hi! Slay them, press the button on the altar's western side. Don't fall outside: this sea of blood *hurts* 01: the railing-less balcony with a single door visible from the western wing's gallery. A flying kick from the northern windows should clear the distance. The real hard part is braking before you fall off the other side. The room contains: chainsaw, plasma, +60 cells, green armor, a single bonus. The telepad brings you back to the gallery. In the hub hall, deal with the herd of pinkies. The entrance corridor contains green armor. Through the yellow door. This is a brutal area full of ambushers and strong mobs in tight spaces, unchanged since the times of HESP. *Nearly* unchanged. To the old-timers: I *moved* that archvile who was making that flooded cellar utterly impossible all those years. Fight your way through, kill the archvile in that cage, keep in mind that entering that room opens all prison cell doors. Grab the goodies, open the hatch and down you go. Before you lies a flooded cellar with lots of columns... Mind that ambushing spectres are taking up about 60% of its floor space and that the door would slam shut behind you as soon as you step through! Throwing grenades, peeking out, using your flashlight and other tricky ways of aggroing them gradually are a great help -- unless you want to challenge yourself with fighting in a confined space choke full of spectres. With an archvile peeking in through bars in the south-east. The south-western bars could be opened by shooting the button visible through them on the left. The south-western bars could be opened via any of the three buttons on some columns in the hall (all face north or north-west,in first, third and fifth rows of columns counting from the north). Kill the archvile first before opening. Then go up the stairs and enter the room... with revenants and *another* archvile behind bars. Clear. Grab the red skull and the bonus. Shooting the left satyr face to the left of the door (in the west) raises a bridge. Just beyond the door, two barons. Out. Two revenants in a scloset to your left. The entrance hall of this area (with a big fancy window) now also has monster closets open. Five cacoes, one pain elemental and +100 ammo. Back to the hub hall. One baron, two knights, three pinkies. Out the red door. A mancubus, a knight, a nasty ambushing archvile on your right. Go up the ramp to the wall. Two barons + probably leftover imps. Go up the ramp to the tower. As you approach the blue skull, six cacoes and one baron spawn all around you. 02: grab the blue key by sprinting into it and performing a fluing kick off the edge. You should bounce off the caco spawning right in front of you and land on the entrance corridor's roof. Open the door of the gate tower, grab the armor bonuses and the sphere. If you had opened the front gate, too bad: it raised the sphere out of your reach making this secret unwinnavble. The sphere is a purple haxx sphere on lower difficulties (+133 health and armor up to 300 and berserk) and golden soulsphere on UV (+75 health up to 200, +75 armor up to 150). Clear the blue key welcoming comittee. Return to the hub hall. The blue doors. You find yourself in a grand dining hall where hell's nobles feast on roasted human flesh from golden tableware and drink blood from golden goblets. Well, as they see you this becomes a messs with fireballs and goblets flying each other way. You are facing knights, barons and one Duke of Hell (the big black one who spams baron fireballs like a fire hose). By obvious reason these guys won't infight. Fight valiantly and slay them all. 03: the bookcase in the north-western corner of the grand dining hall is a sectet door hiding a megasphere. 04: in the kitchen adjacent to the grand dining hall, in its south-western corner, there is a button hidden behind stacks of goblets (kick or shoot them out of the way). This opens a niche in the hub hall's eastern wall, with a BFG in it! The button in the kitchen to the right of the sink opens the dining hall's northern doors. Grab ammo, kill knights, *make sure* you have your affairs in order. When you open the second doors and walk out into the courtyard, those doors can't be opened from the outside. The button in the courtyard's south-western corner opens the exit gate... Releasing a cyberdemon. Keep shooting him until he dies and use him to clear the bruisers this courtyard is swarming with. Killing the cyberdemon opens the second gate revealing the exit button. === 27 Necropolis ========================== 100% kills require 100% secrets because some monster closets only open in response to you discovering specific secrets. This map is incredibly long and hard to beat if you only use auto-saving between maps. That is because I had doubled its size by adding cut content from HESP map 28, which in itself was a criminally large and inhumanly hard map. 01: right at the start, right in the shrubbery behind you, a super shotgun. Enter. Clear imps. When you see the chaingun ahead, know: you won't be able to go back to the start. 02: the floor drops when you approach. To get the chaingun (vital when playing from a fresh start), shoot the corpses hanging from the ceiling to remove them as an obstacle, then use a flying kick to leap across. Jump down into the fray. You will be surrounded by undead (What? The mummy was a never used, almost finished unique monster in BDv21! How could I resist replacing all pinkies in this map with these?). Running only reveals more of them behind each corner. Remember the red door. Clear the shotgunners downstairs. Turning left leads you to a dead end with a knight and a super shotgun (not a secret). Pay attention to the windows and note the berserk beyond one of them instead of a shrub. Go outside and clear this end of the bridge, including zombies sniping you. 03: the first exit from the starting building, the northern side. Jump onto the railing, then onto the marble slab with satyr faces sticking out of the wall. From there, you can jump onto wide windowstills that hold shrubs. Run across them until you reach the last one that contains a berserk. Be very careful not to overshoot: you fall, you die. 04: the first exit from the starting building, the southern side. Jump over the ledge into the brook, enter the opening in the building's wall, turn left and follow the tunnel to its end. A bunch of rockets. Cross the bridge, clear all who oppose you. Up the stairs, into the crypt, kill the jump-scarers. 05: in the crypt across the bridge from the first exit from the starting building, a Cthulhu face with four lit candles in front of it and a creepy chant sounding. You need to press Use on walls behind the coffins (*all 4 of them*) in a specific order (I'm not telling, have FUN :p ) Only press each next one when the previous' clanking stops, otherwise the Chthulhu door won't open fully, but do not dawdle: this puzzle has tight timings, requires sprinting from door to door. The mechanism begins resetting after 7 seconds of your first press. If you failed, wait for it to reset fully and stop clanking before trying again. What you find inside is determined by the inventory contents of the player who first humped the eastern wall. You will find the first weapon you lack from the following list: MG42 aka Hitler's Buzzsaw, Unmaker, BFG10K, Flamethrower. If you have all of them, a standard BFG will spawn with standard random chances of it being a BFG10K. If you have MG42, a full ammo refill for MG42 will also spawn. Left of the crypt is the exit into a yard outside, full of ambushers and a small building containing blue armor. A trap! When you grab it, all four corners of the room start spitting fireballs at you. And they will never stop and that window is that wide for a reason. A perpetual hazard. Remember the blue door and cross the bridge towards the lone tower with green armor and a soul sphere gleaming in its windows. Clear it. Meet the unique monster: brutal ninja imp who is invisible unless attacking. Flip the switch. That big door is opening. Go greet the knights who walk out. Now steel yourself and jump down the icy slope. You'll slide all the way down into the crypt, with more undead and a pain elemental. With a veritable avalanche of mummies pours down that icy slope after you! Kill them all and grab the red key. The eastern end, a button. THe western end, a teleporter it opens. Now backtrack to the red door. Cross the bridge. When you jump across the gap, four ambush cacoes see you. This map is full of ambushes! Go inside. Knights, baron, one more surprise caco. The door won't open from this side. Look into the window and deal with chaingunners beforehand. Jump down into the hall to grab the yellow key. Why is it full of gore and what was that suspicious sound...? The ceiling descends! You need the hole in the noth-western corner, hit the earthern wall to reveal a side passage. Climb out clearing rare monsters on the way. Flip the switch to opend the door and don't forget the armor bonuses fot 100% items. Enter the yellow door. Oops, it is a blue door from this side, you are trapped. Most skull walls here are monster closets that trigger on approach. Grab the super shotgun on your left to open the first ones and get flanked (required for 100% kills). As soon as you go right, two imps start attacking a captured marine. It is a fine trap: if you try saving him, two more imps jump you from behind because the opposite wal is an illusion. And if you approach him too close, crusher ceiling starts. 06: Just to the west from the yellow/blue door (from the south side where it requires the blue key), inside the monster closet now open, the center of the wall is pink flesh. Press use revealing a room with backpack, ammo, med-kits and a teleporter. The tele leads you into a closet with a soulsphere and blue armor. Which exits to the room with captured marine, right behind him. Mind the crusher that starts when you pass through the position he occupied. Salivate at the purple sphere at the end of the corridor. This one opens from further ahead. Press the button on the eastern wall to open it and enter the area of brutal trap. Because these corridors are tight, revenants are numerous, baron is thicc and the archvile is very comfortable behind their backs. Hear the radio chatter through the walls? That's where the FUN waits. Just keep approaching skull walls and pressing revealed buttons until you unleash it. Your goal is to reveal the big door with vertical iron bands on the north-eastern corner of this fun area. The flesh visible through broken bricks in the wall to the left of it? A monster closet too! :D Now you are in an area of tight twisting caverns, before you lies a set of two doors guarded by six revenants. The first door is opened via button hidden somewhere around. The corridor connecting the doors has grate walls, so that all revenants on both sides could see and snipe through it. Isn't that neat ? :) The west side is a dead end with one more revenant, green armor and a med-kit. Turn east and south, past all the revenants and into a nook with white floor and a chaingunner. This button opens the bars that block the button that opens the door. 07: notice a mismatching texture in the eastern end of the seemingly inescapable ditch with hurt floor, the one that has no telepad? A BFG! :D Now the northern end. Press both buttons because one of them opens a monster closet required for 100% kills. 08: Right after the two doors guarded by revenants, you shall see ahead of you a short pillar with a button framed by two evil eyes. Face right instead and look up. Notice an armor bonus and two stimpaks in a low niche under the ceiling. Just press Use on that wall. Some secret. Press the button on the column to open side walls and enter the blue key yard. Besides the opposition you can see, there are so many monster closets! So much fun! Clear the monsters you can see and jump down and into one of the side passages. The corpse liquid hurts, the glowing red floor doesn't. Upon entering either side, a chaingunner closet opens ahead of you. North, iron walls between lion faces are lifts leading back to the yard. South, *more* closets open flanking you between chaingunners and imps in a perfect tight ambush. In the end, a new area with a blood pool (hurts) and inconvenient shotgunners on a ledge above. The lion face is a button that lowers a lift that reaches the ledge next to that barred window facing the yard, with some ammo and health in it. The wooden wall with lion-faced iron bands is a lift. Ride it, clear the opposition, grab the soulsphere and flip the fancy skull switch. Watch the column with the blue key retract. For 100% kills, clear the other side (they are symmetrical). When you grab the blue key, keep this in mind: Those big black spikes? Their bases are monster closets. *All* of them. The monster composition varies with skill level, mostly chaingunners on HMP and mostly revenants on UV. And if you thought they won't have archvile support, think again. Good luck, have FUN. Do not use the convenient teleporter inside the now open monster closet (requires the blue key) to bypass backtracking. It is a schmuck bait placed there specifically to distract you from getting the secrets below (I know that because I placed it myself). 09: In the northern end of the eastern lower area, notice some vines on the marble wall are brown instead of green. Press Use, press the revealed button. This opens a secret closet by lowering the short pillar with a button framed by two evil eyes you used to enter this yard. Just backtrack and you'll see it. A berserk. 10: Triggered by you walking into secret 09, the purple sphere at the southern end of the corridor running from the yellow/blue door is now exposed. Walking into it opens a monster closet with 2 imps, 2 revenants and one archvile -- thus, 100% kills is not posssible without solving this secret. Backtrack to the blue door. Once you enter the crypt, there is no way to go back: that elevator only goes down! Note cyberdemon limbs sticking from behind the center column. To open the door, shoot him until he dies. In a small room with only that column for cover. FUN! :D Walk out of the crypts to the surface, weak opposition on the way. BEHOLD the majestic city gates. Also 18 imps and 13 cacoes guarding them. When you approach the gate, it opens. Oops, it's not the city proper yet, it's a closet with a spider mastermind! To open the real gate, you have to kill him. Pressing the button ends the map. === 28 City of Dis ========================= The grate that closes in front of you is impossible: there is also an invisible wall there. Go left, into the yard with trees, turn left. Clear the large area with zombies, arachnotrons and a lot of mancubi. Ignore the blue armor secret for now: becomes available after you get the red key. Do not forget to check the latrine (the rightmost door of the one-story buildings in the south-west of this area) for bonuses. The minigun (an arch in the southern wall) is a trap, the floor collapses into a pit full of pinkies. 01: The berserk on a ledge. Enter the arch in the south wall next to the bridge to get to the only lift that leads to the upper level. From the bridge, make a running jump onto the well's frame and to the ledge with berserk. The flying kick is invaluable here. If you fall into the well you die. Continue across the bridges, clear the side rooms in the first building, grab the green armor if you need it, enter the white building in the west, walking above the red key. You are entering the skybridges area, with only one meandering route. Just go where it railroads you fighting through sniper revenant ambushes on the roofs, sniper caco ambushes, mancubi and other such FUN. Note you *can* shorten your way by jumping from the high bridge to a lower bridge BUT you only giving yourself more fun to mop up later when you backtrack. Note for the old-timers: I have fixed all the grates, you won't fall out through them. On the other hand, they don't stop cacoes from flying over anymore. The first tower balcony the first skybridge runs into: to the right, shotgun shells and med-kits. Check behind shrubbery for bonuses (not a secret). Keep going, into the building, into a hall with sloped ceiling full of spectres. The door leading further south opens via button you find if you walk out into the yard and then into the gallery on your right. Check carefully for bonuses hidden in shrubbery under the trees. Press the button, meet six barons and three knights. Out across the bridge and into building in the west. The door requires the blue key from the inside so you are trapped in there until you grab it. This hall is a puzzle with several consequential buttons. (on automap): tle left of the leftmost column in the bottom row; the top of the second column from the right in the top row; the bottom of the second column from the left in the top row; the bottom of the second column from the right in the bottom row; the top of the second column from the left in the top row (surprise! Nine lost souls teleport in); the right of the rightmost column in the top row; the left of the leftmost column in the top row. Congratulations, the doors are now open. Do NOT bump the altar until you pressed the opposing button. The button makes the blue key teleport onto the altar. Touching the altar opens closets with *four* archviles. Two of the archviles teleport away as they leave their closets -- guess where they go? To the very beginning of this skybridges area, scripted to walk the bridges checking on the fallen demons. Two stay to deal with you. If you try to run - surprise! The doors open with all the swiftness of a pregnant snail. FUN :D Backtack across all the skybridges. Do NOT let those 2 archviles walking in the other direction pass you. They are scripted to walk all the way to the bridge that leads to the blue key building and then bactrack again all the way to the area behind the red doors! They do not raise dead demons often, too focused on following their scripted path, but they do it randomly, thus screwing with your kill count. The blue grate blocking the red key... Opens with a button far to the north-east. Go through the big door on the east into the circular yard, then through opposite door. Clear the currently dead end corridors to your left (you need the red key to go further). Go clear the southern corridor. Behind the blue door is a chapel with helluvalot of zombie riflemen and an archvile preaching to them. Give them free grenade samples! The button behind the altar opens the blue grate... as well as three monster closets. Clear the side closets with shotgunners. On your returnn way, deal with the herd of pinkies. Go through the closet they came from to the yard outside for a single bonus. Now back to the now open blue grate and grab the red key. 02: When you walk out of the red key niche, a monster closet opens in the wall to your front-right, monsters from it teleport in your face. You have 9 (nine) seconds before it closes. Walk in and out again to reset. The rewards are two med-kits and meager ammo. Return to the double red doors. Clear the opposition. 03: Beyond the red doors, *before* you jump down to the street, check on your left (the western wall). The button there opens that blue armor shed you saw earlier. Go there and grab it. Down to the street (you won't be able to go back). Fight the ambushers. Killing the baron raises a button that ends the map. Don't miss the last 3 bonuses hidden in the southwestern corner behind you. === 29 Impious Cathedral =================== 01: the left tower, the bookcase with a candle on the floor in front of it. A single health bonus. 02: the left tower, the northwesternmost corner. The middle of the bookcase wall on the right is a secret door that reveals a button. Pressing it opensa bookcase in the curved section (be quick!). A bunch of health bonuses. The left wing contains a super shotgun (in the bared balcony protruding into the main hall), ammo and many bonuses (in the hall with 4 fireplaces). 03: the left wing, the hall with 4 fireplaces. The one that is without fire in it, its back wall. Leads to a storeroom with a single mummy (required for 100% kills), to a round room with three health bonuses (required for 100% items), a green torch and a button, which opens a door in the blue key area -- required for secret 05, and a door that leads outside and only opens from this side. You may clear the right wing's corridor but the doors there require blue and yellow keys. The only way you can follow is into the right tower... full of monsters. Meet the first of the three FUN archviles who follow you like burrs with their incessant cackling, keep jumpscaring you on every turn but teleport away and HEAL at suffering a single scratch. You *can* shoot them to make them go away, but there IS a permanent solution: railgun headshot. If you one-hit-kill them, they stay dead. Otherwise, FUN. All the way to the end and to the corpse fields you will make. From this right tower, you have three paths, the northern (also unblocks grate that separates the blue door from the blue key area - sadistically, only doable from the blue door's side) 04: the marble demon face behind the rocket launcher. Press Use on the torch to the right of it to open it. A berserk. The satyr face spitting baron fireballs...? This time it's an actual baron behind an illusionary wall! You can shoot him dead to make it stop. You MUST shoot him dead fot 100% kills. This path eventually leads you to the blue key area. The southern path (required for maxing the map anyway): the southern wall has two windows. Next to the windows there is a button, Pressing it opens the gate that leads into a ravine south of the cathedral. Walk outside and turn left along the wall to get there. Ride the elevator up, press the button to activate the elevator that connects this area with the blue key area - which will now be available for backtracking. All paths converge here. 05: as you enter the outdoors area of twisting passages over inescapable lava pits, look to your left. There should be a door down there, with a green torch next to it. Opens from secret 03. Jump down there, kill the zombies, enter teleporter. You find yourself in the yard with a megasphere. The elevator to the north exits... Watch out for the revenant inside! The blue key area. Follow the twisting railroaded path, jumping over lava where necessary, dealing with jumpscarers where necessary. As you approach the blue skull, monster closets will open, with mummies and lost souls. Jump down to the telepad to return to a safe ground. Go towards the right tower's inside corridors to kill those undead abominations fot 100% kills. Go to the blue door. Beyond is, two areas: the yard of the red key building and the prison. Going through the prison lets you backtrack to the main cathedral area when you get the red key. Go outside. Clear the yard of sniper imps, pinkies and knights. Enter the building. The door locks behind you and balconies open, with 8 mancubi and one arachnotron. Go left to lower the elevator that rises to the eye button that lowers the elevator on the arachnotron's side. You can use flying kick to get to mancubi corpses to refill your flamethrower ammo. Reach the eastern end, grab the red key, have a nice jumpscare, exit the building. Have another jumpscare. The niches that hosused those FUN archviles contain some ammo boxes. By entering the building you activated a big monster closet full of five pain elementals (remember those curved spine walls?) right west of the blue door. Go there and be the painkiller. Return to the prison area. Feel the Dark, man! Music is gloomy, screams of the tortured are horrible, revenants exploit your distraction. Clear the prison, also mercy-killing any screaming tortured marines (follow the text messages that pop up). When you mercy-kill all 13 of them, their souls will ascend into the light as angel choir sings to them. Miss one tortured marine, though... and your lack of mercy will be punished by the FUN archviles escalating with harder and harder traps. The prison also contains plasma and +100 cells. Walk out through the north door, return to the red bars, enter the cathedral proper. The yellow key is on the altar. Will you survive, though? Meh, it's too late, you have already entered Mark-sensei's magical realm. Prepare to fight a *humongous* crowd of monsters, coming from the side passages and from four closets in the main hall. I think this is the largest crowd in this megawad, short of the beastmaster's 666 pinkies. If you have mercy-killed all the tortured marines, prepare to watch some retribution as the FUN archviles try confronting you on approaching the altar. To open the bars and exit, push a hard to notice button in the south-western monster closet, then run to the south-eastern monster closet before the niche with a button there closes. Go to the yellow door. Meet the ten knights. If you neglected your duty as the angel of mercy... If you missed just one sufferer... The FUN archviles will ABSOLUTELY DOGPILE you. They attack you from the ledges above, then teleport one last time: one to the main hall to start *raising*, one behind you and one ahead blocking your way to the exit telepad. Make sure everything is in order and you have full kills. Stepping on the telepad exits the map. === 30 Sacrificial Grounds ================= *Later* === 311 Peak of the Gods ==================== *Later* === 312 Temple of the Beast ================= This map is a boss arena, it has no secrets. The summons do NOT count toward kills, your final kill count shall be 1/1. The boss is an Infernal Beastmaster, he fires pinkies - who quickly accumulate into a humomgous herd serving as his meatshield. Those are *minions*, utterly loyal so they never infight their master. And when i say "humongous" I mean the limit is 266 on ITYTD and HMP, whooping 666 on UV. Looks like a slaughter map, right...? Wrong. Those are merely a FUN meatshild you have to work around to kill the boss (in coop, he unleashes up to 66 purple Multiplayer Megapinkies, 2000 health apiece -- for performance reasons). The map is devilishly designed such a way that the tidal wave of pinkies flowing over the temple stairs as you run around always obscures their master's head when he is inside the temple, making it nearly impossible to shoot him over their heads. Also, the boss won't leave his room until he spawns at least sixty of them -- so early BFG rush *may* work, or may result in you being eaten. The boss, a brother of the Infernal you had slain in map 21, has the same ground-hugging fan of flames, devastating at close range. He only uses it if you try fighting him at close range, kek (a "This boss was designed by me, your ChebMaster" kek). When he runs out of pinkies, he switches to big fireballs, identical to his brother's. When the boss dies, his minions go feral and start exterminating each other (and your framerate). Killing the boss opens the map exit. === 32 Traitor's Prison ==================== This map is a final boss arena, it has no secrets. Monsters are inconsequential for the kill count because they all explode on bosses' death (and lost souls spawned by pain elementals here are excluded from the kill count) The only snag on your way to perfecting this map are the items. Namely, the soulspheres and the megasphere. Begin with two backpacks (behind you on the side ledges as you ascend the stairs). Grab all weapons and ammo. Go through the arch to the arena proper. This portal is one-sided, you can't go back. The megasphere is a simple jumping puzzle, very easy to solve *before* triggering the boss. But meaningles as you are given 200/200 from the start. Well, you *can* grab is to leave the soulsphere on the altar for the later. Approaching the altar wakes the boss. Remember cyberlord's fire breath? Well, this one does it better. And taking cover does not help because of that flame's horrible rape radius. And if you do find some nook where the boss can't see you (like the tunnel) he starts spamming homing thunderbolts nonstop. He does not lead you or anything. Why bother? Saturation attacks. Then more saturation attacks. Then nukes. The best way to survive is to run *towards* him ducking under the incoming avalanche of death while summoned monsters die behind you in droves. Oh, the floor down there is slippery ice, you couldn't run well and bumped into a wall? Gg. The frozen corpses of summoned monsters blocked your way? Gg. When his health drops low enough (3K on "im too young to die", 6K on "hurt me plenty", 12K on "ultra violence", 33K in coop) he turns red with an unholy screech and does a good imitation of "and then Kaido began fighting for real": after the initial thunderbolt spam, he fires a server-clearing *fan* of nukes, wide enough to raep-stomp the entire arena. You were not in position to run towards him and duck under it...? Gg. If you survive, you'd find him using much more spammy saturation attacks and (UV only) summoning mini-bosses instead of regular monsters. Barons, Volcabuses, Ancient Arachnotrons, Archviles. Kill him quick -- or perish. Killing the final boss ends the game (D'uh!)