Final Doom - Strategy Guide (Page 06)
Below are the cheat codes, hints and help for Final Doom - Strategy Guide (Page 06).
Level 24: The Chasm 1 98( -256, -1964) 2 116 < 1000000,f6870000> ( 256, -2425) Your starting point is located in a small opening in the north side of a building. The main entrance to the building is around the walkway a short distance to the east, but you can't get in, because the entrance is too steep. To raise the stairs up, first fall into any of the teleporters in the slime on the floor of the southeast corner of the map, north and south of the building you're trying to get into. You should appear south of a series of tower. Jump down from tower to tower, working your way east to a small area with a teleporter. That will take you to another teleporter. Go straight (east) and hit all the switches in that area. That should raise the stairs at the main entrance of the building, so get back there by going back to the teleporter, and go through it to the teleporter at the base of the series of towers. Then run west to the teleporter on the acid floor. That will take you back up to the south tower, so run northwest to get back to the building near the starting point. Once you get inside (#1), you'll see three things sticking out of the north wall. Hit space on the first one you come to; it will lower a lift to your south, which leads to a small area with some ammo (#2). 3 62 (-2752, -320) This is the invulnerability in the west part of the map, which is not that hard to find; just follow the annoyingly thin walkway west. You can jump down onto it, but then you'll be stuck there; you'll have to get off that platform and wait for the floor to rise up, then walk to one of the surrounding walls, and hit space until you get back up to the level of the walkway. At that point, the invulnerability will have worn off. A better idea is to get a radiation suit and jump down into the moat around it, and then hit space on the surrounding walls until it reaches the level of the platform the sphere is sitting on, then grab it; then the floor will raise up to the level of the surrounding walls, and you can get out. Or you can try jumping down just to the left or right of the invulnerability sphere, enough to get the floor to raise up and take away the poison; then grab the sphere, and hit space a few more times to get back to the walkway. 4 123 ( -608, -3632) The south area of the map has a shotgun with a small walkway to its south. If you get the shotgun, an opening will appear to the south revealing some monsters. After killing the monsters, you can jump down into the opening to get some ammo and health (#4). When you jump back, the floor around the shotgun will rise up and become non-toxic. Level 25: Bloodfalls There are no official secrets, but there are some hidden areas. In the north-south hallway with two windows on each side of the hallway, in the north part of the map, there is a secret door between the two windows on the east side, leading to a rocket launcher and some ammo. In the south part of the map, in the room with some steps leading south between two windows, there is a hidden room in the northeast with a BFG9000; it's on the automap. Level 26: The Abandoned Mines 1 29 < e00000,ffb80000> ( 224, -72) When you start the level, there's a secret door right behind you (#1) which leads to a big room with lots of bad guys and items. The teleporter on the acid floor in the west area of the room takes you to a platform where you can jump and get the plasma gun. 2 34 < 16c0000, 200000> ( 364, 32) When you start the level, there's a secret door right to the east of you (#2). Hit the switch to lower the room first, then hit space on the south part of the east wall. This door leads to a network of tunnels that take you to many of the acid-floored rooms and monster ledges that you see from your starting point. 3 98 (-1992, 928) 4 121 (-1172, 1248) The blue keycard has a secret door behind it (#3) revealing a switch that lowers two lifts, revealing two areas to the north and south of the acid pool to your east, which contain some cacodemons. The south area contains a trigger line that raises the floor near the east door, and a switch which opens that door. The north area contains blue armor, and a secret door on the east wall (#4) leading to some health potions and a supercharger. Level 27: Monster Condo 1 10 (-1188, -347) When you start the level, the first thing you should do is go through the door in the northwest corner of the room (across the acid pool) and go west to the lit area with the ammo (#1). You have 30 seconds after the level begins before this area is closed off. 2 177 < 5f60000,fdad0000> ( 1526, -595) 3 171 < 6400000,fbe00000> ( 1600, -1056) East of the acid pool with the rocket launcher in the center is a west-east dividing wall. On the east wall, north of the dividing wall, is a lit area in the corner. When you walk into this lit area, a door opens to the east revealing an area (#2) containing partial invisibility, light amplification, energy cells, and lots of monsters. South of the dividing wall is another lit area along the east wall. When you walk into it, a door opens to the east revealing an area (#3) containing some ammo, health, shotgun shells, and arachnotrons. 4 92 < 12d0000, 2f60000> ( 301, 758) 5 93 < 1200000, 4e00000> ( 288, 1248) In the northeast room with the impaled bodies everywhere, there are two switches to the north. The east one lowers a lift to the southwest, which leads to a long corridor of health potions (#4) and a teleporter (#5) which takes you up to the ledge in the northeast corner of the room, where there's health, armor, ammo, and a BFG. I don't think it's possible to get #5, since the teleporter's sector is secret, and you can never enter that sector, because there's the teleport line is in the way. Also note that you can't get out of the ledge in the northeast corner unless the door to it has opened up already. 6 45 (-1699, 1280) 7 129 (-2115, -960) There are two long north-south skylit rooms with large teleporters in the center and pictures of a demon on the north wall. Each one has a switch on the east wall, which you can use to open up the west wall in both rooms, revealing some mancubi, a beserk sphere, a supercharger, and a computer map in each room (#6 in the north one, #7 in the south one). 8 157 < 4e00000,f7600000> ( 1248, -2208) This is the room with the hell knight, just southwest of the yellow key, which has the switch that lets you out of the room after you get the yellow key. Level 28: The Spirit World 1 54 < 3e00000,f1a00000> ( 992, -3680) 2 55 < 5b00000,f1a00000> ( 1456, -3680) In the south part of the map is a room with five columns and a throne. Walk up to the throne to lower the middle column, and then go stand on it (#1). (You need to do this in order to complete the level, so I don't see why it's a secret.) When the column raises up again, you will see two switches to the north and south. The south one reveals the yellow key. The north one reveals a passage beyond the yellow key, as well as four hell knights, an arch-vile, and (fortunately) an invulnerability sphere, some rockets, and a teleporter which takes you to the ledge on the east side of the room (#2), where you can get another invulnerability sphere and a megasphere. 3 17 ( -568, -3136) 4 3 ( -344, -2656) In the southwest part of the map is a hallway which leads west and then north. At the bend in the hallway is a small niche to the south containing an arachnotron, who will come out and attack you. To enter the niche (#3), just walk through the south wall. There is also another niche farther north containing some chaingunners and troopers, as well as ammo and health (#4). Just walk through the east wall. 5 88 < 4240000,ff440000> ( 1060, -188) 6 92 < 6440000, 840000> ( 1604, 132) 7 93 < 6440000, 3dc0000> ( 1604, 988) In the northeast part of the map is a room with five columns. As soon as you enter, some hidden doors will open up and lots of monsters will come out. As soon as you kill all the monsters, look on the automap, and you will see three secret doors in the niches where the monsters were. The southwest niche has a secret door leading east to a supercharger (#5). The southeast niche has a secret door leading north to four backpacks, a medikit, and a revenant (#6). The northeast niche has a secret door leading east to a mancubus and a beserker (#7). Level 29: The Living End No official secrets. Northwest of your starting point is a path which leads west to a teleporter. As you approach the teleporter, some windows open to the north exposing some chaingunners, who promptly attack you. If you walk north off the ledge and then walk west around the structure the chaingunners are in, you'll see a small opening leading to a teleporter. This takes you to the ledge the chaingunners are on; there's a plasma gun there. Level 30: Icon of Sin The only secret here is how to complete the level. At the south end of the final room is a switch which raises the platform in the lava to the north (with the box of rockets). Hit the switch and wait for the platform to go up. Then go to the platform, hit space to lower it, and get on. Just before it gets to the top, shoot a rocket into the exposed brain of the demon. Then jump down and lower the platform again. This takes about three tries. Level 31: Wolfenstein No official secrets. However, the room just before the exit door has a secret door in the southwest corner, which leads to a small niche with a medikit. The west wall of this niche has another secret door which leads to a second exit door; this goes to the super-secret level (level 32). Just south and a bit east of the second exit door is a secret door which reveals a supercharger. Level 32: Grosse No official secrets. However, in the middle of the east wall (the middle Swastika) is a hidden door which reveals an invulnerability sphere. The west wall has a hidden door in the same place, leading to a bunch of medikits, and a plasma gun with lots of energy cells. Also, the two northernmost and two southernmost pillars contain various weapons, and a megasphere; walk up to them and hit the space bar. [10-3]: When should I use each weapon? ====================================== FIST: Never use unless you have Berserk. This is really cool, but not as good as the chain saw. CHAIN SAW: Good for tight corners. Rips apart the Demons and Spectres. This is probably the best weapon for non-shooting enemies. The chain saw also works wonders on Cacodemons. They turn away when you start to chop them, and cannot fire. PISTOL: Average weapon. Does damage to the Former Humans, but the shotgun is preferred. Only to be used when in dire need of ammo. SHOTGUN: This is probably the best all around weapon. Use this much of the time as it is very powerful. Its only problem is that its rapid fire is not very fast. Very useful in "mazes" where enemies are very close but not in large amounts. SUPER SHOTGUN: Only found in DOOM II, shotgun gurus will love this one. Double the power, but uses double the ammo. Great for taking out those hard to kill enemies or many enemies in a group. CHAINGUN: This weapon takes a fair amount of time to kill enemies. Good for a lot of monsters in a row. Also very useful for Imps and Cacodemons, because the chain gun can keep them from firing back. ROCKET LAUNCHER: Good for occasional long shots at many enemies in one place. Be careful, however, this weapon can hurt you as well if the rocket bursts at close range. Very useful in DeathMatch mode. :) PLASMA RIFLE: Rapid fires very quickly. Hurts some enemies a lot, and others not as much. Tends to block the view, which is very dangerous when you have a large amount of enemies coming toward you. BFG9000: The most powerful weapon. Kills almost ANY enemy in one shot, but uses a lot of energy cells and rapid fire is very slow. [10-4]: Where can I get each weapon for the first time? ======================================================= Here is a chart that shows on which level in each episode you can pick up each weapon. This chart is for DOOM I. .-----------------------------------. | Weapon | E1M | E2M | E3M | |-----------------------------------| | Chain saw | 2 | 2 | 5 | | Shotgun + | 1 | 1 | 1 | | Chain gun | 2 | 2 | 2 | | Rocket launcher | 3 | 2 | 1 | | Plasma gun | - | 1 | 2 | | BFG9000 | - | - | 3 | `-----------------------------------' +: Can also be picked up from the first dead sergeant. [10-5]: Where can I find the various powerups in the game? ========================================================== These charts outline where all of the powerups may be found in the game. This chart is for Ultra-Violence, single-player mode only. *10-5-1*: DOOM I ---------------- KEY === SG = Shotgun, CG = Chaingun, RK = Rocket Launcher, PL = Plasma, BF = BFG9000 CS = Chainsaw, BZ = Berzerk Pack A1 = Security Armor A2 = Combat armor BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification SS = Supercharge, BA = Invisibility, IA = Invulnerability CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair # = This item can be found only in lower skills or DeathMatch games. ============================================================================== SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT E1M1: 1 + + . . . . 1 1 . . . . . . . . . . #3 E1M2: 1 1 + . . 1 . 3 . 2 . . . 1 . . . . . #9 E1M3: 1 1 1 . . 1 . 3 1 1 . . . 2 1 . . . . 12 E1M9: 1 1 1 . . 1 . 1 . 1 . . . . . . . 1 . 7 E1M4: . 1 1 . . . . 1 1 1 + . . 1 . . . . . #6 E1M5: 1 1 #1 . . 1 . 2 1 1 1 1 1 1 1 . . 1 . 14 E1M6: 1 1 1 . . . . 4 1 3 3 1 1 2 2 . . . . 20 E1M7: 1 1 1 . . 1 . 2 1 1 1 1 . 1 1 . . . . 12 E1M8: 1 1 . . . . . 1 . . . 2 . 1 1 . . 1 . 8 Total: 8 #8 #6 . . 5 . 18 6 10 #5 5 2 9 6 . . 3 . 91 SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT E2M1: #1 . . 1 . . . 1 1 . . 1 . . . . . 2 5 #12 E2M2: 1 1 1 1 . 1 1 4 1 2 + 1 . 1 1 . 5 . . #21 E2M3: 1 1 . 1 . . 1 1 1 1 2 . . 1 1 . . . . 11 E2M4: 1 1 . 1 . . 1 3 1 1 2 1 . 2 2 . 5 3 2 26 E2M5: . 1 . 1 . 1 1 2 1 1 2 1 . . 1 . . 3 1 16 E2M9: 1 1 1 1 . 1 . . 1 1 . 1 . 1 . . . . . 9 E2M6: . 1 1 1 . 1 1 1 1 1 . 1 4 1 3 . 1 . . 18 E2M7: . 1 1 1 . 1 1 . 1 1 . 1 . 1 1 2 . . 1 13 E2M8: . . 1 . . . . 1 . . . . . 2 . . . . . 4 Total: #5 7 5 8 . 5 6 13 8 8 #6 7 4 9 9 2 11 8 9 130 SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT E3M1: 1 . 1 . . . . . . . . . . . . . . . . 2 E3M2: . 1 1 1 . . 1 1 1 . . 1 . 1 . . . . . 8 E3M3: 1 1 1 . 1 . 1 1 2 1 . 1 . 1 . 1 . . . 12 E3M4: 1 1 1 . 1 . 1 2 2 1 1 . . 1 1 2 2 . 1 18 E3M5: #1 1 1 1 1 1 1 . . . 1 . 1 2 1 1 4 18 1 #36 E3M6: 1 1 1 1 . 1 1 2 1 1 5 1 . 2 . 2 . 5 . 25 E3M9: 1 1 #1 1 1 1 1 1 . . 2 . . 2 1 2 . 1 . 16 E3M7: . . . 1 1 . . . 1 1 10 . . 1 . . . 2 6 23 E3M8: . . 1 1 . . . . 1 . . . . . . . . . . 3 Total: #6 6 #8 6 5 3 6 7 8 4 19 3 1 10 3 8 6 26 8 143 SG CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA CC T1 T2 TOT TOTAL: 19 21 19 14 5 13 12 38 22 22 30 15 7 28 18 10 17 37 17 364 ============================================================================== *10-5-2*: DOOM II ----------------- KEY === SG = Shotgun, 2B = Double-barreled Shotgun, CG = Chaingun, RK = Rocket Launcher, PL = Plasma, BF = BFG9000 CS = Chainsaw, BZ = Berzerk Pack A1 = Security Armor A2 = Combat armor BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification SS = Supercharge, BA = Invisibility, IA = Invulnerability, MS = Megasphere CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair ============================================================================= SG 2B CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA MS CC T1 T2 TOT 1: 1 . . 1 . . 1 . 1 . . . . . . . . . . . . 4 2: . 1 . . . . . . . 1 . . . . . . . . . 1 . 3 3: 1 . 1 1 . . . . . 2 . . . . 1 1 . . . 5 . 12 4: . 1 . . . . . . . . . . . . . . . . 2 5 . 8 5: . 1 . 1 1 . . 1 1 1 . . . . 2 . . . . 2 . 10 6: . 1 . 1 1 . . . 1 1 1 . . . 1 . . 2 . 3 3 15 7: . 1 1 1 1 1 . 1 . . 10 . . . . 4 . 1 . . . 21 8: 1 . 1 1 1 1 1 . 2 . 5 2 . . 2 1 2 . . 9 1 30 9: 1 . . 1 . 1 . 3 1 2 1 1 1 . 2 . . . . 5 . 19 10: 1 . 1 1 1 1 1 2 2 1 1 1 . 3 2 1 2 1 . 5 . 27 11: 1 . 1 1 1 1 . . 1 1 1 2 . . 2 1 1 . . 3 . 17 12: 1 1 1 . . 1 . 3 2 . 1 1 . . 1 1 . . . 2 . 15 13: 1 . 1 1 1 1 1 3 . 1 1 . 1 . 1 3 2 . 2 15 . 35 14: 1 . 1 1 1 . . . . 1 . . . . 1 1 . . 1 . . 8 15: 1 . 1 1 1 1 1 2 1 2 2 3 1 . 1 2 1 1 . 6 1 29 16: 1 1 1 1 4 1 . 1 . . 1 1 . . 1 1 1 1 . 5 . 21 17: 1 . 1 1 1 1 . 1 2 1 1 . . . 2 1 . 1 . 6 . 20 18: 1 1 1 1 1 1 . 1 1 . 1 . 1 . 1 2 2 . . 6 1 22 19: . 1 1 1 . . . 1 2 1 1 . 1 . 1 1 1 . 1 9 . 22 20: . 1 . 1 1 1 . 1 2 2 . 2 . . 4 . . 1 1 15 1 33 21: . 1 . 1 . . . . . . 1 4 . . . . 1 1 . 3 4 16 22: 1 . . 1 1 . . 1 1 . . 2 . . 1 . . . . 3 . 11 23: 1 . . 1 . 1 . 1 1 . 2 . 1 . 1 . . 1 . 8 . 18 24: 1 1 . 1 1 1 . 2 1 . 1 7 . . . . 1 2 . 16 1 36 25: . 1 1 1 1 . . . 1 . . . . . . 1 . 1 . 5 . 12 26: . 1 1 1 1 . . . 1 1 1 1 . . 1 1 . . . 8 . 18 27: . 1 1 1 1 1 1 2 2 . 4 . 2 2 5 3 3 . . 4 . 33 28: . 1 1 1 1 1 1 1 1 . 4 . . . 1 . 5 2 . 1 . 21 29: . 1 1 . 1 . . 2 1 1 2 2 . . 1 . . . . 11 . 23 30: 1 1 1 1 1 1 1 1 . . 1 2 . . 3 . . 2 . 1 . 17 31: 1 1 1 1 1 1 . 1 . . 4 . . . 1 1 . 1 . . . 14 32: . 1 3 1 1 1 . 1 . . . . . . . . 1 1 . . . 10 TOT 18 20 23 28 26 19 8 32 28 19 47 31 8 5 39 26 23 19 7 162 12 600 ============================================================================= *10-5-3*: How much do health and armor items help me? ----------------------------------------------------- These charts explain how various powerups benefit the marine. .------------------------. .-----------------------. | Health | Incr. | | Armor | Incr. | |------------------------| |-----------------------| | Potion | ++ 1 % | | Helmet | +++ 1 % | | Stimpack | + 10 % | | Green vest | = 100 % | | Medikit | + 25 % | | Blue jacket | = 200 % | | Berserk | = 100 % | `-----------------------' | Soul sphere | ++ 100 % | `------------------------' + : Increments, up to 100 % = : Sets to this value if current ++ : Increments, up to 199 % is less, otherwise no change +++: Increments, even over 200 % [10-6]: How powerful is the ammunition? ======================================= 1 Ammo = 1 point of damage 1 BFG9000 = + 100 points 1 Berserk = 10 points 1 Cell (Plasma Rifle) = 2 points 1 Punch = 2 points 1 Rocket = + 20 points 1 Shotgun = 7 points (fires 7 pellets at 1 point per pellet) (not every pellet will hit every target) 1 Super Shotgun = # 14 points (fires 14 pellets) +: Rockets and BFG9000 shots have an area effect. The direct hit values are given above. #: Weapon only found in DOOM II [10-6-1]: How much ammunition is obtained from picking up the various types? ---------------------------------------------------------------------------- Here is a chart that explains the amount of ammunition that is obtained from picking up bullets, shells, rockets, and cells. .---------------------------------------------. | Ultra-Violence mode | |---------------------------------------------| | Type | BULL | SHEL | RCKT | CELL | |---------------------------------------------| | Human's clip | 5 | 0 | 0 | 0 | | Bullet clip | 10 | 0 | 0 | 0 | | Bullet box | 50 | 0 | 0 | 0 | | Chain gun | 20 | 0 | 0 | 0 | | Sarge's gun | 0 | 4 | 0 | 0 | | Shell clip | 0 | 4 | 0 | 0 | | Shell box | 0 | 20 | 0 | 0 | | Shotgun | 0 | 8 | 0 | 0 | | Rocket | 0 | 0 | 1 | 0 | | Rocket box | 0 | 0 | 5 | 0 | | Rocket launcher | 0 | 0 | 2 | 0 | | Cell pack | 0 | 0 | 0 | 20 | | Energy charge | 0 | 0 | 0 | 100 | | Plasma gun | 0 | 0 | 0 | 40 | | BFG9000 | 0 | 0 | 0 | 40 | | Backpack + | 10 | 4 | 1 | 20 | `---------------------------------------------' +: The first backpack doubles carrying capacity. *10-7*: How many enemies are in the entire game? ================================================ These charts depict the amount of enemies contained in DOOM I and DOOM II. These only pertain to single-player, Ultra-Violence mode. *10-7-1*: DOOM I ---------------- *10-7-1-1*: The entire game --------------------------- ---------------------------------------- Episode 1 2 3 Total ---------------------------------------- Humans 214 60 37 = 311 Sergeants 281 54 91 = 426 Imps 277 275 167 = 719 Demons 90 158 141 = 389 Spectres 63 15 36 = 114 Lost Souls 0 113 129 = 242 Cacodemons 0 50 76 = 126 Barons of Hell 2 17 18 = 37 Cyberdemons 0 1 1 = 2 Spiderdemon 0 0 1 = 1 ---------------------------------------- TOTAL 927 743 697 = 2367 ---------------------------------------- The following charts display the amount of enemies per level and per episode, in Ultra-Violence mode. *10-7-1-2*: Knee Deep in the Dead --------------------------------- --------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 --------------------------------------------------------- Humans 9 53 28 22 28 22 47 0 5 Sergeants 16 8 47 16 46 57 56 6 29 Imps 4 18 47 36 31 57 39 5 40 Demons 0 0 7 11 12 20 7 18 15 Spectres 0 0 2 0 14 22 1 10 14 Barons of Hell 0 0 0 0 0 0 0 2 0 --------------------------------------------------------- *10-7-1-3*: Shores of Hell -------------------------- --------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 --------------------------------------------------------- Humans 15 0 18 2 14 11 0 0 0 Sergeants 10 0 1 6 22 11 4 0 0 Imps 14 82 27 27 40 39 46 0 0 Demons 11 19 17 17 26 35 33 0 0 Spectres 1 2 2 2 0 3 5 0 0 Lost Souls 0 12 14 11 26 30 0 20 0 Cacodemons 3 0 6 11 6 9 5 0 10 Barons of Hell 0 0 4 4 3 2 0 0 4 Cyberdemon 0 0 0 0 0 0 0 1 0 --------------------------------------------------------- *10-7-1-4*: Inferno ------------------- --------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 --------------------------------------------------------- Humans 0 6 0 22 0 7 2 0 0 Sergeants 0 11 1 18 0 18 9 0 34 Imps 18 0 34 26 35 36 0 0 18 Demons 5 8 14 53 33 6 17 0 5 Spectres 0 11 4 5 2 4 0 0 10 Lost Souls 0 36 14 21 13 32 9 0 4 Cacodemons 3 8 2 13 6 22 9 2 11 Barons of Hell 0 0 2 3 5 1 1 1 5 Cyberdemon 0 0 0 0 0 0 0 0 1 Spiderdemon 0 0 0 0 0 0 0 1 0 --------------------------------------------------------- *10-7-2* DOOM II ---------------- *10-7-2-1*: Levels 1-11 ----------------------- ------------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 10 11 ------------------------------------------------------------- Human 10 22 15 6 16 2 . . 8 71 8 Sargeant . 50 20 15 25 30 . 5 38 31 12 Chaingunner . . 9 10 11 11 . . 17 4 4 Imp 17 16 22 20 54 44 . 55 103 95 13 Demon . 2 8 1 1 7 . 43 9 31 1 Spectre . . 4 3 7 11 . 3 5 10 12 Lost soul . . . . 6 2 . 2 33 18 9 Cacodemon . . . . 3 . . 11 6 . 10 Hell Knight . . . . 1 2 . . 4 . 2 Baron of Hell . . . . . . . 20 . . . Arachnotron . . . . . . 12 . . 7 3 Pain Elemental . . . . . . . 4 10 7 4 Revenant . . . . . 4 . . . 4 1 Mancubus . . . . . . 7 . 5 . . Arch-Vile . . . . . . . . . . 1 Spider-demon . . . . . 1 . . . . . Cyber-demon . . . . . . . 1 . 1 . ------------------------------------------------------------- Total 27 90 78 55 124 114 19 144 238 279 80 ------------------------------------------------------------- *10-7-2-2*: Levels 12-22 ------------------------ ------------------------------------------------------------- Level 12 13 14 15 16 17 18 19 20 21 22 ------------------------------------------------------------- Human . . 12 44 . 9 1 16 . . . Sargeant 15 . 20 43 . 24 28 10 13 19 . Chaingunner 9 . 17 17 . 22 . . 12 11 25 Imp 44 72 23 42 97 36 58 101 22 76 18 Demon . 15 . . 4 . 43 36 . . 3 Spectre . 2 3 . 4 11 21 27 . 3 7 Lost soul 9 16 6 9 . . . 10 9 . . Cacodemon 16 10 . 11 25 13 19 6 11 . . Hell Knight . . . 3 . 1 5 . 1 6 . Baron of Hell 1 . . 2 . . . . 1 . 1 Arachnotron 6 6 1 1 . 2 . 2 . . . Pain Elemental . . . 6 . 4 . . 5 2 . Revenant . 4 1 . 14 2 2 . 2 4 2 Mancubus 9 1 . . 15 . 1 . . 3 . Arch-Vile . . 1 . 2 1 . . 2 . . Spider-demon . . . . . . . . 1 . . Cyber-demon . . . . . . . . 1 . . ------------------------------------------------------------- Total 109 126 84 178 161 125 178 208 80 124 56 ------------------------------------------------------------- *10-7-2-3*: Levels 23-32 ------------------------ -------------------------------------------------------------- Level 23 24 25 26 27 28 29 30 31 32 Tot -------------------------------------------------------------- Human . . 17 . 18 3 13 . . . 291 WolfSS . . . . . . . . 128 28 156 Sargeant . . 35 2 22 5 21 . . . 483 Chaingunner 17 25 10 14 11 6 11 . . . 273 Imp 31 46 24 27 21 24 22 . . . 1223 Demon 28 56 . . 16 6 . . 21 . 331 Spectre . 8 6 1 9 17 1 . . . 175 Lost soul . 16 4 29 7 12 . . . . 197 Cacodemon . 8 . 23 . 1 15 . . . 188 Hell Knight 9 6 2 . 21 7 5 . . . 75 Baron of Hell . . . 2 1 . 3 . . . 31 Arachnotron 7 . 1 . 4 12 . . . . 64 Pain Elemental 6 . 3 . 4 5 4 . . . 64 Revenant 4 . 1 . 21 17 6 1 . . 90 Mancubus 1 2 . 3 13 2 4 . . . 66 Arch-Vile 2 . 1 . 2 4 1 . . . 17 Spider-demon 1 . . . . 2 . . . . 5 Cyber-demon . . . . . . 1 . . 1 5 Boss Brain . . . . . . . 1 . . 1 -------------------------------------------------------------- Total 106 167 104 101 170 123 107 2 149 29 3735 -------------------------------------------------------------- [10-8]: How many shots does it take to kill each enemy? ======================================================= Here is a chart that show that amount of each kind of ammunition it takes to kill enemies. This chart pertains to Ultra-Violence mode. .-----------------------------------------------------------------. | Chapter [10-7] Chart | | Ultra-Violence Mode | |-----------------------------------------------------------------| | Monster | BULL | SHOT | ROCK | CELL | 9000 | CACO | BARN | REVN | |-----------------------------------------------------------------| | Player | 10 | 2 | ~2 | 5 | 1 | 7 | 4 | 3 | + | Human | 2 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | | Sergeant| 3 | 1 | 1 | 2 | 1 | 2 | 1 | 1 | | SS guard| 5 | 1 | 1 | 3 | 1 | 4 | 2 | 2 | * | Imp | 6 | 1 | 1 | 3 | 1 | 4 | 2 | 2 | | CG Dude | 7 | 1 | 1 | 4 | 1 | 5 | 3 | 2 | * | Demon | 14 | 2 | 1 | 7 | 1 | 10 | 5 | 4 | | Spectre | 14 | 2 | 1 | 7 | 1 | 10 | 5 | 4 | | Souls | 10 | 2 | 1 | 5 | 1 | 7 | 4 | 3 | | Revenant| 30 | 5 | 2 | 15 | 1 | 22 | 10 | 8 | * | Cacodmn.| 36 | 6 | 2 | 18 | 1 | 27 | 14 | 10 | | Pain El.| 40 | 6 | 2 | 20 | 1 | 27 | 14 | 10 | * | Arachno.| 50 | 8 | 3 | 25 | 1 | 34 | 17 | 12 | * | Knight | 50 | 8 | 3 | 25 | 1 | 34 | 17 | 12 | * | Mancubus| 60 | 9 | 3 | 30 | 1 | 40 | 20 | 15 | * | Archvile| 70 | 10 | 4 | 35 | 1 | 50 | 24 | 18 | * | Barons | 100 | 15 | 5 | 50 | 1 | 67 | 34 | 25 | | Cyberdm.| 400 | 58 | 20 | 200 | 3 | 267 | 134 | 100 | | Spiderd.| 300 | 43 | 15 | 150 | 2 | 200 | 100 | 75 | `-----------------------------------------------------------------' Note: This chart pertains to direct hits only. Missed shots increase the amount of ammunition required to kill any enemy. The last three columns relate to missiles fired by monsters. Imps and Lost Souls do the same damage as single bullets. *: Monster only found in DOOM II. +: This regards a player at 100% strength. Again, missed shots increase the amount. (10-9): Which enemies will attack each other? ============================================= Projectile monster attacks do not hurt other monsters of the same species. For example, Imp fireballs do not hurt other Imps, but do hurt other monsters. Baron green plasma does not hurt other barons, Cacodemon gasballs don't hurt other Cacodemons, and Cyberdemons are immune to their own rockets. Bullet attacks are fair game for all. Troopers, Sergeants, and Spiderdemons all kill their own kind cheerfully. Scratching and biting attacks are hard to misdirect but it does happen, and when it does, Demons will happily go after each other, as will Spectres. Last but not least, Lost Souls who hit each other will duke it out to the finish. ==================================== =SECTION THREE= DOOM ADD-ON SOFTWARE ==================================== ------------------------------------------------------------------ CHAPTER *11*: What is DOOM add-on software and where can I get it? ------------------------------------------------------------------ DOOM add-on software is software, not made by id Software, that modifies, changes, or helps you with your game when playing DOOM. Some examples are cheating utilities, map editors, and sound editors. This software is in no way endorsed by id, and neither id Software nor myself take any responsibility for any problems you have with this software. DO NOT contact id regarding any of this software. Most of this software will not work on the shareware version of DOOM, by request from id Software. Most of this software is available from these sites unless specified otherwise. FTP #(1) ftp.orst.edu /pub/doom/ + ftp.uwp.edu /pub/msdos/games/id/home-brew/doom/ + empires.stanford.edu /pub/ / + ftp.uni-erlangen.de /pub/pc/msdos/games/ID/DOOM-stuff/ FTP (2) wuarchive.wustl.edu /pub/MSDOS_UPLOADS/games/doomstuff/ BBS (3) Software Creations (508)-365-2359 (2400 baud) (508)-368-7036 (9600-14.4k v.32bis) (508)-368-4137 (14.4k16.8k HST/DS) BBS +(4) Game Palace (305)-587-4258 BBS +(6) 8N1 (407)-438-1568 +: This site is a mirror of (1) #: ftp.orst.edu is a temporary site to replace the old DOOM site until a new permanent site can be found. *11-1* If I don't have FTP access, how can I get these files? ============================================================= Call one of the BBSs listed in Chapter [11]. -------------------------------------------------------------- CHAPTER [12]: What cheating utilities have been made for DOOM? -------------------------------------------------------------- This chapter describes utilities that have been created to help people cheat at DOOM. Due to the recent release of v1.666 of DOOM, there are currently no save game editors that work with the new save game format. Please E-mail me if you have created one! ----------------------------------------------------------- CHAPTER [13]: What add-on software allows me to alter DOOM? ----------------------------------------------------------- [13-1]: BSP v1.2x ================= DESCRIPTION: A 100% working nodes builder which builds the correct BSP nodes and blockmap data for any WAD file. CREATED BY: Colin Reed (colin@argonaut.com) AVAILABLE AT: Site (1): wad_edit/node-build/bsp12x.zip *13-2*: DEHACKED v2.1 ===================== DESCRIPTION: DEHACKED allows modification of the DOOM.EXE file. This makes it possible to create new weapons, new monsters, many special-effects, and much more. Works will all versions of DOOM and DOOM II. CREATED BY: Greg Lewis (gregory.lewis@umich.edu) AVAILABLE AT: Site (1): wad_edit/doomhack/dhe21.zip (13-3) Deframed v1.0 ==================== DESCRIPTION: Deframed v1.0 is a utility used to extract the frame table from the registered version of the DOOM.EXE. Patch files can be created in text or binary format, edited and written back to DOOM.EXE. CREATED BY: Chris Gillespie (gilles2@hubcap.clemson.edu) AVAILABLE AT: Site (1): wad_edit/doomhack/dfram10.zip *13-4*: DEU v5.3 ================ DESCRIPTION: A map editor to create brand new levels for DOOM or edit existing ones. Includes manual, tutorial, and complete source code. Widely considered THE DOOM level editor. Note: v5.3 of DEU was not available at time of writing, but should be available very soon after. CREATED BY: Raphael Quinet (quinet@montefiore.ulg.ac.be)
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