Once alerted, they start moving towards you, but along the way, they cross a teleporter line and end up right on your other side. A lower level has a lot of imps standing away from you. You cannot return to the center, so you must face the challenge behind the corner. Instead of the center room, you are brought to the area behind the southeastern door. On higher levels, both available teleporters have a lurking spectre at the other end, but there is still a way to surprise them from behind (secret #4). On Hey not too rough or lower, the northern teleporter offers a "spectre-free" entrance to the hall. Depending on the skill level, there are spectres right in front of the landing spots. The area includes teleporters that take you to a monitor hall isolated from the bulk of the level. The room behind the eastern door is small in comparison with its counterparts. The switch on the eastern ledge opens the door back to the center, while the switch on the other one opens a doorway near the position of the rocket launcher (secret #2). When you are about to grab any of the items, stairs begin to form towards the ledges and, eventually, the demons are able to proceed towards you. Opposite the ordnance, there are two ledges with a group of demons on both. The northeastern door exposes a bright hall with a rocket launcher and boxes of rockets in one end. If you do not have enough ammunition to beat the eight cacodemons and are unable to get the cell weaponry, you just need to flee to another room and face them later. If you try to kill him, the cacodemons are alerted immediately, and they make it more difficult for you to reach the end of the hallway. On Ultra-Violence or higher, the hallway has a difference that is more remarkable than it may look: there is a lone sergeant at the end of the steps. In addition, there is a switch that opens a doorway in the hall behind the northeastern door (see secret #2). There is a plasma gun and an energy pack at the other end of the hallway for you to respond to the monsters' attacks. However, when you go along it or fire your weapon, you will wake cacodemons in their alcoves. On Hurt me plenty or lower, the hallway seems empty initially.
The northern door reveals a wide hallway of which events may be dictated by the skill level. Once you have successfully reached the other side, open the exit door, kill the demon and flip the switch. Once you step on one, however, it begins to sink, so speed is essential. In order to reach the exit door, you must run across the platforms floating in the slime. You may want to save here, as the next obstacle is easy to fail, resulting in inescapable death. Once you are ready to exit, open the red door in the center room. Check the two sections below for descriptions of them.
Clear out the rest of the enemies and flip the switch in the northwest corner of the room to raise the bridge to the center room again.Īt this point you can exit, although many areas in the level remain unexplored. Clear a path to the northeast corner of the room and pick up the invulnerability sphere.
Once you do, walls start to lower, unleashing a slew of enemies. Arm yourself with your most powerful weapon, back into the alcove where the red skull key lies, and pick the item up. The floor behind you will have sunk into a pit of slime, keeping you from returning to the starting room. Be careful upon reentering the center room, as some barons may have accidentally teleported from the previous room.īack in the center room, open the yellow door and follow the path along until you reach the red skull key. Once the coast is clear, drop down to where the cyberdemon originally was, pick up the yellow skull key, and flip the switch behind it in order to get back to the starting area. Once the cyberdemon is dead or there are too few barons left to kill him, pick up the invulnerability sphere nearby and kill the remaining enemies. If all the barons between you and the cyberdemon have been killed, move in front of another batch so the rockets hit them instead of you, and the fighting should continue until the cyberdemon is killed. While they are fighting, pick up the soul sphere in the room. Once the cyberdemon sees you, he will start firing, hitting the barons (who do not notice you until you decide to attack), who will fight back. First, go through the southern one to find a room with many barons of Hell and a cyberdemon. You appear at an octagonal room with eight nearly identical doors. Sector numbers in boldface are secrets which count toward the end-of-level tally. Letters in italics refer to marked spots on the map.