You will find a branching path with mancubi on both sides. Leave the building then head to its western side, making a running jump to get across. Enter and flip the switch inside, lowering the barriers across the moat there. There is a red door in this building, and it was right next to where you picked up the key. The red skull key is in this building, pick it up but look out for another arch-vile that appears. Enter the building in the middle and deal with the chaingunners and arch-vile inside. Keep going to the rectangular walkway with mancubi on it. As you cross the bridge, look out when the walls nearby open up, because chaingunners will attack you from there. Return to the bridge that required the blue key and open the blue door for a berserk pack and the switch to lower the barrier. Jump south from the building to the cyberdemon's platform and you will acquire the blue skull key. If you grab the plasma gun, an arch-vile teleports in while a wall with pain elementals opens up. When done with the monsters, head inside the building. You will have a lot of enemies to contend with in the blue key area including imps, spectres, mancubi, revenants, arch-viles, chaingunners, Hell knights, and the cyberdemon. Flip it to lower the lift that the mancubus was standing on. Look for a lighted portion of the room with medikits and you will find Hell knights guarding a switch. The next bridge here requires the blue key, so head inside for now. Across, there will be chaingunners in the interior section to your left and cacodemons in the moat at the bottom, so be careful while crossing. Reenter the chaingunners' house and then you can use the lift to go up and then jump east, watching out for the arch-vile. Flip the switch in this room, and then take the nearby teleporter to appear in the yard again. Open the door and take the lift down to a tiny room with an arachnotron. This raises a lift in the southwest corner which you can use. Enter the building and dispatch the chaingunners, then press the skull switch inside. Get rid of whatever monsters you can at the start. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally. Letters in italics refer to marked spots on the map.
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