![]() At that point the blue door will now no longer respond and remain closed forever preventing you from finishing the level. It is also possible to get stuck in the room with the red pillars by opening the blue door once you have the blue skull, closing it from the other side, opening it again and going back in the room, and letting it close on its own. This bug is also present on E3M1, but is much easier to perform on this level than on E3M1 because the ceiling of the sectors either side of the door on E3M9 are higher than they are on E3M1. This will prevent you from beating the level. It is possible to lock yourself out of the first room by pressing the button to lower the first door in the level and then quickly running through the door before it closes. Two "hanging leg" decorations ( things 80 and 82) have no flags set for any of the difficulty classes, so they do not actually appear in the level. In the tunnel, a new compartment has been revealed, containing a radiation suit and a BFG9000. Once you have gone through the fake exit, go back to where the other end of the sinking bridge used to be (where you collected the box of shells), jump into the blood and keep to the right.In the same place as in E3M1: Open the wall on the left in the room before the fake exit.Press use on it and use the actual exit teleporter to finish the level. Instead, there is a panel substituting it. Now, return to the starting area and notice that the second skull switch which closed the door is out now. Also, there are some collectibles in these freshly opened rooms. A trap should open revealing one baron of Hell and three of them when you approach closer to a wall. After that, head east and collect the red key. Once you make a noise, packs of shotgun guys will appear from alcoves. Go there and, suddenly, you will be brought inside standing behind the cacodemons. In the beginning area now, notice a path in the east that was also closed earlier. All of them are optional to visit and contain monsters and powerups, including an invulnerability sphere. On the way of tracing back you will encounter various revealed areas that were closed before. While invulnerable, battle the cyberdemon and after disposing of him, retrace back to the level's beginning. Hurry to collect the rocket launcher, the rockets for it and the invulnerability sphere. Suddenly, the walls will descend and the cyberdemon will make a dramatic entrance. Enter the exit door and enter the fake exit teleporter. Pick them up and enter the next door to a smaller room which is filled with imps. Enter a room with red pillars and a few items. At the end of the corridor, open another door. Proceed along the narrow hallway killing demons to the end. Open the door to get to the outside area. Now, back in the fork way, take the path east to a door. In the red brick room, turn right and straight to a gargoyle panel. Go through the fake wall in order to get out. ![]() ![]() Take the shotgun on the bridge to the left you must be quick, because the bridge will descend into the surrounding pool of blood. Press the switch on the left to open the door. ![]() Press the eye switch in order to activate the lift you are standing on. 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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