############################################################################# ############################################################################# # Doom II: No Rest For The Living # # Secrets Guide [CAIRO 1983] # # # # Christopher Shephard # # (C) 2010 # ############################################################################# wot? no ASCII art? ;) ############################################################################# # Contents [*000] # ############################################################################# An idea used countless times in guides, if you wish to jump to a certain segment in the guide, use the "find" function in your guide viewer of choice, and enter the search terms as whatever is in square parentheses to jump to that topic. Contents..................................[*000] Foreword..................................[*100] Changelog.................................[*200] Secrets...................................[*300] L- The Earth Base.........................[*301] L- The Pain Labs..........................[*302] L- Canyon of the Dead.....................[*303] L- Hell Mountain..........................[*304] L- Vivisection............................[*305] L- Inferno of Blood.......................[*306] L- Baron's Banquet........................[*307] L- Tomb of Malevolence....................[*308] L- March of the Demonds...................[*309] Contact...................................[*400] ############################################################################# # Foreword [*100] # ############################################################################# Hello world! Having taking a day off work purely to wait for Doom II to hit Xbox Live Arcade, I had a thrilling time playing through it for what must be surely the twentieth or thirtieth time since that fabled day when Doom II hit PC's everywhere. Being a completionist, as I approach an exit chamber for a map, I'll consult a secrets list to see if I've forgotten any, and if so, I'll trot back and get them. I've been looking forward to No Rest For The Living for months, and finally got to play it. I reached the end of The Earth Base, searched for a secrets list, and... nothing! Thus, I present this guide to you. You may like it, you may hate it, but either way I hope it is of use to you. I'm a massive fan of id Software's stuff and possess a huge range of their products (and licensed stuff); from the id Anthology, to Doom demo disks, to Quake III Arena on the Dreamcast, to the Doom movie and books, to Wolfenstein on the PS3 and Xbox 360. John Romero and id have been a huge influence on my creative side, to the point where I'll even play Daikatana online ;) Here it is. Use it to find that secret that has been eluding you, or print it out and throw it on a pyre. Either way, I hope you find a use for it. All the best, Chris Shephard 30th May, 2010 ############################################################################# # Changelog [*200] # ############################################################################# 29th May, 2010 v0: Hammered it through all I had left on Doom II today, went to look for a guide to fall back on when playing No Rest For The Living, and couldn't find one! I've decided to go secrets hunting on my own, and post this for the use of all who wish to use it. 30th May, 2010 v0.5: Done Map01-Map04, Map09 and onwards to do from now onwards. I don't have anything to verify when a secret has been activated, so at present I'm listing all that I think would count to the secrets. 30th May, 2010 v1: Finished the expansion pack. All secrets now believed to be in this guide. ############################################################################# # Secrets [*300] # ############################################################################# Here we are, the real meat of the guide. Use it as you will. ============================================================================= = The Earth Base [*301] = ============================================================================= 1. From the start position, move directly southwards to the metallic bulkhead with the UAC logo. Open it to find a bezerker. 2. Progressing through the level will bring you to a switch which lowers the bars protecting the red keycard. On the reverse of the switch is another (not very well hidden) switch. Flipping it lowers the barriers between the walls, and opens a pair of alcoves to the east, containing health bonuses, armour bonueses, shotgun shells, and Lost Souls for your troubles. 3. Collect the red keycard, and make a 180 turn. Turn right down the stairs; behind the angled box is a dark wall. Open it to face an Imp and some armour bonuses. 4. Go through the red door for the first time, and turn to the east to find a yellow door. Beside it is a switch; flip it and quickly backtrack to secret #3. Inside this room a door will have opened, revealing a teleporter. Enter it to discover the Chaingun in the room south of Secret #2, along with some not-so-friendly Imps if you didn't clear the room. 5. In the blue keycard room will be an Automap on a plinth. To reach it, leave the room bearing south (to the blue keycard) then west. On the north wall will be another discoloured wall, use it to open a passage leading to the switch that lowers the Automap. 6. Just inside the blue door is a tripwire which activates a door in the south east of the room. Run from the blue door activating the tripwire, and through the narrow door in the corner. Two Imps and some Shotgun shells will greet you. Turn to your right and use the crate, which will reveal a switch. Use it, run along the outside wall to a metallic platform which will have lowered. Wait for it to raise and collect a series of armour bonuses atop a mound as a reward. 7. From the armour bonuses reached in Secret #6, move directly north. The eastern wall can be lowered to reveal more health and armour bonuses. Move up the stairs and repel the Demon ambush from behind you, inside the Demon's hideyhole will be a Chainsaw. 8. Continue through the secret area to find a stream of enemies, a Megaarmour at the secret's highest point, and a series of health/armour bonuses along with ammunition. Use the Automap to plan your jumps from the Megaarmour's point to reach the yellow keycard. The loading bays on the north wall will lower, unleashing a large number of enemies. Grabbing the yellow keycard also has the effect of spawning enemies throughout the level, culminating in a Cacodemon outside the Exit chamber. 9. At the southernmost point of the map is a garden with trees and soil mounds. Behind the westernmost wall is a yellow access switch; hit it to reveal an area holding the Double-Barreled Shotgun, and an ambush of enemies. ============================================================================= = The Pain Labs [*302] = ============================================================================= 1. Due south of the Supercharge is an alcove which opens with an enemy ambush. The back wall can be opened, and the western wall can be activated to reveal a switch, lowering the Supercharge for public use. 2. Enter the red door, and follow the room around to the right. On the southern wall, a white aperture can be opened to find stimpacks, armour bonuses, and a Double-Barreled Shotgun. 3. On the opposite wall, a small portion of the wall can be opened to find a switch to lower the chainsaw and spark an ambush. 4. From the starting position, head up the stairs. Near the top is a tripwire activting an entrance to the East. Run up the stairs and turn right. Run past the Chaingun plaform, turn left. As you enter the corridor, the first aperture on your left will be open, revealing armour bonuses and Light-Amplification Goggles. 5. Once you've collected the blue keycard, turn 180 degrees and bear left. Follow the passage a short distance to the easternmost wall. Turn left, and open the plain-coloured wall for a Bezerker, sparking an ambush. 6. Upon collecting the yellow keypad, backtrack to the east. Where you must make a left turn to return to the yellow door, use the western wall. This will take you to the surrounding gallery around the yellow keycard. 7. Follow the gallery platform right to it's conclusion, use the wall at the end to reveal an Invisibility Sphere. 8. Inside the Exit chamber, examine the east wall to reveal a passage leading to ammo and an Automap. ============================================================================= = Canyon of the Dead [*303] = ============================================================================= 1. After collecting the blue keycard, return to the room with two blue doors. Take the northern door, and follow the hill upwards. Before it takes it's final bend to the right, open the left wall for an Automap and health bonuses. 2. After collecting the blue keycard, return to the room with two blue doors. Take the eastern door, and move directly ahead until you come to a wall. Open it, and walk along the cliff overlooking the main route through the map. Drop onto the lower cliff to find a Supercharge and armour bonuses. 3. At the eastern end of the map, there will be a platform full of Demons and a Rocket Launcher atop it. Secure this platform, and head towards the yellow keycard. Veer off to the right and drop to the cliff face with the armour bonuses on it. Open the wall behind it for a Bezerker and yet more armour bonuses. 4. Upon raising the bridge, stop before crossing it. Turn left, and you will see two mounds increasing in size; beyond it, a gap and a series of stone steps on the other side. Take a running jump, and enter the nukage to find the Megaarmour. ============================================================================= = Hell Mountain [*304] = ============================================================================= 1. Upon returning to the teleport after the castle approach is clear, press the south wall to the left of the teleporter (as you approach from the castle). It will open to reveal Medkits and an Invisibility Sphere. 2. After teleporting in to the castle, round the left corner to find an ambush to your right. Open the back wall for some health bonuses and medkits. 3. Along the western side of the map is a long corridor bordering the castle quad. In the room with grating on the east and two red torches on the west, press the wall between the torches to find an Automap and some health items. 4. Enter the quad and look towards the southernmost point, you can walk behind the bloodfall. Press against a back wall to find a teleporter which leads to a red keycard. 5. Down the bottom of the quad - at it's northernmost point - is a wall in the centre that can be opened. Hit the switch; a door at the top of the quad's steps opens and releases enemies. The door leads to the castle balcony where a Plasma Gun lies waiting. 6. Once you've collected the blue keycard, return to Secret 1. Remember the switch at the rear? Hit it, and back out of the alcove. Turn left, and run past the blue keycard platform, taking the first available right-hand opening through where the bars were formerly blocking the entrance. In the far left corner, the wall will be open. Enter and walk up the stairs to find the Supercharge. 7. To activate the final secret, simply locate and use the Secret Exit. With the red keycard in hand, move north from the yellow door. When outdoors, ascend the rocky outcrop directly in front of you. Use the red keycard to activate the switch, and it will open a door to the west. Enter the door where the two outdoor locations meet, and follow the candlelit path to the switch. Flip it, and a nearby location will open. Flick the switches in each revealed area, until the bars raise from blocking the stairwell. Running up the stairs triggers a tripwire; keep running until the small lift at the top of the stairs lowers. When it ascends, run across the cliff edge towards the Secret Exit chamber on the far side, before the wall closes. Also on the cliff edge is a Megaarmour. If you mess up, walk back down the stairs and wait about ten seconds for the tripwires to reset; and make another attempt. The Secret Exit leads to Map09: March of the Demons. ============================================================================= = Vivisection [*305] = ============================================================================= 1. Open the door in front of your starting position, following the corridor to the right, and then the left. On making the second corner, a tripwire is activated. Make a 180 turn and run back to the starting room. The eastern wall is now open, leading to a Supercharge. 2. Follow the instructions in Secret 1, but don't turn left following the corridor. Open the door, and immediately bear right. Push the candlelit wall to reveal a passageway outside leading to Security Armour, ammunition, and a rocket launcher which can be reached by pressing a switch to the east of it's plinth. Follow the valley counter-clockwise to reveal health bonuses and a Beserk pack guarded by a Revenant. Use some fancy footwork to run along the outcrops to reach it. 3. Collect the yellow keycard, and turn around. In front of you is a panel with a demonic illustration, press it and it will lower slowly. Step inside the wallspace to find a medkit, shotgun shells, and armour bonuses. 4. Collect the blue keycard, and turn around (déja vu!), there will be two switches either side of the corridor. Press the right switch, dropping you in from of an Imp's cage. Swing around 180 degrees and press the switch before the platform raises again. This opens a wall at the end of the blue keycard hallway, revealing an Chainsaw, health bonuses, armour bonuses, and Stimpacks. 5. Return to the two switches seen at Secret 3. Now the far wall is open, hit the left switch and run to the Automap before the plinth pushes the Automap back out of reach. 6. Through the blue door, a platform will lower unleashing a string of Imps, Hell Knights, and God knows what else. The first wall insignia to the left can be opened to reveal a passage outside. A switch in the northwest corner will lower the Megaarmour plinth and activate a monster closet beyond, containing health bonuses. 7. Facing the exit chamber, the second tortured soul on the wall to the right can be pressed to reveal rockets, health bonuses, and armour bonuses. ============================================================================= = Inferno of Blood [*306] = ============================================================================= 1. Directly ahead of the starting point is a demonic pentagram. To the left is a switch to open it, on the corresponding wall to the left is a wall that can be opened to reveal five armour bonuses. 2. Continue through the level until you see the blue keycard move out of sight. Cross the stepping stones in the blood stream, turn left. Follow this to the end, and press the back wall to find some health bonuses. 3. Take the door into the redbrick ruins. In the northwest corner is a Plasma gun. Get it by following the wall to the east, and pressing the corresponding switch. 4. On the southern wall - opposite the plasma gun found in Secret 3, is a wall which can be opened to find more goodies. 5. Taking the western approach to the yellow keycard room is a spur leading further into the redbrick ruins. There is a Security Armour atop one of the blood waterfalls. Follow the path north and west, pushing the wall at the end. There will be a staircase for you to climb to reach the Security Armour. 6. Collect the armour noted in Secret 5. Turn around, and walk down the first flight of steps. Turn left ninety degrees, and open the wall to find some more health bonuses. 7. Grab the yellow keycard, and hold. Wait until the door closes behind you, then hit it. The platform holding the Supercharge drops, allowing it to be collected. 6. Enter the yellow door; follow the cavern taking the left fork first, then the right fork. The lavarocks is a damaging floor, move onto it, turn to the right, and enter the cave to find a megaarmour. 7. From the yellow door, follow the cavern taking the right fork. Enter the blue door, ahead of you will be a platform with a medkit and a box of rockets with a Mancubus standing guard. Press the wall behind it to reveal a staircase littered with health bonuses and an Automap at the end. 8. As you face the blue door leading to the exit chamber, turn to the left and look at the torch. Drop into the blood river beside it, pressing the back wall of the sheltered area. This will open the area visbile from Secret 7, holding an invisibility sphere and ammunition, 9. Solve the puzzle in the room discovered in Secret 8, involving raising and lowering switches. Once you've hit the switch to the left of the rising/lowering blocks, the wall beyond lowers to reveal another switch. Throw it, and return to where you first saw the torch indicating the location of the secret room. Turn left, and head towards the redbrick ruins again. On the way, you will notice that the three pillars blocking access to the cave have lifted, giving you access too the BFG. Oh, yes! ============================================================================= = Baron's Banquet [*307] = ============================================================================= 1. Ahead of the starting position is a wall of skulls. Open it to find a rocket launcher and two rockets. 2. At the base of the Baron's tower is a blue door. Continue up the tower a quarter of a turn to find an alcove, with a fake back wall. Open it to find a chainsaw, health bonuses and armour bonuses. 3. From Secret 2, go back to the blue door mentioned. Run towards the previous secret, a tripwire will activate a door on the left wall of the alcove, allowing you to jump to a platform holding Security Armour. 4. To get the yellow keycard, return to the hub room which had lots of switches and one door. Enter the door, turn right and descend the stairs. Score a radsuit, and sprint along the opposite wall, which has a gap in it leading to a string of armour bonuses and a sole pillar. Hit the switch at the rear, and board the teleporter once the wall has fallen. 5. In the hub room, press against where the next switch would be to reveal access to the Automap. 6. To reach the Supercharge, enter the yellow door where you respawn after getting the keycard. In the lava beyond is the tower with the teleport to the yellow keycard. Enter it, flick the switch, teleport out and head to the Supercharger. 7. Head to the Baron's tower. From the door to the starting point, climb the tower, doing a turn and a quarter. This point should be next to a wall blocking access to another yellow door to the north. Head up the tower for another half a turn, and you should be at the southern point. Face the tower's core, and to the right should be a small enclave. Push the wall to reveal the button which will lower the former wall, allowing you access to the second yellow door. 8. From secret 7, enter the second yellow door. Jump down to the lower section of the room, the western wall can be used to reveal a passage to the BFG. ============================================================================= = Tomb of Malevolence [*308] = ============================================================================= 1. Enter the first chamber, and turn right. On the southwestern wall are two tortured ex-humans. Press the left one to lower the wall, revealing a switch which in turn will lower a wall to your left with health bonuses, a plasma rifle... oh yeah, and an Automap. 2. On descending into the tomb, go west until you hit a wall, then follow north until you find the corner, You'll notice it will be bordered with metal girders, use it to bring down the lift with some helpful goodies on it. 3. But that's not all! Push the wall behind the lift in Secret 2 to bring down the last secret in the game: an Invulnerability Sphere. ============================================================================= = March of the Demons [*309] = ============================================================================= 1.From the start position, walk straight ahead until you reach a discoloured wall. Open it, run up the stairs for some Security Armour. 2.After getting the security armour in Secret 1, head outside towards the slime waterfall, and throw the switch. In the western corridor, the north wall can be opened to find a chainsaw, health bonuses and armour bonuses. 3.There will be a switch on the eastern side of the "hub room" which will raise more stairs to reach the central switch. After throwing it, return to the base of the stairs. Turn left, head into the alcove ahead, and press the white wall, which will reveal shotgun shells and medkits. 4.After advancing to the point where enough switches have been thrown to raise the steps to the central switch, hitting it lowers the barrier along the centre of the room Go further into this room, and take the first newly available avenue on the left. There will be two corridors branching off to the South ahead of you, press the wall between them. It reveals an Automap and some health bonuses. 5.After collecting the Automap in Secret 4, back out of the room, and take the westernmost corridor. Halfway down - before you get to the UAC crates - press the right wall. It will open to reveal a platform with two Medkits. ############################################################################# # Contact [*400] # ############################################################################# I would welcome any feedback on this, both positive and negative. If this guide helped you, a simple "thank you" would be wonderful; if it didn't, then feel free to tell me that too. I don't mind getting stick, put please put reasons why you thought "DIS LIST IS S**T" or "Y DNT U DO A GUD LIST" or "HURRRRR". I want this list to be used by the Doom community, and only by helping me out can I make it a better list for you. Praise, abuse, whatever can be sent to: chris (at) da-geezer (dot) me (dot) uk I'm all for you using this guide and passing it on, or posting it to your website or whatever; all that I ask is that you let me know where it is for future reference. Please don't be a noob and reference it without letting me know. Usual thanks to Chief Girlfriend Amy for putting up with such a massive geek, the Doom community for not letting an awesome game die, John Romero for being one of the shining lights of the videogame industry, and to you for even bothering to read this far. Take care, have fun! ############################################################################# # END OF FILE (hurrr) # ############################################################################# #############################################################################