Level 13
The map for this level can be very confusing because of all the over and under areas. For this reason also,
be extremely careful if you happen to be using the jump ability. If you jump off some of the upper walkways, you will find
the lower passages have been blocked by the game engine and you will have to restart the level. Blue Key: Yellow key: Initially, there will only be two hell-knights on high platforms in this area. Kill them before activating the switch
at 3. Some specters, lost-souls and imps will teleport in as soon as the switch is pressed. When they are dead, the
bars will withdraw, allowing you to get to the lift at 4. The first room at the top of the lift has a hell-knight waiting. The only other door you can open will open another
doorway at the opposite end of the walkway, with another hell-knight. It will also summon two mancubus' to the tops of
pillars near the yellow key. These are best fought from the lower courtyard by going back down on the lift. After taking down the mancubus', head back up and activate the switch at 5. This will open the door at the other end
of the walkway where there is a teleport that will take you to the yellow key. Directly E in front of the yellow key is a
switch high on the wall. This will open a secret area at 6 and allow you to collect the soul-sphere. Red key: Another secret area is accessed by walking the hall in the vicinity of point 7. An empty room to the N will open up
for a short time. Run along the ledge above the stairway from the W end to get to it in time. From there, you can
run/jump across the hall to another ledge along the S wall. Follow this down to a small hallway that leads to the
combat armor. Crossing another invisible line on the way back will open the chamber at point 8 which contains a
rocket launcher. Two barons of hell stand guard behind the red keyed door. A few zombies patrol around the exit switch that is reached
through a teleporter.
Back to Top / TC map index / Classic DOOM home page
Terror Core:
The room which you start in contains a secret door and a chamber that holds a berserk pack. In the area just beyond the
doorway are several bull-demons and the blue keyed door. Some imps wander around this area also, and a few zombies further
inward. In the NW section you will find two switches. One causes the blue key to appear near the blue door, the other switch
operates a timer that lowers a secret area for a few seconds at 1.
A single hell-knight is waiting just inside the blue door. Head upstairs to the corridor to the west. Through the door
are a few specters, a walkway to the N, and two other passages W that are presently inaccessible. To the N/NE is a room
guarded by several nightmare-imps. Kill them and activate the switch there. This creates a stairway up to area 2.
The hallway through the yellow key door is guarded by cacodemons and imps, and leads right to where the red key is.
Collecting the key will summon a pack of lost-souls. More lost-souls will be waiting along the walkways back toward
the red keyed door.