Level 27
This is another of the new levels. (and a real nightmare - even on wussy skill level!) Yellow key: Behind the structure in the middle are arachnotrons at positions 2. After you start fighting them,
mancubus' teleport in behind you. The key is in the middle of the structure (3). As soon as you grab it, the room floods
with lava and barons of hell teleport in. You can get out of the lava by going to the
end of one of the halls, but you can't get out of the structure until the barons are dead. This area also has the combat armor once you have the blue key (4). Red key: There are rockets and energy cells up the stairs, behind the enclosure containing the key.
The switch (7) opens the bars to allow access to the key. Collecting the key summons a swarm of bull-demons that will come from down the hall.
The enclosure provides a good place to stand with the chainsaw and cut them down as they try to get to you.
After that, a large pack of hellknights will appear, along with cacodemons to attack you on the way back to the
start area. Wait for them in a safe place because they are almost impossible to see at a distance against the
red sky. With the red key, you can open the first set of bars toward the exit. Take out as many
of the hellknights as you can with the shotgun. Blue Key: There is an arachnotron perched opposite the entrance at 10. The key is on a pedastle, but you
can't reach it yet. Feel free to explore the layout of this area. Nothing will happen
until you pick up the soul-sphere the arachnotron was guarding (11), then all hell breaks loose.
A few seconds after you grab the sphere, wave after wave of mancubus' and bull-demons
will begin teleporting in to all areas of the room. I don't know how many come before they stop, but once they
are all dead, some stairs will rise and you can get the blue key. The BFG9000 is the only weapon for this part.
(unless you have a powered up alien laser.) Get off the pedastle as soon as you grab the key. More arachnotrons teleport in to
surround you. After that, hellknights spawn in the towers around the area, and bull-demons on the ground.
The rocket launcher works pretty well for this. Once they are all dead, the four columns around the central pedastle will begin launching fireballs for a
short time. Just keep running in circles and you can avoid most of them. The bars blocking the exit will
finally retract, and you are free to leave at last. (If you have the jump ability, stay away from the soul-sphere and jump up to get the blue key.
You can at least avoid the mancubus assault this way. Chances are that you will not leave this map with more than
100 health anyway, so why bother?) The Exit: Back to Top / TC map index / Classic DOOM home page
Forbidden Deeper:
Start with this one since it is easiest. Head to door 1 on the left from the start position.
Inside the long hallway are hellknights and bull-demons.
Clear them out and make your way to the large room at the end.
Arachnotrons and hellknights guard the hallway behind door 5, and you can get them fighting each other.
Pain elementals and lost-souls will attack from the open area to the right (6).
The hallway behind door 8 has several mancubus' guarding it.
After they have been destroyed, RUN down the hallway as fast as possible.
There are dart traps (9) firing all the way to the room at the end.
The "L" shaped hallway through the three key-colored gates is guarded by a few hellknights. There is a single
switch in the room at the end. It looks like the exit, but it is another trap. Make sure your health is at 100,
but don't bother to pick up the combat armor yet. Activating the switch will summon a swarm of nightmare-cacodemons
from all sides. Bars will appear at 12 to block you from getting very far back down the hallway.
Again, the BFG9000 works best here. When all the cacodemons are grounded, the switch will turn into a real exit.