+ MASTER LEVELS DEMOS +

Last update: 10/06/2024

===============================================================================
                  DEMOS FOR PC MASTER LEVELS FOR DOOM II V1.9
===============================================================================

Note: All .lmp files in this collection will play back correctly when using the
original DOS files for Doom II: Hell On Earth v1.9, or when using Doom 95 with
the v1.9 DOOM2 WAD loaded.  Demos may desync when using Final Doom's DOOM2.EXE
files, or the TNT and PLUTONIA WAD files.

(Read about These demos / Using .lmp files / Upgrading to v1.9)

Click to jump to Master Levels demo(s) for:

ATTACK.WAD (2 demos)
BLACKTWR.WAD (3 demos)
BLOODSEA.WAD (3 demos)
CANYON.WAD (2 demos)
CATWALK.WAD (4 demos)
COMBINE.WAD (3 demos)
FISTULA.WAD (2 demos)
GARRISON.WAD (3 demos)
GERYON.WAD (2 demos)
MANOR.WAD (8 demos)
MEPHISTO.WAD (2 demos)
MINOS.WAD (3 demos)
NESSUS.WAD (2 demos)
PARADOX.WAD (3 demos)
SUBSPACE.WAD (5 demos)
SUBTERRA.WAD (2 demos)
TEETH.WAD: LEVEL 31 (2 demos)
TEETH.WAD: LEVEL 32
TTRAP.WAD (2 demos)
VESPERAS.WAD (2 demos)
VIRGIL.WAD (2 demos)
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ATTACK.WAD: LEVEL 01 (2 demos)
--------------------
ATTKEXIT.LMP: 00:37, Skill 4, no monsters
Notes: Shows one path that can be used to access all keys and the exit.
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ATTACK.LMP: 04:12, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: With a bit of luck I make it through this
level without a scratch, and leave with maximum health and armor.
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BLACKTWR.WAD: LEVEL 25 (3 demos)
----------------------
BTWRKEYS.LMP: 02:49, Skill 4, no monsters
Notes: Shows how to access all keys and get into the exit.
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BTWRPLAS.LMP: 01:05, Skill 4, no monsters
Notes: Shows how to reach a plasma rifle, and some shotgun and cell ammo, all
of which are essentially hiding in plain sight in the first room that a player
teleports into.
It can be fairly easy to overlook these objects since they don't affect the
player's Items score (which is true for all weapons/ammo), and their locations
are not score-affecting Secret areas.  The switches that grant access to these
objects are also disguised.
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BLACKTWR.LMP: 21:19, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: The Cacodemons that surround the first room
you teleport into tend to get stuck in places where you can't see them or shoot
them; And they may languish there out of sight for minutes, or forever.
Other monsters can be trapped, lost, or overlooked in other areas as well.
Because of this, I spend some extra time checking around for strays.
Fortunately I managed to be the only survivor this time...
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BLOODSEA.WAD: LEVEL 07 (3 demos)
----------------------
BLOODEX.LMP: 02:19, Skill 4, no monsters
Notes: Shows one path that can be used to access all keys and the exit.
Notes on the making of this demo: Near the end of the demo there's a 30-second
delay as I wait for a timer-controlled wall to rise, uncovering a switch that
opens the exit.  (If you don't want to wait, you can quit out of the demo early
by pressing the F10 key, and then pressing Y.)
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BLOODSEC.LMP: 00:52, Deathmatch, Skill 3, no monsters
Notes: Shows the location of all the "official" (score-affecting) secret areas.
In Single-player or Cooperative games, access to one of the secret areas (the
first room shown in this demo) depends on the death of a Mancubus... When that
happens, the walls surrounding that secret area drop, allowing access.
Note however that this monster only appears at skill levels 3 and up, which
means that that area will remain closed in Single-player/Co-Op games played at
lower skills.
In Deathmatch games, players can access a switch to open the chamber walls.
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BLOODSEA.LMP: 07:06, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: I've played this level all the way through
several times, but this is the first time I managed to kill the Arch-Vile with
just 3 hits... which was so unexpected (and without sound I didn't hear its
demise) that I fire at it again purely by reflex. %)
When playing this map at Skill 4, Pain Elementals may not always spit out Lost
Souls.  This is due to a programmed limit in Id's original Doom II engine: New
Lost Souls can't be created if more than 20 are already present on the map.
Here I try to take advantage of that limit by destroying a couple of Elementals
before killing too many Lost Souls.
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CANYON.WAD: LEVEL 01 (2 demos)
--------------------
CANYNSEC.LMP: 02:00, Skill 4, no monsters
Notes: Shows how to access all "official" secret areas.
Three of the four "official" secret chambers here are themselves located behind
other, "unofficial" secret chambers (hidden rooms that will not actually affect
a player's score).
To open each of the outer chambers, a player must cross an invisible trigger
line or "tripwire".  In some instances these triggers are located far from the
secret panels they control.
At skill levels 1, 2 or 3, each secret chamber will contain an Artifact,
power-up, or other item.  At Skill 4, an item will be missing from one of the
chambers.
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CANYON.LMP: 06:00, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: As with all maps in most Doom/Doom II games,
you don't have to kill any Lost Souls in order to get a 100% KILLS score; but
here I chose to wipe 'em all out, anyway.
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CATWALK.WAD: LEVEL 01 (4 demos)
---------------------
CATKEYS.LMP: 01:10, Skill 4, no monsters
Notes: Shows how to access the red key and the yellow key.
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CATTRAP.LMP: 01:10, Skill 4, no monsters
Notes: Shows how a player may become trapped on this level by approaching the
exit area before acquiring the red key.  (The CATKEYS demo above shows how to
get all keys on this level.)
A player trapped like this will have to load an earlier save-game, or restart
the level again, or use cheats if available.  PC Doom II games have various
cheat codes that can be used to add keys, walk through walls, or warp between
map levels.  Some console/mobile ports also have some cheat options.  See the
DoomCode document for more information.
Note that a modified version of this level also appears in PS1 Final Doom.  In
that version there are teleporter pads at the bottom of the giant pit in the
middle of the level.  These allow the player to return to a location between
the south edge of the pit and the level's starting point.
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CATMISS.LMP: 01:30, Skill 4, no monsters
Notes: Shows how/where to access a couple of areas that may go unnoticed during
a typical game.
These are the only score-affecting secret areas on the map, and together they
contain monsters, powerups, weapons and ammo.
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CATWALK.LMP: 05:45, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: In a bid to save a couple seconds, I manage
to grab the yellow key by strafe-running up to its pedestal.  (That same move
could also be used to grab the red key from its pedestal, if necessary.)
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COMBINE.WAD: LEVEL 01 (3 demos)
---------------------
COMBEXIT.LMP: 01:23, Skill 4, no monsters
Notes: Shows how to access all keys and get into the exit.
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COMBINE.LMP: 02:39, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
(Actually the only "official" secret area on the map is the courtyard that you
start the game in... This means that you can always have a score of SECRET 100%
when playing this map.)
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COMBRUSH.LMP: 01:51, Skill 4
Notes: Another Ultra-Violence combat demo, somewhat similar to COMBINE.LMP,
above, but geared more towards speed.
Notes on the making of this demo: The goal in this demo was to get a 100% Kills
score and reach the exit as fast as possible.  My usual additional goals of
attaining a 100% Items score and leaving with maximum health and armor were
abandoned to improve the Time score.
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FISTULA.WAD: LEVEL 01 (2 demos)
---------------------
FISTSEC.LMP: 00:59, Skill 4, no monsters
Notes: Shows how to access all keys and Secret areas.
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FISTULA.LMP: 03:20, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
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GARRISON.WAD: LEVEL 01 (3 demos)
----------------------
GARRKEYS.LMP: 01:55, Skill 4, no monsters
Notes: Shows how to access all keys and the exit.
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GARRMEGA.LMP: 00:39, Skill 4, no monsters
Notes: Shows two ways to acquire the Megasphere on the low pedestal in the
northwest quadrant of the map.
The first method involves simply running or strafe-running up to the
Megasphere, which sometimes allows you to grab it from the pedestal without
lowering it.
The second method is to drop the pedestal by activating a switch, which is
located above the small slime pool on the east side of the map.
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GARRISON.LMP: 04:21, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: The last Megasphere I pick up can actually be
acquired early on (see the demo GARRMEGA.LMP, above), but I chose to reserve it
for later so I could exit with maximum health and armor.
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GERYON.WAD: LEVEL 08 (2 demos)
--------------------
GERYKEYS.LMP: 00:56, Skill 4, no monsters
Notes: Shows how to access all keys and the exit.
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GERYON.LMP: 05:57, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: Although in the past I've done better in the
battle around the exit, I thought the rest of the game went pretty well.
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MANOR.WAD: LEVEL 01 (8 demos)
-------------------
MANRKEYS.LMP: 01:45, Skill 4, no monsters
Notes: Shows how to access all keys and the exit.
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MANOR-RL.LMP: 00:22, Skill 4, no monsters
Notes: Shows how to reach the rocket launcher located on a platform just inside
the front door of the main building.
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MANORBFG.LMP: 00:59, Deathmatch, Skill 2, no monsters
Notes: Shows how to acquire the BFG 9000 located near the map's entry point.
Notes on the making of this demo: I played in single-player Deathmatch mode to
allow me to start the game with the keys already in my possession.
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MANORSEC.LMP: 02:16, Skill 4, no monsters
Notes: Shows how to access all "official" secret areas.
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MANORMAP.LMP: 00:37, Skill 4, no monsters
Notes: Shows two methods for getting the Computer Area Map item on this level.
The item sits on a Secret-flagged platform, which is too high to directly climb
onto from the surrounding floor.  A common solution, and the first method shown
here, is to step up onto the platform from the top edge of a nearby wall as it
slowly lowers into the floor.
Once that wall has dropped, it can't be used again; But you can still reach the
platform via use of the teleporter and window ledge next to the platform.
Notes on the making of this demo: To get to the Computer Map quickly, I use an
exploit to bypass parts of the level (the same trick used in the MANRTRIK demo,
below).  The exploit was a handy shortcut here, but is entirely optional.
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MANOR.LMP: 07:24, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
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MANRTRIK.LMP: 00:30, Skill 4
Notes: Demonstrates a "trick" for accessing the exit in seconds, bypassing most
of the level.
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MANORRIM.LMP: 00:18, Skill 4, no monsters
Notes: Shows a way to get on the tall platform that runs along the entire outer
rim of the map.  There are monsters here during a normal game, but no weapons,
health, or other items.
This jump was made by Strafe-Running, a simultaneous combination of Run-forward
plus Strafe-sideways.  This moves you at an odd angle, but at a speed that's a
bit faster than plain forward running.
Note that there is a very narrow ledge about halfway up the vertical face of
the platform, and it too leads all the way around the level.  It's possible to
land on this ledge with a slightly shorter jump than the one shown here, or by
gently dropping down off the edge of the platform.
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MEPHISTO.WAD: LEVEL 07 (2 demos)
----------------------
MEPHKEYS.LMP: 02:12, Skill 2
Notes: Shows how to access all keys and finish the level.
Notes on the making of this demo: At the end of the demo I try to provide a
glimpse of something that can be heard as the mission ends, but is probably
never seen by most people in Single-player mode.
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MEPHISTO.LMP: 08:55, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: I used to dread fighting with Revenants back
when I made this demo, and this level is crawling with them.
Playing keyboard-only (lacking good circle-strafe ability), and "deaf" (no
audio on the PC I use to record demos), only added to the nightmare.
I know I skipped some ammo down in the corners of the main building, but chose
not to spend the several seconds it would've taken to go get it.  (Fortunately
leftover ammo doesn't affect the Items score. :)
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MINOS.WAD: LEVEL 05 (3 demos)
-------------------
MINOSBLU.LMP: 00:14, Skill 4, no monsters
Notes: Shows how to access the blue keycard.
(To get it, simply Run from the opposite platform.  "Run" in PC Doom games is
typically enabled by holding down the Shift key.)
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MINOSRED.LMP: 00:26, Skill 4, no monsters
Notes: Shows where to find the red keycard.
Just before acquiring the key, you'll have to run across a small gap between
the top edges of two parallel walls.  If there is a live monster down in the
area between the walls, it may prevent you from running across, as players and
live monsters cannot cross over/under one another.  Because of this, you may
want to check that area and kill any monsters there before attempting the jump.
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MINOS.LMP: 06:54, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: I was kind of surprised that the Baron in the
Soul-Sphere room didn't drop when hit with the BFG 9000... Bad aim with the
weapon's secondary rays, I guess.
This level was well conceived, but unfortunately the game can sometimes crash
with a "visplane" error when you're in the rooms that surround the yellow-key
courtyard.  (That error has to do with how "visible" objects are drawn to the
screen.)  In my experience it seems that a crash can be avoided by not turning
too far to look out of the long rectangular windows that face the courtyard.
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NESSUS.WAD: LEVEL 07 (2 demos)
--------------------
NESSMISS.LMP: 00:19, Skill 4, no monsters
Notes: Shows how to access a small elevated area that may go unnoticed during a
typical game.  This area holds some useful items, and is guarded by a Revenant.
Also, one of the wall panels there can be opened to reveal a small, elevated
compartment, which was meant to be this map's only score-affecting Secret.  At
Skill levels 1 and 2 this compartment will be empty; but at higher Skills it
contains a weapon.
Note that even if you find this compartment and pick up the weapon, the game
will not acknowledge that the Secret was discovered.  In order to get credit,
the player character's vertical axis must touch a narrow strip of floorspace
located beneath the lower edge of the sliding wall panel, and this is all but
impossible without resorting to cheat codes or other exploits.  (For an example
of a method that can be used in some versions of the game at higher Skills,
see https://www.youtube.com/watch?v=ta-W3GYoxv8 on the ClassicDOOM channel.)
Because of this, a score of "SECRET 0%" is normal for this map.
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NESSUS.LMP: 02:30, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: I open up this level's one Secret area (and
collect the weapon there), but get a score of "SECRET 0%".  For better or
worse, this is the normal result when playing this map.  (See the notes for the
demo NESSMISS.LMP, above.)
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PARADOX.WAD: LEVEL 01 (3 demos)
---------------------
PARAKEYS.LMP: 00:59, Skill 4, no monsters
Notes: Shows how to access all keys and the exit.
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PARASEC.LMP: 01:58, Skill 4, no monsters
Notes: Shows how to access all Secret/hidden areas, and all "official" Items.
Note that just to the south of the level's entry point is a small hidden
chamber, which contains a rocket launcher and some ammo.  This area is only
accessible during Deathmatch games, and so it is not revealed in this demo.
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PARADOX.LMP: 06:33, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
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SUBSPACE.WAD: LEVEL 01 (5 demos)
----------------------
SUBSKEYS.LMP: 00:56, Skill 4, no monsters
Notes: Shows how to access all keys and the exit.
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SUBSBACK.LMP: 00:31, Skill 4, no monsters
Notes: Shows how the player can get locked out of a structure in the southeast
quadrant of the map, and shows how to get back inside if that happens.
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SUBSSEC.LMP: 00:09, Skill 4, no monsters
Notes: Shows how to access all the "official" secret areas, where some useful
Items can be found.
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SUBSPACE.LMP: 02:29, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: There are faster ways to get through this
level (see demo SUBSRUSH.LMP, below, for a sample); but here my goal was to
leave with maximum scores, health, armor, weapons and ammo.
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SUBSRUSH.LMP: 01:43, Skill 4
Notes: Another Ultra-Violence combat demo, somewhat similar to SUBSPACE.LMP,
above, but geared more towards speed.
Notes on the making of this demo: The goal in this demo was to get a 100% Kills
and Secret score, and reach the exit as fast as possible.  My usual additional
goal of attaining a 100% Items score was abandoned here to improve the Time
score.  I also chose to bypass the Lost Souls this time, since they don't count
in a Kills score.
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SUBTERRA.WAD: LEVEL 01 (2 demos)
----------------------
SUBTRSEC.LMP: 01:39, Skill 4, no monsters
Notes: Shows how to access the keys, the exit, and the Soul Sphere that sits on
a switch/pedestal (a score-affecting Secret area) in a large, dark room.
To get on the pedestal, use the teleporter in the northeast corner of that dark
room, and step onto it by crossing its north or east edge (stepping on from the
south or west will send you back to a point just outside the room's entrance).
Notes on the making of this demo: Right after I pick up the blue key I jump out
the nearby window.  It's not necessary to do that, but in this case the window
provided a handy shortcut.
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SUBTERRA.LMP: 04:59, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: The first Revenant that's encountered on this
map can often be a problem... but here a lucky telefrag made a good solution.
To maintain parity with most of the other Master Levels UV combat demos here, I
try to leave with maximum health, armor and weapons.  To get that result I had
to take a couple of detours and employ a trick or two along the way.
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TEETH.WAD: LEVEL 31 (2 demos)
-------------------
TETHKEYS.LMP: 04:40, Skill 1
Notes: TEETH.WAD contains two levels, maps 31 and 32.  This demo is for map 31,
"The Express Elevator to Hell".
Shows how to access all keys, and shows how to open both the secret exit, and
the regular exit.
Notes on the making of this demo: The secret exit, which leads to map 32 in
TEETH.WAD, is opened but not utilized.  A few moments later, I open and step
into the regular exit, which leads to level 16 in the local DOOM2.WAD file.
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TEETH-31.LMP: 09:34, Skill 4
Notes: TEETH.WAD contains two levels, maps 31 and 32.  This demo is for map 31,
"The Express Elevator to Hell".
Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: A couple of back-to-back encounters with
Revenants go bad, and nearly cost me the game both times.  Chalk it up to
carelessness on my part.
As in demo TETHKEYS.LMP, above, I uncover the secret exit, but leave through
the regular exit.  A slight difference from TETHKEYS is that this time I step
part way across the secret exit's threshold, boosting the SECRET score to 100%.
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TEETH.WAD: LEVEL 32
-------------------
To see how to get to this level, see TEETH.WAD: LEVEL 31, above.
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TEETH-32.LMP: 01:07, Skill 4
Notes: TEETH.WAD contains two levels, maps 31 and 32.  This demo is for map 32,
"Bad Dream".
Ultra-Violence combat demo with maximum Kills, Items and Secrets.
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TTRAP.WAD: LEVEL 01 (2 demos)
-------------------
TRAPKEYS.LMP: 03:17, Skill 4, no monsters
Notes: Shows how to access all keys and the exit.
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TTRAP.LMP: 14:42, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
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VESPERAS.WAD: LEVEL 09 (2 demos)
----------------------
VESPKEYS.LMP: 00:57, Skill 4, no monsters
Notes: Shows how to access all keys and the exit.
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VESPERAS.LMP: 07:29, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
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VIRGIL.WAD: LEVEL 03 (2 demos)
--------------------
VIRGKEYS.LMP: 00:59, Skill 4, no monsters
Notes: Shows how to access all keys and the exit.
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VIRGIL.LMP: 03:58, Skill 4
Notes: Ultra-Violence combat demo with maximum Kills, Items and Secrets.
Notes on the making of this demo: To maintain parity with most of the other
Master Levels UV combat demos here, I try to leave with maximum health and
armor.  To get that result I take an awkward detour late in the game to go back
and get some items.
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Download This demo (VIRGIL.LMP) / All Master Levels demos (LEDLMPS5.ZIP)
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