This level occupies the map slot MAP32. For other maps which occupy this slot, see Category:MAP32.
MAP32: The Super Secret Level is the second secret map of Doom 2 Reloaded. It was designed by Andy Stewart.
Walkthrough
Map of The Super Secret Level
Essentials
There are multiple exits in this map, and the majority of this map is in the thirty-two secrets. While you can leave through any exit at any time, the screen at the start tells you how far can you go in the map, so you will need to do some secret hunting if you want to get through every part of this level. A number in every secret shows you just how far you have got. The combat in this map scales with each secret you find, and you will fight specific monster groupings with each successive secret. Making it all the way to the end will net you lots of supplies.
Other points of interest
Secrets
- Go directly behind your starting point. (sector 44)
- From #01, go up the first lift, then up the next one, but hug the south wall to reach a blue passage. (sector 55)
- In the blue passage from #02, enter the small passage turning east, south, west, south, east towards an exit. As you do, a lift lowers. Quickly head north, east, north, west all the way, south, west, north, and west through this passage before it rises. (sector 115)
- This passage is directly after #03. However, it closes thirty seconds after the level starts, so you must quickly get the previous three secrets to get through this one. (sector 98)
- At the outside hall where the shotgun guys are (past #04), one of the silver lift walls on the south side is misaligned. Press it to lower it and continue, grabbing the shotgun shells and radiation suit along the way. (sector 208)
- From #05, gently head down the steps and drop as slowly as possible, to land on a small ledge with caution stripes. Enter the vent to continue to the next area. (sector 221)
- Past the vent from #06, you will wind up in a room with multiple chaingunners. Make sure to keep at least one alive, and lure him to the door at the east end, which you cannot open directly. Let the chaingunner open the door for you so you can proceed. (sector 257)
- After #07, go all the way to the end and open the big UAC door. Go through the next hall, grabbing the health bonuses, then open the next door. Backtrack through the vent where #06 was, and go into the nukage, heading west towards an exit, but look left to spot an open passage. (sector 239)
- In the cargo room west of the blue key area, take the lift up and go to the right wall. Look at the metal frame to the south to spot a small button, which opens the right wall allowing you to get a megaarmor. (sector 521)
- In the same cargo room as above, on the higher floor, notice that part of the railing is torn apart. From this torn edge of railing, jump to the nearby gray crate, then to the next one, then to the brown crate behind the other ones. Drop down and enter the vent. (sector 467)
- Go through the vent from #10, then climb the steps up. Head to the walkway with caution stripes and look west for a shootable red button. Shoot it to open a secret area behind you containing a yellow skull key and some stimpacks. (sector 513)
- After getting the blue key and after #11, go back to the nukage and open both blue doors. Follow the two dead marine corpses to a nukage fall. There is are two hidden blue bars behind this nukage fall. Open them and proceed, collecting shotgun shells as you do. (sector 372)
- Once you get done with the demons and spectres at the teleporter past #12, enter it. Look behind you to see a dead marine, and reenter the teleporter from where the marine was to reach the next area with a soul sphere. (sector 535)
- Behind your teleporter in #13 is a small green button, so push it. The vent in #13 leads back to the nukage area, where there will be a silver L-shaped walkway you can lower. Lower it, and ride it up, but hug the south wall near the southeast corner. The button you had pressed before revealed an opening down here. Take the lift up to get boxes of ammo, a stimpack, and rockets. (sector 150)
- After pressing the switch to lower the blue key platform, return to the outside hall where the shotgun guys were. Instead of the regular exit at the west end, there is a fake one that takes you to the next secret area. (sector 599)
- In the maze-like area with the lost souls, get the rocket launcher at the north end if you do not have one, then go to the east side where a small lift is. Ride this lift up, and ready the rocket launcher towards the east wall. Blast the wall while moving backwards, and you should slide to the secret to continue. (sector 660)
- In the room where you are trapped for thirty seconds while the cacodemons beyond the window attack, the switch here lowers the nearest hangar door outside the room. After the door reopens, flip the switch and stand on the door that lowers. Ride it up and enter the passage to the south, grabbing armor bonuses and rockets. Make sure you also have the yellow key from #11 to continue. (sector 750)
- Open the yellow door, and in the next area is a switch that raises a bridge to the west. Gently go behind this switch and flip the backside to open a secret room nearby, which contains radiation suits and a medikit. (sector 914)
- Make sure you have a radiation suit from #18, then drop into the nukage, heading west, north, west, south, and east all the way to the passage for some boxes of rockets and two stimpacks. The switch here leads into the optional area where Hell knights spawn in. (sector 965)
- From the switch near #18, or from the Hell knight area past #19, take either raised bridge to a hall with four computer terminals. The northeast one looks different than the rest. Open it to find lots of armor bonuses. (sector 856)
- From #20, go into the gray hall with barons of Hell and open the wall in the northeast corner, where you can get the health bonuses and continue with the map. (sector 874)
- After #21, you will be in a new hallway. Go until you reach a lasered-off section and a door you cannot open directly. Look through the lasered-off room and spot a barrel. Shoot it, and enter the door when it opens. Make sure not to wait too long or the door will close again, and you cannot continue getting the other secrets if this happens, although if you let the door close while you are on the other side of it, you can reopen it from there and it will stay open. (sector 1100)
- Past #22, open the next door into the crate room, then go to the southwesternmost crate. Lower it from the north side to reveal rockets, but ride the part of the crate that you lowered. When it rises, jump across the other crates in the room until you reach the teleporter, where you will find a megaarmor and lots of ammo. Use the terminal to leave. (sector 1940)
- At the large lift where the last arachnotron is, use the button to lower the lift. Stay in position and look east, eventually you will see a gargoyle switch tucked away. Shoot it to open the northeast wall (if you miss shooting the switch, use the nearby green button to raise the lift and try again). A partial invisibility is in this secret. (sector 1158)
- The green room with the switch in the center reveals rising and lowering lifts with pain elementals in them. Flip the switch and enter the northeast lift, using the switch there. Then, enter the southeast lift and use the switch there. Once you do that, enter the southwest lift and ride it up to the broken vent to continue. At the dead end room, use the terminal to open the bars. (sector 1302)
- In the library room with the switch to lower the red key pillar, use the green torch in the northeast corner to lower some stairs. (sector 1535)
- Past #26, at the caged area with the BFG9000, go around the cage to the backside, being careful not to fall in the lava. The satyr switches back here raise bridges to the back alley of this area, with stimpacks, a megaarmor, and lots of ammo available. (sector 1577)
- In the area with the mancubi, enter the dark passage to the south and get around the gates to the dark passage, leading to two medikits and a light amplification visor. (sector 1645)
- Head to the northern part of the arch-vile area to find an arch-vile in front of an altar. You need to execute an arch-vile jump towards the arch-vile, then get past it and open the wall that the health bonuses point to to get #29. The skull switch here opens up an important teleporter that will allow you to reach the last few secrets. (sector 1802)
- From #29, go west to where the megasphere is. (sector 1779)
- After using the skull switch in #29, backtrack all the way through to the teleporter before the red key area, Use it then head east to the new teleporter. You will be back at the hangar area that was accessible after #16. Head all the way west, past the spider masterminds and through a small vent. At the end of this room, press on the central terminal to open the final secret, and if you want to kill the spider masterminds through a different method, use the floor panels here to crush them. (sector 1869)
- Once you have used the central terminal in #31, backtrack all the way to the starting point and head to the first exit. Kill the four Commander Keens and go to the exit. This time, there will be an open door to the left of the exit. Take the lift behind it down. The red room here has a revenant on Hey, Not Too Rough or lower, an arch-vile on Hurt Me Plenty, and two arch-viles on Ultra-Violence or higher. The northeast corner should be open, use the lift here to get all of the supplies. Entering the teleporter here will end the level via telefragging Romero's head. (sector 1899)
Bugs
Demo files
Areas / screenshots
Speedrunning
Routes and tricks
Current records
The records for the map at the Doomed Speed Demos Archive are:
Miscellaneous demos
Style |
Time |
Player |
Date |
File |
Notes
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Deathmatch
Statistics
Map data
* The vertex count without the effect of node building is 7875.
Things
This level contains the following numbers of things per skill level:
|
Multiplayer
|
Monsters |
1-2 |
3 |
4-5
|
Zombieman |
1 |
3 |
4
|
Shotgun guy |
4 |
7 |
11
|
Heavy weapon dude |
4 |
8 |
12
|
Imp |
8 |
13 |
19
|
Lost soul |
10 |
16 |
23
|
Demon |
2 |
4 |
5
|
Spectre |
1 |
2 |
5
|
Revenant |
16 |
21 |
29
|
Cacodemon |
5 |
10 |
19
|
Pain elemental |
6 |
7 |
10
|
Hell knight |
3 |
5 |
8
|
Baron of Hell |
1 |
2 |
3
|
Arachnotron |
5 |
8 |
13
|
Mancubus |
4 |
5 |
8
|
Arch-vile |
6 |
9 |
12
|
Spiderdemon |
1 |
2 |
2
|
Cyberdemon |
1 |
2 |
2
|
Commander Keen |
4
|
Romero's head |
1
|
Weapons |
1-2 |
3 |
4-5
|
Chainsaw |
1
|
Shotgun |
1
|
Super shotgun |
4
|
Chaingun |
2
|
Rocket launcher |
2
|
Plasma gun |
2
|
BFG9000 |
1
|
Ammunition |
1-2 |
3 |
4-5
|
Clip |
3
|
Box of bullets |
18
|
4 shotgun shells |
38
|
Box of shotgun shells |
19
|
Rocket |
63
|
Box of rockets |
45
|
Energy cell |
17
|
Energy cell pack |
14
|
Health & Armor |
1-2 |
3 |
4-5
|
Stimpack |
37 |
37 |
36
|
Medikit |
27 |
27 |
25
|
Armor |
2
|
Megaarmor |
4
|
Items |
1-2 |
3 |
4-5
|
Armor bonus |
37
|
Health bonus |
32
|
Supercharge |
2
|
Megasphere |
2
|
Backpack |
1
|
Berserk |
1
|
Invulnerability |
1 |
1 |
0
|
Light amplification visor |
1
|
Partial invisibility |
2
|
Radiation shielding suit |
11 |
10 |
10
|
Keys |
1-2 |
3 |
4-5
|
Blue keycard |
1
|
Red skull key |
1
|
Yellow keycard |
1
|
Miscellaneous |
1-2 |
3 |
4-5
|
Cooperative start |
4
|
Deathmatch start |
12
|
Exploding barrel |
22
|
Teleport landing |
32
|
|
Technical information
Inspiration and development
Trivia
See also
Sources
External links