Doom 2 Map 10
Contents StrategyMap of MAP11WalkthroughProceed along the pathway (A) to your best and take a perfect across the link into a rusty steel area. Climb the stairways and take out the and that strike. Proceed up either stairs into the structure forward of you. As soon as you pass through the entry inside the framework, the very first of the sport is launched (N). Consider cover up behind either aspect of the doorway if required. Once it's long been killed, re-enter the area and pick up the azure (C). Now return to the major area of the degree.Make your way along the walkway to the contrary end of the area and move through the blue door (D).
Flip the change to raise a ledge just outside (Age). Continue through this space, up the little stairs, and along the recently risen corner. Turn the satyr-faced change and return to the primary area as soon as again. Continue along the pathway to the remaining about halfway, ánd across the recently created connection to the reddish colored keycard (N).Drop down into the sIime to the northwést of the main circular pathway and head through the crimson doorway (G).
Proceed through the hall, towards the metal bars (which will automatically open up), and up the stairs, emerging at a wooden skull switch. Change it to lower a system just outside. From the fresh platform, drop onto the cement pathway and continue along it, ultimately decreasing into a darkish give (H). Dispose of the soaring enemies here and mind through the brightly lighted canal in the framework forward. You should today be in a 'Age'-shaped watery room (I). Trip the lift in the upper prong of the 'Y' up to a change.
This feature is not available right now. Please try again later. Find out which add-ons for Quake II and DOOM II work well in cooperative mode. DOOM may be old, but its F12 'spy' feature and automap are ideal for co-op play. DOOM II Maps Tested under DOOM II, BOOM, or ZDOOM: Pass: Add-on: Size: Levels: Date added: Comments: Co-Op Quickies: 0.3M: 11: 12/8/2000. No co-op starts on map 2. Enter the Night: 0.
Remember Morrowind? The third chapter in the popular Elder Scrolls series remains one of the finest roleplaying experiences available, but time has not been kind to the game’s aging engine. Skyrim mod for morrowind.
Press it, ride the raise back straight down, and run into the timed raise that just lowered in the Iower prong of thé 'Elizabeth'. Push the switch right now there to open the gate to the departure change (M). The near the exit change will consider you back again to the main region (on a ledge with an in any other case unreachable, if you require it).Techniques Formal. From the non-official secret (see below), turn back about and go up the stairways. When you achieve the top, a lift will reduced back again at the underside of the stairways, along the southern wall. Trip this lift up to a (L).
To the still left of the chaingun is usually a walls with plumbing on it. Open this wall and follow the tunnel to the finish, where you'll land on an otherwise unreachable system with a on it (Meters). After locating the azure, return to the main area (the 'U'). Along the eastern walls in the northern half of the nukage river, a small opening will have got opened. Proceed through and take the at the end to reach the 's i9000 platform (In).
After transferring through the red doorway, you'll go through a collection of automatically-opening metal bars. The wall structure alongside the northernmost club can end up being opened up when the bars are opened up. Take the passing out to the 't cage, made up of an world (O).Non-official.
Despite not really being counted officially, it is certainly significant for helping as a base for the first official key described above and can be arguably better hidden than some other techniques on the máp. From the start, stick to the path along to the ideal and get the next best through the entry into a fresh region. You should end up being facing a set of stairways.
Turn about, and look for the swimming pool of bloodstream on the ground to the still left of the threshold you moved into from (E). The wall structure behind the blood can be walked straight through in order to obtain the behind it. At the very finish of the map, just before the departure switch, right now there's a to your best.