T.R | Title | User | Personal Name | Date | Lines |
---|
90.1 | trying to get the secrets on this level | DAVE::MITTON | Token rings happen | Fri Oct 14 1994 10:40 | 4 |
| any hints on how to get into that sunken area on the right/south side of
the central hall? That seems to be where 100% of the secrets are.
Dave.
|
90.2 | I'm stuck there as well ! | BRIEIS::STEPHENSON | | Sun Oct 16 1994 07:22 | 7 |
| I've tried everything...
Different sequence for flicking switches and using transporters, as I
understand there is a transporter in that sunken room
Somebody help me... (please)
Milton
|
90.3 | | OCTAVE::VIGNEAULT | Death by antonyms | Mon Oct 17 1994 08:35 | 10 |
|
spoiler
To get into the hidden room, you need to run and jump. The teleporter
will merely get you out of there.
This isn't an outright spoiler yet.
|
90.4 | Where??? | RT93::MCDONALDJ | Wish I were here... | Wed Oct 19 1994 09:55 | 5 |
| I've tried running and jumping from every possible location to get into
the sunken room. Where did you jump from?
John
|
90.5 | | HIDEOA::VIGNEAULT | Death by antonyms | Wed Oct 19 1994 10:10 | 17 |
|
Outright spoiler ...
When you press one of the buttons, you get a bridge over to the post
that has the rocket launcher or plasma rifle on it. Run along this
bridge towards the hidden room and you'll get in.
[T] ()<-post
\ ||<-bridge /
||||||||| |||||||||
/ \
room
|
90.6 | Spoil me please. | TROOA::BARTLETT | Same job ... New planet ... | Mon Oct 24 1994 11:15 | 16 |
|
OK - what about the oposite side of that sunken area. How do you get
into the semi-circular area behind the low wall?
||||| ||||| - Stairs
____
/ \ <---- How do get into here?
-----------------------------
||
||
Thanks,
Jason...
|
90.7 | | OCTAVE::VIGNEAULT | Death by antonyms | Mon Oct 24 1994 11:45 | 2 |
|
see .5
|
90.8 | | TROOA::BARTLETT | Same job ... New planet ... | Mon Oct 24 1994 12:24 | 16 |
|
re: last
.5 does get me to the room on the North side - I've already been there.
I'm talking about the slightly raised wall that encloses a small area
between it and the main/tall wall that surrounds the entire sunken
area. The map shows there is something behind it, through the tall wall
- perhaps accessable by transporter only?
Are we talking about the same thing ?
Jason...
|
90.9 | | OCTAVE::VIGNEAULT | Death by antonyms | Mon Oct 24 1994 12:31 | 13 |
|
When you walk into this area from the initial entryway, the room you
describe is on the right. One of the switches causes a walkway to
raise between the pillar and the central area that divides the 2 sides.
(not sure which switch does it)
If you run down this walkway _towards_ the room you mention, you can
jump over the wall into the room. That's the only way I've found of
getting into it.
The teleporter only gets you out of the room I think.
Lv
|
90.10 | | OCTAVE::VIGNEAULT | Death by antonyms | Mon Oct 24 1994 12:36 | 11 |
|
And yes, the pillar and walkway are on the Opposite side of the
central area
/---------------------------\
| () <-pillar \
| || <-walkway \
| ||||||||| ||||||||| \
| /
| /--\ <-room /
|----------------------------/
|
90.11 | Got this one nailed now. | TROOA::BARTLETT | Same job ... New planet ... | Fri Nov 04 1994 10:46 | 28 |
|
It took me a while but I fanally came up with good way to 'jump' into
the little room.
/---------------------------\
| () <-pillar \
| || <-walkway \
| ||||||||| ||||||||| \
| /
| /--\ <-room /
|----------------------------/
^
|
Spoiler:
Run at a diagonal from the left hand-side of the doorway towards
the 'sunken' room - the trick is to run over the raised area at the
right-hand side of the eastern stairway - this bump gives you a little
extra height so that you can land in the sunken area. You can get there
without running over the bump but the angle has to be just right.
HTH,
Jason...
|
90.12 | Correction | TROOA::BARTLETT | Same job ... New planet ... | Fri Nov 04 1994 10:47 | 9 |
|
OOPs!
Spoiler correction:
That should read WESTERN stairway (the one on the left of the diagram
in .-1
|
90.13 | | PLAYER::BROWNL | The InfoHighway has too many side-roads. | Mon Nov 14 1994 08:20 | 8 |
| Thanks folks. This was driving me mad. I had the right idea, and was
running from the right place, and in the right direction etc. But I
hadn't thought of boosting the jump in that way. Fortunately, I
already had the level wiped out bar the secrets so I didn't need the
goodies down there. However, I expect I'll need them on the next
level...
Happy DOOMing, Laurie.
|
90.14 | | TROOA::BARTLETT | I set my personal name to this. | Mon Nov 14 1994 09:45 | 18 |
|
After trying this again I couldn't get it to work.... |^(
The trick seems to be standing in the right place against the wall to
the left of the 'entrance' elevator. I found it once, I will find it
again.
Jason...
PS Am I the only one who gets royally p*ssed over these kind of
obstacles? The 'window' for these areas are so narrow that it is just
too hard (e.g., requires hand/eye skills/speed I don't have) and
detracts from the overall fraggin' type enjoyment. Two examples:
Jumping into the sunken area (in this thread) and getting the blue key
via elevator in The Crusher. If I am alone here so be it, if there is
concensus I will start a "rhymes with witch" note.
|
90.15 | | FORTY2::HOWELL | Just get to the point... | Mon Nov 14 1994 10:09 | 9 |
| (If you want to continue this, move the appropriate topic I suppose,
but just a quicky............. ;-) )
You find it hard to get the blue key in The Crusher ? Are you using
some weird control method or something (ie. mouse!) ;-]
Regards,
Dan
|
90.16 | | OCTAVE::VIGNEAULT | Something is going to happen. | Mon Nov 14 1994 12:56 | 6 |
|
Getting into the small room is easy once you've raised the walkway
to the pillar as I'd described in an earlier note. Basically you
just have to run in a straight line and you're in.
Lv
|
90.17 | | PLAYER::BROWNL | The InfoHighway has too many side-roads. | Mon Nov 14 1994 12:57 | 7 |
| It's not that hard. One can find the right position to stand on the
left hand wall easily by walking to the edge/jump point, walking
straight to the wall, and turning round. Simply point yourself in the
right direction and <Shift-Uparrow>. It's helpful to hit <Tab> first
just to double-check. No, it's not hard.
Laurie.
|
90.18 | | PLAYER::BROWNL | The InfoHighway has too many side-roads. | Mon Nov 14 1994 13:01 | 9 |
| RE: .16
Surely, to use that method, given that the small room is the opposite
side to the transporter at the end of the walkway, one has to clear the
steps too... I'm surprised that's possible. I suppose it's run, jump to
the raised part the other side of the steps, and bounce in from
there... Hmmm.
Cheers, Laurie.
|
90.19 | | OCTAVE::VIGNEAULT | Something is going to happen. | Mon Nov 14 1994 13:46 | 7 |
|
You just run right across the steps from the walkway and you're over
the wall and into the room. At least this is how I managed to do it
a while back after trying a number of ways. It didn't seem like it
should've worked, but I tried it and bingo.
|
90.20 | I was always picked last for baseball... | TROOA::BARTLETT | I set my personal name to this. | Mon Nov 14 1994 15:24 | 11 |
|
I've tried the line it up, back up and run but never seem to be able to
get the angle right. I usually end-up hitting the wall with my chin...
I'll try the run along the raised wall idea. It is quite a firefight to
get to the switch to raise the wall. I was trying to get to the armour
(in the sunken area) first.
Thanks for the suggestions,
Jason...
|
90.21 | Spoiler for both methods follows. | TROOA::BARTLETT | I set my personal name to this. | Tue Nov 15 1994 09:23 | 23 |
| >I've tried the line it up, back up and run but never seem to be able to
>get the angle right. I usually end-up hitting the wall with my chin...
I re-did this last night. I managed to get it to work 4 times out of 5.
What I had forgotten was that you have to all the way to the edge on
the left wall. The angle is such that you actually jump over the very
edge of the northern 'pit' adjacent to the stairs, across the stairs
and onto the wall around the sunken area. Took a little pratice but I
finally got it. Now I'm going to try it with live baddies and see if I
can get the insisibility thing before I start fraggin'.
>I'll try the run along the raised wall idea. It is quite a firefight to
>get to the switch to raise the wall. I was trying to get to the armour
>(in the sunken area) first.
I never would have thought that this would work, but it does. The trick
is to get good and close to the transporter, turn around and run in a
straight line towards the sunken area.
Thanks for the help folks,
Jason$spaz_finger
|
90.22 | Wimp stuck in level 3 needs a mother | KERNEL::WITHALLG | The Hero | Thu Nov 17 1994 09:03 | 18 |
|
Entrance stage left - 1 new doomer.
Level 3 is the furthest I have got. I use my dads 486/33 but by 9pm Im
called home by her !.
Anyways, I have managed to clear all the banditos and then get to a
point where i'm stuck. To the right of the central steps by the lamps
is a low wall across the blue stuff. On cheating to get in here I find
two floating dudes a few Imps etc.. trouble is I can't frag any of them
or pick up anything. On occaisions I also get multiple images and at
that point I chuck up in the bin.
Why can't I get them ?, once in I turn of all the cheats etc but squat
gives ?. any help out there ??
Gary
|
90.23 | | TROOA::BARTLETT | I set my personal name to this. | Thu Nov 17 1994 09:17 | 13 |
|
Having spent lots of time on this level recently...
It sounds like you are not turning off "CLIP" mode. You can't pick-up
stuff because you just walk right through it. The flashing/strobe walls
(properly called "Hall of Mirrors" effect) happens when you try to walk
through an outer wall (when there is nothing behind it). There is
'nothing' out there to display so things get 'weird'. Plus you can't
'unclip' if you are stuck (even partially) inside a wall.
HTH,
Jason...
|
90.24 | I'll soon tellya if I can't do it ... | KERNEL::WITHALLG | The Hero | Thu Nov 17 1994 11:16 | 8 |
|
Jason,
ISTH's
Gary
|
90.25 | | PLAYER::BROWNL | The InfoHighway has too many side-roads. | Thu Nov 17 1994 11:28 | 3 |
| The easy answer, of course, is not to cheat.
Laurie.
|
90.26 | | KERNEL::WITHALLG | The Hero | Mon Nov 21 1994 06:51 | 11 |
|
Laurie,
thats easy for you to say :-)
But throughout life if I can't win fairly then I have always cheated.
It was/is sooo frustrating being stuck in a room with no geezers left to
shoot and no sign post showing you the way out. Still Im getting there
slowly.
Gary
|
90.27 | | PLAYER::BROWNL | The InfoHighway has too many side-roads. | Mon Nov 21 1994 07:53 | 6 |
| It's taking me ages, but I'm going through each level without cheating,
and not leaving until I've got 100% on everything. It's difficult! I
couldn't have done it without the help of this conference, which I
suppose could be construed as cheating... I don't though!
Cheers, Laurie.
|
90.28 | question right at the end ! | KERNEL::WITHALLG | The Hero | Mon Nov 21 1994 09:43 | 17 |
|
Thats the same as what I'm doing, but I do venture onwards with the
cheats just to have a browse around the fresh blood.
Levels 1 and 2 Iv'e pretty much sussed 100 all round. Took me ages to
spot the room with the two holes in the floor. Level 3 I'm nigh
on there too. Haven't sussed getting the chainsaw though or getting to
the bit with the Robotcops and exit.
Next Sunday is a morning kickoff so I'll have all day to play
!!!!!!!!!!! that'll please her - plus Im installing a soundblaster
pro and CDRom... What can I expect from the game when I get sound
???.
Gary
|
90.29 | | FORTY2::HOWELL | Just get to the point... | Mon Nov 21 1994 10:01 | 21 |
| A *stereo* soundcard (like the Pro, which is what I have) can actually
be very handy sometimes.
Position the speaker well (or wear headphones) and the sounds can be a
handy indication of (for example) where a monster is.
For instance, on this one level I could hear an Arachnotron stomping
around but couldn't see it.
By turning around on the spot until the sound is in both speakers, you
can 'lock on' to the sound. Now it's either in front of you or behind
you.
By moving forwards and backwards and judging if the sound get quiter or
louder, you can get a very handy and accurate idea as to where the
noise is coming from.
Plus you will now hear doors opening, traps activating, etc. which is
handy.
To be honest, I can't imagine playing Doom without sounds. Have fun!
|
90.30 | | TROOA::BARTLETT | I set my personal name to this. | Mon Nov 21 1994 10:01 | 11 |
|
DOOM without SOUND - you are missing WAY too much...
Sounds provide so many clues/hints you really have to have it if you
want to get everything out of the game.
I too have been working through every level with 100% on all three with
*NO cheats* except for 'spuerhuman' tasks like the blue ket evelator in
the Crusher.
Jason...
|
90.31 | | KERNEL::WITHALLG | The Hero | Mon Nov 21 1994 11:17 | 10 |
|
Blue key in the crusher ?? Or am I thinking of the Armour ?
- Off the lift press the doodah and watch the crusher crush ?.
I found that bit quite simple 'cept I did jump from the lift onto the
oppsite side of slime river and couldn't get out again ....
Role on sunday
|
90.32 | | TROOA::BARTLETT | I set my personal name to this. | Mon Nov 21 1994 13:00 | 6 |
|
There is a blue thing at the top of the elevator opposite the one you
come in on - I thought it was a key, it could be armour. I've only been
able to get to the top of this elevator by using IDCLIP.
Jason...
|
90.33 | | PLAYER::BROWNL | The InfoHighway has too many side-roads. | Tue Nov 22 1994 06:54 | 30 |
| RE: <<< Note 90.32 by TROOA::BARTLETT "I set my personal name to this." >>>
� There is a blue thing at the top of the elevator opposite the one you
� come in on - I thought it was a key, it could be armour. I've only been
� able to get to the top of this elevator by using IDCLIP.
Getting on to that far elevator took me some time. It's really a
question of speed and getting the angle right. It's not armour or a
key that's up there, BTW.
Spoiler:
The far elevator is lowered by the switch on the platform above the
ledge where the imps are in cages, and from where one jumps down to
said platform. The platform's reached by jumping from the top of the
entry elevator, through the left-side gap in the bars. If you throw the
switch and turn round you'll see the far elevator lower, wait for a
(very!) short time, and rise. Note that quite often any imps on it will
leave it when it's lowered and run around on ground level! That cost me
a few health points the first time or two, I kept missing the rising
platform and finding myself being fireballed from a new source!
Anyway, lower the elvator and *run* in a straight line for it. This will
involve a short distance along the cage-ledge, a fall to the floor, and
straight on to the lift. Apparently it's possible to spend more time on
the cage-ledge and to catch the thing on the rise, but I never managed
to do that. Much too difficult.
Cheers, Laurie.
|
90.34 | | TROOA::BARTLETT | I set my personal name to this. | Tue Nov 22 1994 09:17 | 12 |
|
Laurie:
Thanks for the explaination. I knew how to get the the elevator to
lower but I just can't get there in time. I usually end up dragging my
left 'shoulder' on the 'imp cage wall' (due to over compensating for
not wanting to fall off the edge) and can't make it to the elevator in
time. I hadn't though of just jumping to the ground and running for it.
Good work!
Jason...
|
90.35 | practice | DAVE::MITTON | Token rings happen | Tue Nov 22 1994 12:45 | 10 |
| When I played this level, I found it helpful to run on the ledge near
the Imp cages for about a 3rd of the way before jumping to the floor.
Of course I had already been up there and cleared them all out.
You can take some shots at the Imps on the elevator from there or
from the crusher platform. I "tried" to clean some of them out so
that they were less likely to be in my way in the mad dash to the
elevator. I replayed some of these moves ....many times....
Dave.
|
90.36 | | FORTY2::HOWELL | Just get to the point... | Wed Nov 23 1994 04:16 | 3 |
| Will you lot stop talking about the Crusher in the Gantlet topic ?!?!?!
:-)
|
90.37 | You know what bothers me? | FILTON::NOBLE | Juggling while Rome burns | Wed Nov 23 1994 08:04 | 5 |
| ...isn't the name of this level supposed to be 'The Gauntlet'? I know,
I know, the game screen misspelt it too...or do you colonial chaps
actually HAVE a thing known as a 'Gantlet'?
Steev
|
90.38 | | FORTY2::HOWELL | Just get to the point... | Wed Nov 23 1994 09:04 | 5 |
| I must say, I thought this too. Then I looked at the game and true
enough, it's called The Gantlet.... can somebody with a dictionary
define what exactly a Gantlet it, please?!?!
:-)
|
90.39 | a life, anyone ? | VESSA::MICHAELSONJ | Dedicated BUGger | Wed Nov 23 1994 09:51 | 22 |
| ok, I admit it...I'm sad...
gant*let
noun
(1) A section of double railroad tracks formed by the temporary
convergence of two parallel tracks in such a way that each set remains
independent while traversing the same ground, affording passage at a
narrow place without need of switching.
verb transitive GANT*LET*ED , GANT*LET*ING , GANT*LETS
(1) To converge (railroad tracks) to form a gantlet.
but then again, it could be...
gant*let
noun
(1) Variant of , GAUNTLET
Jonathan$lokking_for_a_life :-)
|
90.40 | | FORTY2::HOWELL | Just get to the point... | Wed Nov 23 1994 10:43 | 17 |
| Okay, I've got no life, and that description is puzzling me:-
>>convergence of two parallel tracks in such a way that each set
>>remains
How can 2 parallel tracks converge?
In what way does this apply to this level?! I guess it must be the
variant of Gauntlet, myself :-|
That description doesn't make any sense to me. Someobyd spell it out
in plain english for a thicky....
Cheers,
Dan
P.S. Maybe some nice ASCII graphics wouldn't go amiss either ;-]
|
90.41 | Back to our regular diversion. | TROOA::BARTLETT | Welcome to the next video. SAGET! | Wed Nov 23 1994 10:55 | 4 |
|
Could we please get get back to the "Crusher" sidebar discussion.
Jason...
|
90.42 | not letting go just yet | VESSA::MICHAELSONJ | Dedicated BUGger | Wed Nov 23 1994 10:57 | 26 |
| | | | |
| | | |
\ \ | |
\ \ | |
\ \ | |
\ \| |
\ \ |
\ |\ |
\ | \ |
\ | \ |
\| \|
|| ||
----> || || <----narrow gap
|| ||
/| /|
/ | / |
/ | / |
etc, etc, etc,
That's my best guess, but I only looked it up in a dictionary you know !
Jonathan
P.S. I think it must be the variant too :-)
|
90.43 | this rail thing | DAVE::MITTON | Token rings happen | Wed Nov 23 1994 11:01 | 15 |
| Notes collision. .42 got it.
well I don't have the time for ASCII graphics... but this obscure
piece of railroad trivia cannot go unanswered... (even though this is a
rathole caused by someone nitpicking a typo)
Consider two "parallel" tracks coming to a narrow spot of some sort,
maybe rocks or something. Imagine taking the inside rails and running
them through a diamond crossing, so that you have 4 rails, but one set
inside the other. You can only run one train at a time thorough that
section of track, but there are no switches to throw. Not particulary
safe, and I doubt anyone seriously builds them these days, but it's
been done. Maybe on smaller rail systems, trolleys, coal carts..etc.
Dave.
|
90.44 | WHAT a guess ! | VESSA::MICHAELSONJ | Dedicated BUGger | Wed Nov 23 1994 11:04 | 3 |
| <sitting back with a smug look on my face>
;-)
|
90.45 | | FORTY2::HOWELL | Just get to the point... | Wed Nov 23 1994 11:05 | 6 |
| Right I fully understand now. Many thanks. I imagine this was used in
the old wild west for those goldmine tracks and things.
So where's the Gantlet in this level, then?
;-))))
|
90.46 | | SBPEXE::OTTEN | David Otten @SBP - 782-2675 ASG Solent | Wed Nov 23 1994 11:26 | 15 |
| > Consider two "parallel" tracks coming to a narrow spot of some sort,
maybe rocks or something. Imagine taking the inside rails and running
them through a diamond crossing, so that you have 4 rails, but one set
inside the other.
So, they're different widths, these tracks, then??
Hmm... Narrow going one way, broad the other.. Must make for slight logistical
problems...
:-)
David
|
90.47 | | FORTY2::HOWELL | Just get to the point... | Wed Nov 23 1994 11:28 | 1 |
| Hmmm. No. I think .42 got it the best.
|
90.48 | 100'ed 4 and Stuffed by a floating tomato in 5 | KERNEL::WITHALLG | The Hero | Thu Nov 24 1994 07:48 | 6 |
|
No witty rep-ar-tie about railroad tracks.
Just call me MR 100%. Without cheating I nuked this level.
|
90.49 | You might get hit by an express train in Tricks and Traps | TROOA::BARTLETT | Welcome to the next video. SAGET! | Thu Nov 24 1994 09:30 | 4 |
|
Glad to hear you're on the right track!
Jason$Ganlet_well_wisher
|
90.50 | Corny but true.. | FORTY2::HOWELL | Just get to the point... | Thu Nov 24 1994 09:34 | 5 |
| >> Glad to hear you're on the right track!
^^^^^
X-0
Groooaaaann!
|
90.51 | back to the regularly scheduled program | COOKIE::REUTER | Jim Reuter, VMS HSM development | Mon Dec 05 1994 15:08 | 9 |
| I've finished level 3 (without the secrets) but there is one piece
bothering me. Right at the beginning, when you go through the
first door, there is a platform containing armor which can be
accessed by jumping or by going down stairs, up stairs, and around
through the hall. Behind this platform, on the other side of the hall,
is some water that runs out from a small hole at the bottom of the wall.
If I push on this wall, I don't get a grunt, but I never found a way to
get to the other side. Anybody know how?
|
90.52 | | TROOA::BARTLETT | Welcome to the next video. SAGET! | Mon Dec 05 1994 15:21 | 9 |
|
I've only got in there with IDCLIP. I'd like to know too.
Jason...
PS. Its _not_ counted as secret area
|
90.53 | | PLAYER::BROWNL | The InfoHighway has too many side-roads. | Tue Dec 06 1994 05:07 | 5 |
| Not being one to use any cheat codes, I assumed there was nothing
there, especially since I got 100% on all three doodahs. Is there
anything there?
Laurie.
|
90.54 | | TROOA::BARTLETT | Welcome to the next video. SAGET! | Thu Dec 08 1994 08:42 | 4 |
|
Not at HMP level there isn't.
Jason...
|