When you take the blue key, a door will open in the north wall of the room (R), revealing an Imp ( I'm too young to die and Hey, not too rough), or three Imps ( Hurt me plenty), or four Imps ( Ultra-Violence and Nightmare!). This was changed for later versions by John Romero, as it was possible to use both methods to raise the pit above the level of the surrounding floor. The first shareware release of Doom, v1.0 was slightly different the pit could be raised by a switch on one of the eastern walls, or by simply falling into the pit.
#Original doom secrets level 1 free
Press the switch there, and the floor of the pit will rise to the level of the walkway, setting you free again.
#Original doom secrets level 1 Patch
If you fall into the center of the donut-shaped walkway, run to the small patch of concrete at the west end. If you fall off the outer edge of the donut-shaped walkway, or into the slime pit in the first room, you cannot get out. Activate this wall to open a secret window, which allows you to look into one of the traps in front of the secret exit (containing barrels and zombies). On your way to the donut-shaped walkway, you will see a recessed panel to your right (K), indicated by blue lights and a short step with a health bonus on it. Down here again, hit theĮxit switch (this takes you to the secret level). Now turn back around and drop down to the exit room. In here, check the wall to your left, and it should lower In here, go through the opening, and follow it to theĮxit door. Kill them all, walk straightĪnd another wall should open, revealing 5 Imps. Should open, revealing 3 Zombiemen and 3 Shotgun Guys. Walk up and kill the Imp in front of you, and walk straight, and the wall When you get to the wall, it should open. Grab the stuff in this room, and take the lift down, and go back In here, hop on the elevator, and check the wall at the end of the room, and it To the right of the switch until the door opens. When you get to the end, hit the switch, get the backpack, and check the walls Go right, jumping in the toxic river, entering the slime tunnel. When it does open go straight, kill a Shotgun Guy and 3 Imps here, and get the rocket launcher and armor. Go back, exit A2, and run to A1, and do the same That dropped, and walk to the "computer wall" and it should open. Platforms in front of the "computer wall". The sounds are coming from A1, and A2, which are the Here's a little map where the sounds are coming from: As you are getting up the stairs, you should hear the sound of an elevator. Leave the room once you do (down the stairs), and go back up. The stairs, killing 8 Shotgun Guys, 2 Imps, 2 Demons and a Spectre in your way. Here, kill the 3 Shotgun Guys and 9 Imps to your left. Go right up the stairs, and take a left, going down some stairs. When you open it, shoot the barrel to see those 2 Zombiemen go to Kill the 4 Shotgun Guys,4 Zombiemen, a Demon,Ī Spectre, and an Imp in here, and go left, following the hallway intoĪ door. Go up the stairs, kill 5 Imps, and go into the exit room (E). Walk into the central section and some stairs will begin to rise up. You should now find yourself in a large room with pillars, 5 Zombiemen, and 7 Shotgun Guys (D).
There is a blue door here go through it and kill 2 Imps, 4 Shotgun Guys and 4 Zombiemen and enter one of the passageways on the opposite side of the room.
Return to the large room just north of the start point.
When you pick this key up, the lights in the passageway will turn off. Turn left and follow the passageway along until you find a blue key and 2 Zombiemen (C). Travel to the opposite side of this area and past some computers killing 3 Shotgun Guys, a Demon and a Zombieman. Walk straight on, through another door, and turn right into a room with a donut-shaped walkway above some slime with 3 Shotgun Guys, 3 Imps, 2 Demons and 2 Zombiemen (B). Sector numbers in boldface are secrets which count toward the end-of-level tally.įrom the start point (A), go through the first door and turn left. Map of E1M3 Letters in italics refer to marked spots on the map.