List compiled by Paul Falstad (pjf@cts.com), last updated Nov 25, 1994 Thanks to the following people for providing info: Curtis Turner (level 1) Doug Barton (level 5) cgonderz@post.its.ncw.edu (level 15) Dan Koons (level 11) Bill Shubert (level 16) Greg Smith (level 31) An HTML version of this document is available on the web at "http://www.cts.com/~pjf/d2secrets/d2secrets.html"; it includes maps and a few demos to help you finish the levels and find all the secrets. [1] SECRETS LIST ================ All the official secret areas in the game are numbered and listed below, along with the sector number, IDMYPOS coordinates, and decimal coordinates. "Official" secrets are those which are counted towards the "Secrets" total on the end level screen. Some non-secret areas which are hard to find are also listed, but are not numbered. Level 1: Entryway 1 41 < 8b00000,13700000> ( 2224, 4976) In the northernmost room, you see two switches; a near one on your right, and a far one on your left. The one on the right opens a small area to the northeast with some armor and health. Hit the right switch before the left one, since the left one makes the right one go away. (Although if you stand in the right place and hit the space bar, you can still open the secret door, even if the switch is gone.) 2 8 < 67c0000, bd80000> ( 1660, 3032) 3 17 < 9b80000, a0c0000> ( 2488, 2572) 4 57 < 9a10000, f800000> ( 2465, 3968) In the center room (just south of the exit), there is a lift to the west. Go up the lift and hit space on the wall to the west, revealing a few imps and a switch (#2) which opens a door leading outside in the southeast corner of the center room. Outside (#3) are some imps and a shotgun. Once you hit the switch at the top of the lift, jump down onto the platform just east of the lift. This will open a room with a rocket launcher to the north and east (#4). 5 28 < b4e0000, ba60000> ( 2894, 2982) A room with two imps and a stimpack, behind a hidden door on the south side of the east wall of the center room. Level 2: Underhalls 1 20 < a4c0000, 87b0000> ( 2636, 2171) Just southwest of the red keycard (at the top of the steps) lies a room with blue armor. There is also a teleporter back to the beginning. (To get the red keycard, find the building it's in, and walk to the south side of the ledge to the east of that building. Then run west over the rift and into the building through the window. Hold down the ALT key and hit the up arrow to run. The red key is just up the steps.) Level 3: The Gantlet 1 5 < da00000, ac90000> ( 3488, 2761) In the main room, south of the two sets of stairs and the rocket launcher, is a small outcropping with a ledge. You can make it over the ledge if you run southeast at the right angle from the raised area west of the stairs. Try standing at at angle dbf00000 (or thereabouts) and running straight forward. Once you make it, walk through the south wall to a small room (#1), containing a supercharger and partial invisibility. There is also a teleporter to the tower with the rocket launcher. Level 4: The Focus 1 15 ( -566, 1161) The hallway south of the starting point leads to a staircase, then curves east to a door. On the left side of the corridor are some windows into rooms containing armor and lots of sargeants. Near the east end of the corridor, there is a hidden door on the north wall, just to the right of the window, which lets you into the south windowed room (#1), and from there to the north windowed room. 2 14 ( -510, 843) On the way to the blue key is a room with a lava pool in the northwest. Jump in the pool; there is a secret door to the north, leading to a room (#2) containing a double-barreled shotgun. 3 43 ( -97, 1573) Once you get the red key, walk east off the platform. There is a teleporter there, which takes you to the area just south of the staircase mentioned above. Level 5: The Waste Tunnels 1 139 < 6840000, 1c00000> ( 1668, 448) Just behind the supercharger in the north area of the map (not the one at the start) is a small room with a beserker. 2 3 < 3510000, 1ad0000> ( 849, 429) Starting in the room with the blue key (the one with red doors at the west and east ends), walk north through the window and press space on the north wall. Then run north until you're in the room with the plasma gun. Another way to do this is to go to the room just south of the starting point, then walk to the southeast corner of the room. Go southwest out the window onto the balcony to the south, then go east and hit space on the north wall and run north. 3 52 < 1800000,fa440000> ( 384, -1468) On either side of the exit are doors to a room containing some ammo. Jump down from one of the ledges on the west or east sides of the room. Level 6: The Crusher 1 98 < 4200000, 2600000> ( 1056, 608) Of the two southernmost pillars in the room just west of the starting point, the eastern one contains a secret. Hit space on its north or east wall to lower it, revealing a megasphere. 2 124 < 24e0000, 1130000> ( 590, 275) The poison river in the room with the blue keycard leads southeast to a room with a teleporter, which takes you to the staircase just east of the plasma rifle. 3 146 ( -190, 1874) In the northwest corner of the room with the spiral staircase is a little outcropping with a few chaingun sargeants. You can jump into it from higher up on the staircase. (Don't try jumping straight west; you need to jump a little bit north, too. Try running straight ahead from <1698256,70dce25> at angle <6d480000>.) In the middle of its west wall is a door leading to a secret room with lots of cool stuff, including a megasphere. Also: the blue door north of the starting room leads to a lift. After lowering the lift, you will see a little room to the south of the lift with some armor. Level 7: Dead Simple 1 1 ( -608, -160) The platform around the end-level switch in the center. Kinda hard to avoid, unless you're playing deathmatch, in which case there is another end-level switch (along with a BFG9000) in the northwest corner of the map. There is no way into that room from the outside, so you can't enter it in single player. There is a deathmatch start in there, however, and you can open the door from the inside. Level 8: Tricks and Traps 1 6 < f200000, 74c0000> ( 3872, 1868) 2 125 < f200000, ae40000> ( 3872, 2788) 3 12 <10550000, 9200000> ( 4181, 2336) 4 9 <102c0000, a290000> ( 4140, 2601) Through the door east of the starting point is a room with three teleporters; two obvious ones to the left and right, and a third one in the center which you can get to by shooting the lion. All three take you to a small octagonal room with a pillar in the center. The left, right, and center teleporters take you to the north, south, and east ends of the room, respectively. Shoot the north and south sides of the pillar to open up secret doors behind the teleport exits, revealing some ammo (#1), and a chaingun (#2); unfortunately, it also reveals some pain elementals, so you can decide for yourself if it's worth the trouble. From the east end of the room (which is secret #3), if you jump west over the slime to the center of the room, a door will open up in the northeast corner of the room. Actually, hitting space on the door will have the same effect. This door (#4) leads to two radiation suits, ammo, partial invisibility, and a teleporter back to the octagonal room. 5 57 < 2f40000, 9500000> ( 756, 2384) Through the door southwest of the starting point is a cacodemon and a chainsaw. As you take the chainsaw, a door will open up revealing a little more of the passageway (#5), containing some ammo and green armor, as well as a baron, who will teleport to the east to block your exit. 6 100 < bc00000,10320000> ( 3008, 4146) 7 98 < ea40000,11400000> ( 3748, 4416) In the room with way too many demons are two switches on the south side. The west one opens a door on the north wall leading to another door. If you have hit the switch in the room with all the cacodemons, then this door will be open, leading to a room (#6) with even more demons (though you won't see them at first; some doors open after you pass by them). There is a candle on the east side of it, marking a door which you can shoot open to reveal the BFG9000 (#7). To get to the exit, open the red door. You will face a bunch of platforms which lower as you walk up to them. If you run fast enough, you can run past them right to the exit door. If you can't run that fast, you can just walk up to the first one and then back up quickly. This will reveal a teleporter in the room with the cacodemons (to the north of the starting point), on the left as you enter the room. Level 9: The Pit 1 109 ( -928, 608) 2 118 ( -761, 773) West of the starting point is a corridor leading to the supercharger. Once you get it, one of the corridor walls will open up, revealing a doom containing a rocket launcher and two rockets. You can try to jump for the launcher, or you can just walk off the northeast edge of the platform on the southwest corner of the room; the floor will raise up so you can easily get the launcher (#1). Once you do, some doors to the north and east will open up, revealing some sargeants. If you try to walk onto the platform with the rockets (#2), some doors will open up behind you revealing a wall of chaingunners, who will probably negate whatever benefit the supercharger gave you. :-) 3 16 < 5c00000, 6db0000> ( 1472, 1755) 4 17 < 5ac0000, 6c00000> ( 1452, 1728) 5 22 < 5840000, 6ec0000> ( 1412, 1772) On the east side of the map is a room with a hexagonal structure with imps and sargeants firing down at you. If you walk up to the structure, the ledge that the bad guys are standing on will lower you, allowing you to walk up onto it (#3). On the north side of the structure is a door leading to interior of the structure (#4), which is crammed with imps and lost souls. Opposite the door, and a bit to the right, is a hidden door leading to the BFG9000 (#5). 6 43 < 2d50000, c950000> ( 725, 3221) In the northeast corner of the map is a spiral staircase of sorts, a large, circular series of steps that lower as you walk up to them. If you make it all the way up the staircase (clockwise), you can jump down to an area with ammo, a supercharger, blue armor, beserk, and a teleporter back to your starting point. Level 10: Refueling Base 1 114 ( -606, 584) 2 111 ( -608, 312) 3 112 ( -224, 640) 4 116 ( -986, 640) The round skylit room south of the starting point has four big brown pillars, each of which contains a secret area. These pillars open when you enter the room from various directions. When you enter from the south, the center (#1) and south (#2) pillars open doors facing each other; they contain health and various monsters. The south one contains a radiation suit, which can come in handy, since all these secret areas have acid floors. When you enter from the west, the east pillar opens, revealing health, ammo, and various monsters, which may include a pain elemental or two (#3). When you enter from the east, the west pillar opens, revealing the same sort of thing (#4). 5 5 < 5c00000, 8c40000> ( 1472, 2244) 6 12 < 3c60000, 7000000> ( 966, 1792) 7 26 < 80a0000, 5c00000> ( 2058, 1472) 8 180 (-1872, -1696) 9 34 < 57a0000, 5400000> ( 1402, 1344) 10 49 < 37d0000, 4d50000> ( 893, 1237) 11 80 < 6400000, 3480000> ( 1600, 840) In the northeast corner of the map is a room with a lot of sargeants and former humans. There are a lot of small niches in this room; several of them have secret doors behind them which you can shoot open. You can usually identify them by the fact that they have the large white UAC logo on them, rather than the small gray ones. There are five such secret doors; behind them, you can find a supercharger (#5); light amplification and 200% armor (#6); health, armor, demons, a backpack, and a teleporter (#7) (the teleporter, which is behind the door at the end of the hidden hallway, takes you to room in the southwest (#8), with a invulnerability and an ammo box, just west of the room with the cyberdemon); an energy pack (#9); and armor, a beserker, ammo, and various monsters (#10). Also, the switch in the southeast corner of the room opens a door to a hidden hallway (#11) which leads to the room with all the arachnotrons. 12 74 < 7a50000,fbbd0000> ( 1957, -1091) 13 71 < 6840000,fc000000> ( 1668, -1024) In the southeast corner of the arachnotron/revenant room is a secret door to a hallway (#12) leading south; it contains light amplification goggles. The secret door you emerge from is marked with green pillars. Up the steps to your north is another secret door, also marked with green pillars; it contains armor, beserk, and ammo (#13). 14 101 < 600000,fffb0000> ( 96, -5) 15 59 < 1c0000,fcc00000> ( 28, -832) In the room with the rocket launcher on the pedestal, northwest of the room with secret door #13, you can run past the rocket launcher and get onto the north ledge with the imps on it (#14). There is some health and green armor up there. The ledge on the south side of the room is actually a lift, which you can lower by hitting space. There are two boxes of rockets up there (#15). 16 120 (-1824, 1264) 17 121 (-1824, 1248) 18 122 (-1824, 1248) In the northwest, there is a room with two acid floor areas and some pillars with stuff hidden behind them. On the southwest wall, there is a section of wall with mismatched texture; when you walk near that section of wall, a door opens in the northwest acid pool. The door leads to a megasphere, which counts as three secrets (#16, #17, #18). Also note that just southeast of your starting point is a secret door to a room with some goodies, but it's not an official secret. Level 11: 'O' of Destruction! 1 28 < 6600000, 3240000> ( 1632, 804) On the east side of the map is a small room containing a chaingun with green torches on either side; you get to it via a lift which lowers when you come down a set of stairs. On the south side of this room is a secret door, which opens onto a hallway (#1) which leads to a ledge where you can get partial invisibility. Also, note that there is a supercharger west of the set of stairs mentioned above, on the left (south) side of the door. Just walk through the wall to the right of the green torch. 2 75 < 67e0000, 71f0000> ( 1662, 1823) On the east side of the outer part of the circle (north of the walkway leading east, south of the outcropping with the supercharger on it) is a hidden door in the slime. It opens when you cross the trigger that reveals the arch-vile. The door leads to some boxes of rockets (#2) and a teleporter which takes you to some energy packs in the center of the circle. 3 114 ( -184, 2556) In the northwest corner of the map is a series of bars which open automatically when you approach. Just north of the bars is a secret door (#3) leading west to the hell knight and invulnerability. The exit for this level is north of the circle. The passage curves east and leads to a pit with a small structure. (To the left of the structure is a passage which leads to a beserker; the the right is a BFG9000.) Enter the structure, take the north lift, and hit the switch, which lowers the south lift for a short time. Quickly jump down, take the south lift to the top, and hit the switch. Then go east to the exit switch (that big skull with the sunglasses); if you want, you can stop on the way and go through the teleporter to the south, which takes you to a supercharger. Level 12: The Factory 1 26 ( -619, 768) In the northwest corner of the big main building is a room with jagged walls (#1); it contains a BFG9000 and lots of chaingunners. To open the door leading there, you must hit the switch in the southeast corner of the room with the blue door facing northwest. Note that there is a radiation suit in the southwest corner of that room. 2 85 < 3040000, 2c00000> ( 772, 704) The room with the blue door facing northeast (with the platforms that lower as you reach them) contains a teleporter to a ledge facing northeast outside the building. From there, you can jump down to the southwest and get three boxes of ammo (#2). Hopefully you already killed the mancubus. This room also contains a switch which helps you get secret #4. 3 155 ( -264, -909) 4 122 ( -96, 288) In the southwest corner of the map is a small building with some crates. High on the east wall are a chaingun and some ammo (#3); you can get to them by stepping from crate to crate until you get to the lift (the switch), and then use the lift to get up to ledge they're on. In the southwest corner of the room is a teleporter which takes you to the square structure in the center of the big main building. If you hit the switch mentioned in #2 already, then the center of this structure will be raised up so that you can just grab the supercharger (#4). If you haven't, then you'll be surrounded by four imps scratching away at you. Kill them and hit the switch, which will raise the floor up so you can get the supercharger. There is no red key on this level. Once you enter the room which leads to the exit, you can't leave, unless you're playing deathmatch. Level 13: Downtown 1 3 < 5000000,f68b0000> ( 1280, -2421) There is a building in the southeast with a switch next to a lift. Hit the switch and take the lift up. There are two doors; the right door won't open. Take the left one and jump across the slime pit to the other side (#1); there's a computer map and a chaingun. 2 74 ( -848, -3362) 3 11 < 2e00000,f3d00000> ( 736, -3120) In the southwest corner of the building in the southwest corner of the map is a switch which opens a door leading outside. There's a medikit and some ammo out there (#2). Just to the east of the switch is a stack of crates which you can lower by hitting the space bar, revealing another switch. After you hit the switch, you can walk around the stack of crates to your north to find a set of stairs leading up to a teleporter. The teleporter takes you to a ledge just west of the starting point (#3). From this ledge, you can run north into the building with the supercharger. 4 108 ( -736, -2200) The building in the southwest corner of the map has a pit in the northwest corner, which leads to a lift. The lift takes you up into another building. Just across from the lift (to the east) is a switch; hitting the switch opens a door revealing some shotgun shells (#4). 5 128 ( -72, -2184) The building with the revenants guarding it (the one with the blue door at the entrance) contains a crate with a switch on the north side. You can hit the switch to lower the northeast platform, so you can get the chainsaw (#5). 6 166 < 2400000, d20000> ( 576, 210) The structure with the red keycard on top of it has a hidden door in the middle of the north wall, which can be reached from the ground. The door opens to reveal some blue armor (#6). 7 213 ( -192, 4) In the northeast corner of the map is a teleporter which takes you to the ledge of a building with some imps. Jump over to the ledge of the building just to the west. There's a door there which leads to a teleporter, which takes you to the interior of a building farther north, right between two cacodemons (#7). There's a lot of ammo in there too. Hit space on the inner wall to get out. 8 223 ( -62, -913) The building just southeast of the crusher with the plasma gun has a door in the south wall with a stairway leading up to a blue door. Once you have the blue key, you can enter out and get some ammo and rockets (#8). Level 14: The Inmost Dens No official secrets. One way to get the supercharger is to go to the building east of the starting building via the bridge. Enter the building through the south door. Run out one of the windows facing west into the moat, south of the bridge. Lower the lift in the southwest corner, then go through, and go east, kill the arachnotron, and get the supercharger. Level 15: Industrial Zone 1 290 < 11c0000, 600000> ( 284, 96) Get the red card key. (See below for help on how to do this.) Then jump down to the ground, just to the east of the platform the red key is on. There is a beserk box there. Hit the space bar on the crate just to your east to lower it, and get the stimpack (#1). The red card key is not a secret, but a lot of people have trouble finding it, so here are some directions on how to get it. Go to the building with the staircase; the one with the lava pit around it. It's northwest of the diamond-shaped building. Walk up the stairs to the top. Stand in the southeast corner of the top floor and run west into the teleporter on the other structure you see in front of you. The teleporter will take you to the ledge of another building. Walk straight ahead (east) to the end of the ledge; you'll see another ledge, on the red key building to your east. Kill any monsters you may see on the ledge. Then, jump over to that ledge (don't get too much of a running start, or you'll hit the wall above it). Hit the lion switch, then jump down into the building and take the teleporter in the southeast corner. You'll appear in another teleporter. Walk forward a bit and then step back into the teleporter, then take the red key you see in front of you. An easier way to get this (but probably not the "official" way) is to go up to the building with the red key in it, just southeast of your starting point. Walk to the southwest corner; in the middle of the south side of the building is a corner, where a small bit of wall juts out. Stand in this corner facing northeast and hit space. (You can also hit this switch from inside the building.) Then enter the building through the lift in the northwest corner, and take the teleporter in the southeast corner. Walk forward, then backward, then take the red key. 2 276 ( -632, -176) Take the teleporter in the southeast corner of the red card key building. Walk out onto the ledge, then go to the north end and drop into the opening to the west, falling down to the main floor of the building. Then walk out the west exit. Go back and take the teleporter in the red card key building again, and walk north and west again; this time, the floor has risen up to the level of the ledge on the north side of the building. From here you can jump south onto the platform with the ammo and chaingun (#2). 3 104 < 4c80000,fc800000> ( 1224, -896) Go to the top of the building northeast of the diamond-shaped building. Just north of the teleporter is a secret door on the east wall (#3). Go through down onto the acid pool; to the north is a backpack and some rockets. 4 53 < b000000,f5800000> ( 2816, -2688) Go to the top of the diamond-shaped building on the north shore of the acid lake; walk to the south ledge of the building. Jump south down onto the small island with the radiation suit and energy cells. (Try walking instead of running.) Hit the switch, then jump off and go northeast to the east side of the lake. Go through the door you find there; through it, you'll find a platform with an invulnerability sphere (#4). 5 70 < 8100000,f3c80000> ( 2064, -3128) 6 71 < 8100000,f3880000> ( 2064, -3192) 7 47 < 7c30000,f5360000> ( 1987, -2762) 8 21 < 5440000,f1040000> ( 1348, -3836) In the southeast corner of the map is a building with a spiral staircase. Go up and around the staircase. As you turn to go south, a door will open to the east. Run south across the lift, then east, then run north, jumping across the lower hallway; there you'll find an open door (#5) revealing a megasphere (#6). Now go up the stairway again. As you go south over the lift, a door will open up on the north wall, behind you. Go through the door into an area with energy cells and lost souls (#7). Go east into a small opening with a switch. Hitting the switch will cause a teleporter to appear in the hallway to the west. Enter the teleporter; it will take you to a platform in the southwest corner of the building with a chainsaw (#8). 9 147 < 380000,f1e00000> ( 56, -3616) 10 216 ( -873, -2697) 11 195 ( -800, -4044) Go the building in the southwest corner of the map. At the south end, you will find some stairs going east (unless you haven't hit the switch to raise them). At the top of the stairs is a secret door to the east, revealing a small area (#9) with a teleporter to the top of the square spiral staircase building northwest of the diamond-shaped building. I was not able to get credit for secret #9, even if I walked into the teleporter; so the most I could get for this level is 90% secrets. Instead of taking the teleporter, you could go to the top of the building to the ledge looking north. Hit the switch on the west wall, then jump down to the ground and go back through the front door of the building. Go into the acid river and follow it north to the lift, which takes you up to another ledge where you'll find a plasma gun and ammo (#10). Now go back to the south end of the building and go south through the acid river tunnel. If you got secret #4, there will be a secret door leading south in the tunnel (#11) leading to a teleporter to the secret level (level 31). Level 16: Suburbs 1 41 < 1c00000,fd180000> ( 448, -744) 2 33 < 1b80000,fe580000> ( 440, -424) There are two buildings in the center of the map. You start in the north one; enter the south one. In the south part of the building is a little platform with some shotgun shells on it. Hit space to lower the platform, then get on it. When you get to the top, shoot at the niche in the wall to your east. A megasphere will be revealed in the southeast corner (#1). (It's easy not to get credit for this secret, even if you do get the megasphere. Walk slowly into and out of that corner, making sure you drop into the depression there.) Then turn northwest and shoot at the eyes in the wall. You may need to do this while the platform is rising for it to work, or you could try using a shotgun. If you hit it, a door will open just behind the wall to your north, containing some ammo (#2). An easier way to open the door to #2 is to hit the space bar on the torch; this will open part of the wall to your north. Then hit the space bar on the east side of that wall; this will lower it, so you can get on it and shoot at the eyes in the wall to the north. 3 13 < 6c90000, 800000> ( 1737, 128) 4 7 < 5310000,fff80000> ( 1329, -8) On the east side of the map is a building with doors on each wall, but you can only go through the door in the east wall. Open the east door and enter the building (#3). Hit space on the northwest platform to lower it, then get on. When it rises back up, walk south into the acid pool inside the southwest platform, then hit the switch. The platform will lower, revealing a small room to the northwest. Inside the room is a BFG9000, some energy packs, and a medikit (#4). To get the four plasma rifles (which don't count as a secret), find the room with the red key. Hit space on the face switch, and quickly go back out through the door. To the northeast is a teleporter (normally concealed by a lift) which takes you to the plasma rifles. Level 17: Tenements 1 48 ( -704, -2784) Go to the center of the map, then go east until you come to two staircases leading north and south. Lower the lift to your south by jumping down in the slime just to the west of it and hitting the switch. Just south of the lift is a hidden room with some armor. On the west wall of this room is a lift (#1) leading to a chaingun. 2 89 (-1392, -712) In the north part of the map is an M-shaped structure. Walk north down the middle of the M into the acid lake, then turn around and hit space on the wall. The middle of the M will be lowered, and you will see a switch to your south. Run south and hit the switch. (Actually, you don't have to lower the walkway to hit the switch; you just have to stand in the right place and press the space bar.) A door will be revealed to the east; you can jump into it and get some armor (#2) and a BFG9000. 3 150 (-1276, -1716) On the way to the exit, just to the southwest, is a lift. As you go up the lift, you'll notice an opening to the south. While the lift is moving, run into the opening (#3) and into a hallway leading east to a megasphere. (To find the exit, go around the west side of the M-shaped structure and jump across to the south. Go west up the stairs and through the door, then walk up the stairs and hit the switch at the top. Go back down and through the door. Right opposite you is an open door with some chaingunners. You want to go there; take the east side of the M to get there. Go up the lift, kill the arachnotron, and take the plasma gun; a hidden door will open. Go through the door and walk to the end of the hallway, then come back; another hidden door will have opened. Go through this door, walk to the end of the hallway, then come back and go through the other door; a secret door will have opened at the end of the hallway. Keep alternating hallways like this until a third hallway opens up; go to the end of that one as well. Eventually, a door will open revealing the exit.) Also, the room with the really annoying stairway north and west of the starting point has four teleporters on the floor. The northwest and southeast ones go to the north and south ledges where the monsters appear. Level 18: The Courtyard 1 17 (-2060, 1014) When you walk around the pillar in the center of the main area, a number of doors will open up, including two against the wall west of the center pillar. Of these two doors, the north one leads to a BFG9000 and some more monsters (#1). (The south one has a hall of mirrors effect in the door tracks.) 2 36 (-1531, -251) When you walk counterclockwise around the pillar in the center of the main area, a door will open up northeast of the pillar leading to a teleporter, which takes you to the platform southwest of the pillar. The platform (#2) contains some rockets, health, and blue armor. The teleporter will not be there until you hit the switch on the northeast corner of the plus-shaped structure just to the south of it (the one containing the cacodemons). 3 76 < a300000, 4300000> ( 2608, 1072) In the northwest corner of the map, hidden between the structures on the north and west walls, is a corner with a small bit of grass. Walking into the grass teleports you to the northeast corner of the map, on a ledge containing a medical kit and a computer map. (Note that the building just to the east of the bit of grass has an unclosed sector inside it in version 1.666; you can see out the east wall.) 4 74 < 8b00000, 940000> ( 2224, 148) In the east area of the map is a hallway ending at a blue wall with a skull switch. Hitting the switch opens a hidden door revealing a chaingun (#4). If you're having trouble getting out of the starting room, shoot a pistol or shotgun at the door with the lion on it. Level 19: The Citadel 1 43 ( -574, -30) 2 97 ( -634, 416) 3 95 ( -970, 486) 4 100 (-1483, 1449) 5 85 (-1753, 1852) 6 33 < 6430000, 5300000> ( 1603, 1328) 7 126 ( -585, -924) In the southwest corner of the main building is a room with a switch in the middle which opens doors leading north and south. Hit the switch and go north. At the intersection, go west, and north through the door into a room with health, partial invisibility, and lots of imps (#1). Then go back to the intersection and go north. At one point, you'll meet a hallway leading off to the northwest. Just south of this hallway on the west wall is a secret door. (It's just north of the place where it LOOKS like there's a secret door.) This door leads through a short hallway (#2) to a lift, which leads to a hall leading northwest (#3) and stops at a window. Jump out the window to the northwest. You should be able to reach the steps of the building to the northwest (#4). The building has two openings leading inside. Try the south one first; when you finish in there, an area will open up to the northeast with lots of troopers and a computer map (#5). The north opening leads (eventually) to five teleporters. The middle one leads to the pillar in the middle of the castle, which contains a rocket launcher. The other four lead to the four corners of the castle. Take the northeast one; in the northeast corner of the castle (#6), you will find the BFG9000, some demons, and the blue key. Or, take the southwest one; there you will find a chainsaw and the yellow key (#7). An easier way to get to the southwest tower is to go to the southwest room of the castle with the doors on the north and south; take the south door, and walk down the corridor until you hear a door open, then run back and walk through the open door to your left. 8 38 ( -224, -83) 9 52 < 5400000, 1910000> ( 1344, 401) In the southeast corner of the map is an area at the top of some steps with two things that look like switches to the north. They're not switches, but there's a hidden door between them. Go through the door and up the steps, and hit the switch you see there (on the east side of the wall) 3 times. Then jump down to the north onto the platform you've raised up, and from there jump onto the platform in the northeast corner of the room. Go through the teleporter, and you'll get a supercharger (#8). Go south a bit and then north, and you'll be teleported to a platform in the southeast area of the castle. Jump to the platform to the northwest (this platform appears when you shoot at the imps in the southwest corner; the room that they are in is missing its north wall, BTW) and go through the door, then down the steps to get the red skull key and some rockets (#9). Level 20: Gotcha! 1 56 < 8360000,ee3e0000> ( 2102, -4546) The structure just south of your starting point consists of a building with a walkway around it to the south entrance. (The walkway may not be there if you have not tried to get to the structure; just walk south from the starting point to raise the walkway.) In the southwest part of the "moat" (the poison area between the walkway and the building) is a small opening, containing an energy cell pack and a radiation suit (#1). Once you have the radiation suit, you can safely walk around the moat to the other side, where there is a teleporter leading back to your starting point. 2 4 < ece0000,f5ff0000> ( 3790, -2561) At the top of the structure on the east side of the map is a teleporter. (To get there, jump down into the slime just east of your starting point and walk north through the little door, up the steps (shoot the wall that's in your way), and jump down from the window. Then hit the switch to lower the lift to the entrance of the structure, and fight your way up to the top.) The teleporter takes you back to the starting point. Just to the left of the teleporter is a hidden door which takes you through a small room (#2) with another teleporter, which goes to a tower on the north side of the structure. In all likelihood, you'll teleport right on top of a pain elemental, killing it before it has a chance to fire any of those damn skulls. 3 101 < 5200000,fbf00000> ( 1312, -1040) There are two towers west and east of the circular area to the north of the main building. There's nothing on the east one, but the west one (#3) has a megasphere on it. To get there, take the big demon teleporter in the circular area. Walk down the stairs and kill the bad guys. (Note that just south of the stairs, down in the slime, is a teleporter leading to the area where the cacodemon was hiding. There's blue armor and some health up there.) Then jump across to the dark area east of the stairs. Instead of walking south to the green armor, find the hidden path leading northeast in the dark to the teleporter, which takes you to the megasphere. 4 127 < 2600000,ff180000> ( 608, -232) 5 132 < 2210000,ff1c0000> ( 545, -228) 6 128 < 29e0000,ff1c0000> ( 670, -228) The structure west of the circular area to the north of the main building (not #3--the thing to the northwest of it) has a supercharger (#4) and a BFG9000 in it. To get there, grab a radiation suit if you have one, and walk northeast through the slime to the building with the teleporter to #3. Walk around the southeast corner of the building, looking for a staircase; there should be some flaming skulls there to mark the place. Walk up the stairs to the teleporter, which takes you to the structure to the west. Hit the switch to raise the platform, and kill all the bad guys. If you don't see the BFG9000, shoot your pistol out the east window at the big demon teleporter, and a door behind you should open revealing the BFG and some ammo. Then hit the switch on the south side of the room to reveal the supercharger (#4). Unfortunately, there's a teleporter in the way, which takes you back to the demon teleporter; fortunately, there are two secret doors to the left and right of the teleporter, which you can take to get to the supercharger (through another secret door to its west or east). The left one has an arch-vile in it (#5), so I suggest you take the right one, which contains an energy cell (#6), unless you want 100% kills and secrets; but if you didn't, why would you be reading this? 7 59 < 6730000,f1270000> ( 1651, -3801) In the room with a staircase leading to a plasma gun, there is a secret door on the south wall, leading to a small room (#7) with a supercharger on the west end. If you're wondering how to kill the cyberdemon and spiderdemon, here's how: get them to kill each other. Run to the east of them, allowing the cyberdemon to get caught in the spiderdemon's fire. After the spiderdemon gets killed, it will be easier to kill the cyberdemon. Or, if you're low on ammo, you can walk around the cyberdemon and spiderdemon while they're fighting and hit the switch. This will open up doors revealing more ammo and monsters. You can get the cyberdemon to help kill the other monsters, and then use the extra ammo to kill the cyberdemon. Level 21: Nirvana No official secrets. To get the megasphere, hit the switch next to the teleporter which takes you to the room it's in, then jump in the teleporter and run and get it. To get past the room with four switches, hit all four switches, and then walk up to the staircase and hit the space bar. It will lower a lift so you can get onto the staircase. (If you look back at this room from the top of the staircase, you will notice some weird effects on the ceiling.) Level 22: The Catacombs 1 85 ( -736, 245) In the northwest corner of the starting room is a hidden door leading to a room with rockets, a supercharger, armor, and a spectre. 2 125 ( -720, -256) In the southwest corner of the starting room is a hidden door which leads through a short hallway (#2) to the room you can see to your south, containing the plasma gun and an army of chaingunners. To open the door, hit space on the green torch. 3 14 < 3340000, 3a00000> ( 820, 928) A bit northeast of the red skull key is a secret door leading to a small opening (#3) with a teleporter, which takes you to the room south of your starting point which contains a plasma gun, in case you hadn't already gotten it. Level 23: Barrels O' Fun 1 61 < 600000, a700000> ( 96, 2672) Between the two north-south hallways which lead outside is a third hallway containing a megasphere and two boxes of rockets. It has a little outcropping just north of it which you can jump down onto, and then walk south to get the goodies. 2 11 < 81c0000, b780000> ( 2076, 2936) In the northeast part of the map are two hallways with boxes and boxes of rockets, for use against the various spiders. In the south hallway is a door to the north, leading to a supercharger (#2). Level 24: The Chasm 1 98 ( -256, -1964) 2 116 < 1000000,f6870000> ( 256, -2425) Your starting point is located in a small opening in the north side of a building. The main entrance to the building is around the walkway a short distance to the east, but you can't get in, because the entrance is too steep. To raise the stairs up, first fall into any of the teleporters in the slime on the floor of the southeast corner of the map, north and south of the building you're trying to get into. You should appear south of a series of tower. Jump down from tower to tower, working your way east to a small area with a teleporter. That will take you to another teleporter. Go straight (east) and hit all the switches in that area. That should raise the stairs at the main entrance of the building, so get back there by going back to the teleporter, and go through it to the teleporter at the base of the series of towers. Then run west to the teleporter on the acid floor. That will take you back up to the south tower, so run northwest to get back to the building near the starting point. Once you get inside (#1), you'll see three things sticking out of the north wall. Hit space on the first one you come to; it will lower a lift to your south, which leads to a small area with some ammo (#2). 3 62 (-2752, -320) This is the invulnerability in the west part of the map, which is not that hard to find; just follow the annoyingly thin walkway west. You can jump down onto it, but then you'll be stuck there; you'll have to get off that platform and wait for the floor to rise up, then walk to one of the surrounding walls, and hit space until you get back up to the level of the walkway. At that point, the invulnerability will have worn off. A better idea is to get a radiation suit and jump down into the moat around it, and then hit space on the surrounding walls until it reaches the level of the platform the sphere is sitting on, then grab it; then the floor will raise up to the level of the surrounding walls, and you can get out. Or you can try jumping down just to the left or right of the invulnerability sphere, enough to get the floor to raise up and take away the poison; then grab the sphere, and hit space a few more times to get back to the walkway. 4 123 ( -608, -3632) The south area of the map has a shotgun with a small walkway to its south. If you get the shotgun, an opening will appear to the south revealing some monsters. After killing the monsters, you can jump down into the opening to get some ammo and health (#4). When you jump back, the floor around the shotgun will rise up and become non-toxic. Level 25: Bloodfalls In version 1.666, these two items are NOT official secrets; you can't get credit for any more than 0% secrets on this level in that version. 1 22 ( -684, 1824) In the north-south hallway with two windows on each side of the hallway, in the north part of the map, there is a secret door between the two windows on the east side, leading to a rocket launcher and some ammo. 2 101 < 5400000,fa080000> ( 1344, -1528) In the south part of the map, in the room with some steps leading south between two windows, there is a hidden room in the northeast with a BFG9000; it's on the automap. Level 26: The Abandoned Mines 1 29 < e00000,ffb80000> ( 224, -72) When you start the level, there's a secret door right behind you (#1) which leads to a big room with lots of bad guys and items. The teleporter on the acid floor in the west area of the room takes you to a platform where you can jump and get the plasma gun. 2 34 < 16c0000, 200000> ( 364, 32) When you start the level, there's a secret door right to the east of you (#2). Hit the switch to lower the room first, then hit space on the south part of the east wall. This door leads to a network of tunnels that contain lots of interesting items, including another hidden door. To find it, go through the door and go north. Jump down into the slime and go north into another room. In the southeast corner of this room is another secret door, which you can only go through when the room is lowered (hit the switch to do this). This door leads to a teleporter which takes you outside to an area with a rocket launcher, as well as imps and a mancubus. Another way to get outside is to take the teleporter on the floor in the red key room (watch the third demo), but if you do this, you don't get credit for any secrets. 3 98 (-1992, 928) 4 121 (-1172, 1248) The blue keycard has a secret door behind it (#3) revealing a switch that lowers two lifts, revealing two areas to the north and south of the acid pool to your east, which contain some cacodemons. The south area contains a trigger line that raises the floor near the east door, and a switch which opens that door. The north area contains blue armor, and a secret door on the east wall (#4) leading to some health potions and a supercharger. Level 27: Monster Condo 1 10 (-1188, -347) When you start the level, the first thing you should do is go through the door in the northwest corner of the room (across the acid pool) and go west to the lit area with the ammo (#1). You have 30 seconds after the level begins before this area is closed off. 2 177 < 5f60000,fdad0000> ( 1526, -595) 3 171 < 6400000,fbe00000> ( 1600, -1056) East of the acid pool with the rocket launcher in the center is a west-east dividing wall. On the east wall, north of the dividing wall, is a lit area in the corner. When you walk into this lit area, a door opens to the east revealing an area (#2) containing partial invisibility, light amplification, energy cells, and lots of monsters. South of the dividing wall is another lit area along the east wall. When you walk into it, a door opens to the east revealing an area (#3) containing some ammo, health, shotgun shells, and arachnotrons. 4 92 < 12d0000, 2f60000> ( 301, 758) 5 93 < 1200000, 4e00000> ( 288, 1248) In the northeast room with the impaled bodies everywhere, there are two switches to the north. The east one lowers a lift to the southwest, which leads to a long corridor of health potions (#4) and a teleporter (#5) which takes you up to the ledge in the northeast corner of the room, where there's health, armor, ammo, and a BFG. I don't think it's possible to get #5, since the teleporter's sector is secret, and you can never enter that sector, because there's the teleport line is in the way. Also note that you can't get out of the ledge in the northeast corner unless the door to it has opened up already. 6 45 (-1699, 1280) 7 129 (-2115, -960) There are two long north-south skylit rooms with large teleporters in the center and pictures of a demon on the north wall. Each one has a switch on the east wall, which you can use to open up the west wall in both rooms, revealing some mancubi, a beserk sphere, a supercharger, and a computer map in each room (#6 in the north one, #7 in the south one). 8 157 < 4e00000,f7600000> ( 1248, -2208) This is the room with the hell knight, just southwest of the yellow key, which has the switch that lets you out of the room after you get the yellow key. Level 28: The Spirit World 1 54 < 3e00000,f1a00000> ( 992, -3680) 2 55 < 5b00000,f1a00000> ( 1456, -3680) In the south part of the map is a room with five columns and a throne. Walk up to the throne to lower the middle column, and then go stand on it (#1). (You need to do this in order to complete the level, so I don't see why it's a secret.) When the column raises up again, you will see two switches to the north and south. The south one reveals the yellow key. The north one reveals a passage beyond the yellow key, as well as four hell knights, an arch-vile, and (fortunately) an invulnerability sphere, some rockets, and a teleporter which takes you to the ledge on the east side of the room (#2), where you can get another invulnerability sphere and a megasphere. 3 17 ( -568, -3136) 4 3 ( -344, -2656) In the southwest part of the map is a hallway which leads west and then north. At the bend in the hallway is a small niche to the south containing an arachnotron, who will come out and attack you. To enter the niche (#3), just walk through the south wall. There is also another niche farther north containing some chaingunners and troopers, as well as ammo and health (#4). Just walk through the east wall. 5 88 < 4240000,ff440000> ( 1060, -188) 6 92 < 6440000, 840000> ( 1604, 132) 7 93 < 6440000, 3dc0000> ( 1604, 988) In the northeast part of the map is a room with five columns. As soon as you enter, some hidden doors will open up and lots of monsters will come out. As soon as you kill all the monsters, look on the automap, and you will see three secret doors in the niches where the monsters were. The southwest niche has a secret door leading east to a supercharger (#5). The southeast niche has a secret door leading north to four backpacks, a medikit, and a revenant (#6). The northeast niche has a secret door leading east to a mancubus and a beserker (#7). Level 29: The Living End No official secrets. Northwest of your starting point is a path which leads west to a teleporter. As you approach the teleporter, some windows open to the north exposing some chaingunners, who promptly attack you. If you walk north off the ledge and then walk west around the structure the chaingunners are in, you'll see a small opening leading to a teleporter. This takes you to the ledge the chaingunners are on; there's a plasma gun there. Level 30: Icon of Sin The only secret here is how to complete the level. At the south end of the final room is a switch which raises the platform in the lava to the north (with the box of rockets). Hit the switch and wait for the platform to go up. Then go to the platform, hit space to lower it, and get on. Just before it gets to the top, shoot a rocket into the exposed brain of the demon. Then jump down and lower the platform again. This takes about three rockets. When you go first through the teleporter, the demon says, "To win the game, you must kill me, John Romero," backwards and slowed-down (John Romero is one of Id Software's founders). If you turn on no-clipping mode (type "idnoclip") and go through the middle of the north wall (where you see the exposed brain), you can see John Romero's head on a stake. If you shoot it, you win the game (although you should really try to do it without cheating). Level 31: Wolfenstein No official secrets. However, the room just before the exit door has a secret door in the southwest corner, which leads to a small niche with a medikit. The west wall of this niche has another secret door which leads to a second exit door at ; which levs to the super-secret level (level 32). Just south and a bit east of the second exit door is a secret door which reveals a supercharger. There are three other secrets which are easy to find on the automap, but which are included here anyway for completeness. A. There's a north-south corridor with west and east alcoves. The east one contains a body impaled on a stake. The west one contains a secret door at leading to a rocket launcher. B. There's a big square room with a picture of Hitler on the north wall, with trees on either side. Hit space on the picture to reveal a secret door (at ) to room with a plasma gun and some ammo. C. Here's one that wasn't in the original game. There's an area in the southeast with lots of demons in a "kennel" (there were dogs there in the original game). There are alcoves on either side. The last one on the right is marked by some skulls on a stake. That alcove has a secret door (at < 7800000,fe400000>) leading to a BFG, a megasphere, a super shotgun, and lots of backpacks. Level 32: Grosse No official secrets. However, in the middle of the east wall (the middle Swastika) is a hidden door which reveals an invulnerability sphere. The west wall has a hidden door in the same place, leading to a bunch of medikits, and a plasma gun with lots of energy cells. Also, the two northernmost and two southernmost pillars contain various weapons, and a megasphere; walk up to them and hit the space bar. [2] MONSTER COUNTS ================== This list is for Ultra-Violence, single-player mode only. ------------------------------------------------------------- Level 1 2 3 4 5 6 7 8 9 10 11 ------------------------------------------------------------- Human 10 22 15 6 16 2 . . 8 71 8 Sargeant . 50 20 15 25 30 . 5 38 31 12 Chaingunner . . 9 10 11 11 . . 17 4 4 Imp 17 16 22 20 54 44 . 55 103 95 13 Demon . 2 8 1 1 7 . 43 9 31 1 Spectre . . 4 3 7 11 . 3 5 10 12 Lost soul . . . . 6 2 . 2 33 18 9 Cacodemon . . . . 3 . . 11 6 . 10 Hell Knight . . . . 1 2 . . 4 . 2 Baron of Hell . . . . . . . 20 . . . Arachnotron . . . . . . 12 . . 7 3 Pain Elemental . . . . . . . 4 10 7 4 Revenant . . . . . 4 . . . 4 1 Mancubus . . . . . . 7 . 5 . . Arch-Vile . . . . . . . . . . 1 Spider-demon . . . . . 1 . . . . . Cyber-demon . . . . . . . 1 . 1 . ------------------------------------------------------------- Total 27 90 78 55 124 114 19 144 238 279 80 ------------------------------------------------------------- ------------------------------------------------------------- Level 12 13 14 15 16 17 18 19 20 21 22 ------------------------------------------------------------- Human . . 12 43 . 9 1 16 . . . Sargeant 15 . 20 43 . 24 28 10 13 19 . Chaingunner 9 . 17 17 . 22 . . 12 11 25 Imp 44 72 23 42 97 36 58 101 22 76 18 Demon . 15 . . 4 . 43 36 . . 3 Spectre . 2 3 . 4 11 21 27 . 3 7 Lost soul 9 16 6 9 . . . 10 9 . . Cacodemon 16 10 . 11 25 13 19 6 11 . . Hell Knight . . . 3 . 1 5 . 1 6 . Baron of Hell 1 . . 2 . . . . 1 . 1 Arachnotron 6 6 1 1 . 2 . 2 . . . Pain Elemental . . . 6 . 4 . . 5 2 . Revenant . 4 1 . 14 2 2 . 2 4 2 Mancubus 9 1 . . 15 . 1 . . 3 . Arch-Vile . . 1 . 2 1 . . 2 . . Spider-demon . . . . . . . . 1 . . Cyber-demon . . . . . . . . 1 . . ------------------------------------------------------------- Total 109 126 84 177 161 125 178 208 80 124 56 ------------------------------------------------------------- -------------------------------------------------------------- Level 23 24 25 26 27 28 29 30 31 32 Tot -------------------------------------------------------------- Human . . 17 . 18 3 13 . . . 290 WolfSS . . . . . . . . 128 28 156 Sargeant . . 35 2 22 5 21 . . . 483 Chaingunner 17 25 10 14 11 6 11 . . . 273 Imp 31 46 24 27 21 24 22 . . . 1223 Demon 28 56 . . 16 6 . . 21 . 331 Spectre . 8 6 1 9 17 1 . . . 175 Lost soul . 16 4 29 7 12 . . . . 197 Cacodemon . 8 . 23 . 1 15 . . . 188 Hell Knight 9 6 2 . 21 7 5 . . . 75 Baron of Hell . . . 2 1 . 3 . . . 31 Arachnotron 7 . 1 . 4 12 . . . . 64 Pain Elemental 6 . 3 . 4 5 4 . . . 64 Revenant 4 . 1 . 21 17 6 1 . . 90 Mancubus 1 2 . 3 13 2 4 . . . 66 Arch-Vile 2 . 1 . 2 4 1 . . . 17 Spider-demon 1 . . . . 2 . . . . 5 Cyber-demon . . . . . . 1 . . 1 5 Boss Brain . . . . . . . 1 . . 1 -------------------------------------------------------------- Total 106 167 104 101 170 123 107 2 149 29 3734 -------------------------------------------------------------- [3] ITEM COUNTS =============== This chart shows where the following items appear in the game, and how many times they occur in each level. This chart is for Ultra-Violence single-player mode only. SG = Shotgun, 2B = Double-barreled Shotgun, CG = Chaingun, RK = Rocket Launcher, PL = Plasma, BF = BFG9000 CS = Chainsaw, BZ = Berzerk Pack A1 = Security Armor A2 = Combat armor BP = Backpack, RS = Radiation Shield, MP = Map, LA = Light Amplification SS = Supercharge, BA = Invisibility, IA = Invulnerability, MS = Megasphere CC = Crushing Ceiling, T1 = One way Teleporter, T2 = Two way Teleporter pair SG 2B CG RK PL BF CS BZ A1 A2 BP RS MP LA SS BA IA MS CC T1 T2 TOT 1: 1 . . 1 . . 1 . 1 . . . . . . . . . . . . 4 2: . 1 . . . . . . . 1 . . . . . . . . . 1 . 3 3: 1 . 1 1 . . . . . 2 . . . . 1 1 . . . 5 . 12 4: . 1 . . . . . . . . . . . . . . . . 2 5 . 8 5: . 1 . 1 1 . . 1 1 1 . . . . 2 . . . . 2 . 10 6: . 1 . 1 1 . . . 1 1 1 . . . 1 . . 2 . 3 3 15 7: . 1 1 1 1 1 . 1 . . 10 . . . . 4 . 1 . . . 21 8: 1 . 1 1 1 1 1 . 2 . 5 2 . . 2 1 2 . . 9 1 30 9: 1 . . 1 . 1 . 3 1 2 1 1 1 . 2 . . . . 5 . 19 10: 1 . 1 1 1 1 1 2 2 1 1 1 . 3 2 1 2 1 . 5 . 27 11: 1 . 1 1 1 1 . . 1 1 1 2 . . 2 1 1 . . 3 . 17 12: 1 1 1 . . 1 . 3 2 . 1 1 . . 1 1 . . . 2 . 15 13: 1 . 1 1 1 1 1 3 . 1 1 . 1 . 1 3 2 . 2 15 . 35 14: 1 . 1 1 1 . . . . 1 . . . . 1 1 . . 1 . . 8 15: 1 . 1 1 1 1 1 2 1 2 2 3 1 . 1 2 1 1 . 6 1 29 16: 1 1 1 1 4 1 . 1 . . 1 1 . . 1 1 1 1 . 5 . 21 17: 1 . 1 1 1 1 . 1 2 1 1 . . . 2 1 . 1 . 6 . 20 18: 1 1 1 1 1 1 . 1 1 . 1 . 1 . 1 2 2 . . 6 1 22 19: . 1 1 1 . . . 1 2 1 1 . 1 . 1 1 1 . 1 9 . 22 20: . 1 . 1 1 1 . 1 2 2 . 2 . . 4 . . 1 1 15 1 33 21: . 1 . 1 . . . . . . 1 4 . . . . 1 1 . 3 4 16 22: 1 . . 1 1 . . 1 1 . . 2 . . 1 . . . . 3 . 11 23: 1 . . 1 . 1 . 1 1 . 2 . 1 . 1 . . 1 . 8 . 18 24: 1 1 . 1 1 1 . 2 1 . 1 7 . . . . 1 2 . 16 1 36 25: . 1 1 1 1 . . . 1 . . . . . . 1 . 1 . 5 . 12 26: . 1 1 1 1 . . . 1 1 1 1 . . 1 1 . . . 8 . 18 27: . 1 1 1 1 1 1 2 2 . 4 . 2 2 5 3 3 . . 4 . 33 28: . 1 1 1 1 1 1 1 1 . 4 . . . 1 . 5 2 . 1 . 21 29: . 1 1 . 1 . . 2 1 1 2 2 . . 1 . . . . 11 . 23 30: 1 1 1 1 1 1 1 1 . . 1 2 . . 3 . . 2 . 1 . 17 31: 1 1 1 1 1 1 . 1 . . 4 . . . 1 1 . 1 . . . 14 32: . 1 3 1 1 1 . 1 . . . . . . . . 1 1 . . . 10 TOT 18 20 23 28 26 19 8 32 28 19 47 31 8 5 39 26 23 19 7 162 12 600