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TRAV'S FAVORITE SHOOTERS - Final DooM
Final DooM
STORY WEAPONS AMMO ITEMS ENEMIES CODES LEVELS

Space Marine
Character: Space Marine
The Story:
TNT:Evilution

Though all the top management of the UAC were dead, and so were most of their personnel down to the janitors, the corporation survived, now under strict government supervision. The UAC still sought the secret to matter apportation, and continued its experiments under vastly increased safety measures.
The UAC's base was set up on one of the moons of Jupiter, hoping that the increased distance would enhance Earth's safety if something went wrong. Marines were stationed at the base, ready for anything.

The Invasion
Soon after the UAC opened its first Gate, the minions of Hell made their first attack. Suddenly, through the Gate flowed spiked, fanged, dripping techno-terrors. Meat machines flailed their armored limbs and slavered with bloodlust, seeking soft bleeding manflesh to rend. But in their seeking, they found only death. The United States Space Marine Corps was prepared for such an event, and they poured molten death into the hordes of Hell. More demons massed, hoping to overwhelm the defenders by their endless numbers. But mass alone was no match for the marines. Set up in defensive positions around the gate, the marines were able to slaughter the monsters by the hundreds, taking few losses.
As suddenly as it had begun, the invasion ended. The last flaming skull screamed through, was hit by twenty simultaneous shotgun blasts, and the chamber was silent once more, except for the dripping of blood. Hell had failed.
The research went on, more boldly, and less cautiously. All the marines received the Silver Star from a grateful government, and the UAC made an enormous contribution to the Veteran's Fund. The defensive positions were strengthened, and the marines watched closely for another attempt, all their attention drawn inward towards the Gates. They were looking in the wrong direction.

The Rain of Monsters
Hell knew more than one trick. Months after the Gate incident, the yearly supply ship came ahead of time. On radar, the ship looked far larger than usual. And it was coming from the wrong direction. Strange, but not inexplicable. The lax radar operators reported the ship's approach, and personnel went out to the landing field to meet it. But it never landed. Instead, it hovered over the base, miles in the air. The men and women looked up at it, and saw that something was terribly wrong.
The ship could not have come from Earth. It was huge, kilometers long, and was built of bone, steel, flesh, corruption, and death. It was a bio-mechano-magical construct from the depths of Hell and It had come through space for its vengeance. Enormous doors, large as football fields, irised open and hideous demons poured out, plunging to the ground and blanketing the entire base with their throbbing, pulsing bodies. They were everywhere at once. The marines' defenses, set up to prevent an attack from the direction of the Gate, were worthless. The monsters poured through the sewers, the air vents, the hallways, everywhere, rampaging, corrupting, and feasting. Once more, the surviving humans were left as zombified brain-dead monstrosities. existing only to kill and kill and kill.

It's Up To You
Only one man escaped death or zombification. The marine commander. You. You weren't at the base when the skies opened and devastation poured from the stars. You were miles away, enjoying a walk across the moon's rough-hewn landscape. Then you heard a snortling gurgle behind you, whirled, to face one of Them. The beings that still haunted your nightmares. Your reflexes weren't dulled by your experences, and you pulled out your pistol and blew the imp to gory shreds.
Hot-footing it back to the base, you saw it all and realized what had happened in a flash. The demon ship still floated above the infested base. Your boys -- the men you'd trained to fight and kill and die as no fighting man had ever been trained before -- were dead. You were not there when it happened, to die with them.
Unlike the ancient Samurai, who chose to die with their men, you cocked your pistol. You were going to kill for your men. And if you died trying, well, you were going to die anyway, some day. Death at the fangs of demons might be the very worst way to die, but if they did manage to get you, Hell would know it had been in a fight.

The Plutonia Experiment

After Hell's catastrophic invasion of Earth, the United States took steps to prevent such an invasion from recurring. The old UAC corporation was refounded, under completely new management (since the old trustees and stockholders were all dead, this wasn't much of a problem), and sent to research tools and technologies to prevent such an incursion from happening ever again. Though the invasion had been stopped, and the remaining demons were gradually being exterminated by mopping-up squads, it was clear that the powers of Hell remained strong. While the Spider Mastermind and Baphomet seemed to no longer threaten, who knew what else lay Outside? Waiting. Watching. Preparing.
The new UAC began working on quantum Accelerator devices, intended to close interdimensional gates at a distance and so prevent future incursions forever. The project began innocently enough. Naturally the scientists, in order to learn how to close Gates, had to relearn Gate technology first. This ability was rapidly regained. Perhaps too rapidly.

The Terror
Soon, beings from Outside had their dire attention drawn to the new experiments, and then, one day, a Gate opened in the heart of the research complex. Unnatural horrors from the pit poured in, ravening for destruction. But the UAC scientists had learned their trade. The Quantum Accelerator Device performed perfectly in its maiden test -- the invasion Gate was closed instantly and permanently when the Accelerator flicked on. A cyberdemon, halfway through, was snipped in two when the Gate closed. Earth would now be safe from literal invasion by Hell. At least, once the technology could be set up around the globe.
The next day, a ring of seven Gates opened, throughout the base, and a monstrous legion rampaged through. The Quantum Accelerator began putting out the Gates at once, and within an hour, six were closed. But the hellish army was now too strong, too numerous. The marines fought like mad dogs, but were finally pulled down by the enemies' claws. The scientists, marines, and bureaucrats were all slain or transformed into undead mankillers.

The Task
The Quantum Accelerator and its prototypes are deep inside the ravaged complex. A demon Gatekeeper guards them and mans the last Gate of Hell. The government, frantic that the Quantum Accelerator will be destroyed or used in some alien fashion upon us, has ordered all marines to the site at once, regardless of their location.
You were on leave at the beach, only a few minutes from the complex, when you got the word. You suited up, grabbed a pistol, and raced your pickup truck to the complex. When you arrived, flashes of light, howls, and chanting could be heard from the interior. Corpses were scattered everywhere. Obviously the Gatekeeper was doing something inside -- something that would soon reach some kind of awful climax.
You know that within an hour or two, an entire division of marines will arrive to assault the base with full artillery and air support. You also know that they will be too late. Far too late. The airplanes will be plucked from the sky by floating terrors, the cannons melted by diabolic rockets and fireballs, the soldiers blasted to shreds as they charge into the armored shell of the UAC buildings. In an hour or two, the monstrosities inside will have finished their awful task, and will be prepared, once more, to take on the world.
It's up to you. You have to enter the complex and stop the Gatekeeper. Alone.

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-Weapons-
Chainsaw
Chainsaw
Chops up enemies like thanksgiving turkey.
Pistol
Basic weapon of the space marine.
Shotgun
Shotgun
Nothin' works better when killin' demons and zombies than a trustworthy rifle.
Super Shotgun
Super Shotgun
Same as original shotgun, only twice the power and twice the fun.
Chaingun
chaingun
For those moments when you need a lot of firepower for mowing down zombies... use the chaingun.
Rocket Launcher
Rocket Launcher
Yes! Tired of getting shot at by demon rockets? Well, you might not be able to stop that, but send a similar rocket down their throats with the rocket launcher. Really packs a punch.
Plasma Rifle
Plasma Rifle
Not into rockets? Send some electric fireballs down those demon butt monkeys, they'll be runnin' for sure.
BFG 9000
BFG 9000
After all those weapons you must be able to get through alive right? Wrong. When all else fails time and time again, you can always trust on the BFG. That's right. The Big Fu*^ing Gun. This will take care of any demon no matter what size.

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-Ammo-
Clip
Ammo Clip
Ammo = 5 or 10 depending
Bullet Box
Bullet Box
Ammo = 50
Shells
Shells
Ammo = 4
Box of Shells
Box of Shells
Ammo = 20
Rocket
Rocket
Ammo = 1
Rocket Case
Rocket Case
Ammo = 5
Cell
Cell
Ammo = 20
Bulk Cell
Bulk Cell
Ammo = 100

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-Items-
Stimpack
Stimpack
Gives you a 10% health boost, unless you have 100% or more health. Stim is short for stimulation.
Medikit
Medikit
25% health boost unless you have 100% or more health.
Security Armor
Security Armor
If you have less than 100% armor you will get 100% armor.
Combat Armor
Combat Armor
Gives you the maximum 200% armor.
Radiation Suit
Radiation Suit
Protects you from slime, lava etc on the ground. When picked up your screen will have a green tint. The suit lasts about 60 seconds it will start flashing from green tint to normal about 3 seconds before it runs out.
Berzerk Pack
Berzerk Pack
When you pick up this box your punch damage gets better 5x for the rest of the time you are in the level you got it. Your screen will have a dark red tint for about 7 seconds then it will go a light red tint for about 14 more seconds then go back to normal.
Backpack
Backpack
Gives you some ammo for each weapon in "I'm too young to die" skill level it gives 20 bullets, 8 shells, 2 rockets and 40 cells, in all other skill levels it gives 10 bullets, 4 shells, 1 rocket and 20 cells. The first Backpack you pick up doubles the amount of ammo you can carry.
Computer Map
Computer Map
Shows the entire map (press 'tab') with places you have not been in grey.
Light Amplification Units
Light Amplification Units
Takes away all dark areas that you see, everything is the same level brightness. Lasts about 120 seconds, starts flashing with same level brightness and normal about 3 seconds before it runs out.
Health Potion
Health Potion
Gives you 1% health if you have less than 200%
Spiritual Armor
Spiritual Armor
Gives you 1% armor if you have less than 200%
Soul Sphere
Soul Sphere
Adds 100% to your health up to the maximum 200%
Mega Sphere
Mega Sphere
Adds 100% to your health up to the maximum 200% and gives you the maximum 200% armor.
Blur Artifact
Blur Artifact
Makes you invisible (nearly) much like the spectres. Your gun changes from normal to small moving black dots. Doesn't make much difference. lasts about 60 seconds your gun will start to flash from invisible (nearly) to normal about 3 seconds after it runs out.
Invulnerability Artifact
Invulnerability Artifact
Makes you invulnerable to everything apart from telefrags. Lasts about 30 seconds and makes your screen a black and white negative image. About 3 seconds before it runs out it will flash black and white negative and normal.

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-Enemies-
Former Human
Former Human
Your basic cannon fodder. These guys tote weak guns that don't do much damage, but if they are in large groups, they can take you out if you're not careful. Consider them a minor threat. Any weapon will work against Former Humans. After you kill one, it gives up a clip.
Former Sergeant
Former Sergeant
He is more dangerous than the normal Zombies, as he totes around a shotgun. At close range, they can be a major threat if there are more than one. Take them out as soon as possible. After one dies, it leaves a shotgun behind, so be sure to pick it up.
Heavy Weapons Zombie
Heavy Weapons Zombie
These guys are a pain! They blast at you with chainguns, and are almost always above you. Take them out with a Shotgun or a Rocket Launcher if you have one. Collect the Chaingun they drop, and move on.
Imp
Imp
These guys are one of the worst monsters in the first part of the game. At a distance, they will toss fireballs at you, and at close range, they will rip your face off with their claws. Destroy them first, before taking on the weaker enemies.
Demon
Demon
Demons aren't a problem unless you let them get too close. They don't have a long range attack, so if you kill them from a distance, you will be fine. If they get close to you, however, they will start chewing on you, so get away, and kill them first. If you get surrounded, you're almost certainly dead, unless you have a BFG 9000 to save your butt.
Cacodemon
Cacodemon
A floating ball of death. Cacodemons are the worst enemy that you will run into in the first part of the game. They float around, spewing balls of lightning at you. They are a major threat, and should be destroyed quickly, before they take too much of your life away. Use the Rocket Launcher for a quick kill.
Hell Knight
Hell Knight
Hell Knights are fireball-tossing, flesh-ripping, pains in the butt. Their fireballs can kill you in a couple hits, and their claws will make even shorter work of you. Stay away from these, and send a few Rockets at them to quiet them down. If you are faced with a group of them, try to hit more than one at a time, or use the BFG 9000 for a fast victory.
Baron of Hell
Baron of Hell
Barons of Hell are basically stronger Hell Knights. They have the same attacks, and do the same things. The Barons just take more firepower to kill, and their attacks are somewhat stronger. Once again, use the Rocket Launcher or the BFG to kill them.
Lost Soul
Lost Soul
Lost Souls are flying, flaming skulls that like to launch themselves at you. They tend to show up in groups, so look around if you see one. Use the Chaingun if they are close to you, or the Rocket Launcher if they are farther away. They aren't really a threat, unless you get careless and let them overwhelm you.
Pain Elemental
Pain Elemental
Another floating ball of death. Pain Elementals attack by spewing Lost Souls at you. If you don't kill them quickly, you could be overrun by a horde of Lost Souls. Beware, when a Pain Elemental dies, it tries to take you with it by exploding and sending out three final Lost Souls, so when you kill them, make sure it's from a distance. Use the Rocket Launcher for the best results.
Revenant
Revenant
A skeleton from hell. Revenants carry a Semi-homing Rocket Launcher, and know how to use it. Be careful when fighting them, because if they shoot a rocket at you, try to get it to hit a wall. When they are up close, they will pound you with their fists. Use a Rocket Launcher or Plasma Gun against them.
Arachnotron
Arachnotron
These are one of the most dangerous enemies that you will encounter. They will walk around until they can see you, and then open fire with a Plasma Gun. They usually come in groups of three or more, so beware. Take them out with a few well-placed Rockets.
Mancubus
Mancubus
Mancubus is a walking blob with two fireball launchers for arms. Avoid them if you don't have advanced weaponry, like a Plasma Gun or BFG. They are slow, so use that to your advantage.
Arch-Vile
Arch-Vile
Arch-Viles are the most annoying enemy in Doom 2. They engulf you in pillars of flame, and toss you across the room. They also can revive dead monsters, so destroy them before they can bring back their buddies. Use a Rocket Launcher or a BFG for fast results.
Cyberdemon
Cyberdemon
When you see one, run like hell. Cyberdemons are the strongest enemy in the game. They are rare though, so don't expect to run into one often. Cyberdemons attack with a Rocket Launcher and are fast. When fighting one, use the BFG. A Rocket Launcher also works, but it takes quite few Rockets to kill one. Make sure not to stay in their line of sight for long.
Spider Mastermind
Spider Mastermind
The End Boss from the first Doom game. It can be a problem due to it's Super Chaingun. However it can't take what it dishes out very well, so use the Chaingun or BFG to end the battle quickly. As with the Cyberdemon, these are rarely encountered, but stay alert when you hear them. Occasionally, they will have backup in the form of a Cyberdemon or some Arachnotrons.
Final Boss
Final Boss
You've finally made it! Just one more thing to kill right? WRONG! Making up miles upon miles of Hell itself is the Final Boss's body. (Anyone ever wonder why there was a lot of skin and eyeballs and gunk in the walls, and why one map in the original DooM was shaped like a hand? Well, now you know.) And you've found his head! While his appearance might intimidate you, there is nothing to fear from the Final boss himself. However, the final boss will make your life a living hell by teleporting EVERY kind of enemy into the room. As always, Cyberdemons and Spider Masterminds are rare, but they CAN appear! Also, be on the lookout for any Arch-Viles that may be brought into the level. They will quickly fill the room with your previous victims. To kill the Boss, you need to pump 2 Rockets into the red space in its forehead. This is harder than it sounds. While you are doing this, your pals below will be blasting you with everything they have. Good luck! You will need it!
Spawn Cube
Spawn
While the Final Boss poses little threat to you, his main offense will be to throw these Spawn Cubes into his main chamber which will set forth his legion of enemies against you. While the first couple of Spawn Cubes will only send Demons and Imps, and the like they will quickly add up. And beware of worse enemies such as the Arachnotron, Mancubus, and especially Arch-Vile who reanimate the demons you kill. And oh yeah, while rare, Cyberdemons and Spider Masterminds can spawn forth as well...
Boss Brain
Final Boss
Protected inside The Final Boss is the Boss Brain who controls the Final Boss as well as all other DooM enemies. The Boss Brain is the real being responsible for all the chaos and destruction that Earth has seen.
S.S. Elite Guard
S.S. Elite Guard
Returning from the past and Wolfenstein 3D is the S.S. Elite Guard. These remnants of B.J. Blackowitz's encounter at Wolfenstein reside in 2 secret levels in DooM II...

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-Codes-

IDDQD - God mode
IDFA - All weapons, full health
IDKFA - All weapons, full health, all keys
IDSPISPOPD - Clipping mode (Doom) walk through walls
IDCLIP - Clipping mode (Doom 2) walk through walls
IDDT - Map mode (map must be displayed)
IDCLEV## - Warp to level ##
IDBEHOLD$ - Power up ($ = S, I, V, A, R, L) where:
S = Berserk Pack
I = Invisibility
V = Invulnerability
A = Computer Map
R = Radiation Suit
L = Light Amplification Vision
IDCHOPPERS - Get the Chainsaw
IDMYPOS - Your position in Hex code

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-Levels-

TNT Evilution
01 - System Control
02 - Human BBQ
03 - Power Control
04 - Wormhole
05 - Hanger
06 - Open Season
07 - Prison
08 - Metal
09 - Stronghold
10 - Redemption
11 - Storage Facility
12 - Crater
13 - Nukage Processing
14 - Steel Works
15 - Dead Zone
16 - Deepest Reaches
17 - Processing Area
18 - Mill
19 - Shipping/Respawning
20 - Central Processing
21 - Administration Center
22 - Habitat
23 - Lunar Mining Project
24 - Quarry
25 - Baron's Den
26 - Ballistyx
27 - Mount Pain
28 - Heck
29 - River Styx
30 - Last Call
31 - Pharaoh
32 - Caribbean

The Plutonia Experiment
01 - Congo
02 - Well of Souls
03 - Aztec
04 - Caged
05 - Ghost Town
06 - Baron's Lair
07 - Caughtyard
08 - Realm
09 - Abattoire
10 - Onslaught
11 - Hunted
12 - Speed
13 - The Crypt
14 - Genesis
15 - The Twilight
16 - The Omen
17 - Compound
18 - Neurosphere
19 - NMF
20 - The Death Domain
21 - Slayer
22 - Impossible Mission
23 - Tombstone
24 - The Final Frontier
25 - The Temple of Darkness
26 - Bunker
27 - Anti-Christ
28 - The Sewers
29 - Odyssey of Noise
30 - The Gateway of Hell
31 - Cyberden
32 - Go 2 It

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