Uploaded April 2023 | Updated September 2026, 2 weeks ago
There are no score-affecting secret areas in Doom II level 14, The Inmost Dens, but there are some easily overlooked spaces that may contain health, ordnance and/or enemies, depending on the chosen Skill. This video shows one path to reach these areas, and also shows where to find all keys, score-affecting Items, and the exit.
Note that when playing at 'Hurt Me Plenty' Skill or below, there will be 3 score-affecting Items on the level. At higher Skills, the Berserk Pack Item (seen here at about 42 seconds) is replaced by a Medikit, which is not a score-affecting Item.
The original retail Doom games of the '90s would give a score of 'SECRET 0%' at the end of levels that had no official/score-affecting Secrets. Some modern game ports or third-party Doom engines will automatically give a score of 'SECRET 100%' for levels with no official Secrets.
This is a video conversion of the .lmp file 14MISSED at ClassicDOOM.com:
classicdoom.com/d2demos.htm#14missed
Timestamps:
0:00 - Start
0:04 - Rockets, plus Spectre at Skills 4-5
0:11 - Rocket launcher
0:20 - Wall can be climbed upon here
0:24 - Switch closes outer door
0:27 - Small square starts crusher
0:31 - Stepping in water stops crusher
0:42 - Berserk Pack here at Skills 1-3
0:53 - Red key, plasma rifle acquired
1:10 - Blue key acquired
1:18 - Blur Artifact
1:25 - Supercharge/Soul Sphere
1:45 - Medikit, plus Sergeant at Skills 3-5
1:51 - Exit
This video is part of the ClassicDOOM 'Doom II solutions' playlist:
youtube.com/playlist?list=PL368ECB66150EDC35
#doom2 #doomii #classicdoom
There are no score-affecting secret areas in Doom II level 14, The Inmost Dens, but there are some easily overlooked spaces that may contain health, ordnance and/or enemies, depending on the chosen Skill. This video shows one path to reach these areas, and also shows where to find all keys, score-affecting Items, and the exit.
Note that when playing at 'Hurt Me Plenty' Skill or below, there will be 3 score-affecting Items on the level. At higher Skills, the Berserk Pack Item (seen here at about 42 seconds) is replaced by a Medikit, which is not a score-affecting Item.
The original retail Doom games of the '90s would give a score of 'SECRET 0%' at the end of levels that had no official/score-affecting Secrets. Some modern game ports or third-party Doom engines will automatically give a score of 'SECRET 100%' for levels with no official Secrets.
This is a video conversion of the .lmp file 14MISSED at ClassicDOOM.com:
classicdoom.com/d2demos.htm#14missed
Timestamps:
0:00 - Start
0:04 - Rockets, plus Spectre at Skills 4-5
0:11 - Rocket launcher
0:20 - Wall can be climbed upon here
0:24 - Switch closes outer door
0:27 - Small square starts crusher
0:31 - Stepping in water stops crusher
0:42 - Berserk Pack here at Skills 1-3
0:53 - Red key, plasma rifle acquired
1:10 - Blue key acquired
1:18 - Blur Artifact
1:25 - Supercharge/Soul Sphere
1:45 - Medikit, plus Sergeant at Skills 3-5
1:51 - Exit
This video is part of the ClassicDOOM 'Doom II solutions' playlist:
youtube.com/playlist?list=PL368ECB66150EDC35
#doom2 #doomii #classicdoom




![Doom 64 level 16, Blood Keep: Deathtrap [Spoiler]
[Spoilers] Shows the location of a deadly trap in Doom 64 level 16, Blood Keep, and shows a way to avoid becoming a victim. Enable Captions for on-screen notes.
Details follow:
The area is a large rectangular room located just before the exit switch. Youll need the yellow key to enter it. (See https://youtu.be/BamWFe11zV0 for a video on how to get the keys.)
Map showing location of all keys: https://classicdoom.com/d64maps/16-k1.htm
Map showing location of the exit: https://classicdoom.com/d64maps/16-x1.htm
When you move into the room, the lights will go dark, and within a few seconds some enemies will spawn. Whenever the last enemy is killed, there will be a momentary delay, and then the floor around the outer edges of the room will sink down into a corrosive pool below.
There are no portals or lifts to escape the corrosive, so to avoid being trapped there youll need to stay on the central rectangular floor section, or on the narrow ledges next to the yellow-keyed door and the exit-chamber gate. Note that there are still gaps between those narrow ledges and the rectangular floor section, but its fairly easy to run across them without falling.
This video is part of the ClassicDOOM Doom 64 solutions playlist:
https://www.youtube.com/playlist?list=PL00C75BEE256ABA71
See also the Doom 64 Achievements / Trophies playlist:
https://www.youtube.com/playlist?list=PL80Nji_WEjozUBP6YHmQJ5O6I2hPRm-lK
#doom64 #doom64ex #classicdoom #n64doom Doom 64 level 16, Blood Keep: Deathtrap [Spoiler]](https://i.ytimg.com/vi/NH0K15c8GcE/mqdefault.jpg)





