Thanks to the following people for providing info:
Curtis Turner (level 1)
Doug Barton (level 5)
email@example.com (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 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
 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
 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