Episode 3 - The Netherworld
"Official" secrets appear in the list as numbered items.
Other hidden (or hard-to-find) areas are also listed, but are not numbered.
Secrets marked with the attribution "slp" were discovered by
yours truly. Other secrets were taken from the list compiled
by Brandon Fish, and are given with the name of the original contributor.
Please select a level from the list below:
- E3M1 - Termination Central
- E3M2 - The Vaults of Zin
- E3M3 - The Tomb of Terror
- E3M4 - Satan's Dark Delight
- E3M5 - Wind Tunnels
- E3M6 - Chambers of Torment
- E3M7 - The Haunted Halls
Level E3M1 - Termination Central (5 secrets)
- From the start, after you go down the elevator and down the first ramp
to the left, shoot the darkened part of the wall on the right. It will open
up, revealing the red armour. - BraFish
- At one point you travel up a short elevator: to your left is the area
with the gold keycard, to your right is a collection of blocks (piled up
rather like the "crate" puzzles in DOOM) and beyond them, the Gold Door.
Jump up to the top level of these blocks and shoot the side wall. Enter the
tunnel thus revealed. - slp
- With your back facing the Gold Door, go past the blocks (already
mentioned in #2), hop to the left of the elevator and hop into the shadows
ahead. There is a thin ledge on the wall in the shadows, once you have
gotten on it, turn left to find the Quad Damage. - Matt McClure
N.B. When you "hop into the shadows" you will, like as not, fall down to the
corridor below. Fortunately there's an elevator down there (it's the sunken
plate) which will raise you back up to the platform. In fact you might find
it easier to jump from the elevator... - slp
- In the main slime area, go underwater and look up towards the surface.
What you're looking for is the bottom of 2 walls, parallel and very close
together. Swim up between these parallel walls to get your position just
right, then fall straight down. An elevator will lift you up into an area
containing yellow armour and rockets. - slp
- Also in the slime (not far from the entrance to #4) look for an
underwater passage at the bottom of one of the side walls. Swim through to
an area with assorted ammo and a teleporter. That is the actual secret, but
the teleporter takes you to a corridor, the far end of which (i.e. NOT the
other teleporter) allows you to fall onto a ledge with 100% health: this is
the ledge you can see through the window near the start. - slp
Level E3M2 - The Vaults of Zin (3 secrets)
- Turn down the first passageway to the left. There will be a passageway
to the right where you have to jump to the Grenade Launcher. After getting
the weapon, turn around and look down. Just past the lava near your feet
are some zombies and a 100 Power-Up that you can grab. - BraFish
- Shoot the wall to the right of the "jesus" wall decoration (roughly
level with its knees) for a Ring of Shadows. - slp
- In the area at the same level as the entrance to #2, there is a texture
on the right that looks a little wrong. Shoot it and open up a teleporter to
the walkways above. - BraFish
N.B. The location could better be described thus: Stand facing the "jesus"
wall decoration and walk into the large room on your right - check out the
right-hand end of the wall on your right. - slp
- If you shoot the small skull on the wall in the room where you have to
drop down on the button surrounded by lava (you know the place) it will give
you a quad damage, but won't register a secret. - BraFish
Level E3M3 - The Tomb of Terror (2 secrets)
- After going up the stairs that come out of the lava, look up and to the
right and you will see a big "Q" switch that you can shoot, opening up a
teleporter below. It takes you above the lava room to the awaiting red
armour. - BraFish
- Fall into the small moat by the angled supports with bright red runic
decorations. You'll find a 100% health box under the water. - slp
Level E3M4 - Satan's Dark Delight (4 secrets)
- After activating the bridge to get across to the rocket launcher,
continue going all the way across to the other side. After turning the
corner to the left, and down the ramp into the room, you'll notice a ledge
just above you. To get up there, go up the other ramp out of the room. On
the right side of the ramp on the wall, you'll notice what looks like blocks
that will come out and be stairs. Actually, you can walk right up them as
if they were stairs. There's a few goodies up there. - BraFish
- While riding the platforms in the water chasm, it will go past several
ledges. One small ledge in particular is the last one to pass before the
moving platform goes to the "crushing" area where the button to raise the
bridge is. Jump on this small platform, and walls will open up that will
take you to a LARGE assortment of goodies. - BraFish
- Inside the secret to area #2 shoot the light farthest to the left in
the base of the wall on the left side of the room. It will open a small
closet with a Pentagram of Protection. - grifter
- After fiddling about with the moving platforms, you'll ride a long
elevator to a room with a floor switch by the entrance. One of the ceiling
lights is a different colour: shoot it for a Pentagram of Protection. - slp
- From the room mentioned in #4, proceed along the exit passage, down the
steps and pick up the Thunderbolt. If you look at the lava on either side
of the steps you'll see some narrow walkways. Walk along one of these and
jump into the narrow chimney in the middle of the lava, directly under the
steps. This takes you to the secret level (E3M7: The Haunted Halls). - slp
Level E3M5 - Wind Tunnels (4 secrets)
- After travelling in the second tube you'll find yourself in a corridor
lit by flashing lights. Check out the right-hand side of the corridor:
there's a small hole in the floor at one corner. Fall through to a box of
nails and a teleport which takes you the the Quad Damage where the Death
Knights were shooting you from. - slp
- When you are on the ledge above a second ledge above a pool (the whole
thing is like a ribbed funnel in a way), go to the far side of the ledge
from the entrance and face the entrance. On one of the girders overhead
there is a Quake symbol. Shoot it and a door will open next to the
entrance. - William Shubert
- In the room with stairs out, a small wind tunnel overhead, and a moat
around the edge of the room, jump in the moat and go under the room. The
pool here has two exits. One of them leads to a secret room.
- William Shubert
- In front of the end-of-level slipgate, shoot the square plate in the
floor to reveal another slipgate below you. Fall down onto the side of that
slipgate and pick up the ammo. - slp
- There's a wind tunnel that takes you to an area with lots of automatic
nailguns firing at you and ogres and death knights. Two ogres are on rafters
high above. When you enter the final stretch of that wind tunnel, you'll fly
over those ogres and into a downspout - but not if you use air control to
deflect yourself enough to one side. You can get yourself onto the girders
with the ogres that way. There you'll find a Quad. This is just before
official secret #2, with the biosuit closet. - Paul Derbyshire
- Another example of the sort of things you can do with rocketjumps: it's
possible to rocketjump to the first Quad. Instead of going up the stairs,
down the corridor, and down the hole to the teleporter, you can RJ off the
stairs diagonally to a ledge on the wall to the left of the stairs. There's
a niche with a pack of rockets here, and you can follow the ledge around to
the Quad. - Paul Derbyshire
Level E3M6 - Chambers of Torment (2 secrets)
- In the room next to the area with the silver key, there is a button on
the ceiling (which you must shoot) that will open the door leading to the
armour that you could see behind the mesh earlier, and to a Quad Damage.
- BraFish
- Once through the silver door you get to ride an elevator. Shoot the
red switch above the elevator. This allows you access to the grating area
where the ogres were hassling you. - slp
Level E3M7 - The Haunted Halls (4 secrets)
This level is reached from the "secret" exit on E3M4 (Satan's Dark Delight).
- Section with grated walkway over lava. Shoot the left-hand square
panel (window?) at the side of the room for a Quad Damage powerup. - slp
- Short elevator that goes up & down near a recessed shootable button
that opens an adjacent door. Get UNDER the elevator (i.e. persuade it to go
up, then fall into the hole) for a 100% health pack. - slp
- After running through the nail trap, there is button on the wall to the
left to lower the elevator. Look up above the ceiling there, and there is a
small Q button that you can shoot to open a door to some armour and the Quad
Damage. - BraFish
- After running through the nail trap, press the button on the wall to
the left to lower the elevator. Go up to the bridge on the upper level and
look down to the right. You should see a cage. Jump on top of the cage and
a door will open in front of you leading you to the Invulnerability.
- BraFish
The Secrets List
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