Story & Levels


Master Levels for Doom II

Humanity has begun reclaiming their homeworld, however there are still a number of problematic infested facilities and demonic strongholds throughout the planet. The marine is once again called upon to cleanse these sites and put a decisive end to demonic presence on Earth.

At the same time, there is a power struggle going on in Hell, with an influential Cyberdemon being cast out and transformed into a human. He now intends to use the present confusion and take out the demonic leaders responsible for his exile... the infernal hierarchy is about to be thrown into utter chaos!

Some of the levels had original descriptions written by their authors - they have been preserved. New text has been written only for the maps that did not have descriptions.


Tim Willits

Attack: A small security outpost is key to keeping watch and control over the whole region. A part of the building was used as storage space, so there should be weapons and ammo, as well as other military supplies available. Low demonic infestation detected. Clear out facility and reactivate the main computer.

Canyon: A natural canyon houses a military supply depot, stripped almost empty when the demonic invasion started. There are still essential supplies kept in some of the sealed bunkers, and they can be useful. All demons infesting the area must be exterminated, and the main logistical system – activated.


Christen Klie

The Catwalk: A military weapons development/testing facility, which has been invaded. Space Marine Command considers that leaving the industrial designs kept at this facility in the hands of demons is dangerous, and therefore your orders are to clear the site out, and download all records from the main computer, for safekeeping.

The Combine: An intelligence center, used to carry out more "unusual" research and planning. Infestation should be moderate, yet be prepared for bad surprises. Your mission is to destroy as much as possible of the invading forces, and activate the internal security system.

The Fistula: This is a communications outpost, also tied to some of the major teleport lines for the region. It is possible that the demons will use delocalized teleports to ambush you when you least expect it. Infiltrate the facility, eliminate any enemy forces, and reactivate the primary systems.

The Garrison: An old fortification was transformed into training grounds for the elite marines of the local garrison. Now, demons have infested this site, turning it into a vicious battleground to test your own skills. All you need to do is exterminate all demons and leave the facility clean.

Subspace: The target is an air/space traffic control facility, which navigates aerospace transport, including our own capitol ships. Demons have control over the navigation systems, and we want them eliminated, the facility freed and cleaned. Use a teleport to leave the area after you are done.

Subterra: An underground technology base has fallen to the invaders despite our best efforts. It is your duty to descend into its depths, crush all resistance, and activate the system, which will seal it shut. A teleport will allow you to exfiltrate afterwards.


Tom Mustaine

Paradox: A medieval fortress and the chapel attached to it have been overrun by the demons. The place has turned out to be surprisingly difficult to purge, therefore the SMC have sent their best man to infiltrate the area and exterminate all hellspawn.


Jim Flynn

(original level description) Titan Manor: A strange and enigmatic building on a moon of Saturn contains the latest in alien weapon technology. If you can survive the guards and solve the puzzles, the Federation will leapfrog in technology. Its all up to you. Oh and watch those windows!

(original level description) Trapped on Titan: Every step you take may be your last. If it looks too easy, it probably isn't. Good luck - you'll need it.


John Anderson (Dr. Sleep)

(original level description) Virgil's Lead is the 3rd Canto in my INFERNO series. In your search for Beatrice, you lost your guide Virgil (the beatnik space-poet) while crossing Acheron. But you've caught up with him again, and he's agreed to lead you through the current waystation (mostly because demons and undead sergeants are not much impressed with Virgil's way with words). "You can get a lot further with a kind word and a gun then you can a kind word." "You belong to the NRA, don't you?" Virgil asks. "No, I'm just a pessimistic pacifist."

(original level description) Minos's Judgment is the 4th Canto in my INFERNO series. In your search for Beatrice, your guide, Virgil (the beatnik space-poet) has just successfully lead you through the First Circle of Hades - only to bring you to the court of Minos, the Judge of Hell. "Well," you say, "this is another fine mess you've gotten us into. Now what?" Virgil, with his usual loquacity, replies: "Heh heh."

(original level description) Nessus is the 5th Canto in my INFERNO series. Minos decided to grant leniency and not kill you until next week. In the meantime, having slipped past Cerberus, the top dog, you and Virgil come to a precipice overlooking the river Phlegethon. There, Virgil greets the Minotaur using phrases from an out-of-date "Passport to Demonese" by Charles Berlitz. Enraged at having been asked to remove his panties, the Minotaur falls upon the ground and throws a conniption fit. You grab Virgil and climb down some boulders to the foot of the cliff where Chiron, the chief Centaur, offers to have Nessus carry you across the river on his shoulders. "Why, that's mighty white of ya'," says Virgil. "No problem, sailor," says Nessus. "Hop on."

(original level description) Geryon is the 6th Canto in my INFERNO series. This level is a little more spread about than my previous efforts, but it provides for a nice and leisurely jaunt through Hell.

(original level description) Vesperas (or "vespers"): an evening ceremony. This is the 7th Canto of INFERNO. "Now it's dark."


Sverre Andre Kvernmo (Cranium)

Gripping, isn't it? In case you are a little more into story-lines you can keep reading. This and the other of my wads were to be released inside a 32-level "episode" on the internet. But having id release them is about 666 times cooler. The plot in the intended episode was as follows: You once were the biggest and baddest Cyber-demon to rule hell and you spear-headed the council that governed the underworld; "the Cabal". Betrayed by the other members you find yourself not only dismantled, but also a victim of the utmost demonic humiliation: You've been morphed into a human! Of course you're out for revenge and have to kick the other members of the Cabal's butts one by one.

(original level description) The Express Elevator to Hell: When the "Express Elevator to Hell" starts descending the renegade Cabal has begun to realize you might be a threat to them, human or not. Half way down the shaft that should have taken you to the deepest pits of Hell, the lift first slows down before it jerks to a halt. Ambush! Survive the initial onslaught and find a gateway out of the now sealed elevator. Tough, but that's the way you like it...

Bad Dream (secret): You have stumbled upon a hidden reserve of Cyberdemons. Clearing it out should not be too difficult... unless it is a trap and they are expecting you.

(original level description) Bloodsea Keep: "Bloodsea Keep" is the home of your past advisor; Veavitdpoh (Very Evil Arch-Vile In The Deepest Parts Of Hell). Veavitdpoh is an old-school demon that believes in the rip-out-heart-routine and so shuns all use of technology and mechanical weaponry. His cult following has grown the last century but still amounts to little. Unless you face them alone of course... After being dumped into the endless "Sea of Blood" following your humiliating transformation into a human you swim for an eternity before you finally bump your head against the pier of the keep. Digging your feet into the mud of human remains your hand brushes by an old blood-soaked shotgun, the previous owner's severed hand still attached to it. All who enter "Bloodsea Keep" with such items fall victim to your former advisor's favourite past-time: Torture. Any "heretics" still alive inside the keep should be homicidal maniacs at best. "That's OK" you think, "maybe they brought some more ammo for the shotgun", before cocking the rusty pump-action, causing an eyeball to fly out of the cartridge...

(original level description) Black Tower: In "Black Tower" you're nearing the end of your journey. You and Chagrin, the ruler of the Black Tower, came off the same conveyor belt as newly assembled cyber-demons a few thousand years back. "Oil runs thicker than blood" the two of you used to say. Demons don't come much closer to friendship than what you and Chagrin shared. Well now your buddy rules the hordes of hell previously under your command and have left you for dead. Your task is simple: Enter the dreaded Black Tower, the nucleus of black magic and the occult in all of Hell, get to its highest floor and slay Chagrin. Then there is the getting back out as well...

(original level description) Mephisto's Maosoleum: In Mephisto's Maosoleum you have reached the grave of an old friend and mentor: "Mephisto". Yeah old Lucy was a tough bastard. But then there was that incident with the earthling marine which lost him a lot of credit in the hard-core parts of Hell. So you had to kick him off the throne of course. His immortal spirit was kept as a member of the Cabal though and so he was in on the betrayal against you. Time to enter his tomb and lay the old man down to rest for good...