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Heretic: The Mysteries of Underville

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About This File

With D'Sparil slain and his bodyguard Maulotaurs defeated you step into a portal not knowing if it sends you home or to another twisted world. You are not scared of what you will find as you have witnessed horrors far beyond your wildest imagination. Will you have to fight for the rest of your life? So be it. At least you will die proud of yourself, of what have you achieved. The light around you fades out and you crouch into a fighting position with your wand pointed forward, ready to dispose of yet another bloodthirsty demon. But there is no foul beast in sight. All you can see is a familiar mountain range you have passed through countless times in the past when travelling with your Sidhe brothers and sisters. There's no mistaking it - this is your world, Parthoris. You are back. You're starting to get overwhelmed with joy when you suddenly realize that the only way to overcome those mountains is getting through Underville, an ancient underground village formerly inhabited by a powerful clan of Ogle miners. When the Serpent Riders arrived and began plundering the world the village of Underville was one of their first targets. As an important strategic point in war, it was swarmed by D'Sparil's minions and conquered soon afterwards. Nobody was left alive. Beaten in battle or executed with no mercy all miners were quickly disposed of and the village was turned into a bastion of evil. After that there was no one who could tell what they did to the place. Even coming near the entrance meant swift and ruthless death. There is no way around it. You have to fight again. D'Sparil's curse is following you like a shadow seemingly never to leave you alone. You embrace your destiny, whatever it is, and determined to end it once and for all you make your steps forward.


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  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
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