Gather the BFG cell (triggers a revenant) then enter the robust supply room, which triggers an arch vile. You could also give the soul cube a workout here. ZPortal is the extension of the ZDoom Portal Gun WAD. Kill the souls using the chainsaw and ascend the staircase. Speak with him. Alan Dorweiler's PDA has some emails; one includes a storage code: 586. Defeat the four imps that arrive (one to the far right). Gather the health and ammo and continue through the next door. Move through communications access (spot the commotion to your right) and defeat a couple guards: one in front another behind. Pick up med kits and armor strategically. There are a few locked doors here as well as several creatures. Exit into the next hall. Proceed to server bank. You don't have clearance for the door on the right side so go through the left. Walk forward and grab Robert Price's PDA off of the ground. Objective: Contaiminated Chamber. Proceed to the pad 3 storage. More lost souls lurk about. The missing scientist was last seen heading that way. The chain gun lacks long range accuracy but should be sufficient to cripple the demon. Mow him down then blast the revenant around the left corner. Listen to the audio logs. Kill the guard inside. Climb the ladder and shoot the soldier that approaches. Battle a couple cacodemons before leaping onto the girders ahead of you. You can go to left two but you'll find it blocked. Move into the EFR junction and go left. Defeat more beasts in this narrow hall. Start across the bridge--but it soon collapses. Communications: Central Communications Tower is the eleventh level of Doom 3. Take out another guard from long-range then a second that crawls from a hole near the console in the left corner. Take the path to the right and kill another zombie ahead. A Doom sequel just wouldn't be the same without the chainsaw. Like the machine gun, keep the chain gun reloaded. Then again, you could set a trap yourself. Also, toss some grenades around the corner to soften up the revenants. Start crawling through the vent duct and receive a message from a scientist. You have another "episode" before two imps teleport in--one right behind you so turn around quickly and shoot it. When it bursts into the room, defeat it. A soldier attacks immediately. Save up to use against a hell knight and you can mow down the beast in a single ammo belt. Gather supplies from the shelf. Use the generator then the lift to move on. The downsides to the plasma gun are reload time and ammunition availability. After you drop the first barrel (successfully or not), a couple guards emerge behind you. Use the health station and gather the items from the room. Use the lift to go to the archives on level two. You can move around to the right to find some armor and ammo but this triggers an imp. A shotgun at close range will certainly be effective but the commando will have gotten off a couple tentacle strikes before you're within optimum firing distance. You'll battle several mancubuses in this underground cavern. Objective: Reach the Monorail. Take him out then use the console on the left to extend the service bridge. Kill a flaming zombie and find the keycard on a seat. There may be more than one sourceport available for 'Doom 3', so you may optionally want to look around on the Internet. Search the dark, red-lit hallway and find a chain gun at its end. At the end, grab the armor, health, and ammo from the right before leaping into the blue light. Cycle it and move outside. Provides all weapons will full ammo, armor, and health. The cherubs are tough because they're so small and offer little surface area in which to cause damage. Follow the door into the upper floors. Find C. Rodgers behind some crates down the next staircase. Then all hell breaks loose. Pity we cannot have a game just basing on the common Doom 3 setup, though I understand the main strength of Doom 3 nowadays are mods and . Defeat more spiders that follow you up. If you get it, be warned that a trio of imps appears. But once you acquire the shotgun, the zombies become less threatening. Keep moving up the next stairs and through the door at the top. Meet your first Doom 3 imp. In the large chamber, snag health and ammo to the right side but beware of the mancubus hanging out to the left. Open the console by pressing "CTRL-ALT-~" during gameplay. Speak with the guy exiting the bathroom and explore inside if you wish. Battle a group of cacodemons in the service area. Use the panel to unlock the next door. Find this hidden PDA to discover the code to Lab Athough there is another way to find the code. Grab all items from room (search behind the crates too) then open the bay door into the next level. So it's important to prevent these creatures from getting close. The longer you hold down, the farther the toss. Enter Steve Roscoe's office and grab Phil Wilson's PDA. Gather armor on the left side. Search the room for ammo and health then use the elevator. Search the office on the right for ammo and a video disk with the BFG instructional video. Defeat it as fast as possible. The imps are easier to deal with at longer range. Crush him, search for health and armor, and exit. She doesn't last long and transforms into a lost soul. Move into the passage opened by the imps. Scurry up the ladder, defeat more spiders, and then go left through the transfer bay into the next level. Be ready to take out a guard hiding in an alcove to the right ahead of you. Cross this junction into hydrocon control. Go through the door on the left. You can also use the larger crates in the room to quickly leap to the armor on the upper catwalk (though there's a nearby lift that will take you there directly). Cross to the next door. Continue through the next door into the CPU and a boss battle. Enter the door on the other side of the catwalk and battle a zombie to the right and a guard to the left. Exit to the chamber but then move back into the room. If you search behind the tanks to grab the armor shards, beware of the imp that drops down. That one spider has friends, though. Grab the video disk off of the console; there's ammo on the other. Go down the stairs on the right. There's a revenant that patrols the bottom (try to kill him using the barrel) and a second that arrives from behind. A stationary imp is also an inviting target. Watch out for the cacodemon that emerges from the right. You'll battle a host of cacodemons, imps, and soldiers. Face right to spot the approaching platform. Use the lift. He describes your trek to the comm. There's some plasma ammo nearby so use the plasma gun if possible. Open the door into the central corridor and battle the soldiers and revenant. If so you'll have to run back to the ladder while battling a large group of imps. Click on it to open a secret chamber containing an Easter egg. Kill the revenant and imp inside (a grenade works well). Enter it to proceed to the next level. Battle the zombie then a leaping imp behind the next door. Drop down onto the moving platforms to reach the bottom of this area. Eliminate them and move inside. Search the back area, which triggers a revenant. Keep your distance and hit him with the soul cube. Check your acquired PDAs for codes to these locked cabinets scattered throughout the game. Enter the door then start down a series of ladders. When you spot an enemy and return to your weapon, you can expect the enemy to close in to your position. Expect to face cacodemons in numbers. Grab it, which summons an imp. Grab the berserk and be ready to pummel a gang of zombies. After years of anticipation, id Software returns to Mars for a lone marine's battle against the demons of Hell. Return to the reactor control room. One door is marked bio labs; the other door is marked operations. Objective: Freighter Control Room. Check the console to the left and use the panel to activate the valve routing procedure. Aim true and let er rip. Gather supplies then use the monitor to cycle the chamber. Follow it into the hydrocon lab (look quick to spot some guys on the other side of the glass) where a few maggots emerge. Reach this console and you'll receive a video uplink. Mars City Mars City Underground Mars City South Side Mars City North Side Administration Alpha Labs Sector 1 East Alpha Labs Sector 1 West Alpha Labs. Look underneath desks, behind crates, and even in monster hiding spots for supplies. You can just go down the steps for a shortcut or take the long way and face a couple more monsters. Traverse the slimy tunnel and drop into the intersection. Dodge its rockets (using pillars as cover). At the bottom, shoot the soldier ahead. The maggot is a two-headed creature that looks like a cross between an imp and a wraith. Before using the lift, find a vent entrance in the right corner of the room. Walking onto the catwalk triggers a few spiders from either side. Objective: Access Lower Levels. Kill the spiders in the hall (watch behind you too) and enter the next monorail section. In the distance, a spacecraft can be seen landing, and the four main characters of Seinfeld emerge. Defeat this arch vile as soon as it enters. Snag Anthony Garza's PDA and read his email regarding the rocket launcher. Waste material from the MFS system is also processed here, and sent to the recycling plant for post-refinement and disposal. Crush the Vagary to continue to the next level. Face the arch vile around the corner on the way out. There's hidden armor and ammo on this pipe. Battle the soldier and a handful of guards. Caverns Area 1 is the location of the original Mars Base. Keep enough distance between you and the demon so you can slide along the center edge and take cover against the cyberdemon's projectiles. Use the soul cube when available. Circle strafe around and avoid being in front of him. Maneuver through the narrow hallway and watch out for the zombie on the right. The rocket launcher should kill most "lesser" enemies (such as imps, soldiers, wraiths) in a single well-placed projectile. The standard issue pistol is a typical "first weapon" first-person shooter weapon. Its melee attack is very quick and capable of knocking you around silly while other enemies reach your position. Snag more items in the corner and find even more across the room in the lit corner. Go up the steep ramp along the right wall to find some supplies at the top. And certainly the rocket launcher has the power to take down the pinky beast. Cycle through the security cameras. Defeat the creature on the catwalk as well as an imp to the left. Reach the surface access door. Comb the room for armor and health then exit through the nearby door. Save it for the toughest monsters. It's nearly a waste of ammunition. In the Caverns at the Chamber of the Hero, look at the historical tablets along the wall. Approach the exit door. Otherwise, you can proceed to the Contents of this article. Lure the imp to the explosive barrels to kill it. Return to the lobby. Enter the reactor room. Check the offices for ammo and health. Another shotgun guard waits outside; he's far away so the pistol performs better at this distance. They can also be used to damage or kill enemies that are above your current position, such as an imp patrolling a balcony above. A cacodemon flies overhead. Tackle the maggot before attempting to shoot the revenant up and to the right. If you charge the BFG, be very careful you don't overdo it or you'll all of the sudden be pieces on the floor. Beware of the zombie ambush in the authority archives area. You can smack an enemy with the flashlight or switch to your fists. Go to the right and check under the stairs for health and ammo--and a maggot. Enter analysis control. After a scary "episode" another imp arrives. You'll reach a balcony over the lobby. That way the imp lunges and hits the door jam. Get off at three and battle a cacodemon and imp. Move through the junction and open the bay door. Go to the console and grab the video disk and Larry Bullman's PDA. It's tough to see from the ground but if you ascend a nearby staircase you'll spot the weapon through the windows. Hide behind the corner and ambush them. It's the same intro as you watched in the lobby. It could have also been obtained from the cameras. Grab James Holiday's PDA from the ground; this triggers the arrival of the chainsaw-wielding zombie. The z-sec might duck in and out of cover and when they are in sight, they're a pretty darn good shot. Read Charlie Haskell's email for code to locker #669: the code is 468. Sprint and jump to the platform and then onto the red pipe. Doom 3 combines the best graphics ever with the intense shooter action Doom fans were craving for. A machine gun or chain gun is also an option but it's wise to have plenty of cover to avoid the mancubus' projectiles. Continue through. Kill the imp and a couple machinegun guards ahead. Shining your flashlight into dark corners and halls is a good idea but remember that you can't wield the flashlight and a weapon simultaneously--unless you're using a Doom 3 mod. Proceed left then down to the right killing a couple zombies blocking your path. The difference between a portal and a camera texture is that the angle and pitch of the . Return to the bridge and proceed to central processing. 2023 GAMESPOT, A FANDOM COMPANY. Grab the PDA off of the desk but beware of the zombie behind you. The facility also houses data archives and a global network access station. There's also an imp that should be lured toward the barrel. Shoot cacodemons out of the air, blast soldiers at long-range, or fire in burst shots to clear out ticks and lost souls. The audio log talks about the BFG-9000 in this guy's office. So it goes without saying: proceed with caution through the frag chamber. Time to battle the Vagary--it's half-humanoid, half-spider, and all-nasty. Move into the room until the imp appears. Open the door into central access and eliminate the imp, zombie on left, and soldier ahead. Enter power core access where the bot comes to a rest. Lure them into your shotgun blast. Climb down the ladder and back outside. Enter the security station. Open the locked cabinet inside the infirmary with the code on Mark Caseon's PDA. It's possible to use the shotgun against stronger enemies, such as the revenant or hell knight, but you won't be able to take down these beasts in one hit much less several hits. It pays to explore. Cross the floating bridge and enter security monitoring. Personal data assistants are your primary source of information inside the huge UAC complex. Using grenades is simple: just select the grenade and hold down the fire button to throw. Continue onward. Open it and find the BFG 9000 inside. Grab some armor and health in the room. Enter energy delivery. Cross the room and drop into the service duct. After you land, battle the imps. Lure him near the barrels and shoot the barrels with a rocket or your plasma gun. It's for locker #317 in storage room D3-1 across from the terminal offices; the code is 841. However, look up and shoot out the light to provide a bit more darkness (the light still flickers). Beware of one behind you. You can return to the infirmary area for health. Gather all health and armor from the corners. Kill it quickly if possible and deal with the imps as they appear. Use them to proceed to the next level. Another dark area and more imps. You'll face the Vagary at the end of Alpha Labs - Sector 4. Plasma canisters are also manufactured here from the RC power production byproduct. Find the plasma gun; grabbing the weapon triggers a new sequence. Note moving there triggers a few more souls so dispatch them with the chainsaw or other weapon. Move quickly through this hallway. Then again the Vagary possesses strong melee attacks so it's unwise to get at close-range. Main Objective: Locate the entrance to the monorail station. Locate the berserk in The Edge 2's central room. Zombies are fairly slow, though, so you should be able to move in, slice and dice, and back out before getting struck. Use your shotgun at close-range to defeat them. Turn around and find a zombie about to ambush you. The emails include the code for Junction 5, Site 2 airlock: 826. Main Objective: Send distress transmission to orbital fleet. There's health and armor along the left path. Arm your best weapon (soul cube if available) and press the panel. Here you'll find solutions for every objective and locations of weapons (including hidden weaponry), PDAs, and ammo and armor caches. Turn right and proceed through the door. Enter the chamber 3 terminal and keep to the left as you blast the imps that appear. There's also a health station in here. Exit out of the room and move toward the service lift. Complete the service lift objective by using this computer panel. In Doom 2, the sight of an arch vile sent shivers down even the toughest veteran marine's spine. Spot the cowering worker. Defeat them and find some armor behind the crates. Ready your shotgun (the best close-range weapon) and fire when the z-sec enters into your line of fire. Grab William Banks' PDA off of the ground and prepare for battle. When they spawn, back out and take them down one at a time. Speak with this frightened worker and grab the nearby keycard. A large group of monsters ambushes you on this floor. But up close your shotgun has the advantage! Security. Research objects from the lower levels are analyzed and studied in this facility. Once there, select pad 1 exit. Use cautious when moving past this mechanism. Follow the only path toward the next door marked convergence chamber two. Be wary of player's hiding out on the upper catwalk ready to shoot down as you make a run for the rocket launcher. Jump through the broken window. Neither is very strong, however; in fact, you'd be lucky to defeat a slow-moving zombie with either tactic and you're basically dead against most of Doom 3's enemies. Devious players can hide in the darkness here and wait for players to come and snag the powerful projectile weapon. Maneuver through and hop out into the chamber 2 terminal. Defeat an imp and a zombie that appears behind. If another player activates the chamber while you're inside, it's an instant frag. Explore the server banks. You can hold down the fire button to charge the BFG for greater damage; the weapon holds four BFG cells before requiring reload. Enter the central pipes junction and face off against some imps, zombies, and revenants. Objective: CPU Complex. Portal. Beware of the imp that enters behind you. As you step back out to the main lobby, two imps spawn before you can reach. Follow it through the subsequent rooms and halls. Listen to the audio logs and read the emails. Reactivate Air Filtration System to gain access to the Monorail Station. Approach the lift, which triggers a second cacodemon. It's now active. Board the freight and use the controls to proceed toward the next section. Use the code--396--from your stolen PDA to find ammo inside. Don't get caught reloading in a frantic battle. Leap up the staircase and ascend. Fight your way back to the main room. If you activate the EFR, you'll need to sprint and jump across the gap and reach the corner. Crush a soldier and demon and reach the door in the back corner. The resulting blow knocks you around and can cause disorientation. Continue through the door ahead. It reads "Open with Caution" and it doesn't lie. Move inside the hazardous materials room. When you do, an imp appears. Drop down the reactor's center to find the berserk power-up and an exit teleporter. Return to the junction and go to the door across the room. This ushers in some monsters (easily defeated by shooting the barrel) as well as some armor. Blast another zombie around the next hall. As you move forward, beware of the imp to the left. The next room contains a hell knight to the right. To kill it chamber, snag health and ammo -- and a camera texture is that angle. Lower levels are analyzed and studied in this facility console by pressing `` CTRL-ALT-~ during. Monsters ambushes you on this pipe bay door into central access and the... 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