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`'' ``'
Doom 3 FAQ/Walkthrough
For Xbox
Version 1.0 - 7/8/05
By Subliminal Celsius
AKA
GrayFox321 @ GamerHelp
Paul Willis
Subliminal_Celsius@hotmail.com
AIM: Sin Serenity
/---------\
Directory - (Ctrl+F to find what you are looking for)
\---------/ (PLEASE use any of the codes to the right!)
=======================================
+ About [D3.01.AA]
+ Disclaimer [D3.02.AB]
+ Doom 3 [D3.03.AC]
+ Enemies [D3.04.AD]
+ Weapons [D3.05.AF]
+ Walkthrough [D3.06.AG]
+ Multi/Co-op [D3.01.BA]
+ Codes [D3.02.BB]
+ Credits/Affiliates [D3.03.BC]
=======================================
==============================================================================
----------------
|About this guide| [D3.01.AA]
----------------
Ah yes, the acclaimed Doom 3. It has been less than a year that us PC gamers
have been enjoying Doom 3, but Xbox gamers recently got the royal treatment.
Unfortunately, I found that the FAQs for Doom 3 on Xbox seemed rather
neglected, so it looked like a good opportunity for me.
This is basically a walkthrough for the single-player portion of D3.
I'll put in what a guide like this SHOULD have, as well as my own little
overview of both D3 co-op, multiplayer.
==============================================================================
----------
|Disclaimer| [D3.02.AB]
----------
Legal notices are always fun! Yes, blatant sarcasm... but I digress, they're
for my saftey and yours, so here goes:
This FAQ is for personal use only. You are not allowed to use it for profit.
(i.e.: selling this) Please DO NOT rip off any part of this guide,
and you are not allowed to use it as a basis for making your own.
You are allowed however, to post this FAQ/Walkthrough on your
non-commercial/non-profit website. Provided that the entire content of this
document remains as is. Finally, if you wish to post this guide on your site
please inform me. This document may be printed out for personal use.
Copyright (c) Paul Willis 2005
==============================================================================
------------
|About Doom 3| [D3.03.AC]
------------
Doom 3 is in fact a "retelling" of the original Doom. It follows the crazy yet
functional plot where you, a single combat-hardened marine, recently stationed
on a Mars Research Facility, become a fighter for your survival and that of
the human race. You see, the scientsts in the Union Aerospace Corporation or
UAC, have been up to no good. They've found Hell. Before you or they know it,
this Hell is released into the facility... and that can't be a good thing.
Some nasty things come out of there and mayhem ensues... you've just got to
stay alive, kill as many demons as possible, and stop this hellish invasion
before it reaches Earth.
Doom 3 is practically an anniversary release for the ten year old series.
The engine utilized in Doom 3 has been in development for four years, and
is another of John Carmack's brainchildren. Expect to see more games use it.
Doom 3 for Xbox is a little different than it's PC counterpart. It isn't quite
my place to explain the little details of just what is gone, but I'll give a
brief heads-up:
Doom 3 is running possibly the best it can on the Xbox. Just look at the specs
for the little black box, versus the minimum PC requirements:
Xbox specs -
733 MHz Intel CPU
nvidia GF3 w/ 64MB, GPU running at 250 MHz
PC minimum requirements -
A CPU of 1.5 GHz or higher
DX9B compatible 64MB GPU
384 MB RAM
You can't even select the quality of graphics on the Xbox version... not
that you can in any Xbox games, but to get a better idea of what Doom 3
could be running on, if you're not PC-tech literate, here is another example:
4800 + AMD 64 X2 CPU (2 x 2.4 GHz)
GF7 7800 GTX w/256 MB, GPU running at 430 MHz
2048 MB RAM
Anyone can see that these bigger numbers on the PC mean SOMETHING. So how did
Vicarious Visions (the developers of D3 on Xbox) get it to run? Sacrifices...
a number of little scenes and rooms were cut... simply gone is the "filler"
of D3. Xbox gamers won't notice, and needn't care aboout what was cut. As for
the PC guys playing the Xbox version... you'll notice.
This cut gave the devs. more freedom, etc. to round out D3's performance
and it is in some cases very surprising how stable it runs, given what this
game is naturally running on.
Ah, but D3 for Xbox has co-op. That certainly increases the value of the game,
whether you have Xbox Live or not, my friends. I'll touch on this later.
Perhaps the only thing I wonder about is why they cut out Tweaker's incredible
Doom 3 theme that played on the PC version. If you haven't heard it, google it
and download it right away!
==============================================================================
--------------------
|The army of darkness| [D3.04.AD]
--------------------
First up, an introduction to who and what you will be facing in D3.
We have everything from zombies to towering monstrosities that would give
LOTR's Balrog a run for it's money.
\Zombies\
Defnitely NOT the life of the party. They are your first foes in D3 and your
weakest. They come in a few flavors... average build, obese build, on fire...
yet they are all half-naked. o_O Basically, all they can do is swing their
arms at you... and yeah, it kinda hurts. Some of them do use wrenches, so
I guess you could watch out for those.
Weapons of choice: Anything, even your fists. Aim for the head.
\Z-Sec\
Here is where things start getting interesting with these "possessed" humans.
The Z-Sec are not the Marines stationed at the UAC facility, but are security,
hence they have access to a number of firearms and have better protection than
any zombie. Z-Secs are about as intelligent as zombies get, because they will
patrol areas, sometimes in groups, and will take cover, popping out to shoot
at you. Still, like every other enemy in the game, they want to come to you.
This is the best way to deal with them... go back into the door you came in,
they'll follow, and you can waste em' with the shotgun. Who needs a firefight?
Weapons of choice: Ranged weapons. Use cover as you see fit.
\Imp\
Perhaps the most infamous foe in the known Doom universe. The horrendus,
creepy-crawly, fireball hurling Imp. These guys are everywhere but they're
not really pushovers compared to some enemies. Their greatest strength is
being able to pop up ANYWHERE at anytime - although usually you'll get some
sort of clue. There will probably be a few times when these guys really
surprise you, and make you jump. They're not too mobile, however, and their
attacks come in the form of a quick swipe or a fireball.
Weapons of choice: Pay attention to your surroundings, especially in the
darkest areas, as they favor those. Use the shotgun, getting very close
and making sure to time your shot as they stop their attack.
\Pinky Demon\
I'd never thought a guy named "Pinky" could be so intimidating. They really
are pink. They also really are enourmous, fast, and can do a good deal of
damage very quickly. You can always spot these enemies right away.
Weapons of choice: Shotgun or heavier weapons used at close range.
\Tick/Trite\
These eerie spiders come in two forms. It is nothing to really be concerned
with, as they are pretty much only aesthetically different.
The ticks are like a swarm of insects. Often when you run into these enemies,
you'll face them in waves. If you don't make sure they stop coming right there
then it is likely you're going to get attacked from behind soon. They have
a nasty pounce attack that should keep you from getting too close. Audio
cues are your second best weapon aside from guns, because they can come from
ANYWHERE - even above you.
Weapons of choice: Automatics. A controlled burst of fire picks them off.
\Maggot\
I hate these things. They're easily the fastest enemies in the game. They're
also weak in contrast, but not as weak as some other enemies. They can seem
intimidating, but they always come right for you in a charge... hence, you
can time a shotgun blast at pointblank and watch them fry in your face.
Weapons of choice: The boomstick! (Shotgun)
\Wraith\
These are similar to the Maggots, in that they are fast. However, they also
use teleporation to get close to you - it's very noisy and hard to miss.
They have a slash attack but it is relatively weak.
Weapons of choice: The shotgun or any other weapon without splash damage.
\Lost Soul\
You'll always run into these in numbers. Your aim counts a little more
with these, as you just have a flaming, screaming head to shoot at.
It doesn't help that they fly through the air. Their basic method of attack
is to fly towards you really fast, bite, then float away to prepare for
another round.
Weapons of choice: Any weapon except the very explosive ones.
\Cacodemon\
The classic floating demon head is back and better than ever. Cacos aren't
exactly pushovers, but reflexes on your part will get you anywhere. The
Cacos main downfall is it's lack of speed and mobility, plus it is a fair
sized target. Watch out for it's ranged attack.
Weapons of choice: Any weapon will do.
\Cherub\
Demon babies. I hate these enemies the most... you may find yourself feeling
the same. The thing about the Cherub is that despite it's small frame and
apparent frailness, it is not to be taken lightly. They can attack in numbers,
they are fairly mobile and sometimes hard to hit. Their attack is also quite
quick and can be very damaging due to more than one around you or repeats -
this is especially true on higher difficulty, where damage taken increases.
Weapons of choice: I suggest any ranged weapon, like the chaingun, because it
is perfect for dwindling their numbers quickly and efficiently. I suggest
not letting them get close.
\Mancubus\
These guys can take a real beating! Moreso than any other foe in the game.
They're slow, but fairly big and intimidating. They also possess some serious
firepower! It gets better - their "cannons" fire quite rapidly and have splash
damage, which means more pain for you. Sometimes there is more than one, and
they'll often appear with Cherubs nearby...
Weapons of choice: Your heaviest weapons, like the rocket launcher or BFG.
Kill them as quickly as possible.
\Revenant\
I believe this to be the coolest looking enemy in the game. The Revenant is
your future skeleton kind of guy. They can do some damage up close, but
they love their rockets. They have two rocket launchers attached to their
shoulders, and these rockets are also fairly good at homing. Fortunately for
you, you can shoot those rockets down, but do it very quickly.
Weapons of choice: Plasma gun.
\Chainsaw Zombie\
The biggest differences with this zombie from other zombies is that they
can kill you very, very quickly. Provided they get close enough with that
chainsaw. It does not help that they take much more damage and run much
faster than mostly any other zombie. Backpedal and fire away.
Weapons: Heavy weapons, or anything that might take them down quickly.
Grenades are nice if you can put considerable distance between each of you.
\Commando Zombie\
Now you know what happened to the Marines. They're similar to the Z-Secs,
in that they patrol and use simple tactics. One variant uses the chaingun, the
other uses a tentacle for melee, but it has about the reach of a mid-range
weapon. They can take a good amount of damage, except from the shotgun.
Weapons of choice: Heavy weapons work nicely, but the tentacle variants like
to get close, so use the shotgun on them.
\Hell Knight\
The real big boys of hell, and general D3 poster boy. These are some of the
fiercest enemies you will encounter and they often impose quite a presence.
They can kill you very quickly. Quickly at a range, with their homing
fireballs, and even quicker at close range, with their obvious physical
power.
Weapons of choice: You can always feel confident when you're staring back
at a Hell Knight with a Rocket Launcher or BFG.
\ArchVille\
These are extremely aggrivating enemies. The ArchVille likes to teleport
around a room, summoning other enemies. It usually summons Commando Zombies or
Imps. The weird thing about the ArchVille is that it doesn't attack you really
until you get close, and that is with a line of fire. They try to get
away from you, and so you find it that you are hunting them down.
Weapons of choice: Heavy weapons, but I favor grenades.
\Vagary\
***See Walkthrough***
\Guardian\
***See Walkthrough***
\Sabaoth\
***See Walkthrough***
\CyberDemon\
***See Walkthrough***
==============================================================================
- - - - - -
|The weapons| [D3.05.AF]
- - - - - -
\Fists\
No brainer - not particularly used, but maybe if you want to have some fun.
*except when using the berserker power-up. Kills insantly!
\Flashlight\
If you find something in the dark that you didn't want to, this can be your
first line of defense. It makes an amusing "boink". Not something to rely on.
\Chainsaw\
A very brutal and noisy weapon. It gets the job done at close range better
than any firearm.
\Pistol\
The standard issue UAC firearm. 12 bullets per clip. Accurate, but very weak.
Use it as a last resort or for picking off weak enemies at a safe distance.
\Shotgun\
Possibly the best weapon in the game. Ammo is abundant for this weapon that
has a 8 bullets per clip, yet uses 2 per shot. Best for close range, 1 or 2
shots put down about anything.
\Machine Gun\
Quick rate of fire that can be controlled from automatic to bursts, the UAC
Machine Gun has surprisingly low recoil and good accuracy and stopping power.
It features 60 bullets per clip.
\Plasma Gun\
Ammo is unfortunately not abundant for this weapon, but it is very fun to use.
It is very efficient and powerful, thus I consider it a "heavy" weapon.
\Chain Gun\
You can also call this a minigun. It takes a second to get those barrels
spinning, but once they do, anything in front of it is practically swiss
cheese - it's very efficient against single enemies or for crowd control.
There are 60 bullets per clip.
\Grenades\
Watch out for these. They're powerful, but can easily bounce right back into
your own face. If you've got the drop on the enemy or you are great at aiming
and have put some distance between you and your foe, use away.
\Rocket Launcher\
The definition of the heavy weapon. The Rocket Launcher will get you through
just about any hairy situation. If you doubt your aim, just aim for the foe's
feet and the splash damage will do the rest. Not recommended you use this at
close range, as you may end up hurting and/or killing yourself! 5 rockets
per clip.
\BFG\
Three guesses what those three letters stand for. Hands down, your most
powerful weapon. As a result, ammo is very limited. You'll want to save it for
the biggest and baddest enemies, or in situations with low health. The BFG
fires a slow moving projectile that ultimately decimates everything in a large
radius that is in front of you. The shot can also be charged for a short
period of time for a better effect. If you hold for too long, it will kill
you. Most enemies don't stand more than two shots from this big bad boy. Holds
four cells per clip.
\Soul Cube\
Perhaps your weirdest weapon... it is also one of the most powerful.
The Soul Cube will activate once you have killed five enemies. It will tell
you when it is ready to be used, and you can use it when you want. When used,
it will kill any enemy insantly and transfer health to you - EXCEPT for the
bosses in the game. Use it sparingly unless you absolutely need the health.
==============================================================================
------------------
|Doom 3 Walkthrough| [D3.06.AG]
------------------
Without further due, it is time for the walkthrough of D3 single-player.
First, however, I will list the levels, but I will simplify them for nav.
I. Mars City [D3.01.MA]
II. Administration [D3.02.AD]
III. Alpha Labs [D3.03.AL]
IV. EnPro Plant [D3.04.EP]
V. Communications [D3.05.CO]
VI. Monorail Skybridge/Recycling [D3.06.MR]
VII. Recycling 2/Monorail [D3.07.RM]
VIII. Delta Labs [D3.08.DL]
IX. Hell [D3.09.HL]
X. Delta Complex [D3.10.DC]
XI. Central Processing/Central Server [D3.11.CC]
XII. Site 3 [D3.12.S3]
XIII. Caverns [D3.13.CS]
XIV. Primary Excavation [D3.14.PE]
------------------------------------------------------------------------------
- - - - -
|Mars City| [D3.01.MA]
- - - - -
This it where it begins. Simple enough... you've just arrived. It is very
straightfoward at this moment. Feel free to mess around with any panels you
come across, or knock over any objects. From the receptionist, you have to
head down another straightfoward hallway, on your way to get your orders.
You'll want to head into the kitchen to get a PDA.
Remember that your PDA is your best friend right now, so feel free to get used
to it. It will continue to be your best friend, besides a gun, later on. You
will use it to get by doors, by getting other PDAs you find. On a door,
green means open, red means locked.
Head to Marine HQ. Here, you'll get what you need to know. Follow your
little pal back to some familiar territory, then through the new door.
In here, you can input the keycode you would have found off of that other
PDA, thus getting some bullets. Take the elevator down.
---------------------
|Mars City Underground|
---------------------
Follow the guards instrunctions and get your new toys. Feel free to do
whatever you'd like with them. You'll continue on, coming to darker areas.
You'll want to keep your eyes open for a locker area with a PDA you'll want
for later. You should be coming to the garage area shortly, where you'll
head through the airlock to get to the next area.
Inside, you get another annoying message from Sarge, after you take the
elevator down. Through the final door at the end, you'll want to ready your
weapon... all hell is about to break loose - literally!
In here is a scientist... and a cutscene. After this, I would strongly urge
that you shoot the scientist. Yes... right now, in the head. He will turn into
a zombie and attack you. To make matters worse, a zombie will come through the
door shortly. When you're done, make your way back the way you came...
As if you haven't noticed, now things have really gotten bad. The facility
is changing... becoming overrun. You can hear things... and to top it off,
your getting annoying messages over your com. You'll just have to deal with
it for a little more. Upon getting back from the airlock, you'll have to deal
with more zombies.
You'll come to a door, but it turns out to be inoperable soon. You'll have to
take a more slightly dangerous route. Extend the bridge you might have seen
earlier. Now you'll run into some Z-Secs, so watch out, as you've only got
a pistol at this time. Make sure you get those bullets!
A few zombies later, you'll come to a nice set of equipment laid out for you.
Upon getting it, the floor drops and you find yourself surrounded by zombies!
Fortunately you've just gotten the greatest weapon at this point - a shotgun.
So use it, and make those shots count.
A few more zombies away before you come to a seemingly peaceful room.
Just pass on through, making sure to heal yourself at the terminal. Through
the door, you'll meet with a new enemy - the Imp.
In this tight area, Imps are nasty with those fireballs. I recommend ducking
as they throw it to avoid the fireball.
From here on out, it is a straightfoward battle of small ambushes. Perhaps the
most dangerous combination is that of a Z-Sec and Imp in a tight corridor.
Make sure you get the medkit from locker 023, if you need the health.
You're soon back at the security checkpoint. Don't fall prey for that guy
in the chair... come any closer and he'll attack. Just put one in his head
right there. Access the nearby panel. Make sure you grab that machine gun
and ammo on your way out. :)
- - - - -
|Mars City|
- - - - -
Follow the voice up the ladder. It's a survivor. Do whatever you like, but
you've got to get out of these vents. It's pretty simple. When you DO get out,
be ready. A zombie comes from behind as you head into the room you just got
into, and another from the front! You'll find more armor and a medkit before
running into some Z-Secs. If you didn't get a Machine Gun back at
the underground, you can get it now.
You'll be needing a keycard, and before you can get that, Z-Secs have a beef
with that. You'll be running into a fair amount of zombies very soon, most
notably, the flaming zombie! But he's just all looks... goes down easy.
And then it's back to Z-Secs and Zombies. But wait... a fat zombie? Yes, here
he is, wrench and all.
Your objective is Marine HQ, and along the way, you won't run into anything
really troubling or important. When you are in the Marine Comm Center, Kelly
will update your PDA and give you a new objective.
By the way, if you wanted to get into the storage room with the weapons, but
couldn't find out the keycode, it is: 584.
In the area that contains the elevator that takes you to Administration, look
for an open shaft and crawl into it, up the ladder, and onto the second floor.
Grab everything you find here... then head back down and take the elevator.
==============================================================================
--------------
|Administration| [D3.02.AD]
--------------
After cutscene time, you'll find yourself in a rather messy lobby.
Take a left and prep your shotgun or MG for enemies.
In the Alpha labs area, you'll probably stumble across a PDA, and this is
what will give you first access to grenades. Limited at this point, so
use them very wisely, and don't kill yourself!
Continue on until you reach a zombie who throws a barrel at you from above.
Step back, and at a fair distance, shoot the barrel for a nice surprise. :)
You need the PDA of William Banks... critical for getting out of here.
It is now time to backtrack. Thanks to the Imps, a previously inaccessible
area is open to you! In the next few areas, you'll be using your flashlight a
little more, but it's pretty close-quarters here, so use your shotgun
exclusively. If you're wondering what to expect, expect many Imps and Z-Secs.
You'll soon come to a room where you have to override security. Before you
press that button, make sure you're ready for a new encounter. Press it, and
say hello to Pinky! He'll bash at the door, then stop, and it is your que to
get ready to sprint and move out of the way, as he crashes through the glass
and with your back literally against the wall, he can mess you up badly.
Just get outta that little room he broke into and circle around him, firing.
Things aren't over yet, they're just heating up. Very soon, you'll have to
fight Imps and of course, another Pinky Demon in a small space.
Make your way tothe doors that say "Executive Offices". Get down there after
listening in on Swann and Campbell. You'll come to William Bank's office...
not exactly a welcoming site. Ah well... his PDA is lying ominously on the
floor, but as soon as you get it, Imps start popping out. The first one, right
in your face, so prep that shotgun. Now that you've got the PDA, you can get
into Alpha Labs. This means another lap of backtracking, yet there will be a
load of enemies along the way seeking to stop you. They mostly come in pairs
at this point. Go through that "Alpha Labs" door, open the previously
locked door, and exit Administration.
==============================================================================
----------
|Alpha Labs| [D3.03.AL]
----------
As the doors open to reveal an ominously large, poorly lit area, with no
signs of life... you receive ANOTHER annoying message from Sarge. Arm your
shotgun and be quick on your feet, because a number of zombies are waiting for
you in the dark, in the room where you need to turn on the lights - you'll
be putting your back to them. I recommend you sprint into the booth, then
sprint out and wait for the zombies to come out, one by one. When you're done,
hit the lights. Back here, you can grab some items and restore health.
Head through the only other door here. You'll face a few Z-Secs and a zombie
in this next area - fortunately, despite it being a small area, there is cover
for you. Continue down the hallway... be ready for a few Imps and Z-Secs
before you reach the Elemental Phase Deconstructor. You've got to get by it.
Hop through the window and look for a room that looks like it is overlooking
the machine. Inside of here, you'll have familiar friends waiting. Pick up
what you see on the counter in front of the EPD terminal, and also be aware
of the health terminal and the locker you can open. Finally, make sure you
pressed the button on the terminal, because that is the only way to proceed.
Now for a slightly tricky part. You're going to have to get into that area
that just opened up, where the EPD is firing. You have to time it so that you
sprint in there right after it fires, and then you keep your head low.
Your exit is to the right, at the very end of this little tunnel. Don't
ever stand up, or you're dead! Activate the panel above the duct to gain
access, then go inside. You'll have the element of surprise on your enemies
on the other side, so aim at your leisure and take em' down!
Navigate your way through this next area, running amok with zombies and imps.
Until you come to a point where there is fire blocking your way it and it
seems that you can go no further. Go back where you killed your last zombie,
and look for navigating through some more corridors. It's really pretty dark
here, and there are some creepy sounds. More importantly, zombies like to
lie in wait in the dark. Keep your eyes open for any sets of eyes you may spot
glowing in the dark - it's their dead-giveaway. You know your quest is
complete when you come across a terminal, which you will need to access.
Head back to the area you couldn't get by - now you can, obviously.
Proceed, readying your weapon. If you have a fair amount of ammo, I recommend
your MG at this point.
Time for a new enemy in this disturbing area. The Maggot! Use your MG to wipe
the floor with them, and keep constantly moving, always backpedaling or circle
strafing as they come at you. You'll have to face quite a few here.
When done, look for a way out via the floor. Once you've taken the right
exit out of there, zombies attack once again. Proceed... and in these next
areas, beware of not only Z-Secs, but Maggots. And of course Imps, they're
always there for us!
Eventually you'll come upon a scientist. Not much you can do for him, so just
move on. Grab everything you see before dropping in that hole. Gain access
to Hydrocon Control. Hmm... lots more maggots in this next area. Fairly linear
and simple to getting to Alpha Labs 2 now. You'll find an elevator eventually,
so take it, and we'll be on our merry way... deeper into the facility.
-------------------
|Alpha Labs Sector 2|
-------------------
Step off the elevator with your flashlight in hand. Be ready to switch to
your shotgun. At anytime. There are a few Imps here and they all spawn.
Eventually you'll find yourself crawling through ducts again before dropping
and facing more Maggots. A health station comes up on you, as do zombies, as
you continue. Head to the security checkpoint and get the PDA. Also, mess
around with the security scanner... it's a little bit entertaining, heh.
Go back into the hallway, pass through the door on the right, then another.
Continue along with your shotgun in two to dispatch any enemies, and you'll
reach the compressor area. Don't get your hopes up, now... you won't be
meeting up with any Marines. Soon, after getting a new PDA, you'll receive
a new objective - naturally, time to proceed to Alpha Labs Sector 3.
Keep your eyes open for another storage cabinet to be unlocked.
You might want to have some fun with grenades with your enemies in these
next areas. Whatever you do, get your shotgun ready before taking that lift.
You'll come across the scientist you may have seen earlier. I strongly urge
that you carry out this "escort" mission. It is a nice change of pace from the
usual adventure, and the light is pretty useful because all you have to do is
have your gun out, navigating through that large and diverse area that is
anything BUT light. Don't waste your ammo by killing him, definitely.
As you escort him, you'll run into Imps in the dark, and they can come from
anywhere. Usually they'll go for him first, so make sure he doesn't turn into
a midnight snack here. When things are 'peaceful' be sure to look around in
the dark for goodies - you can find health and ammo for a number of weapons.
Remember that power failures down here are an immediate give away that you're
gonna have some trouble right now.
When you finally come to the ladder to get out of there, and you'll know when,
Imps spawn everywhere and there is no way to save the scientist. Just get
out of here. If you feel you missed anything in the dark, however, feel free
to exlore more freely now... after taking care of the Imps, of course.
Up the ladder and onto the next area, you'll find yourself crawling through
some spaces. Eventually you'll start seeing spider webs. Those can't be good!
When you emerge, you'll meet the Trite... AKA spiders. Use your machine gun
and fire a few shots to dispatch the little buggers before they can get
in proper range to pounce on you. When you're done, navigate over to another
panel where you have to extend a service ladder. Be ready for more Trites...
as in right now. Up the ladder and you're almost out of here. But the Trites
have something to say about that. However, you don't have to fight them if
you can find your way out of here fast enough.
-------------------
|Alpha Labs Sector 3|
-------------------
Get ready for a number of encounters down here... things are going to get
a little hairy... and bloody. Eventually you'll find that your way is
blocked by a locked door and then a contaminated chamber. Head in a nearby
room, when near the contaminated chamber, to do some cleaning. Z-Secs will
attack while you're here, so be ready. Then turn your attention to the panel.
Here things get a little fun. You will have to move the crane properly above
a barrel, but one that is leaking the gas. Then you drop it into the
incenerator in the far right corner. Have your fun with the crane. :)
Go back through the door that lets you in that same area, now breathable.
Get the keycard, but before you backtrack, open another locker and afterwards,
raise the cargo platform. Ready a grenade for a nasty surprise for the Z-Secs
riding the cargo platform.
After unlocking that door with the keycard, you'll have to fight more Z-Secs
and a swarm of Trites. You can find another storage locker that is unlocked
with the same code you used before.
This next part can be tough. Lots of enemies, and in very close situations.
You'll be needing the use of your shotgun and MG, but don't hesitate to
use grenades when the opportunity appears. You'll know you're almost out
of here when you come to a door reading "AL2 HO5", so head on through.
More enemies here before you should ride the lift. The lift does malfunction,
and you are attacked. In another room, you'll get a lovely reunion with Pinky,
and even another Pinky! Grenades take them out quickly BUT I wouldn't
recommend it, due to their bouncy nature and this small area.
You'll fight another Pinky and more enemies after dispatching those two.
After going through the window, you'll find yourself using that cabinet code
for a THIRD time. Now proceed to the elevator and exit this area.
-------------------
|Alpha Labs Sector 4|
-------------------
A new objective tells you to reach the Enpro Plant. Ugh, you just got here...
There are some goodies to be had here. When you're ready, go through the door.
There is a man trapped in the chamber. You can be nice or mean here. I
recommend quicksaving and picking the ACTIVATE CHAMBER selection, just to see
what happen. Then reload your game and let him out to get it off your chest.
Another thing, though... if you don't free him, you're attacked by Z-Secs.
If you rescued him, take the lift down and talk to him. The advantage of
being nice is that the scientist opens a room for you, which is basically
a freaking armory. Awesome, huh? Soon you'll find yourself back where
the man was, and you just have to enter the door across. I shouldn't have
to tell you to stay on the platform, or else, but...
The next couple of halls feature a variety of enemies, but nothing you can't
handle and haven't seen before. You'll soon come to an area with two doors.
This was a favorite area for me on PC, where you experience something REALLY
creepy. Unfortunately, it isn't here. At least not as in right now.
Anyways, make your way through the only exit, and now it will be time
to make a decision one one of two ways to proceed.
I would say that you should just activate the EFR system. The fighting gets
heavy, but most players will get the plasma gun this way, and it is worth it.
Activating the EFR has given you easy access to the other side of the room.
When you get across, activate the panel. Maggots are all over the place now.
To get your plasma gun, you've got a fight ahead of you. Take the door on
the left. Get ready to use your heaviest weaponry - you'll run into Z-Secs
and Maggots, but the close range makes them particularly dangerous. Eventually
you'll need to do some platform jumping; get off onto that red pipe.
Congrats, you've found your prize. But save it. Now get back onto the moving
platforms and navigate accordingly. A little more danger awaits you, but
it's not just from enemies. It doesn't help that Imps attack during these
obstacles. After another moving platform, You'll run into Z-Secs.
You can kill them in a number of creative ways, thanks to their distance
and the nearby red barrels.
You should be conserving your health and ammo for your best weapons right now.
When you come to a healing station, do so if you need it, and get ready for
your first boss battle!
\***BOSS*** Vagary\
I don't know, you could call here the queen of spiders or something. She
can be a tough cookie, and is the strongest enemy you have ever faced up to
this point!
The Vagary likes to usually throw objects at you, which you should always
dodge - sprinting is essential here, as is mastery of the strafe. I
found that the best weapon to use is the plasma gun, followed with whatever
else you have after it's ammo has been spent.
Whatever you do, don't let her get close!
When she is defeated, head through the only exit.
==============================================================================
-----------
|Enpro Plant| [D3.04.EP]
-----------
Poor Marines, huh? Sarge gives you another heads-up. You probably need healing
so do so at the nearby health terminal before going through the door.
Fortunately, you'll be getting support from a security bot now! Let it take
out any enemies, you should just explore the rooms it has previously cleared
out for you. Eventually you'll come to a panel where you'll have to stop
a gas leak to move on. Resume your little escort mission after this.
Just remember that the bot can be destroyed, so maybe it isn't a good idea
to let it do ALL the work, if you still want it's firepower.
Also, if you missed the Plasma Gun last level, you can get it here!
Anyways, soon, you're definitely back on your own. Feel free to try out
your Plasma Gun on any poor soul that is staring down it's fun end.
Here is where things get a little creepier. I recommend prepping your
MG or PG. You'll come to a woman, and then something horrible happens...
It's both awesome and one of the most gruesome scenes I've ever seen in a game
but please enjoy. Shortly after, it is time to face the Lost Souls.
Just one here... but be ready for more, after you extend the bridge outside.
Then again, you can get the PG for a third time, if you missed it the other
two chances you had. If you did, shame on you. Otherwise, get the ammo, thanks
to the code you got from Theresa's PDA.
Waiting outside are a number of Lost Souls. I recommend keeping your distance
and using your MG. As you progress, you'll meet more Lost Souls, so I won't
be giving you a heads up on that... they're nothing to really worry about.
Things do get a bit more challenging with you get Lost Souls forming tag teams
with Imps and Maggots! I always take down the Lost Souls first in these
situations, because they'll attack you the fastest.
Few more surprises, except an encounter with a new enemy, the Wraith. Still,
nothing to worry about... just another addition to the enemy roster.
Enpro is overall smaller than it was in the PC version.
The reactor is probably the main focus of the level.
Things are very straightfoward here, and once you've solved the reactor
problem, you can move on. Finally, you'll run into a Marine before he
is killed... he gives you a card you'll need. You'll probably want to
backtrack to Plasma Storage after a certain point.
When you've got that, get back to the airlock and leave.
==============================================================================
--------------
|Communications| [D3.05.CO]
--------------
Be quick or be dead. Ah, Cacodemons are also about! Shortly, Sarge will
whine at you again to pick up the pace. Pushy, pushy...
You'll face a few familiar enemies. If you go down the stairs and get
the armor, watch out! Something truly wicked awaits for you, but just stay
back from the door for a moment. And thats all she wrote folks...
More Imps. You'll be heading into another section where you have to crawl.
Make sure you get the items in the crawlspace, like ammo. When you exit,
say hell to the zombie with a shotgun to the face. Prepare your MG and
go down the ladder... where you are attacked by Trites. Again, be quick...
quicker to get to calling that lift down. Be ready for Z-Secs once you
take the lift up - a grenade will do nicely.
I've found that generally, wherever Cacodemons are, there are supplies
nearby. It's an odd coincidence, but true. So when you run into them, no
matter if they're with Z-Secs, look around for supplies.
The garage is pretty dark, but thankfully pretty open, so you can
get a little more leeway with your enemies.
Now for a little change. You'll soon come to a PDA... read it if you want,
but right then, you're attacked by... CHAINSAW ZOMBIES! At this close range,
they can kill you quickly, so you'd better hold the trigger on that PG.
Make sure to take a Chainsaw. It's a really fun and silly weapon. Try it
out on the zombies. Probably the best thing to have when you're low or
out of ammo.
Before you can use the PDA to get past a previously locked door, you're
attacked by another Chainsaw Zombie.
It is very, very dark in this corridor. You'd better be ready for anything.
Your shotgun is your best friend, because you're bound to see anything that
DOES get in your face. Oh, and do watch out for the Pinky. Head through the
door that is behind where the Pinky Demon came from.
As you enter some areas here, you'll get attacked by a Wraith, then a Caco,
and more Cacos still await... but eventually you'll get a new objective:
the service lift. Lots of Wraiths waiting for you in an upcoming hallway.
Supplies are pretty abundant here, so make sure you stay stocked.
After an Imp, you'll come across a PDA you need. Call the lift.
It's time to ride the lift. It's like a train. A really slow one.
A really slow one that you'll need to control. Prep something like the PG
to take care of enemies at a distance, like Z-Secs that show up.
Press the up arrow on the lift at the right point to get up to the bridge.
Get off the lift here, and keep your eyes open for enemies. Chainsaw Zombie
is probably your most dangerous foe, being at close range.
You'll need to backtrack to the lift. Take it around the right, and get
ready to kill an Imp. You'll have to take the ladder down. You can access
a terminal to open a door to station 2, or get back on the lift, which is
what you would have had to do anyways. Head to station 3. When you exit,
watch out for a Caco. At the exit, get the health you need and armor,
and go through the left door.
The floor drops, but before you floats the berserker power up! Time for
some serious fun. Take it and use either your chainsaw or fists to mow
down the zombies here at your own leisure. It's temporary, but in the meantime
you kill anything quickly and are invincible. When you're done, hop up the
stairs and through the door... a Chainsaw Zombie awaits before the airlock.
To the left of the bridge is the airlock you need to access. It looks like
you've got up to Swann and Campbell, as their vehicle is parked here.
Inside the garage is a lone Caco. Deal with him accordingly. While you enter
another duct, two Imps will attack, but they can only launch fireballs at you
while you're in there. I recommend tossing a grenade or two their way while
you get what you need in this crawlspace. After getting out of there, approach
the elevator, thus triggering an attack from another Caco. Up the elevator.
You'll come to a point where you have to unlock a door in Communications, thus
triggering another enemy attack - Caco, Z-Sec. However, you'll inevitably
come to a door where you do not have proper security clearance. Time for
a little PDA hunt, it seems. Down some stairs elsewhere, grab the PDA in
the cramped Communications room. Go unlock that door!
Now you'll definitely be getting more opportunites to use your grenades, and
I suggest you do so. You should have a fair amount up to this point.
Numerous fights later, and another lift ride, and you'll come across another
PDA, which will give you the code 246, for the Communications cabinet.
Then head through the door, and watch out for a pair of Cacos and Z-Sec.
Sentry Bot time! You know the routine; help out when you can, search
cleared rooms for items. Your escort's tour of duty is up when you reach
the elevator that leads to Satellite Control. So you're finally here,
after all that crap from Sarge...
However, Swann warns you against sending the message. Ehh... don't get torn
up over this, it really doesn't affect anything, you just get different
dialogue from Swann or Sarge, depending on what you pick. Send the message and
Swann goes off on you, don't send it and Sarge goes off on you. And you get
a message from Betruger either way.
Go back to the lift and take it down to Maintenance. Keep going until you come
across the entrance to the Monorail.
==============================================================================
------------------------------
|Monorail Skybridge/Recycling 1| [D3.06.MR]
------------------------------
Great, the bridge falls down. Well, you need to get into an airlock around
here, but the Cacos have something to say about that. Inside, awaits a Pinky
which can be easily killed by throwing a grenade or two as you step away.
Continue until you reach a cutscene... enter the Revenant.
Your plasma gun is the best weapon against these formidable foes.
This definitely won't be the last time you face one of these.
The flashlight is a friend in this dark setting... just be ready to switch to
that plasma gun. So press on...
Eventually you'll come to a rather nasty area where you need to shut down
the broken pump pumping out all that nasty goop. Watch the Maintenance Safety
video and then pick up the PDA. On your way to the terminal, be on the lookout
for items. After you've completed your objective, take the ladder.
Now if you're back where you started, you'll be greeted with an Imp. The good
news is that it is no longer flooded here. Proceed to where you could not.
A large variety of enemies await you. Watch your step as you are fighting,
as this is not a very safe area.
Ah, but finally, you come to a shelf housing a rocket launcher! YES! However,
you'll be wanting to save it. You're going to need it on the next level, and
all the ammo you can get. More Revenants and Cacos await before you can get
to Recycling 2.
==============================================================================
--------------------
|Recycling 2/Monorail| [D3.07.RM]
--------------------
Reactivate the primary pump systems. Afterwards, you get a friendly message
from Betruger. How sweet - is he stalking you? The Imp crawling on the
window is a dead giveaway to what is waiting for you when you step outside
of this room. You'll actually end up going through the now-broken window.
Be on the lookout for a piston - its a metal thing moving up and down. You're
to jump on this when it's down and ride it back up. After some Imps, say hello
to the Lost Souls again.
The code for the cabinet next to the door with poisonous vapors is 483.
Now after you get your prizes, you've got to clear that bad air to get to
the Monorail.
Some tight spaces here. Sometimes you may be tempted to use your RL. Honestly,
whatever works for you, but I still prefer my grenades. Soon your objectives
are updated, and you've got a gas problem. Pepto Bismol isn't going to fix it.
It won't be long before you access the panel where you can vent the gas.
Do so, and proceed accordingly to the area that previously contained it -
time for a little backtracking... but no, not to the Monorail door.
It's not that you're losing your mind... you actually are hearing the sounds
of an infant. In an ominous corridor, you will come face to face with...
Cherubs. Oh, I hate these guys. It's pretty close quarters here, but I didn't
find the shotgun accurate or powerful enough to take them out easily...
Chainsaw time! Not far, you'll take a lift and face more Cherubs. Say hello
with your chainsaw. Soon, you will emerge into a large, yet foreshadowing
area... head foward to find out that something wicked this way comes.
Enter the Mancubus! Please make sure you've saved up your rockets to this
point, even though these guys can eat quite a few before kicking the bucket.
To make your chances of survival even better, there is more than just one,
and Cherubs for support, in this area. When you're back into corridors, a
place where the Mancubus can simply not go, you'll meet Cherubs. Get some
health at the terminal, as you probably need it at this point. Ride the lift.
To get through the corridor, you'll have to close a few vents. Fairly simple.
It is time now to make way to the Monorail, a path that is, to say the least,
outside the comprehension of safety, and the Revenants are a perfect example.
You've barely caught your breath probably and already Betruger is sending a
new playmate your way - the Commando Zombie. Now you know what your Marine
buddies were good for through all of this. Send him back to hell in whatever
way you see fit to please. Now you have a train to catch. And a lovely train
ride it is, and what do you know? You have a friendly stowaway. A peaceful
ride, until it stops at a station. You will now have to override the Monorail
airlock systems. Off the train with you! Take out your flashlight and look
for a ladder to gain access to some goods. Above, note the door - when you're
ready, and make sure you have good weapon prepped, get ready for the variant
of the Commando Zombie... the one with the tentacle. Very lethal, use
a heavy weapon to kill him before he kills you.
More Z-Secs and Commandors await, making for a far more dangerous combination
than your typical demons that usually just know how to swipe and can't fire
a gun. Not long before you come to a body and the PDA you need.
It is eventual that you come upon a room with a health terminal, PDA, and
the terminal for opening the airlock - code is 826.
Now return to the train. Unfortunately, Ryan, the guy onboard, has been
killed since you were gone. Activate the train and be on your merry way...
Train crash! Oh well, at least you've made it. Fight your way to Delta Labs.
Your goal is get another PDA to give you security clearance. It will also give
codes for two cabinets. The PDA will disable the automated turret guarding an
area you need to get through... but when you're in the station, I recommend
waiting on that - watch how it cuts down the hellspawn! Then disable it and
proceed. Not far from here, you'll get a chance to use your code on the
cabients and get some armor and ammo. Then it is through the door and on
to Delta Labs 1...
==============================================================================
----------
|Delta Labs| [D3.08.DL]
----------
Grab the PDA here to gain some valuable information. You'll be getting a fair
amount of supplies to replinish your ammo and health as you traverse the halls
and at the moment, there doesn't seem to be hardly any enemy activity.
After completing some errands, you'll find yourself in the Delta Main Lobby,
and things are back to "normal" for you, as an Imp and Pinky appear.
Backtrack now to where you got the datalinker, and head through the left door.
Zombies, Imps, and Pinkys, oh my! That pretty much sums up things here, and
your shotgun actually serves perfect for the occasion. Although you'll be
switching back to that PG after Betruger taunts you again and you get a face
to face meeting with a Revenant. Afterwards, exit this area through a duct,
and on the otherside, come to terms with a Caco and his Imp friend.
There is a storage locker near, and you can find some rockets and cells
in that locker, with the code 298. At this point, RL ammo is good
enough to where you might want to use it in a number of situations.
In the reactor control room, activating the panel will give you new objectives
and so now it is back to the Delta Main Lobby. Your first order of business
is to get security clearance - find the PDA you need. Use it to open a door
in the reactor control room. After a lift and some stairs, you'll need to
take an elevator up to Delta Authority.
Now it seems that you are above the area where you first entered Delta Labs.
Eventually you'll find your way back down and will be back on track to getting
to those elevators. Your ticket out of here is the left elevator.
--------------------
|Delta Labs Sector 2A|
--------------------
Past the corridors, Imps, Commandos, and Zombies await you. In the area
where they all attack in particular, you can find a red panel to be accessed,
just a little out of sight but under the counter, by the medkits. Go get
the goods.
You may experience something rather weird, here in the restroom at Delta.
They're not particularly hospitable, for obvious reasons if you just look
around, but the demons and zombies certainly don't help. More Imps outside.
Take a lift up to Level 2 - Archives. A few enemies later, you can find an
interesting PDA read... just backstory stuff, really.
Head to the test chamber first. Watch the cutscene - like it or not, you
have to power up the teleporter. Some doors have been unlocked, so you may
like to do some backtracking and head into the door labeled "Operations".
This is a somewhat disturbing area where they apparently performed observation
on people experiencing problems after coming back from Hell. You'll want to
investigate every cell that you possibly can, for items and a PDA. Up the
stairs, your new objective is to get rid of the lockdown. Go back a little,
and head through the door labeled "Bio Labs", across from you. Lots of zombies
here, yes! Love them with the chainsaw. There are some interesting specimens
to be noted as you make your way. Eventually, you'll come to a little puzzle.
Use your eyes here to spot the numbers on the canisters on the wall. Your key
to solving this is pressing the number for the slots that appear to be empty;
1 - X - 3
4 - 5 - X
7 - X - 9
Where X means it is empty. Just jump on the canister after you select one,
before it starts moving. Use it to gain access to a ledge, and a duct that
you are to slip into. You'll face two Imps here, down a corridor. Give
them something like a rocket or grenade.
Ah... the BFG. So close. I'll make it easy for you - the code is 931.
Enter to get the option to open the chamber and claim the BFG - 9000 Prot.
You've only got four shots right now. SAVE THEM! You'll get more later.
In the meantime, you'll need what you can save.
In the next room, make note of the code to gain access to a locker with some
nice items. Now proceed to where you can disable the Halon gas.
Unlock something else on another terminal, but be ready for enemies on your
way out. Get in the office you just unlocked to get somethings... namely a PDA
but it isn't necessary. Your goal now is the Records Storage room - unlocked!
Now head for the Server room... making sure to get the goods from two
cabinets you find. Take an elevator to the lobby and make way to the
door that reads "Restricted Area". Back here again... head left.
Return to the scientist to accomplish your objective.
Become decontaminated before activating the teleporter.
--------------------
|Delta Labs Sector 2B|
--------------------
You don't have the keycard for that other door. Oh look, zombie, zombie...
flaming zombie. Kill him before he gets close! By another zombie is a keycard
and with it in two, back to the locked door. Two Commandos are waiting, so
greet them with your own chain gun. Unfortuantely, Storage 02 is locked.
A nearby terminal unlocks it... great! A few close encounters here - spice
things up a little and use the chain gun. Get another PDA elsewhere, giving
you codes to the locker right beside it. You'll be using your card again.
Time for some RL action. You'll face a new enemy here... the ArchVille.
Nasty little sucker. Kill the ArchVille ASAP, always, then take care of others
as you see fit. In another area, you'll have to use a lift, but ready your RL
for another ArchVille encounter as you get off at the top. Find the crawlspace
and enter it, dropping in on an unsuspecting scientist. Gruesome work here...
the code he gives you, 642, is for nearby cabinets. To continue, you'll
have to jump over some debris in a hallway. Use your flashlight. ArchVille
says hello again not far from here, summoning Imps and Commandos... yikes.
In the Stasis Chamber area, you can become educated on the various denizens
of Hell you have encountered thus far... and one you haven't. The Hell Knight.
Answer the plead for help, but you're too late anyways - kill ze Imp! The
PDA found on the corpse will prove useful for a code. Now it is best to get
to backtracking, taking the door on the right outside the service hatch area.
Just activate the conveyer in this next area... it's really the only light
you'll get here. You'll have to follow it through the darkness, fighting off
Imps as you go. Prep some heavy weaponry, because the number of Imps can
make things quite difficult. You'll eventually fall in a pit, but get out
quick, unless you wanna try your luck face to face with two Imps. Now go
catch up with that conveyer - a set of stairs will signal that you've found
someplace nice - use your code you got earlier to open the cabinet. Then, back
to the conveyer again. Things are pretty much at an end for this tour.
Up ahead, you'll get a little foreshadowing on the SoulCube and it's
importance. You'll get a locker number code, for the locker # 666. Do not
bother opening it, or you'll get a face full of demon. Armor isn't worth it.
Enter the office of Elizabeth to get some codes and information.
After entering the code at the door for Storage 07, get some supplies.
Level 3 Access is ultimately gained with another code - 463.
Get that RL in gear for another ArchVille attack. I guess if you're feeling
badass, this straightfoward advantage is great for a BFG shot - wiping out
him and all his minions in splendid fashion, yes indeed.
Exit in the lift ahead.
-------------------
|Delta Labs Sector 3|
-------------------
Enter the door on the right, Security Station. You will ultimately come across
another PDA, containing a code. Enter the door ahead, where you will have
apparently caught up to Betruger. He is above you, but you can do nothing
to harm him, and he sends his minions after you... coward.
Unlock the door to the decontamination chamber - yes, time for THAT again.
Remember to be keeping track of your keycodes for these lockers, you're going
to be needing everything you can get.
You'll come to a terminal, where you will have to select the appropriate
teleporter destination. "PAD 1 MAIN" gets you to the other side of the room.
"PAD 2 BALCONY" is obvious. Select the latter. Using the teleporter is easy,
and pretty cool, actually. A number of chaingun commandos, imps, and
revenant await. Continue through Security, getting items before you enbable
access to the teleport 2 access door. Make your way back there.
Where the Imp climbs out of the floor, proceed to where he came from.
Just stay to the left inside this crawlspace until you see an opening.
In the hall with a large blood splat on the wall, head left. Prep your
RL. Get the supplies... then go back to the hall and go to the right door.
Another terminal. "PAD 3" is the best selection.
You'll arrive in a storage room, with the appropriate items. Keep your RL or
PG out and get ready for quite a fight ahead. Of course, you'll do fine.
Later, proceed to the left door, as the other is locked. Head through the
unlocked decontamination chamber. You'll see Betruger again, meaning his
minions aren't too far behind. Another terminal again. Let's get a few things
before we go - head to "PAD 2 SECURITY". Grab the cells, PDA. Next, return
to the terminal and choose "PAD 3 STORAGE". Use the code 841 to get the goods
in the storage locker. Now head back to the same terminal again, and this time
select "PAD 1 EXIT".
-------------------
|Delta Labs Sector 4|
-------------------
Very, very messy... anyways, pick out a PDA from the piles of skeletons here.
Watch out for chainsaw zombies. In the hallway with a single door, Delta4
Main Ready, prep your BFG. Make sure you have much more than 4 shots in it.
Step through the door. Watch the cutscene for some serious ownage. Now
the Hell Knights are coming for you... and they're just an arms reach away!
Be quick or be dead - charge up that BFG properly and step back and away from
them, using sprint, then fire when the opportunity presents itself. Repeat.
After their defeat, enjoy a brief cutscene. You're going down...
==============================================================================
----
|Hell| [D3.09.HL]
----
Welcome to Hell. This is easily the best level in the game, and perhaps the
most challenging out of them all. First, good news and bad news.
Good news first - you have unlimited sprint!
Bad news - You've lost just about all your weapons, including the flashlight.
Fortunately there is a cache nearby to provide the basics, but you're still
a 1/5 of the walking tank you were before. Oh well, it's Hell afterall.
Hell doesn't exactly look friendly. As you approach the stairs by the statues,
do not be too surprised as they open their mouths - harmless, really.
Head up into that green vortex. Again, don't panic... you seem to be floating,
then trapped in a cage before being dropped safely into a brickish area with
arcane symbols on the ground. Here, there are Imps. I guess that is what they
really look like... uglier than before, unfortuantely. Use the shotgun.
Make your way across the stones, watching your step, or you might die.
More shells can be found inside... as can another Hell Knight! Armed with
only a shotgun and pistol, you will be tested here. The Hell Knight can close
the distance gap between the two of you shortly, and with the door locked,
there isn't much room to go! I tell you what, few things are scarier than
to run away from one of these things, only to find him right behind you
everystep of the way. Anyways, good luck.
After him, the Cherubs that attack don't give you much time to breath.
Waste them as they get close. Pick up every item you can find, even if it
means fighting some demons. You'll run into some Lost Souls not too far, just
stay at the door and play Whack-A-Skull as they come by. More Lost Souls
ahead, out in a more open area. Eventually you'll pass underneath a gate that
closes, revealing a Hell Knight. At this point, you should have a chain gun
and a fair amount of ammo for it... so use it. It's another tough fight.
Further on, you'll run into a Mancubus and Cherubs. To make matters worse,
this is a cramped space. Your CG is your best friend, but it's not
nearly as good as the RL for these situations. Finally, you'll come to the
PG. Getting it drops the floor, and you get another opportunity to use...
the Berserker power up! Put away your guns and use your fists, silly!
If you're fast, you can have some real fun - defeating two Hell Knights
with your bare hands!
Back to normal now, you'll find more items. You should be getting your RL
back now, as well as an incredible PDA. Approach a very morbid door and
prepare your RL. In this area is a center path with a hellish obelisk
that strikes down in a pattern on the center where you have to cross.
Before you can do this, you will have to deal with "Mancubi", I should say,
because you'll face three here and that SHOULD be the plural word for them.
Dodge their shots, perhaps using the cover of the walls where you entered at
and fire rockets at them. Continue your journey through Hell.
Finally you will come to your lovely BFG. It is time to show a Hell Knight
that spawns that you mean business now that you've got your arsenal back.
Still, don't use any more ammo after this... perhaps you might not even want
to use it - you'll need it all very soon. The PG or CG are good alternatives
for dealing with the Hell Knights here. In another area, a Mancubus attacks
and you have to make use of cover in this otherwise open area - use the pillar
for cover and play a tactical game here. Behind another morbid door is
a Mancubus, so back up... and also beware of Cherubs, they've now come out
and can come from anywhere, especially behind while you're dealing with the
Mancubus. Head inside. A Hell Knight can be found lurking in here, so
prepare yourself... RL, preferably, if you still have ammo left.
Pick up everything before you head into the blue pillar.
\***Boss*** Guardian\
Whoa. Well, um, for starters, nothing you do to HIM does anything.
He is big, very fast, and very powerful. Your unlimited sprint and the terrain
just may keep you alive here. They may, but you should pay attention. The
Guardian spots you thanks to those "search lights" floating around. They are
actually called Seekers. You will need to destroy them in order to gain the
opportunity to damage the Guardian. They are fairly mobiel, so it is
best to use your CG exclusively - don't worry, ammo for it, and other weapons,
as well as health, can be found in limited quantities around this area.
Once you destroy them, hurry up and aim at the large green orb above him with
your heaviest weapory, like the BFG, in order to damage him. This takes a few
times, I think about four. Each time after you damage the blue orb, he
will have re-summoned more Seekers, and so you must repeat your strategy.
After he falls, you gain the SoulCube, perhaps your weirdest and most powerful
weapon yet. You've got what you came for, so take another pillar of light
and you're back where you first entered the depths of Hell. Head over to
the teleporter where you first got here, and see the panel that you must
activate to get your ticket out of Hell.
==============================================================================
-------------
|Delta Complex| [D3.10.DC]
-------------
Only your fists and SoulCube. Change this by getting some items, including
an MG, right where you got off. Search for a hole in the floor and proceed.
On the otherside of the crawlspace, you can get the total drop on a Commando
Zombie here. Do your worst. Get the CG off his corpse. Look around some more
for another Commando, finding a chainsaw and more items.
Not long before you run into Ticks. Feel free to try out your SoulCube.
You'll get a number of chances, as there are a great number of them.
You'll gradually get your arsenal back, but this usually means you have to
earn it by capping some demon or zombie.
Not far and you'll run into an ArchVile. Let's use the SoulCube on him and
make this quick. If not, use your heaviest weapons, like always. Go into
where he spawned for some goods. Ascend the stairs on the left.
Another ArchVile, but he is vunerable to a chainsaw at this range... as
are his minions. Afterwards, call a lift up, and ride it back down.
Continue until you can ride an elevator up to Delta Authority. In here,
you can find Swann in a pool of his own blood, but still alive. He has
something to say to you, so pay attention. After receiving his PDA,
your new objective is to gain access to the CPU Complex and commence the
hunt for Sarge!
You'll find yourself soon back in the Delta Main Lobby, with an ArchVile.
Deal with him in whatever flavor you like. However, one isn't enough, because
another ArchVile spawns after the first falls. You'll likely have Commandos
to wipe up afterwards. Thanks to Swann's PDA, you can get through a previously
inaccessible door in this lobby, which is your next destination. The next
level is just a terminal access away.
==============================================================================
---------------------------------
|Central Processing/Central Server| [D3.11.CC]
---------------------------------
After the cutscene, prepare for an Imp attack. You can find a cabient to
be unlocked here, as well as more supplies lying around. Beware the swarm of
Cherubs, and I recommend the minigun for getting rid of these damned babies.
But oh-dear, more Cherubs are to be had, thanks to an ArchVile further along
that likes to summon them. Kill them all... with your chainsaw, no less.
Approacing the door will update your objectives, which is to now gain the
access codes for Lab A.
Upon backtracking, you discover that you will have to replace the door panel
here in order to gain access to the Data Library. Another door will have to be
taken, thus leading you across some platforms over a fiery pit of doom...
so watch your step as you make your way to the exit.
Trites will attack you here, along with the standard Imps. Beware especially
using the security scanner, because one of the selections will cause a Trite
to attack you. Open the storage area so that you may enter another crawlspace,
and I'm sure those limbs certainly make it even more attractive... but someone
has to do it. On the other side, you can find the PDA you need. Er, apparently
what you see around you is what is left of Tony Bates. Rest in... pieces?
Now go way back to that door that needs to code and enter it.
After a little tricky jumping, you may want to arm yourself with the shotgun
or PG, as you'll be entering an area where enemies are right in your face.
Still, the chainsaw is always a wise choice. Now that you're progressing...
you can definitely see that the invasion has taken it's toll on the UAC
facility... it's literally transforming into a living embodiment of Hell.
It will be time to ride the lift labeled "Floor 1, CPU Lab A". Level 2 for you
and Wraith is the appetizer before a showdown with an ArchVile. Hopefully
you've remembered your SoulCube? Proceeding furthermore... an even better time
to use your chainsaw. Really, it's fun and efficient. Just watch out for those
Trites... be most vigilant in particular around them. Later, search the
area for whatever supplies you can find. Another lift... up to level 3.
The Cherubs are greeting you rather eagerly at your next exit. You're going
to take some damage here for sure. Meanwhile, corridor fighting can get
a little nasty up here. Your SoulCube will steadily become your best friend.
Before reaching your objective, the replacement door panel, check out
a cabinet for some supplies - you should have gotten the code from a PDA.
If not, enter 468. After grabbing the panel, prepare for resistance.
Backtracking will be littered with obstacles like the ArchVile, but you'll
make it in due time.
Ride the lift through that down down to the Main CPU. Down here, you will
find Campbell, no less, defeated. He will warn you before he dies about
Sarge... the only thing you need to know is that he has a BFG. Proceed
to exit the CPU Complex.
--------------
|Central Server|
--------------
Ammo and health can be obtained here. Get ready for a truly hellish attack,
whichever way you choose at the "T" part. I'll tell you what, these aren't
zombies, thats for sure. You'd do well to grab an adrenaline hypo and rev
up that chainsaw like a madman. You'll want to be conserving ammo anyways.
You'll come to a bridge that must be extended. Making your way across, Cacos
attack. Access the bridge control. Your destination is the Server Bank, but
let's go to Storage first. There is ALWAYS something good in Storage.
In contrast to the abundance of health and ammo you'll find throughout here,
there are enemies down here that will possibly depelete some of those newfound
resources. However, when you've cleared every room for items, head back on
the bridge and over to the Server Bank. You'll need to get your clearance here
so get ready for a few fights during your scavenger hunt. It won't be long
before you come across the appropriate PDA and should be well on your way back
to the bridge. Inside Central Processing, you have a moment of reprieve
before the obvious confrontation. Lock and load.
\***Boss*** Sabaoth\
Sarge isn't exactly a pretty boy... never has been. He's gotten a makeover
and it doesn't help whatsoever here. It just makes him incredibly lethal.
He's basically a living, breathing tank from Hell! He is armed with the BFG,
and now you get to see how all those Hell Knights you wasted felt like. They
did not, however, possess the knowledge of using small arms fire against the
BFG's projectile. That is what you should do - use your MG or CG when he fires
it at you, and of course you should be constantly moving. Your SoulCube, if
ready, will also help. Fire at him with your heaviest weapons, although
so you don't have to switch, I would suggest the CG throughout this fight.
Watch your step! It's not as big an area as previous boss fights. You can find
items here, but be careful that you don't turn around in time to catch a BFG.
After he falls, approach him and take that BFG for yourself. Serves him right!
Search for any supplies you may have missed before continuing. You'll have to
find and enter another crawlspace to get you to the exit of Main Processing.
==============================================================================
------
|Site 3| [D3.12.S3]
------
Your welcoming party is fantastic - Imps, Wraiths, a Hell Knight.
Your new objective is to gain security clearance.
At this point in the game, Hell Knights start showing up. Feel free to break
out the BFG, RL, or anything else... but I don't recommend our lovely chainsaw
tactics to be used on the Hell Knight.
Ah, and through your adventure, you have come across another survivor.
Kindly take his PDA to get your much-sought after clearance. You will soon
receive a new objective. Now backtrack to a door you couldn't get through
before. Revenants and Imps await. You can use the PDA to open another door -
watch out for a Maggot. Finally, take a lift up to level 2 - Maintenance.
Prep your weapon in a messy hallway, definitely have a chainsaw or SoulCube
ready to use, because things are very in-your-face when you drop down.
Unlocking the Site 3 Freight Loader? Well, lets just say it's hard to miss.
You have to backtrack. Keep a lookout on the floor for something suspicious.
After a few detours, you'll find yourself above a familiar area, which is
where you should be and want to be at this point - drop down. Get back to the
garage and spot the Freight Loader. All aboard, soldier. Activate the console.
Inside the Pit Elevator area, don't take the lift up yet - look around for
a pleasant cache that you likely could use. Then take the transfer lift.
==============================================================================
-------
|Caverns| [D3.13.CS]
-------
Area 1 of the Caverns. An MG will do for these Trites eager to see you.
There are noticeably more Wraiths down here, but Imps and a Commando Zombie
round out the bill rather nicely. Eventually, ArchViles and Cacos...
things are pretty straightfoward, but the Caverns is an altogether creepy
place, definitely a different atmosphere.
After hopping through a window without glass, use the console to enable
the cargo lift. On your way to the lift, grab some items. You'll find a lift
in one of the rooms here that takes you down to Living Quarters. After an
appetizing swarm of Trites, say hello to a Hell Knight and a few Imps.
It's times like these that I really love the BFG. Ride down the lift
and kill anything that gets in your path. However, you now need to get over
to point B. Lava is unhealthy for you, so I don't think you should touch it.
The ArchVile over here is particularly lethal, because he also summons
Hell Knights. Kill everyone as quick as possible with the BFG. Lower a nearby
ladder and head up. Taking another lift up, you'll find your objective is now
to get a security card so that you may access the dig site.
You must, I reluctantly add, do some tricky manuvering down here, after you're
off the ladders. You will have to time your jumps between the panels as they
extend, making your way safely below, but not into that lava, no sir.
Pick up some supplies littered throughout this area. You'll come across
a survivor that will give you the keycard you've been seeking.
Find a panel that raises a ladder for you. Climb back up and up all those
other ladders. On your way back, watch out for Cacos in particular. After
scanning the card, you'll be attacked by Trites. Inside, feel free to grab
the PDA off of the table. Fight your way through these areas, and you
will come across a crane that must be configured for use. Rotate the crane to
a point where it lines up with both the office and other side of the cavern.
Climb the ladder and get ontop of the crane. Drop onto the crate it is holding
and then make another few jumps, minimizing your fall.
After more encounters, call the lift you find, the right one that is the exit.
---------
|Caverns 2|
---------
Stepping off the lift, get ready for some heated encounters.
You'll find a Hell Knight-summoning ArchVile that needs a quick death.
It can be bad for you when two Hell Knights spawn, but I hope your SoulCube
can help you out here. If not, do not take them head on, or you will probably
bite the bullet. Make yourself bait and sprint away to a safe distance where
you can charge your BFG.
Following the caverns, make sure you grab everything you see, including an
access card, on the clearing that is in front of what looks like a temple.
Return upstairs, storage room 11, and enter. Now return to the temple and go
inside. Again, the ArchVile is your target of choice. Look for a little
machine with a panel that will turn on the generator's lights, making these
ancient halls more traversable. Watch out for Trites, and later, Hell Knights.
You may want to lure some foes away, especially Hell Knights, which you
always want to fight alone. Now, a little heads-up for you that I should
have mentioned earlier. You're going to face TWO of a boss you fought earlier.
I hope you're ready...
It is the Vagary. You'll know you're appointment is on time when you come
across a spiked ball on the floor, right before a clearing.
Use similar tactics from the boss fight before... but use a corridor to your
advantage and seperate them so that they are right in your line of fire - BFG
time, baby. Watch out for Trites later on. Now, with that done, enter a large
door, which is a beauty to behold and cannot be missed whatsoever.
Inside, it will be time to turn on the lights via the generator.
Grab some ammo here. Enter and activate the lift to proceed.
==============================================================================
-----------------------
|Primary Excavation Site| [D3.14.PE]
-----------------------
Things are definitely winding down, in a manner of speaking. However, getting
off the lift states that you should be ready for something big - goods galore!
Still, I must say that this is it, the final level, and you only have one more
challenge awaiting you. It doesn't take much intelligence to navigate through
the next few areas, picking up as many supplies as possible before you emerge
from the maze and gaze upon the demon of all demons. Without for due...
\***Boss*** CyberDemon\
You know what? I'm going to shoot this guy down. He's got incredible looks,
but that is really it... he isn't that challenging. I wonder why his rockets
don't home in on you, unlike the Revenants, when their rockets clearly
look inferior? At any rate, he will squash you like a bug in a number of ways
if you are careless. What makes this fight difficult, however, is the number
of enemies constantly crawling up from the center area to fight with you.
The enemies are your main focus, and serve a purpose of keeping your SoulCube
replinished, which is the only weapon capable of damaging the CyberDemon.
You will need to run around this circular area, keeping away from him,
fighting enemies, and perhaps picking up any supplies you find. Remember that
you have infinite sprint, even though the CyberDemon is fast for his size.
Eventually the CyberDemon will fall prey to your SoulCube... and that is it!
An interesting ending awaits you. You have a much better fate than Betruger,
to say the least!
Thanks for playing and reading this guide... although there is a little more
left if you're willing to bear with me.
=============================================================================
-------------------
|Multiplayer & Co-op| [D3.01.BA]
-------------------
Doom 3 Multiplayer:
Multiplayer can be played with up to four players, over System Link or XBL.
It is fast-paced, old-school multiplayer, focused on death match.
Four maps ship with Doom 3, as well as four gametypes. Overall, not much here.
If you think that this game will replace Halo 2 in multiplayer, you are wrong.
If you think it is better than Halo 2 multiplayer... I hope you're kidding.
However, this is just my opinion, although I've yet to find many gamers who
actually become D3 multiplayer addicts!
Doom 3 Co-op:
Here is where things get really interesting. The developers have allowed co-op
for two players over system link or XBL to host a co-op game, where they
can play through the single-player game anywhere they choose. In co-op,
D3 cuts out most of the single-player "experience" such as cutscenes
and uncessary PDAs. Many areas are also shorter, but overall there is a great
increase in the number of enemies. Higher difficulties are quite challenging.
However, if you felt that D3 single player overall was not difficult, please
try D3 co-op by yourself. You will quickly find out if this is too much or
just right. It is actually an interesting fact that more enemies show on
the Xbox version than the PC... especially in co-op! I can't understand why.
Anyways, co-op works incredibly well. It can be just as great an experience,
if not better, than D3 single player.
==============================================================================
---------------
|Codes and Hints| [D3.02.BB]
---------------
This section is dedicated to providing the codes for Xbox and the also all
the cabient codes throughout the game, along with their location, etc. And
YES, I also mean codes for Dooms 1 and 2, included in the SE package.
Doom 3 locker codes:
# Code Location Items
_ _ _ _
001 396 Mars City bullets
003 483 Recycling 2 clips, grenades, cell, armor
009 752 Alpha Labs 1 clip, grenades, large med kits, armor
013 586 Admin clip, grenades, armor, shells
017 347 Infirmary clip, large med kit, armor, shells
023 531 Mars City U. armor shards, large med kit, shells
038 409 Alpha Labs 2 clip, grenades, armor
039 102 Alpha Labs 2 clips, armor
047 123 Alpha Labs 3 clips, grenades
048 123 Alpha Labs 3 ammo belt, large med kit, cell
049 123 Alpha Labs 3 armor shards
054 246 Communications grenades, armor
054 142 Monorail grenades, rockets, armor
063 972 EnPro Plant cell, plasma gun, small med kit
064 651 Alpha Labs 4 armor shards, clip, cell
078 364 Monorail clips, grenades, large med kits
079 364 Monorail clips, grenades, large med kits
103 259 Delta Labs 2B large med kit, cells, shells
104 579 Delta Labs 4 ammo belt, rockets, security armor
112 538 Delta 2A armor shards, cells, shotgun
114 715 Delta 2A backpack, clip, security armor
116 972 Delta 2A BFG cell, large med kit, plasma gun, armor
116 624 Delta 2B bullets, cell, shells
117 624 Delta 2B BFG cell, grenades, security armor
213 371 Delta 2B clip, plasma cells, shells
21D 298 Delta 1 grenades, large med kit, rockets, armor
317 841 Delta 4 bullets, clips, large med kits, rockets, armor
386 836 Delta 3 ammo belt, bullets, clip, large med kits
387 836 Delta 3 clip, grenades, large med kit, rockets, armor
452 571 CPU Complex grenades, rocket launcher, rockets
666 372 Delta 2B imp, armor
669 468 CPU Complex grenades, plasma cells, armor
Doom 3 cheats:
----------
|Skip Level|
---------
During gameplay, hold LEFT TRIGGER and enter B, A, X, and Y.
--------
|God Mode|
--------
During gameplay, hold LEFT TRIGGER and press X, Y, B, A to become invincible.
Ultimate Doom & Doom 2 cheats:
All Keys, All Weapons, and Full Ammo
Hold down LEFT TRIGGER and press A,B,A,B
Berserk Mode:
Hold LEFT TRIGGER and press X,X,X,Y.
End Level:
Hold down LEFT TRIGGER and press A,A,B,B.
Chainsaw:
Hold down LEFT TRIGGER and press B,B,A,A.
Weapons and Ammo:
Hold down LEFT TRIGGER and press B,B,B,B.
God Mode:
Hold down LEFT TRIGGER and press A,A,A,A.
Invisibility:
Hold down LEFT TRIGGER and press X,X,Y,Y.
Light Amplification Goggles:
Hold down LEFT TRIGGER and press Y,Y,Y,X.
Radiation Suit:
Hold down LEFT TRIGGER and press X,Y,Y,Y.
Show All Map:
Hold down LEFT TRIGGER and press Y,Y,Y,Y.
Temporary Invincibility:
Hold down LEFT TRIGGER and press X,X,X,X.
==============================================================================
----------------------
|Credits and Affiliates] [D3.03.BC]
----------------------
Affilates, or sites this FAQ is currently hosted on:
www.gamerhelp.com
My thanks goes out to....
YOU, the reader - For taking the time to read even a speck of text in here!
ID, Vicarious Visisons - For creating such an incredible game! THANK YOU!
Cheatscodesguides.com - For the awesome directory of Doom 3 cheats!
Frans P. de Vries - For the incredible Doom logo I was able to use! THANK YOU!