Doom 3 Walkthrough for Xbox by kingkamikazeXXI =============================================================================== T001 ------------------------T A B L E O F C O N T E N T S------------------------ =============================================================================== To find what you're looking for, enter the four-character search code that goes with the section you want after pressing Ctrl+F. -Table of Contents.........................................................T001 -Introduction..............................................................I002 -Story.....................................................................S003 -Basic Tips................................................................B004 -Walkthrough...............................................................W005 -Mars City.............................................................MC01 -Mars City Underground.................................................MC02 -Mars City Underground: Service Passage................................MC03 -Mars City: South Side.................................................MC04 -Mars City: North Side.................................................MC05 -Administration........................................................AD06 -Alpha Labs: Sector 1 East.............................................AL07 -Alpha Labs: Sector 1 West.............................................AL08 -Alpha Labs: Sector 2 East.............................................AL09 -Alpha Labs: Sector 2 West.............................................AL10 -Alpha Labs: Sector 3..................................................AL11 -Enpro Plant: Sector 1.................................................EP12 -Enpro Plant: Sector 2.................................................EP13 -Communications Transfer: Sector 1.....................................CT14 -Communications Transfer: Sector 2.....................................CT15 -Communications: Sector 1..............................................CM16 -Communications: Sector 2..............................................CM17 -Monorail Skybridge....................................................MS18 -Recycling: Sector 2...................................................RC19 -Recycling: Sector 3...................................................RC20 -Monorail..............................................................MR21 -Monorail: Delta Station...............................................MD22 -Delta Labs: Level 1 East..............................................DE23 -Delta Labs: Level 1 West..............................................DW24 -Delta Labs: Level 2 North.............................................DN25 -Delta Labs: Level 2 South.............................................DS26 -Delta Labs: Level 3 South.............................................DS27 -Delta Labs: Level 3 North.............................................DN28 -Delta Labs: Level 4...................................................DL29 -Hell 1................................................................HL30 -Hell 2................................................................HL31 -Hell 3................................................................HL32 -Delta Complex.........................................................DC33 -Central Processing....................................................CP34 -Central Server Banks..................................................CB35 -Site 3................................................................ST36 -Caverns: Area 1.......................................................CA37 -Caverns: Area 1 Sublevel..............................................CS38 -Caverns: Area 2.......................................................CA39 -Primary Excavation....................................................PE40 -Security Codes............................................................S006 -Weapons...................................................................W007 -Other Items...............................................................I008 -Enemies...................................................................E009 -F.A.Q.....................................................................F010 -Version History...........................................................V011 -Thanks To.................................................................T012 -Legal Crap................................................................L013 =============================================================================== I002 ----------------------------I N T R O D U C T I O N---------------------------- =============================================================================== Welcome to my Doom 3 FAQ! This is my first attempt at a walkthrough for any game, so let me know if there's something I should add or change. Anyway, this came about because of the sorry amount of FAQs for Doom 3 on Xbox: none. The only other one is for PC! And for a great game from a great series, that just won't do. :P I've tried to keep it fairly spoiler-free, but I can't hide everything! Remember that you can use Ctrl+F to find what you need. If you need to contact me about the guide, e-mail me at kkxxi@hotmail.com. =============================================================================== S003 -----------------------------------S T O R Y----------------------------------- =============================================================================== (The story of Doom 3 takes place without the previous two ever happening.) You are a Marine working for the United Aerospace Corporation (UAC) who has been stationed on Mars. The UAC is at the forefront of modern technology, opening up new worlds of possibility. Recently the UAC has been working on new teleportation technology, with Dr. Betruger at the head of the project. But the doctor has been acting strange lately, and there are some strange things going on... =============================================================================== B004 ------------------------------B A S I C T I P S------------------------------- =============================================================================== -The flashlight is your friend! -Always be ready for an enemy to pounce at you. -Pay attention to the PDAs, which can have valuable info for you. -Keep and eye open for any missable items or areas. -Strafing is an important skill in any FPS. -Be careful of explosive red and yellow barrels, and remember they can hurt you AND your enemy... -Always reload before you get into a fight. -Zombies and sometimes other enemies may come out of compartments in the wall; check these for items (after the enemy is dead, of course). -A tactic you can use for rooms with several enemies, especially if it's dark, is to wait at the door for them to come to you. -SAVE OFTEN! Unless you are low on health. -If an enemy comes out from the wall or the floor, check the spot it came out of; there may be items. -Plasma can be great for deterring enemy fire, particularly rockets. -In Hell, you have unlimited adrenaline, so run as much as you want. =============================================================================== W005 -----------------------------W A L K T H R O U G H----------------------------- =============================================================================== Ah, the reason this FAQ is here. It'll go step by step through each area. While this may not get you every item in the game, I've tried to put as much as I can into it. I will be assuming you can find items that are in plain sight. NOTE: This walkthrough was written playing on Marine difficulty. Mars City---------------------------------------------------------------------- MC01 Head through the door ahead. The receptionist will give you your PDA. Objective: Speak with Sergeant Kelly at Marine HQ Pick up the video disk behind the receptionist. Go through the open door to the right, and go down the hallway. -CUTSCENE- Go to the open door on the left. There's a PDA (Adam Berneche) in this hallway. Continue until you reach a Marine that directs you to Kelly. Go to the right and up the stairs (grab the video disk) into Marine HQ. -CUTSCENE- Objective: Follow the sentry bot to the elevator to Lower Maintenance Levels Follow the sentry bot (the little spiderlike robot) to the elevator. Before you go into the elevator, open the security locker for ammo. The code is 396. Mars City Underground---------------------------------------------------------- MC02 When you get down here, you'll be instructed to grab armor and a pistol in the locker to the right. Once you're cleared, head through the door. Objective: Find the missing scientist in Communications Now go down the stairs here, leading to a hallway with two arguing workers, a storage cabinet (code 531), and a PDA (Grant Baston). Keep going down this path, passing the scientist at the bridge controls. The elevator you're looking for is at the top of the dark stairwell. Take it to Communications. -CUTSCENE- The no-longer-missing scientist will be possessed, so feel free to kill him before he does. A Z-Sec will come in the door. Pick up the bullets in the lower part of the room and head back up the elevator. Mars City Underground: Service Passage----------------------------------------- MC03 There'll be a zombie in the stairwell and in the next room. Before you extend the bridge, carefully climb down the ladder next to where you came in. There's a shotgun down here; pick it up, and you'll be dropped to three more zombies. Kill them and climb all the way back up. Extend the service bridge the scientist was working at earlier, and go across it, killing the Z-Sec at the end of it. Through this door is another Z-Sec. Go down the stairs here and get the PDA (Frank Delahue). Use it to open the locked door. There'll be a zombie here, and a Z-Sec with a shotgun in the next room. :D Continue past the flashlight-wielding zombie. Here there'll be a short cutscene where you'll be introduced to your first imp. Kill it and grab the goodies under the fire. Keep going for a zombie and another imp. In the next room is a zombie and an imp. Go through the next two doors and use the health station if needed. Go through here, killing the imp and zombie. Recognize this room? Go down the stairs as before. At the end of the hallway there'll be a PDA (Mark Ryan). Head back until an imp comes out from behind the stairs. Go right, and take the left door. There's a Z-Sec here as well as a health station and a computer you need to activate. Press "security checkpoint", then "Mars City sublevel access", and "Locker 1". Go back and take the door on the right this time. Kill the imp and grab the items in the now-open glass locker. As you go into the elevator, kill the Z-Sec in it. Mars City: South Side---------------------------------------------------------- MC04 As soon as you step out of the elevator, a Z-Sec will shoot at you. Return the favor. Objective: Go to Command Message Center for status update from Sarge The stairs are broken, so go to the service ladder near the security cabinet. It will be lowered for you. Once up the ladder, head into the ventilation shaft and crawl through it. When you drop out of the shaft, start to move towards the desk. A zombie compartment will open behind you. There's a zombie and a PDA (Marcus Stanton) in this room. Go through the door. Two Z-Secs will run out of the door on the right. Kill them and go into the room they came out of to pick up the keycard in there. Now open the other door with the keycard, and get out of the doorway, pronto; there'll be a Z-Sec waiting for you. The next room is dark with three zombies. Here's a spot where you may want to try the door-hunting tactic. Grab the ammo in here and go through the next door. The flaming zombie is in this hallway. In the next room there are two Z-Secs (next to one is a lone armor shard; don't pick it up, an Imp will jump at you, making the shard useless). Kill the imp that jumps down at the end of the room and go into the infirmary. Pick up the PDA (Mark Caseon). The security cabinet code is 347. Kill the zombie in the next room, and leave the infirmary. In this hallway, there'll be a Z-Sec, a zombie, another Z-Sec, and a PDA (Bill Tyson). Now you're back at HQ. First go into Combat Prep, kill the Z-Sec, and grab the supplies (door code 584). Go to the Communications terminal, and Sarge will update your PDA and give you new orders. Objective: Go through Administration to Alpha Labs, meet up with Bravo Team Go down the hallway to the right. In the next room, an imp will break down a door; kill it. There's also a zombie guarding a health pack. Go through the broken-down door for a health pack and a Z-Sec. Then come back and go through the other door. Mars City: North Side---------------------------------------------------------- MC05 Kill the two Z-Secs in this hallway and go into the next room, where you were introduced to Betruger and Swann. There's a Z-Sec in here, and another will come out of the door to the left. Go through the other door to the reception room, where there's a fat zombie and a sentry bot waiting. Follow the sentry bot. You can either let it do your dirty work for you, or help with the demon-killing. Grab the items on the way, including those in the kitchen, which is on a left the bot doesn't take (there's a Z-Sec in the kitchen). When you reach the room with the elevator, the sentry bot will turn itself off. Instead of taking the elevator just yet, duck into the shaft on the right hand corner of the room. Grab the shells and go up the ladder. There'll be a zombie up there, along with some equipment and a PDA (Duncan Mathews). An imp will have appeared, so be careful when you go back down. Now, retrace your steps until you reach a door needing PDA clearance (you passed it with the sentry bot). Inside, there's a zombie, a couple items, and a health station. Now head back to the elevator. Administration----------------------------------------------------------------- AD06 -CUTSCENE- After the cutscene, you be assaulted by a Z-Sec and a zombie from the left. Go through the door on the left. There's an imp in here, take him out. You'll find a mortally wounded marine, his shotgun, and a locked door. Objective: Find PDA of William Banks for Alpha Labs clearance Go back to the first room, and two imps will bust down a door. Kill them, then go through said door and the next. You'll immediately be shot at by a Z-Sec. Kill him, then pick up the stuff in the windowed room. An imp will come in; take care of it, and continue to the next door, killing the Z-Sec. Hehe...the next room is interesting. Go into the small windowed room and pick up the items. Activate the computer, and you'll meet your first Pinky Demon! Watch the glass, that's where it'll come in. Put it down with a couple of shotgun shells. Step through the now-broken window, kill the imp that appears, and go through the next door. Be on your guard here; there's a Pinky, a Z-Sec, an imp, AND a zombie. Go through the next three doors. An imp will try to surprise you here; kill it and head through another door. There's a bridge with PDA (Paul Simons) on it. Swann and Campbell are talking below you. In the next room, there's a zombie and an item or two to the left and right. Go into the freaky room with the sigil and candles, and pick up the PDA (William Banks). Three imps will appear, and another will jump at you as you leave the room. Retrace your steps to the Pinky room (as I affectionately call it :P) and *gasp* another Pinky will appear! Go back to where the wounded Marine was, kill the imp and Z-Sec, and use the PDA to enter Alpha Labs. Alpha Labs: Sector 1 East------------------------------------------------------ ALO7 Open the door with the computer panel. It's dark in here, so take out your flashlight and beat down the three zombies in here. Then activate the computer so the lights will come on. In the next room, kill the two Z-Secs and the zombie. Continue through the room, kill the other zombie, and kill the imp that appears when you approach the doorway. Enter said doorway, and a Z-Sec will come in. If you can, catch him with the red barrel. Leave this little hallway and take the door to the right, where there will be a Z-Sec to deal with. In this room, two imps will appear in opposite corners, and then a Z-Sec from the door you didn't come in. Do not step in front of the particle beam! Crawl under the steps where you came in for a health pack and shells. Go to where the Z-Sec came in. There will be a Z-Sec and a zombie in here; the screen will turn red and objects will start moving around. When it stops, a Z-Sec will come in. Kill him, then grab the video disk and PDA (Kyle Berger) on the desk. Now open the security cabinet you passed with code 752. Go through the room you were just in; when you step out, an imp will attack. Don't pick up the armor here; a pipe will burst and hurt you if you do. Now activate the computer to the left, and go back and stand next to the beam, killing a guard on the way. When the beam stops for a moment, run into the corridor it's firing into. At the end of it, a small door will open to your right, so crawl in. There'll be a guard at the end of this shaft, take him out. Continue along this path and two zombies will attack. Kill them and go through the door. There's a health pack hidden on your left. Keep going and an imp will jump out at you. It'll get dark, and two zombies will show up. Kill them while heading to the door on the right. You'll find yourself in a dark room with three zombies; let them come to you. There's two more in the zombie compartments. Go up the small stairs, kill the zombie on the left, and pick up the PDA (Jack Smith) on the desk. Activate the computer, and an imp will appear next to you. Head back out of this room, kill the two imps, and go through the other door (which used to be blocked by fire). Turn the corner, and you'll be attacked by a Z-Sec, and then an imp with another Z-Sec. Go through the next door, where you'll be attacked by five maggots after a short cutscene. In the next room, pick up the shotgun in the hole in the floor, and go into the transfer bay. Alpha Labs: Sector 1 West------------------------------------------------------ AL08 Objective: Find personnel elevator to Alpha Labs level 2 Go down this hallway and kill the Z-Sec in the next room. Go across the bridge and through the door. There'll be a Z-Sec at the top of the stairs here. Kill him, and a maggot and another Z-Sec will come at you. Go through the next door, kill the two imps, and head into the next room. When you turn the corner, two imps will appear. Send them back to where they came from (although that would be hell, and hell's coming here...). Now, on the first of the two columns, there is a small computer panel that reads, "open security hatch". Activate it, and grab the shells in said hatch. Move on to the next room. There's a zombie and a video disk in here, along with a locked door that needs a PDA. Go through the other door. Kill the maggot, zombie, and imp. There's a ladder in the compartment where the imp was, so climb. Follow this path, and kill the scientist for his PDA (George Krietman...well, you don't really need it). Time your run under the machine so that you aren't crushed. The PDA (Bernie Lipsitz) that you need is to the right. Don't jump down the hole yet; grab the armor past it, then jump down. Viola! Here's the locked door. Head through the door and you'll be greeted by a zombie and a Z-Sec. On through the next door; you can see Swann and Campbell running behind the glass, but they're not the problem; the two maggots in here are! Through the next door is a small room with a maggot, a couple items, and a health station. In the next room, there's two doors. The one in front of you has two imps and some shells. After you've dealt with (or not dealt with) that go through the door on the left, and the one after that. Kill the maggot in here, pick up the dead Marine's ammo, and the stuff in the hole. In the next room, there's another dead Marine and six maggots. After they're gone, pick up the PDA (Michael Abrams) on the floor. This guy is from Delta Labs...remember that. :o Now take the elevator to sector 2. Alpha Labs: Sector 2 East------------------------------------------------------ AL09 In this first room, two imps will appear when you walk up the small stairs, one in front of you, the other behind. There's a health pack hidden near the door. Go through the door, kill the imp that appears, and go into the bathroom. There are two zombies in here, one in the shadows next to the door, as well as a maggot at the far end of the room. One of the stalls has some grenades...an odd place for explosives. :P Head up the ladder where the maggot was. Crawl into the shaft; when you turn the corner, go straight, where there's a couple items and a maggot waiting in the shadows. Get back into the shaft and continue along it. When you fall out of it, an imp will be waiting for you. Go to the left; an imp will appear, and then a maggot from behind. First go into the small door marked "CP-01", kill the two zombies, use the health station if needed, and grab the PDA (Andrew Chin). Go through the next two doors. Kill the maggot and imp, and head through the next door. An imp will appear across the seemingly bottomless chasm, and then another will appear behind you. Go through the next door. Kill the Z-Sec, and go through the next two doors. In this room, a maggot will appear. Kill it, then click "open security hatch" on the computer, and two Z-Secs will come in. Now go up the ladder and into the shaft which is now open (straight ahead of where you came in). There's a PDA (Walter Connors) in here. At the end of the shaft there are some items. Now head back out of the shaft. Jump across the machine transporting the hydrocon units and open the security cabinet with code 409. Now leave this room through the next door, and the next. This room is dark and has two Z-Secs, an imp and a maggot, so try the door-hunting techique. Once they're gone, use the lift in the corner. Down here, kill the two imps that appear, and the Z-Sec next to the crates. Then head into the transfer bay. Alpha Labs: Sector 2 West------------------------------------------------------ AL10 In here there's a scientist with a lantern. He wants you to escort him through the next area, and it's dark in there. Grab the items in the office and follow him through the door. At first he'll go to the left; go to the right instead for some items. Then continue following him. After a little while, an imp will attack; try to prevent the scientist's death. If he does kick the bucket, you'll have to go on without him. Continue along this path; there'll be an imp to the right when you turn the corner. Keep going, killing the next imp, shortly after which there will be some shells and a health pack next to a column. When you reach the ladder, if the scientist is still alive, he will be killed and you'll have an enemy to deal with (confirmation?). At the top of the ladder, open the security cabinet with code 102, and go through the door. Jump over the pipes and crawl into the shaft. At the end of it, you'll be attacked by a trite. Use the computer panel to extend the ladder, and you'll be attacked by around 15 more trites, coming in waves of three or four. Use the health station and climb up the ladder. After a few more trites attack, head into the transfer bay. Alpha Labs: Sector 3----------------------------------------------------------- AL11 You'll immediately encounter a Z-Sec in this first room. Turn the corner, and there's another Z-Sec and imp waiting. Walk up the stairs. To the left is a locked door needing a keycard, so go straight. A maggot and two trites will appear. Kill them and head up the next steps. Objective: Remove barrels leaking toxic gases in the chamber Looks like you can't go in here just yet. Retrace your steps, stopping at the first door you come to. There's a PDA (Mark Lamia) in here. Access the computer and remove the toxic barrels. Now go back to the previously locked door, on the way opening the security cabinet with code 123. In this room, the keycard you need is on the floor, as well as a PDA (George Poota). Make your way to the door needing the keycard, killing three Z-Secs along the way. When you approach the door, a maggot and six trites will attack. Unlock and go through the door. You'll see one Z-Sec immediately, and another down the hall. When you reach where the second Z-Sec was, three trites will come at you from behind. Then an imp will appear, and three more trites will come. Grab the video disk and armor at the desk, open the security cabinet with code 123, and go up the stairs. In the next room, there'll be an imp and two Z-Secs. Once they're dead, an imp will appear, followed by four trites, followed by another Z-Sec. Head through the next door, where two zombies are waiting. At the computer, click on "open access grate 3", then head down the long hallway to the left of where you came in. At the end there's a chaingun with some ammo. A compartment will open with some armor. Pick it up and the compartment will close temporarily. When it opens, kill the imp waiting and the one that appears. Three zombies will come down the hall for you. Head back down the hall, killing the imp, two zombies, and two Z-Secs while picking up the now- exposed items. Go through the next door, killing the Z-Sec, and head through the next door, where an imp will jump at you. Go through yet another door. There's an imp and a trite around the corner. Go down the steps, pick up the ammo and armor, and use the health station. Can you think of a reason they'd give you all these in one room? Boss: Vagary This spider-demon is a bitch. In addition to her melee attack, she can throw objects at you via telekinesis and will have a bunch of trites attack you. Dodge her attacks and mow her down with your chaingun before the trites come. After the little guys are gone, head into the transfer bay. Enpro Plant: Sector 1---------------------------------------------------------- EP12 Bravo Team is down, so you're the only hope for reinforcements...no problem. :P Head through the door and down the stairs. There's an imp, a zombie, and some items in the storage room down here; after that situation is taken care of, follow the sentry bot. The first red barrels you pass are hiding a clip. On your way there's a PDA (Paul Road...oh, look I rhymed, how witty) at a desk. Near the desk, on the wall, is a computer panel needed to stop a gas leak/fire. Continue following the bot; when you reach a fork where the bot heads left, go right for a room with an imp and a couple of items. Then continue with the following. You'll immediately come to another (less obvious) fork. Take the easier-to-miss left path to two health packs, a maggot, an imp, and a plasma gun! :D Keep following the bot until it stops and turns itself off. To the left is a broken lift, some armor shards, and a health pack. To the right is a ladder; climb it. Go down this path; the bridge isn't extended, so go through the door next to you. After a brief cutscene, you'll have to deal with a lost soul. Pick up the woman's PDA (Theresa Chasar). Open the security cabinet with code 972, then activate the computer so the bridge will extend. Six lost souls will then appear outside the door. When they're gone, go across the bridge (it will extend as you approach) and through the door. Deal with the two maggots here and head into the transfer bay. Enpro Plant: Sector 2---------------------------------------------------------- EP13 -CUTSCENE- Kill the two imps here, and use the computer to unlock the door. In the next room, you'll be attacked by two maggots. There are also two imps here. Pick up the items to the left, then head to the right. Careful of the yellow barrels; you may want to detonate them before you go down. A maggot will come from the left when you do go down the stairs; there's shards and another maggot where that came from. When you go to the right, you'll be attacked by two maggots and an imp. Under the platform the stairs lead to, there's an alcove with a health pack and some ammo. Grab them and go through the door. There's a zombie in here; when he's dead, an imp will appear at the other end of the room. Head through the next door. The flashing lights in here almost hurt my eyes. :P An imp will attack immediately; kill it and go up the stairs. A maggot will attack after the second set; kill it and go through the next door. A total of three imps will appear in here. Pick up the armor shards underneath where you came in, and note the location of the door marked "Plasma Storage". Pass the barrels, then go through the next door and down this small hallway. -CUTSCENE- You now have the transmission card; five wraiths will attack. Next to the stairs leading to the airlock is a PDA (Steve Hammer). If you aren't a very good fighter, or if you're on a high difficulty, you may want to skip this paragraph. Head back to the door marked "Plasma Storage". Open it with code 734. Pick up all the ammo, then kill the zombie hiding in here. Go back to the doorway and wait for a total of seven wraiths to come to you (and your shotgun). Then two imps will come in either door into the room. Use the same tactic as with the wraiths, while avoiding any fireballs. Go back to where you found the PDA, and go up the stairs to the airlock, killing the maggot that comes from behind. Cycle the airlock and leave the Enpro Facility. Communications Transfer: Sector 1---------------------------------------------- CT14 When you're ready, cycle the airlock and step out into the Martian air. You've got a limited oxygen supply out here, so be quick, and pick up any air canisters you see. Pick up the stuff in front of you, kill the Cacodemon flying around, and run into the next airlock. Kill the zombie and Z-Sec here, and the imp that spawns in the airlock. There'll be a short delay, and another imp will appear, possibly as you leave the room. Go through the door. In here, just before you go down the stairs, there's a computer panel hidden high up behind an open wall panel that opens up an ammo cache downstairs. When you get down there, you'll have a Z-Sec and two imps to deal with, pick up the armor under the stairs, and the shells next to the bloodstained door, where you'll get a little surprise (you'll take a couple points of damage if you do). Continue through the room, killing the imp and taking the stuff in the ammo cache. Go through the small steel door into a shaft. At the end of it there's a zombie and a ladder. Go down the ladder to another open-air area. There's a lot of trites here, and I think there's a tick or two, I may be wrong. Waste no time getting through them. At the end of the path you'll need to call a lift; when it comes, go up right away. When the lift stops, a zombie will come at you; a compartment on the left will open with an imp. There's a Z-Sec in the room ahead. You may want to shoot all the barrels before heading into the room. When you do enter, an imp will shoot fireballs from above and behind you. You can take a ladder up there for some armor, and a Cacodemon will appear when you pick it up. Take anything lying on the ground and head into the next room. Crawl under the busted door to the right for a couple of armor shards. Move down the room a bit and you'll see a truck drive off; you'll then have to deal with three Cacodemons, two ahead and one behind. When you turn the corner and come to a door, go in, plasma gun at the ready. A door will open, revealing a chainsaw zombie. Mow him down with plasma before he can react. Another door will open, revealing an imp. Kill it, then quickly grab everything in here, including the chaisaw (mwahaha!) and a PDA (James Holiday). A line of zombies will come in; feel free to try your new toy out on them. :) Leave the chainsaw room, pick up the power cell among the boxes, and the bullets and shards in the small wall compartment. Unlock the transfer bay and go through. Communications Transfer: Sector 2---------------------------------------------- CT15 As you head down this hallway, the lights will go out, and there'll be two zombies to kill. Keep going; an imp will attack when you go around the corner. As you approach the shorted-out elevator, the lights will come back on and a Pinky will appear behind you. The locked door you passed is unlocked now. Again, an imp is around the corner; kill it and head through the door. There'll be an imp waiting. Take care of it and go through the next door. This room is a mess; don't fall in the cracks! Kill the Cacodemon, then go around the room in a clockwise fashion, picking up the items and climbing up the ladder. Objective: Take service lift to the Control Room and unlock Maint. Area Doors Up here, do not step on the track! Go up the stairs in front of you and around to the left for some shells and armor. An imp will appear when you pick them up. Since you can't use the transfer station yet, use the door near it. Take care of the imp and two wraiths in here. Go to the left for a couple of items and a Pinky. Then go to the right; kill the imp that jumps through the door, then go through it yourself. Here you'll find a PDA (Ron Ridge). Now you can use the transfer station. Call the lift to your current station. Take the lift down this path to a fork. A door will open revealing a Z-Sec and some items. Turn the lift to have the steps face the items and pick them up. Now get back on the lift and raise it. Go through the door behind you. You'll see another lift; ride it down for a couple of items, come back up, and continue along this path. Kill the imp that appears when you approach the door, then go through it and the next one. You have an imp and a Z-Sec to kill. First go to the right. There's a health pack and cells here, and a Pinky and a health station across the bridge. Now go back and take the left path; kill the chainsaw zombie and activate the computer. Head back to the service lift. Take it to station 3, where there'll be an imp and a Cacodemon. Before you leave, move the lift to where the imp was and face the steps towards it. Climb down the ladder, grab the armor and clip on the cart, then climb back up. Jump back on the lift, using the rail attached to the ladder as a stepping stone. Now head through the door next to the lift station. When you approach the door at the end of this hallway, the floor will collapse. There's a Berserk powerup behind you. Pick it up, and beat the nonliving shit out of the zombies that appear. When they're dead, steps will have appeared leading to the door. Go through the door, and kill the chaisaw zombie in here. After it's gone, head into the airlock. When it opens again, kill the Cacodemon to the right and the one ahead, run down the bridge, take a left, and then a right to the airlock. Communications: Sector 1------------------------------------------------------- CM16 Cycle the airlock, step out, and kill the two Cacodemons that will appear. Objective: Locate the Main Communications Room Grab the items next to the crate, then go into the alcove in the wall. After searching that for items, head back into the room proper and kill the two imps waiting for you. Go up the stairs, use the health station and get in the elevator. Go up to Communications (you can't go to Maintenance anyway). When you step out of the elevator, a wall panel will fall and a Z-Sec will shoot from behind it; make him pay. Then click on the small computer panel next to the elevator door. Now you can get into where the Z-Sec was, although you'll have to deal with a wraith and a Z-Sec going in, and an imp coming out. After that, head through the red door, and the next one. There'll be two Z-Secs in here. Go to the computer and unlock Communications (can't unlock Monorail Access), kill the Cacodemon that appears, and go through the next door into a small room with two Z-Secs. Leave this room into a hallway. Kill the Z-Sec at the end and step through the door. The first door is locked and needs a PDA, so go down into the main communications room. Looks like Swann and Campbell really wrecked the place. Pick up the PDA (Seamus Blake). Objective: Make your way through Engineering & locate Satellite Control Center Head back up the stairs, and kill the Z-Sec. When you approach the locked door, a zombie and an imp will attack; kill them, and go through the door. In here, a zombie will crawl out of a low alcove. Continue down and out of the hallway; there'll be an imp, a Z-Sec, a health pack, and a lift. Use the latter, and kill the imp and zombie when you get down. Pick up the items next to the lift and go through the door in here. An imp and a guard will appear, both at long range. Further down the hall there'll be another Z-Sec; when he's gone, head through the door. Kill the zombie to your right and the imp that appears, then go down the stairs. Three wraiths will appear. As you leave the room, kill the imp and zombie. When you reach the health pack here, an imp will appear (I'm a poet and didn't know it :P). Go to the door the imp came in (ignore the other door, unless you think two health packs, some armor, and a clip is worth four zombies and an imp in a small, dark room). As you approach it, another imp will appear behind you; kill it and move on. In the next room, kill the imp, then crawl under the stairs for some shards and a health pack. Kill the Z-Sec that comesto meet you. Go up the steps, down the walkway (don't touch the machine!) and through the door. Kill the two Z-Secs here, pick up any items, and enter the transfer bay. Communications: Sector 2------------------------------------------------------- CM17 Objective: Locate the Satellite Control Center After the body flies out at you in here (crazy stuff) get the health pack from where the corpse came from, then call the lift and ride it. When it stops, kill the imp and head through the door. Kill the Z-Sec in here, crawl under the walkway for a couple items, then go down the walkway, killing a Z-Sec on the way. Crawl under the walkway again for a couple of shards and a health pack, then grab the PDA on the floor (Ben Wolfe). Head through the door, where you'll be attacked by two Z-Secs, and then a Cacodemon. Go through the unlocked door, kill the Z-Sec, and use the health station. Open the security cabinet with code 246. Activate the computer, and you'll have a sentry bot to escort you through the next area (if the bot is destroyed, come back for another. There won't be any sidetracking this time; just keep an eye out for items, and you'll probably need to help fight this time. The sentry will take you through three locked doors to an elevator; step in and go to Satellite Control. There's armor and a PDA (Rob Finch) here. Now you have a choice to make; do you follow Sarge's orders and send the distress signal, or follow Swann's advice against it? Go up to the computer and choose to transmit or cancel the transmission. Don't worry about your decision, it'll only change some dialogue. Objective: Make your way through Maintenance & head for the Monorail Station Regardless of your choice, head back to the elevator and down to Maintenance. When you get down there, kill the Z-Sec and imp, then kill the Z-Sec in the doorway and go through. Another Z-Sec will come to meet you. Go through the red double doors and an imp will appear behind you. Grab the shells, use the health station, and activate the computer. Leave this room and pick up the stuff in the now-open alcove, then head into the transfer bay. Monorail Skybridge------------------------------------------------------------- MS18 As you walk out of the transfer bay, the windows above will break, and air will start leaking out. Naturally, that's a bad thing. Get down the hall, killing an imp along the way. When the Pinky appears, you'll be able to breathe again. A maggot and a zombie will be right behind him, as well as a fat zombie and another maggot at the end of the hall. In the next room, Storage1, you'll be acquainted with revenants. Lucky you! I strongly suggest using plasma, as it can stop rockets. Grab the medkit in the southeast corner of the room and head up the ramp next to the stairs. In a small storage room you'll find an imp and some ammo. Go back down, go up the stairs, and head into Storage2. Kill the Pinky, imp, and fat zombie, then head into the next room. Kill the imp and maggot (there's security armor near the yellow barrel) and call the lift. There's two maggots to kill down here, and a revenant and an imp at the small flight of stairs. Two Pinky Demons await you in the Main Tank and Pump room. As you head into the Secondary Pump Room, be ready for almost ten zombies, as well as a fat zombie and an imp at the top of the stairs. Head through the next room (imp here) into Toxic Waste Processing, where a maggot is waiting. DON'T JUMP IN THE GREEN STUFF. Jump across the gap to the right. There'll be a couple imps through this door, and an imp and maggot near the red barrels. At the top of the stairs, there's a weapon rack with a rocket launcher. Kill the oh-so-sneaky imp as you go through the next door. Here, there's some goodies, including a PDA (Nick Sadowayj). Activate the computer, jump down the broken stairs, and go into Toxic Waste Processing again. There's an imp at the door and across the room, which is now devoid of green stuff. Go across the room, up the ramp, kill the imps, up the stairs, and through the door. Grab the ammo to the right and open the bay door. Recycling: Sector 2------------------------------------------------------------ RC19 Head into the windowed room on the right; grab the armor and PDA (Jeffery Moen) as you walk in. Use the med station if needed and activate the computer terminal. After Betruger finishes talking, be ready for an imp at the door, and another to the left as you walk out. See the pistons moving? Get on the one nearest to the bay door. Follow this catwalk. There's two imps and two lost souls waiting in Hallway 1B. In the next rooms (Monrail Access and Gaspump 1), be ready for three imps, a fat zombie, two lost souls, and a revenant. Luckily, there's a med station in the corner (next to vents pumping out green gas o.O). Go through Storagehall 1 (imp here) into Pipe Maintenance1, where there's another imp (and a revenant will show up behind you). There'll be a revenant at the bottom of the stairs, and some ammo under the stairs. When you get to the corner the revenant came from, an imp will come out of a room behind you; grab the rockets and medkit in said room. As you continue to the Central Pipes Junction, beware of a few zombies, an imp, and a revenant. If you head to the left, you'll find a locked door. Objective: Vent lethal gas Go back and head right. In Storage Room 1, kill the imp, and be wary of the barrels. There's a lost soul, another imp, and a revenant here. Head through Hazard Room Maintenance, killing the imp and fat zombie as you enter Hazardous Material. THere's a nearly used up med station as well as the computer terminal you need. When you activate it to vent the gas, three imps will basically line up to die to your right. Head back through the Central Pipes Junction to the previously locked door, killing a zombie, lost soul, revenant, and an imp along the way. The bay door is just ahead, but be careful; a revenant and zombie will come up from behind. Recycling: Sector 3------------------------------------------------------------ RC20 Fo to the left, and you'll be attacked by eight cherubs. At the end of the hall there'll be an imp and a med station. Go into Lower Level Access. There's an imp to kill on the stairs (one will also appear behind you). Be ready for a revenant at the top of the stairs. In the next room, call the lift and head down. A door will open to the left and two cherubs will pop out. When you go down the ramp to the right, there'll be a cherub and an ammo belt to the left. Continue down this path, making sure to grab the armor shards under the broken stairs. No, you're not imagining the growling. ;) Grab the shells and a med kit, quicksave, and go into the next room. Boss: Mancubus x3 These fatasses have huge cannons on their arms. Strafing is your friend! Strategy here just involves strafing to avoid their attacks while firing a strong weapon, probably the rocket launcher (6 hits to kill) or the chaingun. Some cherubs will attack after the Mancubi are dead. Kill them, search the room for items, then go up the ramp, at the top of which some more cherubs will attack. Pick up the armor shards, use the med station, and head through the door into Underground Upper. Guess what? Two more cherubs! :D Call the lift and go up. Objective: Reactivate Air Filtration System to gain access to the Monorail Station As you can probably tell, the air here is not good for your health. Grab the things on the rack. Along the railing are three computer terminals. Activate them. When you can breathe again, a revenant will appear. Kill it, grab the PDA (Scott Johnson), and go through the door. Kill the revenant here, then open the security cabinet with code 483. Head through the bay door. Monorail----------------------------------------------------------------------- MR21 -CUTSCENE- Go through the door and to the right for some items and a PDA (Sam Harding). Get on the train, and start it up at the front. Objective: Manually override the monorail airlock systems When your ride is over, go through the door ahead and meet your first Commando! How exciting! :D There's also a Z-Sec behind some boxes. WHen you step out of the room, there'll be an imp to the right and behind you, as well as two trites. To the left is a locked door, so go down the stairs to the right. Continue through the room, and pick up the keycard where the imps appear. Head back to the locked door (killing a couple imps). Unlock it, and let the enemies come to you: three Z-Secs, an imp, and a Commando. When you enter the room, there'll be another imp and another Commando. Grab the med kits and go up the stairs. Go through the left door, and kill the few trites in here. Next room, there's three imps, a Z-Sec, and two trites. Grab the PDA (Gary Ross), backtrack, and take the right hand path, killing the Commando. Go up the next flight of stairs and kill the imp. Head up another set of stairs to Monorail System Control. Here, there's a Commando, a med station, a PDA (Charles L. Hollies), and a security cabinet that opens with the code 142. On the computer console, click "Open Airlock Junction 05", and enter the code 826. Leave the room and kill the two Z-Secs. Down the stairs, and you'll have two imps and a Commando to deal with. Backtrack to the train (an imp, a Commando, and three trites when you get there) and activate it. Monorail: Delta Station-------------------------------------------------------- MD22 After a very bumpy ride, grab the security armor and climb the ladder. Go straight for a charging Commando and a med kit, then go through the door near the ladder. Go through Engineering Access, killing nine trites. At Delta Complex Boarding, kill the Commando and Z-Secs and head through the next door. Kill the zombies and imp in the waiting area (were they expecting a ride?). Continue through Monorail Security, killing two Commandos, a Z-Sec, and a zombie. Pick up the PDA (Karl Cullen) and med kit, then go through the next door. Pass through Delta Approach and Delta Complex Walkway, killing an imp and Commando. THen there's yet another hallway with another imp and Commando. In Delta Security Checkpoint, quickly unlock and enter the door across from you. Kill the imp in here. Three more will appear, but the turrets should kill two. Head to the computer and offline the turrets. YOu can poen the security cabinets with code 364. Pass through the checkpoint and through the bay door. Delta Labs: Level 1 East------------------------------------------------------- DE23 Simply pass through this room, picking up the PDA (Robert Price). Jump through the broken glass and follow this corridor to Delta Systems Control. Activate the computer terminal. You need to replace the missing data linker. Leave the room, and some floor panels in front of you will pop out. Crawl through the hole. Continue through the Delta Lobby Corridor into Delta 1 Access Lobby, and grab the data linker. Head back to Delta Systems Control to turn the power back on. Leave the room, kill the imp, and go back to Delta Main Lobby. There'll be an imp and a Pinky there. Pass through Delta 1 Access Lobby (killing a Commando, two zombies, and two imps) and through the newly unlocked door. An imp will immediately attack. Pass by the hanging body. Kill four imps and the Commando in this room to unlock the door (don't forget the security armor). Kill the Pinky, use the med station hidden in the corner, and go through the bay door (after a dirty trick involving a Commando and two imps, that is). Delta Labs: Level 1 West------------------------------------------------------- DW24 In this first room, an imp will come out from under a floor panel; kill it, and crawl through the hole. Kill theimp when you come out, and open the security cabinet with code 298. Enter the next room (Delta Service Tunnel 2), and kill the imp to the right, and the Cacodemon that spawns behind you. Go down the tunnel to a flight of stairs, killing a revenant and Cacodemon. In Delta Reactor Support, climb down the ladder and kill the zombie. Pass through Reactor Maintenance (one zombie) into the Reactor Room. After a warm welcome from four lost souls, go down this walkway, killing another soul. Jump onto the fallen boxes, and follow the pipe to the upper walkway. There'll be a Cacodemon and two lost souls up here. Go to the left for some items, then kill another Cacodemon and two lost souls. At the other end of the walkway is a door to Reactor Maintenace. Kill the revenant, then initialize reactor power. An imp will come out of a small maintenance door; go through it and climb the ladder. Head through the next door to the upper level of the Reactor Room, and kill the two Cacodemons. Grab the PDA (Brian Mora) at the right end of the walkway. Kill the two lost souls that appear, then head back to Delta Reactor Control. Kill the Commando and unlock the door. An imp will immediately attack you. Enter Delta Service Tunnel 1. Pass through the tunnel (killing three Cacodemons and a Commando) into Lift Access and Storage. Call the lift and head down. Kill the two imps as you go through the door. Grab the couple of items, climb the stairs, and kill the Commando. In this next room, kill the xombie and go up the elevator. There'll be a Pinky to the right, and an imp behind the elevator. Quicksave, then enter the door, and meet your first Arch-Vile. Kill him, then take the elevator. Delta Labs: Level 2 North------------------------------------------------------ DN25 Go through the door ahead, and get past the mess in here. -CUTSCENE- Since the teleporter isn't working yet, you need to go back to find the plasma inducer. Go back to the first room (Central Corridor), kill the revenant and imp, and enter the now-unlocked door on the left. Go through the East Hallway, and kill the three zombies in the East Lobby. Near the end of the room is a small computer panel. Click it for items and two imps. Continue on to Hazardous Materials. Kill the two zombies and imp. Now go to the computer panel and click 3, then jump on the cardboard box. Container 3 will be brought to you. Click 3 again and quicky jump on the container. When the machine lifts you up, jump to the ledge on the right and crawl through the maintenance duct here. When you drop down, kill the two imps and open Abrams's office with code 931. Click on the computer panel on the wall and pick up your very own BFG 9000. :D Unfortunately it only has 4 rounds in it. >.> Continue into Delta Security. Open the security cabinet with code 972. Activate the computer to unlock the door. Go through it, kill the two zombies, then grab the plasma inducer on the right. Go through the door on the left to the East Lobby and kill the imp. Now, go to the left back to the Teleporter Control Lab, killing two imps on the way. Give the guy the plasma inducer. Go through this room and the Decon Test Chamber into the Teleporter Chamber, and activate the teleporter. When you get across, grab the med kit and armor, then go through the bay door. Delta Labs: Level 2 South------------------------------------------------------ DS26 Kill the imp as you walk down this short hall, then kill a Commando, Arch-Vile, and another Commando in here. Go into the next room, the Stasis Chamber. You can download e-mails on each of the specimens. Go through the door in the back of the room. You should be able to hear someone calling for help. Go up the stairs and through the small maintenance door on the right. Go down the ladder and follow this path to find and imp, the body of the guy who was calling for help, and his PDA (Jacob Stemmons). Climb up the ladder next to him for a couple fo items. Go back to the Stasis Control Junction and go through the other door to Stasis Transfer. Activate the conveyor; follow the stasis container as it goes down its track to the next door, killing five imps on the way. When you get to Stasis Transfer Control, open the security cabinet with code 371. Go through the next door into another part of Stasis Transfer, and kill the imp here. Go down the stairs, then kill the imp that appears behind you. Follow the track (the stasis container should show up) to the next door, killing two imps on the way. Go through this door into Lift Access, where there's two imps and a video disk. Ride the lift, kill the imp up here, and continue into Analysis Control. Pick up the PDA (Larry Bullman). Next to the video disk in the corner is a computer panel that will reveal a med station. Continue on through the door at the back of the room and kill the imp and a Commando. Follow this walkway to an elevator and get on. Delta Labs: Level 3 South------------------------------------------------------ DS27 Through the door in front of you, kill the Z-Sec, Commando, and two more Z-Secs that attack. Enter the door marked "Security Station". Use the computer to unlock the door, go through it and kill the imp. Go into the bathroom for a Z-Sec and some items (check out the mirror). Leave the bathroom and continue into the Lower Terminal Office. Kill the imp that appears, then get the PDA (Frank Cerano) and Commando on the right side of the room. Go through the door on this side to see another survivor die. Depressing. :/ Return the favor by killing the Z-Sec, imp and Commando. Enter the door in front of you (Chamber 1 Control), go to the computer, and click "Cycle Chamber". Kill the imp as you exit and enter the door marked "Chamber 1". After being decontaminated, go through the next door and kill the two imps. Enter the right-hand door. Kill the Commando, then go through the next door for a PDA (Han Lee) and an imp. Go back and open the security cabinets with code 836. Now take the left door. Kill the chaingunner up above, and the Commando on the ground, then go to the computer. Activate the computer, then click "Scan for Active Pads" on the other screen. Choose Pad 1, then use the teleporter. When you arrive, kill the imp and help yourself to the items (cabinet code 841). Exit the room; you should recognize where you're at now. Follow the same path as before to the teleporter room. Choose Pad 2, and teleport. Pass through the decon chamber ahead, and the next door, going straight. The bay door is locked, so enter the security station to the right. Kill the imp and use the computer. When you exit the security station, be ready for a revenant and Commando from the front, and another revenant from behind. Kill them and enter the bay door. Delta Labs: Level 3 North------------------------------------------------------ DN28 Pass through this first hallway, killing the two imps, then go to the left. In the Level 3 Common Area you'll be attacked by a revenant, a Commando, two imps, and a chaingun Commando. After dealing with that, go through the door on the left side of the room. You'll meet an imp and a decidedly broken bridge. Go around to the right, killing a revenant, until you get to the Chamber 3 Terminal. Go to the left out of the room, then down the ladder at this walkway. There'll be an imp down there. Enter Chamber 3 Control, and activate the computer. Head back to Chamber 3 Terminal, killing a few imps, and take the right door into the decon chamber. Enter the teleport station and you'll be attacked by a commando and chaingunner; further into the room will be a revenant and two imps. Go to the computer and choose Pad 2 for some ammo and a PDA (Marten Shultz). Walk back to the teleporter chamber and choose Pad 3 for some more items and an imp. Head back again and choose Pad 1 (Pad 4 is a waste of time). Now you're across the bridge. Head straight for the bay door; to the left is a little chaingun ammo, two imps, and a bunch of trites. Delta Labs: Level 4------------------------------------------------------------ DL29 Welcome to what I affectionately call the "Mess Hall". :) I love what the demons have done with the place! Follow the hall, killing a chainsaw zombie, into the Ready Room, which has another chainsaw zombie. Go through the door on the left first. Heal up, and open the security cabinet with code 579. Save and head through the door on the right. Boss: Hell Knights These mountains of muscle can kill you quickly, so you should kill them quicker. They're tougher than normal Hell Knights, so I suggest a fully charged BFG shot for the first and rockets or chaingun for the second. Evading them is easy enough; they're like slow imps. Hell 1------------------------------------------------------------------------- HL30 Welcome to Hell. ;) You'll notice you're unarmed, so grab the items to the right, then head up the stairs in front of you and enter the pretty light. When you land, kill four imps and a path will appear in front of you. Follow this path until you meet a Hell Knight. Kill him and then a couple of cherubs. Get the chainsaw, med kit, and imp on the right side of the room, then pass through the wall the Knight came from. There's a chaingun and a couple of med kits to the left. Go to the right; a door will open and two imps will appear. Kill them and two lost souls as you leave the room. There's four souls in this next area, which needs some new flooring. >.> A couple of souls will also attack as you hop across, and two more will appear when you get across and head inside. There'll be two lost souls, a Hell Knight, and three imps in here. Enter the fenced area, and five cherubs and a Hell Knight will show up. Continue out of the room to a pentagram with a plasma gun on it. Grab the other items on the floow, then the gun. You'll be brought downwards. Pick up the Berserk powerup and kill anything you can find in this room. Pick off any stragglers, and find the cache of items (lying on the floor next to a wall). Find the portal (a small trail of runes on the floor leads to it), and step in. Hell 2------------------------------------------------------------------------- HL31 Grab all the items where you appear, including a PDA (Simon Garlick). You may want to quicksave. Dash across the bridge without getting crushed on the pentagram, or falling in lava. You don't need to bother with the Mancubi. Follow this path; after a small flight of stairs there'll be an imp and a bunch of ammo. Continue along this path, killing three imps, and a lost soul when you get to a door. There'll be an imp on either side of the door. In the next room (filled with lava), kill two lost souls, then go down the ramp to the left for some items. Cross the bridge to a path with two lost souls, a door, and five hell zombies. Step through the door for two souls, a Hell Knight, and two more lost souls. Continue along this path, killing an imp on the way, to a cliff. On the cliff are two imps and some ammo; a Hell Knight will appear when you pick up the ammo. Down the next hall is a Hell Knight and four cherubs. When you reach a room with a large pillar in the center, you'll get to fight a Mancubus. :D Grab the items on the floor, then go to the door, where there's another Mancubus! :D Step through the door for four cherubs and...wait for it...ANOTHER MANCUBUS! :D Anyways, continue on through the door on the left. Kill the Hell Knight and watch the magic. :) Hell 3------------------------------------------------------------------------- HL32 Simply follow this path while Betruger taunts you. Make sure to grab the items near the portal. Hmm...long, ominous path, with nothing but items and a portal at the end. It almost feels like something big is going to happen! ;) Save and step through the portal. Boss: Guardian of Hell Aww, ain't it cute? No, you say? Fine then. >.> Get out your chaingun, and run. Shoot the Seekers (little flying things). When you kill two, the Guardian will stop; a ball of energy will appear over it and produce two more Seekers. Shoot the ball of energy until it disappears, the kill the Seekers. Rinse and repeat. When the Guardian falls, grab any items in the area, then walk up to the Soul Cube and take it. Enter the portal, then use the teleporter ahead. Keep in mind the last thing the Cube says: "We are the only way to defeat Hell's mightiest warrior...". Delta Complex------------------------------------------------------------------ DC33 Welcome back to...ah, who am I kidding, this place has gone to hell. Grab the weapons on the right, then go down the stairs to an open vent in the floor. Crawl through the shaft. Be ready for a tough fight when you drop down. I suggest using a grenade on the chaingunner (before you even drop down, if you want), then taking his weapon. Kill four Commandos with the chaingun and machine gun, then kill the Arch-Vile with the Soul Cube. After they're dead, grab the shotgun in a crate near where you dropped in, and the plasma gun at the end of the service tunnel. Then enter the door across from where you dropped down and call the lift. Go down and kill the chaingun Commando. Go through the door into Delta Authority Systems, where a revenant will attack from the left. Head up the stairs and through the door to a med station and an elevator. Ride the elevator up to the Delta Authority Junction, then go through the door behind the elevator. Here you'll find Counselor Swann, who'll give you some disturbing info and his PDA. Objective: Using Swann's PDA gain entrance into the CPU Complex Go through the door behind Swann. The hallway is blocked by that wierd growth, but there's a vent you can crawl through. Follow the shaft to a ladder, where there's a higher shaft to follow. At the end of it, grab the items, then extend a service ladder using the computer panel on the wall. You'll get a warm welcome when you climb down: two Arch-Viles in a row. Get the PDA in the corner of the lobby (Bruce Jackson). Open the door to CPU Access, head through it and kill the Commando. There's also a revenant around the corner. You can get an interesting e-mail at the terminal here, then open the bay door. Central Processing------------------------------------------------------------- CP34 -CUTSCENE- At the end of this hall, the glass will break and two imps will appear. Kill them and step through the broken glass. Click on the computer on the far right to reveal some armor, then open the security cabinet with code 571. Go through the door to the Main Entrance Hall, where a wraith will immediately attack. Walk up to the door in front of you (next to the growth). Objective: Find replacement door panel in Lab A to gain access to Delta Library For health and a security code you'll need shortly, go through the door on the right to Security Monitoring. When you're done in there and reenter the Main Entrance Hall, four trites will attack. Now take the left path. Enter the first door you see for a PDA (Tony Bates). An imp will appear when you take it. Head back out into the hall to catch a glimpse of Campbell through the glass. The room across from the glass holds some ammo. Turn the corner and kill the Arch-Vile. Objective: Obtain access codes for Lab A If you went to Security Monitoring and checked the computer, you might already know that the access code is 627. Go through the door and to the right; jump across the chasm that appears, then continue into the Lab A Lower Floor. Go to the right, killing the three cherubs that appear. Pass up the elevator for now, and continue through the room. There'll be an imp and a wraith as you turn the corner, and when you reach the door, an imp, a wraith, and two cherubs will appear behind you. Grab all the items, including a PDA (Charlie Haskell), then go through the door to another fiery chasm; grab the items on the third stone. Now backtrack a little to the elevator you passed, killing an imp, a Commando, and two cherubs on the way, and ride it up to Lab A Upper Floors. Kill the wraith in front of you, then turn the corner for an Arch-Vile and a cherub. Go through the small corridor next to the Arch-Vile, and two wraiths will attack in the next room. Keep walking to another elevator and ride it up. Four cherubs will attack right away. Go straight and to the right for a Commando and a door to Lab A Upper Floors Offices. After two imps attack, go around the spikes in the floor, grabbing the ammo, and killing two imps and three cherubs that appear. Continue on past the spikes and through the door out of the offices. Go to the left, where you'll find an imp. In the open security cabinet is the replacement door panel you need. When you pick it up, an imp and about seven trites will attack. Open the other locker with code 468. Now you need to go back to the door to the Delta Library. You'll fight a Commando and three cherubs in the offices, five wraiths on Level 2, and an imp when you get back to the Main Entrance Lobby. Simply walk up to the door to replace the panel, then go through. Go down this corridor and through the door to find Campbell, who isn't in the best shape. Go ahead and ride the elevator to the left. Central Server Banks----------------------------------------------------------- CB35 Just ahead of you and a little to the left is a vent you can crawl through for some ammo, then crawl back through and keep going. When you reach a fork, six enemies will take turns going after you: an imp, a revenant, two chaingun Commandos, then another imp and another revenant. Kill them to unlock the doors on either side of the room. Go through either door to the next room. Kill seven trites, an imp, two wraiths, and an Arch-Vile in here to unlock the next door. Go through this corridor, where Sarge will taunt you some more. The next room is small, with a bunch of ammo. Grab the items, SAVE, and step through the next door. Boss: Sabaoth Sergeant Kelly has put on some serious weight! O.O He has a couple of attacks at his disposal: he can charge at you, which isn't too hard to avoid if you move fast, and the BFG he took from Campbell. The BFG, as you might know from using it, does damage in two ways: an energy beam from the projectile as it slowly moves through the air, and the actual explosion. The latter is easy to avoid, but because of the beam, you may want to shoot the projectile in the air to make it explode prematurely. As for what weapon to use, just pick a powerful one; I've killed him with the plasma gun, the chaingun (great for ruining his BFG shot), rockets, and grenades. I suggest the chaingun. And if the soul cube is charged, feel free to use it. After Sarge kicks the bucket, grab his BFG, then enter his "Garage" behind him. Crawl through the vent in the left wall, jump down and take the elevator. Site 3------------------------------------------------------------------------- ST36 Use the med station if you need to, then go forward and a Hell Knight will appear. Kill it, then the imp and two wraiths that appear. Objective: Gain Security clearance for all Site 3 areas Go through the door on the left to Site 3 Hub, and kill the imp that appears. Being wary of all the explosives, go to the middle of the room, kill the imp, and enter the door marked "Garage". There's two imps and a Hell Knight in the Freight Cart Terminal. Kill them, grab the items on the wall, and go through the door on the right. Kill the Arch-Vile, then continue into Lab Section 1, where there's a revenant to kill, and a wraith right after. Grab the ammo at the bottom of the stairs, then climb them and enter the door to Lab Section 2. Kill the wraith and climb down the ladder. Down here you'll have a wraith and three imps to deal with. Kill them, then go around the room to a door. Follow this corridor to a revenant, a wraith, and two imps. Take the left fork, climb the ladder and follow the shaft to Artifact Research. Kill the Hell Knight and wraiths, then go through the door next to the tablets to find an actual, living human that won't die in front of you! Take his PDA (Pierce Rogers) and the video disk. You now have the security clearance you need. Leave the archaeologist, kill the five wraiths and imp in Artifact Research, then open the door next to where you dropped in. Kill the revenant, then continue on to another locked door. Open it, and voila, you're back in the entrance hall. Kill the imp, and enter the Site 3 Hub again. Kill the imp and revenant, then go through the door marked "Garage". Kill the imp that appears behind you, then go over to the freight cart and get on. There'll be three imps waiting when you get off. Get the stuff behind the elevator, then ride it. Caverns: Area 1---------------------------------------------------------------- CA37 Step out of the elevator and you'll be attacked by twelve trites. Get the machinegun in front of the elevator. Behind the elevator is a set of stairs; go under the open floor panel under the stairs for some grenades. Using the crates as stepping stones, get on and climb the stairs, then follow this path to a door, killing an imp and two wraiths. Go through this door to a locker room, and then a similar room with an imp and med station. Go through the next door to Base 1 Junction 1, and kill the chaingunner. You'll come to a fork with four wraiths. The right is blocked, so go to the left and through the door, and then another door to Containment Monitoring. Go forward and an Arch-Vile will appear. Kill it and anything it summons, then the chaingun Commando that comes from behind. Pass through this room to Base 1, Junction 3, and an imp, eight trites, and a tick. Pass through the door to Heavy Transfer Lift 1. Objective: Activate the Service Lift to reach the lower levels of the Caverns Go past the lift to the back of the room and a ladder. Climb it, and kill the two Cacodemons that appear. Jump across the gap and enter Heavy Lift Control. Activate the computer nearest to where you came in. Get the med kit near one of the computers, then go through the door. Call the lift and go down to Living Quarters 1A. Grab the rockets by the bunk, and kill the nine trites that appear. Go through the door out to the Heavy Transfer lift, and kill the Hell Knight and four imps that appear. Activate the lift and save. Grab the BFG cells as you go down if you can. At the bottom you'll face three Hell Knights. Make short work of them using the Soul Cube and BFG. Grab the chainsaw among the crates, then go through the bay door. Caverns: Area 1 Sublevel------------------------------------------------------- CS38 Go through the door in front of you and turn to the left. Go down the stairs and kill the wraith that jumps down. Be careful of the hole in the floor; that'd be a nasty fall. Go down the path to the right, killing three imps and a chaingunner. There'll be another chaingunner at the corner. Open the large door to the Material Transfer Lift. Kill the imp behind the boxes, then move towards the ladder. Objective: Swing the crane over the drop and extend the load to cross the chasm Kill the five Cacodemons that appear. Now climb the ladder and use the computer to swing the load to the right, and extend it (large arrow on the right, then the small one in the top left corner). Use the ladder on the right and jump on top on the crane. Walk to the end, then jump down, using the crane's load and the pipes as stepping stones. Kill the imp and Cacodemon down here, then enter the small room on the right. Kill the imp, then go through the next door into B1 Sub Junction 2. Follow this short path to Personnel Transfer. Go down to the lower part of this room. Crawl behind some boxes to find some armoer shards and rockets. Open the door here, and three imps and two wraiths will appear. Call the lift, and it'll come with a Hell Knight. Kill it and use the lift. Checking for items among the crates, go down to the lower part of the room and kill the Arch-Vile that appears. Kill the imp and wraith in the small tunnels, then go through the next door to B2 Material Transfer Lift. Kill the Cacodemon and chaingun Commando, then use the crates to cross the pit. Enter the door on the other side to Sub Station 3 Transfer. Grab all the ammo, then use the lift. Caverns: Area 2---------------------------------------------------------------- CA39 Go around behind the lift, and two Hell Knights and then an Arch-Vile will appear. Kill them, then go through the unlocked door to the Main Dig Junction. Follow this path. When you get to a pillar, six wraiths will attack. Continue into the Main Excavation. Go down the ramp and you'll find a keycard on a table and some rockets on some crates. Head back to the lift at Sub Station 3, killing an imp and two wraiths on the way. Open the other door for some ammo and a med station. When you step out of the storage room, ten trites will attack. Head back to the Main Excavation, killing five more trites in the Dig Junction. Once in the excavation, don't try to turn on the lights in the tunnel wil the small computer in front of the entrance; that'll summon two Hell Knights and two Cacodemons. The real light switch is just inside the tunnel on the left. Go down this tunnel, killing four trites at the second corner, and avoiding the falling blocks at the third. When you get to the Levitation Site at the end of the tunnel, three wraiths and two imps will attack. Get any items on the table, then go down Chamber Junction 2. In the Room of Stars, you'll have a Hell Knight, five trites and two imps to deal with. There's another light switch in the corner of the room. Continue on through Chamber Junction 3. Quicksave before you get to the large chamber at the end of this path. In here you get to fight two Vagarys! Or is it Vagaries...anyway, throw whatever you've got at them (BFG, anyone?) then finish off any trites. Grab the med kit behind an upturned table, then go up the stairsthat have appeared. Grab the BFG cell on the right and go through the fancy stone door. Grab all the ammo in here (there is a light switch), then use the lift. Primary Excavation------------------------------------------------------------- PE40 O.O Look at all the beautiful ammunition down here! :D You think they're trying to prepare you for something? Go forward and down the steps to find the Chamber of the Hero. Grab the med kit on the table, then go behind the sarcophagus. Pick up the backpack of ammo, and the wall will tear away, revealing a new path. Go down this ramp to another wall, which will open for you. Step inside and the floor will descend. When you reach the bottom, step out and follow this rather ominous path, which basically screams "SAVE SOON!". The path will become narrower and narrower; when you suddenly reach a larger room divided in two by a wall, go to the left. A brick on the wall has the id logo on it. Activate it like you would a computer, and part of the wall will open, revealing another room. There's a PDA in here: thank yous from id. Now save, and walk over to the wall on the right side of the room. Final Boss: Cyberdemon Ah...here is "Hell's mightiest warrior". This guy is HUGE. He can damage you two ways: his arm cannon, and stepping on you, the latter of which can be incredibly lethal if it does happen. Make use of your unlimited adrenaline down here to avoid him. You have but one option here; the Soul Cube is the only thing that will damage him. Kill the imps and maggots climbing out of the Hellgate to charge the Cube, then let it fly four times to kill the Cyberdemon. Once the Cyberdemon falls, the Hellgate will close, the invasion will end, and the credits will roll. Congratulations on beating Doom 3! =============================================================================== S006 ---------------------------S E C U R I T Y C O D E S-------------------------- =============================================================================== Here is a list of the security codes you'll need in the game. Security cabinets are listed by their number. All cabinets and doors are listed in the order that you find them in the game. Format: cabinet #/door---code 001---396 023---531 017---347 Weapons Storage, Marine Command---584 009---452 038---409 039---102 047---123 048---123 063---972 Plasma Storage---734 1st 054---246 003---483 2nd 054---142 Site 2 Airlock---826 078---364 079---364 210---298 Michael Abram's Office---931 116---972 213---371 386---836 387---836 317---841 104---579 452---571 Lab A---627 669---468 =============================================================================== W007 ---------------------------------W E A P O N S--------------------------------- =============================================================================== How are you going to fight the demons of hell without kickass weapons? Here's a description of each weapon that will be at your disposal: -Fists Ammo: N/A Magazine: N/A Do yourself a favor, and don't bother punching anyone without a Berserk power- up. It's basically screaming, "HEY, LOOK AT ME! I'VE GOT A DEATH WISH!" Recommended against: Nothing. Just don't. -Flashlight Ammo: N/A Magazine: N/A Yes, you can use a flashlight as a weapon; it's stronger than punching. O.o Recommended against: Zombies, Fat Zombies -Pistol Ammo: Bullets Magazine: 12 rounds The pistol is a weak but very accurate weapon; as far as I can tell, the most accurate in the game (sort of, I'll explain in a bit). However, it's always overshadowed by better options. Recommended against: Zombies, Fat Zombies -Shotgun Ammo: Shells Magazine: 8 rounds This thing is awesome! Although you have to be at close range for it to work, it will kill almost anything fairly quickly. Don't be shy with it; there's plenty of ammo. Note that you can fire while reloading. Recommended against: All zombies, Z-Secs, Imps, Maggots, Trites, Lost Souls, Pinky Demons, Cherubs -Machine Gun Ammo: Clips Magazine: 60 rounds Of course every FPS needs one. :P This particular machine gun is surprisingly accurate, and can be used for longer-than-shotgun-range combat. Recommended against: Regular and Fat Zombies, Z-Secs, Imps, Trites -Chaingun Ammo: Ammo Belts Magazine: 60 rounds Think of this as an upgraded machine gun with more power and rarer ammo. Use this when the regular machine gun won't cut it. Recommended against: Pinky Demons, Commandos, Arch-Viles, Hell Knights, Vagary, Mancubus, Chainsaw Zombie, Guardian -Grenades Ammo: ... Magazine: N/A (thanks to Aaron Burns for this info) "The grenades explode on impact in case you didn't know and they work wonderfully against just about everything. It may take several throws but they are awesome the longer you hold down the trigger button the less time you have before it goes off so don't hold it down for to long unless you want to die." Recommended against: Anything -Plasma Gun Ammo: Plasma Cells Magazine: 50 rounds A automatic gun that fires plasma (naturally). Although it can be harder to aim than other weapons, it is powerful. And it can easily stop enemy projectiles! Recommended against: Arch-Viles, Hell Knights, Revenants, Cacodemons, Sabaoth, Chainsaw Zombie, Guardian -Rocket Launcher Ammo: Rockets Magazine: 5 rounds It's a rocket launcher, what do you want me to say? Just don't hurt yourself (don't use it at close range!). Recommended against: Commandos, Arch-Viles, Hell Knights, Mancubus, Sabaoth -BFG 9000 Ammo: BFG Cells Magazine: 4 rounds The mother of all powerful weapons. Used properly, this thing spells doom (aren't I witty?) for just about anything. When fired, it will home in on the target, causing damage even before the projectile hits, then BOOM!! No more enemy. :D To further ensure your enemy's demise, you can CHARGE the sucker! There are four levels of charge; the fourth level will probably kill whatever you shoot (with two exceptions). Don't charge it too long, or it will go critical, and you can kiss your ass goodbye. Note that the BFG no longer uses the same ammo as the Plasma Gun. Recommended against: Arch-Viles, Hell Knights, Mancubi, Vagary, Sabaoth (although you could use it on a weaker enemy once, just for kicks :P) -Soul Cube Ammo: N/A Magazine: N/A The Soul Cube is a very interesting and powerful weapon. You can't just use it whenever; you have to charge it with five souls (kill five enemies with any other weapon). Once it's charged and used, it will fly at the enemy and proceed to make mincemeat out of them. It will kill all but the most powerful demons in one fell swoop. And, as an added bonus, it will heal you as it kills the demon! Recommended against: Everything, although you may want to save it for stronger enemies. -Chainsaw Ammo: N/A Magazine: N/A The chainsaw makes a triumphant return in Doom 3! Hold the trigger to use the chainsaw and pulverize whatever unlucky enemy you stick it into. It will kill most demons fairly easily, but you may take quite a bit of damage in the process in some cases. Recommended against: Regular and Fat Zombies, Z-Secs, Imps, Maggots, Lost Souls =============================================================================== I008 -----------------------------O T H E R I T E M S------------------------------ =============================================================================== -PDAs These are extremely important, giving you access to locked doors, security cabinets, etc. -Health Packs These restore your health, naturally; they come in three sizes and degrees of healing: small, medium and large. -Security Armor and Armor Shards These increase your Armor Rating (max 125), which protects from some damage. Security Armor increases it by 50, shards by 5. -Health Stations: Unlike the other items, this isn't a pickup. Simply activate it to restore health (each click gives 10 units). The maximum units for a health station is 100, which is how much health it can restore. -Berserk Powerup You may remember this from the original Doom. It's even better this time; punch anything after picking it up, and it dies instantly. Sadly, there are only two in the game. -Keycards These are sometimes needed to open a locked door; just find the keycard and you can open the door. -Video Disks They let you download videos you can view on your PDA -Air Canisters These replenish your oxygen supply when outside, on the Martian landscape. -Adrenaline These restore your adrenaline, which allows you to run longer. =============================================================================== E009 ---------------------------------E N E M I E S--------------------------------- =============================================================================== These are the guys that you'll be fighting through the game; give 'em hell. No pun intended. :P Pics of most enemies can be found here: http://en.wikipedia.org/wiki/List_of_enemies_in_Doom_3 -Zombie The classic undead human. There are several types. -Normal Zombie: Just a run-of-the mill zombie. They're slow and can't take much punishment. They will occasionally carry tools as weapons. -Fat Zombie: An overweight zombie. >.> These are essentially the same as normal zombies but they can dish out and take more punishment. -Flaming Zombie: There's only one of these in the game. He's a lot faster, so kill him quickly. -Hell Zombie: These are only found in the Hell level. They somewhat resemble mummies, and can take more damage than a normal zombie. -Chainsaw Zombie: A big, burly zombie wielding a chainsaw. Not a good thing. And he's pretty fast to boot. Shoot while walking backwards away from him. -Z-Secs: Zombies with combat training...definitely not good. They don't have any problem with movement. They can wield a pistol, a shotgun, or a machine gun (machine gunners will always have a helmet). In many cases, you can be warned of their presence by incomprehensible radio chatter. -Commando: These guys are a pain. They are much faster than the other zombies, and pack quite a punch. Either they will rush you with their tentacle arm, or shoot you with a chaingun. Either way, don't get hit! -Imp: You'll see tons of these guys throughout the game; they're essentially cannon fodder. They have a humanoid appearance, and love to jump at you and scare the crap out of you. They can also throw fireballs, but they're easy to dodge. -Maggot: These are similar to imps, but have two heads and usually walk on all fours, except when they're charging you. The shotgun is perfect for them. -Pinky Demon: These are also called Bull Demons, although their Doom and Doom II appearance better suits it. They walk on all fours and have mechanical hind legs. If you have space, move backwards while firing at it. -Trite: Small, spider-like demons that travel in packs. The shotgun works nicely on these guys. -Tick: These are very similar to Trites, but they explode. o.o Don't worry, they're much less common. -Lost Souls: Essentially, they're flying heads. :P They don't have any other attack than charging, so whip out the shotgun. -Mancubus (plural: Mancubi): The most noticeable feature of these guys is that they're fat. :P Their faces resemble Lovecraft's Cthulhu, or Dr. Zoidberg from Futurama. Your pick. They have a cannon on each arm. The best thing to do is to strafe and fire. -Cherub: These things look like half-baby, half-insect hybrids. All they can do is come at you to use their melee attack, so take out your shotgun. They appear in groups, and sometimes with Mancubi. -Revenant: A humanoid demon with transparent skin, so it looks like a skeleton. It has two rocket launchers on its shoulders; the plasma gun is the weapon of choice here. -Hell Knight: You can think of these as oversized imps. They also have fireballs in addition to their melee attack. Make sure to kill them quickly! -Cacodemon: A floating, round demon with a huge mouth. They do have a melee attack, but they can also fire projectiles; the plasma gun is your best bet. -Vagary: A female spider demon. In addition to just hitting you, they can throw objects at you via telekinesis. There will also be plenty of Trites with it. Thankfully, there are only three in the game. -Guardian of Hell: This gigantic demon guards the Soul Cube in Hell. Since it is blind, it relies on its Seekers to find its prey. Kill the Seekers, and the Guardian will be vulnerable for a moment. -Sabaoth: Part Sargeant Kelly, part tank, part demon. And he's got a BFG to boot. Not good. You can shoot the BFG projectile to avoid being killed. -Cyberdemon: According to the Soul Cube, this is "Hell's mightiest warrior". And I see why it would earn that title. It has a cannon on its arm, which you really don't want to be hit by, and can step on you for MASSIVE DAMAGE. He can only be damaged by the Soul Cube. =============================================================================== F010 -----------------------------------F. A. Q.------------------------------------ =============================================================================== Q: Is this game scary? A: It can be, that's what the developers intended. If you scare easily, just play in a lit room, sit away from the screen, and have someone else around if possible. Q: Will this be a problem with my beliefs, what with the pentagrams and all that? A: It's just a game. Think of it this way; you're trying to save mankind from Hell. Q: How do I beat [insert part of game or enemy here]? A: Scroll up the page. If the FAQ really doesn't help for some odd reason, you can e-mail me as a LAST RESORT. Q: Is there split-screen multiplayer? A: No. You need to system link or go online. Q: Are there cheats? A: There are two. Invincibility: Hold the left trigger and press X, Y, B, A. You'll need to activate this every level. Level Skip: Go to the Objectives screen on the PDA, hold the left trigger and press B, A, X, Y. Q: Why write a FAQ for a linear game like this? A: Because people may want to know where to find something, how to beat an enemy, or how to get past a certain part in the game (there are a couple spots where it's fairly easy to get stuck). Q: L0lz liek th15 g4me iz teh suxx0rs!!!11!!1111!! A: That's not a question. Q: liek wy iz th15 g4me teh suxx0rs???!!1! A: Because you touch yourself at night. =============================================================================== V011 -------------------------V E R S I O N H I S T O R Y-------------------------- =============================================================================== Version 0.5: 17 out of 40 areas completed in walkthrough, weapons, enemies, story, tips, items covered. Version 0.51: Neoseeker & Super Cheats added to allowed sites; "Thanks To" section is less crappy now; web page w/ pics of enemies added. Version 0.61: Added F.A.Q.; added info about grenades; added Cheat Happens to allowed sites. Version 0.71: Cleaned up the FAQ a bit, fixed some spelling mistakes, changed order of the sections, added search codes. Version 1.00: Completed walkthrough, general cleanup of the FAQ, added security codes, updated Thanks To section, added I few small things I forgot. =============================================================================== T012 -------------------------------T H A N K S T O-------------------------------- =============================================================================== Gamefaqs, for existing, and therefore allowing this to exist. id, for making Doom 3. Microsoft, for the Xbox. kaptainkrunk, for suggesting a walkthrough be written. Aaron B., for a little explanation on the grenades. David B., for pointing out a early weapon that I somehow missed. Mike, for suggesting that I include names of rooms and areas in the walkthrough. My friend's Xbox, which didn't die like my Xbox and Xbox 360 did so I could finish the FAQ. =============================================================================== L013 ------------------------------L E G A L C R A P------------------------------- =============================================================================== This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any website or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as part of any public display is strictly prohibited and a violation of copyright. Sites this guide may be hosted on: www.gamefaqs.com www.neoseeker.com www.supercheats.com www.cheathappens.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.