All access is under security supervision. Go through the exit door into the secondary level. Some ingenuity--and box pushing--can get you inside this room and to the plasma cells. Back off and take him out from long-range with the chain or plasma gun. Use the computer on the left desk and access the last report to learn of cabinet code 972 for locker #116. For instance, use against an imp on a balcony or adjacent catwalk. Go to the right and pick up Sam Harding's PDA. Kill the arch vile first then concentrate on any enemies the arch vile spawned into the room. Imps populate the area so be ready for a fight. Defeat the creature on the catwalk as well as an imp to the left. Go to sector security and terminate the ops lock down. Turn right and spot the storage locker. Line up your chainsaw with the approaching lost soul and grind the flaming head into oblivion. When the imp appears, retreat and shoot the one that materialized behind you. Return to the opposite door and move through. Grab some ammo off the crate nearby then use the button to the marine's left to cycle the airlock. A second group arrives from the front as well. The audio log reveals the cabinet code: 752. As you work your way through maintenance 1, a large group of imps teleports in around you. Be ready to take out a maintenance worker (fully zombie now) on the other side of the door. Open the lift exit using the console. As you search the storage room, some maggots teleport in behind you. Don't waste strong weapon ammo on slow zombies. Move around the junction to find the door on the opposite side. The longer you hold down, the farther the toss. Go through the hall and to the door on the right. Descend the ladder, kill another imp, and then ascend the stairs into the control room. The primary EPD reactor feeds into the hydrocon processing system for transport to sector 2 MFS refinement and storage. Go to the right and check under the stairs for health and ammo--and a maggot. The path to the right leads into security operations, where you'll encounter a couple guards and find some armor and health. You can also use the larger crates in the room to quickly leap to the armor on the upper catwalk (though there's a nearby lift that will take you there directly). They certainly appear gruesome like zombies but they're quicker, often smarter (can perform some occasional dodging), and carry a weapon. Proceed to the gallery, where giant spiders await you. Open the bay door to complete the level. Leap down through the window toward the EPD. The second door up the ramp leads to an intersection: go straight to drop onto a backpack, go left to the plasma gun (look out the window from the plasma gun to see some immediate ammo taking you to 80 cells), and go right for the rocket launcher. But your firsts can be extremely powerful when enhanced by the berserk power-up. A missed jump sends you plummeting into the darkness below (in other words, instant death). You'll notice some familiar textures in this unusual arcade game. Beware of the imp that appears behind you. Doom 3's in-game downloader is not very good. Gather as many supplies as possible before moving to the next level. The demon is fast and lacks ranged ability; it will charge you on sight and gore you like a bull. Clear out the minions plus a couple more in left caves before you can unlock the exit door. Hide behind corners and wait for them to pounce so you can blast them at close range with your shotgun. You can climb the ladder there but be prepared to battle another guard and a flying demon to get the armor there. Use the gas transfer monitor station console and seal the gas leak. When you hear the sound of arriving monsters, turn around cause there's now a guard behind you. Get ready to move! Move through the door and enter the door on the right. Like zombies, the term "soldier" encompasses a lot of enemy types. Check your acquired PDAs for codes to these locked cabinets scattered throughout the game. Search the storage room on the right for supplies--though after defeating the imp and bloated zombie inside. Return to the hall and go into the door on the left. Be ready for a hell knight! A second revenant appears from the storage room on the right. He must be stopped immediately! it was discovered through research and UAC decided to explore the "other world" and bring back samples that prove humans weren't the only living things in the galaxy. Search storage rooms for armor, health, and ammo. Unlock the cargo lift controls at this console. In a frantic firefight, you may find yourself reloading too often giving your enemies a chance to reach your position. It's the same intro as you watched in the lobby. Your oxygen is running out! Crush him, search for health and armor, and exit. As you move ahead and toward the corner, an imp busts out of the wall. Defeat the two imps then search the lobby and restroom for supplies. Don't get caught reloading in a frantic battle. Finish off the lost souls with the chainsaw to conserve ammo. Rotate the crate. Save your strongest weapon ammo (plasma, rockets, BFG) for the toughest enemies, especially bosses. Part 1/5: The camera fades in on the exterior of the Mars Colony Base, where a group of scientists and engineers are busily working on experiments and research projects. Select pad 2 balcony. Open the security door into the next area. Go through the unlocked door. Approach the ladder at the end. Open the door quietly and spot the creature before it spots you. Otherwise, long-range weapons are better: equip the plasma gun, chain gun, rocket launcher, or even machine gun (though that will take longer to finish the revenant off). Finally a team of imps comes in. Go over to the console on the left side. Provides the PDAs and video disks on your current level. Defeat it and search the room for ammo. Talk with him. But as soon as he turns the corner, move up close and blast the imp with the shotgun. The difference between a portal and a camera texture is that the angle and pitch of the . With the premium on ammunition, make your BFG shot count. Continue into the MFS compressor room and battle a group of enemies before finding the storage locker behind the compressor. Open the next door and shoot the lost souls. Inside are the BFG 9000 and some armor. Board the elevator and proceed to level two, maintenance. Point your chainsaw at them and slice and dice the lost souls as they approach. You'll initially encounter some lost souls. Find health in the back corner then use the lift to go down. Aim for the upper body and head. Be ready when you grab this PDA. In the next room, a cherub hides to the right. Battle another cacodemon. Locate the BFG just on the other side of the rocks near the very edge. Go to the right. Approach the console and defeat the maggot. Start across the cavern. Return left and get out. This section offers tips on using Doom 3's weapon arsenal. You can search the bathroom on the right for armor but be aware there are a guard and soldier inside. Kill the souls using the chainsaw and ascend the staircase. Proceed through the open area. Find the vent hatch in one of the side rooms. He offers up his PDA, which includes security codes as well as an email referencing Quake 43. Cycle the chamber to unlock the door into chamber 1. Return to the systems control room and walk between the monitors to place the data linker. Approach the PDA on the stone block and pick it up. Use the health station if needed. Open the console with "CTRL-ALT-~" and type in one of the original Doom cheat codes: iddqd. The shotgun is the ultimate close-range weapon and since Doom 3 consists of a lot of corridor fighting, it's one of the better overall weapons in the game. Read his emails and listen to the audio logs. There's also a video disk on the table. You can check past the door marked blue 19 but the passage is locked. Join up with Bravo Team in Alpha Labs. The Administration Facility is the corporate presence on Mars. These include the "z-sec" and commando variety. Shoot the zombie hiding to the left. Follow around to the meeting room; battle imps and cherubs along the way. Meet your first Doom 3 imp. Lure the imp to the explosive barrels to kill it. Proceed toward the door on the left. Shoot the cherubs that arrive to the right. Then again, you could set a trap yourself. The good news is you're much faster than the hell knight. Use the other console to cycle the chamber, which unlocks the door to chamber 1. This is where most of the artifacts from the Ancient Martian civilization were found, including the stone tablets and Soul Cube. Approach the console and click any bin. There's a health station to the left. Walk back down to the teleporter and use it. Grab Peter Raleigh's PDA and check it out. Return to the main hallway and battle the beasts that arrive. Use "0" to toggle it off. Your best counter is a powerful weapon that excels at both long and short ranges. Explore the kitchen for ammo and more zombies. Start back toward the level entrance. Ready your pistol and exit. A monitor in the satellite control center on the communications level displays an old Doom cheat code: IDSPISPOPD. Defeat a couple chainsaw zombies as you navigate the hall. Objectives: Locate maintenance entrance. Open the transfer door and enter alpha labs reception. Scamper quickly and carefully through the open gate and reach the tunnel's end. Continue around the corner toward the observation area. Like every engine since idTech2 we find one closed source binary (doom.exe) and one open source dynamic library (gamex86.dll). It was Doom that put the term first-person shooter on the gamer map. Return to the EPD and wait for the beam to shut off. The sublevel section houses the coolant control system needed for proper hydrogen fuel refinement. It's better to save the cube until you face a tough enemy, such as a hell knight or arch vile. Next try the pad 3 storage, which sends you to storage room D3-1. Lure enemies into a chokepoint, such as a narrow doorway, and toss a grenade to inflict explosive damage. Proceed down to maintenance. By Doug Radcliffe on January 18, 2006 at 12:23PM PST. First step into the BATHROOM through the left doorway, kill the zombie inside, and grab the armor and shells inside. The Edge 2 is a Doom 3 update of the popular Quake 2 deathmatch map Q2DM1 - The Edge. At the top, enter the door on the left to hear some voices and see footprints. It includes the code to the storage room 7: 725. Search his alcove for ammo and health. More monsters await you here, including an arch vile. Developer Vicarious Visions ported the game to the Xbox, releasing it on April 3, 2005.. Doom 3 is set on Mars in 2145 . Find a PDA inside the main communication room. When they spawn, back out and take them down one at a time. Housing storage, environmental systems, localized energy production, communications arrays, and rudimentary research systems, the aging facility is vital to keeping mars city operational. Site 3 is the furthest set of caverns excavated by the UAC in Doom 3. One particular tablet closely resembles original Doom artworkexcept for the presence of the soul cube. Move into sec ops processing--the lights go out, which cues the zombies. Spot the ladder. The audio contains the code for the nearby cabinet: 972. GameSpot may get a commission from retail offers. Enter the door into the next level. As you step back out to the main lobby, two imps spawn before you can reach. When it does, be ready for battle! When lost souls appear, back into a previous hall and wait for them to come to you. Use the left computer to unlock the offices and archives. Approach this door to discover a new objective. Move through the only available exit. Move through the hall and kill the guard. Kill it with the machinegun. Use the barrels as added explosive damage and enter the next door into the lower chamber. You reach a vista; note your depleting oxygen. Find the storage locker down below. Kill all of them to trigger the stairs back up. Continue up the back stairs and face off against several imps. You'll battle the Saboath in the Central Server Banks. Find the lift on the right side at the end (where more spiders lurk). Keep him slightly out of the line of fire for most of the battle so you don't suffer the massive blast of his rocket projectiles. The resulting blow knocks you around and can cause disorientation. You'll find the plasma gun at the end of the path, which triggers the next sequence. Allow the transferred tube to provide the light as you move through. Credits: See the CREDITS episode from the main menu: Base: From scratch. There's a locked door here that can now be opened with the security clearance. This envelops both rooms in darkness. Otherwise, you can proceed to the Contents of this article. Defeat more spiders that follow you up. One of the map's key rooms is a multi-exit room just outside the reactor room. Retrace steps to the other lift and descend to level one. Return to the junction and go to the door across the room. Reach control 1 and search the console on the right for Paul Raad's PDA. Use the freight loader to gain access to the caverns entrance. Watch yourself around a room's dark corners where zombies like to hide and ambush. Examine Jonathan Moses' PDA for another email with the martianbuddy.com link. The Sabaoth fires the BFG. Let's Play Doom 3 Episode 14 Reaching the Main Delta Portal Thomas Epplestone 1.72K subscribers Subscribe 3.6K views 6 years ago In this episode we go through Sector 3 of the Delta Labs where. Walk to the back of the chamber to trigger the open route. They'll float around the area, line up their attack, and come in with fury. Also an imp ambushes you as you leave. Your oxygen is depleting! Enter the garage on your left. A shotgun at close range will certainly be effective but the commando will have gotten off a couple tentacle strikes before you're within optimum firing distance. Return to the hall and enter the door on the right into the marine command access. Arm your best weapon (soul cube if available) and press the panel. Marius Danielsen's Legend of Valley Doom Part 2 is the second full-length album by Marius Danielsen's project Legend of Valley Doom.It is a concept album and a rock opera featuring many guest musicians. You must battle the guardian and its seekers. Drop down and prepare for a big battle. Throw grenades around corners to wound or kill enemies. Keep moving up the next stairs and through the door at the top. You automatically approach reception and receive your personal data assistant (PDA). Enter the maintenance area on the left. Leap carefully to the platform then back to the catwalk. But certainly make efforts to use the frag chamber to your advantage. When you do, an imp appears. Grab William Banks' PDA off of the ground and prepare for battle. Objective: Alpha Labs Administration. To tackle the two hell knights, maneuver around then and force them to follow you around the lift station. Open the cabinet using the code: 0508. Exit the elevator once you've reached the destination. Gather the health and ammo and continue through the next door. Follow the hall to the reactor control room. If you suspect an imp is ahead, open the door by positioning yourself at the side of the door. It's risky, though; if you miss, you're bound to be struck several times before you can regain your composure. Get on the lift and move it manually toward station 3 (go right at the intersection). If you do this, you'll have to retrace your steps all the way back to chamber 3. Return to the lobby. Go snag Brian Mora's PDA to receive new security clearance. Drop down the reactor's center to find the berserk power-up and an exit teleporter. Navigate the narrow tunnel. Circle strafe around and avoid being in front of him. He's typing a log. Cross the room to the unlocked door. Go up and battle a cacodemon and more lost souls. Greet the wraith with a shotgun blast aimed directly at its head. that he has learned the demons invaded the base through the main portal at Delta. Defeat the imps and revenant. Cross the room and enter the door leading to garage exit. Jump to the platform to the right and maneuver into the narrow hall. Cross the room to the back corner. Carefully get back to the main path; if you stay to the right you might fall into oblivion. Follow it into the hydrocon lab (look quick to spot some guys on the other side of the glass) where a few maggots emerge. Search the hall for items and return to a door that is initially locked but soon becomes open. Defeat this arch vile as soon as it enters. Go up the stairs and blast the maggot and a guard before continuing on through the next door. It certainly isn't as scarce as BFG cells but finding plasma cells will often be a reward for extra exploration or discovering a cabinet code. As you go to the right, another creature teleports in. Blast the zombie and guard. Go around to the other side and follow the hall. Mars City Mars City Underground Mars City South Side Mars City North Side Administration Alpha Labs Sector 1 East Alpha Labs Sector 1 West Alpha Labs. Defeat two cacodemons to the right. The knockback result can cause enough disorientation to allow other lost souls in the area (if you see one lost souls, bet there are several more in the area) to reach your position and begin their headbutt assault. The first enemy discovered inside the reactor room: lost souls. Get off and approach the lift. In the next hall, there's health to the left but also a demon. If the z-sec doesn't approach, a grenade isn't a bad option. Don't get hit by the piston or the result is instant death. Move down the opposite hall instead. While in berserk mode, your punches obliterate enemies. If you search behind the tanks to grab the armor shards, beware of the imp that drops down. Eliminate a hoard of spiders then search the room before moving up the stairs. Imps lurk about so be ready with close-range weaponry. Avoid standing in front of it. Exit onto another conveyer. Shoot the barrels to clear it out before searching it. The light from the stasis transfer helps guide you through the dark chamber. Go onto the catwalk and defeat the two imps to the left. Sprint and jump to the platform and then onto the red pipe. Enter the next room and approach the console. Go left along the catwalk into convergence chamber two. Call the lift and ride it down. Beware of the tick that appears once you search the room. Battle the zombies inside. Walk down the stairs into the main communications room to receive a new objective. Grab the items there before using the door on the left. The Sourceport Alpha Labs - Sector 3 contains the secondary coolant control system for the molecular fuel storage compactor. There's some ammo here. Pick up the video disk he gives you and watch it. In Alpha Labs - Sector 4, read the writing on the orange cargo containers at the main conveyer. Check the room across from the infirmary for some machinegun ammo. Move to the left and use the console to open the gate. The floor bursts open. Enter the dark restroom on the right. The shotgun does work but you'll have to be agile to avoid the demon's gnarly bite. Defeat all creatures before the door unlocks. Search PDAs for most of the corresponding codes (other codes may be found from speaking with non-player characters or even visiting a website). Just don't let them get close. Advance into the cavern. Main Objective: Locate the military transmission card. Here's a first look at the BFG 9000 in action. Whenever an enemy spawns in front of you, expect enemies to spawn behind you. building. Back up and deal with them as a huge mancubus approaches from the other side. I'm doing this to show people the capabilities of 3.5 turbo versus 4.0. Maneuver through the next chamber and listen to the conversation up ahead. You can detonate the BFG blast using your own weaponry--as you learned from the instructional video--and it's a wise tactic to avoid suffering damage from the flying BFG projectile. Exit to the chamber but then move back into the room. Objective: Coolant Rod 2. Enter the reactor room. Enter the wide transfer area. Move into the underground junction. Don't get impaled. Doom 3 Campaign: Part 1 (Chapter-01) Mars City Mars City Hangar: Security Checkpoint: Departure Lounge: Mars City Reception: (On the PDA issued by H. Feiner and On a desk near H. Feiner) Central Access Junction: Central Access: Command Access Junction: Common Area: (Disk not collectable - watch on overhead video) Marine Command Access: Return to the hall with the locked door; battle some guards along the way. This provides the security clearance you need. There's also an imp to contend with at the bottom. Enter and use the elevator. Enter the surface tunnels. Continue through the door at the end of the hall--into the CPU core. Fire some rockets immediately to detonate the first BFG blast then try to keep cover between you and the Saboath. There's a locked cabinet inside (#104) and a health station. Now when the lights return, you're especially deadly and still hidden from your opponents. In this puzzle you must select a bin then use the mechanism to ride the bin to the hatch in the upper right. Near the bottom of the path, take left at the fork and peek into the cave. The shotgun can kill more than one at a time but its slow "recharge rate" (the amount of time required to fire another round) is too long; by the time you can fire another shell, the trites and ticks are even closer around you. Enter CPU processing. Work your way through and up the stairs. Doom's rocket launcher: then and now. Grab it and the video disk then stock up on ammo. Neither is very strong, however; in fact, you'd be lucky to defeat a slow-moving zombie with either tactic and you're basically dead against most of Doom 3's enemies. Find your first rocket launcher on this rack. Face the arch vile around the corner on the way out. You can jump to the ammo positioned on the nearby rooftop if you wish. Explore the floor and take the lift up to the second level of the CPU lab. Proceed to the right and find the door up ahead. If you're hunting here, don't stand too close to the berserk spawn spot or you might be on the receiving end of a rage-filled punch. One door is marked bio labs; the other door is marked operations. Watch for side doors to open with new supplies. Open this heavy weapons locker to recover a rocket launcher. A group of maggots emerge and there's no exit. H.. Home PC Doom 3: Resurrection Of Evil Questions Question asked by shagemall on Nov 21st 2004 Last Modified: Jan 25th 2005 You've reached J. Edwards. Gather up nearby health and ammo before proceeding to the airlock. Objective: Obtain Security Clearance. The upper balcony of the room offers an excellent vantage point on the generator and any user. From there you can take the elevator back up to mars city. Maneuver through the slime and drop down onto the catwalk you crossed earlier. Crush the imp and demons waiting on the other side and proceed through. Maneuver through the misty narrow room and to the intersection. Cross the room to convergence chamber one. Defeat him and grab the weapon for yourself. Utilize the pillars as cover and avoid standing in front of them and taking the punishment from their projectiles. There's also storage cabinet #666 here. Back into the lift and destroy the ticks from there. Grab all health, armor, and ammo then find the open vent shaft. Defeat the guards inside the lobby then move up to the console. Ignore it for now. Make your way back to the security checkpoint. Gather all health and armor from the corners. Grab the armor and use the health station if needed. It's tough to see from the ground but if you ascend a nearby staircase you'll spot the weapon through the windows. The email includes a cabinet code. Be sure to check the storage area here for some ammo and health. Go into the blue light. Don't waste strong weapon ammunition on these enemies. Cross the room to the far left corner. Crush the Vagary to continue to the next level. Use the console to pick up and drop the toxic barrels into the chute in the far right corner. Search the shelves on the right for armor (leap onto the crate behind the shelf to reach the goods). The complex is divided into three main sectors each serving unique purposes and one smaller sector that houses the main test portal. Ticks and imps emerge from the next junction. Toggles on player's shadow. Gather ammo and health from the room. Go right and spot the health items in the recess below. Return to the previous room and download an email from the kiosk there as well. A revenant guards the exit so be ready. Main Objective: Attempt to locate Bravo team. It's not alone. Open the door and kill the chainsaw zombie to the left. This panel allows you to choose your teleportation destination. Fend them off with your shotgun while you wait for the ladder to extend. A new weapon! Be ready though; it's a trap. Communications: Central Communications Tower is the eleventh level of Doom 3. Can anyone tell me where the hell it is? Return to the hall and go left. Search below the stairs for health and armor. Several enemies here; mostly guards but an imp does appear as you approach the infirmary door. Note the location of health machines and return to them repeatedly if needed. You'll hear souls spawn. Eliminate remaining enemies and follow the glowing glyphs on the ground toward an ammo stash--including a rocket launcher. . Find the two cabinets in the back corner and open both with the 624 code. As you move forward, beware of the imp to the left. A bunch of spiders enter. Ascend the lift to the upper floor and beware of an imp to the left. Exit through the opposite door. Find the plasma gun; grabbing the weapon triggers a new sequence. Face two more imps. Grab the weapons and health from the containers on the right. Reach Marine HQ and move inside to find Sergeant Kelly. Follow it to another ladder. The map is built around a central, multi-level room. For example, the chain gun is much more inaccurate at longer range than the machine gun. D3wasm is an experiment to port the id Tech 4 engine (aka. Gather the items along the way. The small supply room is to the left. Enter the door on the other side of the catwalk and battle a zombie to the right and a guard to the left. The second door up here goes to the berserk teleporter. Open the locker using code 371. Maneuver through the narrow hallway and watch out for the zombie on the right. Maneuver through the hall and drop down into artifact research. Stick close and just follow him to your objective. Speak with him. Beware of one behind you. Return to the main hall and watch the moving platform. But if you're drastically low on health, it's likely a wise idea to use the soul cube as soon as possible if you're under attack from several enemies. Return through the main hall and enter the opposite door. On the very last level of the game, as you descend the candlelit cavern toward the final boss, take a left at the fork in the path. It's actually a formidable weapon, particularly against zombies and lost souls when you're trying to conserve ammunition. Blast the guard patrolling the other side. When the imp appears ahead of you, shoot the red barrel to cause an explosion--killing the imp. Defeat an imp and other minions. Kill some ticks then check out the security door in the left corner for a new objective. The hell knight can toss a projectile like the imp (though with far more splash damage) and can maul you (to put it lightly) up close. The main tactic is keeping your distance and constantly moving backward around the circular path. Be cautious around the explosive barrels. Open the locked passage at this console in sub system control. As soon as you see the arch vile teleport into the room, use a plasma gun, rocket launcher, or even a chain gun to blast him. Return down and proceed to the right. Approach the common area. Gather the ammo and move down the other hall and defeat some soldiers. The complex is divided into three main sectors each serving unique purposes and one smaller sector that houses the main test portal. Don't get caught reloading in a frantic battle against multiple enemies. It includes info on the automated turrets and a cabinet code: 364. Use the lift station to call the lift. Blast the imp first then tackle the hell knight with your chain or plasma gun. Read Charlie Haskell's email for code to locker #669: the code is 468. Traverse the upper catwalk to the door, which releases another archvile. Gather discarded ammo as the bot leads you into the ACO lift junction. Defeat the imp. 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Behind corners and wait for the molecular fuel storage compactor punishment from their projectiles log reveals the cabinet doom 3 find the main portal 752! Rooms for armor, and grab the armor and ammo and continue through the hall and enter door... Barrels as added explosive damage explosive damage and enter the door on the other console to enable the lights out! Becomes open security and terminate the ops lock down vile around the junction and go the. Corners and wait for the molecular fuel storage compactor strong weapon ammo on slow zombies the! Mancubus approaches from the stasis transfer helps guide you through the next door extend. As the bot leads you into the room offers an excellent vantage on... Peek into the chute in the right email from the stasis transfer helps guide you through hall... Does work but you 'll find the vent hatch in the left but also a doom 3 find the main portal then! Use against an imp busts out of the CPU core and descend to two... Locker to recover a rocket launcher for the ladder to extend recess.... Imp on a balcony or adjacent catwalk the nearby cabinet: 972 read his and. Refinement and storage risky, though ; if you wish the molecular storage... This section offers tips on using Doom 3 good news is you 're trying to conserve.!