In the next tunnel, remain on the upper stairs to defeat two guards. The demon's first appearance in Doom 3 is magnificent and one of the greatest enemy entrances of all time. Approach the console and click any bin. Head through engineering and find the entrance to Alpha Labs Sector 3. Support it against the beasts you encounter. Keep your distance and dodge the projectiles. Use barrels to help defeat it. Kill the flying demon in the crumbling room then climb the ladder. Pick up oxygen and find the next airlock in the back right corner. But the door is locked. Several more lost souls populate the next area. Stick close and just follow him to your objective. A marine ahead points the way into HQ. Enter the next room and gather supplies to the right. Enter the reactor room. Speak with Counselor Shawn and grab the PDA resting next to him. You shouldn't advance at armed soldiers. A few more minions arrive. Avoid long-range battles. Go right and locate the control room; defeat the monsters inside. Move into the adjacent office (avoid being smashed!) Or time a drop carefully and grab the megasphere before your opponent can react. Go inside the room and defeat the guard that appears. Gather the supplies from the room and use the nearby health station. The aptly named Frag Chamber features, essentially, a frag chamber! Grab the armor and use the health station if needed. Also, as is the rule with most combat situations, when you spot imps arriving in front of you expect there to be some arriving behind you. Ignore it for now. It's the same intro as you watched in the lobby. The hell knight is a menacing humanoid giant. The maggot is a two-headed creature that looks like a cross between an imp and a wraith. Enter the conference room and defeat the two pistol guards. At the top, enter the door on the left to hear some voices and see footprints. Walk to the other desk and activate the oxygen purge. Look on the right side of the left cabinet for its code: 715. Switch to your chain gun and remain on the broken lift. Battle the spider then gather armor and health (from the station). Return up the lift. A revenant guards the upper path. The email includes a locker code--371--for the cabinet near stasis transfer control. Reach the next large room and spot the locked plasma storage door. Objective: Reach old comm. There's some ammo here. Search the station for health and armor (there's more underneath the monorail track). Use the freight loader to gain access to the caverns entrance. Rotate the crate and jump across the cargo platform to reach the other side. If you search behind the tanks to grab the armor shards, beware of the imp that drops down. Combining the face of a child with the wings of an insect, and the claws of a badger, the cherub scoots along the ground until it reaches attack range where it lunges at you. Objective: Alpha Labs Administration. Gather as many supplies as possibleall hell is about to break loose. Eliminate remaining enemies and follow the glowing glyphs on the ground toward an ammo stash--including a rocket launcher. You can search the bathroom on the right for armor but be aware there are a guard and soldier inside. Enter the wide transfer area. Defeat more spiders that follow you up. Return to the intersection. Enter the lift area and proceed down. While you're bouncing around, the other trites and ticks are approaching lunge range. Go to the back corner, which triggers a maggot. Battle the zombies and imps. A hell knight rides up. Go up and battle a cacodemon and more lost souls. Enter the bathroom for a good scare but beware of the imp that appears at the entrance. Be ready. Explore chamber 2 access and be ready for spawned monsters, which include imps and a revenant. Walking onto the catwalk triggers a few spiders from either side. A hell knight waits in an alcove to the left. Grab the armor, ammo, and chainsaw near him. Crawl through. In the large chamber, snag health and ammo to the right side but beware of the mancubus hanging out to the left. If there's more than one, expect them to be at opposite corners of the area, which creates a difficult fight with rockets flying in from multiple locations. Climb the ladder and shoot the soldier that approaches. 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. If you enter the generator room and see the countdown, you can almost be 100% positive there's another player hiding somewhere waiting for that megasphere. During this time, the guardian creates more seekers. Search the corpses on the right for Gary Ross' PDA. When done, go through the unlocked door around the right corner. Doug Radcliffe Face off against the archvile as you move forward. Battle another imp around the corner then check the security station. The sublevel section houses the coolant control system needed for proper hydrogen fuel refinement. As the approach the far door, two demons appear from either side. Alpha Labs - Sector 1 houses the elemental phase deconstructor and hydrocon systems, a revolutionary new technology that transforms raw materials native to Mars into useable resources. Grab Jack Smith's PDA and check it out. Provides all weapons will full ammo, armor, and health. Beware of a guard across the way; take him out with the machinegun. Snag the keycard next to him. Grab some ammo off the crate nearby then use the button to the marine's left to cycle the airlock. Activate the monorail then talk to T. Ryan when he appears. Maneuver through and hop out into the chamber 2 terminal. Reload after battles or whenever there's a safe moment. Repeat by killing more seekers and blasting the guardian's blue orb again until the beast dies. Move around the junction to find the door on the opposite side. Teleporter distance is limited, serving only to test biological effects of matter transference. A nearby wall opens to reveal a hidden chamber. Call the lift and use it. Grab more ammo and health from an opened alcove on the left. The rocket launcher should kill most "lesser" enemies (such as imps, soldiers, wraiths) in a single well-placed projectile. Battle some maggots in the hall before collecting ammo and health. Move past the corpse that held the data linker and enter the service hallway. Find the chain gun on the top of some equipment. If you're facing more than one, retreat through a doorway and fire from under the safety of a roof. It's id Software's personal data assistant. Shoot the cherubs that arrive to the right. Use the other console to cycle the chamber, which unlocks the door to chamber 1. But it's wise to keep the hell knight at a distance. Exit and cross the chamber (where you saved the guy) and move through the junction. There's a health station on the right, a video disk on the console, and Nick Sadowayj's PDA here too. Cross the hall and move to the upper balcony of the data library. Kill another zombie then two imps behind you as you return to the locked door. Return to the opposite door and move through. At the vent intersection, search the right side for ammo but beware of the hidden maggot. 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. There's a guard posted near a door to your right; can't go there yet. Defeat the materializing monster before resuming course behind the sentry bot. There's also a health station to the right. Search the shelves and corners for supplies then go up onto the opposite catwalk. Check the weapon and enemies section of this game guide for details on the best weapons to use against particular enemies. Search the back corner for ammo then enter the door marked garage. Use something that won't need reloading often, like the machine gun. Vent lethal gas. Ascend the stairs and defeat the imp and maggot quickly because there's a revenant that spawns behind you. Enter the records office and slice up some zombies. It possesses decent damage, rate of fire, and clip-size. Use the generator then the lift to move on. It fires a green ball of death that actually inflicts damage to anything in sight as it moves through the air. The close-range powerhouse. Objective: Broken Pump. On it you'll find Duncan Mathews' PDA as well as some armor and health. Keep your eyes peeled for more baby faces before lettings your guard down. Go behind the reception desk to grab some armor and health. When you spot the walkway above you, raise the lift and leap onto the catwalk. Reach the console and use the computer to extend the service ladder. They got a lot more than they bargained for when they learned an ancient civilization battled these demons long ago and sealed them with the soul cube artifact. As you approach the open doorway, beware of spiders from behind and a maggot in front. Pity we cannot have a game just basing on the common Doom 3 setup, though I understand the main strength of Doom 3 nowadays are mods and . Go through the door on the right. Expect high traffic through here and frequent opportunities for a killor your own death. Walk to the end and grab the ammo and health. Defeat two imps and push onward. You can smack an enemy with the flashlight or switch to your fists. Delta Labs' most unique feature is the power-up generator. Blast him with rockets then contend with any imps he spawns. Proceed to the airlock. Be cautious around the explosive barrels. The Saboath is like one-third tank, one-third cyborg, and one-third BFG. Note the BFG cube. Grab some supplies from this storage area. A second group arrives from the front as well. Just get close enough without the imp engaging its melee attack and, if possible, do so when there aren't several other enemies in the area to distract or harm you. Grab the supplies inside and exit. Get used to switching between the flashlight and your current weapon to check corners for monsters but also for supplies. Fight the maggots during your trek. Spot the BFG cube here. Objective: Back to security checkpoint. Stand on and activate the teleporter. Doom's rocket launcher: then and now. The Saboath is like one-third tank, one-third cyborg, and one-third BFG. You'll suffer knock-back damage before you can connect blade with skin. Blast them with your shotgun rounds. Objective: Reactor Control Room. Enter systems control and go to the back console. Go to the right. If another player activates the chamber while you're inside, it's an instant frag. Enter the next room. The machine gun is one of the best weapons because it's accurate and able to strike the trites and ticks from longer range. Clear the level, grab supplies, and find another lift that takes you to the third level, routing. Back-to-back Cubs home runs spoiled an otherwise solid start from Julio Uras, proving enough to beat an anemic Dodgers offense 3-2 on Sunday afternoon at Dodger Stadium. Go down to the right and find the shotgun and some armor. The logs reveal the code to the storage locker inside the room--347. Use the rising cylinder to reach the upper catwalk. Crawl through the vent and drop out into the service tunnel. A monitor in the satellite control center on the communications level displays an old Doom cheat code: IDSPISPOPD. But once you acquire the shotgun, the zombies become less threatening. While it's not going to mow down the toughest enemies quickly, the machine gun is good enough to go toe-to-toe with most foes at medium-to-long range. Get off at three and battle a cacodemon and imp. It leads you to the exit door. The imps are easier to deal with at longer range. Continue past the door on your right and face off against more spiders and a maggot. Cross this junction into hydrocon control. That one spider has friends, though. Reload after battles or whenever there's a safe moment. Enter the personnel transfer station. The collection includes the original Doom and Doom II: Hell on Earth, as well as Doom 3 and Doom 3: Resurrection of Evil, alongside the Doom 3: The Lost Mission. Speak with the guy exiting the bathroom and explore inside if you wish. Exit through the opposite door. Initiate the power systemsto no avail. Don't accidentally step in the fire in the first room. There's also a video disk on the table. Approach the door at the tunnel's end. Don't let him get close! Proceed through. Speak with him. Crush him with your chain or plasma gun. Go through the door marked blue 20. Move through the adjacent door and go back to the main hallway. Kill it as well before ducking under the smashing pillar and into the next corridor. Use the console and receive word from your apparent enemy. Exit and go through the research entrance. You'll face the Vagary at the end of Alpha Labs - Sector 4. Gather the BFG cell (triggers a revenant) then enter the robust supply room, which triggers an arch vile. Ride the lift up. Move through the door in the back--beware of another imp that appears behind you. Find an imp and what's left of the cries for help. Move into the room until the imp appears. Proceed down to maintenance. If you haven't discovered it by now, which the email clarifies, you possess unlimited stamina in Hell. Speak with A. Chang as you move along toward the door marked Monorail Station. Grab the PDA resting next to him. Defeat him with the plasma gun. Drop down the other side. Join up with Bravo Team in Alpha Labs. Grab the keycard in this observation lounge. You'll also trigger some ticks by exploring. Doom 3 - Objective 30: Reach the Main Portal (Concluded, through Delta Labs 3 and 4), Switch Kombo Bros 546 subscribers Subscribe 491 views 1 year ago Check our playlists for more! A second revenant appears from the storage room on the right. Use cautious when moving past this mechanism. Some ingenuity--and box pushing--can get you inside this room and to the plasma cells. But up close your shotgun has the advantage! Build time: Almost 2 years! There's a. Open the console by pressing "CTRL-ALT-~" during gameplay. This envelops both rooms in darkness. Your next objective remains the same either path. Objective: Satellite Control. Use the console to activate a sentry bot. Find the id Software logo in the back corner. The locked door soon opens. Listen to the audio file in your new PDA. Though not dangerous as a single unit, the trites and ticks are intimidating in large numbers. Use the panel to unlock the next door. Discover a couple revenants at the intersection. Sprint and jump on the ledges between them and to the far side. Maneuver through the misty narrow room and to the intersection. Use the panel to extend the ladder. Another downside is the shotgun only holds eight rounds at a time. If not just shoot them! 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 Edge 2 is a Doom 3 update of the popular Quake 2 deathmatch map Q2DM1 - The Edge. Exit and turn left. The email includes a cabinet code (for cabinet #122)--538. If the creature maneuvers close, the shotgun is certainly an option since you can rest assured most of the shotgun's projectiles will connect. There's a revenant that patrols the bottom (try to kill him using the barrel) and a second that arrives from behind. Also pick up Kyle Berger's PDA. Go to the right and check under the stairs for health and ammo--and a maggot. In it is the weapons storage code for Marine Command: 584. When. The mancubus' large surface area makes it an easy target for nearly any weapon. Enter the garage on your left. Sector 2 primarily refines and recycles chemical and biological waste. Turn around and spot the berserk power-up. Another locked cabinet. Ride it to the group of soldiers. First step into the BATHROOM through the left doorway, kill the zombie inside, and grab the armor and shells inside. Grab the PDA off of the console to the left. Circle strafe around the beast and pump him full of lead. Enter the normal door first (not the bay door) and find a soldier inside. Look for opportunities to shoot an explosive barrel to cause blast damage against nearby foes. There's also an imp to contend with at the bottom. : Most of the codebase has been accessible since October 2004 via the Doom3 SDK: Only the Doom3 executable source code was missing.Modders were able to build idlib.a and gamex86.dll but the core of the engine was still closed source. One of the audio logs includes info about a locked supply room with the code 298. Allowing an imp to enter close-range isn't a good idea. The plasma gun offers an excellent balance of damage, rate of fire, and accuracy. Move to the right and find a PDA on the desk near a storage locker. In Doom 2, the sight of an arch vile sent shivers down even the toughest veteran marine's spine. Grab it and pummel all zombies with your fists. "Doom 3 Engine") to Emscripten / WebAssembly and WebGL, allowing to run games such as Doom 3 inside modern Web Browsers. Find the PDA on the left; it's Francis Erikson's PDA. The plasma gun is positioned in a room containing some sort of piston machine (you may recognize a similar section from the single-player game). Use the lift and go down. Main Objective: Reach the communications facility. The room crumbles and an arch vile enters. If you're getting fade problems, go get a later version of GZDoom. Beware of cherubs also. Explosive barrels are your ally. Pull the cargo toward you using the left buttons. Enter the room and defeat the imp and spiders to the left. As you near the end of the cavern, an imp teleports in front of you and a hell knight emerges behind. It's actually a formidable weapon, particularly against zombies and lost souls when you're trying to conserve ammunition. Another guard enters from the door on the right--defeat him and grab the machinegun. Apparently the UAC have an interest in gorillas. Aim true and let er rip. Utilize this bridge to rotate to several different rooms and passages. Jump to the platform to the right and maneuver into the narrow hall. Shoot the barrels to clear it out before searching it. Exit and move toward the door into engineering. GameSpot may get a commission from retail offers. Enter power core access where the bot comes to a rest. Before entering, drop down into a niche along the right wall and find armor. At the intersection, go left and down some steps to find another plasma gun. In the next hall, approach the security door ahead. The Vagary hurls objects at you, which makes it difficult to remain at long-range. Use "0" to toggle off third-person view. Check to see if the generator is active and watch for hopeful opponents to approach the red pad. Look at the door behind the turkey and the face in the corner. Move forward and check the access tunnel on the left to disturb another imp. Go into the blue light. A large group of monsters ambushes you on this floor. Only top level personnel have access to the central control room and activation grid for the primary test chamber. If you're running low on ammunition, search for more instead of attempting to defeat tough enemies with a flashlight or your fists. Just remain stationary and fire the plasma gun at them. Enter the infirmary and grab Mark Caseon's PDA. Go up the stairs to the left and be ready for a couple imps (one teleports in behind you). Exit and use your machinegun to defeat the guard through the window. Use it to reach the next level up. You'll have to adjust your crosshairs to keep up with the creature's movements. The chain gun certainly helps here. Cross the catwalk to the ladder. The monorail skybridge crosses over the primary recycling station, a key element in processing waste products into useable resources. It's a relatively slow reload time. Eventually spiders enter. Use it into the next level. Cross the room to the far left corner. Back into the lift and destroy the ticks from there. It's in your email--the soul cube. Since the Vagary is hurling objects at you constantly, it pays to defeat the beast as quickly as possible. An arch vile spawns first followed by revenants and other beasts. Open the secured door using your new clearance. Defeat them then enter the checkpoint and use code 571 to open the heavy weapons locker to recover a rocket launcher. There's a tough fight in the common area. On your way back up, note the broken window on the left. Also an imp ambushes you as you leave. Climb the stairs ahead of you and enter the blue light. Doom 3's new machine gun is a solid weapon and fairly accurate at longer range. Since the Vagary is hurling objects at you constantly, it pays to defeat the beast as quickly as possible. Go up the steep ramp along the right wall to find some supplies at the top. Descend the main elevator shaft. Proceed through the open area. Kill it fast with the plasma or chain gun. The last portion of Doom 3 takes place at Site 3. Go around the corner and look left to spot some armor and ammo on the pipe. Enter the door on the other side of the catwalk and battle a zombie to the right and a guard to the left. There's also some hidden ammo, health, and armor in the room. A revenant joins you at the top. Go into energy processing. Descend the ladder and enter the control room. Gather the supplies. This crate contains some valuable plasma ammunition. Retreat to a single hallway so you can deal with the revenants from the same direction. Use the power-up generator to create a megasphere. Exit into the hall that contains a soldier. From there you can take the elevator back up to mars city. Move forward and toward the checkpoint on the left. Just back pedal and watch the cyberdemon follow. It was Doom that put the term first-person shooter on the gamer map. Reach Reactor Control Room and replace coolant rod 2. Return to the health station if necessary. 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