"Doom 3" - the complete walkthrough version 1.1 ~~~~~~~~~~~ References: Grawl's walkthrough from GameFAQs. http://www.gamefaqs.com/ This file may be distributed anywhere on the Web provided that it is not altered in any way, and no fee is charged. Preferable distribution areas are GameFAQs and IGN. =============================================================================================== DISCLAIMER: This file is entirely my own idea and has in no way been sanctioned or authorized by id software (http://www.idsoftware.com/) or any other persons responsible for the creation, production, and distribution of the game. Any errors contained herein are entirely my own; use at your own risk. =============================================================================================== CONTENTS: References (above) Disclaimer (above) The Intro Recommended Systems - what kind of computer you need to play Updates/Patches Console Commands Colors Binding - creating your own macros and hotkeys The Weapons The Good Guys The Bad Guys ===The Walkthrough=== The Cheats Spawning - bringing things to life Copyrights Signature/Versions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE INTRO "Doom 3" is basically a remake of the original "Doom". In this case, you're a Marine (what else?) assigned to Mars, where they've been having some... problems. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RECOMMENDED SYSTEMS Minimum Requirements: Pentium 4, 1.5 Ghz or Athlon XP 1500+ 384M RAM 2.2G free hard drive space + 400M (or more) for Windows swap file 8x CD drive Microsoft Windows 2000/XP (95/98/ME/NT not supported) 3D hardware accelerator video card, 64M memory or higher DirectX 9.0b mouse & sound card, of course Most ATI Radeon video cards are supported, and all nVidia series 3 & series 4 cards are supported. Multiplayer requires broadband TCP/IP or LAN connection I've actually played it on a machine with only a 32M nVidia card (GeForce 4), but all the settings have to be set at the minimum (low quality), which isn't much fun. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UPDATES / PATCHES: If you haven't done so already, hit the id software site (http://www.idsoftware.com/) and get any patches for "Doom 3" - the latest (as of October 2007) is 1.3. =============================================================================================== CONSOLE COMMANDS Other than actual gameplay, one of the most important parts of the game is the Console... hit Ctrl+Alt+~ (the 'tilde', to the left of the 1 on a regular keyboard) to open the Console. Type in a command, and hit Enter... type in a cheat and hit Enter, type in a spawn, etc. During a Multiplayer game it can also be used to send messages to the other players. Note that gameplay does not stop while the Console is open, so be careful... to close the Console, just hit Ctrl+Alt+~ again, or hit Esc. Also note that you can use the Console in the main menu, before you even begin a game. If you're unsure of a particular command - it may have several parameters - just type in the base command, such as "bind"... the variations on that command will appear in the Console, telling you how to input them and what they do. Cheats and spawns are also Console commands, but they're listed in a separate section of this file... the only Console commands I'll list in this section are the ones which don't require the cheats to be enabled. Also in the Console window you'll see other odds & ends of the game... 'Connected to server' messages, trisurfs, flares, errors, etc. To clean up all of that mess, just type in (without the quotes) "clear" and hit Enter. There is a Cheat (see that section) that will allow you to open the Console with just the ~ key. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COLORS Hey, really big thrill... savegame titles and player names can be entered in color (okay, so some people get a real big kick out of that, who knows why). How to: before typing in the name, type (without the quotes) "^#" where # is anywhere from 0 to 9. For example, when typing in the name of a savegame, type: ^3 for yellow text. 0 = bright white 1 = red 2 = green 3 = yellow 4 = blue 5 = cyan 6 = magenta 7 = white 8 = gray 9 = black -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BINDING You can bind commands to a key to form a macro... for example, in your setup, you can change the key that allows you to Jump. Binding is for those commands that aren't listed in your setup (okay, the cheats). This way you can create a macro (hotkey) for any command you can think of, providing you don't run out of keys on your keyboard. How to... open the Console (Ctrl+Alt+~) and type: bind [key] [command] this will bind that command to a single key, such as: bind x give ammo this will bind the command "give ammo" to the 'x' key... to issue this command, just hit your 'x' key. Any key can be bound... just type in the name of the key, such as alt or end (and all the others, such as pgup, tab, pgdn, home, del, ctrl), as in: bind end spawn monster_demon_hellknight However, while you can't distinguish between Shift keys (or Alt, or Control)... you can bind any of them, such as: bind shift spawn monster_demon_revenant but you can't tell it "bind rshift spawn monster_demon_revenant"... the game will just tell you that 'rshift' is not a valid key. Your best bet is to save your Ctrl, Alt, Shift, and other 'named' keys for actual moves/uses you can setup in the 'Controls' section of setup. Even better, use your keypad keys (presuming you're using a full size keyboard) for commands and controls in your Setup, freeing up a slew of other keys for binding. Obviously, you'll only need to bind commands that can't be found in your setup (in other words, cheats... or 'non-player' commands). Cheats are listed at the end of this document. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE WEAPONS The numbers in front of each weapon below are the top row of your keyboard... hit that to automatically switch to that weapon. There are, however, more weapons than can be handled by the numbers... scrolling through them is a good idea (if a little slow at times). 1 - Fists pretty much worthless... if you don't have any other weapons, then you're probably dead. Ammo: N/A 2 - Pistol not exactly a weapon of power, it's better than nothing. Ammo: Bullets 3 - Shotgun this has some kick to it, and will kill lower level monsters. Ammo: Shells 4 - Machinegun now we're getting somewhere... just keep your bursts short, and watch your aim. Ammo: Clip 5 - Chaingun a nasty ripping sound and lots of devastation. Uses ammo quickly. Ammo: Belt 6 - Grenades toss and forget... but don't throw them too closely. Good for tossing around corners. Ammo: Hand Grenades 7 - Plasmagun high energy plasma fries the Bad Guys, very effective. Uses ammo quickly. Ammo: Cells 8 - Rocket Launcher big bang for the buck. Lead your target, and watch your aim... don't fire this close to yourself. Ammo: Rockets 9 - BFG 9000 Big Fucking Gun... the monster daddy of all weapons. Computer controlled ammo can take out multiple enemies; the longer you hold the trigger, the bigger the charge - but don't hold it too long or it will backfire on you. Ammo: BFG 0 - Chainsaw the perfect weapon against Zombies... it's a powerful weapon, but to use it you have to let the Bad Guys get close - not a good idea when they can hurl plasma at you. Ammo: N/A F - Flashlight okay, it sounds strange... but you can actually beat something to death with your Flashlight. Obviously you don't use it on major targets, but it is good for making sure that downed enemies stay down... or fragged. Ammo: N/A S - Soul Cube the ultimate alien weapon / device / whatever-it-is. Slices and dices Bad Guys like sushi... and transfers their health to you. Needs to be 'charged' by absorbing 5 monster 'souls' before it can be used. Note that the Soul Cube has a mind of its own, and will determine which enemies it wants to kill. Ammo: N/A Note: once you kill an enemy, make sure it stays dead - shoot it again until it breaks up into tiny chunks. The main enemy where this is necessary is any variation of Zombie - if they're not fragged, they might get back up and come after you again. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE GOOD GUYS Despite the game being what it is, there are still a few good guys around... these are characters that you can interact with in one way or another during the game, usually only for a short while. The main thing to remember is that with the Good Guys, you need to keep them alive (for the most part)... letting them get killed will end the game for you. Scientists / Base Personnel - sometimes they can be helpful, opening doors for you or giving you information. Sentry Bots - little four legged bots with mondo firepower. They can open doors for you and they are very helpful when it comes to navigating the game. It's like having a second weapon firing at the same time. Sergeant Kelly - your boss here at Marine HQ; the only time you'll run into him during the game is in cutscenes or in radio communications. You won't really interact with him. Eliot Swann - UAC administration... a troubleshooter. You'll only meet him at one point. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE BAD GUYS There are plenty of monsters in "Doom3", most of them denizens of Hell brought to Earth by Betruger. Others are humans converted into monsters. Either way, make sure they're dead. Archvile - big and nasty... not only does it shoot plasma blasts at you, but it can also summon other monsters. Medium/hard kill. Cacodemon - a big flying head, basically... a large nasty mouth. Rockets work nicely, if you can keep them far enough away. Medium/hard kill. Cherub - hardly angelic... little flying and crawling (legless) critters that like to get up close and slash. Easy enough if you can kill them far away. I hate these little buggers and the noise they make. Commando Zombie - the ultimate Zombie, cloned and converted from Sarge Kelly. Version 1 has a whip-like tentacle arm, while Version 2 wields a Chaingun. Not easy. Cyberdemon - the final HellBoss. Can only be killed by the Soul Cube. The ultimate nastiness. Guardian - denizen of Hell that holds the Soul Cube. Takes very specific hits to kill it. Very nasty. Hell-Knight - huge, nasty, very fast... a killing machine. Hard to kill. Imp - the least of the Hell monsters, it can fire minor plasma charges at you. Fairly easy to kill, it can spawn in anywhere. Lost Soul - a flying, flaming skull... it dodges and weaves, but if your aim is good you can take it out quickly with the stronger weapons. Maggot - basically a crouching, crawling, two-headed, updated version of the Imp. Easy enough to kill if you can hit it. Malcolm Betruger - chief scientist on Mars, and the guy responsible for trying to bring Hell to Earth. You won't interact with him in the game... darn it. Mancubus - what's big and fat, like a giant Cherub? That's the Mancubus, and it isn't pretty... or easy; it takes a lot of killing. Marine Zombie - just what it sounds like... any of your Marine buddies that have been converted by Hell. Usually armed with a Shotgun or Machinegun, and they know how to duck, cover, and ambush. Some versions carry a riot shield, which gives them a little more protection. Pinky - bad dog! A four-legged monster, this is Hell's pit bull. Medium kill, but you don't want it to get too close. Revenant - this bad boy has Rocket Launchers sprouting out of its shoulders, as well as being able to fire the usual plasma bursts. Not an easy kill. Saboath - half man, half machine... this beast is all that's left of Sarge Kelly. It uses the BFG, and is very hard to kill. Tick - a slightly different version of the Trite; a little smaller and a little easier to kill. Trite - Hell spiders... they jump around and attack in packs. Fairly easy to kill; a good grenade toss can nail a group of them at a distance. They hide in ventilation ducts and crawl spaces. Vagary - a giant spider bitch. Not only a nasty disposition and nastier attacks, but she (it?) can throw things at you telekinetically. Very not nice. Wraith - Imp version 3, basically, with slashing bone spurs on its arms. Plasma bursts and quick nastiness. It can teleport from place to place - when it first spawns in it will disappear, teleporting to just in front of you. Medium kill. Zombie - the lowest 'life form' of Hell... except it's not from Hell. Comes in several different varieties, including one that wields a Chainsaw. Make sure they're completely fragged or they'll get back up and come at you. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===THE WALKTHROUGH=== NOTE: there is a way to skip this first level and get right to the action. As soon as a new game starts (after the cutscenes), turn around and kill yourself by jumping off the landing platform. Click "restart", and you'll be in the Comm Center elevator with a Pistol, Shotgun, Flashlight, and all hell breaking loose around you. The names listed in braces { } are the map names for that level. You can jump to a different level by typing in the map name at the console (see the Cheats section for instructions). Level 01>>Mars City {mars_city1} //Objective: Go to Reception. //Enemies: n/a //PDAs found: yours, Adam Berneche //Video disks found: 2 //Keycards found: 0 //Storage Cabinets: #001 (code 396) //New weapons acquired: N/A Once the game loads, just hit your Escape key to skip through the initial cutscenes (communications from the ship, etc.) if you want. On the lower left of your screen, right next to your Health and Armor stats will be the name of the particular area you're in. Just about every room in the game has it's own name, and there are some you probably should pay attention to for later reference. Walk up to the guy checking the cargo, and he'll tell you that you need to check in with Reception. Note how your cursor changes when you get close to him - just hit your fire button to talk to anyone in the game when the cursor changes like that. Most of the time they won't have anything relevant to say, but it can be interesting. Up the steps, and talk to the guy at the top of the ramp, sitting on the bench - he'll tell you that he's getting off Mars, and that you should too. But do you take the hint? Of course not. (Note the name - M. Caseon. You'll find his PDA later in the game) Go around to the left to the end of the catwalk - you can interact with the computer screen there, though it's nothing you need to worry about. Head through the doors and move on to one of the red squares outlined on the floor so you can get bio-scanned. Once that's done, the next set of doors unlock and you can go through to the "Departure Lounge". That arachnid-looking critter you see in front of you is a Sentry Bot - you'll run into several during the game, and they can come in quite handy. There are three doors in here - the one to your left (beyond the Sentry Bot) is locked, and leads to the lower levels. Straight ahead is the door to Reception, while to the right is the door to the Security Office (also locked). To your right is an information kiosk, which is basically an advertisement for the facility. In the corner beyong the security office door is another kiosk, but you can't do anything with that until you get your PDA. [EASTER EGG] On the wall over the bench on the right are a pair of posters, which are considered to be Easter Eggs in this game (not the traditional type, but what the heck). The one on the left says "Changing the face of Mars", and in the center of the poster is the "Face" of Mars, a real phenomenon discovered by NASA - check out the sites below for more info. http://science.nasa.gov/headlines/y2001/ast24may_1.htm http://nssdc.gsfc.nasa.gov/image/planetary/mars/face.jpg You'll find these posters throughout the game. [EASTER EGG] The next poster over mentions "Bringing Mankind one step closer to Heaven" - this is considered as a joke, since Betruger wants to bring Mankind to Hell. You'll find these posters scattered throughout the game as well. Straight through the doors into Reception. [CUTSCENE] Check in at Reception, get your PDA. Any cutscenes in the game can be skipped by hitting your Escape key. Once this initial cutscene ends, it will bring up your PDA - on are a pair of emails, and a video file. The emails welcome you to Mars, and an order to report to Sergeant Kelly at Marine HG. The video is basic procedures on Mars. [NEW OBJECTIVE] Perform all your duties in a military manner, Report to Marine Command. Before leaving this area, go around behind this guy and check out the desk behind him - there you can pick up a Video Disk (which looks like a stripped CD drive); this one is "Welcome to Mars Research Facility One". Most of the video disks in the game are nothing but advertising and propoganda for UAC, but occasionally they can be interesting. If you're playing the game at high quality, 1024x768, stand behind the receptionist and read the screen over his shoulder... he's typing about you being a rude person because you're reading over his shoulder. :) Also in here are a pair of locked doors (one left, one right), stairs, and another computer kiosk. You're supposed to go up the stairs and report to Marine HQ, but first go over to the computer kiosk. Aim your cursor at the "Download" link on the screen and hit your fire button... a new email will be downloaded to your PDA. This one is from UAC Security, and mentions a missing staff member, Dr. Ishii - you'll encounter him soon enough. Before going anywhere else, head back out into the Departure Lounge and head for the computer kiosk next to the Security Office - download the email to your PDA; this one is about Safety Awareness Month. Back into Reception, and up the stairs - you'll run into "A. Chang", who says that you must be with the new detachment sent to check on them. Around the corner and another cutscene. [CUTSCENE] Betruger (THE Bad Guy) talking with Elliot Swann and Sergeant Kelly. To your left is an office (and the conversation your were just eavesdropping on), then a hallway, straight ahead are doors for the Monorail, and to your right is a locked door guarded by a Security Officer (Administration offices). To the right of that locked door is a short set of steps leading down - if you want, you can crouch down and crawl under this platform, but there's nothing there. Head down the hall, and you'll see a Marine coming out of the Restroom, who says you're probably a replacement for one of the guys they lost - that doesn't sound good. Not much in the bathroom, but if you aim down into any of the urinals you can flush them. Out in the hall and straight ahead is where you actually need to go, Command Access - but first, go around to the right and into the Kitchen. Steal Adam Berneche's PDA from the counter - it'll come in handy later. Several emails on it, none of which are really worth anything, and an Audio Log (click on the name on the left under "PDA Files", then on the "User Data" at the top to access the audio) which can occasionally be helpful, but usually isn't. In this case, listening to the audio will get you the combination for a Storage Cabinet later in the level. Check out the TV screen... watch the ticker at the bottom of the screen for a mention of "QuakeCon", which is considered to be another Easter Egg. Talk to the guys lounging at the table - it doesn't sound nice - and if you want, hit the switch for the shutters. In the back corner of the room is a "Super Turbo Turkey Puncher 3" game... just walk up to it and use it with your fire button. If you play it long enough to get a score over 25,000, you'll get a new email on your PDA congratulating you on your high score. In the upper left of the screen, the face is of the original Doom character - another Easter Egg. Head for Command Access - just inside on the right, eavesdrop on the two technicians. To your left is an office, then a computer kiosk at the corner - download a new email about volunteering for extra credits. Down that short hall is a locked door. The other way is a short set of steps, which is where you need to go. Through the door for Marine Command and down the hall - at the junction is an armed guard who tells you to report to HQ. You need to go right, but first (if you want) go left to take a look at the Infirmary and a few locked doors before ending up full circle. While you can open the outer door of "Combat Prep", you can't open the inner... but don't worry, you'll be knee deep in weapons and armor soon enough. However, you can grab another Video Disk off the counter in here (Series 3 Plasma Gun Briefing). Note that even though you can look ahead in the walkthrough to get the code for the Combat Prep door, it won't do you any good - that door can't be opened until later in the game. Head into Marine HQ and follow the hall around... Objective Completed. [CUTSCENE] New orders - locate a missing scientist. Note that "FNG" means "Fucking New Guy". [NEW OBJECTIVE] Search for missing scientist. Locate Maintenance Entrance. Follow the Sentry Bot - don't worry, it'll stop if you get too far behind. It can unlock doors for you, but you won't find a need for its firepower... yet. It'll take you back out to Reception, and to a locked door that is now open - Objective Complete. Down the stairs (there's nothing under them for you, but always remember to check under platforms and stairs for toys) - across on the left is the lift you need to take. On your right, up a short set of stairs, is locked cabinet #001 - listen to Adam Berneche's PDA logs for the combination (396). In it is Pistol ammo. Also on the right is a maintenance ladder in the up position - you'll be back here later. Click the button to summon the lift, and inside click the screen to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 02>>Mars City Underground {mc_underground} //Objectives: Find the missing scientist. //Enemies: Zombie, Marine Zombie, Imp //PDAs found: Daniel Young, Grant Baston, Frank Delahue //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: #023 (531) //New weapons acquired: Flashlight, Pistol, Shotgun, Machinegun As you enter, on the right is a security checkpoint - wait for the guy behind the desk, and when the glass opens at the right, grab your Armor and Pistol, along with some ammo and your Flashlight. Note that he mentions that you'll have to go outside to get to your destination. He'll open the next door for you. [NEW OBJECTIVE] Reach old Comm building. Around and to your right is the locked door for the Security Office. Keep along the catwalk and talk to the maintenance worker (D. Young) - "Welcome to the dungeon, brother. Enjoy your stay". For pure ugliness, shoot this guy in the head and take his PDA. Don't go shooting every civilian in the game - there are only a couple of cases where you need to kill a non-enemy in order to steal their PDA; I'll list just those particular ones. Hit the right arrow on the crane controls to rotate the crane to the right. Go down the stairs to the next platform - just before the door (Energy Stabilization), turn on your Flashlight and look to the left... there's a MedPack on the rocky ledge. Jump over the rail and grab the MedPack if you need it - you probably won't yet. Also down on this rocky ledge - at the base of the railing - is a power cable; use that as a tightrope to get to the other platform (Armor Shard on top of the crates). Over there is a locked door (Electrical Unit), a control panel for the crane, and a ladder going up to the crane. If you didn't rotate the crane from the other side, hit the screen here to rotate it, otherwise you won't be able to climb the ladder. To climb any ladder, make sure you're perfectly centered in front of it - if you're off to one side or the other you might not get up it properly. Climb up for Shells and Armor Shards at the top. Don't play with the crane's control panel. Tightrope your way back across the power cable and enter the door. At the bottom of the stairs, swing left to listen to a paranoid... once he's done, follow him into that area and crouch under the stairs for some Armor Shards. Go through the "Convergence Chamber-1" door. Through the next door, and around the corner. Stop at the fence and listen to the complainer. Continue around to a short set of steps on your right, if you want to talk to the guy. In a small area on your left is a Storage Cabinet and a PDA - grab it, and get the code for cabinet #023 (531); inside are Shards and Shells. Through the "Convergence Chamber-2" door, and through the next. Head for the glass and listen to more griping. The door labeled "RAR-a4" won't open, even though the screen is green. Continue down the walk - before you go through the next door, drop down off the right side and collect the Armor Shards underneath the platform. Jump up on the pipes to get back on the walk, and through the double door. In the next room is I. Sinclair... remember this panel he's working on, and note how the bridge folds up. In the next room (Maint PD-1), the lights will go out soon after you enter... use your Flashlight to get through. When you go down both stairs and get to the next door (Garage-b2 Access), the lights will come back on. Down the stairs and talk to the armed guard at the airlock door. Kill him and grab his PDA (Mark Ryan), and steal his Pistol from the crate (you can't grab it until he's dead). The email on it is semi-funny... it's warning Ryan not to let you get lost. Cycle the airlock and enter. Hit the screen inside to cycle the airlock. As soon as the doors open, hold down your Sprint button and run out - head to the right and around the corner of the building for an Oxygen Tank and a Stamina Boost. Go back to the bridge (another Oxygen Tank - save it for later) and sprint across to the next airlock... cycle that and through. To your left are a couple of Health items... but before you go up the stairs, go right and around the back of those shelves. Jump up on the crates to get up on the shelves for more Armor Shards and Health. If you're playing in 'Recruit' mode, and you've haven't gotten hurt yet (how?), those Shards will bring your Armor up to its maximum of 125. Just before you get to the lift door you'll get a radio communication from Sergeant Kelly telling you to move it. Hit the button for the lift, and inside click on the "2 Communications" link on the screen. At the bottom, step out and "Objective Completed". Just keep going until you come to the next door, "Main Comm Engineering Access" - through that, and get ready as all hell will break loose. [CUTSCENE] Finally found Ishii The lights go out, and it's time to party... a flying skull will teleport in and hit Ishii - you've got to kill him now, or he'll kill you. The far door opens and an armed guard enters - kill him as well and take his Pistol. NOTE: once the mayhem starts, when you kill anything in the game, make sure you kill it all the way... that means shooting it again if necessary, or whatever is needed until the body vanishes. If you have the time, you can crouch down and beat on bodies with your Flashlight until they dissolve. Otherwise, they'll eventually rise up and come after you. Monsters from Hell usually dissolve on their own. If you click on the screen here, you'll see a scene of mayhem. Sgt. Kelly radios everyone to fall back to Marine HQ. [NEW OBJECTIVE] Back to security checkpoint. Before you go anywhere, go down the short steps and into the cubicle on the left for some Pistol ammo. Note the chatter over the radio... I could swear they used part of the movie "Aliens" for that - it even sounds like Bill Paxton's character. Back out the way you came, killing another Zombie on the way (if you're playing in Nightmare Mode, this is where you'll get the Soul Cube). Go through the break in the rail rather than risking going through the flames. Note the evil laughter just before you get on the lift... that's Betruger. After you exit the lift, the lights will go out... that's okay, it's only a short way anyway. Grab Armor Shards and Health if you need them, then back through the airlock to where you were before. The lights will go out just before the airlock doors open in the garage, and the doors will stick for a moment - you can see something dragging a corpse away through the gap. Once the airlock doors open and you're in real air again, turn right and kill the Zombie, then head up the stairs. When the door opens you'll be attacked by a Zombie with a wrench... watch out. Jump up the broken stairs and through the next door. The double doors you came through originally won't open, and a Zombie arm will reach through the gap to try and grab you. Watch out for the Zombie climbing over the rail. There's a ladder just inside the door you just came through - climb down it and explore the area below for Shards and Health. Use the panel to extend the service bridge... watch the byplay on the catwalk on your right if you want. Cross the bridge, and a Zombie with a gun will pop out from an alcove on the right - be careful. Once it's dead, grab the Bullets, Shards and Health in the alcove, then through the door. You'll come under fire again - watch it. You can't get through the locked door here, but click on it anyway to see the names of the people who can - you'll need to find one of them and steal their PDA. Behind the crate where you just came into this room are more Armor Shards. Go down the steps, kill another Zombie, and on the desk at the end of the room are more Bullets and a PDA (Frank Delahue). On the ledge here you can see some items, but no way to get to them... right? Wrong - go back to the bottom of the stairs, and you'll see three yellow specimen containers... carefully walk against the one that's on its side, and you can maneuver it over to underneath the ledge, then jump up on it to get on the ledge. Walk up the slanted yellow pipe and crouch into the area up there for a few more toys. Back up the steps, and you can open the locked door this time - inside are a couple more 'friends', and around to the right are more toys. As soon as you enter the door, you'll see a scientist up on the catwalk under attack by a Zombie - if you're quick, you can kill the Zombie, and the fleeing scientist will open a locked cabinet on his way out. Through the door on the left. There's a door on your left at the other end of this catwalk, but go down the steps first - to your right is a Shotgun and other toys... however, as soon as you grab it, the floor sinks down and you're attacked by three Zombies. Kill them, collect any toys in this area, then climb the service ladder back up. You can crawl under the left end of the pipe up here for a few items. Some items in the next room over on the right (below the platform), but when you go over there, the lighting goes red - get ready. Up the stairs, and the lights go out one by one... you'll be attacked by a Zombie and a Marine Zombie. Just to the left of the steps is a service ladder - more items down below. At the top of the next set of steps behind the crate on the right are Shotgun Shells and Health. Get over by those monitors and you'll be attacked by two Zombies, one of which comes out of an alcove behind you... watch out. Collect anything from that alcove after, then on the shelves down by the next door. Also note the Health Stand down by the door on the right. Down to the left in this room you'll see flames shooting out of a pipe... you should be able to crouch under them without much damage to collect the items beyond. OR... wait a little bit and you'll be able to get through there without the flames. With your back to the flames (facing where you entered the room), there's a door on the right (the one you entered through) and one straight ahead - go through that one. [CUTSCENE] an Imp crawls out of the space behind you An Imp will attack you as you get near the broken rail, so watch out. Don't go forwards yet - turn around (facing back the way you just came), and on the right will be three valve controls. The one on the end has a touch screen... check the audio logs on Frank Delahue's PDA for the number (842), which will shut off the flames in that other room. Down the stairs, and there will be a Zombie in that dark space almost directly ahead of you. Kill him, and an Imp will appear on the stairs. Notice the busted Storage Cabinet next to the stairs... if you saved the scientist on the catwalk earlier, he will have opened this on his way past (Armor and Health) - if you didn't save him, this cabinet will be locked, and there's no way you can open it. Through the door. This area should look familiar... down to the right (over the rail) is the service bridge you extended earlier. Head through the door at the end of this walkway. Just through the door (on your left) is a Health Stand, and you'll probably find more Shotgun Shells here. Down the stairs, and on the console on the right are more Shells... and an Imp waiting for you. Around the corner, and there's a Zombie with a wrench behind those machines - no problems. This next room should look familiar... the door you just came through is the "RAR-a4" door that was locked earlier. The double doors ahead and to the right are where that Zombie tried to break through earlier, when you were on the other side of them. Through the door at the end of the room (Convergence Chamber-2) and through the next - a crawling Imp waiting for you on the other side of the door. Go a little further into the room and turn around quick - a Marine Zombie with a shotgun will try to punch your ticket from the doorway you just came through. Go down the short steps to where the guy was complaining earlier, but watch out for the Imp that crawls out from the pipes on the left. Back up the stairs, curve left, and continue on through this room - as you near the door (Convergence Chamber-1) you'll get another radio message from Sgt. Kelly. Through here and into the next room. When you get near the stairs an Imp will break through them - kill his ass and jump up the stairs, then through the door. Another area that should look familiar - if you didn't grab that MedPack earlier, hop over the rail and get it now. See the red barrel by the base of the column? Walk up to it and then back up... an Imp will come over the railing just beyond it, so shoot the barrel and kill ol' Impy. Watch for falling debris as you get near the stairs - if you stay to the right you should be okay. At the top of the stairs an Imp will come through the door straight ahead, the one that was locked earlier... kill it then enter the room. Down the stairs, and use the screen on the right to unlock the security checkpoint... turn around quick, because a Marine Zombie will pop out from under the desk at the other end and try to kill you. Use the Health Stand if you need it. On the same screen where you just unlocked the security door, down at the bottom of the screen it says "Mars City Sublevel Access" - aim at that and click on it to bring up a submenu. The only two items on the list you can affect are "Entrance Lockers" and "Maintenance Access", so click on those. Exit the room, and as you do another Marine Zombie will charge down the walkway towards you... kill it. Remember where you crossed on the tightrope? There was a locked door over there on that platform... you just unlocked that with the "Maintenance Access" click, so go over there and get stuff (including ammo for the Plasma Gun, which you don't have yet), then head back to the Security Checkpoint door. Through the Security Checkpoint door and Objective Complete. [NEW OBJECTIVE] Return to Mars City Down the stairs, and both glass lockers (where you first got your Pistol) are now open... grab the Machinegun and ammo. Watch out for the Imp that appears on the stairs behind you. As you open the lift door you'll be attacked by a Marine Zombie - kill it, then enter the lift and click the screen to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 03>> Mars City 2 {mars_city2} //Objectives: Return to Marine HQ //Enemies: Zombie, Marine Zombie, Imp //PDAs found: Marcus Stanton, Mark Caseon, Bill Tyson, Duncan Mathews //Video disks found: 0 //Keycards found: 1 //Storage Cabinets: #017 (347), Combat Prep (584) //New weapons acquired: N/A As the lift pulls to a stop you'll get a radio message from Kelly. [NEW OBJECTIVE] Return to Marine Command Center You should easily be able to figure out where to go from here, right? Well, almost. As soon as you exit the lift, watch out for steam on the right... and a Marine Zombie straight across from you. The stairs are busted, so head over to where the Storage Cabinet and the maintenance ladder are... as you get close to the ladder you'll hear someone say "Hey you, up here, quickly", and the ladder will extend. Talk to R. Roland at the top, then head for the lit crawlspace. Work your way through and you'll come to some pipes... go left to get Armor, then work your way to the end where you can drop down. Run to the desk, grab the PDA (Marcus Stanton), then turn around... more Zombies to play with. Get anything else in the room, and head out the door - as soon as you do so, a door across the hall will open and you'll come under fire. The door at the top of the stairs is locked - if you click on the screen someone (or something) will pound on the door from the other side. Go through the open door (where the shooter was), and through the window you'll see an Imp chewing on a corpse. Don't worry, he can't break through. Grab the ACO Card off the desk and go back out to that locked door. You should recognize this area... if not, just look through the windows to see the Monorail Station door. Don't forget to kill the Marine Zombies while you're here. Out through the only door, and through the next one. There go the lights again... you'll have Zombies approaching from the left and the right, and one more that will try to come through the door at your back. Once they're dead, pick up any toys in this room - don't exit the room via the green- lit door yet, but instead go through the narrow gap next to the server racks (on your right as you entered this room). Kill off everyone in there, grab any items, then back into the other room and out through the green door. Up ahead in this hall you can see flames on the left... a Zombie on fire will pop out of there (a Flaming Zombie... isn't that a kind of drink?). There's nothing in that alcove for you, even if you could survive the flames. Through the next door, and watch out for the Marine Zombies that will pop out. In the alcove on the left is a Zombie and some Armor Shards. Pick up anything else in here and then head down the hall to your right. Watch out for the Imp that drops down from the ceiling at the end of the hall. Go in the door across from the Infirmary first... the only thing in here is a Machinegun clip, and after you enter this room a Marine Zombie will charge in. Go across the hall and into Infirmary, and on the table grab the PDA (Mark Caseon, the guy you talked to when you first got to Mars, the one who said he was leaving) - listen to the audio log to get the combo for Storage Cabinet #017 (347). Use the Health Stand if needed. Go into the next room, and kill the patient who remarkably revives. Grab anything you need, and out the next door. A Flaming Zombie will pop out on the left, just under the sign. In a sign of a warped sense of humor, these flaming Zombies are called "Bernie" - check the Spawning at the end of this document. You can go either way from here, but it's best to go to the left first - duck under the flames and continue on your way. You'll pass a couple of locked doors, and at the end of the hall is an unlocked door... but it doesn't open all the way. Grab the PDA here (Sergeant Bill Tyson), and note the email giving you the Combat Prep code. Back the way you came - round the corner past the Infirmary and you'll see a Zombie kill a Marine... nothing you can do about that, so make sure they're both dead. Ignore the hallway on the right for now and continue straight - when you get close to Marine HQ you'll hear a female voice mentioning a vid-mail. Up the steps (Objective Complete), check the left of the two screens on the right. [NEW OBJECTIVE] Join up with Bravo Team in Alpha Lab Across the hall is Combat Prep... go in there, do some killing, and the code for the door is on Bill Tyson's PDA (584). Get what you need, and then head for Reception (as you leave Combat Prep, go right, around the corner, then left down that hall). Follow that around, and though the next door looks locked, it will open for you. Kill the Marine Zombie, and head for the double doors. Go into the alcove just before them on the left and do more killing, then out through the doors. Head into the Kitchen, pick up whatever you need, kill anything, and you'll receive a message from Sgt. Kelly about using a Sentry Bot. Drat, the Super Turbo Turkey Puncher game is dead... Out of the Kitchen and left... straight ahead is the Restroom, where you can pick up a few items - look into the mirror, and you'll see a Vision of yourself surrounded by flames. An Imp will burst into the bathroom and attack you after that. Down the hall, up the short steps and into the next room, where a Sentry Bot will be doing some killing of it's own. For now just follow it - don't bother with anything else along the way, though if you stop it will wait for you. Follow the Bot, but not too closely... let it do the killing for you, including a trio of Imps. The Bot will shut itself down at the lift... before climbing in, go straight ahead to the soda machine and turn right... crouch into that alcove, up the ladder and all the way around. You'll come out on the balcony above the lift room, and you'll find a PDA (Duncan Mathews). Go back the way you came and back into the lift room. Head out through the doors, and straight across from you is a locked door which will now open. Grab anything in there, then go through the rest of the area, all the way back to Reception, to pick up goodies and dispose of bodies. Back to the lift, enter, and click to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 04>> UAC Administration {admin} //Objectives: Gain entrance into the Alpha Labs //Enemies: Zombie, Marine Zombie, Imp, Pinky //PDAs found: Alan Dorweiler, Jonathan Moses, William Banks, Paul Simons //Video disks found: 1 //Keycards found: 0 //Storage Cabinets: #013 (586), Martian Buddy (0508) //New weapons acquired: Chaingun, Grenades As soon as you leave the lift, you get to do some eavesdropping. [CUTSCENE] eavesdrop on Swann talking to Betruger On your left is a short set of steps leading up to the Alpha Labs door, and a couple of Zombies. There's nothing on the desk in front of you, and neither of the doors in here will open - though one will if you can find the right terminal. If you're really bored, watch the TV screen behind the desk for more UAC advertisements. Up the short steps and through the Alpha Labs doors - down the hall, and an Imp will drop out of the ceiling; after that you'll be attacked by Marine Zombies. Around the corner is an unlocked door... go in and grab a PDA (Alan Dorweiler) and a Video Disk off the desk. There's a Health Stand in here, and a Storage Cabinet - the code is on Dorweiler's PDA (586); this is where you'll get your first Grenades. Also on the PDA is the first email you'll see from martian-buddy.com - which is a real website; check it out for some silliness. As you approach the cabinet you'll be attacked by a Zombie coming from the right. The locked door in here won't open until you get the correct PDA. Open the next Alpha Labs door, and watch out for the Imp immediately behind it. Around the corner and an Imp will blow out some of the windows you're facing, but then it will leave that room - this is basically just so you can get the idea that those particular windows are breakable. Continue along, and a Zombie will throw a barrel at you from a catwalk... DO NOT blow up the barrel. You probably won't be able to kill the Zombie before he disappears, so don't worry. Shoot out the windows, and push the barrel up against the windows - jump up on it to get into that room for a 'few' goodies. Back out of this room and continue on - talk to the injured Marine here (don't kill him yet - wait until later). Go up to the locked door for a new objective. [NEW OBJECTIVE] Locate the PDA of William Banks for Alpha Labs clearance Obviously the only way you can go now is back the way you came - as you go out through the next door, an Imp will attack from the left. Further along the hall (just before the next door) a wall panel will suddenly pop off with a clang, startling you - they love doing that stuff in the game. Kind of like a slasher movie, huh? Go all the way back to where you got off the lift - a pair of Imps will bust through the damaged doors, giving you access to that area... nice of them, isn't it? Round the corner and you'll be attacked by a pair of Imps, one in front of you and one behind. Through the next door - watch out for the Marine Zombie on your left - and straight into that glass office for ammo and Shards, but nothing else. Through the rest of this room, through the next doors (more Marine Zombies on the way), and into the darkened Data Library. Locked door ahead, catwalk up on the left, and an office on the right - go into the office and use the terminal to unlock the door. [CUTSCENE] Now /that's/ a real dog face. This critter is known as, believe it or not, a Pinky. The Pinky tries to break through the door, then smashes through the window... kill it quick. After that an Imp will attack. Out and through the now-unlocked doors, up the stairs, and another Pinky attacks, followed by a Marine Zombie. Continue through - more Imps and Zombies - and in an office on the right is a Storage Cabinet and a PDA on the desk (Jonathan Moses). To get the code for the Storage Cabinet, you're supposed to go online to the martian-buddy site... but I'll be nice and tell you: 0508 (yes, it's four digit). Inside you'll find the Chaingun, among other things... a nicely powerful weapon, but it uses ammo fast. Continue through this area and up the next set of steps - this is the balcony where the first Pinky jumped from. Get to the corner and you'll get a comm from Kelly about 'unidentified growths'. Along and through the next doors. Around the corner and watch your back - an Imp attacks from behind. Ignore the stairs down for now - you'll get to them soon enough. In through the Executive Office doors... down on the right you can see (and hear) Swann and Campbell (Swann's Marine bodyguard). That big honker that Campbell is carrying is a BFG 9000. Through the next doors, do some killing, and of course the office of William Banks doesn't have his PDA in it, though it does have a few toys for you. In the busted-up office (as soon as you walk in you'll hear a female voice saying "Save me"... more about her later) you'll see a pentagram on the floor along with a PDA. Step in there, grab the PDA (William Banks) and get Imped. Show them how the Chaingun works. Exit the Executive Office the way you came in (more Imps), and head down the stairs (toss a Grenade down first to take out the Zombie around the corner), then through the doors down here to get back out to the initial lobby. Back in through the Alpha Labs doors, into the little office, and now you can open that locked door. Check out Banks' PDA... one of the emails mentions a website, ua-corp.com -- this is a real site as well. In this room you have a ladder going up and an unlocked door... up the ladder first, and you'll find yourself on the balcony where the Zombie threw the barrel at you earlier. Back down and through the unlocked door, and you'll find yourself in the area where you just saw Campbell and Swann. Grab the PDA on the desk (Paul Simons... hopefully not the same guy who ran for President once). Try and use the terminal at the end of the room and you'll only get a network error, so back out to the office where you first entered this area. Head all the way back to where you found that injured Marine (through the next Alpha Lab doors, past the goodies room you got into via the thrown barrel), and make sure that the corpse is dissolved. Now you can get through these doors. (Objective Complete) Click the screen to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 05>> Alpha Labs - Sector 1 {alphalabs1} //Objectives: Attempt to locate Bravo Team //Enemies: Zombie, Marine Zombie, Imp, Maggot //PDAs found: Kyle Berger, Jack Smith, Bernie Lipsitz //Video disks found: 2 //Keycards found: 0 //Storage Cabinets: #009 (752) //New weapons acquired: N/A As soon as the level loads you'll get a comm from Kelly... find Bravo Team quickly. Click the screen to open the door. [NEW OBJECTIVE] Access Alpha elevator Click the screen behind the desk to turn the lights on and unlock a few things... but watch out for Zombies as well. In one corner of the alcove is a Health Stand. If you check the screen at the desk again, you'll note that it says "Area Secure" - click on that and it will tell you that you have insufficient security clearance to secure the area. Not a problem, not a worry - it's just something else they added; you can't do anything about it, and you don't need to. Through the door for more Zombies and Marine Zombies, gather anything, then down the steps and through the next door. Watch out for the Imp just beyond the door, and the Marine Zombies after that. Through the next door, and the stairs are blocked... back into the previous room and jump through the window. Kill the Imps, and there are a couple of items under the stairs to your left. Climb the stairs at the back of the room... a Storage Cabinet ahead, and a door on your left. In the door first, grab the Video Disk and the PDA (Kyle Berger), kill the Zombies and Marine Zombie, and check Berger's PDA for the cabinet access (Cabinet #009, code 752). Get near the other door and the room will go red... an Imp will come through the door into this room. Go through the door for another Imp. In an alcove in this small area is Armor - at the other end is the screen you need to hit. Get ready to run - as soon as you click the screen (Open Access Repair Gate), jump over the rail and wait for the machine to stop. Run into that channel, run down to the end, and on the right you can unlock the Conduit Access... crouch quickly and into the conduit before the EPD starts up again. You can startle a Marine Zombie before you exit the conduit, which is nice. You need to go left and down the stairs, watching for Zombies along the way. Grab stuff off the desk - you'll see your first "Power Outage" screen, just click it to backup the system. Damned if I know what good it does, or if it affects the game at all. Through the next door... around the corner, and the lights will go out. Kill the Imp, listen to the evil laughter, kill the Zombies. At the right end of this area you can look through the fence and see a PDA on a desk - you'll get to that soon. Down the ramp, kill more Zombies, and there are two ways to go - a door, and an alcove at the back of the room. Open the door to see flames... you can't get through those, so head for the alcove. More killing, up the stairs, grab the PDA (Jack Smith, the one you saw through the fence), and hit the screen to stop the gas leak. Back the way you came, and now you can go through that door. Go far enough into that room and you'll come under attack by a Marine Zombie up ahead, as well as by an Imp and another Marine Zombie from an alcove that opens on your left. At the end of the room on the right is a ladder leading down to that catwalk - go down for Armor and ammo, but don't drop off the edge. Back up the ladder and through the next door. Pick up the toys in here, and as you turn the corner you'll meet a new friend. [CUTSCENE] enter the wall crawling two-headed Maggot Kill 'em all, then head for the next door - it's locked, but as you get close to it a floor plate will fall. Drop down in there and go through - an Imp will snarl at you from above, but no worries. Don't take the first junction on your left - instead go all the way down for a few toys, then go back to that junction. Grab the Armor and other toys, and pop up through the floor - this is the other side of that locked door. Kill the Zombies, grab any items, then head down the hall to the next door. In the next room, just shoot the barrels to kill any enemies, then head down the catwalk (don't worry about the panels that collapse under you). In the next room, move ahead so you're next to that pillar... to avoid the barrels being thrown at you. At the end of the room, go up the stairs and turn around quick to kill the Imp, then take out the Marine Zombie at the end of the room. Up the stairs and into the next room... oddly enough, nothing attacks you in here. Up the stairs, grab any toys, and get an Imp attack. Up the next stairs, through the door, and as you near the windows you'll get another "Vision"... Imps will attack you after that. Up on one of the pillars is an open panel... click on that to open the glass "Security 15" door and get some ammo. Head up the stairs into the next room. Grab the Video Disk off the desk, and there's a computer screen you can play with here... click the links at the bottom of the screen to switch back and forth between the screens (big joy). There are two doors in here - one locked and one not; the way to go is obvious. Kill the Zombie at the desk, click on the "Power Outage" screen if you wish, and turn around for an Imp attack. Into that alcove and climb the ladder. Work your way through the darkness and surprise Kreitman, then duck into the next room when the machine is up. Grab the PDA (Bernie Lipsitz), and drop down through the hole... you're back at that locked door, but now you can go through. Play with the Zombie and the Marine Zombie, and through the next door. Down the stairs, and you'll see Campbell and Swann run past the window - don't look too long, because a pair of Maggots want you. In the next room is a Maggot you can shoot, or several barrels that will do the job just as well. Grab anything and up the short steps. Hey... to your left are the blocked stairs you saw earlier, and you've got two doors in this room - 19 and 20. While you probably want to do them in numerical order, door 19 leads to a locked door, so take door number 20. Drop into that hole in the floor for some Shards and a Clip, then pop back out and go through the door, where 4 Maggots await you. Clean out this area (note the door you just came through is now locked), and hit the lift to end the level. Objective Complete. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 06>> Alpha Labs - Sector 2 {alphalabs2} //Objectives: Attempt to locate Bravo Team //Enemies: Zombie, Marine Zombie, Imp, Maggot, Trite / Tick //PDAs found: Andrew Chin, Walter Connors //Video disks found: 1 //Keycards found: 0 //Storage Cabinets: #038 (409), #039 (102) //New weapons acquired: N/A Through the door, grab the stuff on the left, and head right. The lights will flicker, and as you go up the steps two Imps will appear. Kill them, check out the dead video games, and through the next door. Two doors in here - one broken, the other leading to the restrooms. As you walk into this area, a panel in the floor will pop up, but it's nothing to worry about. For fun, go up to the broken door and shoot the Marine Zombie on the other side, then enter the restroom. Kill off a couple of Zombies, and head for the back of the room... a wall panel will open, revealing a Maggot and a ladder. Up the ladder, and you'll receive a faint radio transmission... someone has locked themselves in Storage Room C4 (I've never found it). Crouch into the conduit. When you come to the junction, go straight first... at the end of this area on the right is a Maggot that will jump out at you, so be ready. Grab anything, then back into the conduit and continue on. As you go through, you'll pass over a floor grate where you can see a Zombie below, munching on a corpse... you can't do anything about that yet. Continue on and drop down - be ready. Turn around quick and blow away the Imp. Facing where it was, to the right leads to that broken door you just were at earlier, so head the other way. Kill the Imp, and in the small office on the right is the corpse-chewer you saw earlier - kill them both, and grab the PDA from the desk (Andrew Chin). Note that you can play with the computer to see different areas of the facility... none of them nice. Well... the "Security Checkpoint" camera will show you your butt. Back out into the other room, and drop down into the hole in the floor for some Armor, then through the next door. Big nothing in here, so through the next door. No air in here, and you have a Maggot and an Imp to deal with as well... kill them quick and into the next room, where an Imp will be 'shooting' at you from the ledge ahead and to the left. Through the next door, and you'll get to blast a Marine Zombie from behind. You can't get over the rail, but if you want you can watch another UAC advertisement before going through the next door. Through the windows you can see a squad of Marines run by - possibly the lost Bravo Team. However, you can't do anything, so just continue on. In the next door, and you'll be in the room you just passed by with the railing. Head to the end of the room and down to the left for a Maggot, a PDA (Walter Connors), and a Video Disk. The door you entered through will pop open and you get to kill a pair of Marine Zombies... after that you'll get a call from Sgt. Kelly. [NEW OBJECTIVE] Alpha Labs Sector 3 In this room you'll hear a constant knocking, which seems to be coming from that machine - presumably that's the guy who locked himself in Cabinet C4, but I've never found it (or him). Back at the desk click the screen to open the vent hatch, but before you head through that door, go behind the machine on the right (carefully) for Storage Cabinet #038 (code 409). Once you've gotten the toys out of there, head to the front of the room, and at the far end (opposite the door you came in) a ladder will now be deployed. This leads to the ledge where the Imp was earlier, and to quite a bit of ammo. Once you've grabbed that, go back down and head through the door near the desk. Through the next as well... nothing to see here. Plenty to 'see' in the next room, though. Several Marine Zombies and an Imp greet you in the dark, and once you've killed them, a wall panel to your left will fall down. Between the pillar and the end of the gray pipe is a floor panel with scratches on it... shoot it to open it up. Drop down, through, down the next ladder, crouch through and kill the Imp at the end. Move out into this room and you'll see a bunch of barrels (along with some ammo) - back up as far as possible and toss a Grenade at the barrels; when they blow they'll reveal another crawl space. Ammo and Armor in there. Back up to where you were and use the lift. At the bottom an Imp and a pair of Maggots want to say hello, so shake hands with bullets. Grab any goodies, then through the door. Meet J. Edwards, who will lead the way with a testlight. You can duck into that office right quick for another "Power Outage" screen, but then follow him and make sure you kill anything before it kills him. Of course, at the end of your journey he'll be killed anyway, but why make it premature? Once he's dead, make your way back through this dark area to pick up all sorts of toys, then head up that ladder, At the top, open Storage Cabinet #039 (102), then head through the door. Spiderwebs... that give you any idea of what you'll face soon? The door at the end is busted, so duck between the beams and head through this maze of twisty passages. At the end, hit the panel to extend the service ladder, then get ready. These little beasties are Trites - it doesn't take much to kill them, but they make up for it by sheer numbers. Once they're all dog food, go up the ladder, kill a few more, then open the bay door. Click to end the level. Note: there are actually two different spider creatures, the Trite and the Tick. There is very little difference in looks between the two, and both die the same way. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 07>> Alpha Labs - Sector 3 {alphalabs3} //Objectives: Attempt to locate Bravo Team //Enemies: Zombie, Marine Zombie, Imp, Pinky, Maggot, Trite //PDAs found: Mark Lamia, George Poota //Video disks found: 0 //Keycards found: 1 //Storage Cabinets: #047 (123), #048 (123), #049 (123) //New weapons acquired: Plasma Gun Step out and you'll be attacked by an Imp, and a Marine Zombie or two. As you round the corner, you'll be attacked by several Marine Zombies on the right - a Grenade or two would do quite nicely here. Once they're history, continue on and kill the Imp on the stairs. Left or right? Note the slots at the bottom of the wall on the left - more Trites, and beyond them, a locked door (and a Maggot). Kill 'em all, and go the other way. Pass by the little door for now, and around the corner for a few more Trites and a Maggot. Go up to the locked door to find out what to do next. [NEW OBJECTIVE] Remove the barrels leaking toxic gasses Now you go through that little door... grab the PDA (Mark Lamia), and play with the crane. You only need to remove the two leaking barrels, but play with whatever you want in here. Note that the little screen to the right will say "Locked" when the claw is properly over its target. Objective Complete. (No, you can't grab the corpse... I've tried) [NEW OBJECTIVE] Alpha Labs Sector 4 Kelly calls again... you've got to hurry. As you go through the now open door, you'll be shot at from behind by a Marine Zombie - dispose of it, then get rid of the corpses in the Incinerator room. You'll find a keycard in here. Through the door... and boy oh boy, you don't want to be standing near these barrels in a firefight. Up the stairs, and next to the Storage Cabinet (#047 - code 123) is a PDA (George Poota). Click the screen to summon the lift. As you might expect, you'll have visitors coming up the lift... but there's a barrel on the lift as well, so why not shoot it? Once they're toast, head back to that locked door you passed earlier. More playmates, including Marine Zombies, an Imp, and several Trites. Storage Cabinet #048 also opens with code 123... check the PDAs to understand why. Jump over the rail and follow the pipes around for a few toys, then back out and up the stairs. There's a Marine Zombie and an Imp in the next room, and when you get close to the locked door, a bunch of Trites pay you a visit. Once they're gone, a Marine Zombie will enter the room through that locked door... thank it appropriately. In that next room, kill a couple more Zombies, and at the desk click the screen to open vent 3. Go back into the other room (Boiler Room), turn left, and you'll see an open grate above the cart - head in there. Go all the way through, and bang into the second grate (on your right after the first) to knock it out of place. Follow the gray pipes all the way around for a bunch of Armor Shards. Head back the other way, and get on to the purple pipe - at the top is a Plasma Gun. Go back to the room where you hit the screen to open the vent, and go left to follow the red-lit passage. You'll find a corpse and a few toys. Back into the other room and through the next door. A Zombie and a few Trites to play with up here, then use the lift - more buddies below (Imps and Maggots). That door does open, and while this next room looks well-lit and open, don't let it fool you. When you get down near the window, a pair of Pinkys will attack, followed shortly by an Imp. Once they're dead, you'll notice that the window is now busted open, giving you a way into the next room. The Storage Cabinet in here opens with code... gee, guess what? 123. Get any goodies, and open the bay door... enter and click to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 08>> Alpha Labs - Sector 4 {alphalabs4} //Objectives: Attempt to locate Bravo Team //Enemies: Marine Zombies, Imps, Maggots, Trites, Vagary //PDAs found: Michael Abrams, Larry Kaczynski, Henry Nelson //Video disks found: 1 //Keycards found: 0 //Storage Cabinets: #064 (651) //New weapons acquired: N/A Before you even go through the door you'll get a radio message from Sgt. Kelly. [NEW OBJECTIVE] Reach the Enpro plant Look straight ahead, and just between the crates at the top of the stairs on the left you'll see a pair of yellow eyes that blink - move closer and they'll vanish. Not good, not good. Up the steps you can find some Pistol ammo on the desk, and behind the crates where the eyes were are some Armor Shards, but that's it. Head through the only door in here. In here, head over to the glass - the guy down below will ask you to open the doors for him. Now if you want, you can activate the machinery instead and kill him, but by saving him you'll get another door opened later. If you choose to activate the chamber, the machinery will come down and squish him, and several Marine Zombies will come charging through the door you came through - if you choose to open the chamber instead, no MarZoms. There's nothing else in here, so through the next door and down the lift. Go up and greet L. Kaczynski, and follow him into the next room (that door will only open for him). Grab the PDA (Michael Abrams) off the desk, and note all the toys in here. Grab the Video Disk, and click on the screen to disable the security lock... now all those toys are yours. Kaczynski's usefulness is at an end now... kill him and take his PDA (Larry Kaczynski). For pure ugly, one of the emails on his PDA is the well-known Nigerian oil scam. Head back out and go through the chamber where Kaczynski was - you'll be greeted by an Imp on the ground and a pair of Marine Zombies up on the catwalk... a Grenade takes care of those two nicely. Move a little further into the room for a whole flock of your wall-crawling buddies (Trites). Up the stairs, but don't get too anxious - another Marine Zombie and several Trites will appear in the hall ahead of you, just beyond the rail. Easily dealt with, but why walk into them? Let them come to you. Of course, as soon as you walk between those rails you'll be shot in the back by a Marine Zombie that pops out of a secret alcove, and more Trites want you. Once they're all dead, check out the alcove for toys, including a Stamina Booster. There are two doors in here, but there's a certain order you need to do them in if you want a bunch of toys and experience another "Vision". Without getting close to the one on the left (hug the right wall), head for the right door - as you get close you'll hear a woman's voice say "Come here", followed by the sound of bloody, squelching footsteps. Turn around and head for the other door - through it, and when you get to the corner the woman's voice will say "Follow me," followed by more footsteps. Round the corner - "Come on, hurry". Slowly approach the locked door, and she'll say "They took my baby", and then the screen goes red, accompanied by a baby's cry. Once that's over, turn around and go back, and on the right wall a section will have opened to reveal all sorts of toys. Go through the right door, and partway down the hall you'll get a radio comm from Kelly, telling you that you need to go through the EFR machine (for a fast route) or use the service bridge for a longer, safer route (with no lights). On the desk in the next room is a PDA (Henry Nelson), and a screen with two choices - Activate EFR System, or Extend Service Bridge. Before you do either one, go down the ladder to the right of the console and gather a few toys down below, as well as kill 6 Imps that teleport in. Back up the ladder, and make your choice - I'll list both ways. Note that if you go through the EFR System, you won't get Storage Cabinet #064. [1 ACTIVATE EFR SYSTEM] parts of the machine will extend and other parts will rotate... SPRINT and jump through the gap in the rail to the extended 'pipe', then sprint and jump to the next ledge. Don't get on the rotating bridge yet, but look down and across - you'll see that an alcove has opened up and is lit; sprint/jump back to the control panel and down the ladder to get these goodies, then back up to this rotating bridge. Sprint/jump on to the rotating bridge, and where to get off should be obvious. Just inside the door on the left, duck into this area for some Armor Shards. Approach the desk, and turn around quick - 2 Maggots want to meet you. Kill them, hit the "Power Outage" screen if you want, and then click on the "Start EFR Processing" screen. Back out to the rotating bridge, but watch out for the Marine Zombies firing at you. The door that was locked is now open, sprint/jump across to it, and watch out for friends inside. Directly ahead is a moving platform (a conveyor), and to your left is a door - seems obvious, doesn't it? In the door to get greeted by several Marine Zombies... gather any goodies you need, and the next door is locked. Head back out of the room for a Maggot, and a ride on the rails. Look at the system - see the red pipe to your right? In an alcove at the end of it is a Plasma Gun and some other toys, but it's not easy to get to. Jump on to the platform - but first, edge out and look to your left, and watch the timing of the moving machine parts. As you move along the conveyor, you'll pass a locked door on your left (that's the store room you were just in), an open area to the right that leads to a ledge (you can get there only if you extend the service bridge), and an alcove just after that on the left (several Armor Shards in there). At the end of the run, time it just right to avoid the moving arms, then jump off the platform at that door. Through the door - friends appear to your left - and down the steps. Hit the screen to activate the magnetic discharge, then back up the steps (more Trites) and wait for the right time to sprint/jump across the machine through the gap in the rail. When you make the first jump, several Imps will appear on the other side. On the other side there's a storage area that - Glory Be! - doesn't need a code. Through the door, and ride the conveyor again, ducking where necessary. Jump to the next platform, play with all the Marine Zombies that pop up, and work your way through and up the stairs. Through the next door for another friend or two, and through the window you can see Kelly and Swann running across the area below. In the next door - an Imp and goodies in the alcove on the right - and down the next set of steps. Two doors in here, one of them locked - go through the other one and meet a new friend. [CUTSCENE] meet the Vagary (the first Boss) - not only powerful, but she telekinetically throws those spiked pods at you. She takes a bit of killing, but once she's dead grab any toys in here and head for the Bay Door to end the level. [2 EXTEND SERVICE BRIDGE] The bridge extends, and Marine Zombioes pop out of the door behind you... get across the bridge for an attack by several Imps and Maggots. Cross the central bridge and a Marine Zombie pops out of the far door... kill him off, and in the next room you'll come under attack by Trites. The gap ahead of you is where the conveyor system would be if you had activated the EFR - at the far end of that red pipe on your right is a Plasma Gun and a few other goodies, but there's no way to get to it from here. Into the small door and an attack by several Marine Zombies. Kill them, work your way around the room, and at the next door turn around - a Maggot will be spawning in. Through the door and across the next bridge... get to the desk and turn left; an alcove will bust open revealing an Imp and a ladder up. Into the darkness and along the walkway... various Trites will pop out and say hello along the way as well as a Maggot or two and an Imp. Down the ladder - get close to the wall with the Armor and it will break open, revealing more darkness and a whispering voice. Follow this all the way through for a Plasma Gun, various toys, and 6 Imps that spawn in. Head back for the bridge and across (watch out for Marine Zombies and moving cargo). In the door for another Imp and a Trite, then up the ladder... more Marine Zombies up here, and Storage Cabinet #064 (651). Trites and an Imp, then down the stairs for a lot more Trites. In the area behind the stairs are some goodies, then head through the big door. Across the bridge for more friends to play with. In here there's only one real way to go, so head up the steps. In the door, another Marine Zombie, through the next door. Through the window you can see Campbell and Swann escaping from something. Through the next door, and in an alcove on the right will be an Imp and some toys. Down the stairs, and there are two doors, one of them locked. Go through the other to meet a new friend. [CUTSCENE] meet the Vagary (the first Boss) - not only powerful, but she telekinetically throws those spiked pods at you. She takes a bit of killing, but once she's dead grab any toys in here and head for the Bay Door to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 09>> Enpro Plant {enpro} //Objectives: Replace Coolant Rod 2 //Enemies: Zombie, Imp, Maggot, Lost Soul, Wraith //PDAs found: Paul Raad, Theresa Chasar, Steve Hammer //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: #063 (972), Plasma Storage (734) //New weapons acquired: N/A [CUTSCENE] Bravo Team comes under attack, and Coolant Rod 2 is ruptured [NEW OBJECTIVE] replace Coolant Rod 2 As you go down the hall you'll get a call from Kelly: you need to find the Transmission Card that Bravo Team was carrying. Through the door and down the stairs (they'll collapse under you), and looking around you can see a Sentry Bot sitting in its square. Go into the little Storage room to the right first (Imp and Zombie) for some Shotgun Shells, then head for the Bot. As you get near it, it will activate... just follow it, giving it help to kill enemies along the way. Obviously, you don't want to shoot any barrels along the way - you might kill the Bot. At one point along the way you'll pass a screen; use it to stop the flames just up ahead (just after the spinning red light you'll go up stairs and through a door - the panel is directly ahead as you go through the door). Just to the right of the switch where you shut off the flames is a desk with a PDA on it (Paul Raad) - pick it up now or get it later. Once it gets to its destination, work your way back and pick up items, including that PDA. Just past the area with the flames that you came through is another set of steps - up those for a pair of Imps and some toys, then continue through the flames to get back to those collapsed stairs. Once you've gotten everything, back to the Bot. The lift at the left is obviously busted, but you can get a few toys in the area. Head for the railing at the end of the walkway and jump over it - take the ladder down on the right for more toys. Get back up to the Bot and go behind the big pipe on the right for a ladder up. (Actually, it's easier to go over the rail at the left, down on to the pipe, and from there to the narrow ledge... then use the ladder to get back up) Up the ladder and around - you'll hear a woman crying, but don't be fooled. Go into the office on the right. [CUTSCENE] a new friend... the Lost Soul (easy to kill if you can aim quickly) Blow it away, then the next one; make sure you nuke Theresa's corpse as well. Grab the PDA (Theresa Chasar) off the desk, and click the screen to extend the service bridge. Storage Cabinet #063 opens with code 972 (Plasma Gun and Health). Back outside - more Lost Souls. To the right, and wait at the edge for the service bridge to fully extend. Through the door and the short hallway, and into the Upper Chamber - a pair of Lost Souls to greet you. Remember this area, because you'll need to get back here sometime. Follow the catwalk around to a sealed door, then further on (more Lost Souls) to one that does open. Oddly enough, there's no one to attack you in here... but you will hear a computer voice telling you about the reactor core temperature. Through the next door (several Imps and Lost Souls) - make sure you don't fall into the machine! The console on the right is dead, but there's Armor in the shadows next to those crates right there. Continue on until you're at the lift (a Maggot will greet you just before you get there) and take it a long, long way down, listening to the computer voice bitch along the way. When you're almost at the bottom Kelly will call you, again telling you to get that Transmission Card. Through this room - several Lost Souls and an Imp - and to the door at the other end. More Imps in here, though the barrels help. Through the next door, and this should look familiar... the lower level of the core. From where you enter you can see the busted control rod over to your left, but it's actually better to walk around to the right. An Imp will pop out of that office as you get close. Use the screen to replace Rod 2. [CUTSCENE] replace the rod, then you'll see Campbell and Swann walking through the Garage, looking for that Transmission Card... you'll also see a wounded Marine Objective Complete. Go back the way you came, and take the lift back up (more Lost Souls, Imps and Maggots along the way) - that door that was locked before is open now. You'll be immediately attacked by a Maggot (right) and a Wraith (left) - after exploring (an Imp back on the left), go right and take the stairs. Go left first for Armor Shards (and a Maggot that appears behind you), then head the other way. An Imp will come down the stairs and a Maggot will attack from the shadows, but barrel go boom. Into that dark alcove on the right (another Imp) for some goodies, then up the stairs. Into the next room (a fat Zombie on the right) and up the stairs - there's nothing you can do at that control panel, so down the next stairs for a fat Zombie. Some goodies under the pipes if you hop the rail. Open the next door and then back away quickly - when the Imp comes in, blow the barrel. There's some stuff under the platform, then head up the stairs for a Maggot that comes in. Through the next door, and an Imp will say hello from the lower area (a couple of Lost Souls as well)... another will walk past under the windows, but there are plenty of barrels down there. Another non-working console, and a locked door (Plasma Storage) for which you don't have the code yet, so down the stairs. Cross the walk, up the next stairs, and the door up here will open. Through the open door... [CUTSCENE] wounded Bravo member and Transmission Card (Objective Complete) That lovely beastie is a Wraith... fun. In the area with the red light there's a PDA (Steve Hammer) down next to the steps, which will give you the code for that Plasma Storage room (734 - tons of Plasma ammo and a fat Zombie), then head to the right of the flames and up the steps there. Whoops... airlock. End of level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 10>> Communications Transfer {commoutside} //Objectives: Reach the Communication facility //Enemies: Zombie, Marine Zombie, Imp, Pinky, Trite, Wraith, Cacodemon //PDAs found: James Holiday, Ron Ridge //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: 0 //New weapons acquired: Chainsaw There are plenty of Oxygen Tanks scattered throughout this area, and you will definitely need them. Out here you'll be attacked by a Cacodemon (a big flying blob that is mostly mouth) - kill it quick and watch your oxygen. Down some steps to your left is a small semi-circular platform with an oxygen tank - with your back to the semi-circular rail on that platform, ahead and to the left is a big door that won't open, while straight ahead is a squared walkway that bends around to the left... you need to go that way to get to the next airlock. Cycle the airlock and through - just inside you'll get another "hurry up" message from Kelly. A Zombie will come out from under the catwalk, a Marine Zombie will run in through the door up on the catwalk, a Maggot and a Wraith will pop in to bother you, an Imp will appear in the airlock behind you, and another Imp to your right. Whew! Marine Zombie in the next room, then down the stairs... something's trying to get through that locked door, but no worries. Well, some worries - as you get close to the door it'll spring open and a giant tentacle will reach through for a moment, followed by some bad chatter in Latin. Just keep back and you'll be okay. Watch out for the Imps that spawn in. To the other end of this area (an Imp will spring out of the crawlspace, letting you know where to go), but before you do, check out the screen. Down at the bottom you can click on the link to start a scan, though I don't know what it's supposed to do. Anyway, click it then into the crawlspace. On the left is some health (and some hokey laughter), but right is how you need to go. At the end is a Zombie and an access hatch. Your oxygen is limited, so be quick - don't even bother with the Trites if you don't want to. Head right and around, until you get to the lift - summon it (don't fall over the edge!) and turn around to zap the Trites, then head up the lift. Kill the Zombie at the top, and in an alcove to the right are a few items - but grabbing them opens the alcove on the left, which contains an Imp. Get out in the room and an Imp will firing from behind and above you - take it out, climb the ladder, kill the Marine Zombie, and when you get to the other end of this alcove a Cacodemon will spawn out in the room. Through the open door, and in the next room there's a Marine Zombie firing at you from the left... but the idiot is standing right next to a barrel. You can crouch under the busted door at the right for a few items. It doesn't matter if you go on the floor or the raised walk in here... on the walk is best, I guess. As you go along it, a SUV will speed past and out one of the doors (you can't get out it, of course), and a pair of Cacodemons will spawn in. Don't bother with the door at the bottom of the next steps... not yet. In the back of the storage area is an open wall panel, but when you approach it an Imp and a Wraith will spawn in. The door up here - Power Routing / Control - needs a PDA that you don't have yet, so in that door at the bottom of the walkway. A pair of Chainsaw-weilding Zombies will attack (Texas is on Mars?), so kill them off and take the Chainsaw... it's actually a powerful (and fun) weapon, but you need to get up close and personal to use it. No surprise with their warped sense of humor - this type of Zombie is called "sawyer". A pair of 'regular' Zombies will come in the door, so chop them up. Grab the PDA (James Holiday) on the floor, which will allow you to open that locked door. Once inside the lights will go out and you'll be treated to a weird light show and some odd cries. The alcove on the right has some items (but no baddies), while the alcove up ahead on the left has a locked door and a headless Zombie. Turn the corner and an Imp will appear... go further in and a Pinky will spawn behind you - once it's dead the light show will cease. Down in this area is a lift, but if you try to use it you'll get a "low power" message. That locked door is now open, so go through there (Imp). A Maggot will charge at you from the left, so be ready. Through the next door, and you'll be greeted by a Cacodemon - once that's dead, thread your way through the mini-volcanos to the ladder... note the noises coming from above. Up the ladder, and turn around to greet a Cacodemon that spawns in. That glowing strip is the track for a rail system. Head up the stairs. [NEW OBJECTIVE] Service lift Right here is Lift Station 2 (note the number on the floor). Facing it, you've got a door to the right that's locked, and past that a short set of stairs with a few toys up on the platform - grab those, then head through the unlocked door in here. Just inside is an Imp - a pair of Wraiths spawn in as well. Go in and left - a Pinky will spawn behind you after a brief light show. Not much in here, so head the other way. Down this way (Maggot and Wraith) you'll see a machine at work - it looks like it's fertilizing those tubes, doesn't it? - and a door. You can drop down after the railing for a few items, but when you do an Imp will spawn above. Kill it, then go through that door. Another Imp. That light on the floor is a testlight - you can bump it or shoot it to move it around, which might help to illuminate the area a bit. Grab the PDA (Ron Ridge), and note that the call panel here is Station 1. Use that to summon the service lift. Click the control panel to send the lift to Station 2 - along the way you'll pass an alcove that pops open to reveal a Marine Zombie, and you'll have to face a Cacodemon as well. On the lift, hit the right arrow until the back of the lift is facing towards that alcove the Marine Zombie was in, then hit the down (back) arrow 3 times to get to that alcove. Get anything in there, then get back on the lift. Where you need to go is actually straight up - but first get everything else in here. Hit the left arrow, then forwards 3 times - jump up on the lift rail, then up on the platform for items; there's also stuff (including Armor) underneath this platform. Drop down, up the stairs to the other platform on this side, and in the door - a few toys, and a lift with a busted switch. Obviously you can't go that way, so back outside. Walk alongside the rail until you get back to Station 1, and call the lift from there. Ride it to Station 3, watching out for the Imp that fires at you as you round the corner, and the Cacodemon that spawns in. The big door here (the exit) is locked, but across and up from it you'll see a window - that's Security Station 01, where you can unlock this door. At Station 3, hit the right arrow, then the back arrow - jump across to that ledge (where the Imp was). You can go down the ladder for a few items, but then head through the door for a headless Zombie up the stairs, and a Wraith that spawns in below. Click the screen in here to unlock this next door - through that, and you'll end up back at Station 2. Call the lift. Hit the forwards arrow 3 times, then right 2 - you're back at that alcove. Hit the up arrow. Jump on to the walkway up here. In through that door for a lift, but you can't really use it - that's the one with the broken switch at the bottom. Continue down the hall and around to the next door - an Imp will spawn in behind you. Through the door and across the catwalk, through the next door - head to the right for a Marine Zombie, and an Imp will spawn in behind you. Don't go through this little door yet, but head around to the other end of this area (straight ahead from the door you came through) - around to the left for Leatherface, and click on the screen to unlock the Exit door at Station 3 (you can see it down through the window). Head back to that little door at the other end of this room and through it for Pinky, a dead elevator and a Health Station. The easiest way is to head back for the Service Lift you came up on, and head for Station 3 - in through the now-unlocked door, use the Health Stand and grab the Armor if necessary, and get ready to party. When you get to the door up ahead the floor will drop underneath you... quickly move and grab the "ram's skull" thing - you've now got Beserker Power. Run around and kill the Zombies... I guess you're punch drunk, huh? Once they're all dead and everything returns to normal (don't forget to switch back to a real weapon), gather anything you want and jump up the yellow platforms. In this door, and to your left is Leatherface. Get in the airlock and cycle it... out the other side and watch Campbell and Swann fly away. Forget them, though... watch out for the two Cacodemons. Run across the bridge, turn left and go over the stile (ramp), grab oxygen and head right for the next airlock and the end of the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 11>> Communications {comm1} //Objectives: Main Communications room //Enemies: Zombie, Marine Zombie, Imp, Wraith, Cacodemon //PDAs found: Seamus Blake, Ben Wolfe, Rob Finch //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: #054 (Comm Cabinet)(246) //New weapons acquired: N/A In some areas of this level your Flashlight doesn't seem to work properly, mainly in alcoves and hidey-holes. As soon as you exit the airlock Kelly tells you to hurry up - big surprise. [NEW OBJECTIVE] Locate the Main Communications room Move to the right and the light goes red; a Cacodemon will come busting up out of the floor... kill it off, but don't you go falling down in there. There's a little crawlspace on the right... as soon as you go in there, a pair of Imps will spawn out in the garage - pick them off from in hiding. Jump across the gap for Armor, and down the ladder for a few items; all the way to the end and you'll be under the flooring that the Cacodemon broke through. In the garage, head over to that lift - when you get there, a Cacodemon will spawn out in the middle of the garage. In the lift, click for level 3 (Communications) - you'll see the other level soon enough. Exit the lift and a wall panel will pop off across from you, with a Marine Zombie behind it. In the left corner of the room, a Zombie lurks behind another panel. To the right of the lift, click the panel to open an alcove down by the red door that leads to the area the Marine Zombie was shooting from. Head for the red door and a Wraith will spawn in. In the next room, take a look at the lovely Martian wilderness outside the window... but don't forget about the Imp spawning in behind you. In the next room take out the Marine Zombie, then note the sign up ahead - and also note that the Monorail Access door is locked. At the desk, click on the Communications link... so far, so good. Click on the Monorail link, and the lights go out. You'll also be joined by a pair of Marine Zombies and a Cacodemon. Okay, so the Monorail is still locked off... the little red door around the corner is now open. Not much in here, huh? But that Health Stand looks good. Through the door, and down to the right you'll see Campbell and Swann scram out of the area as Communications overloads... great, just another thing you need to fix. A Marine Zombie will pop out of an alcove in the room behind you, and another one - this one with a shield - will charge you from the front. Big obvious, jump over the rail and crouch around for some toys. In the next room, click the door switch just to get an idea of whose PDA you need to find, then down the stairs and through the next red door. What lurks behind the green - er, red - door? (Forget it - you're too young to know that reference). As soon as you're through the door, Objective Complete - this is what you just saw through the window earlier. Geez, Swann sure made a mess. Go between the desks and grab a PDA (Seamus Blake) - Kelly calls yet again, telling you where to go. [NEW OBJECTIVE] get to Satellite Comms via Engineering As you get close to the center of the console, you'll note that the fuzzy screen says "Insert Transmission Card", while a computer voice says "Unable to transmit message". Go up to the locked door, and surprise - you can't get through. But remember the last locked door you passed? Get back to it. As you go into the other room, the stairs light up from underneath and an Imp appears down there... nothing to worry about just yet. The little red door will open and a shielded Marine Zombie rushes in... greet it appropriately. Get near that locked door and a panel on your right pops open to reveal a Zombie... go in there to get goodies and that Imp will drop out of the ceiling out in the room. In through this door and you can see a crawlspace down to your left, complete with an emerging Zombie - chop it up and continue. In the next room, an Imp will crawl out of the lift shaft on your right, and a Marine Zombie will snipe at you from up ahead in the shadows. Check out that alcove ahead and another Marine Zombie will appear. If you want to have some fun, toss a Grenade down the lift shaft just before you use the switch to call it. Down at the bottom are a Zombie and an Imp. In the next room is a Marine Zombie just inside the door, and an Imp up on the catwalk - I don't think you can get up there, and there's nothing up there anyway. Watch out for the Marine Zombie down at the other end of the room, then head through the door. There's an Imp down past the railing on the left that's a nice target for a Grenade, and a Zombie on your right. Kill them, then hit the panel for "Open Additional Area Venting" - a panel right next to the door will open; crouch into it for a few toys and a view of a noisy machine (the room you were just in). Go down into the lower area of this room and explore around... a trio of Wraiths will drop out of the ceiling, and an Imp will pop in on the stairs at the back of the room. Kill 'em all and go through the little red door. Just move straight forwards on the catwalk - when you get to the junction, an Imp will pop out of the door down on the right. Obviously, you can crawl around under the platform for stuff. Yes, you can jump up the sides of the machines to get to the catwalk above, but not yet. Enter the door that was straight ahead of you when you came into this room, killing off a couple of Zombies (note the busted service ladder). Go to the back corner of the room for some evil laughter and another Zombie. Head back for the door and a Maggot runs in. Kill it, then go out into the other room and jump up to that catwalk for a few items. Down again, and head for the other door. In this room (you've seen that machine before), kill off the Imp and do some exploring, then go up the steps and avoid the machine parts to get to the next door. A big thingie will topple over as you enter the room, but the only thing behind it is a small alcove with some toys. Go up in there, and the door you came through will admit an Imp. Kill it, then go up the lift. Turn around (away from the controls), and when you get to the top an Imp will drop down from the ceiling, presenting an easy target. In the next room - yes, crawl around - a pair of Marine Zombies will try and cause trouble. At the end of the catwalk is a PDA (Ben Wolfe). In the next room, a shielded Marine Zombie will be straight ahead while a pair of Cacodemons lurk under the catwalk. Kill everything, but don't fall down in there yourself. The door to the right - the Communication Annex, of course - is locked, but the one straight ahead is open. You are going to *love* this room. Not for the architecture - it's basic government ugly, after all - but for the possibilities. Kill the Marine Zombie, and on the right is Storage Cabinet #054 (listed as the Communications Cabinet on Ben Wolfe's PDA), which opens with code 246. You'll also get a message from Kelly about getting down to Delta. No, what you're really going to love about this room is the screen on the desk... Activate Sentry. That's right, a Sentry Bot of your very own (I call mine "Bob"). What's more, if this one bites the dust, you can come back for another. I don't think they're infinite, but there are at least six. Start one up and follow it all the way to the lift, then go back through the area and pick up any toys. Use the lift, going up to level 3 (Satellite Control) - on the way up Kelly will warn you about Swann and Campbell (his bodyguard). At the top, grab the PDA (Rob Finch) - security clearance updated. Through this room, through the next (scenic views), and in the next door - Objective Complete. Just walk up to the rear console and the Transmission Card will automatically be inserted - click on the left screen for decryption. While you're doing that, Swann will come on the screen and tell you *not* to send the transmission. It doesn't matter either way, do it or not... but you're a Marine, and Kelly gave you an order. Personally, I send the message - backup on the way, and what the heck... you'll kill everything before they get here. [NEW OBJECTIVE] Reach the Monorail Oh, joy... you know how much backtracking that's gonna take? Actually, it's not that bad. Go back to the lift and take it down to Level 1 (Maintenance) - at the bottom, kill off the Marine Zombie and the two Imps. Through the door, and down the catwalk - two Imps firing at you from the left, and a Marine Zombie that will come in behind you. Once they're all dead, you can jump over to the ledge the Imps were on for Armor. A Marine Zombie will greet you in the next room... go all the way to the end and turn around for an Imp that drops from the ceiling. Use the lift here (this is the same one you came up on earlier), and head back for Level 3. Go through a few rooms that look familiar, and the Monorail Access door is now unlocked (if you clicked on the screen before), so head in to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 12>> Monorail Skybridge {recycling1} //Objectives: Reach Delta Labs //Enemies: Zombie, Imp, Pinky, Maggot, Trite, Cacodemon, Revenant //PDAs found: Nick Sadowayj, Anthony Garza //Video disks found: 1 //Keycards found: 0 //Storage Cabinets: 0 //New weapons acquired: Rocket Launcher As soon as you step out of the lift, there's evil laughter and the end of the hallway collapses, exposing you to the open vacuum. Oops. Move ahead to the wreckage and get over to the right side - get down to the ground from there. There's oxygen all over the place if you feel like looking, but you've got to deal with a Cacodemon in the meantime. The next airlock is right, and then around to the left from where you dropped down. Get partway down the hall and the lights will go out, and a Pinky will approach from the corner. When you get to the end of this area, a fat Zombie and a Maggot will say hello. Use the Health Stand if you need to, then through the door. [CUTSCENE] this ugly pus-bugger is a Revenant... and yes, it shoots guided missiles from its shoulders Kill this beastie (careful, it knows how to duck), and then explore the area for goodies (only one lone heatlh kit), then up the stairs and the next set for another Revenant. Once it's dead and gone, go back down, and climb the ramp that was created when a catwalk collapsed for a storeroom full of stuff (and an Imp on the far right, if you care to toss in a Grenade). Back down, and up the stairs to the door. A Pinky and a Zombie will come out to play, and at the end of this area is an alcove on the right where an Imp lurks. That door on the right won't open until after you kill the Imp. Kill them, and head through the door. In here a Maggot and an Imp will spawn in, plus a brief "Vision" and more of that damn evil laughter. Once things are dead, go into the alcove on the far right for Armor. Two lift gates... these folks have definitely seen "Aliens". At least there's no alien queen waiting for you. Hit the switch and wait - the left lift will come up. As you ride it down, you'll get more evil laughter... does that whacko have the cough drops concession? At the bottom is a Maggot, and if you toss a Grenade down to the left end of the hall you'll scare up another Maggot. Watch out for the Maggot lurking around the corner. Yes, the open doorway straight ahead and the hall to the left both lead to the same place... but at the bottom of the steps (past the open door) lurks a Revenant. Kill it, get any items, and head for the unlocked door. You might also be bothered by a few Imps in this area. In this next room a pair of Pinkys want to play fetch. Around the machinery and down the hall... a group of Zombies waiting for you in this next area, as well as an Imp beyond the shelves. Clear the area out then head up the stairs - an Imp waiting for you up there, and a Maggot will leap out from an alcove on your right when you reach the top. Down the hall, around the corner, and when you get to the alcove opening into the room you just came out of, you'll notice Armor and Clips on the pipes that you can get to by jumping the rail. In the next room, and a Revenant will greet you from up above on the right - gee, how much you want to bet that the area up there is where you need to get to? A Maggot will come out of the next door when you get close enough. Down the stairs, and as you enter the next room (with the green goop)... [NEW OBJECTIVE] fix broken pump Okay, you definitely don't want to walk in that mess... head right, and make your way over the broken floor plates to that door on the right. In that room, and an Imp will spring out from a hidden alcove to your right... up the steps to greet an Imp behind the shelves on the left, and a Maggot in the hall to the right - if you back off, you can probably blow the barrels and get both of them. Down the hall, up the stairs, and an Imp will knock over a container to reveal itself. Around the corner, through the door, and this area should look familiar. Beware the Imp, then grab the PDA (Nick Sadowayj) and the Video Disk on the desk, then hit the screen to extend the ladder. Up the ladder, and see that half wall to the right? You'll be coming over that from the other direction soon enough. Head left, kill a pair of Imps, then drop off the ledge on to the pipe... make your way over to the other catwalk and hit that switch. Get any toys, climb the ladder, and head right - up that slope and guess what? Down this ladder and from here it's just easier to drop down the broken stairs. Through the door straight ahead and back to the goop room (killing the Imp along the way)... head left and work your way around the back of this chunk of whatever, picking up Armor from the alcove along the way. Around and up the next set of stairs - I bet you can hear something waiting for you through that door. A Pinky, yep. Move into the room a little and a wall panel to your right will pop off, revealing goodies... at the same time an Imp will spawn in on the far side of the column. Kill it, do any collecting, then up the ladder. Up the stairs, and there's nothing much in here until you round the corner to the right, at which point you'll get to play with Rover. Kill it, grab anything, then through the big door. Whoops, this doesn't look good. Trites, Trites, Trites... just keep moving forwards, killing what you need to - when you get to the next room, blow away the Imp that spawns and then take care of the spiders behind you. Into the next room, and as you round the corner a Maggot will jump at you. On the far side of the next area - more goop, lovely - a Revenant will be shooting at you. At least there's a pathway through this goop. As you walk along it, an Imp will start firing at you from a ledge ahead and to the left - but it's standing in between some barrels, so bye-bye Imp. In through the door - a Maggot will jump out from the stairs ahead on the left, and grab the PDA (Anthony Garza). Up the short steps and a Maggot will announce its presence... go a little further, and an Imp will be firing at you from the catwalk up on the right. On the shelves... the Rocket Launcher! Really, really neat. Be careful with ammo, though - it doesn't grow on trees. Grab anything else in here (you can't get up on that catwalk yet) and through the door. This area should look familiar, and on the right... another airlock. Out and kill the Revenant standing up above on the left. Straight out, and swing around to the right, picking up oxygen along the way. You can see a set of doors in the distance, but they're locked. As you go right (past the fence) you'll encounter another Revenant - kill it, then get into that room... use the crates to jump up to the walkway and run along that to the end (ignore the Cacodemon if you want). Quickly into the area there and click the switch to open the doors... end of level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 13>> Recycling - Sector 2 {recycling2} //Objectives: Locate the entrance to the Monorail station //Enemies: Zombie, Imp, Lost Soul, Revenant, Cherub, Mancubus //PDAs found: Jeffery Moen, Scott Johnson //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: #003 (483) //New weapons acquired: N/A Back in to breathable air... and nothing in here that will attack. Go into the small office, and grab the PDA off of the desk (Jeffery Moen). Click the switch to reactivate the pump, and the room will go dark... Betruger will appear on the screen and gloat. When the lights come back on, a pair of Imps will appear in the other room, breaking the glass with their plasma bursts, giving you a way out of the office. Kill them off, and grab anything you need. Three more Imps will spawn in, one up on the catwalk. The stairs are beyond repair, but there are two obvious ways to get up on the catwalk: one way is to maneuver your way up the various pipes and conduits of that big tank (1 B), while the other is to ride that piston up. Wander along the catwalk, and Betruger will taunt you. Two doors up here, one big and one little; the little one doesn't open, however. As soon as you go through the big door a Maggot will attack, a pair of Imps will spawn in (one in front, one behind), and a Lost Soul or two will wander around. As you enter the next door, the computer voice will tell you that the hazard door is sealed... no surprise. Grab the Rocket Launcher in front of the cabinet. [NEW OBJECTIVE] Hazard door sealed; reactivate air filtration system You don't have the code yet for this Storage Cabinet, but you'll be back here soon enough. The two big doors in here are sealed, so into the next area where you'll be attacked by a Maggot, a fat Zombie and a Lost Soul... as well as a Revenant that spawns in behind you. In the next room there will be several Imps in the area on the right, and as you get near the next door you'll hear a sound like a baby on crack - that's a new foe. In through that door, and an Imp will drop down from the ceiling. Down the stairs. Around the corner at the bottom for a Revenant who appears on the right (hello, barrel!). When you get down to where the Revenant was (that small door is locked), an Imp will spawn behind you - that small door is now open, but all that's in there is a little ammo. Round the corner and a fat Zombie pops out of an alcove on that short wall. At this next junction you'll have a pair of Zombies, and a Revenant spawning to your left... kill them off and head down to the left. Don't go near any of the green gasses... lethal. Down the stairs, go straight, and down the next set of steps. Get near the big door, and [NEW OBJECTIVE] vent lethal gas Get any items (and hit the Health Stand) in that small fenced in area, then head back the way you came. Up the steps, then turn left and up those steps, and kill the Imp that appears. Head left up the short steps, kill another Imp, and into the storage area on the right (yet another Imp). Run through the gas and out the door, down the steps, and as you round the corner an Imp will pop out of an alcove behind you, plus one will come in that next door. Kill 'em all and through that door. Use the console to vent the chamber (Objective Complete), and an Imp will pop out of the wall to your right; a Zombie will come out of the door you just came through. Head back the way you came in, and you'll note that the green gasses are still pouring out of everywhere (plus a couple of Lost Souls to keep you company). However, that big door (where you got your last Objective) is now unlocked, so down the steps, steps, right, steps, big door. An Imp from the left. Looks like a nice, simple area, doesn't it? A Revenant will enter through the far door to greet you, so give it a taste of its own medicine with a couple of rockets. Down these next steps, and you'll be attacked by what looks like several winged, legless babies... these are (no surprise) Cherubs. They move fast and jump a bit, but if you can catch them at a distance they're no real threat. Throw a Grenade, and you get a baby boom (sorry, couldn't resist). There's nothing in the alcove to the right (where the Cherubs came from), so continue on. When you get down near the Health Stand, you'll hear a door open - back up quick and shoot the barrels to blow up the Imp. Get into the next room (watch out for the gas), and as you get near the stairs they'll be contested by an Imp. Start up the stairs and another one will come through the door you just came through. Through the next door and summon the lift, listening to the odd cries from below. Down the lift, and get ready for more Cherubs. Down the stairs, right, down more stairs and through more Cherubs. Down in this next area (whoops, broken stairs), you'll hear a growling, grunting noise - swing around to the left and into this next area. [CUTSCENE] meet the Mancubus This fat bastard isn't an easy kill... 5 or 6 rockets at least. And there's three of them. After they're dead, a group of Cherubs will spawn in. It's easy enough to get disoriented in here, but as long as you know where that pipe is (that the first Mancubus crawled out of) you'll be okay. Wander around if you want, but do it quickly, because this atmosphere is worse than L.A. smog. Up the ramp, around the corner, kill Cherubs (use the Health Stand if needed) and through the door. Kill the two Cherubs in here and summon the lift... Betruger will make more horror movie comments; I'm really looking forward to putting a rocket up his butt. Go up the lift, and you'll have to run - the gasses in here are lethal. Deal with the Cherubs, then use the three panels to vent the gasses; a Revenant will appear to thank you. Objective Complete. Keep going, up the stairs - grab the PDA (Scott Johnson) and then go through the door. Back where you stared, and the bay door will now open. First though, open the Storage Cabinet with code 483 (check Johnson's PDA). Enter the bay and end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 14>> Monorail {monorail} //Objectives: Reach Delta Labs //Enemies: Zombie, Marine Zombie, Imp, Trite, Commando Zombie //PDAs found: Sam Harding, Gary Ross, Charles Hollies, Karl Cullen //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: #054 (142), #078 (364), #079 (364) //New weapons acquired: N/A [CUTSCENE] Betruger makes a new monster from Kelly's body... the Commando Zombie Well, damn! Who's gonna sign your paychecks now? There are two types of Commando Zombies: one that runs right at you with a whip-like tentacle arm, and another that stands off in the distance with a Chaingun. The first is easy enough to deal with if you catch it at a distance, while the second takes a bit of work. No enemies in here, but you'll hear a woman's voice - you'll be surprised where it comes from. There's a ladder leading down to the area under the monorail tracks, but there's nothing down there. Grab the PDA from the bench (Sam Harding), and check out the open Storage Cabinet. Enter the monorail and start it up. As it starts rolling along, enjoy the scenery... and then the door into the next compartment will open, revealing a scared tech (T. Ryan) - listen to him blather on about Delta quadrant and artifacts. As you leave the monorail at Site 2... [NEW OBJECTIVE] override airlock One thing you'll have to watch out for - every time you exit the monorail, you'll automatically switch to your Shotgun. There's nothing in here to greet you, but this time there are items underneath the tracks. Have your Rocket Launcher ready and go through the door - you'll be attacked immediately by a Commando Zombie (type 1). After that, several Marine Zombies will make their presence felt, then an Imp says hello from below. Head along this walkway first (around and to the left), killing off more Marine Zombies and another Commando Zombie (1). Down at the bottom of the stairs at the end of the walkway you'll see a malfunctioning door. Back along the catwalk and down the steps to where the Imp was; there's a PDA down here (Gary Ross). Note that the Monorail Airlock code (Junction 5, Site 2) has been updated to 826. Work your way through this area, collecting whatever you need and killing the various Imps and Marine Zombies that pop up. On the left side of the main area are a series of alcoves - in the last one is a cubbyhole with various bits of ammo and Shards. Get on the other walkway and head up the stairs (toys in the area underneath it). As you head down this catwalk the far door will open and a Commando Zombie will come charging out. As you open that door, you'll hear critters spawning in... go back out the door and turn left - down where you first entered this area you'll see some Trites, which a single rocket will dispatch. In the room grab the PDA (Charles Hollies), and open Storage Cabinet #054 with code 142. Click on the screen to override the airlock (code 826), and Objective Complete. As you go back across the walkway you'll notice more Trites below - again, a Rocket or Grenade works wonders. The only way to go from here is to get back on the monorail - your buddy from the train has been dismembered by a Trite. Along the way you can see various enemies just waiting for you... and then the train crashes. [CUTSCENE] climbing out of the wreckage The only way to go is up... be ready. A commando Zombie will be charging down the walk at you, but he's far enough away that you can rocket him. In this first door, wade through the Trites, and through the next. You'll see a Commando Zombie run past, but he ignores you. There are items under the tracks here, and then you go in the Delta Labs door (isn't that where you've been trying to get to?) for the Commando Zombie, a regular Zombie, and an Imp. In the waiting room you can pick up a health kit, but that's it. Hit the switch to silence the alarms and a Commando Zombie will run through the door. In, through, up the stairs and kill the Marine Zombie. In the office grab the PDA (Karl Cullen) - note that your security clearance has been updated. Along the curved corridor and Betruger calls out, "Destroy him" - an Imp spawns in. Through the next door for a Commando Zombie, and an Imp spawns behind you. Another curved corridor, and through the next door - but don't go any further. Kill the Commando Zombie, and let the automated turret gun kill off another Zombie. Note the locked door ahead of you, but also note the busted window next to it - wait a couple of minutes so the automated guns calm down, then SPRINT through that window. Don't shut down the turret guns yet... you'll have a bunch of enemies spawning in (Zombies and Imps), so let the guns deal with them. Wait a few minutes after that, then shut down the guns (Cullen's PDA will automatically send the correct codes). In the little side room are a pair of Storage Cabinets (#078 and #079) that both open with the same code (364). The big door in here will also open now. Out in the bay, take care of any corpses, and pass through the metal detector. There's nothing in the little room up the steps except blood smears. Go in the big bay door here and exit the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 15>> Delta Labs - Level 1 {delta1} //Objectives: Find the main portal //Enemies: Zombie, Imp, Cacodemon, Lost Soul //PDAs found: Robert Price, Brian Mora //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: 21D (298) //New weapons acquired: N/A Move out into the room and... [NEW OBJECTIVE] restore power to Delta Labs You'll see an Imp crawl across the window outside, but no worries from that direction (yet). Grab the PDA (Robert Price). There's nothing down with the benches, though there are some Shards below the platform. Approach the red-lit door for some more evil laughter... the window to your right will break, and behind you a ceiling panel will fall down. In through where the window was, shut off the machines in the three cubicles, and head up the short steps. The big door up here won't open either, so around the curved hall. Nothing attacks you in this next room (surprisingly), so head up to the big console. Click on either screen, and... [NEW OBJECTIVE] retrieve the Data Linker Okay, so where do you go now? This place is a dead end. Head back through the curved hall, and several floor panels will pop up - crawl down in here and pop up through the next opening, putting you on the other side of that locked door. The next door is also locked, so into the main room. You can't call the lift at the top of the steps, and that other big door needs a new PDA code, so into the darkened hallway. Amazingly enough nothing attacks you in here, either, though you will hear that female voice again. In the next area, an Imp will crawl over the windows above, but it's outside and not a problem. The door to the right is partially open, but the area beyond it is trashed. The small door here doesn't open, so go up the steps - that odd-looking item against the wall is the Data Linker you need; head back to those consoles for the next step. Just walk up to the consoles and Objective Complete. [NEW OBJECTIVE] reactor core offline You can play with the consoles now, bringing up holographic maps of the facility, but it really won't be of much use. Go down the steps on your right, and as you get near those consoles you'll get a video linkup request - approach the console and Kelly will tell you that Delta Labs aren't safe. No kidding? Enter the curved hall and an Imp will come up out of that hole in the floor... kill it, and the big door here will now open. So will the next one on your left, but that just leads back to where you started this level. Head up the steps in the next room and an Imp will come out of the floor behind you, and a Pinky will come out of that darkened hall. Check the lift now and it says "Low Power", so you can't use it yet. Through the hall, and in the next room you'll see a corpse dangling from the ceiling - you can't do anything about it, so don't bother. Both doors in here will open now, but first go up the steps - a Commando Zombie will attack. Go through the door on the right (near the burning door) for an Imp and a few items, then back out and through the other door. An Imp, evil laughter, and another Imp. Through the door for a couple of Zombies and a few items, then through the next door (as you get near it a panel will drop, revealing a Commando Zombie). In the next room you'll have a Pinky, an Imp and a Zombie, then through the door. There's a Health Stand in the alcove on the left just before the door. Along the walkway and down the steps... several Lost Souls will greet you. Get down to the other end, near the wall past the shelves, and Betruger will make another comment... and a Revenant will spawn out in the other area. You can't get in that alcove the Lost Souls came out of (and there's nothing in there anyway), so head back into the open area of the room. You'll note a red-lit crawlspace is now open. Jump up into the next room... a Cacodemon will say hello. The Storage Cabinet at the end of the room (21D) opens with code 298 (Rockets and Armor). Through the door. An Imp will be on your right, and one will spawn in the room you just left. There's only one obvious way to go, so get down off the walkway and head right - a Revenant will spawn in straight ahead, followed by a pair of Cacodemons popping out of a wall alcove beyond it. Head down and around to the right - a Cacodemon will float out from the stairs on the left. Use the steps at this end of the walkway for some items... an Imp will greet you, and a Commando Zombie will spawn behind you. Head up those steps where the Cacodemon was - there's a ladder on the left going down, but all that's down there is a Zombie and a single Health Kit - and up the next. Through the door, watch out for the Imp. Use the lift, which crashes at the bottom. Kill the two Imps, up the steps and kill the Revenant that comes through the door. Only a Zombie to worry about in here, but in the next room you'll have a group of Lost Souls to play with. Along the catwalk and up the ladder, and kill any Lost Souls you might have missed. Follow the catwalk, and at the junction head left for a few items... a Cacodemon will rise up on the right, and as you turn around a few Lost Souls will appear. Head for that door, and kill the Revenant on the other side. Through that door and through the next... Objective Complete. Two doors in here, one locked and one not - but head for the console first. Click the screen and Objective Complete. [NEW OBJECTIVE] Delta main elevator In the only door that opens, up the ladder, kill an Imp and a Zombie, grab a few items. Up the next ladder and follow it around - two Imps will spawn in, one in front and one behind. Jump over the rail if you want those few items, then through this next door. Whoa... I haven't seen anything like that since the aliens kidnapped me. :) Kill the pair of Cacodemons that rise up, and head down the right side for a PDA (Brian Mora), and as you turn around you'll get to kill a few Lost Souls. Head back to the console where you activated the reactor, killing a couple of Commando Zombies along the way. That locked door will now open with the PDA you just retrieved. Kill the Imp immediately inside the door. You can jump over to that ledge with the Armor from the rail, then head down the stairs. Don't forget to check under the stairs, then head through the door. Huh... a pretty quiet room - until you go around to the right, where you'll be greeted by a Cacodemon. Two more will spawn in as you move through this room. In the door to be greeted by a Commando Zombie, then take the lift down. An Imp will spawn in, and another will come through the door. In the next room, grab the items (including under the stairs) and head up the stairs. A Commando Zombie and a regular one will come through the door up here. After that, drop down on the pipes in there and under the platform for Armor. Use the lift and choose "2 Delta Authority". It doesn't really matter which way you go when you leave the lift, since it circles right around - but there's a Pinky to your left. Keep going that way to kill an Imp. Note the locked door, then head back for the open one. Through this short hall and up the stairs to play with 4 Zombies, then down the next steps and left for a Commando Zombie. Advance into that room for the other type of Commando Zombie, the one with a Chaingun. In the next room you'll run into one of each type. A locked door, an empty desk... the way should be obvious. Two Cacodemons in here, and wouldn't you know it? The door for Delta Labs is busted. This area should look familiar... down below is where you got that Data Linker. Through the door at the end. Down the busted stairs and out into the main area - get near the hall and you'll get attacked by a Revenant and a Commando Zombie. Back through these halls and into the next room - a pair of Commando Zombies (type 2), and hey! The elevators are now in service... Objective Complete. Just for general interest, check the locked door and you'll see that you still can't get through it - oh, well. Summon the lift and enter it to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 16>> Delta Labs - Level 2a {delta2a} //Objectives: Reach the main portal //Enemies: Zombie, Imp, Revenant, Commando Zombie //PDAs found: Peter Raleigh, Phil Wilson, Frank Cinders //Video disks found: 1 //Keycards found: 0 //Storage Cabinets: #112 (538), #116 (972), #114 (715) //New weapons acquired: BFG 9000 It doesn't really matter which way you go in here - it all leads to the same place. Head right, and an Imp will pop out of the floor, and then one will spawn further ahead. Kill both, then circle all the way around to the lift again - the other lift door opens and that female voice says "Over here". Peer - carefully - down the shaft and an Imp spawns in... after it's dead, head to the other 'end' of this room and through the door. Just for fun, you can push that cart between the doors down the open shaft. Enter this hall and you'll get a "Vision"; blood all over the place. When it ends, two Imps will crawl down the pillars, then a Commando Zombie will appear. Once they're gone, a regular Zombie appears on the right. There's nothing for you at the desk. On one side is a lift, on the other a door. Head through the door first (a restroom) - a fat Zombie is sitting on the toilet, so shoot the shit out of it. Summon the lift and take it up to level 2 (Archives) - a Commando Zombie will come out of the next door. As you get near that door, an Imp will pop out of an alcove on the right (Armor in it). In the door, and get over to the left so you'll have good aim at the pair of Zombies approaching. Kill the next one, and as you get to the back of the room a pair of Commando Zombies appear. At the front of the room (near the door), pick up a PDA (Peter Raleigh). There are a pair of cabinets at the back of the room, one open and one not; you don't have a code for that one yet. As far as that glassed-in area... push a box next to the window and use that to get in for any items. Through the door and listen to Betruger and more of his nonsense. A pair of Commando Zombies (Chaingun type) will be waiting for you, and a Revenant will come through the far door. The two doors along the hall here are security locked, so to the end for the door that will open. Jump over the boxes then duck under the jumble... head left first. In the door there. [CUTSCENE] so he was part of this?? Introducing the Soul Cube [NEW OBJECTIVE] find the Plasma Inducer Download from the console at the right, and go to the end of this office if you want... you can go through the doors for "Chamber 1", but you can't do anything in there yet. Go back out to the hall and head for Observation. Whoops, that door doesn't open... so get back to the hallway with the two locked doors - you'll be greeted by a Commando Zombie, then a Revenant will spawn in behind you. Go through the "Sector 2" door first (to the right) - Imp, door, another Imp. Head left, and down the ramp - Commando Zombie. The door here says "Elevator Access Denied", so back up the ramp and head the other way. You'll pass various locked offices (Zombies in some), and an Imp will spawn behind you. One office has a busted window - jump in for Armor Shards and a PDA (Frank Cinders). You can get under those double steps for Armor and Cells, but it's a real bitch getting back out. At the end... the door is security locked, so head back out to the main hall and through the door for Sector 3. [NEW OBJECTIVE] terminate security lockdown Through the doors, and interrupt a Zombie having lunch, then kill the next one to appear. Big surprise, the security office is locked; halon system active, so go through the "Bio Labs" door. There's a Zombie munching down behind the desk, then a pair of Imps will make an appearance - once they're toast, head down the steps (Armor underneath). Through the door, kill a Zombie, through the next door. You'll hear an audio report about the problems, and make new friends witl several Zombies. In one corner, hit the switch to open a security hatch, revealing a Health Stand. You can click the screen for a series of reports, but they don't really mean much. Head for the back of the room and the only door... kill the Imp in that hall and up the stairs. In the door, and you've run across the medical specimen room. Kill the Zombies, kill the Imps. How to do this: that door is obviously busted, so at the panel select '3'. Once the crate is securly on the lift and the crane has gone back to rest, hit '6' and quickly jump on top of the crate - when it's almost in position, jump over to the ledge. Crawl through and drop down, then take out the pair of Imps. If you go through old PDA reports, you'll find that the door code for here is 931 - hit the switch on the wall to open the chamber, and you'll have possession of a BFG (Big Fucking Gun). Remember - the longer you hold the trigger, the more charged it gets... but don't hold it too long. In the next door and check the screen - access either report (they're both the same) to get another storage code. (Storage Cabinet #116 - code 972 - is in this room; the glowing green cube is BFG ammo) On the other console, hit the switch to get the oxygen purge going and deactivate the halon - now you can enter that security office, when you get back to it. Out the door and straight across the hall... use the left screen to unlock all of those offices you passed earlier. Objective Complete. Hmmm... you're *in* the security office that was locked - so the halon system which flooded that office and made it unlivable can only be shut off from within the office? Weird. Head back to Sector 2 (just go through the door here, not the one marked "Bio Labs"), killing a Revenant and Imp that greet you in that hall. Check out all of the offices in the Operations hall (straight across), and watch out for the Zombies that have been freed. In the first office (Rescoe, Steve), grab a PDA (Phil Wilson). Up the stairs at the end, and the Archives door is now open. As you walk down the hall, an Imp will pop out of a wall panel, and several Zombies will be coming to greet you. Go into the office first (Chang, Andy), then the Server room. On the right in the Server room is a glowing tube - walk up to it and grab it; it's the Plasma Tube you need. Objective Complete. Storage Cabinet #114 opens with code 715. Exit the Server room and walk straight ahead, past the office and around to the right, down the hall and through that door. Kill the Zombies, and you'll note that the lift door is being blocked by a box... no wonder it didn't work. Just walk against the box to move it. Take the lift down to level 1. Up the ramp and around, through the door on the right, straight ahead and through the next (back into that hall, where you'll be greeted by a pair of Commando Zombies), turn right and through the next two doors, and you'll be back at Storage Cabinet #112. This time, however, you have the code for it, 538. Okay, get back to that hall, and just go straight through the door at the other end. Jump over the boxes, crawl under the junk, and get back to the office where you met the guy who told you about the Plasma Inducer in the first place. Objective Complete. Head for Chamber 1 (but grab the Video Disk first), grab any weapons and armor you need, then get on the teleporter and throw the switch. [CUTSCENE] teleportation... yuck This also ends the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 17>> Delta Labs - Level 2b {delta2b} //Objectives: Reach the main portal //Enemies: Zombie, Imp, Archvile, Commando Zombie //PDAs found: Francis Erikson, Jacob Stemmons, Larry Bullman //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: #103 (259), #213 (371), #666 (372) //New weapons acquired: N/A Go through the only door in here. The door on the left requires an BRD Card, so straight ahead and up the steps. A Zombie will pop out of the wall on the right, and while there's Armor in there, it might not be worth it to risk those flames. You can't get through that mess in the hallway ahead, so go right and through that door. A viewing room? Blow away the corpse, and on the seat is the keycard you need for that door. As you exit this room a wall panel straight across from you will blow out, disgorging a pair of Imps. Some toys in there. Through the locked door... turn the corner and wait by the glass wall before going any further. You'll hear footsteps, and two Commando Zombies (one of each) will come at you from the stairs. The door to "Storage 02" is locked, so up the steps and turn left - click the screen there to unlock it. There's a fully charged Health Stand in there, a Zombie at the far right, and a couple of other items. Back up the steps and through that door. Around the curve (more dopey laughter), and a Commando Zombie will charge... after that, a fat Zombie will appear from the left, and an Imp will spawn in behind you. Go into that area on the left, and on the desk is a PDA (Francis Erikson) - security clearance updated. Storage Cabinet #103 opens with code 259, and an email mentions another of those "martian buddy" cabinets. Keep going around the hall, and the door ahead will unlock with your new security clearance. Shoot the Commando Zombie in the back and watch out for the Imp. There's a Zombie behind the equipment on the left. Keep going, around the corner, and the lights go out one by one accompanied by evil laughter. A creature on the balcony ahead of you opens fire with both hands - that's an Archvile, a very dangerous critter. A ton of Imps will be summoned as well, so don't sit back and relax... but take out the Archvile first if you can, since it can summon other monsters. Check out the break room if you want (up the stairs and left), but there isn't much in there. Head down that hall, kill the Imp, and decisions, decisions... Actually, there's only one way to go, since the door opposite you (around the other side of that flaming wall) is locked, and the one on the left is blocked. Head right to the locked lift access, and a Commando Zombie will open the door for you from the other side - thank it appropriately. In this room, kill off the Commando Zombie (if he didn't come out to greet you as well) and use the lift. Head down the hall - you'll find yourself on the ledge where the Archvile was, and what do you know... another one will greet you from below, as well as an Imp up here. The door around to the left is locked, and the one on the right is locked and blocked... so go crawling through the steaming area. As you get near the end you'll hear a voice say "Interesting"... Drop down and scare the crap out of the bio-suited figure (Dr. Michaels) - he'll give you the code for the Storage Cabinets in the next room (#216 and #217); both open with 624. Okay, the door out in the autopsy room is locked, so hop over the boxes blocking the hallway. In the next room, as you get near the console it's "evil laughter / lights out" time again... an Archvile up on the ledge, several Imps down here, and after they're all dead and gone a Commando Zombie will drop down. The door in here is locked, but if you bump into it a Commando Zombie will kindly open it for you. Through this area for ugliness... you can stop at each console and download info about each one. At one end of this area is a locked door. [NEW OBJECTIVE] find alternate path for access to the second floor Go through the unlocked door in this area. Up the stairs, and you'll hear a voice asking you to unlock the service hatch. Through the windows you can see a lift, and a video disk on the bench. Click the screen (to the right of the door) and enter the hatch, down the ladder, and work your way through the maze. Unfortunately, you won't be in time... an Imp will kill the guy. Get his PDA (Jacob Stemmons) and climb the ladder for some toys, but the hatch at the top is locked. Back the other way and through the unlocked door next to the hatch. Blow away the Imp on the other side and then head down the stairs on the right. Use the console to start the conveyor system. Basically, follow the specimen containers around, since they're about the only light - watch out for various Imps along the way. You can find various items along the way if you use your Flashlight... but for now just clear the area out and get to the stairs. Once you're there, you can go back through this area and pick up a few things. Storage Cabinet #213 (the locker near stasis control) opens with code 371. More darkness and the next stretch of conveyor (and more Imps)... at the end, go through the unlocked door. Go straight ahead first (a pair of Imps) and grab the Video Disk near the bench. Check the security door and open it - look familiar? Get on the lift and Objective Complete. Go on up. Big surprise, a wall panel pops off in the hall and an Imp attacks. Through the door and enter this area, and the TV screen starts babbling on about the Soul Cube. You can use the console here, but as there's nothing on the scanner, nothing will happen. Go to the desk at the end for a PDA (Larry Bullman) and a Video Disk. Get near the Storage Cabinet below, and Betruger will tell you that he has the Soul Cube. Cabinet #666 opens with code 372 (posted right on it), but do you really want to do that? You'll be attacked by an Imp, and all there is in there is one Armor. Through the door (another familiar area - the last Archvile was up here), kill the Commando Zombie ahead of you and the Imp behind, and through the next door (a pair of Commando Zombies). Two locked doors in here, both of which need access codes. Enter the office and grab the PDA (Elizabeth McNeil) off the desk - it will give you the access codes for both doors. Open Storage 07 first (code 725) - inside is a whole bunch of goodies, and another Martian Buddy cabinet (code 0508). Unlock Level 3 Access door with 463 and get greeted by an Archvile (and an Imp behind you). Kill them, enter the lift, and end of level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 18>> Delta Labs - Level 3 {delta3} //Objectives: Reach the main portal //Enemies: Zombie, Marine Zombie, Imp, Maggot, Revenant, Commando Zombie //PDAs found: Frank Cerano, Han Lee, Marten Shultz //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: #386 (836), #387 (836), #317 (841) //New weapons acquired: N/A You can hear footsteps, and if you go to the window and look down, you can see a pair of Commando Zombies leaving the room below. Through the door to get greeted by a Marine Zombie, then a wall panel pops off in the next room and a Commando Zombie comes charging out. After that another Marine Zombie makes an appearance. Enter the Security Office here - as you do so you'll hear Betruger saying "Destroy the bridge". Great. Click the screen to unlock that other door, and a Commando Zombie will come charging into the office. In the next room a ceiling panel will drop down, and you'll hear a voice saying "Help me". Go to the window and look down to see the smoking remains of the bridge. Of the two doors here, enter the Restroom first - there's a Marine Zombie in here, and once that's dead a Commando Zombie will come charging in. Exit the Restroom to come face to face with an Imp. Through the next door and an Imp spawns in, then a Marine Zombie opens fire from the right. That circular pad at the end of the hall is a teleportation arrival pad - you'll get to know it well enough. Note the number on the base of the pad, which tells you which one it is. Enter the area on the right first... another Marine Zombie will open up, and an Imp will spawn in. Grab the PDA (Frank Cerano) on the desk. Go back out into the hall and try to enter the door marked "Storage D3-1" - it will only open partway, but inside you'll be able to see another teleport arrival pad. Back into the offices and through the door in there. A pair of Commando Zombies greet you - one above, one below. The Delta Labs door at the left is busted, which leaves you with two choices: straight ahead or through the "Chamber 1" door to the right. Go straight first, and on the desk grab the PDA (Han Lee). Click the screen at the far end of the room (decontamination). As expected, as soon as you leave this room the lights go out - an Imp spawns in across from you, and a Commando Zombie from the right. Once they're both dead, head for the "Chamber 1" door. Exit the chamber and you'll notice another teleportation machine through the window ahead... you'll also notice an Imp and a Commando Zombie. Go the only way that you can, through the door on the right. Inside are a pair of Storage Cabinets - #386 & #387, both of which open with code 836. In the teleport room, kill the two Commando Zombies (one up above on the left, one charging in from the right), then head for the door at the back of the room. Whoops... not going that way - I guess that "Biohazard" sign on the fence isn't joking. Head for the desk in the teleporter room - click the screen, and a new screen will pop up - click on the "scan" and wait for it to do its thing. Two destinations will appear on the screen - "Pad 1 Main" and "Pad 2 Balcony". Pad 1 is the first teleport arrival pad you ran across, and right now, that's the only way to get back out to the entrance of this room. However, you want to select "Pad 2 Balcony", which is where the Commando Zombie was firing at you. Once selected, the machine will fire up... go out there and get on the pad, then click the switch. [CUTSCENE] another teleport nightmare Up on the balcony, start moving and a Revenant will spawn in. Go through the decontamination chamber, and as you exit Betruger tells you that his patience is wearing thin... poor baby. Three doors up here - "Storage D3-2", an unmarked door, and another busted Delta Labs door. A Commando Zombie will come out of the unmarked door... once it's fried, go into the storage area. Okay, so there isn't much in here other than a Marine Zombie and a few items. Go through the unmarked door, and get another cheery speech from Betruger. Kill the Marine Zombie on the right, then the Revenant and Imp that spawn in. Work your way through this area to pick up any toys, noting the locked door. Obviously, go in the security door - click the screen to unlock that door, then get greeted by a pair of Commando Zombies as you leave the office. Through the now-unlocked door, and lovely... who's their interior decorator, HP Lovecraft? Imp and Marine Zombie on the right, as well as a few items. Go down the hall and through the next door. Lights out and a pair of Imps. The hallway around to your right is blocked, so forwards and into the room on the left for a few items - as you leave it an Imp will spawn in. Check out the second office, and upon leaving that, a Commando Zombie comes charging up. Up the steps for a Maggot and an Imp, then drop down the hole in the floor. Nothing down here, so don't worry... just head left for the next hole and pop up. Four doors to choose from here... two flanking the "Chamber Two" sign, one marked "Storage D3-3", and an unmarked one. As you get close, a Commando Zombie charges out of the unmarked one... as good a place as any to start. When you click the screen in here, you get a "Chamber malfunction" message - I guess that's the next repair job, huh? Check out the Storage area next - if you shoot those barrels, an Imp will apear just inside the door. Head for the Chamber 2 doors... go through the left one first for an Imp and some goodies, then through the right for a Revenant. Just as before, click to transfer control, then scan for pads. Go for Pad 3 first. [CUTSCENE] teleport effects Grab what you want and exit the room... ugly. Note Pad 2 right outside the door. Around the corner and through the door for a Commando Zombie... then a Revenant and another Commando Zombie. Enter the break room for a pair of Imps. Sweep this area then through the next door... hello, broken bridge. Head for the only door and a Revenant spawns in. Through the hall, and in the next area head right first (down the stairs) for a locked door and an Imp... two more will spawn in behind you when you go down the stairs. That door is the next decontamination chamber - you'll be back here soon. Around the other way, and the security office is locked. The other door opens, and while the door at the far end is locked, there's a service ladder on the right. Drop down for an Imp, then up the stairs and through the door. Click the console to cycle the decontamination chamber, then back out - a Revenant will spawn in up on the walkway. Get up there to greet an Imp, and as you go out through the door, a Revenant. Around and down the stairs to a door that will become quite familiar. The chamber appears to malfunction but you make it through anyway. Betruger calls out "Stop him!" (and in fact, you can see him through the window using the teleporter) and a pair of his Commando Zombie pets try. Get into the teleporter room and a Revenant takes a stab at the task (failing miserably), and when you get over to the desk an Imp will spawn in and try. Good help is so hard to get if you're an evil bastard. First things first... hit Pad 3 Storage (this isn't the same Pad 3 Storage as before). As you head for the teleporter, an Imp will try and stop you... fat chance. If you don't feel the need to pick up any supplies or you just want to finish this level, skip this step and just select Pad 1 Exit. [CUTSCENE] yet another trip This place should look familiar... it's the storeroom with the door that wouldn't fully open. It's open now, though. Storage Cabinet #317 opens with code 841. There's no way around it... you'll have to walk all the way back to the teleporter you just used - but at least you won't meet any friends along the way. (Into the windowed area, through the door, recycle Chamber 1 and into it, set the teleporter for Pad 2 Balcony, through the unmarked door, through the darkened office to the bloody door, set the next teleporter for Pad 2 Hallway, etc. This time that decontamination chamber at the bottom of the stairs doesn't work, so just walk straight through. Set this teleporter for Pad 2 Security (why the hell would anybody be stupid enough to put a teleporter pad *inside* a security office? Doesn't that totally negate the word 'security'?). Upon arrival, grab the PDA (Marten Shultz), and your security clearance is updated - which is a good thing, as that's the only way you're getting out of this office. Out into the hall, left, down the stairs and through the decontamination chamber again. Final time... set the teleporter for Pad 1 Exit. Hey, finally on the other side of the bridge. More nonsense from Betruger. Down the hall, forget that junction to the left (the door is locked and nothing happens), enter the bay door and end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 19>> Delta Labs - Sector 4 {delta4} //Objectives: Reach the main portal //Enemies: Zombie, Hell-Knight //PDAs found: Jack Gilbert //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: #104 (579) //New weapons acquired: N/A More nonsense from Betruger - can't we shut him up? Interesting decorations... yawn. Enter the next room for Leatherface and a PDA (Jack Gilbert) next to the locked door. Through the next area and into the next... Leatherface on the left, unlocked door on the right. First, go down the hall and left to enter the security office... note the computer screen which tells you the Storage Cabinet command ID for #104 (right here in the room), which is also on Gilbert's PDA. Back out and through the unlocked door. [CUTSCENE] two Hell-Knights come through the main portal (shown on the game cover) These two take a lot of killing, so be careful - the BFG works nicely at full charge. Use any weapon you want, waste them all, because next level you won't have any weapons to start. Once they're dead, the portal expands and sucks you in. Very short level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 20>> Hell {hell1} //Objectives: Find the Soul Cube and escape Hell //Enemies: Zombie, Imp, Lost Soul, Cherub, Mancubus, Hell-Knight, Guardian //PDAs found: Simon Garlick //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: 0 //New weapons acquired: Pistol, Shotgun, Plasma Gun, Rocket Launcher, BFG 9000, Chainsaw, Soul Cube Welcome to Hell. You're unarmed at the moment, but to your right are several crates with weapons (Pistol and Shotgun) and toys. Watch carefully, and you'll see a body - presumably part of the scientific expedition - float through the air and land in the lava with a hiss. When you get near the base of the stairs those two statues will stand up and howl, but don't waste any ammo on them - they won't attack. Enter the blue portal. Stuck in mid-air... then a cage forms around you and drops you down. You'll be greeted by three Imps, and a wall will crumble. Enter the next area and you'll hear what sounds like a child crying... down the stairs and you'll hear Cherubs. A little further... [CUTSCENE] the far wall opens up and a Hell-Knight walks out - and all you've got is a Shotgun and Pistol. Lovely. Once it's dead, check out these side rooms... the one on the left (a pair of Cherubs) just loops around itself, while the two on the right are separate. The far one on the right contains a Chainsaw. The other one on the right has a Cherub and an Imp. Once you've got everything in this area, move ahead to the room where the Hell-Knight was. I prefer checking out the left room first... at the back of this alcove is a Chaingun, and when you bump that wall, it moves back, revealing small holes in the floor holding other items. Go into the other side room, and there are no items - but when you bump the back wall a pair of Imps will spawn in, along with a group of Lost Souls. Back out into the main room and you'll see that the entrance has sealed off, while the back of the room has opened up (more Lost Souls). That woman's voice you keep hearing is, believe it or not, the Soul Cube. Enter this back area and take out any Lost Souls that remain, then play hopscotch with the floating rocks. Each time you walk on one of those glowing symbols a Lost Soul will appear. There is no truth to the rumor that touching the symbols in a certain order will make something happen, so don't even try. Feels good to be back on solid ground, huh? Don't get complacent... the fun hasn't even started. Up the stairs to get greeted by a pair of Lost Souls. Bump against the bars ahead of you and the entrance will seal off, and a Hell-Knight will appear from the left. Check out the area the Hell-Knight came from for Armor, and another Lost Soul will appear. Around the corner and as you get near the next set of bars, two Imps will appear ahead of you, one behind - once they're dead, another Imp appears - then the bars will open. Check out the area ahead and on the left where the Imp came from for goodies, then walk around to the right behind the caged room for healing and a falling skeleton. When you've gotten everything, enter the caged room a Mancubus will appear in the distance, and several Cherubs will appear up close and personal. Get everything in here, then walk into the area the Mancubus came out of for a Plasma Gun - the floor will drop under you. Once you've 'landed' (more Betruger threats) and the lights return, SPRINT straight ahead and grab the Beserker powerup... Imps and Hell-Knights will spawn, but if you're fast enough you can kill them all before the powerup fades; obviously you want to take out the Hell- Knights first. Explore this entire area and get everything, BUT don't follow the glowing trail of symbols on the floor until you're ready to go to the next area. In there you'll find a whole bunch of goodies on the right - including a Rocket Launcher and a PDA (Simon Garlick). A PDA in Hell? Read the emails and you'll realize that the guy got shafted. Once you're ready, go through the big doors here. There's nothing to find in here, so go straight out to the center section - get the items on the left and right before heading out to the middle. Whoopsie... a Mancubus will spawn on the 'platform' on the right, and a heavy stone piston will start thumping into that pentagram in the middle. You'll have to get past that piston in order to get to either ledge (another Mancubus on the left), so be careful... time it and sprint. Watch it on that jump to the next ramp... it's easy to miss (it's best to save your game before you try). Take out the Lost Souls and the other Mancubii (?) that appear. All the way through the tunnel and up the steps... when you get to the area overlooking where you just came from (three Imps up here), you can get to those ledges for their goodies. After that get everything in this area before heading to the back of the room and up the stairs. Another Imp and another pair of big doors. Three Lost Souls and an Imp from either side, then head down. Along the causeway for another Lost Soul (there are steps down on the left side of the causeway leading to Armor and a PlasmaGun) and up the disorganized ramp. A few more Lost Souls, items on the left, and another set of big doors. A Hell-Knight on the right and a few more Lost Souls. More big doors (a Hell-Knight right behind them) - it doesn't matter which way you go in here, since you'll get hit by three Imps and another Hell-Knight no matter what. Go out to the red sky balcony for more items, and a Hell-Knight or two will spawn in behind you. At the very front of the 'balcony', you can see a BFG semi-hidden down on the right... grabbing it causes 2 more Lost Souls to appear. Head for that arch - another Hell-Knight - and through it. More Cherubs and Lost Souls. Ignore the stuff hanging from the ceiling and up the next stairs. In the next area you'll hear a grunting, which is a Mancubus which appears on the right. Grab everything you need, then up the next set of steps and through the next doors (there are items in the alcoves just inside the doors) - a Mancubus and several Cherubs. Around the flames and through the next arch for a Hell-Knight. Through the next passage and up the steps... as you get close to the doors Betruger makes another one of his annoying comments (can we kill this jerk yet?). Up and around, grab everything you need on the right and heal up. WARNING! If you are on a low end machine or have a low power video board (minimum system requirements), then I'd suggest saving here, exit the game, and reboot your machine - load Doom 3 again and load your save. You'll need every advantage you can get. Head into the blue portal. [CUTSCENE] the Soul Cube begs to be saved, and you meet the Guardian - the next Boss This thing isn't easy, as expected... if you're on a low end machine it will be even harder, because you're movements will be a bit jerky. You have unlimited stamina in here, so stay away from it - keep running. The Soul Cube will tell you to kill the Seekers, and then the Guardian will be vulnerable - the Seekers are those flying light-worms. There are a couple of spots in here where you can back into a corner under a ledge, and the Guardian can't get to you directly. Kill the Seekers, and when they're gone, shoot at the blue orb over the Guardian with your BFG or Rocket Launcher. Repeat until dead. On the easiest difficulty level, you need to kill three sets of Seekers and shoot the blue orb (Rockets preferable) three times to kill the Guardian... obviously on the higher levels it's much harder. [CUTSCENE] the Guardian dies Grab the Soul Cube, which should be right in front of the Guardian. [CUTSCENE] the Soul Cube explains itself Enter the portal to find yourself where you first entered Hell. Grab any goodies and activate the teleporter, even though it looks broken. End of level. NOTES ON THE SOUL CUBE: the Soul Cube needs to be 'charged' before its full effects can be felt, which means that you have to kill 5 enemies with it. After that, an icon will appear down by your weapons selection (lower right), and the Soul Cube will transfer an enemies' health points to you when you kill it with the Soul Cube. Just aim the Soul Cube at your enemies and throw it - when it seems to disappear, you can get it back by hitting the Soul Cube key (default 's'). You'll have to recharge the Soul Cube on each new level. Also note that the Soul Cube has a mind of its own - it will decide which enemies to kill. For example, if you're faced with both an Archvile and a Hell-Knight, even if you aim at the Archvile the Soul Cube will kill the more powerful Hell-Knight. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 21>> Delta Complex {delta5} //Objectives: Destroy the Hell Gate //Enemies: Zombie, Trite, Revenant, Archvile, Commando Zombie //PDAs found: Elliot Swann, Bruce Jackson //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: 0 //New weapons acquired: Flashlight, Pistol, Shotgun, Machinegun, Grenades, Chaingun, Plasma Gun, Chainsaw Gee, it feels good to be back 'home' again. Once again you start without any weapons (though you still have the Soul Cube). Explore this area... there are weapons (Pistol and Machinegun) as well as Health over to the right. When you've got everything, go down the stairs and drop into the hole in the floor (more goodies, including the Flashlight and Grenades), popping up at the other end to kill a Commando Zombie (getting you the Chaingun). Explore this area first - Chainsaw and another Commando Zombie - before opening the bay door and going through. You're right back where you started before going through the final portal. A whole bunch of Trites out here... use the Soul Cube then use whatever weapon you want until the Soul Cube says "Use us"; switch back to it, and repeat until all are dead. The way to go should be obvious... as you travel down that hall a Commando Zombie will appear; one shot with the Soul Cube kills it. A wall panel on the right pops off and a Commando Zombie appears behind you... kill it, and in the new alcove is a Plasma Gun. Into the destroyed lift and up the ladder... through the crawlspace and drop down through the hole for a Commando Zombie. Again, this area should look familiar. Grab any toys in this area - including the Shotgun - then wander down to the end of the floor (another Commando Zombie), where an Archvile will pop out a door, and a Commando Zombie will spawn behind you. Up the stairs and on the walkway - an Archvile through the next door - then summon the lift and ride it down. A Commando Zombie through the next door, and then a Revenant on the stairs to the left. Up the stairs, through the door, enter the lift and choose Level 2 (Delta Authority). The door at the top of the stairs in here won't open, but around behind the elevator is one that will. Through that and... Elliot Swann, dying. Once he finishes yakking, take his PDA. It doesn't matter if you frag the corpse or not. [NEW OBJECTIVE] Stop Sarge / CPU Complex There are only two doors in here, and only one is unlocked, so the way is obvious. Drop into the hole and go through, accompanied by more nonsense spouted by Betruger. Climb the ladder to get out of the hole, turn around, then jump down to the next crawlway. Armor up, grab goodies, and hit the switch to extend the service ladder and climb down. Some place else that should look familiar... you're back in the main Delta lobby. Several Commando Zombies and Archviles down here to keep you busy. Once everything is dead, go down the steps and to the far right corner of the room for a PDA (Bruce Jackson). Through the locked door - after all this time you finally get to go through it. Kill the Revenant in the next room, and if you jump over the rail you can pick up some ammo. Just for a giggle, click the screen to download "Pointers to remember when opening sacrificial portals" to your PDA... somebody has a warped sense of humor. Open the bay door and Objective Complete... and end of level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 22>> Central Processing {cpu} //Objectives: Destroy the Hell Gate //Enemies: Zombie, Imp, Wraith, Trite, Cherub, Archvile, Commando Zombie //PDAs found: Tony Bates, Charlie Haskell //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: #669 (468) //New weapons acquired: Rocket Launcher [CUTSCENE] Campbell (Swann's bodyguard) hunts for Kelly When you get near the end of this hall an Imp will break through the window and another will spawn in behind you. Once they're dead, go into that office and grab goodies... click the screen to open the security locker for Armor, then open Storage Cabinet #452 with code 571 (on Bruce Jackson's PDA from the previous level) - ye old Rocket Launcher. That big door out in the hall won't open, so go through the small one here. You'll get attacked immediately by a Wraith or two, and you can hear Cherubs making noise on the left (toss a couple of Grenades down that hall). Straight ahead is a red square in the floor, to your left is a hall (the Cherubs), to your right is an office area, and at the far right a door. Head for that office first, and jump over the counter - a few toys in here. Looking out the right side of the office, you'll see a blinking down arrow - go over there for your next Objective. [NEW OBJECTIVE] obtain replacement door panel in Lab A Geez, I never thought we were supposed to be repairmen... sigh. With your back to that, you can see that door with the green switch, but don't head that way yet - go the other way (from where you are, head right and around) for several Cherubs and an Archvile. The little office on the left doesn't have anything other than an Imp and one Health hidden in the shadows, so you can ignore it if you want. The next office - opposite the window - has a whole bunch of toys for you, but nothing else. Down around the corner to get greeted by an Archvile and a Cherub or two. Bump into the door. [NEW OBJECTIVE] obtain access codes for Lab A Okay, now you get to go back and through that green door (another Imp and several Trites on the way). Before you start hopping panels, look to your upper left and you'll see a security camera - shoot it out if you want. As you make your way across the floats, a voice will say "Sarge is coming". Through this door and through the little door... Trites and an Imp or 3. In the office on the right (more Trites), you can click on the various camera views (Main Entrance Hall is the one you just shot out - when you click on that one a Trite attacks, but there won't be any reaction from the other selections). In the office on the left (opposite the stairs), click on the screen to open the hatch at the end of this area on the right (at the top of the steps), and then take out a pair of Commando Zombies. Just inside the hatch is a PDA (Tony Bates), along with his leg (sometimes) and a Shotgun. Head back to where that locked door was (the last New Objective), killing a few Trites along the way. The code for this door (627) is in the audio logs on Bates' PDA. Objective Complete. Even though it doesn't really look it, you can go left... but you can't jump over to those platforms, so don't try. Head the other way. [CUTSCENE] the floor comes apart Oh, how nice... just be careful. Through the door and around behind that server rack is Armor. Down the hall you can hear more Cherubs. Don't use the lift yet, but continue through this area (several Imps and Cherubs) until you get to the end... note the code written up on the board. Grab the PDA (Charlie Haskell) off the desk (I love the "mail delivery failure" email... so true), and get attacked by several Wraiths and more Cherubs. Through the door here for those floating platforms you saw earlier, then when you go back into the office you'll be attacked by an Imp and a Commando Zombie. Make your way back to the lift and use it - Level 2, CPU Banks K-T. You'll get attacked almost immediately by a Wraith that spawns in, but that's not a problem. Up to your left is nothing, so go straight ahead and around to the right... more Wraiths and an Archvile, and a bunch of Trites as you make your way through here. It doesn't matter which way you go when you get to the pentagram, because it just circles around. There are some toys in the offices, and at the back of that area is the next lift you need - when you get near it you'll have more Trites to play with. Click for Level 3 - Routing. Up there, an Imp will crawl out of the floor ahead, and a Cherub attacks from the right. Explore this area, and when you get to the hole where the Imp climbed out you'll be attacked by a Commando Zombie. Head through the next door (an Imp), and as you go down the hall watch out for the Imps that pop out on either side. Through this area, and through the next door (Commando Zombie and Cherub on the other side). Down around the corner, another Imp, and then Storage Cabinet #669 (code 468). Where to go from here? Look at that other cabinet and the flashing square... that's the replacement door panel that you need. Grab it and play with more Trites and an Imp, then head all the way back to where you need to use this door panel. (Back to the lift, down to 2, to the next lift and down to 1, left and through the door, across the floating squares and through the next door) Through the repaired door, and in the next area you have two doors - one big, one little. Go in the little one first for nothing more than a single Trite. Through the big door for a pair of Imps. The little door in here is locked, so into the lift and click for Sublevel 1 - Main CPU. There's only one way to go in here, and as you round the corner you'll find Campbell lying in a pile of muck. Once he's dead, destroy the corpse and listen to Kelly gloat. Four small doors down this way - all locked - and a bay door. Drop down into the hole and through for more ammo than you can shake a Wookie at, then back out. Enter the bay door to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 23>> Central Server Banks {cpuboss} //Objectives: Destroy the Hell Gate //Enemies: Zombie, Imp, Wraith, Cacodemon, Trite, Revenant, Archvile, Commando Zombie, Saboath //PDAs found: Steve Tooloose //Video disks found: 1 //Keycards found: 0 //Storage Cabinets: 0 //New weapons acquired: BFG 9000 There's a Health Stand on the left, but not much else. Get down to the junction and go left first (it doesn't really matter) - a pair of Imps, several Trites, and a Commando Zombie. All three storage doors are locked, but there's a stamina booster on the crate. Continue through this 'back' area (a Revenant) for more toys (including more stamina), then around through the other hall (Archviles, Imps, and an untold number of Wraiths). Once everything is dead, head to that back area again - once you get near the big door, an Archvile and a Wraith will spawn in; after, the big door will be unlocked. Call the bridge and watch it unfold (neat!). Get on, and a Cacodemon will rise up. Again, it doesn't really matter where you go first, as long as you remember that you came from the CPU Bank and that your final destination is Central Processing. Head for Storage first, and the small room on the left has a ton of goodies... an Imp will spawn in out in the hallway. Head down the hallway and a pair of Commando Zombies will spring out at you from the door. Into that door for a ton of goodies and an Imp. Enter the back room (Armory) for a Revenant and a ton of goodies (including the PlasmaGun), plus several Wraiths and an Archvile out in the other room. Head back to the bridge. As you get on the bridge another Cacodemon will rise up. Kill it, and set the bridge for the Server Bank. Around the hall for a pair of Imps. Note you can get into that office by walking through the window, but there's not much in there. That little door leads to the same room the big door out in the hall does. Out there, run into another pair of Imps, and as you continue around, a Commando Zombie. Don't go through those windows... it's a long way down - however, note the items on top of the machines; a sprint-jump out the window is the only way to get to them. Through the little door at the end. Down the steps for a few Trites, then right into that office for a few more. Down the other steps and out into the room you saw from the window. A few more Imps, but not much else. In the small office at the end is a PDA (Steve Tooloose), security clearance updated. Head back to the bridge. Final stop - Central Processing. Another pair of Cacodemons greet you as you try to leave the bridge. The little cubby has plenty of ammo and a Video Disk (briefing on the BFG 9000). Through the door and nice area, huh? You'll meet an old acquaintance here. That is the Saboath... what used to be Sergeant Kelly, the third Boss critter. He uses a BFG, so be careful... but don't hold back. Stay away from the columns if you can, because they'll electrify when they get hit by the BFG - also watch out for the floor panels that fall around the edges of the room. If you can avoid getting hit, 5 Rockets and a shot of Soul Cube kills him on the easiest difficulty level. [CUTSCENE] Sarge dies The BFG 9000 will end up directly in front of him / it... grab it. Alcoves have opened up around the area. The door you came through is now locked, but in the alcove that Saboath popped out of (directly behind you as the cutscene ends) there's a small opening you can crawl through. Out into the next room and drop down the pipes. Grab any toys, then into the lift to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 24>> Site 3 {site3} //Objectives: Destroy the Hell Gate //Enemies: Imp, Maggot, Wraith, Cacodemon, Revenant, Archvile, Hell-Knight //PDAs found: Richard Davis, Pierce Rogers //Video disks found: 1 //Keycards found: 0 //Storage Cabinets: 0 //New weapons acquired: N/A As soon as you leave the lift you'll get a "Vision", and a Hell-Knight will appear. Kill that, then get attacked by a pair of Imps and a Wraith. At the end, head for the locked door on the right. [NEW OBJECTIVE] Site 3 security lockdown Okay, now you know what you need to do, so go through the unlocked door. First a pair of Cacodemons (there's ammo in that busted window, though it's not easy to get into), then as you round the corner a Hell-Knight. Pass the Garage door for now, and head around to the end of this area for more toys and another locked door. Enter the Garage door. A Cacodemon and then a Maggot. Don't worry about the gun mount banging around on the ceiling, it can't hurt you. Get down near the rails for another Hell-Knight, then through the door. Move a little further into this room for more lights out / evil laughter, and the catwalk collapses under you. An Archvile and a pair of Imps spawn in. Check under the stairs and the platform, then up and through the door - watch out for the Revenant on the other side, and the Maggot that attacks from below (there's an exploding oxygen tank down there as well... say hello with a Grenade). Down the stairs first for a look around, then up the stairs - just through this door is a Wraith. Down the ladder. This is just one big circle, with a few Maggots and Imps. Under the bright orange screen is a PDA (Richard Davis). Once you've gotten what you need, get up on the upper walk, around, and through the door. A Revenant will attack from the front, and when you get to the junction, an Imp from the left. Go right first to check the locked door, then go down the hall where the Imp was. Short steps to your left (and another Imp), and guess what... you can't get through this door either. The hall is a dead end, but there's a ladder up. Drop down through the hole, and of course this door is locked - we definitely have to find the PDA belonging to Pierce Rogers if we want to get anywhere. Gee, what a surprise - as you get near those stone tablets (which should look familiar if you've been reading the PDAs and checking out the Video Disks), a Hell-Knight and a pair of Maggots spawn in. To the end and open the door... DON'T SHOOT! This is Pierce Rogers... listen to his chatter, grab his PDA and the Video Disk, do anything else you need to in here. As you head back out into the other room... [NEW OBJECTIVE] freighter control room Get past that area and 4 Maggots and 1 Imp will spawn in. Through the locked door, and this should look familiar. Turn right and up this hall, and gee... another Revenant, just where the last one was. Left and up this short hall, through the locked door, kill an Imp and go straight ahead, around this area to the other end and through that locked door. There's a Maggot spawning in ahead of you, and an Imp firing at you from high up on your immediate left. Go down the ladder on your right for some toys, then back up and into the lift. Level 2 - Maintenance, obviously. Just for fun, turn around and get a look at the outside world. Left are a few toys, right is a Maggot jumping out at you. Again, take a look out the window for some sightseeing... that track you see down there is for the freight train, which leaves from the Garage where you found the malfunctioning gun. Through this tunnel and jump out of the hole - unlocked door to your left, an Imp and stairs to your right. In the door first for some Plasma Gun ammo, then head up the stairs. Nice campfire. A Cacodemon will appear, then when it's dead head down the hall and through the door for a Maggot (plus another Cacodemon behind you, and an Imp approaching from the front). Grab any toys in this hall (including a BFG), then through the door, up the stairs, along the platform and down the ladder. Click the screen for the freight loader - if you look out the window and down, you can see it moving along the tracks. [NEW OBJECTIVE] caverns entrance Head back to the Garage... up the ladder, across, etc. In that one room the floor will blow out and several panels will drop down, but that's actually the way you need to go, since the stairs are now blocked. Down the ladder and the stairs, kill the two Imps, then into the gross tunnel. Familiar, yes? That's where that one Imp was shooting at you. Through the door (Maggot) on your right, around and into the Garage... kill the Imp, and the freighter is in there now. Enter it and make sure the door closes before you click the screen - if the door doesn't close, make sure there's nothing living (or undead) out in the Garage, and bump into that locked door; in the train, get as close to the panel as you can on the left side. Watch the scenery, and when you get to the end... Objective Complete. Check around the platform for toys, then into the lift to end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 25>> Caverns - Area 1 {caverns1} //Objectives: Destroy the Hell Gate //Enemies: Zombie, Imp, Wraith, Cacodemon, Trite, Archvile, Commando Zombie, Hell-Knight //PDAs found: Robert Cody //Video disks found: 0 //Keycards found: 1 //Storage Cabinets: 0 //New weapons acquired: N/A More demented laughter as you leave the lift, and various Trites will be approaching from the right and from that partially open door ahead and to the right. Watch out for the rocks falling. Around to the right - almost under the stairs - is a hole in the floor with Armor and Grenades. Gather everything you need and head up the stairs - at the top say hello to an Imp. You can look in the windows of those 'containers' (offices), but you can't get into them via the windows... as you get near the end of the containers you'll be attacked by a pair of Wraiths. The only way to go is obvious, but check around the back of those crates first for Armor. Nothing in here, so through the next door... say hello to another Imp. Grab any goodies in here, and through the next door - an Imp will spawn behind you. You can read what's on the screen, but that's about all that's in here, so head for the next door (pretty quiet so far, huh?). You'll see a Commando Zombie walking away from you, a perfect target for the Soul Cube. When you get to the junction a pair of Wraiths will spawn in. Only one obvious way to go, so through the door. Again, only one obvious way to go... you'd think that caverns would be "a maze of twisty passages, all alike" - don't worry, they will be later. Now you've got a choice... head straight first, going for that desk - an Archvile will spawn in, closely followed by an Imp and a Wraith, then a Commando Zombie will come in the door behind you. Be careful with your fire, because that big oxygen tank (?) strapped to the center wall will explode. Instead of going down the stairs next to the desk, circle around the other way for a stamina booster, then go down the stairs here. Grab the Plasma Cells if you need them, then through the next door. An Imp and several Trites will greet you, but they're easy enough. Grab any items up on the platform, use the Health Stand, then through the door. [NEW OBJECTIVE] access lower levels On the right leg of the platform there's a ladder, but that only goes down to the incline track - nothing down there for you other than a few toys in the crawlspace. The door is locked, and as you get around to that other pillar you'll a switch for the incline lift... it's offline. Head for the end of the container and hit the switch to drop the ladder - climb on up and there doesn't appear to be anything up here. As you move around a Cacodemon will spawn in. Once it's dead, sprint-jump across to the girders and into the office - use the screen to put the lift back online. Head to the upper area for a bunch of Armor Shards, then head out the door. Grab anything you need - oddly enough, nothing spawns in to bother you - and call the lift; at the bottom, check out the computer screen if you like. Head over to the cot, and several Trites will spawn in from the direction of the lift - kill them off and head out the door. Just for interest, note the boxes that fall off of the overhead rack if you use Grenades or Rockets. Out the door and turn left, and summon the lift - a Hell-Knight (Soul Cube time) and a pair of Imps will spawn in. Once the lift gets to the top, Objective Complete. Ride the lift all the way down... and it is a looong way. If you want, look back up and watch the surface world disappear... When you get to the bottom, falling rocks will take out the bridge... you'll also have a Commando Zombie firing at you from across the way. Drop down to the right and find yourself a stable piece of debris to stand on... all sorts of friends will spawn in. An Archvile, one Imp, several Hell-Knights and a Cacodemon want to welcome you to the depths. Once they've been toasted, carefully cross the debris on to solid ground. Explore this area for a few items, the click the switch to drop the ladder. A Wraith will spawn in at the top, then in the door. An Imp and a Wraith will spawn in to greet you - after that, grab the few items in here and head around that central mess to the lift and up. Kill the Imps and Trite that spawn in, then head for the door on the left. [NEW OBJECTIVE] security access Head outside through the other door for a pair of Cacodemons, and around the right side of the container take the ladder up and through the next door - an Imp greets you immediately. Along the catwalk, down the ladder, along the catwalk, down the ladder, along the catwalk, down the ladder (no, that's not a stutter), gather Shards and look down through the hole. It should be obvious what you need to do... watch the platforms below to get a sense of timing, then drop down from one to the next. Down the ladder, hit the screen to extend the ladder, then circle the area for items. Hop over the pipes for more items, then duck under the others to go talk to J. Katayama... grab the keycard off the table; Objective Complete. It's a long, long climb back up, and once you get near the top you'll see several items through the fence - you'll be able to get to those later. Once you're back outside a trio of Cacodemons want to say hello, so say goodbye with whatever you want. The way they're bunched up, 3 or 4 Rockets will take out the whole group, if you're quick. Down the ladder and circle around, through the door, kill the Wraith, and through the locked door. Kill the Trites and grab the PDA (Robert Cody). Take a look at the map on the wall and note that it scrolls in different directions depending on where you aim the cursor. To the left of the map you can hit the switch to open the shutters, though they don't let much light in. Head out the door and go right first, circling around the platform (don't go through the door yet) to kill off the Imps and Wraiths that appear, then head back the other way and go up the ladder. Kill the Imp and note the little hatch that opens - that's how you get those items you saw from the ladder inside. Go back down the ladder, along the platform and in that door. As you turn the corner watch out for rocks falling. Be careful how you move around in here... don't fall through any holes in the floor, because you wouldn't like it. Kill the Imps, Wraiths and Commando Zombies that want to stop you, and go through the big door. Another broken bridge... Betruger isn't very original, is he. Various Imps, Commando Zombies and Cacodemons want to make your acquaintance, so say hello with hot lead (or Plasma, or Rockets, or...). No matter what you do next you're going to take damage. If you click the switch at the base of the crane it will tell you that it's already in the load position. Climb up and hit the right arrow on the switch up here, positioning the crane across the gap. Climb up the side of the crane and out across it... drop down off the end. If you drop on the pipes at the right at least you'll drop on a health kit. Kill the Imp and the Cacodemon that appear, then crawl through the pipes for items. There's nothing on the lower platform, so don't bother... just go in the open door. Get greeted by an Imp, and if you want, back off and shoot the tank next to the door. Through the door, down the stairs and around... in here, go around to the right to see the screen for that door. Around to the left side of the structure for the same thing... the only door that will open is the center one. More lights out / evil laughter... this guy has a one track mind. Kill the Imps and Wraiths that spawn in, and the Commando Zombie that comes down the stairs. Go into the center section and summon the lift... have the Soul Cube ready, because a Hell-Knight rides up with the lift. Once it's dead, go on in and hit the switch. Time to leave the real world... back off and shoot the barrels to the right in order to access a couple of items, then head down the stairs. Wander through the crates for items, then kill the Archvile, Imp and Wraith when they appear. That one area is a dead end with nothing in it other than a Wraith, so head for the door... an Imp will fire at you from a cave on the left - kill it and go in there for Shards, then through the door. Only one real way to go - across the broken bridge. Kill the Commando Zombie on the other side first, of course, then the trio of Cacodemons that appear when you try to cross. Jump up on the rail then on to the next area... head through the door. Not much in here, so summon the lift and end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 26>> Caverns - Area 2 {caverns2} //Objectives: Destroy the Hell Gate //Enemies: Imp, Wraith, Cacodemon, Trite, Vagary, Archvile, Hell-Knight //PDAs found: 0 //Video disks found: 1 //Keycards found: 1 //Storage Cabinets: 0 //New weapons acquired: N/A Down into the bowels of the planet... walk around the room to summon an Archvile and a Hell-Knight. Go through the unlocked door (you need a keycard for the other one), and head into the tunnel - go slowly to avoid falling rocks. Three Wraiths to kill, then on to the next area. Go down using the slope at the left, unless you prefer to try and jump to the scaffolding at the right. Next to the entryway to the next area is a generator - hit the switch there; this won't really illuminate the area, but it does summon several Hell-Knights, Cacodemons and Imps. On the table grab the stamina booster and the keycard, and you can climb the scaffolding like a ladder. Head back upstairs (Imp and Wraiths). There's quite a bit in that storeroom (the locked door), and when you exit it a flock of Trites pays a visit. Head back downstairs (several Trites and a Cacodemon) and into that odd door structure (Archvile and a couple of Imps). No lights in here, and not much for items... but no enemies, either. Head into the tunnel, watching out for the collapsing ceiling. In this next area, look at the rotating eggs (I *told* you this was "Alien"...) - move into the room for several Imps and Wraiths. On the shelving to the right is a Video Disk... and no, you can't do anything to those eggs. At least there's light in the next area... look up for that solar system map they were talking about. Over on the left is a generator that you'll want to switch on - as expected, enemies appear... several Trites, a Hell-Knight and an Imp. Don't worry about that balcony above - there's nothing up there (other than that Imp), and no way to get up there. You may recognize these little "spike balls" in the tunnel... the last time you saw them, you were attacked by the Vagary. Guess what - three of them, plus several Trites. Once they're all dead, you'll notice that stairs have extended on one side of the room. Head up them - there's ammo behind the crates on the right - and through the door. Over on the left is a generator - turn that on, then get on the lift and end the level. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Level 27>> Primary Excavation {hellhole} //Objectives: Destroy the Hell Gate //Enemies: Imp, Maggot, Cyberdemon //PDAs found: id software //Video disks found: 0 //Keycards found: 0 //Storage Cabinets: 0 //New weapons acquired: N/A This is it, the final level... then we can get the Hell out of here. Plenty of toys in here, so load up. There's only one way to go, so head on down... amazingly enough, you won't meet any enemies. In the room with the "pilot" sarcophagus (again, heisted from "Alien"), you can stop and watch the UAC advertisement video on the shelves (you've seen it before, though). Go around the sarcophagus, and that back wall will fly apart. Through the tunnel, and in the next room the wall will seal behind you... then the floor drops. The wall opens up and you'll hear grunting (that's just the corpse on the wall), along with a baby's cry. Keep going down, and at the apparent bottom of the stairs (through an actual squared doorway) everything will seem to dead end - a small room to the right with a broken floor, and a small area on the left with a rock wall. GO LEFT! Crouch down and click on the 'id' brick to open a secret area; in there, grab the PDA (id software) with the congratulations messages from the development team. Oddly enough, your security clearance gets updated. Back into the other section, and as you approach the wall it opens up... [CUTSCENE] meet the final Boss, the Cyberdemon If you played the orignal "Doom", then this thing should look familiar... but much uglier. The only way to defeat this puppy is with the Soul Cube (of course) - kill the various enemies (Imps and Maggots) that come crawling up using whatever you want (the BFG works very nicely), then use the Soul Cube on the Cyberdemon. Sounds easy enough, right? Yeah, right. There is a little Armor and Health over by the wall, and Armor next to a rock on the opposite side from the wall, but that's it. [CUTSCENE] death of the Cyberdemon and destruction of the Hell Gate [CUTSCENE] the arriving rescue team finds you - Swann is dead, but Betruger can't be found... dammit. I really, really, REALLY hate these games where you don't get to kill the Bad Guy! [ROLL CREDITS] good music! If you're interested, "Nightmare Mode" is now unlocked... ultimate Doom. Actually, there is a way to face off against Betruger, but it involves cheating... see the section on "Spawning" below. Note that any of the music files from "Doom 3" can be played separately if you want to. Using WinZip or some other up-to-date archive program, go into the directory "Doom 3/base/" and open the "pak003.pk4" archive. The "Doom 3 theme" (heard at the main menu) is "d3theme.ogg", while the music during the end credits is "music_credits.ogg". If you have WinZip set to sort by Path, "d3theme" is found under "sound/musical" while the "music_credits" is found under "sound/ed/hellhole". Extract just those two files to a separate directory (do NOT have the "use folder names" box checked in WinZip), and you can play them with WinAmp version 5 or above. They will probably also play through Windows Media Player. You can do this with any of the sounds or music found in the game if you want; just remember that they are copyrighted files - don't distribute them anywhere. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE CHEATS Hit Ctrl+Alt+~ to open the Console... after that, just type in the cheats. See the top of this document for instructions on how to 'bind' keys (create a macro)... they can come in handy. Cheats which are just variations of setup commands (how fast you run, etc) are listed at the end. Note that all cheats are lowercase only. avidemo = saves a demo of your play to an avi file benchmark = game benchmark (?) clearlights = all lights turn off - the only illumination is your Flashlight com_allowconsole 1 = sets the console to open with only the ~ key, rather than Ctrl+Alt+~ com_fixedtic -1 = removes the 60 FPS limit (don't try this unless you have an ultra computer) com_showfps 1 = shows your framerate on the screen editor = starts up the map editor (if installed) freeze = freeze everything / everyone on the screen (doesn't work in later versions) g_nightmare 1 = unlock Nightmare mode - can be set in config g_showplayershadow 1 = shows your shadow in Single Player g_showprojectilepct 1 = shows hit % in HUD gfxinfo = graphics card info give all = get all weapons with full ammo, health, and armor. Note that the BFG and the PlasmaGun won't look correct give ammo = get max ammo for a weapon give ammo_bfg_small = get ammo for the BFG9000 give ammo_belt_small = get ammo for the Chaingun give ammo_bullets_small = get ammo for the Pistol give ammo_cells_small = get ammo for the PlasmaGun give ammo_clip_small = get ammo for the Machinegun give ammo_grenade_small = get Hand Grenades give ammo_rockets_small = get ammo for the Rocket Launcher give ammo_shells_small = get ammo for the Shotgun give ammo_bullets_large = get large ammo for the Pistol give ammo_cells_large = get large ammo for the PlasmaGun give ammo_clip_large = get large ammo for the Machinegun give ammo_rockets_large = get large ammo for the Rocket Launcher give ammo_shells_large = get large ammo for the Shotgun give armor = get maximum Armor give beserk = get Berserker power give health = get maximum health give keys = get all keys/keycards for the level you're on give pda = get all the PDAs (and Video Disks) for the level you're on give weapon_bfg = get the BFG9000 give weapon_chaingun = get the Chaingun give weapon_chainsaw = get the Mixom Chainsaw give weapon_flashlight = get the Flashlight give weapon_machinegun = get the MachineGun give weapon_plasmagun = get the PlasmaGun give weapon_rocketlauncher = get the Rocket Launcher give weapon_shotgun = get the Shotgun give weapon_soulcube = get the Soul Cube god = God mode, what else? gotohell = instant win idkfa = this and any other cheat from the original "Doom" gives you a 'secret' message about your good memory kill = commit suicide killmoveables = kill all moving enemies killragdolls = kill all non-moving corpses killmonsters = kill all monsters listmonsters = lists images of monsters listlightdefs = lists indicated def file settings noclip = walk through walls or anything else, fly notarget = most enemies won't see you pm_thirdperson 0 = third person view off (default) pm_thirdperson 1 = third person view on pomber = unlimited ammo (doesn't work in later versions) quit = quit the game r_brightness # = set the brightness level (1-5) - can be set in the config r_gamma # = set the gamma level (1-2) - can be set in the config s_showlevelmeter 1 = toggle sound level display say [message] = send a message to everyone in Multiplayer set g_dragentity 1 = grabs objects / bodies when you aim at them and fire spawn [character] = spawns a character in the game - see the next section for a list status = shows your game status (doesn't work in later versions) testlight = a stationary light that illuminates the area pm_crouchspeed ### = defines how fast you move when you crouch pm_jumpheight ### = defines how high you jump pm_noclipspeed ### = defines how fast you move in 'noclip' mode pm_runspeed ### = defines how fast you move when you run pm_walkspeed ### = defines how fast you move when you walk Note that you can also use 'spawn' instead of 'give' for weapons and ammo, such as: spawn weapon_machinegun Maps: to jump to a different map, open your console and type: map game/[mapname] such as: map game/recycling2 Look through the walkthrough for the various mapnames, given at the beginning of each level, such as {recycling2} There are other maps that can done, ones which aren't normal game levels: game/pdas -- this is a special map which will give you every single PDA and Video disk in the game testmaps/test_box -- a room full of boxes testmaps/test_boxstack -- a room full of boxes that collapse like dominos testmaps/test_lotsaimps -- a room full of Imps Just as with the other maps, access these via the console, such as: map testmaps/lotsaimps =============================================================================================== SPAWNING If you don't know what this means, then maybe you shouldn't use it... what it does is call up a character for you to play with. For example, if you spawn a Wraith, one will appear in the room with you, and you can fight it - they act as they normally would during the game, and you can do anything to them you normally would during the game. You can also spawn various items, such as boxes or tables. Just open your console and type: spawn [character name] For instance, to spawn a Revenant, you'd type: spawn monster_demon_revenant Note, of course, that you can't spawn when actually playing a Multiplayer game, whether you're connected to a server or not. Monsters will be listed first, then characters, then various objects. You can also bind any spawn to a hotkey, just as with any other cheat. monster_demon_archvile monster_demon_cherub monster_demon_hellknight monster_demon_imp monster_demon_imp_crawl_armdoor monster_demon_imp_crawler monster_demon_maggot monster_demon_mancubus monster_demon_pinky monster_demon_revenant monster_demon_tick monster_demon_trite monster_demon_wraith monster_flying_cacodemon monster_flying_lostsoul monster_boss_cyberdemon monster_boss_guardian monster_boss_guardian_spawner monster_boss_guardian_seeker monster_boss_sabaoth monster_boss_vagary The "guardian spawner" is the blue light you see above the Guardian in Hell. monster_boss_maledict_cinematic = this is the Betruger creature from the ending cutscene; it doesn't move or do anything, but you can blow it away. monster_zombie_bernie monster_zombie_boney monster_zombie_commando monster_zombie_commando_cgun monster_zombie_fat monster_zombie_fat2 monster_zombie_fat_wrench monster_zombie_jumpsuit monster_zombie_maint monster_zombie_maint2 monster_zombie_maint_bald monster_zombie_maint_flashlight monster_zombie_maint_nojaw monster_zombie_maint_wrench monster_zombie_maint_skinny monster_zombie_sawyer monster_zombie_suit_skinny monster_zombie_skinny monster_zombie_suit_bloodymouth monster_zombie_suit_neckstump monster_zombie_tshirt_bald monster_zombie_tshirt_blown monster_zsec_machinegun monster_zsec_pistol_slowfire monster_zsec_pistol monster_zsec_shotgun char_betruger char_campbell char_campbell_bfg char_campbell_bfgcase char_hazmat char_security_goggles_pistol char_swann marscity_marine_helmet_p90_walking Those are all of the people / characters / monsters that can be spawned (actually, there might be more - scientists and the lot), while the following are all of the objects and other items in the game. "Moveable" is anything that moves in the game when bumped or shot, such as chairs or boxes. env_gibs_leftarm env_gibs_leftleg env_gibs_rightarm env_gibs_rightleg env_gibs spine env_gibs_torso env_ragdoll_skeleton env_ragdoll_skeleton2 moveable_base moveable_base_barrel moveable_base_boulder moveable_base_brick moveable_base_domino moveable_base_fixed moveable_burger moveable_burgerboxclose moveable_burgerboxopen moveable_burningbarrel moveable_burningtank moveable_cannister moveable_cartonbox 1 moveable_cartonbox 2 moveable_cartonbox 3 moveable_cartonbox 4 moveable_cartonbox 5 moveable_cartonbox 6 moveable_cartonbox 7 moveable_cartonbox 8 moveable_chair 1 moveable_chair 2 moveable_chair 5 moveable_cokecan moveable_computer moveable_explodingbarrel moveable_explodingtank moveable_gizmo 1 moveable_gizmo 2 moveable_gizmo 3 moveable_ktable moveable_laptop moveable_monitor moveable_paperwad moveable_wrench Note: any weapon can be spawned this way as well, such as: "moveable_chaingun" -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COPYRIGHTS: "Doom 3" is copyright 2004 id Software (http://www.idsoftware.com/) distributed by Activision (http://www.activision.com/) =============================================================================================== SIGNATURE David "Nightwolf" Masters -- david_masters AT comcast DOT net the Roundhouse -- http://roundhouse.8m.com/ (Railroad Tycoon II) TerokNor -- http://tnhp.tvheaven.com/ (Star Trek silly, filks, fanfic) personal site -- http://home.comcast.net/~david_masters/games.htm LiveJournal site -- http://community.livejournal.com/nightwolf_jfo Walkthroughs / FAQs: Doom 3 Far Cry Half-Life Platinum Edition (Half-Life, Opposing Forces, Counter Strike, Blue Shift) Jedi Knight II: Jedi Outcast Jedi Knight: Jedi Academy Quake Ultimate (Quake I, Quake II, Quake III Arena) Return to Castle Wolfenstein Unreal Gold (Unreal, Return to Na Pali) Editing / Scenarios / Strategies: Railroad Tycoon II Railroad Tycoon III Tropico, Tropico 2: Pirate Cove Zeus / Poseidon October/November 2007 -- walkthrough; version 1 November 2007 -- minor corrections here and there; version 1.1 January 2008 -- a few more minor additions / corrections; version 1.1