PRIMA OFFICIAL GAME GUIDE ®
MAPS SECRETS PDA LIST Visit us online at primagames.com
This game has received the following rating from the ESRB
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Bryan Stratton
Craig Wessel
Prima Games A Division of Random House, Inc. 3000 Lava Ridge Court Roseville, CA 95661 1-800-733-3000 www.primagames.com
CONTENTS The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. © 2004 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. Prima Games is a division of Random House, Inc. Associate Product Manager: Mario De Govia Project Editor: Carrie Andrews Design and Layout: Keating Design © 2004 Id Software Inc. All rights reserved. DOOM and ID are registered trademarks of Id Software, Inc. in the U.S. Patent and Trademark Office and/or some other countries. The ratings icon is a registered trademark of the Entertainment Software Association. All other trademarks and trade names are the properties of their respective owners. All products and characters mentioned in this book are trademarks of their respective companies. Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T", "M", "AO" and "RP" are copyrighted works and certification marks owned by the Entertainment Software Association and the Entertainment Software Rating Board and may only be used with their permission and authority. Under no circumstances may the rating icons be selfapplied or used in connection with any product that has not been rated by the ESRB. For information regarding whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing issues, please call the ESA at (212) 223-8936. Please note that ESRB ratings only apply to the content of the game itself and does NOT apply to the content of this book. Important: Prima Games has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints and strategies, or problems with hardware or software. Questions should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved. ISBN: 0-7615-4718-5 Library of Congress Catalog Card Number: 2004107123
Welcome to Doom 3 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 2 Basic Training _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 4 Weapons and Items_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 11 Characters _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 19 Enemies _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 20 Mars City _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 28 Mars City Underground _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 33 Mars City 2 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 42 Administration _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 49 Alpha Labs Sector 1_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 55 Alpha Labs Sector 2_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 63 Alpha Labs Sector 3_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 70 Alpha Labs Sector 4_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 76 EnPro Plant _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 88 Communications Transfer _ _ _ _ _ _ _ _ _ _ _ _ _ _ 96 Communications _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 105 Monorail Skybridge _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 113 Recycling Sector 2 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 120 Monorail _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 126 Delta Labs Level 1 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 132 Delta Labs Level 2A _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 141 Delta Labs Level 2B _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 149 Delta Labs Level 3 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 157 Delta Labs Level 4 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 166 Hell _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 168 Delta Complex _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 176 CPU Complex _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 181 Central Processing _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 188 Site 3 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 195 Caverns—Area 1 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 201 Caverns—Area 2 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 209 Primary Excavation _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 214 PDA Appendix _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 218 Multiplayer _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 229 Secrets _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 238
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Welcome to Doom 3 The Story Thus Far As a Marine in the service of the Union Aerospace Corporation (UAC), you have been assigned to the UAC Mars Base to relieve soldiers whose tours of duty have expired. At least, that's what they told you when they shipped you out. Arriving on Mars, you start hearing rumors of strange voices echoing throughout the facility. Seemingly impossible mechanical failures have claimed limbs and lives with alarming regularity. And morale is lower than you've seen in war zones, with schizophrenia and other mental illnesses spontaneously manifesting themselves among the Mars Base personnel at a staggeringly high rate. Could the teleportation experiments being conducted in the bowels of the Delta Labs have something to do with the problems plaguing the base? And what about the rumors of an archaeological dig that has uncovered evidence of an ancient Martian civilization, long lost to an unknown cataclysmic event? From the conversations you've overheard between your fellow shuttle passengers, Counselor Elliot Swann and his bodyguard Jack Campbell, it seems that the UAC is growing concerned about the reports that are filtering back to Earth. Swann and Campbell have been sent to Mars by the UAC board to confront the research director, Dr. Malcom Betruger, and to get to the bottom of the troubles. But surely none of that is your concern, right? You're just a grunt. What possible affect could Dr. Betruger's experiments have on you …?
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How to Use This Guide We've spared no effort to ensure that that this guide contains all of the tips, tricks, hints, and strategy you need to destroy every enemy, find every hidden item, and survive the horrors in store for you on Mars.
> The "Basic Training" section is essential reading for any new Doom 3 recruit; even Doom masters will want to look at it. This section covers every command in the game, from attacking to zooming your viewpoint; it also features detailed strategies applicable to any combat situation. Knowing when and how to strafe can mean the difference between life and death on Mars, so don't report for duty until you've completed Basic Training.
WELCOME TO DOOM 3 >
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With two dozen different types of weapons and items to pick up and use during Doom 3, you need a separate chapter to keep them all straight. Fortunately, that's what the "Weapons and Items" section of the guide is all about. Refer to it for tips and strategies for using the various weapons, as well as the locations of all of the weapons and items.
The PDA Appendix summarizes the contents of the 63 personal digital assistants you can find and collect during Doom 3, as well as their locations and the security clearances of their owners. These PDAs can open locked doors, reveal the combinations to storage cabinets, and reveal the gruesome details of the Mars Base experiments, so don't miss a single one!
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The four principal characters of Doom 3—Elliot Swann, Dr. Betruger, Sergeant Kelly, and Jack Campbell—are presented in this spoiler-free section. While it gives hints as to the true natures of the four men, their final fates aren't revealed.
As deep and rich as the single-player Doom 3 experience is, don't overlook the visceral thrill of its four multiplayer modes. The "Multiplayer" section reveals the intricacies of all five multiplayer maps, with detailed floor plans and killer tips for each.
> The "Enemies" section tells you everything you need to know and more about the three main classes of foes you'll face: Zombies, Demons, and Bosses. Any creature in Doom 3 that wants to do you harm is covered in detail in this chapter, which comes complete with damage values for your foes' various attacks, as well as their health values. Knowing how your enemies will attack before you even meet them just might save your life.
> Here's the chapter everyone's been waiting for. After you've been chewed up by the same Zombies four times in a row, wouldn't it be nice to run through them while invincible, using weapons you won't find for another 10 levels? That's what the "Secrets" section is all about, containing everything from storage cabinet combinations to command line cheat codes.
> This is the guide's biggest and most important section. Divided into four sections that represent the four quarters of the game, the walkthrough takes you on a step-by-step, room-byroom tour. If you're sick of having demons leaping out at you, skim a few paragraphs ahead in the walkthrough to prevent any future nasty shocks. Following the walkthrough carefully also ensures that you don't miss a single weapon, ammo, or item pick-up.
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Certain item amounts and locations (such as med kits and ammunition) vary depending upon the game's difficulty level. The walkthrough is written from the "Marine (Normal)" difficulty, but it is entirely applicable for any difficulty level, as the game objectives don't change.
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Basic Training Customizing the Controls All of the control keys in Doom 3 are fully customizable, and because just about every player has his or her own control scheme, you won't see any specific key callouts anywhere in this guide. For example, instead of assuming that you're using the default W for forward movement, this guide uses FORWARD. To customize the controls, click on Options at the main menu, and then click on Controls from the menu that appears. You can customize four categories of controls: Movement, Weapons, Attack/Look, and Other.
Movement Controls COMMAND Forward Backpedal Move Left Move Right Jump Crouch Turn Left Turn Right Strafe Sprint
Weapons Controls COMMAND
To customize a command, click its category, and then click the command itself. Press the key or button you wish to assign the command to, and you're done. Each command can have several different keys assigned to it, but each key can be assigned only one command. When you finish customizing the controls, click Apply Changes at the screen's bottom to save your customization and apply it to your current game.
> If you want to restore all of the command settings to their original (default) state, click Options and then click Defaults on the menu that pops up. Confirm your decision, and the controls will be reset to their default state.
This also resets all of the game and system options to their default states.
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DEFAULT CONTROLS
Pistol Shotgun Machine Gun Chaingun Grenades Plasma Gun Rocket Launcher BFG-9000 Soulcube Chainsaw Fists Flashlight
KEY W or i S or k A D p and MOUSE 2 C j l a s
KEY 2 3 4 5 6 7 8 9 Q 0 1 F
Attack/Look Controls COMMAND KEY Attack Previous Weapon Next Weapon Reload Look Up Look Down Mouse Look Center View Zoom View PDA/Score
c or MOUSE 1 [ or MOUSE WHEEL UP / or ] or MOUSE WHEEL DOWN R d X \ E MOUSE 3 t
BASIC TRAINING Other Controls COMMAND
KEY
Quick Save Quick Load Screenshot Chat Team Chat Toggle Team Spectate Ready Vote Yes Vote No Drop Weapon
j q w T Y k m h f g BACKSPACE
In-Game Controls The following section describes the controls used during a single-player or multiplayer game.
> Movement is the absolutely most vital skill you need to master in Doom 3. All of the fancy weapons, cheat codes, and walkthroughs in the world won't help you if you can't keep from running into walls. At the most basic end of the movement spectrum is forward movement and backpedaling. Press FORWARD to move in the direction that you're facing. Press BACKPEDAL to move away from the direction that you're facing. Simple enough, right?
As handy as sprinting is, be careful not to overuse it. First of all, running recklessly through levels is the best way to get ambushed and killed by swarms of enemies. Second, your sprinting is limited by your stamina meter. As you sprint, this meter drains. When it's empty, you can't sprint until it's fully refilled. Sprint sparingly so it's always available.
SPRINT-JUMPING Sometimes a regular running jump won't give you the horizontal distance you need to clear a wide gap. Use a sprint-jump instead— hold SPRINT while holding FORWARD and press JUMP to leap.
HOW NOT TO GET KILLED, PART 1: BE PATIENT If you try to use your Quake Deathmatch strategies in Doom 3's single-player mode, you're not going to make it out of the second level alive. Doom 3 is not a run'n'-gun game. It requires strategy, observational skills, and most of all, patience. When entering an area for the first time (or when returning to an area after accomplishing an objective), proceed slowly and cautiously. Listen for approaching enemies. Anticipate ambushes. If you see a pile of armor shards in plain view, you can bet an enemy or four are waiting to jump out at you. Doom 3 is designed to scare the hell out of you and cause you to make stupid mistakes. Your best weapons are your wits. Keep them about you at all times.
SPRINTING
While sprinting, you can avoid most enemies' long-range attacks and outmaneuver them. When you know where your enemies are, strafe and sprint to get behind them and blow them away.
CROUCHING AND CRAWLING At several points in the game, you come to narrow tunnels that you can only enter by crouching down and crawling. To crawl, press and hold CROUCH, and press FORWARD or BACKPEDAL to crawl forward or backward. You can also use CROUCH to hide behind objects.
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Your Marine moves at a pretty good clip by default, but at times his Stamina Meter usual hustle isn't quite enough. If you're being overwhelmed by enemies and need to beat a (very) hasty retreat, or if you must get past a quickly moving obstacle, you need to sprint. To sprint, hold down SPRINT while pressing FORWARD, BACKPEDAL, MOVE LEFT, or MOVE RIGHT.
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HOW NOT TO GET KILLED, PART 2: TAKE COVER! Unless you've got God Mode turned on (and shame on you if you do, cheater!), you're not bulletproof, which means that standing out in the open during gunfights is a very bad idea. Conceal as much of your body as possible behind cover to minimize the risk of being hit by ranged enemy attacks. Hide halfway around corners or in doorways during firefights. Crouch behind crates or short walls to reload. Back up through doors and blast your enemies as they follow you through. Standing still while fighting enemies is risky. Standing still without any cover between you and your foes is downright suicidal.
> By default, your mouse controls your view. Simply move the mouse in the direction that you want to look. You move in the direction that you're looking when you press FORWARD; so by holding FORWARD down, you can steer yourself with the mouse. Some gamers prefer to use the keyboard for looking. TURN LEFT and TURN RIGHT turn you right and left, LOOK UP and LOOK DOWN look up and down, and CENTER VIEW returns your viewpoint to eye level. Again, holding FORWARD while pressing any of these keys moves you in the direction you're facing. To get an up-close and personal view of the action, press ZOOM VIEW to cycle through different levels of zoom. While this lets you see distant objects more clearly, it also cuts down on your peripheral vision. It's best used while standing still.
> "Strafing" is the term used to describe moving right or left while facing forward. It is most commonly used to dodge enemy fire while returning some of your own, although it has other uses (see sidebar).
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Use MOVE LEFT and MOVE RIGHT to strafe left and right. You can also hold down STRAFE and press TURN LEFT or TURN RIGHT to strafe.
We've said it before, and we'll say it again: Standing still during a firefight is masochistic at best and suicidal at worst. Use your mouse or look keys to keep your targeting reticle fixed on your enemy, and strafe from side to side to avoid his attacks while returning fire. You can close the distance between you and an enemy more safely by running toward the enemy while simultaneously strafing from side to side.
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HOW NOT TO GET 3: ROUNDING CORNERS
Here's a simple trick that'll save you some pain. When you approach a blind corner, stop before the corner, face the corner, and then strafe around it. That way, if there's anything nasty waiting for you around the corner, you're already facing it.
CIRCLE-STRAFING If you're facing an enemy in a wide open area, especially in multiplayer games, you need to master the art of circle-strafing. While keeping your targeting reticle fixed on the enemy, strafe right and left in a circle around him while backpedaling or moving forward to maintain your preferred distance from him. Change direction randomly to prevent your enemy from predicting your moves.
> Jumping is another basic movement with a variety of uses. Press JUMP while moving to hop over obstacles, leap over gaps, reach an elevated area, or dodge enemy fire.
Jumping or falling long vertical distances can injure or kill you. Look before you leap!
JUMPING ONTO OBJECTS You can jump up onto just about any solid object of waist height or shorter. Some objects, such as barrels and crates, can be pushed into strategic positions, allowing you to jump up on them and reach areas or items that were previously out of reach.
BASIC TRAINING JUMP-CROUCHING An advanced movement technique is jump-crouching, which is used when you need to enter a narrow opening that's too far off the ground to crouch and crawl into. Jump while moving forward, and then immediately crouch to execute a jump-crouch (FORWARD + JUMP, CROUCH). This can be a tricky skill to master, but it allows you access to hidden areas and vital secret items.
> You'll see several utility ladders around Mars Base. To climb up or down them, just look at them and move forward. To get off of a ladder quickly (if you're being attacked, for example), jump off.
> You can interact with many computer screens, particularly the control panels next to closed doors. To see if you can interact with a screen, move your targeting reticle over it. If the reticle changes to a cursor, you can move it around the screen with the mouse or movement keys; use ATTACK to click on the various areas of the screen. Investigate every computer screen you come across. Many of them open doors, provide information, or perform other mission-critical tasks.
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Just because your enemies often lie in wait for you doesn't mean you have to face them on their own terms. For example, if you're relatively certain that you're going to be attacked when you enter a room, go into the room and run forward to lure the enemies out of their hiding spots, and then backpedal and fire at them as you retreat to a more defensible position. This tactic works especially well when you can back into a hallway to escape enemies that are attacking from the front and sides. You can frame them in the doorway and fill them full of lead.
CHANGING WEAPONS There are two ways to change your equipped weapon. The fastest method is to press the key that the weapon is bound to, which instantly brings that weapon up. To cycle through the weapons that you've acquired, use PREVIOUS WEAPON and NEXT WEAPON. This method is a little slower, but it also lets you look at all your weapons and monitor their current ammunition status.
FLASHLIGHT The flashlight is a unique weapon because you can toggle it on and off. Press FLASHLIGHT to replace your currently equipped weapon with the flashlight. Press FLASHLIGHT again to put the flashlight away and bring up the last weapon you had equipped.
You can use the flashlight as a melee weapon, but only as an absolutely last resort. It doesn't do much damage, and you lose the benefit of its light when you swing it at an enemy. PRIMAGAMES . COM
Attacking is the second most important skill to master in Doom 3. Simply press ATTACK to use your currently equipped weapon against the enemy in your reticle. Different weapons have different effective ranges. Consult the "Weapons and Items" section for complete details on each weapon.
KILLED PART
HOW NOT TO GET 4: LURING ENEMIES
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HOW NOT TO GET KILLED, PART 6: KILL EVERYTHING! HOW NOT TO GET KILLED, PART 5: LET THERE BE LIGHT Sure, there's something unsettling about exploring darkened rooms without having a gun equipped, but blindly stumbling into an enemy ambush is even worse. If you get jumped while using the flashlight, at least you know where your foes are. Always, always, always use your flashlight to explore all dark corners and hallways. You'll discover enemies lying in wait, and you'll find hidden items that you would have walked past otherwise.
RELOADING There are two numbers to pay attention to on each firearm you pick up. The first is the total amount of extra ammunition you have for the weapon. The second is the amount of ammunition that's currently loaded into the weapon (referred to as the "clip," even for weapons that don't use ammo magazines). When the clip runs dry, you must reload the weapon from your cache of extra ammunition before you can fire it again. If you have Auto Weapon Reload set to YES in Game Options, you automatically reload your weapon when the clip runs dry. This has its advantages and drawbacks. On the bright side, it prevents you from accidentally trying to fire an empty weapon. However, reloading takes a few crucial seconds, which can mean the difference between life and death in combat. You can manually reload your weapon at any time by pressing RELOAD. 8
Unless the walkthrough specifically instructs you otherwise, destroy everything that moves in every level. Most of your enemies are smart enough to follow you through doors into other areas, where there are probably even more enemies waiting. The best way to keep from being overwhelmed is to deal with your enemies as they appear.
When you manually reload a weapon that has a half-empty clip, you don't discard the remainder of the clip. For instance, if your machine gun (which has a clip capacity of 60 rounds) is down to 28 rounds when you reload it, your machine gun ammo cache is depleted by 32 rounds. You don't eject and discard the 28 rounds and insert a full clip of 60 rounds.
HOW NOT TO GET KILLED, PART 7: AMMO MANAGEMENT Stupid mistakes can cost you your life in Doom 3. One of the dumbest (and easiest to avoid) is letting your weapons run out of ammo. Reloading in the middle of a battle is all but guaranteed to cost you some health and armor. Get into the habit of manually reloading your weapons after every firefight, and make a mental note of your ammo reserves for each weapon. Stand still while you do it so that you don't attract the attention of more enemies. However, it's also possible to reload too frequently. After a fight, take a couple of seconds to make sure that nothing else is coming before you hit RELOAD. There's nothing worse than thinking you've killed everything in the immediate vicinity, reloading your weapon, and being jumped by an Imp while your pants are figuratively down. Also, conserve ammo for your most powerful weapons by using weaker weapons whenever possible. For instance, the pistol and the machine gun are both accurate, longrange weapons, but the machine gun is more powerful because it has a faster rate of fire. If you see a slow-moving Zombie in the distance, pick him off with the pistol rather than the more versatile machine gun.
DROPPING WEAPONS Press DROP WEAPON to drop your currently equipped weapon. This is really only useful in multiplayer games, when you want to bait a trap for a hapless player in search of a powerful weapon. An even more vicious trick is to drop a powerful weapon after
BASIC TRAINING you've emptied its clip. When your opponent goes for it, you snipe at him, and he's left with a useless weapon if he survives your attack.
> Use PDA/SCORE to view your Personal Data Assistant (PDA) in singleplayer mode or the current score in multiplayer mode. Be careful, though: viewing either of these does not pause the action! You can still be attacked!
QUICK SAVE/LOAD Press QUICK SAVE to quickly save your game and QUICK LOAD to load your last saved game. This saves you the hassle of having to switch to the menu screen during the game to save or load a game.
SCREENSHOT
HOW NOT TO GET KILLED, PART 8: AUDIO LOG LISTENING Many of the PDAs you pick up contain audio logs recorded by their former owners. These audio logs can be up to a minute long, which is a long time to have the PDA displayed on your screen, even if you are in what you consider a safe location. To listen to the audio logs and keep an eye on your surroundings, start playing the audio log and hit PDA/SCORE to put the PDA down. The audio log continues playing, and you can watch out for the scary monsters.
Take a screenshot of the action by pressing SCREENSHOT. The shots are saved in TGA format in your Doom 3 folder on your hard drive (the default path is C:\doom\base\screenshots\).
Multiplayer Controls The following controls are unique to multiplayer games only.
For more information on multiplayer games, see the "Multiplayer" section of this guide.
> Hit CHAT to bring up the chat window and type a message that everyone in the game can read. Use TEAM CHAT to send a message that only your teammates can read.
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There are a few controls that don't fit into any convenient category, but they are important nonetheless.
Press TOGGLE TEAM to show or hide your team affiliation on the heads-up display (HUD).
MENU SCREEN
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The only noncustomizable key in Doom 3 is e, which pauses the game and switches to the menu screen, where you can save your game, load a game, quit the game, or adjust the various game settings.
To remove yourself from the game but continue to observe it, hit SPECTATE.
> Use READY to indicate that you are ready for the multiplayer match to begin.
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> > If you're ever presented with a vote in a multiplayer game, press VOTE YES to respond in the affirmative and VOTE NO to offer a negative response.
VIDEO SETTINGS
Settings
Screen Size: The resolution of the display. Higher resolutions give a wider field of vision but require more processing power.
The various settings can be tweaked by clicking on Options at the menu screen and then choosing Game Options or System, depending on which ones you want to configure.
Fullscreen: YES runs the game in fullscreen mode; NO runs it inside a window.
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AUDIO SETTINGS
The Game Options menu allows you to customize the look and feel of the game.
Surround Speakers: Set this to YES if you have surround sound speakers or NO if you don't.
Free Look: If set to YES, the mouse is used for looking.
Reverse Channels: YES sends the left audio signal to the right speaker and vice-versa; handy if you hooked up your speakers incorrectly!
Show Decals: If set to YES, bullet holes and bloodstains appear on the walls after you blast enemies near them. Show Blood: Set this to NO if you don't want to see blood spurt from your enemies when you shoot them (but where's the fun in that?!). Auto Weapon Reload: Setting this to YES automatically reloads your current weapon when the clip runs dry. NO means you have to manually reload. Auto Weapon Switch: Set this to YES if you want to automatically equip weapons as you pick them up. Set it to NO if you want to keep your currently equipped weapon active.
Video Quality: The overall level of visual quality for the game; you're advised to use the hardware scan feature to determine the optimal video quality.
Brightness: The brightness level of the game.
Volume: The overall volume level of the game. Moving the slider to the right makes it louder; moving it left makes it quieter.
OPTIMIZING YOUR GAMEPLAY EXPERIENCE The best way to obtain the optimal results from your PC is to make sure that you're not running any other programs except Doom 3 and that you use the Video Quality auto-scan feature, which automatically gives you the best balance between visual quality and performance.
Show HUD: YES displays your health, location, remaining ammo, and other important information. NO hides all of this and gives you an unobstructed view of the action.
However, if the game still seems choppy, there are a few things you can do:
Show Gun Model: YES shows your active weapon from a first-person perspective. NO hides it.
1. Reduce the screen size to 800x600 or lower. A small screen size requires less processing power.
Invert Mouse: If set to YES, moving the mouse up (away from you) moves the reticle down on the screen, and vice-versa. NO causes the mouse to move the reticle normally. Smooth Mouse: Adjust this slider farther to the right if mouse movement is producing a jerkier response than you'd like. Mouse Sensitivity: The farther to the right you set this level, the less mouse movement it takes to dramatically change your view. 10
The System Options allow you to configure the way Doom 3 runs on your PC.
2. Reduce the video quality. You'll sacrifice some of the finer details, but Doom 3 looks great at any setting. 3. Turn Show Decals off. Rendering bullet holes and blood spatters doesn't require a lot of processing power, but every little bit helps.
WEAPONS AND ITEMS
Weapons and Items Weapons > Max. Ammo Capacity: 32 Ammo Type: BFG cell Clip Capacity: 4 Damage: 200 from the main blast; 5 per second from the energy beams
Also, the seeker unit inside each BFG projectile can be destroyed by lowly small arms fire, such as the rounds from a chaingun or even a machine gun. If the seeker unit is destroyed, the projectile blast goes off prematurely, resulting in significantly less damage. Finally, as mentioned above, there isn't a lot of ammo for the BFG-9000. You won't get many chances to use this extremely powerful weapon, so make your shots count!
> Max. Ammo Capacity: 600 Ammo Type: Ammo belt
Splash Damage: Up to 100
Clip Capacity: 60
Projectile Health: 5
Damage: 20 per round
Detonation Conditions: BFG projectiles explode when their five-second "fuses" expire, when they are destroyed by an attack, when they hit a solid object, or when they hit an enemy.
WHAT IS IT?
WHAT IS IT? The BFG-9000 is the most advanced personal weapons system in the UAC arsenal. This latest evolution of the BFG (Big F***ing Gun) fires an energy projectile containing a small "seeker" module. The module intelligently targets all unfriendly forces in the area and softens them up with beams of energy prior to the explosion of the projectile itself. One shot from the BFG-9000 is enough to destroy all but the toughest enemies. The BFG-9000's advanced targeting system prevents you from being injured by the blast. Holding down ATTACK allows you to charge up a more powerful shot, which is fired when you release the button. However, it is possible to overcharge the weapon and blow it up. Not only does it explode, but you do too.
The chaingun is a beltfed heavy machine gun that fires armor-piercing rounds at extremely high velocities. It is by far the game's most powerful nonexplosive projectile firearm.
WHERE DO YOU GET IT? Your first opportunity to pick up a chaingun is in the martianbuddy.com storage cabinet in the Northern Hallway area of Administration. Your next opportunity to get it is in the Heavy Water Runoff area of Alpha Labs Sector 3.
WHEN TO USE IT
WHEN TO USE IT
DRAWBACKS
The BFG-9000 is best used to clear out entire rooms full of enemies, especially powerful enemies such as the Hellknight or Archvile (which just keeps summoning more enemies until it's killed). It's also best used sparingly, as you won't find many BFG cell ammo pick-ups for this bad boy.
Because of its size and weight, the chaingun takes a little longer to lift than most of your other weapons, making it a tricky weapon to switch to in the heat of combat. Also, it doesn't start firing immediately when you press ATTACK—the barrel must rotate for a few spins before it starts shooting, making it practically useless in close-quarters combat. To use the chaingun effectively, you almost have to plan when and how to use it. Unlike the shotgun, machine gun, or plasma gun, it doesn't allow you to improvise your battle tactics on the fly.
WHERE DO YOU GET IT?
DRAWBACKS The biggest drawback to the BFG-9000 is its capacity for self-destruction. If you hold down the trigger for too long before releasing it to fire the shot, the weapon will overload and explode. You lose the shot you were charging, and you lose the entire gun itself!
PRIMAGAMES . COM
Your first opportunity to pick up a BFG-9000 comes during Delta Labs Level 2A. It is locked in a room off of Delta Security Junction. The code for the door is 931.
The chaingun is best used against large enemies or clusters of smaller enemies at medium range or farther. It's the perfect weapon to sweep a hallway clear of Zombies or gun down a Pinky before it reaches you. The amount of damage it can inflict in a short time is staggering, and most enemies will be torn to shreds by its lethal discharge within seconds.
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WHEN TO USE IT
> Damage: 20 per second
WHAT IS IT?
DRAWBACKS
The chainsaw is an extremely powerful short-range weapon that was mistakenly shipped to the Mars Base by the Mixom Corporation; they were actually supposed to send a shipment of jackhammers. The chainsaw is the primary weapon of the Chainsaw Zombie, and it is the game's most lethal nonprojectile weapon, dealing significantly more damage than your fists or flashlight.
Your fists are short-range melee weapons that do very little damage. The only thing less effective than them would be pointing your index finger at your enemies and shouting "BANG!"
WHERE DO YOU GET IT? You can pick up your first chainsaw in Service Room 2A of Communications Transfer. Either kill one of the Chainsaw Zombies and take it, or pick it up from an open crate.
WHEN TO USE IT
> Damage: 40 per hit
WHAT IS IT? The flashlight is more of a tool than a weapon, and it's generally used to illuminate darkened areas, although its sturdy construction also allows it to be used as a club in a pinch.
If you ever find yourself utterly without ammo, the chainsaw is your best tool for surviving until you can find more. It's also a good weapon for destroying Zombies, as it slices them to ribbons without costing you a single round of ammo.
WHERE DO YOU GET IT?
DRAWBACKS
WHEN TO USE IT
The chainsaw's extremely short range means that you have to get dangerously close to your enemies to use it effectively. While it kills enemies more quickly than your fists or flashlight, you should expect to suffer some damage while using it. For this reason, use the chainsaw as a last resort weapon, employed only when you're completely out of ammo for any other weapon. And it goes without saying that you don't want to use it to blow up exploding barrels!
Use the flashlight to light up dark rooms and corridors and locate hidden enemies and items. Use it as a weapon only when your fists are your only other alternative.
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You get your flashlight from the security cabinet in the Underground Security area of Mars City Underground.
DRAWBACKS The flashlight is a short-range melee weapon that doesn't do much damage, although it does make more of an impact than your bare fists.
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Damage: 20 per punch
Max. Ammo Capacity: 50
WHAT IS IT?
Damage: 150 from a direct hit
Your fists are the collection of clenched fingers at the end of the upper body limbs we call "arms." Years of Marine combat training have transformed them into rock-hard implements of destruction.
WHERE DO YOU GET IT? From your mother and father, presumably. You were born with them. 12
While there's no question that you could use them to shut up just about any loudmouth in a bar, your fists aren't so handy for taking on demons. They're your absolute last-ditch weapon, intended for use when you've got nothing left to shoot or hit enemies with.
Splash Damage: Up to 150 Detonation Conditions: Grenades explode when their 3-second "fuses" expire or when they hit an enemy.
WEAPONS AND ITEMS WHAT IS IT?
WHAT IS IT?
Grenades are single-use explosive devices hurled by hand. They pack quite a punch, send enemies flying, and deal impressive amounts of splash damage in a wide radius. Holding down ATTACK and releasing it throws the grenade with greater force, while tapping ATTACK lobs it gently.
The machine gun is the standard issue rapid-fire rifle for the security forces on Mars Base. Unfortunately, that also means that many of the guards were holding them when they were transformed into Z-Sec Zombies.
WHERE DO YOU GET IT? You find your first grenades in storage cabinet #013, located in the Administration Lobby area of Administration.
WHEN TO USE IT Grenades are best used against entrenched enemies when charging toward their fortified positions would be suicidal. They also work well against groups of enemies, damaging everyone within the blast radius. You can also throw them directly at enemies, and they'll explode on contact. If you've got a surplus of grenades, chuck them into darkened areas to damage or flush out hidden enemies. You can also use them to blow up exploding barrels, causing an infernal chain reaction and inflicting massive damage on anything unfortunate enough to be caught in the blast.
DRAWBACKS As much fun as grenades are (and, man, they are a lot of fun!), they've also been voted "Weapon Most Likely to Backfire and Kill You" 10 years running. The grenades bounce off of any solid object they hit, so if your aim is off, you could bank one off of a nearby pillar and send it rolling toward your soon-to-be-vaporized feet. Also, grenades can be prematurely detonated by enemy fire, so think twice about lobbing one at Imps, Z-Sec Zombies, or other enemies while they're shooting at you. One unlucky shot could blow up the grenade three feet from your face and really mess up your complexion. Finally, unlike firearms, which shoot projectiles in a straight line, grenades travel in an arc, which makes them much trickier to aim, especially considering that the length of time you hold down ATTACK determines how hard you throw them.
WHERE DO YOU GET IT? You acquire your first machine gun from the storage cabinet in Underground Security at the end of Mars City Underground. You can also pick them up off the corpses of machine-gun-toting Z-Sec Zombies.
WHEN TO USE IT The machine gun is best used to pick off weaker enemies from a distance. It's extremely accurate at long range, and its high rate of fire and generous clip capacity allow you to inflict significant damage at medium range as well. Because many Z-Sec Zombies carry them, you won't be at a loss for ammo in areas where you face these foes.
DRAWBACKS The machine gun was designed for accuracy, not necessarily stopping power. The individual rounds don't inflict much damage, making this a less-than-ideal weapon against enemies at close range or stronger enemies at any range. You need to pump plenty of machine-gun rounds into an enemy to kill it, and if that enemy is too close or too tough, it will hit you before you can finish it off. That also brings us to the second big drawback of the machine gun, which is its high rate of ammo consumption. Although you'll find a great deal of machine-gun ammo, you'll also chew through a lot if you rely on this bad boy too often.
> Max. Ammo Capacity: 360 Ammo Type: Bullets Clip Capacity: 12
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Damage: 14 per round
Max. Ammo Capacity: 600
WHAT IS IT?
Ammo Type: Clip
Damage: 9 per round
WHERE DO YOU GET IT? You acquire your first pistol from the storage cabinet in Underground Security at the very beginning of Mars City Underground. Killing pistol-packing Z-Sec Zombies also provides you with their pistols.
PRIMAGAMES . COM
Clip Capacity: 60
The pistol is a lightweight, easily concealed, semiautomatic handgun issued to Marines and Mars Base security. It's also the primary weapon of many Z-Sec Zombies.
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WHEN TO USE IT
blasts if they're far enough away to react to them. Firing the weapon in a dark room also can obscure your view of any dimly lit enemies as they approach, occasionally making it tough to see if you're hitting them or not.
The pistol is a fine weapon to use against weak, slow-moving enemies such as Zombies. Its accuracy makes it a weapon of choice for picking off these foes at long ranges.
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Additionally, use the pistol to blow up distant exploding barrels, so as not to waste the ammunition of more versatile ranged weapons. It also doesn't hurt to use the pistol to pump a round or two into corpses strewn about rooms; if they're actually Zombies playing possum, they'll get right up.
Max. Ammo Capacity: 96
DRAWBACKS
Damage: 170 per rocket (direct hit)
The pistol's slow rate of fire, small clip capacity, and relatively unimpressive firepower makes this a weapon of last resort, ranked just above the flashlight and chainsaw in terms of usefulness. It's virtually impossible to use it to kill enemies at close range without taking damage, and most monsters of average strength or greater will just shrug off the shots and fillet you on the spot.
Ammo Type: Rockets Clip Capacity: 5
Splash Damage: Up to 150 Projectile Health: 5 Detonation Conditions: Rockets explode when destroyed by an attack, when they hit a solid object, or when they hit an enemy.
WHAT IS IT?
>
Ammo Type: Plasma cell
The rocket launcher is one of the game's most powerful weapons, second only to the BFG-9000 in terms of sheer destructive power. It fires unguided rockets that deal tremendous amounts of damage on direct hits and near misses alike, and enemies caught in their blast radius are scattered like cows in a tornado.
Damage: 16 per round
WHERE DO YOU GET IT?
WHAT IS IT?
The rocket launcher first shows up at the end of Monorail Skybridge on a weapons rack in Toxic Disposal Maintenance.
Max. Ammo Capacity: 500
The plasma gun is an energy projectile weapon that shoots a rapid-fire stream of high-velocity projectiles. Quicker to use than the chaingun and significantly more powerful than the machine gun, the plasma gun is the most versatile weapon in the game. It's easy to see why, for many players, the plasma gun is their primary firearm of choice.
WHERE DO YOU GET IT? The first plasma gun you can get is in the EFR Pressure Station in Alpha Labs Sector 4, but you must take the service bridge route to reach it. Find the next plasma gun in the Maintenance 1 area of the EnPro Plant.
WHEN TO USE IT The plasma gun is an excellent weapon for just about any situation. If you have ammo for it, use it. It's best used at short and medium range, but it's accurate at long range as well.
DRAWBACKS The only significant drawbacks to the plasma gun are the relatively slow speed of its projectiles and the blinding glare 14 they give off. A quick enemy may be able to dodge the plasma
WHEN TO USE IT The rocket launcher is a handy fire-and-forget weapon best used against strong enemies, entrenched enemies, or groups of enemies at medium and long ranges. It's much more accurate and lethal than grenades. Detonate distant exploding barrels to compound the explosive fun.
DRAWBACKS You are not immune from exploding rockets' splash damage, so don't use this against nearby enemies. The rocket launcher holds only five rockets at a time, and it has one of the longer reload times. Like the chaingun, you need to think a bit about how you want to use this weapon effectively, rather than just leap into a fight with it drawn.
WEAPONS AND ITEMS > Max. Ammo Capacity: 320 Ammo Type: Shells Clip Capacity: 8
WHAT IS IT? The shotgun is a pumpaction, single-shot firearm of great destructive power at close range. Some Z-Sec Zombies come equipped with them.
WHERE DO YOU GET IT? You find your first shotgun in the EP Aerobic Stabilizer area in the walkthrough of Mars City Underground. You can also collect them from the corpses of some Z-Sec Zombies.
WHEN TO USE IT Round for round, no short-range weapon can match the shotgun's power. From point-blank range, it can kill Imps, Maggots, and most Zombies with a single shot. When you're about to go through a door into a new room, the shotgun is your best bet for taking out whatever might be lying in wait on the other side. It's also effective against tight groups of enemies at close range.
DRAWBACKS The shotgun's stopping power decreases dramatically at medium range, and it's barely stronger than a spitball at long range. Don't even consider using this weapon unless you're up close and personal. The shotgun has a very small clip capacity, holding only eight shells at a time. It also has one of the slowest rates of fire and longest reload times of any weapon.
> Damage: 1,000 per hit
WHAT IS IT?
The Soulcube is the most powerful weapon you can find in Doom 3. To charge it up, you must kill five enemies with weapons other than the Soulcube. After it is charged, you can throw it at any single nonboss enemy to kill it instantly and
WHERE DO YOU GET IT? You get the Soulcube after defeating the Guardian at the end of Hell.
WHEN TO USE IT Use the Soulcube against powerful enemies such as the Archvile and Hellknight to kill them with one shot and steal their formidable reserves of health. You must use it against the Cyberdemon at the end of the game, as the Soulcube is the only weapon that can hurt it.
DRAWBACKS The biggest drawback of the Soulcube is the fact that you must charge it up by killing enemies with other weapons before you can use it. You also have to aim the Soulcube very carefully, or you might accidentally kill a weaker enemy than your intended target if the weaker foe steps in front of your quarry.
Pick-Ups Pick-ups are items that you can collect by simply coming into contact with them. They have a variety of effects, from enhancing your ability to withstand damage to opening previously inaccessible areas.
> You'll find air canisters on the Martian surface, and it's a good thing that you do, because your environment suit contains a finite amount of oxygen. Pick up air canisters to replenish 50 percent of your oxygen gauge when you're in an anaerobic environment. If your oxygen level is already at 100, you can't pick up the air canisters.
Don't grab an air canister until your oxygen level is below 50. Otherwise, you're not using it to its fullest effect.
PRIMAGAMES . COM
The Soulcube is an ancient Martian artifact of tremendous power. It was created during the original demonic invasion of Mars to drive the infernal horde back to Hell. Most of the few survivors of the invasion sacrificed their lives to create the Soulcube, which was used in combat by their greatest warrior.
transfer its health to you. You must then kill five more enemies before you can use the Soulcube again.
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> > Armor shards are small fragments of security armor that increase your armor rating by 5, up to a maximum of 100. When you are injured, armor will absorb some of the damage impact, leaving more of your health intact. You cannot pick up an armor shard if your armor is already at 125.
> Backpacks are extremely rare pick-ups that can dramatically improve your situation. Each backpack can contain a plethora of ammunition, med kits, and/or other helpful goodies.
> This mission-specific item replaces a defective control panel on a door in the Main Entrance Hall that leads to the end of the level. It is found in the Lab A Upper Floors (third floor) in the CPU Complex.
> The data linker is a special mission-specific item needed to restore the power in Delta Labs Level 1. Find it in the Delta 1 Access Lobby and return it to Delta Systems Control.
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Key cards are scattered around Mars Base. Finding them allows you to open locked doors and progress through the missions. Each one is coded to open a specific lock.
> Large med kits are life savers—literally. Picking up a large med kit restores 25 health points, up to a maximum of 100. If your health is already at 100, you cannot pick up the large med kit.
MED KIT, SMALL >> Small med kits restore 15 health points, up to a maximum of 100. If you're already at 100 health, you can't pick up the small med kit.
Never use a large med kit when a small med kit will do. If you're at 85 health or above, pick up a small med kit rather than a large one if you've got the choice.
> Your personal data assistant (PDA) is one of your most vital pieces of equipment. It allows you to receive emails, video files, and audio logs; and it contains your current security clearance, which determines the doors
WEAPONS AND ITEMS you can unlock. Press PDA/SCORE to bring up your PDA and examine the information on it, but be aware that the game is not paused when you do so; you can still be attacked by enemies while you're looking at the PDA. You can also pick up other PDAs. When you pick up a PDA, all of the data on it is transferred to your PDA, giving you access to that PDA's audio logs, emails, and security clearance. Most PDAs contain helpful information, including combinations to nearby storage cabinets, so it's well worth going out of your way to find them.
> This mission-specific item is found in the Operations Server Room of Delta Labs Level 2A. Ian McCormick uses it to reactivate the teleporter.
Environmental Objects > Crates make good cover, both for you and for your enemies. Some crates are light enough to push around. By moving crates around and jumping up onto them, you might be able to reach hidden items or areas that were out of reach before.
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> Security armor adds 50 points to your armor rating, up to a maximum of 100 points. If you're already at 100 armor points, you can't pick up the security armor.
Don't waste security armor by picking it up when your armor rating is already near 100. Find armor shards instead, and go back to the security armor once your armor rating drops below 50.
Despite the destruction caused by the demonic invasion, most of the doors in Mars Base are still operational. Doors with green lights around them are unlocked and open automatically when you (or other creatures) approach them. Doors with red lights around them are sealed; some of these doors can be opened if you have the proper key, key card, or security clearance.
> Watch out for the orange and yellow barrels scattered around Mars Base. They're filled with a highly volatile liquid that explodes if fired upon. Snipe exploding barrels from a distance to take out nearby enemies. You can also push barrels around like crates in order to jump up onto them and reach previously inaccessible areas and items.
The blue barrels are inert and will not explode when shot.
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> Frankenstein said it best: "Fire bad." No matter where it is or what form it takes—from an ignited gas leak to the flames of Hell itself—fire steadily drains your armor and health as long as you are exposed to it.
PRIMAGAMES . COM
Video CDs are scattered around the various levels. These nonessential items allow you to replay videos on your PDA that you have seen on various video monitors in the level.
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Some fires, especially those caused by gas leaks, can be extinguished by finding the right control panel or turning the right valve. Doing so usually reveals some hidden goodies on the other side of the fire.
> Health Stations are attached to the walls of many areas in Mars Base. Each contains a certain number of healing "doses," represented by a large number on the front panel. Click on the Health Station to restore as much health as you want, up to a maximum of 100 points (or the remaining number of doses in the Health Station).
> Climb yellow-striped utility ladders to reach new areas. To climb a ladder, just run toward it. If you need to drop off of a ladder quickly (because you're being attacked, for instance), press JUMP.
You can interact with many of the computer monitors and control panels around Mars Base. Simply approach them and move your targeting reticle over them. The reticle changes to a cursor, which you can move around the screen. To click on an object on the screen, press ATTACK.
> Sentry Bots are tough little spidery robots programmed to lead Mars Base workers to different areas of the complex and defend them with high-velocity machine-gun fire if necessary. If you come across a Sentry Bot, stay close to it and let it take out your enemies until its health is depleted and it shuts down.
> Most storage cabinets contain valuable pickups, such as med kits, armor, and ammunition. Each storage cabinet is opened by entering its three-digit combination on its keypad. Storage cabinet combinations are often found in the emails and audio logs of PDAs.
> > Just in case you missed the last 10 minutes of Total Recall, there's no air on Mars. Fortunately, you've got an environmental suit with an oxygen reserve that lets you breathe for a limited amount of time. If that reserve runs out and you're still in the airless exterior of Mars, however, you start losing health at a rate of 10 points per 3 seconds. 18
Whether it's toxic gas in the air or toxic waste on the floor, this stuff is deadly if you come into contact with it. The longer you're exposed to it, the more damage you take. You'll usually find a way to clear an area of the noxious stuff without being exposed to too much of it.
CHARACTERS > Look what's on the other side of the window before you try to shatter it. For instance, if it looks out onto the Martian landscape, ask yourself if you're really so eager to give up the nice oxygen-rich environment of the room you're in.
Just about every window in Mars Base is made of a reinforced bulletproof polymer, making them shatterproof. A few are constructed of an inferior grade of material, however, and you can shatter them with a burst of gunfire.
Characters DR. MALCOM BETRUGER
JACK CAMPBELL
Dr. Betruger is the head of the research division on the UAC's Mars Base. He's unquestionably brilliant, and his tireless efforts have resulted in teleportation becoming a scientific reality, rather than mere science fiction. Driven and dedicated to his work, Dr. Betruger demands as much of his subordinates as he does of himself, and he has little patience for the layers of bureaucratic red tape that stand between him and his goals.
Jack Campbell is Counselor Swann's loyal bodyguard, a former Marine of few words who lets his BFG-9000 do the talking for him. A master of every significant form of armed and unarmed combat, Campbell is a born survivor for whom adherence to duty is everything.
Those who know Dr. Betruger well, however, hint of a darker side to the scientific genius. His tireless drive borders on monomania at times, and his critics might say that his reckless obsession with his work blinds him to the human cost of his experiments.
COUNSELOR ELLIOT SWANN
Swann and Betruger share many of the same characteristics, including their single-minded drive to accomplish the objectives set before them. Unfortunately, each man's objectives conflict with the other's, and there's no room for compromise between them.
MASTER SERGEANT THOMAS KELLY A decorated veteran of the UAC Marine Corps, Sergeant Kelly—or Sarge as he is known to his troops—is the ranking commanding officer on Mars Base. A highly motivated soldier and a demanding commander, Sarge has little patience for those who can't or won't carry out their orders immediately and to the best of their ability. Sergeant Kelly is seemingly at home when things are at their worst. His sharp tactical mind somehow manages to infallibly direct squads of soldiers according to a brilliantly conceived battle plan. There are those who would call Sarge a machine, and they're not wrong.
PRIMAGAMES . COM
Determined and skeptical, Counselor Swann has been sent to Mars Base by the UAC Board of Directors to pin Dr. Betruger down and force him to answer some tough questions about the high accident rate on Mars. Swann isn't the sort of man who allows himself to be taken in with starry-eyed visions of the future. He's a methodical, practical thinker who doesn't allow his emotions to rule his judgment.
If Campbell has an opinion of Swann's mission, he doesn't share it. It's not his place to do so. As Campbell himself points out, they are there to conduct damage control: Swann's the control, and Campbell's the damage.
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Enemies Unless specifically mentioned otherwise, all enemies with heads are vulnerable to head shots, which do double damage.
Zombies Whether you refer to them as Former Humans, Walking Dead, or Zombies, these creatures are the reanimated remains of Mars Base's personnel, infused with demonic energy and hungry for the taste of flesh.
Zombies usually attack in groups, and you'll often find one trying to sneak up behind you as another one distracts you from the front. A few sneaky Zombies lie on the floor or sit in chairs, pretending to be lifeless corpses. When you walk by, they lunge at you and attack. A quick shotgun blast at close range takes care of any Zombie; however, for the sake of ammunition conservation, try to take them out with ranged head shots from the pistol, as Zombies are among the few enemies that the pistol is effective against.
> Health: 250 Attack Damage: 20 per second (chainsaw)
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First Appearance: Communications Transfer Chainsaw Zombies are a rugged breed of undead who found the shipment of Beavertooth chainsaws that were sent to Mars by mistake (had the proper tools shown up, they would have been much less lethal Jackhammer Zombies). Chainsaw Zombies move more quickly than your average Zombie, and their chainsaws allow them to inflict substantially more damage. On the bright side, they can't attack from a distance, and you can pick up their chainsaws after killing them.
> Health: 170 Generic Zombies Health: 50–100
Attack Damage: 12 (tentacle) First Appearance: Monorail
Attack Damage: 15 (unarmed); 20 (flashlight) First Appearance: Mars City Underground
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Zombies are the least threatening enemies in Doom 3. Slow, weak, and possessing no longrange attacks, Zombies will hit you only if you make a foolish mistake, such as running into a darkened corner you didn't explore with your flashlight or forgetting to reload your weapon before attacking the Zombie.
Commando Zombie with chaingun Health: 225 Attack Damage: 3 per round (chaingun) First Appearance: Delta Labs Level 1
ENEMIES Commando Zombies are the game's most powerful Zombies. Created from reconstituted UAC Marines, Commando Zombies are fast, silent killers who know exactly when and how you're most vulnerable. Commando Zombies first show up halfway through the game, in the Monorail level. They're fond of waiting for other weaker enemies to distract you, and then running up from behind (often through doors you've already come through) to lash you with their tentacle arms. After you've been ambushed by your first Commando Zombie, get into the habit of looking over your shoulder constantly. It's a habit that will save your life. Some Commando Zombies are armed with chainguns, making them twice as deadly. These burly fiends take up entrenched positions on catwalks above you or behind crates in front of you. Fortunately, the chainguns don't do as much damage when wielded by Commando Zombies, and you can take their weapons once you kill them.
perished from the flames, and it makes them considerably tougher than your average undead. Fortunately, Flaming Zombies don't do any more damage with their clubbing blows, but they are quite a bit faster. Whenever you see an alcove containing open flames, be ready for a Flaming Zombie to rush out of it.
> Z-Sec Zombie with machine gun Health: 90 Attack Damage: 3 per round (machine gun) First Appearance: Mars City Underground
> Health: 100
Z-Sec Zombie with pistol
Damage: 15 (swipe); 20 (wrench)
Health: 55
First Appearance: Mars City 2
Attack Damage: 4 per round (pistol)
Apparently obesity is still a problem 150 years in the future, because a select few Zombies that you encounter are Fat Zombies, which can absorb a bit more damage than their more slender cousins. Unsurprisingly, they're often found eating human remains, although some hide in darkened corners waiting for their next meal to walk by.
First Appearance: Mars City Underground
Fat Zombies use the same clubbing attacks as generic Zombies. A few Fat Zombies are armed with wrenches, which do slightly more damage. Although these porkers are a bit more intimidating than the Zombies that don't have to shop at Big & Tall, they're not really that much tougher, just hungrier. If it helps to calm your nerves, imagine these creatures wearing party hats as you blow them away.
Z-Sec Zombie with shield Health: 110 Attack Damage: 6 per round (pistol) First Appearance: Communications
Z-Sec Zombie with shotgun
> Attack Damage: 15 First Appearance: Mars City 2 Flaming Zombies are unusually tough undead who have blundered into open flames. Their natural resilience keeps them alive long after generic Zombies would have
Health: 90 Attack Damage: Up to 28 (shotgun) First Appearance: Mars City Underground
PRIMAGAMES . COM
Health: 150
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\ Z-Sec Zombies with machine guns and shotguns are too well armored for head shots to do any additional damage. A head shot against a Z-Sec Zombie with a pistol or a shield, however, does an additional 25 percent damage. Z-Sec ("Zombie Security") Zombies are some of the most common and dangerous low-level enemies in the game. Although they're not the toughest foes you face, they combine ranged attacks with the battle tactics they learned in life to gang up on you and hunt you down. For instance, Z-Sec Zombies with machine guns seek out cover and fire at you from it, covering their shotgun-toting partners as they move in for the kill. When you first enter a room, listen carefully for the sound of radio chatter—it's coming from the Z-Sec Zombies' headsets. Keep a close eye on any pillars or stacks of crates, because that's where they like to hide. The most dangerous Z-Sec Zombies are the ones carrying shields and wielding pistols. Their shields are completely bulletproof, requiring you to aim carefully or attack from behind to inflict damage. There is one significant plus to facing Z-Sec Zombies, however: After you kill them, you can take their weapons from their corpses. That means that a single well-aimed grenade or rocket can net you several clips, bullets, or shells.
Demons Demons are the literal spawn of Hell, invading Mars through the teleport portal in Delta Labs. Unlike Zombies, which are the possessed shells of humans, demons are composed entirely of the supernatural essence of Hell and disintegrate completely when destroyed. They boast a wide range of attacks and abilities, and if you don't stop them, they'll board the UAC vessels and conquer Earth.
> Health: 425 Attack Damage: 12 (claw); 20 (fire) 22
First Appearance: Delta Labs Level 2B
Archviles are among the game's toughest and nastiest enemies. When an Archvile first appears, it usually summons weaker enemies (such as Imps or Wraiths) to attack you. The Archvile then either sends a wave of flame along the ground at you or closes in and attacks you with its razor-sharp talons. You cannot afford to mess around with Archviles. If you have the Soulcube and it's ready for use, hurl it at an Archvile as soon as you see it to kill it instantly. Otherwise, attack with heavy weapons such as the rocket launcher or BFG-9000. And whatever you do, don't waste time fighting the Archvile's minions. Kill the Archvile first, and then deal with its spawn.
> Health: 50 Attack Damage: 5 (claw); 12 (leap attack) First Appearance: Recycling Sector 2
Head shots inflict only an additional 25 percent damage on a Cherub. Cherubs just might be the most disturbing enemies in Doom 3—giant insect grubs with tiny iridescent wings and a baby's head. Cherubs aren't very tough enemies, but they often attack in groups, and their half-flying, halfjumping method of movement makes them very hard to hit. The best way to take out a Cherub is to keep your distance from them. Their leap is their most damaging attack, and it knocks you back and throws off your aim, which is bad news if several are attacking you. Alternately, you can move in close and blast them with the shotgun before they have a chance to leap at you.
ENEMIES > Health: 200 Attack Damage: 20 (bite); 12 (fireball); up to 5 (fireball s plash damage) First Appearance: Communications Transfer
The Cacodemon's fireball has 5 health points and can be detonated if you "kill" it before it hits you. Cacodemons are giant floating demonic heads whose power is belied by the lazy way they drift through the air. They can absorb a lot of punishment, but their biggest weakness is their lack of speed. Think of them as evil balloons—if you can keep hitting them, you can push them around and prevent them from getting too close. One of the best ways to get rid of a Cacodemon is to get underneath it and fire straight up. The beast continues to rise, unable to attack you. Of course, if you're being attacked by several Cacodemons, you won't have the luxury of focusing on just one, so use the rocket launcher or BFG-9000 to take them out quickly.
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The Hellknight's fireball has 5 health points and can be destroyed if you "kill" it before it hits you. The key to fighting Hellknights is to keep plenty of distance between you and them. Although the Hellknight is extremely powerful, it's also one of the slowest enemies you face. Its huge size also makes it a can't-miss target for rockets and plasma rounds, although you should use the Soulcube against it if you can.
> Health: 130 Attack Damage: 8 (claw); 12 (fireball); up to 5 (fireball splash damage) First Appearance: Mars City Underground
The Imp's fireball has 5 health points and can be destroyed if you "kill" it before it hits you.
Health: 900 Attack Damage: 25 (claw); 30 (bite); 30 (fireball); up to 45 (fireball splash damage) First Appearance: Delta Labs Level 4
Imps generally materialize in rooms after you do something to trigger them, such as pick up an item, cross the middle of the room, or open a door. Listen for the distinctive sound of their summoning; you have about two seconds to prepare to fight them from the time they start to appear to the time they fully materialize. If you're close to an Imp, blast it with the shotgun; a point-blank shot to the head will kill it instantly. At a distance, use the machine gun to pick it off and destroy its fireballs. Use more powerful weapons against them only if they attack in groups.
PRIMAGAMES . COM
In terms of overall power and endurance, the Hellknight is the strongest nonboss enemy in the game. Think of it as an Imp on steroids. Its huge, dense body allows it to absorb tremendous punishment, and its ranged and melee attacks inflict severe damage if they land.
Just about every level in Doom 3 is crawling with Imps. Fast, sneaky, and utterly lethal, Imps are the grunts of the invading demon army. Learn to deal with them early on, because you'll face hundreds of them.
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> Health: 1,000
>
Attack Damage: 20 (blast); up to 20 (blast splash damage)
Health: 20
First Appearance: Recycling Sector 2
Attack Damage: 12 (bite) First Appearance: Mars City Underground (noncombat); EnPro Plant (combat) The floating, flaming heads known as Lost Souls don't have a great deal of toughness, but they move quickly and have the advantage of attacking from any direction. They usually travel in packs, and you'll often find them near reactors. The best way to fight a Lost Soul is from a distance, using any accurate weapon. This allows you to destroy them before they get within biting range (their only attack), and it lets you see them better. When a Lost Soul is flying directly at you, its pallid face obscures its flaming tail, making it difficult to pick out of a dim background.
> Health: 80 Attack Damage: 6 (claw); 16 (leap attack) First Appearance: Alpha Labs Sector 1
Mancubi have the highest health of any nonboss enemy in the game, which is good for them. Their mammoth size and painfully slow movement speed makes them extremely easy targets. Scoring direct hits with the rocket launcher is the best way to take them down quickly. Watch out for the Mancubus' blaster arm, though, which fires explosive blasts at a high rate of speed. These blasts can do a number on you, even on near misses. Circle-strafing is your best tactic when facing a Mancubus; as long as you can avoid its blasts, it's just a matter of time before you whittle it down and destroy it.
> Health: 220 The twoheaded beasts known as Maggots are relatively weak demons, but the speed at which they run on their four clawed legs makes them tough to hit and allows them to rapidly close the distance between you and them. The Maggot's most powerful attack is its leap, which it usually leads off with after charging at you. If you're handy with the shotgun, you can blast the Maggot in mid-leap and destroy it in one shot. 24
Attack Damage: 10 (melee attacks) First Appearance: Administration
ENEMIES The hellhounds known as Pinkys are much more intimidating than they are dangerous. Their primary mode of attack is a bulllike charge, followed by bites and stomps. If you've got room to avoid the Pinky's charge, it's a relatively simple matter to take it out before it can lay a paw on you. Even in close-quarters combat, the Pinky has its vulnerabilities. Two good shotgun blasts will take it out, and because your turning radius is considerably smaller than the Pinky's, you can keep sprinting and running circles around it no matter the size of the area.
>
Attack Damage: 50 (bite and explode) First Appearance: Delta Complex
Head shots do not apply to Ticks. Ticks are nasty little spiderlike enemies and a close relative of Trites. Like Trites, Ticks crawl out of holes in walls and floors and race toward you as a swarm. If a Tick reaches you, it explodes and deals a tremendous amount of damage. They also bite. Fortunately, they are some of the game's weakest enemies, and you should have no trouble picking them off from a distance long before they can trigger their suicidal attack.
Health: 272 Attack Damage: 16 (claw); 10 (rocket); up to 10 (rocket splash damage) First Appearance: Monorail Skybridge Take a skeletal demon with transparent skin, slap a couple of rocket launchers on its shoulders, and you've got yourself a Revenant, one of the most versatile enemies in Doom 3. Its primary and preferred method of attack is to fire volleys of guided missiles at you. If you're far enough away, you can dodge or shoot them down with ease.
Detonate the Revenant's rockets by dealing five points of damage to them.
> Health: 20
Health: 20 Attack Damage: 8–12 (bite and explode) First Appearance: Alpha Labs Sector 2
Head shots do not apply to Trites. Trites are dangerous little enemies, not because they're tough, but because they're fast and they attack in swarms. They've also got an impressive horizontal leap, which they use to jump at you from a distance and start gnawing your face. They can also explode. If you have the option of running from Trites, you might want to take it. Although they're weak demons, you've got nothing to gain by expending the ammo it takes to kill swarm after swarm of them.
> Health: 130 Attack Damage: 8 (claw) First Appearance: Alpha Labs Sector 3 Wraiths are very similar to Imps, and the two creatures are often confused. However, instead of hurling fireballs, Wraiths
PRIMAGAMES . COM
If you get too close, however, the Revenant attacks with its slashing claws, which do more damage than its rockets. So stay as far away from the Revenant as possible and shoot at it with the plasma gun, which detonates the rockets and injures the Revenant without exposing you to any counterattack.
>
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attack distant prey by teleporting over to it in a series of small jaunts. This makes it tough to hit the Wraith until it's at close range, at which point it slashes ruthlessly with its sharp claws. When you notice a Wraith in the room, back up against a wall (or even better, a corner) and pull out the shotgun. Wait for the Wraith to appear in front of you and blast it before it can claw you. If your aim is true, you can eradicate a Wraith with a solid shotgun blast to the face.
Bosses
Also watch out for the Imps and Maggots that crawl out of the Hellgate in the arena's center. If you stand still, they'll quickly overwhelm you while the much slower Cyberdemon plods over to stomp you.
The Cyberdemon is not vulnerable to head shots and can be damaged only by the Soulcube. Your basic strategy should be to circle-strafe around the Hellgate, staying across the arena from the Cyberdemon at all times. Kill Maggots and Imps with powerful weapons such as the rocket launcher to rack up souls for the Soulcube. As soon as it's ready, launch it at the Cyberdemon. You must hit the Cyberdemon with the Soulcube six times to defeat it.
> Health: 4,000 (but vulnerable only to the Soulcube) Attack Damage: 40 (rocket); up to 40 (rocket splash damage); 400 (stomp) Only Appearance: Primary Excavation
Make sure that there aren't any Maggots or Imps between you and the Cyberdemon when you throw the Soulcube, or it may kill the lesser enemy rather than hit the Cyberdemon.
> Health: 800
The Cyberdemon is the game's final boss, a 30foot tall demon intent on crushing the last human resistance to the infernal invasion—that's you. The Cyberdemon has two main methods of attack. From a distance, it attacks with the rocket launcher grafted to its right arm. Although the rockets are not guided like the Revenant's, they pack a tremendous punch.
The Cyberdemon's rockets each have 5 health points and can be detonated if you "kill" them before they hit you. If you're ever careless enough to let the Cyberdemon get close to you, it jumps and lands on you with both feet, which kills 26 you instantly. Keep your distance at all times.
Seeker Health: 70
Attack Damage: 20 (ground pound); 20 (smash); up to 20 (smash splash damage); 30 (slash) Only Appearance: Hell
The Guardian is not vulnerable to head shots. The Guardian of Hell is blind, but it spawns Guardian Seekers, which float above the arena with searchlights, trying to find you. If a Guardian Seeker notices you, the Guardian charges toward you and attacks with crushing force. To make the Guardian vulnerable, you must kill all of its Seekers. This causes the Guardian to pause and spawn more Seekers from a blue light over its head. The blue light is the Guardian's weak point, but it's hard to hit, because the Guardian pounds the ground, sending out shockwaves when all of the Seekers are dead.
ENEMIES The best way to take out the Seekers is to use the BFG-9000 against them when they're close together. The BFG's beam seeks out nearby enemies and fries them, so if you're quick on the draw, you can destroy all of the Seekers with one shot. If you don't have any BFG ammo left, use the rocket launcher to shoot down the Seekers and then shoot the Guardian when it's vulnerable. Hide behind the four pillars, wait for the Seekers to come by, and blast them before they have a chance to notify the Guardian of your presence. Your only advantages are your speed and the cover that the arena's four pillars provide. Remember that you can sprint constantly in Hell, so don't let up on SPRINT until the battle is finished.
When fighting Sabaoth, neutralize his attacks by keeping your distance from him and shooting down his BFG blasts. When you're not doing either of those, hit him with everything you've got. If you can switch back and forth between the chaingun or machine gun (to knock out the BFG blasts) and the rocket launcher (to damage Sabaoth), you'll have him on the ropes in no time. If you're not comfortable switching weapons that quickly, or if the strategy just doesn't seem to be working for you, stick with the chaingun and pepper Sabaoth with it when you're not shooting down his charges.
> Health: 1,300
> Health: 1,750 Attack Damage: 40 (melee attack); 200 (BFG-9000)
Attack Damage: 5 (web); 12 (claw); 50 per 3.5 seconds (sonic attack) First Appearance: Alpha Labs Sector 4
Only Appearance: Central Processing
Sabaoth is not vulnerable to head shots. Vagary is the first of four bosses you face in Doom 3. Half humanoid, half spider, she is the queen of the Trites and delights in webbing up living humans and hanging them from her lair as late-night snacks.
Sabaoth is the name given to Sergeant Kelly after his demonic conversion—his lower body has been turned into a tank, and he's packing Jack Campbell's BFG-9000.
As the fight progresses, the room changes. The floor panels around the perimeter drop out, revealing a lake of lava underneath. If you fall into it, you die. The room's four pillars also occasionally become electrified. If you're near them when they do, you'll be shocked for heavy damage.
Circle-strafe around her and toss grenades from a distance. When you run out of grenades (or if this attack doesn't suit your play style), use fully automatic ranged weapons, preferably the plasma gun, with the chaingun as a backup. In a pinch, use the machine gun. Vagary can also attack with her pincers and teeth, so using the shotgun is not recommended, except as a last resort.
Vagary hurls spiked boulders at you as well; these can hurt you even if you just run into them while they're lying around her lair.
PRIMAGAMES . COM
The most important thing to remember during the fight is to disrupt Sabaoth's BFG blasts by shooting at them with smallarms fire, such as your chaingun or machine gun. The second most important thing to remember is not to let Sabaoth run you down or strike you with his clawlike appendage.
Vagary's main method of offense is to telekinetically lift the objects around her lair and hurl them at you, so you absolutely must stay moving at all times, sprinting if possible.
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Sgt. Kelly
Mars City
K. Ving
COMMAND HQ CONTROL
MARINE HEADQUARTERS
COMMON AREA
M. Marak K. Miller
E. Grafton J. Kim R. Slang COMBAT PREP
Legend – Ammunition
Adam Berneche’s PDA K. Tang
MARINE COMMAND
– Armor – Enemy
RESTROOM
– Health T. Washington
– Weapon – Pre-Infestation – Post-Infestation
CENTRAL ACCESS MARINE COMMAND
Overview
J. Yezback
INFIRMARY OBSERVATION
Welcome to Mars, Marine. This may not be the solar system's most glamorous assignment, but it's safe to say that your experiences here are going to be truly unforgettable. Your first order of business is to check in with Sergeant Kelly at Marine Command. He gives you your first assignment: Locate a missing research scientist in the old communications facility. Report to the elevator leading to the Mars City Underground to complete the level. You won't face any enemies, but you'll soon realize that something's not right on the red planet.
CENTRAL ACCESS JUNCTION
COMMAND ACCESS JUNCTION
DEPARTURE LOUNGE
A. Chang H. Feiner & Personal PDA MARS CITY RECEPTION
FINISH
SECURITY CHECKPOINT #001 ELEVATOR MAINTENANCE
ENEMIES ENCOUNTERED — None WEAPONS ACQUIRED — None AMMUNITION ACQUIRED — Bullets ITEMS ACQUIRED — None PDAs ACQUIRED — Personal — Adam Berneche
M. Caseon
MARS CITY HANGAR
R. Cooper
START
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MARS CITY
Welcome to Mars
the items from the manifest if you wish, except the classified metaseal containers. Doing so has no effect on the game.
The game begins with a short video introducing the Union Aerospace Corporation (UAC), an interplanetary company that operates above and beyond all legal and moral obligations in the development of the most advanced technology known to man.
Proceed through the door to the Security Checkpoint. Note that the door has a green light on it indicating that it is unlocked. The door's display panel says "General Access," meaning that anyone can go through it.
>
Following the UAC presentation, the game cuts to a display showing the approach of a transport coming in for a landing on Mars. The shuttle contains Counselor Elliot Swann and his bodyguard, Jack Campbell, who have come to Mars to check up on Dr. Malcom Betruger. According to Swann, Betruger has overstepped his authority in some way, and Swann and Campbell are there to bring him back into line. You are also on the transport. As a Marine who's been called up to active duty on Mars, your first duty is to report to Marine Command and receive your orders. As soon as the opening cinemas end, walk forward and speak to R. Cooper, who tells you that all new arrivals must be processed at reception.
To speak to a character, approach and press the ATTACK button when his or her name appears next to your reticle. Speak to each character several times to get more information.
As you progress through the game, you'll find doors that can be opened only by people with certain security clearances. More on this later.
>
Walk into the Security Checkpoint, where a technician tells you to stand on one of the red squares on the floor so that he can begin your bio-scan. After the technician ensures that you're not carrying any dangerous bacteria or pathogens into the facility, the door to the north opens into the Departure Lounge. Go through the door.
>
Behind Caseon is a control panel with a transfer manifest on it. When you approach it, your reticle changes to a cursor; inspect the items on the manifest: two bins of administrative supplies, several crates of sealed biological specimens, and three metaseal containers of classified material. You can delete any of
As the door to the Departure Lounge opens, a Sentry Bot springs into life on four spidery legs and dashes through the northern door to Central Access. In the Departure Lounge, a monitor extols the virtues of the UAC. An information terminal in the corner of the room reminds all UAC employees that November is Safety Awareness month on Mars. It encourages all employees to download data on safety awareness to learn more about what they can do.
PRIMAGAMES . COM
Follow the walkway to the Security Checkpoint’s doorway. You pass M. Caseon, seated on a bench. This disturbing fellow says he needs to get out of here, and he encourages you to do the same. He advises you not to trust anyone.
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Because you don't have a PDA (personal data assistant) yet, you can't do this. The western door to Maintenance and the elevator is locked and cannot be opened with your current security clearance. Proceed north through the door to Mars City Reception instead.
Objective: Report to Marine HQ
Another information terminal in Reception displays a request from UAC Security for help in finding a missing scientist. Download the information to your PDA to read that the missing scientist's name is Dr. Jonathan Ishii from the Delta Science Team. He was last seen in Mars City Underground near the airlock leading to the old communications array. Locked doors to the east and west can never be opened. Proceed north and follow the hallway to Central Access. Along the way, you meet A. Chang, who notes that you must be from the new detachment that has arrived to check up on them. Further attempts at conversation result in increasingly less patient brush-offs from Chang, who just wants to finish his work. Continue through the Central Access Junction to Central Access.
> > Entering Mars City Reception triggers a cutscene in which H. Feiner processes your transfer and gives you your UAC-issued PDA (personal data assistant). He explains the basic functions of the PDA: it displays emails and video messages and records your security clearance. Finding other PDAs allows you to download their data to your own PDA, upgrading your security clearance and granting you access to the emails and video files on the PDA.
Now that you've got your PDA, you can return to the Departure Lounge and download that safety awareness email, if you wish. You already have two emails on your PDA: one from Director William Banks welcoming you to Mars, and another from Sergeant Kelly telling you to report to Marine Command ASAP. These emails are reprinted in the "PDA Appendix" at the end of this guide. 30
Another cutscene begins playing as you enter Central Access. Swann and Betruger are in the midst of an argument over Betruger's practices. Swann says that he was sent by the UAC Board to account for the high accident rate and low morale among the Mars employees. Betruger tells Swann to stay out of his way and promises that something amazing will happen soon. The three men leave, and the cutscene ends. To the west is a locked door guarded by J. Yezback, who tells you that you don't have clearance for the area. To the north is the locked door to the Monorail Station, which you can't enter yet either. The only way to go is down the Command Access Junction hallway in the northwest corner of Central Access. As you walk down the hallway, you're met by T. Washington outside the restroom. He advises you not to let Mars "get
MARS CITY in your head," telling you to stay focused on your job, and promising that you'll be back on Earth before you know it. Continue straight down the Command Access Junction to reach Marine Command Access.
You can enter the restroom, but there's nothing of interest in there.
COMMON AREA
The Common Area is a detour from your main objective (to reach Marine Command as quickly as possible), but check it out to overhear a bit of information. A monitor in the kitchen displays a news broadcast, in which UAC officials deny a military buildup on Mars. In the kitchen, K. Tang welcomes you to Mars and wishes you a good stay. He advises you to work hard, stay out of trouble, and don't wander into areas that you're not supposed to enter. In the lounge, M. Marak and K. Miller discuss the recent departure of one of the Bravo Team members and wonder who's going to be the replacement. Miller welcomes you to the worst assignment you'll ever have and invites you to come back for a drink when you get some free time. Miller advises you to keep your eyes open and stay focused. He wonders how long you'll last.
You can also pick up maintenance technician Adam Berneche's PDA in the kitchen. Listen to his audio log to hear him recount an incident in which he heard mysterious whispering in the underground maintenance areas of Mars City. Adam admits to feeling less and less comfortable going underground, especially after hearing some horror stories from the guys in the Delta Labs. He mentions securing his tools in the storage cabinet next to the maintenance elevator; the code is 396.
> Near the entrance to Marine Command, J. Kim and R. Slang are working to repair a power coupling. They can't believe how much power Delta Labs seems to need. Slang advises Kim not to ask too many questions. He knows about a colleague who did, and he was instantly transferred … no one even saw him leave. Neither is too keen on speaking to you; they just want to do their work. Download a message from the information terminal in Marine Command Access to get details on UAC's Delta Labs volunteer program.
PRIMAGAMES . COM
In the corner of the common area is Nabcon's arcade classic, Super Turbo Turkey Puncher 3. Click on the turkey and a fist will punch it. You get 10 points for every hit; 6 hits and the turkey becomes giblets. This doesn’t help you one bit in the
main game, but feel free to waste some time if you want. The player face, the background, and the player fist in Super Turbo Turkey Puncher are all from id Software’s original Doom game.
The southern door to Operations is locked and off-limits to someone of your security clearance, so go north into Marine 31 Command.
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you to the lower maintenance levels. There's no point in sticking around to talk to Sergeant Kelly; he's not interested in hearing anything from you until you return with the scientist.
>
Marine Command and Marine HQ are essentially the same area. Marine Command is the entrance hallway, and Marine HQ comprises most of the area.
Go down the hallway to find S. Holmes, who tells you to report to Sergeant Kelly in Marine HQ immediately. Just keep following the path to find Marine HQ. K. Ving is seated at a console on the northern side of Marine HQ. E. Grafton patrols Marine HQ, and K. Lee-Creel works on a Sentry Bot near Sergeant Kelly. All three are too wrapped up in their jobs to have much to say. Go through the northern door marked "Marine HQ" and go down the hall at the other end to complete your objective of reporting to Marine Command. Enter the door at the hall’s end to reach Sergeant Kelly in Command HQ Control.
> Sergeant Kelly immediately berates you for taking your sweet time in reaching him. He then hands you your first assignment: A member of the science team has gone missing, and you've got to find him. He tells you to check out the decommissioned communications facility, which you'll need to reach via the underground maintenance area. He's 32 programmed a Sentry Bot to lead you to the elevator that takes
Objective: Locate Maintenance Entrance
It's impossible to lose the Sentry Bot. Although it moves at a quick pace, it stops if it gets too far ahead of you. If you don't catch up to it after a few seconds, it comes back to you and waits. Follow the Sentry Bot to backtrack through Marine Command Access. As you leave the area, eavesdrop on another conversation between Slang and Kim, who discuss a colleague's recent claim that he saw some strange creatures in the Delta Labs. The Sentry Bot leads you back to the Departure Lounge. With the Sentry Bot in tow, you can now access Maintenance through the Departure Lounge's western door. Having done its job, the Sentry Bot shuts down. Storage cabinet #001 is on the western wall of Maintenance. If you listened to the audio log on Adam Berneche's PDA, you know that the cabinet code is 396. Enter the code on the cabinet keypad to open it and get two boxes of bullets.
A complete listing of all storage cabinets and their codes and contents appears in the "Secrets" section at the end of this guide.
MARS CITY UNDERGROUND After getting the bullets, the only thing left to do is step into the elevator and proceed to Mars City Underground. Approach the control panel and press it to open the elevator door.
Enter the elevator and press the control panel inside to leave Mars City and enter Mars City Underground.
Mars City Underground OLD COMM MAIN
AIRLOCKS
UNDERGROUND GARAGE Mark Ryan (and PDA)
OLD COMM STORAGE
MAINTENANCE AREA PD1 ENERGY DELIVERY
ENERGY PROCESSING
EP CONTROL UNIT
Frank Delahue’s PDA WALKWAY x3
OLD COMM ENGINEERING MARS SURFACE ELEVATOR
CONVERGENCE CHAMBER 2
Upper Level
PROCESSING UNIT
Grant Baston’s PDA #23 ENERGY PROCESSING
ENERGY STABILIZATION UNIT
LIFT TO LOWER LEVEL
x3
x4
x1 x2 Lower Level
R. Fry
EP AEROBIC STABILIZER (LOWER LEVEL)
EP AEROBIC STABILIZER (UPPER LEVEL)
CONVERGENCE CHAMBER 1 C. Rodgers
Legend UNDERGROUND JUNCTION
Daniel Young (and PDA)
– Ammunition – Armor
– Health – Weapon – Pre-Infestation UNDERGROUND SECURITY
ENTRANCE ELEVATOR
– Post-Infestation
PRIMAGAMES . COM
– Enemy
33 33 START
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Objective: Search for the Missing Scientist
Overview Mars City Underground gives you your first look at Mars’ surface as you run across it to reach the old communications facility. Along the way, you encounter many technicians and maintenance workers who are doing their best to keep the base running. They're not always successful. After you locate the research scientist, everything goes horribly wrong. A demonic force invades the base and starts killing its inhabitants in the most gruesome ways imaginable. Most of the enemies you face in this mission are Zombies, humans transformed by the diabolic influence. To complete the mission, you must blast through them and return to Mars City in one piece. ENEMIES ENCOUNTERED — Imps — Zombies, Z-Sec — Zombies WEAPONS ACQUIRED — Flashlight — Machine Guns — Pistols — Shotguns
The elevator from Mars City brings you down to the underground security area of Mars City Underground. From the elevator, approach the security guard in front of you. He welcomes you to the Underground—"the most unexciting place on Mars"—and opens a nearby storage cabinet, which contains security armor, bullets, a pistol, and a flashlight. Collect all of these.
The pistol is a fairly weak semiautomatic weapon, but it is extremely accurate at long ranges, and ammunition (bullets) is usually plentiful. Switch to a better weapon when one comes along, but for now, the pistol is better than punching enemies to death or beaning them with the flashlight.
ITEMS ACQUIRED — Armor Shards — Med Kits, Small — Med Kits, Large — Security Armor
Now that you're armed, the security guard conducts a quick radio test and opens the security door to the Underground Junction. Proceed through the door and heed the guard's warning about not accidentally shooting the civilian employees in the Underground.
PDAs ACQUIRED — Daniel Young — Frank Delahue
>
AMMUNITION ACQUIRED — Bullets — Shells — Clips
(optional)
— Grant Baston
— Mark Ryan (optional)
34
>
After you go through the door into the Underground Junction, there's no going back. Follow the walkway. Along the way, speak to Daniel Young, a civilian UAC employee who doesn't have much to say. When he walks away from the remote crane access panel, you can use it to swing the giant crane overhead. This has no affect on gameplay.
MARS CITY UNDERGROUND
If you shoot Young (intentionally or not), you can pick up his PDA, which contains a single email from Frank Delahue, inviting Young to come and work for him as an engineer in Reclamation. Acquiring this PDA has no affect on gameplay, but then again, neither does offing poor Daniel. Follow the walkway as it spirals down to the door labeled "Energy Stabilization." Hidden in the shadows to the door’s left is a med kit. If you need it, hop over the railing to pick it up. Go through the door into Maintenance Area C51.
There's also an email from T. Brooks ("You're not gonna believe this :)") that says both security cabinets can be opened from the same security panel in the security office. The door to the security office was locked when you passed it at the level’s start, but you can return there later…. Finally, read Baston's email from UAC Security ("Updated Security Code"); its says the code for the nearby security cabinet (#023) is 531. Enter the code to get armor shards, shells, and a small med kit. After opening the security cabinet, proceed through the northern door into Convergence Chamber 2 and into Energy Processing.
>
> In this area is a technician named C. Rodgers, who hides behind a stack of crates, practically begging to be accidentally shot. He starts to offer some information about the missing scientist but then thinks better of it. No matter how you try to get him to talk, he has nothing else to say. Proceed through the door into the Convergence Chambers.
>
A technician argues with a maintenance worker over the malfunctioning equipment in the Energy Processing area. The harried worker tries to explain that Delta Labs require a lot of power, and the overworked machinery can't keep up with the demand. The technician doesn't want to hear it. A door leading into the area with the technician and maintenance worker should be open, but it's suffering from a mechanical glitch and isn't working. Continue through the northeast door into the Energy Delivery area.
>
In the Energy Stabilization Unit’s northwest corner is a PDA belonging to Grant Baston. Pick it up and access his audio log ("Unexplainable Things"), in which Baston describes the creeping fear overtaking the employees stationed in the Underground.
PRIMAGAMES . COM
There's nothing to do in Convergence Chamber 1 except walk through it into the Energy Stabilization Unit. Two technicians argue over the best way to repair some machinery in a crawlspace. You can approach R. Fry and try to talk to him, but he's got no time for you.
Walk up to I. Sinclair in the Energy Delivery area to startle him. He tells you that everyone's already on edge with all of the strange stuff that's been going on. He directs you to the northern door, which leads to the Underground Garage.
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> Climb down the nearby utility ladder to reach the bottom of Energy Delivery. Here is an alcove with armor shards and some bullets. Climb back up the ladder, go through the door, and into Maintenance Area PD1.
> As you get about 10 feet into Maintenance Area PD1, the lights go out. Equip your flashlight and continue walking through the area. The lights come back on when you reach the door to the Underground Garage.
> Talk to Mark Ryan in the Underground Garage’s northwest corner. He tells you to go to the Old Comm Center. Getting there requires you to take a short walk on the Martian surface, but he assures you that your suit has plenty of oxygen.
You can shoot Ryan and pick up his PDA, which has a single email from T. Brooks asking Ryan to keep an eye out for you; the last thing Brooks wants is for another person to go missing in the Underground. Taking or leaving this PDA doesn't affect gameplay.
You can pick up Ryan's pistol, which lies on a crate next to him. You already have this weapon, but it gives you more bullets. 36
Activate Airlock MC-2A by clicking on the "Cycle Airlock" panel. Walk inside of it when the compression sequence is complete and press the next "Cycle Airlock" panel inside. This opens the airlock to the hostile Martian environment. Your suit has a limited supply of oxygen, represented by a bar in the screen's lower left. Hurry across the outdoor bridge to Airlock CT-1C, open the airlock, and pressurize it when inside.
If you want to wander the Martian surface for a bit, there's more oxygen in a canister around the corner from the garage airlock, as well as an armor shard and adrenaline. However, the trip may not be worth it if you run out of oxygen too soon. If you do, you can run back inside the garage airlock and cycle it, then cycle it again and return to cross the bridge.
> Airlock CT-1C opens into Old Comm Storage. Here, you can pick up a small med kit and armor shards in front of you. There’s another small med kit on the shelves on the room’s northern side; you must jump onto a nearby crate to reach all of them. Approach the elevator labeled "Communications—Engineering Access," and Sergeant Kelly broadcasts a radio message telling you to double-time it, find the scientist, and return to Mars City. To call the elevator, touch the panel next it, step inside, and touch "Level 2— Communications" on the panel inside to go up to Old Comm Engineering.
MARS CITY UNDERGROUND > There's nothing to see or do in Old Comm Engineering at the moment, so just proceed down the darkened pathway until you reach the door to Old Comm Main.
Objective: Return to Mars City Grab the box of bullets in the northwest part of Old Comm Main, because you're going to need them. There's nothing else to do here, so leave the area through the door you entered and return to Old Comm Engineering.
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Entering Old Comm Main triggers a cutscene with the missing scientist, Dr. Jonathan Ishii. He begs you to let him send a transmission, saying that you have no idea what's going on. Suddenly, a nearby monitor shows some sort of explosion, and that's when everything goes to hell … literally. A possession skull materializes in the middle of Old Comm Main. It swoops out of the room before you can do anything about it. Ishii is possessed by a diabolic force and is transformed into a Zombie. Shoot him in the head with your pistol, and then turn back to the door that you just came through.
You can kill Ishii before he's possessed and turns into a Zombie.
There's another Zombie in the northern part of Old Comm Engineering. Wait near Old Comm Main for him to shamble toward you, and pick him off with carefully aimed head shots.
Reload your weapon after each use. The last thing you want is to be one shot away from killing a Zombie and have to automatically reload! Jets of flame shoot out from ruptured pipes in the middle of the area. You can't walk past them without suffering damage, so jump over the railing and land near the elevator. Call the elevator and return to Old Comm Storage on Level 1.
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Turn back to the control console and click on the monitor to send Ishii's transmission. The screen flashes "Error" and cuts to a scene of a Zombie in Marine armor devouring a hapless technician. The screen goes blank.
There are no enemies in Old Comm Storage, but you get a nasty shock when you walk through it. Several wall panels fall to the ground, and disembodied laughter echoes throughout the room. Wait near the elevator to avoid taking damage from the falling panels.
PRIMAGAMES . COM
As Sergeant Kelly comes back on the radio, announcing that they are being invaded by an unknown force, a Z-Sec Zombie comes through the door and starts shooting at you with a pistol. Return fire and drop him quickly. You can take the pistol after killing him.
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If you didn't grab the small med kits before, pick them up now if your health isn't at 100 percent.
Sinclair, the easily startled scientist, has been transformed into a Zombie. Shoot him from the safety of the doorway and proceed into the room.
Now go back through the airlock and over to the Underground Garage. Do this just as you did last time.
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You can't go back through the southern door—something on the other side has damaged it beyond repair. Touch the control panel in the middle of the room to extend the service bridge to the east. As soon as you do, a Z-Sec Zombie pops out of an alcove in the room’s eastern part. Shoot him from a distance and pick up the pistol he drops; there’s also armor shards, bullets, and a small med kit in his alcove. Proceed through the eastern door to Energy Processing on the other side.
For one heart-stopping moment, it seems as if the door to Airlock MC-2A won't open more than a crack, through which you see a Zombie drag off poor Ryan. When the airlock does open, run out of it and turn back to face the Zombie. Reload your pistol and approach the southeast door to Maintenance Area PD1. Trigger the door and move back quickly. There's a Zombie on the other side of it with a wrench. Shoot the Zombie from inside the Underground Garage, reload, then move into Maintenance Area PD1.
> Maintenance Area PD1 is a wreck. The stairs leading up from the Underground Garage have collapsed. You must leap the gap in the stairs to proceed up the pathway. Continue up to the door leading to Energy Delivery. 38
> Another Z-Sec Zombie runs past you, knocking over some crates and ducking for cover behind another crate. Aim at the crate’s top and shoot him as he stands up. Reload and grab his pistol after you kill him. There's another Zombie in the north end of the room’s lower part. Walk down the stairs near the locked security door and slowly approach him until he starts shambling toward you; then let him have it with the pistol.
MARS CITY UNDERGROUND >
The southern security door won't open with your current security clearance level, but Frank Delahue’s PDA is in the room’s northern part. Grab it to upgrade your clearance level to Engineering.
Walk over to the armor shard near the door. The lights cut out for a second, but nothing attacks you. Pick up the nearby shells.
Delahue's PDA also contains an audio log regarding the severe strain that the facility's power grid is under, thanks to the demands of Delta Labs. Another audio log details the procedure for shutting off fires in the valves; enter the command code 842 in an unknown command console.
Continue through the room, and the lights cut out. Freeze. Wait for the Zombie to come shambling down the stairs in front of you. It is followed shortly by a Z-Sec Zombie and another Zombie. Kill all three with close-range shotgun blasts, and pick up the shells next to the crate at the top of the stairs.
Finally, there's a small med kit and armor shards on the ledge above the PDA. Jump on the console you got the PDA from and make a running jump to the ledge to collect the items; open the security door and proceed into the next area.
> Aim your pistol at the catwalk above you when you enter the area. A Zombie shambles toward a helpless civilian; shoot the Zombie quickly to save the civilian. There's another Zombie on your level a little farther down the hall. Proceed with caution down the hall and through the door into the EP Aerobic Stabilizer.
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Walk down the hallway and watch out for the Zombie that lunges at you from the supply closet to your left. Another Zombie shuffles at you from farther down the hall. Shoot both and pick up the shells in the supply closet before continuing. At the end of the hallway is a shelf with bullets and another shotgun. Grab them, use the nearby Health Station (if necessary), and go through the door at the hall’s end, into the next area.
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PRIMAGAMES . COM
Some armor shards are visible from the doorway. Walk over to them, but be prepared for the floor to drop into a room with three Zombies. Fortunately, it drops just as you pick up the shotgun, which kills Zombies with one shot at close range. Kill the Zombies and pick up the additional armor shards, small med kits, and security armor before climbing up the service ladder and leaving the area through the door to the north.
Climb down the utility ladder at the top of the stairs and crawl around below them to find shells and a small med kit. Use the same utility ladder to return to the main hallway.
To your left are armor shards, a med kit, and shells, but a searing jet of flame keeps you from them. If you go through the flame, you'll be injured, so shut off the gas first. Go through the only other door 39 in the area.
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and back into Energy Processing. There's a Health Station and some shells on the door’s other side.
When you open the door, you see your first Imp, which crawls out of the wall near you. Blast it at close range with the shotgun to take it out, and head through the door into the upper part of Processing Unit.
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There's an Imp around the first blind corner to your left and a Zombie hiding in the pillars just beyond him. Terminate both of them, and go through the door at the room's western end. Proceed down the catwalk, and watch out for the Imp that charges at you. If you didn't kill the Zombie from the lower floor earlier, he's still here as well. On the catwalk’s left side are three terminals. The first allows you to enter an access code. Type in the code you found in Frank Delahue's audio log (842), and the flaming gas vent you just passed will shut off.
This door leads into the main section of Energy Processing. You can now reach the door to Convergence Chamber 2. Move right and drop down to find some armor shards under the catwalk.
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You can now go back and get the armor shards, med kit, and shells you saw before. There are armor shards and a small med kit in the room at the hall’s end, with a Zombie hiding behind a red piece of machinery near them. Pick off the Zombie, grab the goodies, and turn around to shoot the Imp that appears when you do so. Find another armor shard and shells in the Zombie's hiding place. When you have them all, go through the nearby door.
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This door leads to a previously inaccessible catwalk in Energy Delivery. Go through the door at the other end of the catwalk
Backtrack through Convergence Chamber 2 into the Energy Stabilization Unit. There's an Imp on the door’s other side. Your best chance at taking him out is to run right at him and blast him at point-blank range with the shotgun. After you enter the Energy Stabilization Unit, a Z-Sec Zombie with a shotgun comes in behind you. When you hear his radio chatter, turn around and blast him; take his shotgun when he's dead. An Imp leaps at you from the maintenance tunnel where you encountered R. Fry earlier. When you hear the human screams from the tunnel, be ready to blast the Imp. As you approach the door to Convergence Chamber 1 at the end of the room, Sergeant Kelly gets on the radio
MARS CITY UNDERGROUND and says that they have no idea what these creatures are. He tells any Marines who can’t make it back to HQ to stock up on ammo and hold their positions. Continue into Convergence Chamber 1.
> Instead of the brilliant blue glow this room previously emitted, it's now bathed in a deep crimson light from all the blood spilt on the lighted floor. An unfortunate human, barely alive, dangles from the ceiling, moaning, "Help me." There's nothing you can do for him. Move on into Maintenance Area C51.
The door from which you entered the Underground Junction is still locked, but the door to the Underground Security office is open. Go through it, shoot the Imp on the other side, and take out the Z-Sec Zombie who's playing possum just beyond the Imp. Grab the Z-Sec Zombie's shotgun and the shells and armor shards in the office. A nearby Health Station can heal you up. Use the security control panel to unlock the other Underground Security door. When you do, an Imp startles you from the other side of the glass.
> Watch out for the jet of flame overhead. You're fine as long as you don't jump into it. An Imp bursts out of the stairs leading up to the Underground Junction. Blast him and go up the stairs and through the door at the end.
Touch "Mars City Sublevel Access" on the monitor to bring up a menu of areas. Touch "Entrance Lockers" to bring up a screen where you can unlock the other security cabinet beyond the glass. Go back into the Underground Junction, shoot the Z-Sec Zombie that runs toward you from the crane-control panel, pick up his shotgun, and go through the other Underground Security door (the one you came in through originally).
> Another Imp attacks you when you enter the Underground Junction. Shoot him as he pulls himself up from the railing ahead of you. Ascend the stairs, but watch out for the girders dropped from the crane above. Fortunately, this isn't a result of demons learning how to operate heavy machinery; it's just the crane's power failing.
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Run into the room; shoot the Imp that drops into the room’s center from the ceiling. Sergeant Kelly radios orders to all units to return to Marine HQ immediately. Before you get into the elevator that brings you back to Mars City, pick up the clips, shotguns, and machine guns from the storage cabinet you unlocked from the security office. Another Imp bursts into the room as you do this; take him out quickly.
PRIMAGAMES . COM
After you're fully armed, call the elevator. When it arrives, shoot the Z-Sec Zombie inside of it, take his pistol, and ride the elevator up to Mars City to complete the level.
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Mars City 2 Overview Mars City is the gateway to all of Union Aerospace's Mars Bases. All arriving personnel are processed here before moving to their assigned posts. Mars City houses the primary Marine Operation control room as well as the main administrator's office. COMBAT PREP
MARINE HEADQUARTERS
INFIRMARY OBSERVATION ROOM MARINE COMMAND
Mars Base has been completely overrun by a mysterious demonic force that has transformed most of its human inhabitants. Mars Base's security forces are now its biggest liabilities, as gun-toting Z-Sec Zombies stalk the halls. Your first priority is to reach Marine Command and receive an upgraded security clearance and new orders from Sergeant Kelly. After that, you must fight your way to the elevator that brings you to Administration, your first step toward reuniting with Bravo Team. Communique from Sgt. Kelly COMMON AREA SECURTY OPERATIONS MARINE COMMAND
Bill Tyson’s PDA
OPERATIONS STATION x2
RESTROOM SPEC OPS PROCESSING
x2
ADMIN ELEVATOR
CENTRAL ACCESS
x2
ADMIN ACCESS
Duncan Matthews” PDA x2
FINISH INFIRMARY Mark Caseon’s PDA
Cabinet #017 x2
INFIRMARY ACCESS JUNCTION
SPEC OPS ACCESS JUNCTION
CONFERENCE ROOM
Sentry Bot
Marcus Stanton’s PDA
x2
ACO OFFICES
ADMIN SHAFT
ACO Key Card
MANIFEST CONTROL OFFICE
MARS CITY RECEPTION
Legend – Ammunition
x2
VENTILATION SHAFT
– Armor RECEPTION PROCESSING MANIFEST CONTROL ENTRANCE
ACCESS HATCH
R. Roland START
– Health – Weapon – To Marine HQ
ELEVATOR MAINTENANCE
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– Enemy
– To Administration
MARS CITY 2 ENEMIES ENCOUNTERED — Imps — Zombies, Flaming — Zombies — Zombies, Z-Sec — Zombies, Fat
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WEAPONS ACQUIRED — Pistols — Machine Guns — Shotguns AMMUNITION ACQUIRED — Bullets — Shells — Clips ITEMS ACQUIRED — ACO Key Card — Med Kits, Small — Armor Shards — Security Armor — Med Kits, Large PDAs ACQUIRED — Bill Tyson — Marcus Stanton — Duncan Mathews — Mark Caseon
Objective: Return to Marine Comm Center > Equip the pistol or machine gun while in the elevator. When the doors open, shoot the ZSec Zombie behind the crate in front of you. Pick up his pistol after killing him.
Crouch down and crawl into the ventilation shaft. At the first junction, take a left and pick up the security armor ahead of you. After getting the security armor, crawl north through the shaft, over the Manifest Control Office, and drop down at the end of the shaft. A Zombie pops out from the alcove you just dropped down from, and there's another one in the Manifest Control Office. Shoot them, go back and get the armor shards from the alcove the Zombie came from, pick up the armor shards to your left, and then enter the Manifest Control Office.
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On the desk in front of you is Marcus Stanton's PDA. It's got an audio log concerning his complaints with the secrecy surrounding undocumented cargo; as Manifest Controller, it's his job to know what's entering and leaving Mars City. An email on the PDA concerns a shipment of chainsaws that were sent to Mars by mistake. Near the desk are armor shards under a fiery vent. Crouch under the vent to pick them up safely, and then head for the southwestern door to the Manifest Control Entrance.
PRIMAGAMES . COM
The stairs leading up to the Departure Lounge have been destroyed, so you can't go that way. Approach the broken utility ladder near storage cabinet #001 in the room’s corner. The ladder extends, and you can climb up it and into the ventilation shaft.
R. Roland, a UAC maintenance worker, is at the top of the ladder. He doesn't know what happened to the base—there was some sort of shockwave, and then everything … changed. He asks you to go for help and refuses to leave his present position.
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Just ahead and to the right are two Z-Sec Zombies, one with a shotgun and one with a machine gun. They pop in and out of the door to Reception Processing. Shoot them from the relative safety of the Manifest Control Office's doorway; grab their weapons after you kill them. At the room's northern end is a locked door that requires an ACO key card to open it. This brings up a new mission objective: Find the ACO key card.
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Because there's only one way to go, head through the door into Reception Processing. On the other side of the thick window, you see an Imp leap at you, bounce off of the glass, and crawl into the shadows of the ceiling. Pick up the clips from the desk and the ACO key card. Return to the Manifest Control Entrance. As you do, Specialist Wilson radios in a panic, saying that his team is wiped out and he's running blind. Sergeant Kelly tells him to calm down and that they'll find him. Go through the door to the Conference Room.
> There are two Z-Sec Zombies in the Conference Room. Kill them and take their pistols; there’s also a small med kit on the floor. Through the room's windows, you 44 see a Sentry Bot
blasting Zombies and running through the halls. Go through the northwestern door into the unidentified room between the Conference Room and Spec Ops Processing. When you enter that room and trigger the door to Spec Ops Processing, the lights in Spec Ops Processing go out. Don't be distracted by this, as there's also a Zombie sneaking up behind you from the Conference Room. Shoot the Zombie and enter Spec Ops Processing. By killing the Zombie behind you, you can wait near the Spec Ops Processing doorway for the next two Zombies to come to you. There's another Zombie hiding near a clip behind a pillar in front of and slightly left of the door. A fourth Zombie lurks toward the room’s far western end, near a clip and shells. After you take care of all four Zombies in Spec Ops Processing, walk through the short hallway into Security Operations.
> As you enter Security Operations, there’s a Z-Sec Zombie in front of you. When you shoot him, don’t get flanked by another Z-Sec Zombie to your left. Take the machine gun and pistol that they leave behind, and return to Spec Ops Processing. There's nothing else to see or do in Security Operations, so head to Spec Ops Access Junction.
MARS CITY 2 > Go through the western door in Spec Ops Processing to enter Spec Ops Access Junction. There's a clip behind a box in the hall. When you pick up the clip, a Flaming Zombie stumbles out of an alcove and limps toward you. Shoot him and continue down the hall and through the door at the end of it.
> This brings you to the Infirmary Access Junction. Directly in front of you, hiding behind some tanks, is a Z-Sec Zombie with a pistol. Another Z-Sec Zombie with a shotgun pops out from behind the corner in front of you. There’s yet another Z-Sec Zombie with a machine gun down the hall to your right; to the left of your starting position is a Fat Zombie in a small alcove. Whew! Use your machine gun and/or pistol, stay in the doorway, and pick off the Zombies as they show themselves.
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Dr. Mark Caseon's PDA sits on the counter in the Infirmary’s center. Pick it up and listen to his audio reports on the high number of psychological incidents on base, including a patient who was admitted for insomnia and wound up attacking Dr. Caseon. As a result, all weapons and medical supplies were locked in the nearby security cabinet (#017) with the code 347. Use the health station on the wall if you need to, then type 347 into the keypad of cabinet #017 to open it and receive shells, a clip, security armor, and a med kit. Head through the northern door into the Infirmary Observation Room.
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When you open the door, a Zombie gets off a bed and lunges toward you. Shoot him and the two Z-Sec Zombies that run around the corner at you. Grab the Z-Sec Zombies’ two machine guns after you kill them. There's a med kit on a shelf in the room's far southeast corner. Grab it if you need it, and then proceed through the northeast door to Marine Command. Find armor shards in the Fat Zombie's original location, and more armor shards in the Z-Sec Zombie's starting position. These help make up for some of the battle damage you may have just taken.
Before heading into the Infirmary, you can step into the Operations Station and grab the clip from the box just inside the doorway—other than that, there is nothing more to do in this area.
Another Flaming Zombie lurches toward you from your left as you enter Marine Command. Shoot him quickly. In the corridor he came down, you see a fiery vent with some ammo beyond it. Crouch down and crawl under the fire to reach the shells and bullets.
PRIMAGAMES . COM
Move north down the hall toward the Infirmary and Operations Station, and an Imp appears. Shoot him, and then duck into the Infirmary to your left.
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Keep crawling forward until you reach Sergeant Bill Tyson's PDA next to a corpse (presumably Sergeant Tyson himself). It contains an audio log regarding the low state of morale on Mars Base and another on the plans for future troop deployment. In this second audio log, he mentions stationing two Marines at each checkpoint, so be prepared to find Z-Sec Zombies from now on. Finally, read the email titled "Security Code Change" to find that the weapons storage code in Marine Command is 584. The automatic door near Sergeant Tyson's PDA jams when you approach it, so you can't go through that way. Backtrack down the hallway and under the fiery vent to the point at which you entered Marine Command from the Infirmary Observation Room. Run counterclockwise around Marine Command to see a Zombie dragging a corpse down the hall. Shoot the Zombie from a distance with your pistol or machine gun.
When you're picking off an enemy from such a long range, use the pistol if you've got the ammo. The pistol isn't usually your weapon of choice, so use it whenever you can to save ammunition for your preferred weapons. A console at the northern end of Marine Command broadcasts a female voice repeatedly requesting a video linkup. Move over to the console and receive a message from Sergeant Kelly in Delta Labs. Kelly orders you to meet up with Bravo Team in Alpha Labs and send a distress call to the UAC fleet; the fastest way to do that is to go through Administration. He updates your security clearance to Engineering and wishes you luck. 46
Grab the shells off of the console before leaving. Also, there's a fallen Marine with a machine gun near the console; he doesn't need his weapon anymore, so take it.
Objective: Reach Administration > After you have your orders and your new objective, go through the door marked "Combat Prep" and kill the Z-Sec Zombie inside. Take his pistol, and then click the security panel next to the door to the weapons locker; enter 584 on the panel to open the door. Inside the weapons locker, you find a med kit, shotguns, machine guns, clips, shells, and security armor—all of which come in very handy as you head to Administration.
Exit Combat Preparation, turn right, and go back down the hall that leads toward the Infirmary. Two Z-Sec Zombies with machine guns attack you from the far corner. Back up and use the corner of the hall as cover as you pick them off. Instead of following the hall to the Infirmary, take the first left and proceed east to Marine Command. Your new security clearance opens the door for you.
MARS CITY 2 >
>
There's a Z-Sec Zombie with a machine gun hiding around a corner to the entrance’s left. Wait for him to show himself, then blow him away. There's also a Zombie and a med kit in the room’s northeast corner. The southern door the Zombies crashed through takes you back into Spec Ops Processing; you can’t reach Administration from there, so take the western door to the Common Area.
Duck into the restroom. There are no enemies in here, but for one terrifying moment when you approach the mirror, your controls fail to respond, and your field of vision slowly zooms out, as if you're being pulled away by some unseen force. Ironically, a loudspeaker mentions reassuringly that UAC psychological services are always free and confidential.
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> When you open the door, aim toward the kitchen to your left. Two Z-Sec Zombies with machine guns pop out of there and start shooting at you. A Z-Sec Zombie with a pistol soon comes down the hall in front of you. Shoot at the Zombies and duck back into Marine Command to reload. Enter the kitchen area and shoot the Zombie in the corner of the lounge near the Super Turbo Turkey Puncher 3 machine. He's carrying a flashlight, so he's not hard to spot. Watch out for a Z-Sec Zombie with a machine gun and another with a pistol who run into the Common Area after you've picked off the other four enemies. The kitchen counter is great cover.
For the next few minutes, this Sentry Bot is your best friend. Stay near it and take cover when enemies approach. The Sentry Bot devastates them without any assistance from you. After the Sentry Bot kills the gun-toting Zombies, pick up their weapons.
The Sentry Bot heads over to the hallway to the east, where it eradicates a machine-guntoting Z-Sec Zombie for you. Instead of following the Sentry Bot, lead it down the southern hallway to Mars City Reception.
PRIMAGAMES . COM
There are some shells on the kitchen counter and a small med kit in the darkened corner of the lounge. As you collect them, Sergeant Kelly comes on the radio and advises you to use any active Sentry Bots you find in the base; they pack a lot of firepower. Leave the Common Area and go down the hall toward the restroom and Central Access.
Blast the Imp that appears just outside the restroom, continue south down the Command Access Junction hallway, and pick off the machinegun-toting Z-Sec Zombie near the hall’s end. Enter Central Access, where a Sentry Bot is filling a machine-gun-wielding Z-Sec Zombie full of lead.
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Open the western security door with your PDA and let the Sentry Bot obliterate the Zombie inside the office. This office contains security armor and a clip on the other desk.
> Let the Sentry Bot shoot the Fat Zombie in Mars City Reception. Jump through an open window in the eastern wall to reach a narrow office with armor shards, a med kit, and a clip. There's nowhere to go from this room except back to Central Access, so let the Sentry Bot lead you back there and down the eastern ACO Access Junction Hallway.
> There are two Z-Sec Zombies just inside the ACO Offices, one with a shotgun and one with a machine gun. Three more Z-Sec Zombies with machine guns are in the room’s northern part. Let the Sentry Bot shoot all five of them for you, and don't come out from behind cover until the shooting stops. Find a med kit in the small office to the east. Take it if you need it, and then follow the Sentry Bot to the north, where it shoots a machinegun-wielding Z-Sec Zombie hiding behind a pillar and another Z-Sec Zombie with a machine gun on the other side of the door to Admin Access.
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> Follow the Sentry Bot into Admin Access; let it shoot the Imp on the elevated catwalk at the room’s eastern side. Unfortunately, the Sentry Bot then deactivates, leaving you to deal with the other two Imps that materialize after it shuts down. If you're in the western hallway, they attack from both sides, so use the shotgun to dispose of them quickly. You can crawl through an access tunnel in the room’s southeast corner to reach the catwalk where the first Imp appeared. On that catwalk are armor shards and some shells, as well as Duncan Mathews's PDA next to its late owner. It contains an email from UAC Security granting his request for security armor but denying his request for a plasma gun. To complete the level, approach the elevator in the center of Admin Access and touch the control panel. Enter the elevator and touch the control panel inside of it to leave Mars City and enter Administration.
ADMINISTRATION Legend
Administration
– Ammunition William Banks’ PDA
– Armor
EXIT TO ALPHA LABS 1
– Enemy EXECUTIVE OFFICES
– Health – Weapon
ALPHA LABS PROCESSING
Paul Simons’ PDA Jonathan Moses’ PDA
– Start of Level – Obtain Security Clearance - To Alpha Labs martianbuddy.com Cabinet
GLOBAL ACCESS NETWORK HATCH
NORTH HALLWAY
DATA LIBRARY ALPHA LABS PROCESSING
Lower Level
UPPER HALLWAY
LOWER HALLWAY
x2
#013 ALPHA LABS HALLWAY x2
Adam Dorweiler’s PDA
x2
VIDEOPHONE CONFERENCE ROOM
ADMINISTRATION LOBBY START ENTRY ELEVATOR
Overview To rendezvous with Bravo Team and send out the distress call to the UAC fleet, you must meet them in Alpha Labs. You can't enter Alpha Labs without the proper security clearance, so you must find Director William Banks's PDA in the Administration wing of Mars City. And of course, you must kill a lot of Zombies and demons along the way.
PRIMAGAMES . COM
The Administration Facility is the Corporate presence on Mars. Union Aerospace executives located in the upper-level offices are responsible for all local and interplanetary administrative tasks. The facility also houses data archives and a global network access station.
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Pick up the clip in front of you on the Administration Lobby floor and the med kit on the lobby desk. From a distance, fire a pistol round into the Zombie slumped on the bench at the room's western end. It comes to life and starts shambling toward you; kill it with the pistol before it gets too close.
ENEMIES ENCOUNTERED — Imps — Zombies, Fat — Pinkys — Zombies, Z-Sec — Zombies
The northern door is locked and can't be opened with your current security clearance, so open the western door and shoot the Z-Sec Zombie on the other side. Pick up the pistol it leaves behind and carefully make your way down the corridor.
WEAPONS ACQUIRED — Chaingun — Machine Guns — Grenades — Shotguns — Pistols AMMUNITION ACQUIRED — Ammo Belt — Clips — Backpack — Shells ITEMS ACQUIRED — Armor Shards — Security Armor — Med Kits PDAs ACQUIRED — Alan Dorweiler — Jonathan Moses
— Paul Simons — William Banks
An Imp drops from the ceiling in front of you. Shoot it and the two machine-gun-toting Z-Sec Zombies beyond it. Use the wall to your left as cover. Go through the eastern door and into the office beyond it. Just inside the office is a Health Station and Alan Dorweiler’s PDA. There are three emails on the PDA. The first gives the security code (586) for a nearby storage cabinet. The second expresses concerns that Swann will try to shut down the facility. The third is spam email from martianbuddy.com.
Objective: Reach Alpha Labs At this level’s beginning, you see a cutscene of Swann and Betruger arguing. Swann says that in light of the situation, the UAC is taking over the installation. Betruger scoffs at him. 50
A Zombie lurks in a darkened corner of the room. Blast him from a distance with your pistol, and then collect the armor shards in front of storage cabinet #013 and the shells in the corner where the Zombie came from. Enter 586 on the cabinet's keypad to get grenades, shells, a clip, and security armor. The security door to the north is sealed and can't be opened with your current security clearance; you need a PDA belonging
ADMINISTRATION to Director William Banks or a member of the G3 Security Team to open it. Exit the office through the same door you entered.
> Equip your shotgun, open the northern door in Alpha Labs Hallway, and blast the Imp on the other side. Switch to your machine gun, enter Alpha Labs Processing, and shoot the Imp through the window in the area’s western part. Jump-crouch through this window to find a backpack that gives you a bunch of ammunition. Jump-crouch back out of the window to return to Alpha Labs Processing’s main hallway.
To jump-crouch, move up to the window and continue holding down the FORWARD movement key. Hit JUMP and immediately hit CROUCH to leap through the window. The timing can be tricky. Practice makes perfect! Walk along the hallway and turn right at the end; there’s a Fat Zombie on an elevated catwalk throwing barrels at you. Pick him off from a distance with your pistol or machine gun, and pick up the nearby shells on the ground.
The northern blast door to Alpha Labs 1 is sealed, and you need a PDA belonging to William Banks or any member of the G3 Science Team to open it. Attempting to open it triggers a new mission objective: Obtain Alpha Labs security clearance.
Objective: Obtain Alpha Labs Security Clearance Backtrack out of Alpha Labs Processing and return to Alpha Labs Hallway. Turn left immediately and shoot the Imp in the alcove. Go back to the Administration Lobby.
> As you re-enter the Administration Lobby, two Imps claw through the eastern door and attack. You can dodge their fireballs and shoot them dead with your machine gun without suffering much damage, if any. Go through the now-open eastern doorway into the Lower Hallway.
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Don’t shoot the barrels he throws. They're explosive and will severely injure you if they blow up in your face!
When you grab the clip at the first bend in the Lower Hallway, the lights go out and two Imps drop from the ceiling. Run back down the hallway and blast them from as far away as you can get. Don't worry if you take a bit of a beating. There's a med kit in the corner near the hall’s end. Pick it up, equip your shotgun, and go through the door at the end of the hall that leads to the Videophone Conference Room.
PRIMAGAMES . COM
There's a dying Marine in the northernmost area of Alpha Labs Processing. Don't be startled when he stirs as you approach. He no longer needs the shotgun lying next to him. Take it.
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> After you enter the Videophone Conference Room, turn left and blast the Z-Sec Zombie armed with a shotgun. Enter the small office directly across from the entrance.
When you touch the screen, you get your first glimpse of a Pinky, which leaps down from the elevated area of the Data Library and tries unsuccessfully to smash through the door to your current location. When that doesn't work, it busts through the window. When it crashes through, blast it with the shotgun. At close range, it won't take long to kill.
There's a med kit and some clips on the desk in here. When you pick them up, an Imp comes running down the hall toward you. Shoot him as he enters the office.
As if the Pinky wasn't enough, an Imp also appears near the nowunlocked security door in the room’s northwest corner. Kill the Imp and go through the door into the North Hallway.
>
Go back out into the hall and move carefully down it. There's a Z-Sec Zombie with a pistol behind the last bend in the hall. Shoot him, take his weapon, and go through the door to the Data Library.
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Equip your machine gun, go up the stairs, and start walking down the hall. Back up as soon as another Pinky appears at the hall’s end. Shoot the Pinky and the pistol-packing Z-Sec Zombie that pops out from around the corner in the middle of the hall.
>
You're not done yet. After you kill the Pinky and the Z-Sec Zombie, an Imp appears behind you near the entrance. When you hear it arrive, turn around and blast it.
There are no enemies in the Data Library—yet. The locked door in the northwest corner can't be opened with your current security clearance, so open the office door in the northeast instead.
A Zombie lunges at you from a hidden alcove near the large pillar in the North Hallway’s middle. A quick shotgun or machinegun blast takes care of him.
Equip your shotgun and pick up the med kit and shells on the desk. There's a monitor with a security override button glowing on it. Press the button and prepare for a fight.
Duck into the small office to find a med kit and Jonathan Moses’ PDA. On the PDA are three emails regarding a free storage cabinet delivered to his office by martianbuddy.com. The cabinet is right next to you, but what's the combination? You have to actually log on to http://www.martianbuddy.com to get
ADMINISTRATION the code (which is 0508). Inside is a chaingun, an ammo belt, and some security armor. Pick them up, then follow the Northern Hallway as it winds around a blind corner and up some stairs.
>
Part of this hall is the Data Library’s elevated catwalk where the first Pinky appeared. Sergeant Kelly radios that Bravo Team has reported seeing some sort of unidentified growth taking over part of the installation. Continue down the hall (which becomes the Lower Hallway at this point); there’s security armor and shells at the end of it. Go through the door into the Upper Hallway.
>
As you round the first corner of the Upper Hallway, a hidden alcove opens behind you and an Imp jumps out. Shoot it and take the clip on the alcove’s floor before proceeding. There's a door labeled "Executive Offices" at the top of a long flight of stairs, but don't go in there just yet. Instead, go down the stairs, shoot the wrench-swinging Zombie at the bottom, and pick up the armor shards. Then open the previously locked door at the bottom of the stairs that leads down into the Administration Lobby.
William Banks's office is on the opposite side of the Executive Offices from the alcove with the security armor; it is unlocked and contains shells and a med kit. Enter the office at the area’s northern end to see the growth that Sergeant Kelly was talking about. Huge tendrils of raw flesh envelop the room, slithering and pulsing in an obscene parody of life. Two corpses lie on the floor near a pentagram surrounded by burning candles. William Banks's PDA lies in the pentagram. When you pick up Banks's PDA, an Imp is summoned into the middle of the pentagram, and another Imp appears outside of the office. Shoot them both, and investigate the contents of Banks's PDA, which also grants you Alpha Labs security clearance. An audio log reveals Banks's concern regarding the high numbers of missing personnel and employees suffering from acute schizophrenia in Mars City. Another audio log mentions Dr. Betruger's incessant demands for more power and the inability of the facility's power grid to supply it. An email from Dr. Betruger requests that all crates containing religious artifacts from Earth be delivered to him immediately in Delta Labs without being delayed for processing. A second email is a request from James White for help in finding a missing person, Eric Raffel.
PRIMAGAMES . COM
Now go back up the stairs in the Administration Lobby and through the door at the top. This takes you along an elevated catwalk, below which you can see Swann in Global Network Access trying in vain to get the computer systems up and running. He decides to try from Alpha Labs and leaves the room. Continue across the pathway and through the door at the end into the Executive Offices.
From the doorway, ignore the oblivious Zombie to your right and aim at the pistol-toting Z-Sec Zombie in the distance to your left. Take him out, and then shoot the Zombie to your right. There's some security armor in a narrow passageway near the Z-Sec Zombie.
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Objective: Enter Alpha Labs
The ladder just leads to the upper level of Alpha Labs Processing, where you saw the barrel-hurling Fat Zombie. There's nothing up there of interest except a broken security door, so go through the door to Global Network Access instead.
> You can try to access the computers at the far end of Global Network Access, but like Swann, you'll find that the network is down and the system is offline. Paul Simons's PDA sits on a desk in the middle of the room. When you pick it up, an Imp appears near the door you just came through.
Now that you have the proper security clearance, you can enter Alpha Labs. Leave the office and kill the Imp that materializes in the outer ring of the Executive Offices. Return to the hallway above Global Network Access and kill the Imp that appears in front of you. Keep going through the door to the Upper Hallway and then down the long flight of stairs to the Administration Lobby. From the Administration Lobby, return to the Alpha Labs Hallway and kill the Imp that appears in front of you. Proceed down the hallway. The lights go out, and a Z-Sec Zombie with a shotgun and another with a pistol rush at you. Kill them both, and then duck into the office where you found storage cabinet #013.
> Now that you have the Alpha Labs security clearance, you can open the locked door in this office. Go through it into the unidentified hallway. At the end of the hallway is a shelf with a clip and a med kit; there’s also a 54 ladder leading up and a door to Global Network Access.
Simons's PDA contains an audio log with an account of a breach in Mars Labs's network security; he wasn't able to determine anything about the breach except that it originated in Delta Labs. An email from Central IT Security confirms his analysis. Another email from Russell Weilder complains about the amount of spam he's receiving, particularly from Martian Buddy. There's also some security armor in a shadowy alcove near the entrance. Pick it up if you need it, and then backtrack to Alpha Labs Hallway.
> Another Imp appears in front of the door to Alpha Labs Processing. Shoot it, and then proceed into Alpha Labs Processing.
ALPHA LABS SECTOR 1 > With your Alpha Labs security clearance, you can now unlock the blast doors that lead to Alpha Labs. Touch the control panel to scan your PDA and open the doors. Proceed through them and touch the security panel inside to complete the level.
You can avoid this Imp by climbing the utility ladder in the unidentified hallway and dropping into Alpha Labs Processing from the elevated area where you saw the Fat Zombie at the start of the level.
Alpha Labs Sector 1
CRAWL WAY 13
HYDROCON CONDENSER
HYDROCON STABILIZATION ALPHA LABS JUNCTION 3 HYDROCON JUNCTION 1 EPD CONTAINMENT PURGE
x5
HYDROCON CONTROL
SECURITY LOCKER 15 EPD PARTICLE SCRUBBER
HYDROGEN SIPHON
STORAGE AREA
Bernie Lipsitz’ PDA
x2
x2
OXYGEN SIPHON
EPD PARTICLE FILTER HYDROCON OXYGENATOR
G. Kreitman
EPD COLLECTION CHAMBER
x2
HYDROCON LAB
x2
STORAGE AREA 8
x2
EPD JUNCTION 2
HYDROCON JUNCTION 3 EPD LAB x3
FINISH SECTOR JUNCTION
Legend
Jack Smith’s PDA
x2
x2
HYDROCON OBSERVATION
ALPHA LABS MAIN JUNCTION
Kyle Berger’s PDA
EPD OBSERVATION
#009
– Armor ATOMIC STABILIZATION HUB
ALPHA LABS RECEPTION
– Health
x4
– Weapon ENTRANCE ELEVATOR START
PRIMAGAMES . COM
x2
– Ammunition
– Enemy
EPD PARTICLE EMULSIFIER
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Objective: Find the Personnel Elevator
Overview Alpha Labs Sector 1 houses the Elemental Phase Deconstructor and Hydrocon systems, a revolutionary new technology that transforms raw materials native to Mars into usable resources. The primary EPD reactor feeds into the Hydrocon processing system for transport to Sector 2 MFS refinement and storage. Your overarching mission is to locate the rest of Bravo Team in Alpha Labs. However, due to the demonic invasion, Alpha Labs are a mess, and getting from point A to point B isn't easy. To complete Alpha Labs Sector 1, you must find the elevator that takes you to Alpha Labs Sector 2, which requires you to take one hell of a detour. ENEMIES ENCOUNTERED — Imps — Zombies, Fat — Maggots — Zombies, Z-Sec — Zombies WEAPONS ACQUIRED — Grenades — Machine Guns — Pistol — Shotguns AMMUNITION ACQUIRED — Bullets — Shells — Clips ITEMS ACQUIRED — Armor Shards — Med Kits, Large PDAs ACQUIRED — Bernie Lipsitz — Jack Smith
— Med Kits, Small — Security Armor
>
At the start of the level, Sergeant Kelly radios you and tells you to pick up the pace and join up with Bravo Team. Your mission objective for Alpha Labs Sector 1 is to locate the personnel elevator that takes you to Alpha Labs Sector 2. Click the control panel to open the blast door directly in front of you and go into Alpha Labs Reception. It's quiet in Alpha Labs Reception. Too quiet. Three Zombies and one Fat Zombie are behind the reception desk. Move over to it to lure them out; then back up and blast them. It's almost pitchblack in this area, but you can see the Zombies' glowing red eyes as they approach. Find a clip and a small med kit on a chair near the entrance and some bullets on the reception desk. Behind the reception desk are armor shards, bullets, and a Health Station. Touch the control panel on the reception desk to unlock the access doors and turn on the primary lights; then go through the northern door into the Atomic Stabilization Hub.
> — Kyle Berger
A Z-Sec Zombie with a shotgun patrols the area in front of the door. Fortunately, he doesn't notice you when you enter, so blast him before he shoots you. 56
Be careful when advancing into the room, though, because two more Z-Sec Zombies with machine guns lurk in the northeast
ALPHA LABS SECTOR 1 corner. Take them out and grab their weapons and the nearby armor shards.
The Imps are not the greatest threat to your health in this room—the EPD beam is. Don't walk into it, or you'll be killed instantly!
Move northwest through the L-shaped room, picking up the machine gun near the bend. Shoot the Zombie that lumbers in at you from the hall.
> Go through the door to EPD Observation and prepare for the Imp on the other side. A quick shotgun blast at pointblank range is the best way to take him out. Two Z-Sec Zombies (one with a machine gun, one with a shotgun) shoot at you from the hallway’s far end. Lure them back into the Atomic Stabilization Hub to ambush them.
Proceed up the stairs in the southeast corner. Another Imp appears behind you. Shoot it, and then enter the office at the top of the stairs near storage cabinet #009. There's a Zombie and a Z-Sec Zombie with a pistol in this office. After you kill them, your vision distorts, and a demonic wind blows through the room, hurling a chair. When your vision clears, use the Health Station in the room’s corner if you need to.
> Proceed into the Alpha Labs Main Junction, where collapsed debris has completely blocked the stairs. Pick up the med kit at the base of the stairs and return to EPD Observation.
>
Go out of the office and enter 752 on storage cabinet #009's keypad; open it and receive med kits, security armor, a clip, and grenades. Return to the office and go through the northern door, where an Imp appears to your right. Take him out, pick up the nearby shotgun, and crouch down to find some security armor if you need it.
PRIMAGAMES . COM
Jump through the EPD Observation window to reach the EPD Lab, dominated by the stillfunctioning Elemental Phase Deconstructor. As soon as you leap in, two Imps appear at either end of the room. Kill them and crawl under the stairs in the room's northwest corner to find a small med kit and some grenades.
Pick up Kyle Berger's PDA from the office desk and play the "EPD Accident" audio log to hear Berger's account of a research assistant who accidentally stepped into the EPD beam and was killed. As a result of the accident, additional medical supplies have been stocked in the nearby storage cabinet (code 752). Two emails on the PDA describe the scene prior to and after the accident.
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A terminal with a control panel overlooks the EPD generator. Touch the control panel to open the repair access gate at the end of the EPD Collection Chamber. When you do, a Z-Sec Zombie with a machine gun appears in the EPD Observation window in front of you. Shoot him, and then backtrack through the office to the main floor of the EPD Lab.
Move down the hall toward where the Zombie came from, walk down the stairs, and shoot the Zombie in the shadowy corner of the room. Pick up the armor shards in this corner. Go through the nearby door into EPD Junction 2.
> > The only way to proceed is down the EPD Collection Chamber, where the EPD generator fires blasts of raw energy over your head. The beam is active for approximately five seconds and then shuts down for eight. Move down the EPD Collection Chamber by jumping into it when the beam is off, crouching down, and crawling down the chamber, crouch-jumping over the short barriers in your way.
Pick up the med kit to the door’s left and head down the hall. Watch out for the Imp at the end. After you kill him, the lights go out, and demonic laughter echoes through the room. Turn left at the T-shaped junction and lure the two Zombies and the Fat Zombie out of their hiding places in the area in front of you. There's a med kit in the room's northeast corner.
> As long as you're crouching and not jumping when the EPD beam fires overhead, you're safe. If you stand up, or if you crouch-jump when the beam is active, you will die instantly.
The repair access gate is at the chamber’s end. Touch the control panel above it to open it, and then crawl into the EPD Particle Filter.
> A Z-Sec Zombie with a machine gun patrols the hallway in front of you. Shoot him from the access tunnel, leave the tunnel, turn left, and shoot the shambling Zombie coming for you. 58
Continue down the hall to enter the EPD Particle Emulsifier area. When you enter the area, a Zombie pops out of a hidden alcove behind you, and another Zombie and a Fat Zombie emerge from the southwest corner. Two more Zombies remain hidden in alcoves in the room's eastern side. Kill them all. The shotgun works best in close quarters against these weak enemies; there are shells in the northwest alcove. Ascend the stairs in the south to find another Zombie to your left. Kill him, turn right, and pick up the small med kit and Jack Smith's PDA. Smith's PDA contains an audio log regarding the staggering number of serious accidents in the labs, many of which occurred under very mysterious circumstances. Two emails on the PDA discuss the implementation of a "buddy system" to cut down on accidents.
ALPHA LABS SECTOR 1 After you check out the PDA, touch the control panel on the desk to seal a section of Alpha Labs that has caught on fire due to a gas leak. Backtrack to EPD Junction 2 and go through the northwest door to the EPD Particle Scrubber.
>
> In the entrance to the EPD Particle Scrubber is a dead Marine with a shotgun, shells, and grenades next to him. Pick these up and continue down the hall.
If you didn’t shut off the gas main previously, this area is blocked by a jet of flame from the nearby ruptured pipe.
EPD Containment Purge has been taken over by more of that strange organic growth. There's a human stuck to the ceiling, his chest cavity pinned open to reveal his internal organs. Equip your shotgun and enter the room. A short cutscene shows the eviscerated human screaming in pain, followed by your first glimpse of a Maggot. Five Maggots lunge toward you. Kill each with a single shotgun blast. Hold your ground and keep shooting until they're all gone. Don't worry about chasing them; they'll come to you. The western door to Alpha Labs Junction 3 is sealed, but a grate in the floor falls down when you approach the door. You can now crawl under the floor into Crawl Way 13.
> Move into the main part of the EPD Particle Scrubber area, and a Z-Sec Zombie with a machine gun starts shooting at you from behind cover. Blast an explosive barrel next to him to quickly take him out. Immediately turn left and shoot the Imp and machine-guntoting Z-Sec Zombie in Storage Area 2, which opens when you kill the first Z-Sec Zombie. Find med kits, clips, and shells in here. Climb down the utility ladder next to the room's recessed eastern half to reach a catwalk with security armor and grenades. Have your shotgun ready when you go for them, as a hidden alcove opens right in front of you, revealing an Imp.
At the only junction in Crawl Way 13, continue going straight to reach an otherwise inaccessible part of Alpha Labs Junction 3. Pick up the armor shards and med kit found here, and then duck back into Crawl Way 13, backtrack to the junction, and take the right turn into the main part of Alpha Labs Junction 3.
PRIMAGAMES . COM
After you kill the Imp and collect the items, go back up the ladder and through the western door to EPD Containment Purge.
Nothing can hurt you in Crawl Way 13, although an Imp jumps down onto the grate above your head and does his best to scare the hell out of you.
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>
A Maggot and a machine-gun-wielding Z-Sec Zombie attack you on the upper level. Shoot the Maggot first and then return carefully aimed fire at the Z-Sec Zombie, who ducks behind a crate for cover at the room’s end. At the end of Crawl Way 13 is a shotgun next to several corpses. Pick up the shotgun and jump up into Alpha Labs Junction 3. There's a machine gun near the sealed door to EPD Containment Purge. A bit farther into the room’s darkened half, you find another machine gun. Continue moving carefully into the room’s darkened southern half, and two Zombies start moving toward you. Grab the armor shards in the southwest corner; continue southeast down the hall and through the door to the Hydrocon Condenser.
>
A Z-Sec Zombie with a machine gun patrols this room. Shoot the explosive barrels behind him to take him out. Get another machine-gun-toting Z-Sec Zombie at the entrance to the western hallway to your right. Find a small med kit in the southeast corner. Proceed west down the narrow catwalk to the door at the end, which leads to the Hydrocon Oxygenator. Sections of the catwalk drop when you step on them, requiring you to hop up out of them. Aren't you glad you eliminated the enemies first?
Scoop up the clip, a machine gun, a med kit, and a small med kit in the room near the Z-Sec Zombie's position. Proceed through the door to the upper level of the Hydrocon Condenser.
> Climb the stairs in the upper level of the Hydrocon Condenser; there are armor shards sitting in the room’s elevated portion. It’s a trap. When you go for them, a hidden alcove opens in front of you, revealing an Imp. A third Imp appears behind you, near the door you just came through. Kill all the Imps, pick up the armor shards, and check out the Imps' hidden alcove to find some security armor. After you're armored up, go up the stairs to the west. They fall apart after you ascend them, so there's no going back. Head through the door at the top of the stairs to Hydrocon Junction 1.
> Several explosive barrels fall down at you from the upper level of the Hydrocon Oxygenator. Shoot them or ignore them and head up the stairs to the upper level. 60
Actually, if absolutely necessary, you can climb back up those stairs after they fall apart. Just jump onto the railing and run up it. Landing directly on it is a bit tricky, but you’ll pick up the technique quickly enough.
ALPHA LABS SECTOR 1 >
>
There's a dead Marine, a machine gun, and some clips inside the entrance to Hydrocon Junction 1. Pick up the items and head carefully into the area’s main part.
Without warning, the scene changes dramatically. The walls run red with blood and plumes of flame shoot up from outside the window. Your controls become incredibly sluggish, and it's an effort just to move. As soon as the vision ends and everything returns to normal, two Imps appear in the room, one in the northwest corner, and one in the southeast. Defeat the Imps, then look for the control panel on the pillar in the room’s middle that says "Open Security Hatch." Press it, and the security cabinet in the southern wall opens, giving you access to some shells, shotguns, and clips. After gearing up, go through the southwest door to Hydrocon Control.
>
Pick up the med kit near the Zombie. A hidden alcove in the eastern wall opens, revealing an angry Imp. Shoot the Imp and climb up the utility ladder near him, which brings you to Hydrocon Stabilization.
>
Proceed through the narrow tunnel of Hydrocon Stabilization and around some large pipes to reach G. Kreitman, a technician who's trying to get some machinery running to prevent a catastrophic explosion. He warns you not to shoot the oxygen containment devices in the Hydrocon Lab, as one stray bullet could blow them sky-high. He says he needs to stay there and work, but he'll catch up to you later. The room is divided in half by a large piece of machinery that crashes to the floor in five-second intervals before rising back up into the ceiling. Dash underneath it to reach the room’s western side and Bernie Lipsitz's PDA. Lipsitz's PDA gives you the Hydrocon Access security clearance needed to open the door to Oxygen Siphon, and it contains an email from John McDermott inviting Lipsitz to Mars City for a few beers; there’s also a second email from Dr. Fredric Anubis warning of the potential for an oxygen leak in the Hydrocon labs. After reading the PDA, grab the security armor and med kits beyond Bernie’s body, drop down the nearby shaft into Hydrocon Control, and open the door to Oxygen Siphon.
PRIMAGAMES . COM
Turn left when you enter Hydrocon Control and blast the Zombie lurking there. Move into the room and grab the shells from the console. The western door to Oxygen Siphon is sealed; you don’t have the security clearance to open it. The control panel says you need a PDA belonging to either P. Harvey or Bernie Lipsitz to open it. Go through the eastern door to Hydrogen Siphon.
A Maggot charges at you when you open the door. One good shotgun blast finishes him off. The Zombie in the southeast corner doesn't have a head, but he still gets mesmerized by the control panels in front of him. Take him out with the pistol or machine gun.
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> > There's a Zombie in the northwest corner of Oxygen Siphon; take a few steps into the room and shine your flashlight over there to lure him out. Watch out, though, because shooting the Zombie attracts the attention of a shotguntoting Z-Sec Zombie, who comes running toward you from the room's southern section. Kill them both, then go through the southern door to the Hydrocon Lab.
> As you enter the room, through a window you see Swann and Campbell running down the Hydrocon Observation hallway. As they disappear from view, two Maggots crawl out of hiding from behind the Hydrocon containers. Kill them and go through the eastern door to Storage Area 8.
You're now on the other side of all of that debris you saw at the level’s beginning. The door directly across the hall from Storage Area 8 leads to Hydrocon Junction 4, which contains only a locked security door. Instead, go through the western door to Hydrocon Observation, and then proceed west into Hydrocon Junction 3.
> A Maggot crawls out of the floor as you enter Hydrocon Observation. Shoot it and then duck into the crawlspace to find some armor shards and a clip. There's also a machine gun and more clips in the hall’s corner, near a dead security guard. Pick up this stuff, then go through the southern door to the Sector Junction.
>
Remember Dr. Kreitman's warning: Don't shoot the Hydrocon containers! Doing so causes the entire area to burst into flame and results in near-instantaneous death!
> There's another Maggot in here. Don’t accidentally blow yourself up by shooting the explosive barrels behind him. After he's gone, help yourself to the security armor, grenades, and Health Station in the room, then go through the southern door to Alpha Labs Main Junction. 62
As you enter the Sector Junction, three Maggots attack you from the right, and two more jump you from the left. Back out into Hydrocon Junction 3 to get them all in front of you; let 'em have it with the shotgun. Collect a shotgun and some shells near the entrance, and then touch the control panel on the elevator at the room's southern end. Enter the elevator and touch the control panel inside to complete the level and proceed to Alpha Labs Sector 2.
ALPHA LABS SECTOR 2
Alpha Labs Sector 2 Overview
AIR LOCK
LOWER MFS CONTROL FINISH
Alpha Labs Sector 2 processes and stores hydrogen fuel through the facility's primary system, the Molecular Fuel Storage Compactor. The sublevel section houses the coolant control system needed for proper hydrogen fuel refinement. In your ongoing mission to reunite with Bravo Team, you must fight through the winding corridors of Alpha Labs Sector 2. This level features fewer enemies than the last, but it has a dearth of ammo and health pick-ups. You must go out of your way to find the secret items to stay stocked up.
x10
Legend
COOLANT ACCESS SHAFT 5 STORAGE AND ENGINEERING #039 Backpack
– Ammunition
COOLANT COMPRESSOR
– Armor
LIFT DOWN
LADDER
– Enemy
J. Edwards MFS COMPRESSOR x2
– Health
COOLANT CONTROL JUNCTION
x2
– Weapon JUNCTION DO3/DO4 VISTA DO4/DO5 LIFT UP ENGINEERING AND COOLANT
HATCHWAY HO2/HO3
Walter Connors’ PDA
MARS SURFACE x2
COOLANT CONTROL HATCHWAY
COOLANT JUNCTION ENGINEERING SECURITY
CRAWLSPACE
DOWN TO ENGINEERING SECURITY
ENEMIES ENCOUNTERED — Imps — Zombies — Maggots — Zombies, Fat — Trites — Zombies, Z-Sec
RESTROOMS x2
SECURITY CHECKPOINT JUNCTION
x2
Andrew Chin’s PDA
START LEVEL 2 ENTRANCE ELEVATOR
WEAPONS ACQUIRED — Grenades — Machine Guns — Pistol — Shotguns
LAVATORY VENTILATION DUCTS
AMMUNITION ACQUIRED — Bullets — Shells — Clips
PDAs ACQUIRED — Andrew Chin — Walter Connors
PRIMAGAMES . COM
ITEMS ACQUIRED — Armor Shards — Med Kits, Small — Backpack — Security Armor — Med Kits, Large
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>
Objective: Reach Alpha Labs Sector 3
There's a Zombie in the shadowy northwest corner to your left as you enter the restroom. Blow him away and cautiously enter.
>
When you exit the elevator and enter the Level 2 Entrance, you see a human corpse being pulled up into a duct in the ceiling— and then falling out of the same duct in chunks. Lovely. Walk up the stairs to the room's elevated northern half, and the lights go out. Two Imps appear and attack. Blast them both, and then grab the shotgun by the northern door and the small med kit and clips hidden behind the elevator shaft. Go through the northern door to the Security Checkpoint Junction.
>
The lights go out, and several tiles fall from the ceiling. A Fat Zombie with a wrench lumbers toward you from the east. Blast him with the shotgun when he gets close. Move to the southern part of the restroom with your back to the western wall. Kill the Zombie and Maggot when they come out to attack you, and then pick up the grenades in the northeast stall. There's a ladder in the restroom’s southern part, where the Maggot appeared from. Climb this ladder up to the lavatory ventilation ducts.
> When you step into the Security Checkpoint Junction, a massive power overload pops a floor grate in front of you into the air. This is meant to distract you from the Imp appearing in the doorway behind you. Turn around and shoot the Imp. The western door is broken, but it opens just enough to show a Z-Sec Zombie with a machine gun patrolling the hall beyond. If you're quick with your machine gun, you can kill him before he walks out of view. Otherwise, you must shoot him later. The only other door to go through is the open door to the restroom. Head on in. 64
At the top of the ladder, you receive a radio transmission from a frightened soldier who has locked himself in the nearby C4 storage room. Crouch down and start crawling through the ventilation ducts. At the first junction, go straight to find armor shards and a small med kit. Equip your shotgun, turn and face south, and strafe to the left to pick them up; this allows you to blast the Maggot that's waiting for you.
ALPHA LABS SECTOR 2 Return to the duct junction and go right. Continue following the duct. As you near the end, you see a Zombie feasting on a Fat Zombie in Engineering Security below you, but you can't shoot him from the duct. Keep going west down the duct; at the end is an opening into Engineering Security.
>
Before dropping into Engineering Security, toss a grenade down into it. There's an Imp just below you that you can't see (and that machine-gun-toting Z-Sec Zombie, if you didn't kill him earlier). Drop down into Engineering Security with the shotgun equipped and finish off the enemies. Move northeast down Engineering Security. A corpse falls out of an overhead duct, and an Imp crawls out of the floor in front of you. Shoot the Imp, but watch out for the second Imp that's sneaking up behind you at the same time. Drop into the crawlspace that the first Imp popped out of to find some security armor. As you do so, look through the window to the southern office and see the Zombie eating the Fat Zombie, which you saw from the lavatory ventilation ducts.
Finally, pick up Andrew Chin's PDA from the desk. It contains an audio log with Chin's complaints regarding harassment of the research teams by UAC Security. There are also three emails on the device: a spam email from martianbuddy.com, a request from Walter Connors that Chin return his 8-sided die, and a message from Brian Wellington saying that the repairs to storage cabinet #038 are complete and that the code is 409. Exit the Engineering Security office and proceed through the northeast door to Junction D03/D04. From there, open the door to Vista D04/D05 and kill the Maggot and Imp to the door’s left. Pick up the grenades in the middle of Vista D04/D05 and continue down the hall and through the door to the Coolant Junction.
Don’t shoot out the windows overlooking the Martian surface! They will shatter and suck the atmosphere out of the room, requiring you to use your suit's oxygen reserves to survive!
> There's an Imp on a distant ledge of the Coolant Junction. You can’t reach him from the Coolant Junction entrance, so shoot him with the machine gun while dodging his fireballs (or lob one of the grenades). After he's dead, follow the catwalk through the door into the MFS Compressor.
PRIMAGAMES . COM
Equip the shotgun and go into the Engineering Security office. Both the Zombie and the Fat Zombie rise up to attack you. Shoot them both and use the nearby Health Station to replenish your health if necessary.
Use the security scanner control panel on the desk to switch between six different security cameras. There's nothing of interest on the first five, but the sixth one, Engineering Coolant Control, shows J. Edwards holding a lantern in an office.
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Get behind some cover, aim your machine gun at the door to the western part of the EFS Compressor, and shoot the Z-Sec Zombies as they run through it. With any luck, you'll kill them before they can even fire a shot.
There are some pick-ups on the Imp's ledge, and you're probably running low on ammo. Don't worry; you'll come back for them.
> Switch to your machine gun and blast the machine-gun-toting Z-Sec Zombie on the door’s other side. A high guardrail blocks you from the rest of the MFS Compressor area, so keep going north into the Coolant Compressor.
> Through the Coolant Compressor window, you see several Marines— presumably members of Bravo Team— double-timing it down a catwalk that you can't reach. At least you're catching up to them. Follow the hallway as it makes a U-turn and leads back into the western part of the MFS Compressor that you couldn't reach before.
After you kill the Z-Sec Zombies, Sergeant Kelly radios you to say that Bravo Team has located your position but is unable to rendezvous with you. He tells you to go through Engineering and meet up with them in Alpha Labs Sector 3. Storage cabinet #038 is in the room's northwest corner; leap across the conveyor belt in the room’s middle to reach it. Open the cabinet with the code 409 to receive security armor, grenades, and a clip. Now double back for those pick-ups on the Imp's ledge in the Coolant Junction. Look at the computer consoles in the southern part of the MFS Compressor area. There you'll find Walter Connors's PDA, which contains a self-congratulatory audio log regarding his work on the MFS Compressor. It also has three emails sent to himself. The first is a reminder to get his 8-sided die back from Andrew Chin. The second has the code for storage cabinet #039 (which is 102). The third is a self-affirmation from 150 years ago. You'll also find a maintenance control panel. Click "Open Main Vent Hatch" to raise a utility ladder to your left. Climb up the ladder to reach the Coolant Junction Hatchway.
> >
Enter the western part of the MFS Compressor and move toward the southeast door— but don't go through it yet. A Maggot appears in front of you. Kill it, and then turn around to face the room’s eastern half, where two Z-Sec Zombies (one with a machine gun, one with a shotgun) are heading toward you. 66
Crouch down and crawl into the Coolant Junction Hatchway, which leads out onto the Imp's platform in the Coolant Junction; there’s a mother lode of supplies: shells, bullets, a clip, and a large med kit. Collect them all and backtrack to the MFS Compressor. Go through the southwest door to Hatchway H02/H03 and into Storage and Engineering.
ALPHA LABS SECTOR 2 >
Don't leave this room's entrance until the walkthrough says to, or enemies will overwhelm you.
In the northwest corner, a Z-Sec Zombie with a machine gun and another with a pistol draw a bead on you when you enter. Lob a few grenades at them to take them out. When you kill the Zombies, an Imp appears in the room. Because the Imp doesn't remain stationary like the Zombies, use your machine gun against him. Switch to your shotgun immediately, because a Maggot jumps out of a darkened alcove in front of you after the Imp is dead. Your grenade-tossing and gunfighting might have opened a secret panel in the floor. If it didn't, shoot the bloodsmeared tile in front of the second pillar from the west near the room's entrance to reveal a hatch leading down. Climb down the ladder into a utility duct.
With the Imp dead, pick up the clips and shells at the end of the room. If you didn't blow up the barrels before, do so now— and remember to back up first! This reveals yet another duct in the room's southeast corner.
Crawl into this duct to find security armor and another clip. Grab them, then backtrack to the main floor of Storage and Engineering.
Step onto the lift in the northeast corner and touch its control panel to descend into the lower level of Storage and Engineering.
As you descend, a Maggot hops around the elevator shaft threateningly. Shoot it if possible, but don’t let it distract you when you reach the bottom— an Imp in the corner will fry you if you're not paying attention. Kill them both and go through the western door into Engineering and Coolant.
PRIMAGAMES . COM
As you crawl in, you hear a Marine's death cry over the radio. Keep going forward into a small room with another ladder leading down. Drop down this ladder and continue climbing through the duct.
At the end of the second duct is an Imp. Shoot him with your shotgun from inside the duct before he notices you. Alternately, wait until he walks by, then leave the duct, move clockwise around the pathway, and shoot the exploding barrels when the Imp gets near them.
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>
Pick up the clip to the right of the entrance to Engineering and Coolant; walk around the hallway to the entrance of J. Edwards's office. He begs you not to shoot and offers to lead you through the pitch-black labyrinthine Coolant Control Junction if you protect him.
Edwards doesn't have to survive for you to make it through this area, but he does show you the most direct route through the Coolant Control Junction. Following Edwards to the end brings every enemy out of hiding, and it keeps you from finding some handy hidden items. When you reach the end, go back for the other items. Edwards warns you that an electromagnetic pulse (EMP) has knocked out the lights in the area, and another big one could knock out his lantern as well. After you descend the stairs, you hear something clanging in the darkness. Edwards tells you to stay close. Equip your machine gun and get ready to use it.
Although the shotgun is more effective at close range, the machine gun provides more illumination when firing in total darkness. The first Imp appears between two pillars. Edwards tells you to kill it and hits the deck. When the Imp is dead, Edwards stands back up and resumes leading you through the maze. 68
A second Imp attacks shortly after the first, just as you're taking a left at a T-shaped intersection. It attacks from behind you. An EMP knocks out Edwards's lantern just after you kill this Imp. Wait until it comes back on, and then keep following him. Watch out for the third Imp, which attacks a short time after Edwards's lantern comes back on.
As you approach some shells and a large med kit, a Maggot runs at you from behind. Kill it, pick up the items, and continue following Edwards. "There's the exit!" says Edwards as his lantern illuminates a ladder leading up. Suddenly, the lights go out, and an Imp tears Edwards's head from his shoulders. Another Imp appears behind you. Kill both of them and head up the ladder, or turn around and go back through the Coolant Control Junction to pick up all of the items you passed (see sidebar).
OPTIONAL COOLANT CONTROL JUNCTION ITEMS Plenty of ammo, health, and item pick-ups remain in the darkened recesses of the Coolant Control Junction, and because you've already killed all of the enemies, help yourself! Here's where to find every item, starting at the end of the area and backtracking to the beginning. Use the map at the beginning of this chapter to help you locate the items.
There's a backpack just north of the area where you fought the second Imp; go straight through the T-intersection to reach it.
ALPHA LABS SECTOR 2
There's an opening to Coolant Access Shaft 5 in the recessed part of the room’s northeast corner. Crouch down and crawl into it.
Look for an alcove in the area with the two pillars (where you fought the first Imp). A clip and some shells are there. At the next T-intersection, hang a left and go down the hall to find armor shards and a clip.
Keep going north and take a left to find some shells and grenades. In the northernmost part of the Coolant Control Junction, find some security armor. That's everything. Return to the ladder at the end and climb up.
Storage cabinet #039 is at the top of the ladder. Use the code from Walter Connors' PDA (102) to open it and receive security armor and clips. When you have them, go through the door into Coolant Flow Control.
>
Continue crawling down the Coolant Access Shaft. There's only one direction to go, so you can't get lost. There also aren't any enemies in the shaft, although you do catch a glimpse of a spidery creature's shadow as it scurries away. Proceed to the shaft’s end and exit into Lower MFS Control.
> There's some security armor, a Health Station, and clips in the room’s northern part. When you go to pick them up, a spidery Trite pops out of a nearby duct. Fortunately, Trites are extremely weak, and one or two shots from any of your weapons finishes it off. Next to the Trite's lair is a control panel that extends a service ladder. Here's where everything gets tricky. When you extend the ladder, Trites start crawling out of every nook and cranny of the room and start swarming toward you. Even worse, the service ladder temporarily malfunctions when activated, leaving you stuck in the lower area with all the Trites. The ladder will eventually deploy, allowing you to progress toward the exit.
PRIMAGAMES . COM
You immediately notice a human corpse stuck to the ceiling with webs; that can't be good. The room's eastern door is damaged beyond repair and won't open. Stand halfway between the door you came through and the broken door, and then walk forward to drop into an area with large med kits and clips.
>
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> Step into the airlock and click the transfer bay control panel to move on to Alpha Labs Sector 3. Level complete.
Activate the ladder, step away from it, and shoot Trites with your machine gun. Manage your ammo carefully. When the ladder is deployed, run up it and open the airlock door to the north. Run through the door before the Trites nibble you to death.
It's possible to destroy all of the Trites. They stop coming out of the walls after you kill 10 of them. However, this is a waste of ammo, considering that the level’s end is just beyond the airlock.
Alpha Labs Sector 3 AIRLOCK
HEAVY WATER RUNOFF
FINISH
STORAGE AND ENPRO FACILITY
#049
EFR STAGING ROOM 1B x3
HAZARDOUS WASTE DISPOSAL
#047
x2
LIFT
George Poota’s PDA
x2
BOILER ROOM MONITORING x2
#048
Mark Lamia’s PDA
x2 x3
Key Card
HAZARDOUS MATERIALS LIFT
x2 x3
AL 2 MAIN ENGINEERING x4 x3
x8
AIRLOCK x3 x6
START COOLANT QUALITY CONTROL
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Legend – Ammunition
– Health
– Armor
– Weapon
– Enemy
– Start of Mission – After Contaminated Chamber
ALPHA LABS SECTOR 3
Overview Alpha Labs Sector 3 contains the secondary coolant control system for the Molecular Fuel Storage Compactor. Waste material from the MFS system is also processed here and sent to the Recycling plant for postrefinement and disposal. Alpha Labs Sector 3 is much smaller than previous levels, but it has the annoying tendency to make you fight through areas you've already cleared. It also boasts some of the fiercest close-quarters combat you've seen to date. Making it to the airlock at the level’s end brings you one step closer to your ultimate goal of rendezvousing with Bravo Team.
ENEMIES ENCOUNTERED — Imps — Zombies — Maggots — Zombie, Fat — Pinkys — Zombies, Z-Sec — Trites WEAPONS ACQUIRED — Chaingun — Machine Guns — Grenades — Shotguns — Pistols
There's also a large med kit in front of the airlock doors. When you step out of the airlock into AL2 Main Engineering, an Imp leaps out from behind some crates on the hall’s left side and starts attacking. Kill the Imp and snag the large med kit. Find another large med kit and some shells on the other side of the crates that the Imp hid behind. As you round the first corner, the Z-Sec Zombie steps out from behind the next corner and starts firing at you (assuming you didn't kill him earlier). You can shoot an explosive barrel near him to take him out quickly, but wait until the two machine-gun-toting Z-Sec Zombies near him show themselves, so that you get all three in one explosion.
AMMUNITION ACQUIRED — Ammo Belts — Plasma Cells — Clips — Shells ITEMS ACQUIRED — Armor Shards — Med Kits, Small — Key, Coolant Maintenance — Security Armor — Med Kits, Large PDAs ACQUIRED — George Poota
— Mark Lamia
Objective: Attempt to Locate Bravo Team When the airlock doors open, you see a Z-Sec Zombie with a pistol walking away from you and turning a corner. If you're really quick, you can hit him with a shot or two to get his attention and finish him off before he leaves your line of sight.
Some security armor sits in the middle of the hall, near a T-intersection. You should know by now that this is a trap. Approach the security armor cautiously, turn left, and shoot the pistol-packing Z-Sec Zombie in the southern hallway. If you go farther down that hall, you get attacked by a Maggot and five Trites. Take them out now so you don't have to later. At the end of this hall is a locked door that requires the Coolant Maintenance key to open. Return to the main junction and take a left to proceed northwest.
PRIMAGAMES . COM
>
As you round the second corner, an Imp crawls down the ceiling toward you. Shoot him and pick up the clips in the nearby alcove.
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Continue moving down the hall to lure another Maggot and two more Trites out of hiding. There's a Health Station here if you need it. At the end of the hall is a door to Hazardous Waste Disposal. Unfortunately, it is sealed due to the toxic gasses being leaked from some barrels inside. Backtrack to the T-intersection of AL2 Main Engineering and go through the nearby door into the control room for Hazardous Waste Disposal.
> Pick up Mark Lamia's PDA, which sits on the desk near the control panel. The PDA contains an audio log detailing Lamia's frustration with the incompetence of his employees. He mentions that the cabinet door codes in the area have been changed to 123 due to the employees' inability to remember anything more complex. It also contains four emails: three from workers calling in sick or apologizing for work that isn't getting done; and one from a suck-up named Dusty Welch, who's become something of a lackey to Lamia, taking crates from Lamia's office to his quarters and organizing Lamia's closet for him. Don't get too wrapped up in the contents of the PDA, because a Z-Sec Zombie bursts into the control room shortly after you pick it up and starts shooting you with his pistol. Either face the door and be ready for him, or listen for his telltale radio static, which you hear when he enters. 72
After killing the Z-Sec Zombie, turn your attention to the control panel. There are four controls: grip control, transfer item to incinerator, up/down, and lateral control. You must use the Hazardous Waste Disposal crane to pick up the two leaking toxic barrels and drop them in the incinerator. This is essentially just like a crane game at an arcade. Use the lateral control to move the crane over a barrel. When it's directly over it, a panel to the right displays the word "lock," and a red light illuminates the barrel. Use the up/down control to lower the crane onto the barrel, and then press "close" on the grip control to pick it up. When the crane attaches itself to the barrel, simply press "transfer item to incinerator" to dispose of the barrel safely. Repeat this procedure for the other barrel. After you complete the objective, Sergeant Kelly tells you to pick up the pace and meet Bravo Team in Alpha Labs Sector 4. With Hazardous Waste Disposal now clear of fumes, you can enter it through the door in AL2 Main Engineering.
Objective: Alpha Labs Sector 4 Entrance
You can't just walk out of the control room, however, because a Z-Sec Zombie with a machine gun is hiding behind a crate outside the door. Instead, ready a grenade, approach the door, and toss the grenade at the Zombie. With any luck, you'll take him out without suffering a single wound. Enter the main part of the Hazardous Waste Disposal area, where the Coolant Maintenance key lies on the floor. Pick up this important item, which opens that locked door in AL2 Main Engineering, and then continue into the Hazardous Materials Lift.
ALPHA LABS SECTOR 3 > Several explosive barrels in here are a major hindrance when shooting breaks out (and it will), so blow them up safely when you enter the room.
Return to the locked door in the southwest end of AL2 Main Engineering and use the Coolant Maintenance key to unlock it. Head on in to Coolant Monitoring. The east end of Coolant Monitoring is a narrow hallway, which widens out into a room at the western end. A Z-Sec Zombie ducks out from behind the corner and fires at you with a shotgun. Fortunately, they're too far away to do much damage. Take them out with grenades or your machine gun. A Trite also pops out from the hall’s left side near the entrance; it tries to attack you from behind, so be aware of it.
There are some ammo belts and a large med kit in the room's southwest corner, as well as a PDA belonging to George Poota on the room’s west side. Poota's PDA contains an angry email from his supervisor, Mark Lamia, and spam from martianbuddy.com. Next to Poota's PDA is storage cabinet #047 (code 123). Pick up the clips and grenades inside. After you pick up all the items, touch the control panel near the storage cabinet to raise the lift in the room's northwest corner. Three Z-Sec Zombies with shotguns ride up, along with security armor and an explosive barrel. When you see it, shoot the explosive barrel to blow up all three Z-Sec Zombies. Take their shotguns and the security armor.
>
A Z-Sec Zombie with a pistol hides behind a pillar down near the first corner. He's joined by two others. Use grenades or your machine gun to take them out.
There are some grenades in the northeast corner behind two crates. Storage cabinet #048 sits against the northern wall. The code is 123, and it contains a plasma cell, ammo belt, and a large med kit. Also find some security armor in the northwest corner. Drop down onto the pipes that run under the stairs; crawl along them to find a large med kit and clips.
PRIMAGAMES . COM
Return to Hazardous Waste Disposal, where two Z-Sec Zombies enter from the western door and start shooting at you with machine guns. Back up, toss grenades at them until they're dead, and go through the room to AL2 Main Engineering.
When you enter the open western half of Coolant Monitoring, an Imp appears, and eight Trites crawl out of the woodwork to attack you. Kill the Imp and use carefully aimed shots to kill the Trites without wasting all of your ammo (or just run from them).
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Then proceed down the red-lit southern hallway. At the end lies a corpse with a chaingun and an ammo belt next to it. Pick up the weapon and ammo and equip it.
>
After you take the weapon, hidden alcoves open all along the red hallway behind you. Three Zombies lumber toward you slowly. Chew them up with the chaingun, and then run into their alcove to grab a small med kit and some shells.
Backtrack out of the pipe crawlspace, go up the stairs, and open the door to Coolant Quality Control with your shotgun equipped. Blast the Maggot that lunges at you from the other side of the door. There are several enemies in Coolant Quality Control. Flush them out with grenades from the entrance if you've got a surplus. An Imp in the southwest corner does his best to draw your attention and your fire while two Z-Sec Zombies try to flank you. If you need health, quickly pick up the large med kit in the southwest corner. Four Trites crawl out of various areas, and two Z-Sec Zombies with shotguns storm in through the northern doorway. After you kill them all, go through the northern door to Boiler Room Monitoring.
>
Proceed back down the hallway carefully. At the second bend, two Imps appear, followed by two shotgun-wielding Z-Sec Zombies. Your grenades come in handy against these guys. The newly opened alcoves also contain more items. After the hallway turns north (the first left turn), you can get a small med kit in an alcove on the hall's right side; there’s also armor shards and a plasma cell in an alcove all the way down on the left. After getting these, return to the entrance, and go through the northern door to the Storage and EnPro Facility.
>
To the door’s left is a lift that brings you down to the lower part of the Storage and EnPro Facility. Hidden in shadow near the lift is a Zombie. Shoot him and the three Trites that scurry out to attack you (two from the east, one from the west). Grab the large med kit here if you need it.
ALPHA LABS SECTOR 3
Step onto the lift and touch the control panel to lower it. The lift gets stuck about halfway down. You can jump down without suffering damage, but you can't jump back onto it. Instead of leaping off the front, jump off the side onto a crate with a clip. When your feet touch the floor, an Imp appears in the middle of the room and four Maggots are summoned in the room's four corners. Your shotgun is your best friend in this situation. Just watch out for the lone exploding barrel in the room’s center. If you take a beating (and you may), find some security armor hidden behind some crates along the eastern wall and a large med kit on a crate in the northwest corner. Collect these and go through the northern door to the Heavy Water Runoff.
When all of the beasts are dead, the lights come back on. Grab the small med kit in the southeast alcove if you need it (and you probably do, after that), and then approach the eastern door to EFR Staging Room 1B. The door is broken, but this is where you need to go next. Back away from the door and strafe left to face the window. A mop bucket and cabinet fly through the window under their own power; dodge them, and then jump through the broken window into to EFR Staging Room 1B.
>
> The Heavy Water Runoff area is empty when you enter it. Go east to trigger the opening of two alcoves in the room’s northeast and southeast corners, each of which contains a Pinky. Try out that chaingun again or use your grenades.
The door to the airlock leading to Alpha Labs Sector 4 is in this room's northeast corner. Touch the control panel next to the door to open it, and then touch the control panel inside of the airlock to proceed to Alpha Labs Sector 4 and complete the level. PRIMAGAMES . COM
After you kill the two Pinkys, the lights dim to a sinister red glow. Another Pinky is summoned into the room’s southeast corner, followed by two Imps in the northwest and southwest corners. Your shotgun works best against the Imps, if you can keep your distance from the third Pinky while using it.
Storage cabinet #049 is on this room’s southern wall. Enter 123 to open it and receive some armor shards. An ammo belt is hidden behind some crates at the top of the nearby stairs.
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AIRLOCK FINISH
Alpha Labs Sector 4
EFR MAIN SHIPPING HUB Boss Fight: Vagary
EFR JUNCTION 8
EFR JUNCTION 9
EFR JUNCTION 7
x3
EFR JUNCTION 6
EFR JUNCTION 5
Overview
x11 x4 x9
Alpha Labs Sector 4 seals and prepares shipments of processed hydrogen fuel for dropship distribution to UAC bases and subspace platforms. The system is fully automated and personnel access is limited due to open machinery hazards.
EFR PRESSURE STATION #064 x2
EFR MASTER VALVE
Alpha Labs Sector 4 represents the end of the first quarter of DOOM 3. You have your choice of playing this level as a kill-crazy slaughterhouse or as a precision-jumping platformer. Either way, you face your first boss at the end of the level—the demonic spider-queen, Vagary.
x2
EFR SUBSTATION 3
x3
EFR STORAGE PT 3
SERVICE
x3
EFR STAGING
BRIDGE ROUTE
EFR MAIN CONVEYOR WALKWAY
x2 x3
EFR SUBSTATION 2 x2 x3
x2
x5
EFR STAGING
EFR JUNCTION 1 ROTATING BRIDGE
x2
PROCESSING JUNCTION 1
SECURITY LOCKER
x2
Henry Nelson’s PDA
Michael Abrams’ PDA REACTOR SUBSTATION
REACTOR JUNCTION 1 REACTOR ROOM LIFT LIFT
PROCESSING JUNCTION 2
– Ammunition
BRIDGE x2
Legend
– Armor
x4
– Enemy x2
Larry Kaczynski
REACTOR PROCESSING x18
x4
START
REACTOR JUNCTION 2 REACTOR CONTROL ROOM
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REACTOR READY ROOM
WALKWAY
– Health – Weapon
ALPHA LABS SECTOR 4 ACTIVATE EFR
SYSTEM ROUTE
AIRLOCK FINISH
EFR MAIN SHIPPING HUB Boss Fight: Vagary
EFR JUNCTION 8
EFR JUNCTION 9
Legend
EFR JUNCTION 7
– Ammunition EFR JUNCTION 6
– Armor
EFR JUNCTION 5 x2
– Enemy – Health – Weapon
EFR PRESSURE STATION MOVING PLATFORM
EFR MASTER VALVE
x3
EFR SUBSTATION 3
EFR STORAGE PT 3
EFR MAIN CONVEYOR
x3
MOVING PLATFORM
x2
EFR STAGING x3
EFR JUNCTION 1 x2
PROCESSING JUNCTION 1 Henry Nelson’s PDA
ROTATING BRIDGE
SECURITY LOCKER
Michael Abrams’ PDA
REACTOR JUNCTION 1
REACTOR SUBSTATION
REACTOR ROOM LIFT
LIFT BRIDGE
REACTOR PROCESSING
x4
x2
REACTOR READY ROOM
Larry Kaczynski START x4
REACTOR CONTROL ROOM
x18
WALKWAY
PRIMAGAMES . COM
x2
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ENEMIES ENCOUNTERED: BRIDGE PATH — Imps — Vagary (boss) — Maggots — Zombies — Trites — Zombies, Z-Sec WEAPONS ACQUIRED: BRIDGE PATH — Chaingun — Machine Guns — Grenades — Plasma Gun — Pistols — Shotguns
Objective: Reach EnPro Plant As soon as you arrive in Alpha Labs Sector 4, Sergeant Kelley gives you your orders: Fight through to the EnPro (energy processing) Plant and meet Bravo Team there.
> In the darkness ahead of you, you see what looks like a pair of blinking red Zombie eyes. Turn on your flashlight to see that they're just a pair of lights on the wall. Head over to them to find armor shards behind some crates. Some bullets are on a nearby computer console.
AMMUNITION ACQUIRED: BRIDGE PATH — Ammo Belts — Plasma Cells — Bullets — Shells — Clips ITEMS ACQUIRED: BRIDGE PATH — Adrenaline — Med Kits, Small — Armor Shards — Security Armor — Med Kits, Large
Pick up these items, then move toward the door to the Reactor Control Room in the room’s northwest part. There's a Health Station here if you need it.
PDAs ACQUIRED: BRIDGE PATH — Henry Nelson — Michael Abrams — Larry Kaczynski (optional)
ENEMIES ENCOUNTERED: EFR PATH — Imps — Trites — Maggots — Zombies, Z-Sec WEAPONS ACQUIRED: EFR PATH — Chaingun — Machine Guns — Grenades — Shotguns — Pistols AMMUNITION ACQUIRED: EFR PATH — Ammo Belts — Plasma Cells — Bullets — Shells — Clips ITEMS ACQUIRED: EFR PATH — Adrenaline — Med Kits, Small — Armor Shards — Security Armor — Med Kits, Large PDAs ACQUIRED: EFR PATH — Henry Nelson — Michael Abrams — Larry Kaczynski 78
(optional)
> Look through the window in the Reactor Control room to see a scientist trapped in the room's recessed western half. He asks you to release the door locks and let him out. Do so by touching "Open Chamber" on the control console in front of the window.
Do not touch "Activate Chamber," or the reactor comes to life and fries the hapless scientist!
ALPHA LABS SECTOR 4 After releasing the scientist, proceed through the northern door to the Reactor Room Lift; ride the lift down by touching "Lower Lift" on its control panel. Walk up the stairs to Reactor Junction 1 and meet the scientist, Larry Kaczynski.
Gear up, walk back out into Reactor Junction 1, and go through the southern door into the Reactor Control Room's western half. Continue through the Reactor Control Room and into Reactor Junction 2.
> Larry lets you into Reactor Substation 1, where he plans to lock himself away and try to solve the base's problems on a secure terminal.
Equip your shotgun, walk to the end of Reactor Junction 2, and open the door to Reactor Processing, where the fighting begins.
>
If you killed Larry in the Reactor Control Room (or anywhere else) you can pick up his PDA, which contains only a single email regarding strange whispers heard in the area.
Michael Abrams's PDA sits on a console near Larry. Pick it up and listen to the audio log to hear that Abrams has stashed a BFG-9000 in his weapons rack; he requests that the code 901 be used to lock the door.
After killing the Imp, pick off the lower Z-Sec Zombie with the machine gun, and use grenades to take out the upper Z-Secs. Grab the nearby small med kit and grenades before proceeding into the room. After you step into the room, wave after wave of Trites attack you (18 in all) in groups of up to six at a time. If you've got the ammo, lure them back down Reactor Junction 2 and pick them off with your pistol, or detonate several at a time with grenades. You can also run past them and up the southwest stairs to the upper part of Reactor Processing—grab the two large med kits on the northern side of the lower level.
PRIMAGAMES . COM
A control panel disables the security lock for the nearby weapons cases. Open the cases and pick up shotguns, machine guns, grenades, clips, a chaingun, and security armor. It's tempting to feel practically invincible with this array of hardware, but don't get cocky—you're going to need all of it and more before the end of this level.
An Imp lurks on the other side of the door. Blast him and backpedal quickly, as there's also a Z-Sec Zombie with a shotgun behind him and two more Z-Sec Zombies (one with a shotgun, one with a machine gun) on the upper walkway above you.
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reach the door, the entire room turns blood red, and you can hardly move. "They took my baby," the voice says. Whether you kill the Trites or just run from them, ascend the southwest stairs to the room’s upper part. Go north, past the corpses of the Z-Sec Zombies you killed, to lure two more Z-Sec Zombies out of hiding; one has a shotgun, the other has a machine gun. Watch out behind you, though! A hidden alcove opens near the top of the stairs, revealing a Z-Sec Zombie with a pistol. After you kill him, grab the armor shards, clips, adrenaline, plasma cell, large med kit, and small med kit in his alcove.
All of this fighting also attracts the attention of eight more Trites, four of which come up the stairs and four of which crawl out of a spider hole near the two Z-Sec Zombies. Again, you can either kill them or run from them, but whatever you do, don't waste a lot of ammo on them. There are two doors in the room's northwestern corner. When you approach them, you hear a whisper saying, "Follow me." Go through the western door first (the one to your left, as you face them) to enter Processing Junction 2.
> Processing Junction 2 is nothing but a short L-shaped corridor with a locked door that can never be opened at the other end. Follow the bloody footprints as they appear on the floor. The voice says, "Come 80 on, hurry!" When you
When you snap out of the trance, a hidden alcove opens near the entrance, and you can pick up armor shards, a large med kit, and a plasma cell. Collect these items, return to Reactor Processing, and take the northern door to Processing Junction 1. In Processing Junction 1, Sergeant Kelly radios you to tell you that all of the passages out of your current area are blocked. Proceed through the door into the next area, EFR Staging.
> At the control panel in EFR Staging, you must make a choice: You can either traverse the EFR system and make a series of precarious leaps across moving objects to escape, or you can extend a series of service bridges. The former option requires you to fight fewer enemies (but you don't get the plasma gun), while the latter option is a virtual orgy of destruction and lets you pick up the plasma gun.
Also, grab Henry Nelson's PDA from the control panel. It contains the access code for storage cabinet #064, which is 651. Before you make your decision, however, descend the utility ladder near the control panel and pick up the ammo belt and two large med kits at the ladder’s base. Two Imps appear nearby as soon as you do, so be ready to blast them.
ALPHA LABS SECTOR 4 Run around to the northeastern part of this ground floor to find another large med kit. As you approach it, six Imps spawn around you, one and two at a time. When you kill them all, a hidden alcove opens near the large med kit, containing a plasma cell, a clip, grenades, and an ammo belt. Collect all of these goodies, then go back up the utility ladder and choose: service bridge or EFR system? Touch your choice on the screen, and follow the appropriate walkthrough path.
When you get to the raised walkway at the bridge's midpoint, a Z-Sec Zombie with a machine gun comes out of the door in front of you and opens fire. Take cover behind the raised walkway and shoot him with the machine gun, and then proceed through the door into EFR Junction 1.
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Path 1: Extend the Service Bridges Choose this option if you want to avoid making tough jumps from moving platforms and instead fight overwhelming hordes of enemies. This path leads you to the plasma gun. Don't choose it if you're critically low on ammo.
As soon as you touch "Extend Service Bridge," two Z-Sec Zombies rush through the door behind you; one has a shotgun, the other a machine gun. Kill them both, take their weapons, and head north across the first bridge.
Don't enter the room. Instead, gently lob the grenade inside as soon as the door opens, and then back up. Hopefully the grenade will kill the three Z-Sec Zombies inside (one has a machine gun, and two have shotguns). When the Z-Sec Zombies are dead, a Maggot appears in EFR Junction 1. Kill it with your weapon of choice (shotgun recommended). Find three small med kits on a shelf to the left of the entrance to EFR Storage PT 3. There are shells and an ammo belt in the room's northwest corner, and a clip near the northeast exit. When you approach this exit, a second Maggot appears. Blast it, and then go through the door into EFR Substation 2.
PRIMAGAMES . COM
At the other end of the first bridge are some armor shards. Move toward them, but prepare to turn left and blast the two Imps that pop out of a hidden alcove. Whirl around to shoot three Trites. Take the two large med kits in the alcove if you need them, and then go east across the next bridge.
Five Trites crawl up from the abyss in front of the door. Plug them all, and then go down the northern hall and up to the door to EFR Storage PT 3 with a grenade ready.
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> > Cross the EFR Substation service bridge, and move toward the security armor on the computer console in front of you. As you approach the console, turn your attention to the left, as an alcove opens to reveal an Imp and a ladder leading up. Kill the Imp, take the security armor, and climb the ladder.
There's some security armor on the northern side of EFR Substation 3, and a service bridge stretches to the west. Approach the security armor, and the northern wall falls away to reveal an alcove. Fortunately, there's nothing inside it that wants to eat your face. Enter the alcove and follow the path inside it to the EFR Pressure Station.
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> From the top of the ladder, start walking down the EFR Main Conveyor walkway. A Maggot appears in front of you at the first bend in the path. Kill it and move farther down the path, where three Trites crawl out of a spider hole to the right, and another Maggot appears behind you in the same spot as the first one. As you approach the next bend in the path, four more Trites crawl out of the woodwork behind you. Approach the bend slowly, listen for the skittering of their claws, and turn around and blast them. An Imp waits around the final corner of the pathway, and two more Trites climb up from the end of the path to attack you. Kill all of them and climb down the ladder at the path’s end to EFR Substation 3.
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When you reach the path’s end, another hidden wall falls away to reveal a room with four pillars and a plasma gun at the room’s eastern end. Make a beeline for the plasma gun, and get ready for a fight. Two Imps are summoned into the room when you grab the plasma gun. Kill them, and four more warp in, one at a time. Fortunately, the plasma gun makes very short work of them. Find some more plasma cells and a large med kit in the room's northeast corner, and some adrenaline to the north. After you have the plasma gun and have killed the Imps, backtrack to EFR Substation 3, but watch out: A Z-Sec Zombie with a machine gun hides behind a crate at the hall’s end, and a Z-Sec Zombie with a pistol lurks to the door’s left. Grenades are your best bet for taking out these entrenched foes. After killing them, proceed across the service bridge to the EFR Master Valve.
ALPHA LABS SECTOR 4 > Approach the Health Station located on the wall next to the EFR Master Valve entrance; a Maggot and a Trite appear on the room’s other side, near a ladder. Kill the enemies, heal up if you need to, and then climb the ladder to reach the room’s upper part.
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This brings you to another service bridge that leads to EFR Junction 6. Four Z-Sec Zombies are at the other end, two with machine guns, and two with shotguns. Fire at the two exploding barrels near them to take them out. Finish the job with grenades and your machine gun or plasma gun if necessary. On the crates beyond the Z-Sec Zombies are a large med kit, a small med kit, and some adrenaline. Two pathways lead from this area, one to the north and one to the south. Go south.
Storage cabinet #064 is up here. You found the code (651) way back in EFR Staging on Henry Nelson's PDA. Open the cabinet to get some armor shards, a plasma cell, and a clip. Grab the items, then go through the northern door and shoot the shotgun-wielding Z-Sec Zombie on the other side. Proceed through the next door into EFR Junction 5.
> There's a Trite scurrying around the bottom level of EFR Junction 5. When you walk into the room, nine more come out of the walls to attack you. Kill them all (or run from them) and descend the stairs.
Get these items, then return to the area where you fought the four Z-Sec Zombies, and go down the northern hallway. As you move north, two Z-Sec Zombies start shooting at you with machine guns. Use the nearby crates for cover and take them out. Go through the door at the hall’s end to EFR Junction 7.
At this point, the two paths merge. Continue with the "To Level End" section of this walkthrough.
PRIMAGAMES . COM
If you killed the 10 Trites from the upper level, 10 more come out to attack you when you step onto the lower level. Find armor shards and a large med kit behind the stairs. After you kill the Trites and collect the pick-ups (or decide to just run for it), go through the western door on the lower level.
As you approach the southern end of EFR Junction 3, a hidden alcove opens to reveal a Z-Sec Zombie with a machine gun. Blast the nearby explosive barrel to take him out, following up with the machine gun, plasma gun, or grenades if necessary. Enter the alcove to find a shotgun and shells. There's also some security armor behind the crates.
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Path 2: Activate EFR System Take this path if you're low on ammo, or if you'd rather make a series of tricky jumps than fight hordes of enemies. The plasma gun can be found in a secret location in this path. When you activate the EFR system, a platform appears in the middle of the gap in front of you. Back up and sprint-jump onto the platform (SPRINT + FORWARD, JUMP)—and don't stop! Keep sprinting and jump off of the platform to reach the gap’s other side. Pick up the armor shards in the corner.
You must jump at the last possible second to complete the leap successfully. If you miss the jump, you fall into the lower area of EFR Staging, suffer damage, and have to climb back up the ladder to reach the control console. Turn right and sprintjump onto the rotating bridge in the middle of EFR Staging. Ride the bridge around until it faces the southern door with the green lights, and then jump onto the platform in front of that door. Go through it into EFR Substation 1.
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Grab some armor shards and clips from a shadowy corner of this room, and then approach the console on the room’s other side with your shotgun equipped.
When you walk up to the console, two Maggots appear in the room to your left. Shoot them, and then touch the control panel on the console to unlock the door to EFR Junction 1. Walk out of EFR Substation 1 and blast the Maggot that appears just beyond it. Hop back onto the rotating bridge, ride it around until it faces the now-unlocked door to EFR Junction 1, and sprint-jump onto the platform in front of the door. Go through it into EFR Junction 1.
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A Z-Sec Zombie with a shotgun hides behind a crate near the entrance of EFR Junction 1. A grenade is the quickest way to kill him, but shooting him works well too. Ignore the moving platform opposite the door for now, and open the northern door to EFR Storage PT 3. Don't enter the room. Instead, gently lob the grenade inside when the door opens, and then back up. Hopefully the grenade will kill the three Z-Sec Zombies inside (one has a machine gun, and two have shotguns).
When the Z-Sec Zombies are dead, a Maggot appears in EFR Junction 1. Kill it with your weapon of choice (shotgun recommended). Find three small med kits on a shelf to the left of the entrance to EFR Storage PT 3. There are shells and an ammo belt in the northwest corner, and a clip near the room's locked northeast door. When you approach this door, a second Maggot appears. Blast it, and then backtrack to EFR Junction 1.
ALPHA LABS SECTOR 4 > Hop on the moving platform in EFR Junction 1 and ride it north to begin your nervewracking journey along the EFR Conveyor. Watch out for the machinery that pops out from the walls and nearly knocks you off the platform.
From the entrance, turn left and blast an Imp and two Trites to clear the immediate entrance, and then descend the stairs to reach a console. Touch the control panel to initiate the magnetic field discharge.
Falling off of this platform means certain, instant death. Hop off the platform when an alcove to the left appears. Pick up the armor shards and a clip, and hop back onto the next moving platform when it appears. The platform approaches a machine with large rotating spokes, and pauses. When it resumes, it travels past the spokes. You must jump one spoke and quickly crouch to duck under the next spoke to make it past the machine and continue riding along the EFR Main Conveyor.
The machinery in the room roars to life. Climb back up the stairs and shoot the three Trites that come out of the same spot in the wall as the first two. From that point, sprint-jump onto the first platform to the north; avoid the yellow rotating machines.
Falling off these platforms or missing the jump onto them results in instant death.
When you land on the platform, two Imps materialize in the northern end of the room in front of you. Toss grenades or shoot them with your machine gun to take them out from a distance. You don't want their fireballs knocking you off the narrow platform. When the Imps are dead, make another carefully timed sprintjump to the next platform in front of you, and from there, sprintjump onto the northern catwalk where the Imps appeared. Use the Health Station here if you need it, and then press the control panel at the catwalk’s end to open a storage area that contains security armor, an ammo belt, and three shotguns. Grab them and go through the northern door.
PRIMAGAMES . COM
After you clear the spoke machine, the platform moves forward and starts to sink. Leap onto a small ledge in front of the door to the southern end of EFR Magnetic Discharge.
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To Level End >
This brings you to another moving platform in the EFR Main Conveyor. Jump onto it and ride it, crouching to avoid several pistons that punch out from the walls. The moving platform ends its journey in front of the southeast corner of EFR Junction 6. Hop off of it onto EFR Junction 6 and breathe a sigh of relief; you're now officially done with platform jumping!
> Pick up the security armor in the southwest corner of EFR Junction 6. Move to the narrow northern hallway, but watch out: A hidden alcove opens behind you, revealing a Z-Sec Zombie with a machine gun guarding a shotgun and shells. Shoot him and then proceed down the northern hallway. When you reach the area’s northern end, two Z-Sec Zombies with machine guns run at you from the north. Kill them, take their guns, and use the large med kit, small med kit, and adrenaline on the nearby crates before proceeding down the northern hallway where the Z-Sec Zombies came from. Go through the door at the end and into EFR Junction 7.
At this point, the two paths merge. Continue with the "To Level End" section of this walkthrough. 86
EFR Junction 7 widens out in the middle, and contains three Z-Sec Zombies (one with a shotgun, one with a machine gun, and one with a pistol). Because the room is so small, tossing a grenade or two into it solves that problem. Proceed through the junction into EFR Junction 8.
Some of these enemies may rush at you while you're in EFR Junction 6, so you may not see all three of them by the time you enter EFR Junction 7.
> EFR Junction 8 is just a short hallway that leads into EFR Junction 9, but it has a large window that overlooks the EFR Main Shipping Hub. You can see Swann and Campbell escaping through the airlock in the EFR Shipping Hub, fending off several Trites with a blast from a BFG-9000. The scene in the shipping hub is utterly grotesque: spider webs everywhere, with several webbed-up and still-writhing humans hanging from the ceiling. Watch them long enough, and they stop moving. You'll get to the bottom of whatever's happening in there soon enough, because that's your ultimate destination. Proceed into EFR Junction 9.
> A hidden alcove to your right opens as you go down this hallway, revealing an Imp guarding a machine gun and clip. Kill the Imp and take the weapons; you're going to need them.
ALPHA LABS SECTOR 4 At the end of the hallway is a small room with two dead Z-Sec Zombies in it. Pick up the shotguns near them, and get the clips and security armor scattered in the room. There's also a Health Station in the southwest corner. Take advantage of all of these, because you've got the biggest fight of the game so far coming up.
Boss Fight: Vagary Vagary is the first of four bosses you face in Doom 3. Half humanoid, half spider, she is the queen of the Trites and delights in webbing up living humans and hanging them from her lair as late-night snacks.
Objective: Replace Coolant Rod 2 The level begins with a cutscene showing the remaining members of Bravo Team entering the EnPro Plant and being cut down by a horde of demons. In the confusion, a stray bullet pierces the plasma containment system and sets off a chain reaction that threatens to destroy Mars Base. Your first mission is to replace Coolant Rod 2 and bring the reactor back under control.
The Sentry Bot wants to lead you through the northern door to Control 1, but don't follow it just yet. Instead, go through the door to storage. There's a Fat Zombie inside. Either take him out yourself or let the Sentry Bot do it. Don’t stand too close to the exploding barrel in case it blows up. Pick up the nearby grenades, and then follow the Sentry Bot into Control 1.
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> As you leave the airlock and head down the walkway to EnPro, Sergeant Kelly radios to tell you that Bravo Team has been wiped out. They were carrying a communications card that is essential for sending out a distress call to the UAC fleet. You must find that card. Pick up the security armor and grenades in the hallway, use the Health Station at the hall’s end, and proceed into the entrance.
After you walk a short distance into Control 1, a Maggot appears ahead of you, and an Imp materializes behind you. Between you and the Sentry Bot, they shouldn't last long. Once again, however, be aware of the nearby exploding barrels. (There's a clip behind them, by the way.) Continue following the Sentry Bot, which destroys another Maggot along the way. When the hall opens up into a room, two Imps materialize, one in front of you, and one behind you. Help the Sentry Bot blast both of them to smithereens, and then follow the Sentry Bot through the next door. Examine the area near the computer console to the door’s right to find grenades, armor shards, and Paul Raad's PDA; his PDA contains a warning about the dangers of not replacing cooling rods.
As you enter the upper part of the entrance, pick up the clip to the right. Then walk down the stairs to the entrance’s lower part. An Imp comes out of the adjacent storage area to attack you. Rather than battle it, run over to the Sentry Bot to activate it, and let it take care of the Imp for you. 90
There's an Imp in here, too, but the Sentry Bot will probably kill it before you do.
ENPRO PLANT Shortly after you enter the room, two more Imps materialize in the first part of Control 1. Backtrack to kill them, and then approach the control panel to the computer console’s left. Kill the Imp that appears in front of you.
Your Sentry Bot is tough, but it's not invincible. It has health, just like every other creature in the game, and if it's "killed," it shuts down, and you're on your own.
next to him. This is especially handy if you missed the plasma gun in the last level. After you grab it, an Imp and a Maggot appear near you, but they shouldn't present much of a problem for the plasma gun.
Another small med kit is hidden in a corner of this tiny area, near where the Maggot appeared. Backtrack slightly, and at the T-intersection, take a left to go west. Prepare for the fight of your life. No fewer than eight Imps and a Maggot attack you from all sides, two and three at a time. If your Sentry Bot is still alive, it probably won't be after this onslaught. Pick up the grenades and clip near the door to Power Core Access, and then head through the door.
From the entryway of Power Core Access, there's a deactivated Sentry Bot in front of you and a ladder to your right. Turn left and explore the room’s bottom part before climbing the ladder; you find some armor shards and a large med kit. If you very carefully hop the railing at the western edge of Power Core Access’ lower level, you can balance on the narrow ledge on the other side of it. From there, descend a hidden ladder to reach another narrow ledge with security armor and ammo belts.
Head due south and bear left when the path forks (your Sentry Bot tries to lead you down the other path). At the end of the corridor is a dead Marine with a plasma gun and a small med kit
These are definitely some valuable pickups, but if you fall past the ledge and into the abyss below, you die instantly, so weigh the pros and cons before trying.
PRIMAGAMES . COM
Take out the three Imps in Maintenance 1 and explore the northeast corner to find a fourth Imp, a large med kit, a clip, a plasma cell, and an ammo belt. There’s also security armor near the doorway you just came through.
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Return to the entrance and climb the ladder to the upper level of Power Core Access. Enter the office on the top level to see a cutscene of a Lost Soul bursting out of a young woman's head. When the cutscene ends, blast the Lost Soul.
A control panel on a console in the office unlocks doors in the area and extends a bridge to Chamber 1 Upper of the reactor. Touch this panel to extend the bridge, and pick up Theresa Chasar's PDA next to the control panel. An email on the PDA tells you that the code for the office cabinet (#063) is 972. Open the cabinet to get a plasma gun, a plasma cell, and a small med kit, and then exit the office. Six Lost Souls rise up from the lower level of Power Core Access. Fortunately, the plasma gun you just picked up is the best weapon to use against them. Blast them, and then cross the bridge into the Power Core Access Hall. From there, go straight into Chamber 1 Upper of the reactor.
> Five Lost Souls hover around the massive reactor in the chamber's center. Pick them off with your plasma gun and head down the catwalk. From the end of this first section of catwalk, you see two more Lost Souls. Shoot 92 them from a distance and continue along the catwalk.
The door opposite the one you entered is sealed by an external lock, so keep going around the catwalk and through the western door to the Storage Hall at the end.
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Pick up the large med kit, clip, and plasma cells in the Storage Hall’s eastern part. Open the next door, shoot the Imp beyond it, and move into the much larger Chamber 2. Two Lost Souls materialize as you move through Chamber 2. Blast them and the three Imps that appear as you move farther into the hall.
Two of those three Imps materialize close to an exploding barrel. Shoot the barrel to blow them up.
Pick up the large med kit near where two of the last three Imps appeared; keep moving through the room to the lift at the end. A Maggot appears near the lift. Blast the Maggot, get on the lift, and touch the control panel to lower it. Sergeant Kelly radios you on the ride down to the lower part of Chamber 2, but his message breaks up due to interference from the heavy radiation shielding. A warning announcement states that reactor core temperatures have reached unstable levels. At the bottom, step off the lift and pick up the plasma cell in front of you. Put it to good use by blasting the three Lost Souls that rise up to attack you.
ENPRO PLANT V
Move over to the first bank of consoles and shoot at the two Imps that appear. An exploding barrel near them makes short work of one or both. After they're dead, run over to their area and pick up the armor shards, and then go through the eastern door to the Storage Hall’s lower part. There are three Imps in the lower Storage Hall. Back out of the door and shoot the exploding barrels in the room to take them out; follow up with grenades and the plasma gun. Three more spawn in at the room’s northern side, which is littered with exploding barrels. After the Imps are dead, collect the plasma cell and large med kit on one of the room's shelves and proceed through the eastern door into Chamber 1 Lower.
The most important object in here by far is the control panel that allows you to replace Coolant Rod 2 and bring the reactor back under control. As the rod is being replaced, you look at a security monitor and see Swann and Campbell surveying the remains of the devastated Bravo Team. They can't find the military transmission card that would allow someone to send a distress call to the fleet. As they leave, you see a wounded soldier hiding from them.
Objective: Locate the Military Transmission Card >
> There are no enemies in Chamber 1 Lower. Run in either direction around the circular catwalk in the room’s center and approach the door to the Reactor Control Room. An Imp stands inside of the Reactor Control Room and hurls fireballs at you. Return fire and enter the Reactor Control Room when he's dead.
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Another Imp jumps out of the entrance to the Storage Hall. Gun him down and proceed through the Storage Hall into Chamber 2. There's another Imp near the workstation in Chamber 2. Shoot him and ride the lift to the room's upper level. Run through Chamber 2 toward the Storage Hall door. Two Lost Souls appear near the door, and a third appears behind you. Shoot them all and go into the Storage Hall’s upper level.
PRIMAGAMES . COM
On the shelves of the Reactor Control Room are clips, a plasma gun, and a plasma cell. There's also a Health Station on the wall.
With the reactor repaired, your new mission is to find that military transmission card so that you can send a distress beacon to the UAC fleet. This requires you to backtrack to Chamber 1 Upper. Leave the Reactor Control Room and kill the six Lost Souls and one Imp that appear in Chamber 1 Lower.
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In the Storage Hall, a Maggot and an Imp appear on either side of the door to Chamber 1 Upper. Blast them and go through the door. With the reactor repaired, the southern door to Control 2 is now unlocked. Run along the catwalk to the door and go through it into the Control 2 hall. Pick up the small med kit and grenades, and head into Control 2.
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Two Maggots materialize to your right and left as you enter Control 2. Back up, lead them through the door you just came through, and blast them as they're framed in the doorway. As you proceed farther into the room, an Imp appears near the western stairs leading down. Check out the room’s eastern part to find an Imp hiding in an alcove near an ammo belt, grenades, and a large med kit. Also find some armor shards and clips on a nearby shelf.
Lure the two Maggots and one Imp out of their hiding places near the second set of stairs to the southwest; blow them up with the nearby exploding barrel, or mow them down with good old-fashioned gunfire. Go around the stairs to find a small med kit and some clips under them. Pick these up, and then head up the stairs and through the door to Plasma Control.
> There's a Fat Zombie immediately to the entrance’s right. Shoot him and move through the room, where the plasma filtration system is still active and running smoothly. Shoot the other Fat Zombie hiding behind the boxes to the right of the door to Maintenance 2.
Blow up the exploding barrel near the door to Maintenance 2. This helps you to take out the Fat Zombie, and it prevents you from getting blown up by the fireballs thrown by the Imp on the other side of the door.
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After getting the goodies, go down the stairs and shoot the Maggot that appears at the bottom. Don't blow yourself up by accidentally shooting the nearby exploding barrels. At the bottom of the stairs, turn left and snag the armor shards. As you do, an alcove opens to reveal a Maggot, so be ready 94 for it.
Be prepared to shoot the Imp on the other side of the door, slightly to your left. After he's gone, crawl under the catwalk to find a box of shells, and then start walking down the catwalk.
ENPRO PLANT An Imp rushes out at you near the end of the catwalk, but if you've got your shotgun handy, he won't get a chance to do much damage. Go through the door at the end of the catwalk into Maintenance 3.
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When you enter the Garage Exit, a cutscene plays. The wounded soldier you saw earlier hands you the military transmission card, telling you to get a distress beacon to the fleet. He hid the card from Swann, because he's afraid that Swann won't permit an SOS to be transmitted. As soon as he hands it over, a Wraith leaps out of the darkness and finishes him off. End cutscene. Begin fighting! Shoot the Wraith immediately. Another hides between the shadowy pillars to your right in the room's southern part. Hunt him down quickly.
As soon as you open the door to Maintenance Storage, back up and shoot the Maggot that's rushing up from Maintenance 2 to attack you from behind. Once he's dead, proceed into Maintenance 3. Don’t accidentally detonate the exploding barrel (next to the door to Maintenance 3) while shooting at the two Lost Souls that come screaming at you.
Walk down the steps to the recessed area of the Garage Exit and pick up Steve Hammer's PDA, which gives the combination for the Plasma Storage door (734).
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As soon as you walk down the first small set of steps, three Imps appear in various locations on the room's lower level. Two appear near half a dozen exploding barrels—will they never learn? Kill the three Imps and go down the next set of steps. Crouch and crawl under the platform where you were just standing to find some armor shards. In a small alcove near the exploding barrels, find a large med kit and a clip.
The only thing left to do is open the airlock at the eastern end of the Garage Exit. Step into the airlock and touch the control panel inside to complete the level and proceed to Comm Transfer.
PRIMAGAMES . COM
The door marked "Plasma Storage" leads to—you guessed it— Plasma Storage, but it's locked, and you need a keypad combination to open it. Go through the door next to the alcove with the large med kit and clip, which brings you to the Garage Exit.
Backtrack to Maintenance 3 and enter 734 on the Plasma Storage door keypad. Kill the Fat Zombie inside before helping yourself to the amazing amount of loot on the shelves: plasma cells, armor shards, small med kits, a large med kit, a plasma gun, and security armor. Take everything you need and return to the Garage Exit.
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Communications Transfer
AIRLOCK
MARS SURFACE
MARS SURFACE x2
SERVICE ROOM 3
AIRLOCK
Station 3
x10
PRC PERSONNEL READY AREA
PRC MAINTENANCE PRC SUBSYSTEM CONTROL
LADDER TRACK
Legend
PRC SUPPORT AREA LEVEL 2
– Ammunition – Armor – Enemy – Health
Station 2 PRC SUPPORT AREA LEVEL 2
– Weapon
LIFT
– Oxygen
PRC SUPPORT AREA LEVEL 1
x2
Mid-level
MARS SURFACE PRC SUPPORT AREA LEVEL 1 x4
Station 1 x5 x3
PRC MAINTENANCE MARS SURFACE
SERVICE TUNNELS
SURFACE ACCESS MAINTENANCE CRAWLSPACE
SERVICE ROOM 1A
x3
James Holiday’s PDA
SERVICE ROOM 1B AIRLOCK x2
SERVICE ROOM 2A x2 x3
SERVICE TUNNELS
LADDER x2
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MARS SURFACE
SURFACE ACCESS LEDGE
AIRLOCK
COMMUNICATIONS TRANSFER
Overview Comm Transfer connects EnPro and Communications and acts as a multipurpose facility for power distribution, equipment repair, and cargo transfer to other base sectors. Due to the frequency of broken pressure seals, oxygen tanks are well stocked in this sector. Communications Transfer is one of the most challenging levels so far. Using a service lift, you must negotiate a series of labyrinthine corridors that cross over and under each other, with demons and Zombies around every corner. After you manage to find the control console that releases the security locks, you can exit Communications Transfer and proceed to Communications—one step closer to sending your SOS. ENEMIES ENCOUNTERED — Cacodemons — Zombies — Imps — Zombies, Chainsaw — Pinkys — Zombies, Fat — Trites — Zombies, Z-Sec — Wraith WEAPONS ACQUIRED — Chainsaw — Machine Gun — Grenades — Shotgun AMMUNITION ACQUIRED — Bullets — Plasma Cells — Clips — Shells ITEMS ACQUIRED — Adrenaline — Med Kits, Large — Air Canisters — Med Kits, Small — Armor Shards — Security Armor — Berserk PDAs ACQUIRED — James Holiday — Ron Ridge
Objective: Reach the Communication Facility > Touch the control panel in the airlock to open it and step out onto the surface of Mars. The Mars walk ahead of you is longer than the first one you took before the demonic invasion, and there's a lot more to see and do during it. Keep a sharp eye out for the air canisters that add 50 points to your oxygen reserve.
Don't pick up an air canister until your oxygen reserve has dropped below 50. Because you can't have an oxygen reserve of more than 100, you're wasting some of the air canister if you pick it up prematurely. Pick up the armor shard and grenades right outside the airlock door, and then blast the Cacodemon that floats over to investigate your activities. Cacodemons are slower and tougher than Lost Souls, and they shoot explosive blasts of energy that can really ruin your day.
PRIMAGAMES . COM
After killing the Cacodemon, move forward and grab the armor shards, large med kit, and air canister in front of the stairs; walk down the stairs, where you find another air canister.
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When the carnage has subsided, pick up the small med kit on the eastern shelf, and then crouch and crawl under the catwalk to find some armor shards and a large med kit. After collecting these items, go through the northeast door to Service Room 1B.
You can explore the surface a bit by turning left and walking to the end of a metal balcony, where there’s another air canister. Walk around the side of this balcony and sprint downhill to find an open crate around which is a large med kit, a plasma cell, adrenaline, armor shards, and air canisters. Sprint back up to the balcony after you have these items.
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Follow the metal walkway northeast across the windswept planet’s surface. Pick up three more air canisters as you do—one on the path’s left side, and two more in front of a garage door near Airlock CT-1. Grab them and then open Airlock CT-1 to enter Service Room 1A and start breathing normally again.
> As Airlock CT-1 opens into Service Room 1A, Sergeant Kelly radios to tell you to hustle to the Communications Facility; if there's any hope for survival, you must send a distress call to the UAC fleet. Step into Service Room 1A; shoot the Zombie that crawls out from under the catwalk in front of you and the Z-Sec Zombie that runs into the room with a machine gun. Kill them, then run into the room and turn around to blast the two Imps that appear in Airlock CT-1 and the room’s southeast corner. A third Imp materializes on the catwalk shortly after you kill the other two. 98
A Z-Sec Zombie with a shotgun hides behind a crate farther down the hall. Take cover and shoot him as he pops out. Pick up a large med kit just past the Z-Sec Zombie's position. Walk down the nearby stairs to reach the room's lower level. There's some security armor in front of a bloodstained door at the stairs’ bottom. When you approach it, a demonic creature lunges at you through the door and then disappears. Two Imps appear behind you. Shoot them, pick up the security armor, and walk southwest along the lower level of Service Room 1B.
Crawl under the stairs you just walked down to find a large med kit. Continue along the lower level and shoot the Imp that jumps out at you from the entrance to the Maintenance Crawlspace. Pick up the nearby clip, click "Scan" on the adjacent computer terminal, and then crouch down and crawl into the Maintenance Crawlspace.
COMMUNICATIONS TRANSFER >
If your oxygen supply's still pretty robust, sprint south to find an air canister, a large med kit, and grenades in an alcove; sprint back to the lift and ride it up to the Service Tunnels.
At the first junction in the Maintenance Crawlspace, duck into the left alcove near the skeleton to get a small med kit.
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Pick up a shotgun and grenades from the corpse of a Marine. Continue to the end of the Maintenance Crawlspace and pick up the armor shards. Shoot the Zombie near the surface access ladder, pick up the grenades near him, and then descend the ladder to reach the Mars surface.
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A Zombie lumbers toward you from the Service Tunnels. Behind him, a Z-Sec Zombie with a machine gun tries to pick you off. Use the Zombie as cover to toss a grenade to the side of the crate that the Z-Sec Zombie hides behind, and then kill the Zombie. There's an armor shard, a small med kit, and a plasma cell in the eastern alcove to your right. Back into it, because when you go for these items, a western alcove opens and an Imp attacks you; if you back into the alcove, you can blast the Imp when he appears. Don't miss the small med kit and shells in the Imp's alcove.
Three Trites skitter toward you when you reach the ladder’s bottom. Blast them quickly; remember that you're now breathing from your suit's limited oxygen reserves. Pick up the small med kit and armor shards at the ladder’s base and walk forward onto the cobwebbed Martian surface.
Before running into the next part of the Service Tunnels, blow up any exploding barrels ahead of you. If you don't, the Imp's fireballs may detonate them.
Another Trite crawls out of a spider hole right in front of you. Blast him and turn left to pick up two air canisters and a small med kit— four Trites then run out at you from the wall in front of you.
The airlock lift to the facility is just ahead to your right. Press the control panel to call the lift, and then turn around quickly to shoot the five Trites that attack you from the south.
PRIMAGAMES . COM
Turn left again (south) and pick up the air canister in front of you. Keep going forward to find another small med kit and an air canister that you must crouch down to reach.
Sprint ahead into the main part of the Service Tunnels to pick up armor shards and grenades. An Imp on the room's upper southern catwalk pelts you with fireballs when you move in. Duck behind the stacked crates for cover and use your machine gun or chaingun to shoot down his fireballs and blast him.
With the Imp dead, chuck a grenade up onto the ledge to kill the shotgun-toting Z-Sec Zombie that's waiting for you up there; climb the ladder in the southwest corner to get some security armor. After you grab it, a Cacodemon appears near you, so be 99 ready to shoot it.
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it, so turn south and head back past the shelves. Crawl into an open alcove in the western wall to get bullets and some armor shards, and then go through the door to Service Room 2A. Climb back down the ladder and go through the eastern doorway to the next part of the Service Tunnels. Turn left and shoot the exploding barrel next to the oblivious shotgun-wielding Z-Sec Zombie.
Crouch and crawl under the garage door to the south to reach a small room with some armor shards and a small med kit. Crawl back out of the garage and move north down the Service Tunnels. In the distance, a jeep drives off to the east. Could this be Swann and Campbell? You don't have time to investigate, because three Cacodemons appear and start attacking.
After killing the Cacodemons, venture to the northern end of the Service Tunnels. The garage door that the jeep drove through is closed, and its control panel is malfunctioning; you can't follow them, but you can pick up a nearby small med kit. Continue to the northwest part of the Service Tunnels, which is full of Mixom tool crates, empty chainsaw boxes, and shelves holding several plasma cells and a small med kit. When you approach the northernmost shelf, an Imp materializes behind it. Kill the Imp and walk behind the shelf to pick up some armor shards and bullets. This summons a second Imp near the middle shelf. Blast him as well. The northern door requires James 100 Holiday's PDA to open
> From the doorway, you can see James Holiday's PDA lying in front of its owner's corpse, as well as armor shards in the far corners of the room. When you walk into the room to grab the PDA, two Chainsaw Zombies charge out at you from hidden alcoves on either side of the room, and a Zombie, Fat Zombie, and Chainsaw Zombie enter the room from the Service Tunnels.
The Chainsaw Zombies are tough, and you don't want to get too close to them—for obvious reasons. Your plasma gun and chaingun are the best tools for taking them out. You can also drop a grenade or two into the room and back out of it. Pick up a chainsaw from the fallen Chainsaw Zombies or from a box in the eastern alcove. Find some armor shards and a large med kit in the western alcove as well. After getting these, return to the northern Service Tunnels door and use Holiday's PDA to open it. Proceed through the door into PRC Support Area 1.
> When you step into PRC Support Area 1, the lights go out and the door locks behind you. There's a Fat Zombie in an alcove immediately to your right. Shoot him and grab the armor shards and grenades that are in there with him. Watch out for a second Zombie that shambles down the hallway toward you.
COMMUNICATIONS TRANSFER A Cacodemon at the top of the ladder is just waiting to fry you. Take him out immediately and go to the nearby control panel for service lift Station 2 to trigger the next mission objective. There's a large med kit a bit farther north down the hall, and an alcove next to it contains a locked security door. Follow the main hallway as it curves to the right (east). As you approach the small med kit and armor shard, an Imp appears and starts chucking fireballs. Deal with him quickly and keep going. Enter the open room at the eastern end of PRC Support Area 1, and a Pinky materializes behind you. Run into the eastern room, shooting it as you go. Use the room's center pillar to dodge the Pinky's attacks and keep blasting him with your most powerful weapons. After the Pinky's dead, the lights come back on and the security door midway down the hall unlocks. Open it, blast the Imp on the other side, and proceed into PRC Maintenance.
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Objective: Service Lift > The maintenance area doors that separate you from the end of the level are locked, and you must use the service lift to unlock them. Go through the nearby southern door to enter PRC Support Area Level 2. Shoot the Imp on the other side of the door and the two others that materialize on either side of the door. Find a large med kit in the first Imp's alcove. From the entrance, turn left and follow the hallway, picking up armor shards as you go. The hallway ends in a small storeroom. When you enter the storeroom, you hear a demon materializing. Seconds later, a Pinky charges down the hall at you. Kill the Pinky and help yourself to the clip and small med kit.
Turn left as you enter PRC Maintenance and shoot the Imp that comes running around the corner at you. Grab a small med kit in the southern part of this room, then open the northern door, shooting the Cacodemon on the other side.
PRIMAGAMES . COM
The floor in this part of PRC Maintenance has buckled under tectonic stresses, looking like a vision of hell itself. Don’t fall into the magma vents, or you'll suffer damage. Collect some armor shards in the room’s northwest corner and a small med kit in the southwest corner. Climb the ladder in the northeast corner to the upper level of PRC Maintenance.
After fighting the Pinky and getting the items, turn south and go down the hallway, past the door you entered through. Keep going until you reach the end, which has grenades and a large med kit in a recessed area of the floor. When you drop down into this area, an Imp appears above you, near the door to PRC Maintenance. Kill him with grenades and pick up the items.
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Rotate the lift 180 degrees and step off it onto the platform near Station 2, where you first triggered the mission. Go west along the catwalk past the locked security door to find security armor and grenades. Picking up these items triggers an Imp back by the security door. Kill him and return to the lift. Equip your shotgun and open the door to the upper level of PRC Maintenance. An Imp on the other side lunges out when you open it, so greet him with a face full of shot and move into the room.
Move forward as far as possible, and then turn clockwise. Move forward twice, rotate clockwise, and step off of the lift. Go up the nearby stairs and through the door at the top.
The PDA belonging to Ron Ridge sits next to its deceased owner. Picking this up gives you access to the service lift. Conveniently enough, it's also right next to service lift Station 1. Touch the Station 1 control panel to call the lift to the station.
Before stepping onto the service lift, crawl under the platform to find armor shards and a small med kit. Step onto the lift. The lift controls allow you to move directly to Station 1, 2, or 3; the controls also rotate the lift clockwise or counterclockwise 90 degrees, forward and backward, and raise or lower it. Start out by rotating the lift counterclockwise and moving forward. Turn clockwise and move forward. A wall panel to your left drops away, revealing a Z-Sec Zombie with a machine gun. Shoot the Z-Sec Zombie before he does too much damage, and then pick up the small med kit and plasma cell inside his alcove. Jump back into the lift. Turn clockwise so that you're facing east, and then move forward. Kill the Cacodemon that appears and attacks you, then move forward as far as possible. 102
Find a plasma cell and a small med kit on some crates on the door’s other side. There's nothing else in here except a busted elevator. Leave the room. You can't jump back up onto the lift, so walk south along the narrow catwalk to the right of the lift track until you reach Station 1 again. Use Station 1's control panel to call the lift back, and then get onto it.
Do not step onto the left track! It's got so much energy zapping through it that you'll wind up like a mosquito in a bug zapper if you do!
Go one stop farther north of the last place you moved the lift, and raise the lift. Jump onto the platform with the malfunctioning door to get a plasma cell and small med kit. After you have them, drop off the platform, run back to Station 1, and recall the lift.
COMMUNICATIONS TRANSFER V
Now it's time to investigate Station 3, which has been infested with demonic growth. Either direct the lift there manually, or just press "Move to Station 3—Lift Exit." An Imp and a Cacodemon are in this area, so keep your plasma gun handy.
Call the lift back to you from Station 2, get onto it, and ride it forward as far as it goes. Turn the lift 180 degrees and raise it. Jump onto the nearby platform. Go through the door here to PRC Support Area 2.
From Station 3, manually maneuver the lift over to the nearby service ladder by rotating clockwise once and backward once. Hop down from the lift onto the plateau above the ladder, and then climb down the ladder. Pick up the armor shards, small med kit, grenades, clip, and security armor, and then climb back up the ladder and go through the door at the top of it into PRC Subsystem Control.
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Go down the hall to the door at the end. An Imp appears behind you as you approach the door. Shoot the Imp and continue through the door to a bridge that stretches high above the lift track. Pass through the door at the other end of the bridge. Shoot the shotgun-toting Z-Sec Zombie inside the room. When you step into the room, an Imp appears behind you in the doorway. Instead of taking the right (southern) path at the T-intersection where the Z-Sec Zombie was, go straight to find a Chainsaw Zombie in front of a control console. Kill the Chainsaw Zombie, and use the console to unlock the lift exit and complete the service lift mission.
Shoot the headless Zombie on the room's far side near the locked security door. Pick up the nearby small med kit and shotgun near the corpse on the floor; shoot the Imp that appears when you do so. Ascend the stairs; at the top, pick up the security armor sitting on a crate. Move over to the nearby workstation and touch the control panel to open the area's security doors. You can now go through the nearby door to reach Station 2 on the other side. PRIMAGAMES . COM
This is not the control panel that opens the Station 3 (lift exit) door, so you're not done with the lift yet.
Now backtrack to the T-intersection and turn left. Go through the door at the catwalk’s end and pick up the plasma cell and large med kit on the other side. Approach the door at the other end of the catwalk with your chaingun, grenades, or plasma gun at the ready. When the floor starts rumbling, backpedal and get ready to kill the Pinky that charges through the door. With the Pinky dead, continue through the door and use the Health Station if you need to.
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> A Chainsaw Zombie rushes toward you when the door opens. Kill him and step into the room. Open Airlock CT-2, step inside it, and open the door to the Mars Surface.
Now backtrack all the way to the lift and press "Move to Station 3—Lift Exit" to automatically return to Station 3. Hop off of the lift and go through the door labeled "Exit Lift Area" to enter the PRC Personnel Ready Area.
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> As soon as the airlock door opens, Swann and Campbell drive away from you, leaving you to deal with two angry (but distracted) Cacodemons.
Use the Health Station and some security armor just inside the door if you need them, then continue forward to the room’s end. The floor drops away, leaving you in front of an alcove with a berserk power-up. Pick up the berserk and get ready to go Story of Ricky on six Zombies and four Fat Zombies that appear from hidden alcoves. Berserk limits you to punching attacks of incredible power; you can kill each Zombie with one punch from your fists.
After you kill all the Zombies, climb the steps that appear in front of the door to Service Room 3; go through the door.
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Either make a beeline for the airlock just ahead to the northwest, which completes the level, or explore the Mars Surface to find air canisters, armor shards, and a large med kit. Enter the airlock to complete the level and proceed to Communications.
COMMUNICATIONS
Communications SECURITY OFFICE x2 x3
x3
x2
UNIDENTIFIED LIFT
LIFT
SATELLITE CONTROL ACCESS
Ben Wolfe’s PDA
SATELLITE CONTROL CENTER
#54 SATELLITE CONTROL SKYWAY
x2
UNIDENTIFIED x2 Lower Level
UP TO SATELLITE CONTROL (LEVEL 3)
COMMUNICATIONS ACCESS B
ELEVATOR
B
ELEVATOR Rob Finch’s PDA DOWN TO MAINTENANCE (LEVEL 1)
A THERMAL CONTROL
Seamus Blake’s PDA LADDER x2
A COMMUNICATION HALLWAY
CRAWLSPACE COMMUNICATIONS MAINTENANCE
COMMUNICATIONS ENGINEERING
ELEVATOR UP TO GARAGE
SKYWAY COMMUNICATIONS ACCESS (LEVEL 3)
MAIN COMMUNICATIONS ROOM
COMMUNICATIONS GARAGE (LEVEL 2)
COMMUNICATION LOBBY
Legend AIRLOCK (LEVEL 2)
Overview The Communications Tower is the primary link for off-planet communications. Broadcast dishes are aligned for communications directly with UAC-Earth and bridged for deep-space communications via the Phobos Routing Station uplink.
– Armor – Enemy – Health – Weapon – To Main Communications Room – To Satellite Control Center
PRIMAGAMES . COM
This level has you running all over the Communications Facility. First, you must reach the Main Communications Room in an attempt to send the SOS to the UAC fleet. When that plan falls through, you must race to the Satellite Control Center. There, you have to make a fateful choice—to send the distress beacon or not. Regardless of your decision, you still have to stem the tide of demons (seeing as how you seem to be the only person on Mars Base capable of holding your own). From the Satellite Control Center, it's a mad dash to Monorail Access, which takes you to the next level, Monorail Skybridge.
– Ammunition
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> ENEMIES ENCOUNTERED — Cacodemons — Zombies — Imps — Zombies, Fat — Wraiths — Zombies, Z-Sec WEAPONS ACQUIRED — Grenades — Pistol — Machine Gun — Shotgun AMMUNITION ACQUIRED — Bullets — Plasma Cells — Clips ITEMS ACQUIRED — Armor Shards — Med Kits, Large PDAs ACQUIRED — Ben Wolfe — Rob Finch
Step out of the airlock into the Communications Garage. Pick up the armor shards on the crate outside the airlock door. As you step into the room, a Cacodemon bursts up through the floor. Kill it and explore the crawlspace in the southeast corner. Two Imps appear in the room when you enter the crawlspace, which contains a plasma cell and a small med kit. There's also some security armor on a small ledge that you need to jump onto.
— Med Kits, Small — Security Armor
— Seamus Blake
After getting the security armor, drop down the gap next to the ladder to reach a lower crawlspace, which contains some armor shards. Pick them up and backtrack to the main floor of the Communications Garage. Pick up some more armor shards under the stairs leading up from the garage floor. Climb the stairs and use the Health Station in the northwest corner; there are more armor shards here as well.
Objective: Main Communications Room As soon as you open the airlock at the start of the level, Sergeant Kelly radios you again to remind you of the urgency of your mission. You must reach the Main Communications Room and send the distress call to the fleet.
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Approach the elevator at the end of the elevated catwalk on the garage’s west end. A Cacodemon appears in the middle of the garage when you do. Take out the Cacodemon and call the elevator.
Get in the elevator. You're currently on floor 2. You can go up to Satellite Control or down to Maintenance. Ride the elevator up to Satellite Control.
COMMUNICATIONS >
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When the elevator doors open, a Z-Sec Zombie with a machine gun attacks you from a slit in the wall across the room. Return fire and take him out quickly. Touch the control panel to the elevator’s right to open the maintenance hatch.
There's a Z-Sec Zombie with a machine gun on the elevated northern area of the room to your right. There's also a closer Z-Sec Zombie with a machine gun, but you can't see him from the doorway; he's around the corner to your right. Take them both out by luring them back into the Skyway.
Move toward the slit where the Z-Sec Zombie used to be and step on a raised grate to open an alcove in the room's northeast corner. It contains a Zombie and a small med kit. Go south and approach the red door at the room’s end. The lights dim and an Imp appears on the other side of the red door. Kill it and enter the maintenance hatch to the red door’s left to reach the area where the Z-Sec Zombie was shooting from. This causes an Imp to appear near the elevator. Pick up the small med kit and security armor inside the maintenance hatch and blast the Imp. Leave the maintenance hatch and go through the red door to the Skyway.
The lights come on after both Z-Sec Zombies are dead. Pick up the armor shard and clip from the console on the room's eastern side, and then use the security terminal on the nearby desk to unlock Communications; a second button that unlocks Monorail Access is externally locked.
As soon as you release the security lock, a Cacodemon appears in the room's southern end and two Z-Sec Zombies (one with a shotgun, one with a machine gun) run in through the nowunlocked northwestern door. Proceed through the northwest door to reach another very small part of Communications Access, which contains a Health Station. Use it if you need to, and then go through the western door to the Communications Hallway.
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PRIMAGAMES . COM
As you walk down the Skyway, the lights start to flicker. An automated voice announces power fluctuations in the area just as the lights go out altogether. Keep going down the Skyway and through the door to the Communication Lobby at the end.
When you enter Communications, you see Campbell blasting the communications equipment with a BFG9000 and running away. To see if you can salvage any of it, run along the outer walkway and go through the door to the other end. A Z-Sec Zombie with a shotgun attacks you from the southern door you entered through, and a Z-Sec Zombie with a pistol and shield attacks you from the northern door you're running toward.
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Hop the railing and drop under the walkway to find armor shards and clips.
> The northern doorway is locked; you need a PDA belonging to Engineering team members Seamus Blake or Roger Stenson to open it. There's another doorway at the bottom of a staircase that leads into the Main Communications Room.
> Entering the Main Communications Room completes your first objective, but not how you might have liked. The hardware is toasted beyond repair. When you approach Seamus Blake's PDA on the ruined consoles, Sergeant Kelly radios with Plan B: Make your way through Engineering and get to the Satellite Control Center.
An alcove opens to your right with a Zombie, armor shards, and a large med kit. Kill the Zombie and enter the alcove to get the items. This triggers the appearance of an Imp outside the alcove. Kill it, scan your PDA, and go through the door into Communications Engineering.
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A Zombie stumbles out of a crawlspace to the entrance’s left. Kill him and take the plasma cell and armor shard in the crawlspace, and then go through the door at the room’s western end. The door leads into an unidentified area, where an Imp climbs up onto the pathway to attack you. Blast it quickly. There's also a Z-Sec Zombie with a pistol at the room’s far end. A grenade is the best way to take care of him. A second Z-Sec Zombie runs in from the door you came through and tries to shoot you with a machine gun; take him out and pick up the small med kit and clip at the room's western end.
Objective: Satellite Control Center Seamus Blake's PDA upgrades your security clearance and allows you to enter Engineering, so return to Communications Access. Another Z-Sec Zombie with a pistol and shield attacks you from the Communication Hallway door. Kill him and approach the northern door. 108
Use the nearby control panel to call the lift, and then ride the lift down to the lower part of this unidentified area. A Fat Zombie and Imp await your arrival at the bottom. Don't miss the armor shards, grenades, or small med kit in the shadowy corner near the lift. Once you ride the lift down, you can't take it back up, so go through the northwest door to the lower level of Communications Engineering.
COMMUNICATIONS
A Z-Sec Zombie with a shield awaits you on the other side of the door, as does an Imp in an elevated part of Communications Engineering. Use the doorway for cover and eliminate them both. Move into the room and toss a grenade down to the northern end, where a Z-Sec Zombie hides behind a pillar. Get the large med kit and a clip. Go through the northeast door to the next part of Communications Engineering. There's an Imp around the corner to your left and a Fat Zombie around the corner to your right. Lure them out, frame them in the doorway, and blast them. Grab the ammo belt near the Fat Zombie's starting point and touch the control panel to "open additional area venting." This opens a crawlspace that you can enter to get armor shards and a small med kit. Grab them, then crawl back out and descend the stairs to the lower level. Find armor shards in the northwest corner where the Imp was hiding. After you pick them up, three Imps drop out of the ceiling near the stairs you just came down.
Go through the eastern door to enter a small storage room with two exploding barrels and a Zombie inside. There are items on an upper catwalk, but the ladder is broken; you must reach the catwalk by jumping onto the exploding barrels. The trick is to kill the Zombie without blowing up the barrels, which will blow you up too (and prevent you from getting up to the catwalk). Use well-aimed pistol fire to bring down the Zombie. After the Zombie is dead, the room is bathed in a red light, and demonic laughter echoes from the walls. Two more Zombies appear. Again, take them out without blowing up the barrels. After they're dead, everything returns to normal. Get the security armor, bullets, and small med kit from the ground floor and the large med kit and armor shards from the upper catwalk. Go through the door at the catwalk’s end to get more armor shards and a plasma cell. Shoot the Imp on the walkway and the one below you. Drop down to the T-shaped walkway; drop off the walkway and crawl beneath it to find grenades and armor shards. Hop back up onto the walkway and start down the southern part. Go through the southern door to the next part of Communications Engineering.
PRIMAGAMES . COM
Approach the red door in the northeast corner. Two Imps lunge out at you from it. Kill them, go through the door into the next part of Communications Engineering, and shoot the Fat Zombie that slowly meanders toward you.
When you pick up a large med kit in the room's center, an Imp comes through the southern door, so be ready.
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After going through the door, move slightly to the right to see an Imp at the room’s other end. Blast him before he gets close enough to throw fireballs at you (or worse yet, at the exploding barrel near you). Walk into the room and make your first right onto a narrow catwalk. At the end of it, sprint-jump a gap to reach another catwalk with armor shards and a small health pack.
If you fall into the gap, you will die, so decide if these pick-ups are worth the risk before you jump. You can also crawl around the stairs in the room’s middle to reach these items.
Crawl along this catwalk to return to the room’s middle. There's a Z-Sec Zombie with a shotgun on the elevated catwalk near the middle of the room. Waste him from a distance to minimize the effectiveness of his weapon, and then collect the armor shard and clip from the bottom level before ascending the stairs to the upper catwalk. Move carefully past the active machinery and go through the door at the catwalk’s end into an unidentified area. When you enter, the lights turn red and a corpse is hurled at you, followed by devilish laughter. Make a tricky running crouch-jump off of a knocked-over crate into the alcove where the corpse came from; get a small med kit and armor 110 shard. When you do, an Imp appears in the doorway behind you.
After getting the items and killing the Imp, step onto the lift in the room and ride it to the upper level, where an Imp waits for you. Shoot it and go through the eastern door to the next part of this unidentified area. Climb the stairs to the elevated upper catwalk and follow it as it curves right. Shoot the machine-gun-wielding Z-Sec Zombie on the upper catwalk ahead of you, and blast the pistol- and shieldpacking Z-Sec Zombie on the lower level. After killing both of them, crawl under the elevated catwalk to find armor shards and a small med kit. Pick up Ben Wolfe's PDA at the area's southeastern end. The PDA gives 246 as the combination for storage cabinet #054.
Continue through the door near the PDA into the next unidentified area. Two Cacodemons and a Z-Sec Zombie with pistol and shield rush at you. Fire at them until they get too close for comfort, and fall back into the previous room if necessary. The door at the northeastern end is locked, so go through the unlocked door to the north into the Security Office.
> There's a Z-Sec Zombie with a machine gun in the Security Office. Rush him or lure him out into the hallway to get rid of him. Enter 246 into cabinet #054 to get grenades and security armor. Find more grenades and a plasma cell on the desk.
COMMUNICATIONS
If your Sentry Bot doesn't survive the trip to the Communication Annex, go back to the Security Office and activate another one.
> Approach the command console, and Sergeant Kelly tells you that he's traced the source of the invasion to the Delta sector; he tells you to get there as soon as possible. Touch the control panel on the console to activate a Sentry Bot.
The Sentry Bot runs ahead and shoots a Z-Sec Zombie that comes through the southern door, leaving you to battle two Cacodemons that appear near the entrance. Blast these foes into oblivion and proceed into Thermal Control.
If your Sentry Bot is killed, you can return to this point and activate another one. Follow the Sentry Bot out of the room. It unlocks the eastern door and kills an Imp and Z-Sec Zombie on the other side of it. Follow the Sentry Bot to see it kill an Imp and then another Z-Sec Zombie.
> There's a clip and a small med kit on the other side of a crate near the entrance, so stay on the lookout while following the Sentry Bot down the hall.
Two Imps appear behind you. Shoot them and pick up some grenades in a red-lit alcove. Continue following the Sentry Bot into the next unidentified area. The Sentry Bot lays waste to another Imp. Two more Imps appear as you approach the next door. You and the Sentry Bot should have no trouble taking them out.
Let the Sentry Bot lead you through the room, and it wastes a Z-Sec Zombie near a set of stairs leading down. Don't miss the ammo belt sitting in the shadowy corner here. Follow the Sentry Bot through the next security door into the Communication Annex.
Call the elevator and ride it up to level 3 (Satellite Control). Sergeant Kelly warns you that Swann and Campbell are still in the area somewhere.
PRIMAGAMES . COM
After going through the next door, the Sentry Bot runs ahead to kill an Imp, while a Cacodemon rises up from the abyss below you. Let the Sentry Bot take care of the Imp while you start blasting the Cacodemon. Get the armor shards and a small med kit nearby.
When you do go down the hall, an Imp appears ahead of you at the room's eastern end, and a Cacodemon materializes behind you at the western end. Let the Sentry Bot deal with the Imp while you blow away the Cacodemon, and then follow the Sentry Bot north to the elevator, where it deactivates.
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> Rob Finch's PDA is on a corpse just outside the elevator. It upgrades your security clearance, so be sure to find it; it's easy to miss in the shadows. Keep going through the room, into the Satellite Control Skyway, and then into the Satellite Control Center.
> Approach the console at the room's southern end and press "activate decryption sequence" on the control panel there. Swann appears on your monitor and tells you to back off—they don't have any idea what they're dealing with, and calling in the fleet might give the demons a ticket back to Earth. You can either send or cancel the transmission. Either way, your next objective is to return to the lobby and head for the Monorail Station.
Kill another Imp at the room's western end near a small med kit. Go through the door into the next part of Communications Maintenance. As you enter the room, two Imps are on a ledge on the southern wall to your left. There's also a Z-Sec Zombie with a machine gun at the room’s other end to the west. Keep moving back and forth along the path to avoid the Imps' fireballs and kill the Z-Sec Zombie; then turn your attention to the Imps. Want to risk life and limb for some security armor? There's some on the Imps' ledge. To get it, jump onto the rail that a large piece of machinery runs back and forth along. If you blow the jump, you die. If you still want to try this, go back to the entrance and leap the yellow safety railing to land on the rail. Wait until the machinery has moved to the room’s other end and sprint-jump off of the rail onto the Imps' ledge to get the security armor. Now do the exact same thing in reverse to get back onto the catwalk and proceed into the next part of Communications Maintenance.
For the purposes of this walkthrough, we took Swann's advice and cancelled the transmission. He made some pretty good points, and besides, we've seen Aliens.
Objective: To the Monorail Station > Backtrack to the elevator and ride it all the way down to level 1 (Maintenance). When the doors open, blast the ZSec Zombie to your left and the Imp farther down the hall to your right. 112
Kill a shotgun-wielding Z-Sec Zombie at this hallway’s southern end, just past the elevator. Make good use of the Health Station, grenades, and shotgun at the room's southern end. An Imp jumps out at you from the middle of the hallway. Kill him and then ride the elevator back up to level 3 (Satellite Control). From Communications Access, where the elevator drops you off, retrace your steps through the Skyway and into the Communication Lobby, where the Monorail Access door is now unlocked. Open the door, and then click the control panel on the other side of it to complete the level and proceed to the Monorail Skybridge.
MONORAIL SKYBRIDGE CENTRAL MAINTENANCE
Nick Sadowayj’s PDA
LADDER
x6
A
x2
UPPER MAINTENANCE HALL
SECONDARY LEVELS ACCESS
Monorail Skybridge
LADDER TOXIC WASTE PROCESSING
MAIN TANK AND PUMP CONTROL x2
SECONDARY PUMP ROOM
ELEVATOR ACCESS BASEMENT
CENTRAL MAINTENANCE x2
Legend LIFT
– Ammunition ELEVATOR ACCESS TOP FLOOR
– Armor – Enemy – Health
STORAGE 2
– Weapon – Oxygen
TOXIC DISPOSAL MAINTENANCE RUINED BRIDGE
– FPO – FPO
STORAGE 1
ACCESS HALL
TOXIC WASTE DISPOSAL
SECONDARY LEVELS ACCESS
SECONDARY LEVEL
SECONDARY LEVEL
AIRLOCK Anthony Garza’s PDA
LADDER A
x2 x2 x2
x2
AIRLOCK x2
EXIT MARS SURFACE x3 x2
MARS SURFACE AIRLOCK UNDERGROUND TUNNEL 1
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Overview The Monorail Skybridge crosses over the primary recycling station, a key element in processing waste products into useable resources. Also known as Recycling Sector 1, this level is a sprawling maze of small rooms filled with tough foes, including the first appearance of the Revenant. Your main goal is to reach Delta Labs, but a collapsed bridge forces you to detour through the Recycling Plant. Even your detour takes a detour: You must repair a broken pump to clear an area of the level to proceed. It's all worth it when you find the rocket launcher near the end of the level. ENEMIES ENCOUNTERED — Cacodemons — Revenants — Imps — Trites — Maggots — Zombies — Pinkys — Zombies, Fat WEAPONS ACQUIRED — Chaingun — Plasma Gun — Shells — Rocket Launcher — Machine Gun AMMUNITION ACQUIRED — Ammo Belts — Plasma Cells — Clips — Rockets ITEMS ACQUIRED — Air Canisters — Med Kits, Small — Armor Shards — Security Armor — Med Kits, Large PDAs ACQUIRED — Anthony Garza — Nick Sadowayj
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Objective: Reach the Delta Labs >
From the start of the level, walk out of the airlock. The bridge in front of you (which leads to Delta Labs) collapses, and evil laughter taunts you. At this point, you're outside of the facility and breathing your suit's air supply, so you must get to the next airlock quickly. Move forward, kill the Cacodemon that floats in at you, and run down the ruined bridge. Find two air canisters and a large med kit at the base of the wrecked bridge. Another Cacodemon appears and attacks from the southeast when you approach them.
Continue along the path to the southeast, and the door to the other airlock comes into view. There's another air canister between you and it.
If you want some security armor, sprint east past this air canister to find it in a shadowed corner. If you reach the airlock and you're low on air, grab the air canister hidden behind one of the nearby pillars. Open the airlock and step inside to enter the Access Hall and start breathing normally again.
MONORAIL SKYBRIDGE >
Start walking down the Access Hall with a heavy weapon equipped (plasma gun, chaingun, or grenades). When the lights go out, backpedal while attacking the Pinky that comes charging down the hall at you. After it's dead, continue down the hall. Just after you round the first corner, be ready for a Maggot to charge you. A Zombie waits for you in an alcove on the right. Blast him and take the armor shards and shells in the alcove. Approach the hall's eastern end, where a corpse hangs upside down from the ceiling. Approach it to lure a Fat Zombie out of hiding from the left side of the hall’s end. Don't worry about the Fat Zombie yet, though—a Maggot just appeared down the hall behind you. Kill the Maggot, then the Fat Zombie, and then help yourself to the clips and Health Station at the hall’s end before going through the door into Storage 1.
>
From the entrance, make a long U-turn to the left to find an alcove containing a large med kit. Step up onto the elevated platform where you first saw the Revenant and blast a second Revenant in the upper northwest corner. From here, you can walk along the catwalk past the second Revenant's location and proceed into Storage 2; there's one other area to explore here first. Walk up the ramp on the southern wall to reach the catwalk above the first Revenant's starting location. An alcove at the top contains an Imp. Use grenades to blow up the Imp, and then pick up the plasma cell, plasma gun, chaingun, shells, a large med kit, and clips inside the alcove. Grab them, then go through the door to Storage 2.
>
There's a Pinky at the other end of this small storage room, and the door locks behind you when you enter. Use the plasma gun, chaingun, or grenades to take it down. A Fat Zombie lurks in an alcove (small med kit here) to the right of the entrance. Pick up some adrenaline and shells to the entrance’s left. Move into the room and kill the Imp hiding in the northeast corner. Kill him, then pick up the clips and plasma cell near him; then go through the northern door into Elevator Access Top Floor.
>
Unlike the Imp's fireballs, the Revenant's rockets are heatseeking, so you have to work harder to dodge them. You can also shoot them out of the air before they hit you. The plasma gun is the best weapon to use against Revenants; it destroys their rockets and deals huge amounts of damage to the beasts.
Your vision goes red as you enter the room, and an infernal cackling fills your ears. When this passes, three demons materialize in the room, one after another: an Imp, a Maggot, and a second Imp.
PRIMAGAMES . COM
As you enter Storage 1, you get your first cutscene glimpse of a Revenant, a skeletal demon with translucent skin and two shoulder-mounted rocket launchers. He demonstrates his power by blasting a few structures in the area, and then the cutscene ends and the battle begins.
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There's a Revenant at the top of a ruined flight of stairs on the door’s other side and an Imp to the entrance’s left. Lure the Imp back out into the Secondary Pump Room, and then take out the Revenant. You need to access a control panel where the Revenant used to be, but because the stairs are destroyed, you can't get up there. Instead, go through the western door to Waste Processing.
Objective: Broken Pump >
The door leads to the upper area of the first part of Central Maintenance you saw. Kill the Imp to the entrance’s left and pick up Nick Sadowayj's PDA from the workstation at the catwalk’s end. The PDA says that a valve above the workstation will drain the toxic waste in Toxic Waste Processing. It also gives the code (483) for a storage cabinet in the next level. Touch the control panel next to the PDA to extend a service ladder to the Upper Maintenance Hall. Use the nearby Health Station if necessary, and then climb the ladder.
PRIMAGAMES . COM
Immediately blast the Maggot on the other side of the door; go down the stairs to the main part of Waste Processing, which is flooded with toxic waste due to a malfunctioning processing pump. You must get rid of this waste to continue, which brings up your next objective: Shut down the broken pump.
Walk up the next flight of stairs; there’s a small med kit in the alcove at the top. Lob a grenade toward the nearby door to kill the Imp hiding near it.
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>
Kill the two Imps in the Upper Maintenance Hall, and then drop through the window at the end and onto a pipe that runs over the Main Tank and Pump Control. A Cacodemon floats out at you while you're crossing the pipe. At the end of the pipe, touch the control panel to execute an emergency shutdown of the pump station. Pick up the large med kit, shells, clips, and plasma cells from the nearby shelf; then climb a nearby service ladder to reach a path that takes you back to the entrance of the Upper Maintenance Hall.
Objective: Continue to Delta Labs > With the broken pump shut down, you can continue with your primary mission— reaching Delta Labs. Drop down from the broken stairs in Central Maintenance and open the door to Waste Processing; blast the Imp that’s waiting for you on the other side. Go through the small antechamber to reach the main part of Toxic Waste Processing, which has been drained of its toxic waste. As you go through the entrance to the area’s main part, 118 turn right and blast the fireball-hurling Imp on the distant platform in the room’s northern part.
Proceed to the ramp in the room’s northwest corner. You can reach some security armor in an alcove near the ramp by running away from the ramp and jumping diagonally into the alcove. After getting the security armor, ascend the ramp and climb the stairs at the top to reach the door to Secondary Levels Access.
> As you enter Secondary Levels Access, an Imp appears at the room’s other end. Shoot the exploding barrel next to him to take him out. Look in the alcove to the entrance’s right to get a chaingun, ammo belts, and a small med kit. You get to give the chaingun an immediate workout, as six Imps appear in the room. Blast them all, and then climb the nearby ladder to reach a set of stairs that lead up to Secondary Level.
> A large med kit sits on a crate at the entrance to Secondary Level and two Pinkys are farther in. Lure them out and blast them, and then scour the room to find armor shards, shells, clips, plasma cells, and a Health Station. Gear up, and then go through the southern door to the Underground Tunnel.
MONORAIL SKYBRIDGE > A grand total of 14 Trites attack you as you move through the Underground Tunnel. A few come up from behind you, so keep looking over your shoulder. An Imp also appears toward the tunnel’s end. Go through the door at the tunnel’s end and into the western part of Secondary Level.
> There are no enemies in this part of Secondary Level, although a Maggot lies in wait in Toxic Waste Disposal. Pick him off with the machine gun while you're picking up the plasma cell, large med kit, and clip in the middle of the room.
>
Watch out for the Maggot hiding around the first corner in Toxic Disposal Maintenance. Pick up the large med kit and Anthony Garza's PDA, both of which are in this first corner. Garza's PDA mentions his experimentation with the new rocket launcher, which he's stored on his weapons rack. Keep going through the room and beware of the Maggot that materializes around the next corner. There's also an Imp on an elevated ledge above a weapons rack with a rocket launcher and large med kits. Find some security armor, shells, and rockets in a nearby alcove. Get them and go through the southeast door to a previously inaccessible area of Toxic Disposal Maintenance and the airlock to Mars Surface.
>
> Stand in the doorway of Toxic Waste Disposal and pick off the Revenant on the other side of the room; strafe left to avoid his rockets. When you step into Toxic Waste Disposal, two Trites scurry from Secondary Level to attack you from behind.
Run under the pipe to find three more air canisters, some security armor, and another Revenant inside a hut in the map's southwest corner. Kill the Revenant by detonating the nearby exploding barrels, and go inside his hut to find a large med kit and another air canister. Jump up the rubble in the hut to reach the roof, and then run across the catwalk over the large pipe. A Cacodemon appears when you reach the midway point.
PRIMAGAMES . COM
Toxic Waste Disposal is filled with more of the same toxic sludge you saw earlier. Stepping into it damages you, so you must use the broken pathway of hexagonal floor tiles to reach the room’s other side. An Imp materializes on a ledge in the room’s southwest corner; it tries to knock you off the path with fireballs. A Revenant walks out of the door to Toxic Disposal Maintenance at the path’s end.
To reach the next airlock (which also marks the end of the level), you must cross this stretch of Martian surface. From the airlock door, shoot the Revenant on the large pipe that stretches across the area. When your air supply gets low, pick up the two air canisters in front of you. Some rockets are hidden behind a crate near the second air canister.
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Pick up the air canister at the catwalk’s other end and open the airlock door. Enter the airlock and touch the control panel inside to complete the level and proceed to Recycling Sector 2.
Recycling Sector 2 Overview The Recycling Plant is key to survival on Mars; it processes waste products into usable resources. Sector 2 primarily refines and recycles chemical and biological waste. Recycling Sector 2 is a short, brutal level that will take your breath away—literally. Several areas in the level are flooded with a toxic gas, thanks to Dr. Betruger's machinations. You must clear the toxic gas from the Hazardous Material area to progress to Main Environment Control, where you can vent the entire facility and open the sealed door to the Monorail. Along the way, you face a couple of new enemies: Cherubs and Mancubi. Good luck, Marine! ENEMIES ENCOUNTERED — Cherubs — Revenants — Imps — Zombies — Mancubus — Zombies, Fat — Lost Souls
Objective: Locate Monorail Station Entrance >
WEAPONS ACQUIRED — Shells AMMUNITION ACQUIRED — Ammo Belts — Plasma Cells — Clips — Rockets ITEMS ACQUIRED — Armor Shards — Med Kits, Small — Med Kits, Large — Security Armor PDAs ACQUIRED — Jeffrey Moen — Scott Johnson 120
Walk out of the airlock at the start of the level and enter Pumpstation 1B. Move through the room to the office entrance in the southeast corner. Pick up the nearby security armor and enter the office. Use the Health Station if necessary; pick up Jeffrey Moen's PDA, which contains a warning about the volatility of toxic barrels. Touch the control panel on the workstation to reactivate primary pump systems.
RECYCLING SECTOR 2 Legend – Ammunition
– Health
– Armor
– Weapon
– Enemy
– FPO – FPO
UNDERGROUND ACCESS HALL
CENTRAL PIPES JUNCTION HAZARDOUS MATERIAL
HAZARDOUS MATERIAL CONTROL
PIPE MAINTENANCE 1
x3 x2
LOWER LEVEL ACCESS
x2 x2 x8 x2
LOWER LIFT AREA x2
STORAGE HALL 1
STORAGE ROOM 1 GAS PUMP 1
LIFT
HAZARD MAINTENANCE ROOM
LIFT
x2 x2
A x2 x2
UNDERGROUND HAZARD
B HALL 1B
x3
MONORAIL ACCESS x3
AIRLOCK EXIT MAIN ENVIRONMENT CONTROL
#003
PUMPSTATION 1B
Jeffrey Moen’s PDA
A
UNDERGROUND UPPER LEVELS
AIRLOCK B
PRIMAGAMES . COM
Scott Johnson’s PDA
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Objective: Reactivate Air Filtration System
Dr. Betruger appears on a nearby control panel and thanks you for sending a distress signal to the UAC fleet. He boasts that everything in the complex is under his control, and soon he'll have the fleet to do with as he pleases. The lights go out, and two Imps shatter the office windows and attack.
>
Exit the office through the broken window and kill two more Imps; then ride the now-active pump up to the room's upper level. The door near the pump’s top is sealed shut, so run around the catwalks as Betruger taunts you, and go through the northern door to Hall 1B.
The door to the Monorail is sealed due to toxic gas inside the Monorail area, and you can't open it until you reactivate the airfiltration system. Storage cabinet #003 sits next to the Monorail Access door; Nick Sadowayj's PDA (which you picked up in the last level) gives 483 as the code. Open it to get a plasma cell, security armor, shells, and clips. Another clip is next to a crate near the sealed door to the east. When you start walking north down the hall to Gas Pump 1, two Imps appear: one in front of you, and one near the door to Hall 1B. Continue down the hall to Gas Pump 1.
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Blast the Imp that lunges at you from the other side of the door. Another Imp is behind him, but first destroy the one that just materialized behind you on the Pumpstation 1B catwalk.
>
As you enter Hall 1B, two Lost Souls float up from its northern end and fly toward you. Kill them and go through the northeast door to Monorail Access and trigger your next mission objective.
As you do, Dr. Betruger says that your soul is his, and a Revenant appears in the hall connecting Gas Pump 1 and Monorail Access. After you kill the Revenant, two Lost Souls appear. Kill them, use the Health Station in the northwest corner of Gas Pump 1, and go through the northern door to Storage Hall 1.
Watch out for the Imp that jumps out of the room’s left side as you enter Gas Pump 1. After killing him, move to the door to Storage Hall 1 at the room's northern end.
RECYCLING SECTOR 2 > Turn left (west) to see a Fat Zombie walking away from you. Although you should definitely kill him, don't run blindly after him, because an Imp in this room’s northern part will jump you from your right side if you're reckless. Pick up the plasma cell, shells, and clip from the shelf in the room’s center; there’s also security armor in the northern alcove. Now go through the northwest door to Pipe Maintenance 1.
>
When the hallway ends in a T-junction, watch out for the Zombie and Imp to your right (south) and a Fat Zombie and Revenant to your left (north). After killing these fiends, go north past the Revenant and Fat Zombie and follow the hallway to the door to Hazardous Material. It’s sealed due to contamination; you have to vent the chamber to enter it.
Objective: Clear Hazardous Material Area >
If you didn't kill the Fat Zombie in the previous room, he's waiting for you here. An Imp drops from the ceiling near the entrance as you walk through the door. Walk north down the catwalk and watch out for the Revenant that comes through the Storage Hall 1 door behind you. Follow the catwalk down to the ground floor of Pipe Maintenance 1, where another Revenant awaits. Use the nearby explosive barrel to help take him out. The northern door in the area’s middle is sealed, but it opens when you walk past it, unleashing an Imp that attacks you from behind. The small room beyond the door contains rockets and a large med kit.
> Two Lost Souls materialize in the northeast corner. Kill them and move south into the room’s main part, where an Imp and a Revenant enter through the Hazard Maintenance Room to attack you. Pick up the clips, security armor, and large med kit; then go through the door to the Hazard Maintenance Room.
PRIMAGAMES . COM
Wind through the narrow corridor to the east, and watch out for the Fat Zombie who pops out of a hidden alcove after the second turn. Find some shells in the alcove as well.
Move south through the Central Pipes Junction until you reach the path to Storage Room 1. An Imp in Storage Room 1 tries to blast you with fireballs. Kill him by blowing up the exploding barrels around him and move toward him into Storage Room 1.
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> As you move into the middle of the Hazard Maintenance Room, two Imps appear: one from a hidden alcove behind you in the southeast corner, and one from the door to Hazardous Material Control to the northwest. The first Imp's alcove contains shells. Continue into Hazardous Material Control.
>
Head down the hallway to the door to Hazardous Material. In front of you, an Imp jumps out of an alcove containing a Health Station, and a Revenant comes up from behind. Kill them both and go through the door to Hazardous Material.
> A Revenant enters the room from the other side shortly after you do. Back out of the room and shoot the exploding barrels to blow him up. Pick up the ammo belt and shells from the middle of the room and go through the door to the Underground Access Hall.
> Shoot the Fat Zombie to the entrance’s left and pick up the shells, plasma cell, and clip from the shelf near him. A Health Station is a little farther down the hall. Move past the Health Station and use the control panel to vent the Hazardous Material containment chamber below you. This allows you to enter Hazardous Material. Three Imps appear in a hidden alcove at the hall's northern end when you vent the chamber; a Zombie shambles in from the south. After venting the chamber and killing the Imps and Zombie, backtrack from Hazardous Material Control, through the Hazard Maintenance room, through Storage Room 1 (where you fight two Lost Souls), and into the Central Pipes Junction. Kill the Zombie and Revenant in the Central Pipes Junction.
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As you start walking down the Underground Access Hall, eight Cherubs come down the hallway, one after another. Cherubs aren't very tough, but they move quickly, and when you face this many of them, you've got to kill them quickly. Proceed down the hall and around the corner where the Cherubs came from. A little farther down and to the right (west) is an alcove with a Health Station. Use it if necessary before continuing southeast to the room’s end. Get a clip and some security armor from a shelf here before going through the door to Lower Levels Access.
RECYCLING SECTOR 2 >
Kill the Imp on the other side of the door and start climbing the stairs in front of you; this lures an Imp out from the door you just came through, and a second one comes from the stairs above you. Pick up the clips and shells from the shelf on the first landing, and keep going up. When you reach the top of the stairs, a Revenant comes through the door ahead of you. Kill him and go through the door.
> Touch the control panel to call the lift, and then ride it down to the Lower Lift Area. Kill the two Cherubs that come around the corner when you arrive at the bottom. Proceed west into Underground Hazard.
you, and you see another new enemy: the Mancubus. This grotesquely obese demon has two cannons for arms. He moves slowly, but his blasts are phenomenally powerful. To make matters worse, every second that you spend on the floor of the level damages you. Use the rocket launcher and chaingun to take him down. A second Mancubus appears after you kill the first one, followed by a third one after the demise of the second. If your health is getting low, dash for the large med kits at the southern end, or climb up on the catwalk in the northwest corner to escape the toxic fumes. After you kill all three Mancubi, three Cherubs appear and attack you as well. During or after the fight, pick up the many valuable items scattered around the area, including armor shards, large med kits, rockets, and a plasma cell.
>
Go up the catwalk and follow it to the end to find three Cherubs, some clips, armor shards, and a Health Station.
Turn left when you enter Underground Hazard and blast the Cherub that’s waiting for you. Pick up the ammo belt behind it and keep going west down the hall.
When you enter the main area in Underground Hazard, the door seals behind
> Main Environment Control is full of the same choking toxic gas that was in Underground Hazard, so don’t waste time. Pick up the large med kits, plasma cells, and clips to the elevator’s right, and 125 hustle down the hallway. PRIMAGAMES . COM
Pick up the shells and clip in the alcove of the U-bend in the hall; then follow the hall into the main part of Underground Hazard.
After you clear the area, go through the nearby door to the elevator. Kill the two Cherubs in the area and ride the elevator up to Main Environment Control.
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Remember to use Sadowayj's code to open the cabinet near the Monorail Access door, which you should have done at the beginning of the level.
Touch the three control panels on the hall’s left side to engage the three vents that remove the toxic gas from the level. A Revenant greets you at the end of the hall after you do so.
Go through the door in front of you to return to Monorail Access; the door that you just came through was sealed at the beginning of the level. Open the Monorail bay door and touch the control panel on the other side of it to complete the level and proceed to Monorail.
Go up the stairs where the Revenant materialized to find a small med kit and a PDA belonging to Scott Johnson. The PDA contains a message from Nick Sadowayj encouraging Johnson to lock armaments away in cabinet #003.
Monorail Overview The Monorail serves as transportation between the low-level access sectors of the UAC Complex and the priority access research facilities. Have all identification and security clearance data prepared for inspection. A cutscene begins the level, showing Dr. Betruger blasting a Marine from behind and raising him up as a Commando Zombie.
ENEMIES ENCOUNTERED — Imps — Zombies, Commando — Trites — Zombie, Fat — Zombies — Zombies, Z-Sec WEAPONS ACQUIRED — Shells — Rocket Launcher — Machine Gun — Shotgun — Pistol AMMUNITION ACQUIRED — Clips — Rockets — Plasma Cells ITEMS ACQUIRED — Armor Shards — Security Armor — Med Kits, Large PDAs ACQUIRED — Charles Hollies — Karl Cullen — Gary Ross — Sam Harding
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Objective: Start the Monorail
The Monorail stops at the Site 2 Boarding Platform due to a malfunction with the airlock doors. You must exit the Monorail and manually open the airlock doors to continue. Ryan refuses to leave the Monorail.
Objective: Open Airlock Doors START
Sam RECYCLING FACILITY Harding’s PDA BOARDING
TRANSFER CHAMBER
x6
> Step out of the airlock to hear a voice whisper, "Deliver us from evil." Move to the right (east) and pick up Sam Harding's PDA from a bench outside the Monorail. The PDA describes repairs that were made to the Monorail following a catastrophic accident, as well as an account of repairs made to turret gun mounts in Delta Labs. There's a Health Station next to the PDA and an open storage cabinet (#003), which contains shells, a plasma cell, clips, and security armor.
x2
SITE 2 TRANSFER AREA Gary Ross’s PDA
AIRLOCK 5
#54 x3
SITE 2 BOARDING PLATFORM
Charles Hollies’ PDA AIRLOCK 4
Legend – Ammunition – Armor – Enemy – Health – Weapon
PRIMAGAMES . COM
After you're geared up, step into the Monorail's front compartment and touch the control screen to start moving. When the Monorail starts moving, a fellow named T. Ryan opens a door behind you and tells you that it's not safe to go to the Delta Labs. He thinks that the demonic invasion has something to do with some artifacts that were discovered in Site 2, an archaeological dig site on Mars.
x2
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> Pick up the machine gun and a large med kit in front of you when you exit the Monorail. Open the northwest door to the Site 2 Transfer Area.
Pick up the clip and Gary Ross' PDA at the bottom of the stairs. The PDA upgrades your security clearance and gives the Monorail airlock codes for junction 5 (953) and junction 7 (826). You wind up only needing the code for junction 5.
> Be ready to shoot the Commando Zombie that lunges at you from the other side of the door. Commando Zombies are much tougher than other Zombies, and they have a lashing tentacle arm that inflicts a great deal of damage at a respectable distance; they are also almost completely silent. Take out the pistol-packing Z-Sec Zombie behind him as well. As you move into the room, you start taking fire from a Z-Sec Zombie with a machine gun on a catwalk on the room’s other side. Another Z-Sec Zombie with a shotgun rushes toward you from the recessed area to your right (east). There's also an Imp in that recessed area. After killing all visible enemies, take the large med kits next to some boxes in this area’s corner; then move down the stairs closest to the entrance to confront two more shotgunwielding Z-Sec Zombies.
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This is the perfect area to use grenades. Toss them around blind corners, and you're bound to hit someone.
Move northeast cautiously to reach an alcove with a large med kit and armor shards. Go back up the stairs you came down and walk north along the elevated pathway. Shoot the machine-gun-wielding Z-Sec Zombie that’s hiding in the shelves to the west, and watch out for the two Commando Zombies who sneak up behind you. Remember, they're practically silent, so keep looking over your shoulder.
Commando Zombies like to attack from behind while your attention is diverted. Keep your back to the wall if possible when fighting other enemies and learn to expect this attack. Advance cautiously on the western shelves. Pick up armor shards, a clip, and a rocket launcher from the southernmost shelf, and find some cover. A Z-Sec Zombie with a machine gun starts shooting at you from the north, and an Imp appears from the north as well. They're joined by two Imps that materialize on the elevated pathway you just came from, and another Imp appears in the room's far eastern part. The other shelf holds some security armor, which you can only reach by pushing one of the smaller crates over to the shelf and jumping up on it.
MONORAIL
Go to the northwest corner and crawl into the alcove near the Sector 2 blast door to get armor shards and a large med kit. Leave the alcove and climb up the nearby stairs to the curved elevated walkway. This triggers an Imp at the end of the walkway in front of you, and two more Imps in the alcoves to the west. Blast them all, but be ready for the Commando Zombie that runs down the curved elevated walkway toward you, hoping to catch you off guard while you're fighting the Imps. After killing the enemies, go east down the curved walkway and crawl under the stairs at the end to reach some armor shards and a large med kit. Crawl back out, go up the stairs, and head down the catwalk at the top. A Commando Zombie bursts out of the door at the catwalk’s southern end. Blow him away and go through the door.
DELTA COMPLEX BOARDING
This is the Monorail control room for the Site 2 stop. Pick up Charles Hollies's PDA from the console to find that storage cabinet #054's code is 142. Open the nearby cabinet with the code to get security armor, rockets, and shells. There's also a Health Station in here. Approach the console and enter 826 into the keypad to override the Monorail airlock. Leave the control room and start backtracking through Site 2 Transfer Area to the Monorail. Along the way, you face six Trites in the transfer area. Another three are outside the Monorail, standing over chunks of what used to be Ross. Kill them, get in the Monorail, and move it by touching the control panel.
Objective: Reach Delta Complex AIRLOCK FINISH DELTA SECURITY CHECKPOINT
x3
DELTA APPROACH EAST HALL
DELTA SECURITY #79 #78 CHECKPOINT LADDER
DELTA COMPLEX WALKWAY
ENGINEERING ACCESS HATCH 08
Legend – Ammunition
START x4
– Armor
x2
x3
x3
– Health – Weapon DELTA APPROACH WEST HALL MONORAIL WAITING AREA
Karl Cullen’s PDA
PRIMAGAMES . COM
DELTA COMPLEX WALKWAY
– Enemy
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> > The Monorail is sabotaged by an unseen assailant just before the Delta Complex stop. You must make the rest of the journey on foot. Climb the service ladder directly in front of you and shoot the Commando Zombie that runs toward you from the eastern end of the Delta Complex Walkway. Run all the way down the walkway toward his starting position to find a large med kit and a clip. Return to the top of the ladder and go through the nearby door to Engineering Access Hatch 08.
> A Trite crawls out of a spider hole in front of the entrance. Blast it and start moving down the narrow access hatch. After the first corner, two more Trites appear: one in front of you, and one behind you. After rounding the second corner, dash to the third corner, stand with your back to it, and blast the three Trites that attack from the left and the two that attack from the right. This finishes off the Trites. Go through the door to Delta Complex Boarding at the end of the hatch.
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As you enter, you see a Commando Zombie running away from the door down the hall. Follow him, and he jumps out at you from the Monorail Waiting Area doorway to your left. Dash back to the entrance, because an Imp, a Zombie, and two more Commando Zombies appear at the area's western end. Let them come to you. Climb down a nearby ladder to reach the area underneath the Monorail track, where you find armor shards. Pick them up, climb back up the ladder, and go into the Monorail Waiting Area.
MONORAIL >
Jump through the missing pane of glass in the waiting area to get a large med kit. On the wall next to the door to the next area is a control panel; touch it to deactivate the station's alarm. Open the door to the next (unidentified) area and be ready to kill the Commando Zombie on the other side. Continue through this tiny area into Monorail Security.
Complex Walkway. The door at the catwalk’s end leads to Delta Approach East Hall. Trigger the Delta Approach East Hall door and back up to shoot the Commando Zombie on the other side. Turn around quickly and blast the Imp that materializes behind you, and then go through Delta Approach East Hall to Delta Security Checkpoint.
>
> As you enter, you can see a Z-Sec Zombie entering the room from a doorway high above you on the room’s other side, so be ready for him to start shooting at you from the balcony. Another Z-Sec Zombie runs toward you from the right (south).
A recorded warning informs you that the Delta Security turret guns are now online, but you've got bigger worries: a Commando Zombie charges through a pane of glass to attack you. Take him out and step into the room to see a Fat Zombie get cut to pieces by the turret gun in the area’s northern part.
Climb up the stairs and enter the small security office to get a large med kit and Karl Cullen's PDA, which updates your security clearance. It also contains a code for some nearby security cabinets (364) and can allegedly deactivate the turret gun in front of the entrance to Delta Labs. Pretty handy device.
>
Go through the automatic door in the security office to reach storage cabinets #078 and #079. The code for each is 364. Cabinet #078 contains large med kits, clips, and shells. Cabinet #079 contains security armor and a plasma cell. After you have these items, there's nothing left to do here except open the northern airlock door and use the control panel inside to complete the level and proceed to Delta Labs Sector 1.
PRIMAGAMES . COM
Go through the door near the security office into the next area (Delta Approach West Hall). Betruger summons an Imp at the area’s northern end. Shoot the Imp and go through the northern door to the catwalk above the Delta
Sprint across the room and jump through the window that the Commando Zombie crashed through. Touch the control panel at the workstation to deactivate the turret gun. This triggers the appearance of four Imps. Remain in the security office, wait for them to come to you, and blast them.
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Delta Labs Level 1 Overview The Delta Complex is the most advanced research facility on Mars. Sector 1 contains the power systems and energy core distribution center and services the administrative functions of the entire Delta Complex.
Legend – Ammunition – Armor
Delta Labs Level 1 begins the second half of Doom 3, and what a beginning it is. You spend the first five minutes of the level wondering if anything's ever going to attack you, and the rest of it sorry that you asked. Your main goal in this level is to restore the power so that you can ride the elevator to Delta Labs Level 2A. To do that, you must recover an item called the data linker, manually restart the reactor, and find a way back to the elevator you saw at the beginning of the level. And if you spent last level dreading the appearance of Commando Zombies, we've got bad news for you—toward the end of the level, they start showing up with chainguns. Have fun!
– Enemy – Health – Weapon – Oxygen – Through Replacing Data Linker Objective – Restarting Reactor
LIFT DELTA SERVICE WAREHOUSE
DELTA AUTHORITY JUNCTION
A
x6
DELTA AUTHORITY LOBBY x2
DELTA AUTHORITY ARCHIVES DELTA AUTHORITY HALLWAY 1
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B
DELTA LABS LEVEL 1
DELTA REACTOR ROOM
Brian Carr’s PDA
LADDER
x2 x3 x3
x2
REACTOR CONTROL HALLWAY REACTOR SERVICE ACCESS LIFT DELTA REACTOR SUPPORT
REACTOR SUPPORT HALLWAY
DELTA REACTOR ENGINEERING
LIFT DELTA REACTOR CONTROL
x2
TRANS LIFT ACCESS DELTA SERVICE TUNNEL 1 DELTA AUTHORITY SYSTEMS DELTA SYSTEMS CONTROL DELTA CONTROL CORRIDOR DELTA SERVICE TUNNEL 2 STORAGE ROOM 21-D
A
LIFT
CRAWLSPACE ACCESS TO LOBBY
ELEVATOR EXIT
#21D
DELTA 1 ACCESS STAIRS
B DELTA MAIN LOBBY DELTA CONTROL CORRIDOR
x2
Robert Price’s PDA
DELTA 1 SERVICE AREA 1
DELTA LOBBY CORRIDOR DELTA 1 SERVICE HALLWAY
DELTA 1 ACCESS LOBBY
DELTA ENTRYWAY DELTA AIRLOCK START
PRIMAGAMES . COM
DELTA 1 SERVICE AREA 2
Data Linker
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> ENEMIES ENCOUNTERED — Cacodemons — Revenants — Imps — Zombies — Lost Souls — Zombies, Commando — Pinkys WEAPONS ACQUIRED — Chaingun — Plasma Gun — Shells — Shotgun — Machine Gun AMMUNITION ACQUIRED — Ammo Belts — Plasma Cells — Clips — Rockets ITEMS ACQUIRED — Armor Shards — Med Kits, Large — Backpack — Med Kits, Small — Data Linker — Security Armor PDAs ACQUIRED — Brian Mora — Robert Price
As you walk north into Delta Entryway, you see the shadow of an Imp as it crawls up the eastern window overlooking the Martian surface. Fortunately, it's on the outside looking in, so proceed into the room and collect the nearby backpack, plasma gun, armor shards, and Robert Price's PDA, which mentions that the access code to storage cabinet #21D is 298. Drop down over the railing to the catwalk on the room's recessed eastern area and pick up the armor shards and shells. Return to the upper area and proceed north down the Delta Entryway. Find more armor shards at the northern end in front of a sealed security door. The corpse of a Marine comes flying through the window to the right (east), opening a passage into the Delta Control Corridor. Jump through the window.
> Descend the stairs and pick up the large med kit sitting on the workstation to the south, and then move cautiously northeast along the curving hallway into Delta Systems Control.
>
Objective: Restore Power to the Delta Labs Your primary mission objective in the Delta Complex is to find the Main Portal that Dr. Betruger's research team was working on, but you must solve some problems along the way. Your first objective is to restore power to the Delta Labs. 134
Continue moving along the walkway to reach the eastern control panels in Delta Systems Control. Touch the control panels to attempt to restore power to the labs. However, a missing piece of machinery, the data linker, prevents the system from initializing. Your next mission is to find the data linker and return with it to get the power up and running again.
DELTA LABS LEVEL 1
Objective: Retrieve Data Linker As you walk back down the Delta Control Corridor, a floor panel pops up. Nothing jumps out of it, but you can drop down into the hole to reach a crawlspace that takes you to the Delta Main Lobby. Ever get the feeling you were being led into a trap?
From the end of the Delta Lobby Corridor, run straight across the room and up to the elevated area that contains a plasma cell and the data linker, lying under the corpse of a scientist. Pick up both items and backtrack to Delta Systems Control. You get a couple of good scares on the way back, but no enemies attack you.
> There's a sealed door that can never be opened in this room’s northern wall. To the west is the elevator that goes to Delta Labs Level 2, but it's nonoperational due to the lack of power.
This elevator will be the level’s finish point after you've restored the power. That leaves the darkened hallway to the south, the Delta Lobby Corridor, as your only other option. Your nerves are probably on edge at this point, as nothing has attacked you so far. Don't worry; nothing attacks you in the Delta Lobby Corridor either. It ends at the Delta 1 Access Lobby.
>
Return to the control panel in Delta Systems Control and approach it to automatically insert the data linker, completing the objective. Power is restored to the immediate area, and a holographic map glows to life in front of you. Touch the different names on the control panel to see the area’s location on the map. Your job isn't done yet, though. You must manually restart the reactor, which is at the other end of the level.
Objective: Restart the Reactor
Backtrack through the Delta Control Corridor where—finally!— an Imp climbs out of the crawlspace and attacks you. Restoring the data linker also restored power to the large door near the crawlspace; open it and go into the Delta Main Lobby.
PRIMAGAMES . COM
When power is restored to Delta Systems Control, a communications console in the room’s northwest corner starts requesting a video link-up. Approach it to receive a message from Sergeant Kelly, who says that Delta 1 is no longer a secure area. He'll meet you farther into the complex.
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> > Two Imps appear in this area, and a Pinky charges out of the Delta Lobby Corridor. Kill them and proceed through the Delta Lobby Corridor into the Delta 1 Access Lobby.
> The door directly across the room (near the data linker's original location) to the Delta 1 Service Hallway is now unlocked, but a Commando Zombie lurks just out of sight in an alcove to the southeast. From the room's northern end, near the ruined elevator, lob a grenade at the Commando Zombie.
Some clips and armor shards sit on a crate immediately to the entrance’s right. When you step into the room, a hidden alcove to the door’s right opens, and a Zombie stumbles out. Another Zombie attacks from the left side of the door. Some security armor lies out in the open at the room’s southern end. When you pick it up, a Pinky appears near the door to Delta 1 Service Hallway and charges at you. Kill it and go through the northwest door to Delta 1 Service Area 2, but watch out for the Commando Zombie that leaps out at you from a northern hidden alcove when you approach the door. Don't miss the shells in the alcove either.
Don't go through the door to Delta 1 Service Hallway yet, though. Instead, open the northwest door to Delta 1 Access Stairs, kill the Imp on the other side, and collect a large med kit and some rockets from the bottom of the ruined stairs. Leave the area and go through the door to the Delta 1 Service Hallway.
>
>
When you enter the room, look up to see an Imp crawling along the ceiling toward you. Grab the plasma cell on top of the crate to the right of the door.
When you open the door, back up to avoid the charging Imp on the other side. Collect the armor shard in the middle of the hall and shoot the next Imp, which appears just after a corpse falls from the ceiling. Go under the corpse and through 136 the door to Delta 1 Service Area 1.
Continue west down the elevated part of the room and turn left to see a Zombie hiding in an alcove on the other side. Kill the Zombie, use the Health Station behind him, turn around quickly to blast a Commando Zombie that tries to sneak up on you, and then go through the western door to the Delta Service Warehouse.
DELTA LABS LEVEL 1 > Grab the clip from the crate near the door and drop to the floor of the warehouse. A panel in the northern wall falls out, releasing six Lost Souls; another two Lost Souls materialize near the door from Delta 1 Service Area 2. After killing the Lost Souls, approach the shelves in the middle of the room to trigger a Revenant. After killing him, collect the small med kit and shells on the bottom of the southeast shelf, the clip and adrenaline on the bottom of the northeast shelf, and the shotgun and armor shards near the dead soldier at the room's western end.
Move small crates in position to get a large med kit and several plasma cells from the top of the northwest shelf and another plasma cell from the top of the southeast shelf. During your battle with the Revenant, a maintenance hatch opened near the sealed door in the northeast corner. Pick up the large med kit in front of it and crawl through it into Storage Room 21-D.
>
Kill the Imp to the door’s right, and turn around to get the one that materialized behind you in Storage Room 21-D. Drop through the broken railing to the lower part of the room. Pick up the armor shards behind the crate and exploding barrel just ahead of you. Move forward to the next crate, which has a small med kit on it. A Revenant appears in the room's main intersection to the north. After you kill the Revenant, two Cacodemons float out of an alcove to the north. Kill them and go to the room's northwest corner to find armor shards; then start moving east.
Another Cacodemon floats out from the top of the stairs in the room's northeast corner. Blow up the nearby exploding barrel to find a clip behind it. Climb the stairs to the western walkway to get some armor shards and a plasma gun. Collecting these items causes an Imp to appear in front of you and a Commando Zombie behind you. Backtrack to where you saw the last Cacodemon and climb the stairs to reach Delta Reactor Support.
PRIMAGAMES . COM
Pick up the shells at the recessed entrance to Storage Room 21-D. A Cacodemon is hiding in the northeast corner. Jump up to the upper level and pick up the clip and large med kit from the shelf. Storage cabinet #21D is in the northeast corner. Open it with the code 298 to get security armor, rockets, shells, and a large med kit. Go through the northwest door to Delta Service Tunnel 2.
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> > Follow the catwalk through Delta Reactor Support and be on guard for the Imp that leaps out at you as you approach the second turn. Ride the lift down at the catwalk’s end. The lift falls apart when it reaches the bottom. Blast the two Imps on the ground floor; one fights back, and the other runs away through the northeastern door to the Reactor Support Hallway.
Pick up the clip from the crate near the ruined elevator and the small med kit on the floor. Approach the northeastern stairs; a Revenant comes out of the Reactor Support Hallway door to fight you, followed by the Imp that ran away. Kill them and proceed into the Reactor Support Hallway.
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Four Lost Souls attack when you enter. Get the two to your left first, then the one in front of you, and then the one floating in the distance to the northwest. Walk to the end of the catwalk, pick up the clip near the ladder, and climb the ladder to reach the upper level of the Delta Reactor Room. Two more Lost Souls attack you at the top. Don't be distracted by the one in the distance; turn around to find the closer one behind you.
Follow the walkway as it curves east and pick up the armor shards. After you pick up the last armor shard, a Cacodemon rises up in front of you to attack.
>
Continue to the catwalk’s end and get the plasma cell, small med kit, clip, and armor shards. Three Lost Souls appear in the room's southeast corner, near where the Cacodemon arose.
There are two alcoves in the left side of the hallway. The first contains shells and a small med kit, and the second contains a Zombie and more shells. Proceed through the door to the Delta Reactor Room.
Backtrack along the catwalk to its western end and turn south to trigger the door to the Reactor Control Hallway. A Revenant waits on the other side. Kill the Revenant and go through the Reactor Control Hallway into Delta Reactor Control.
DELTA LABS LEVEL 1 > Approach the control panel in Delta Reactor Control and touch it to initialize the reactor and restore power, completing your latest objective. Now you must find a way back to the main elevator in the Delta Main Lobby.
Objective: Return to Delta Main Elevator You can't go back the way you came, because the lift in Delta Reactor Support is disabled. The southern door in Delta Reactor Control is sealed, so go through the eastern door to the lower level of Reactor Service Access.
>
Kill the Zombie around the corner in this room's lower level, use the Health Station behind him, and then climb the ladder to reach the upper level. Shoot the Imp in the southeast alcove, pick up the armor shards beyond, and watch out for the Zombie in the northeast corner. Pick up the ammo belt, shells, and large med kit to the north; then climb the ladder to the top level of Reactor Service Access.
When you enter this area, three Cacodemons rise up and attack you. Go down the western leg of this upper catwalk to find a clip. Go down the eastern leg to find Brian Mora's PDA, which upgrades your security clearance. Kill the three Lost Souls that materialize behind you, and then start backtracking to Delta Reactor Control. A Commando Zombie is just inside the door of Reactor Service Access, and another one attacks you as you enter Delta Reactor Control. Scan your PDA on the control panel next to Delta Reactor Control's southern door and continue into Delta Reactor Engineering.
>
Shoot the Imp that attacks you as you enter the room and hop the railing to your left to reach a ledge with security armor on it. Descend the large staircase and look under the stairs to get a large med kit. Go through the door at the bottom of the stairs into Delta Service Tunnel 1.
Go back to the western side, pick up the shells and small med kit from the waiting area near the Delta Authority Archives’ door, and then go through the door.
> Walk down the curving corridor until you reach a narrow hallway lined with computer banks. When you step into the hallway, four Zombies shuffle out to attack you. Back up and give them a taste of the chaingun.
Investigate the lower level of Delta Authority Systems to find a large med kit on a workstation and some clips and shells under the stairs. Climb the stairs to reach the room's upper level. A Commando Zombie charges at you from the eastern door to the next part of Delta Authority Systems. Kill him and go through the door. Shoot the Zombie on the other side and pick up shells and a clip from the shelves inside. Drop down a gap in the room’s eastern side to find some security armor; use the nearby Health Station if you need it, and then 140 call the lift to take you to the Delta Authority Junction.
Go to the hall’s end and pick up a plasma cell and clip; then proceed down the corridor. Kill the Commando Zombie at the end. There's another Commando Zombie in the room hiding behind the northern pillar, but this one's got a chaingun. Blast him with shells or the rocket launcher to take him out without exposing yourself to his lethal barrage of lead; pick up the chaingun after killing him. Go through the eastern door to the Delta Authority Lobby.
DELTA LABS LEVEL 2A >
There are two more Commando Zombies in the Delta Authority Lobby, and yes, one of them has a chaingun. Pick up the shotgun, machine gun, and armor shards to the door’s left, and then go through the southeast door into Delta Authority Hallway 1. Go through the door at the southern end of Delta Authority Hallway 1 to return to the Delta 1 Access Lobby. Kill the two Cacodemons that rise up to attack you, and go through the western door to the Delta 1 Access Stairs.
Pick up the plasma cell in the Delta 1 Access Stairs; then drop down the ruined staircase to reach the door leading to the Delta 1 Access Lobby’s lower level. Go through the Delta Lobby Corridor to return to the Delta Main Lobby. A Revenant attacks you at the beginning of the corridor, and a Commando Zombie attacks you from behind while you're fighting him. In the Delta Main Lobby, you must fight two chaingun-wielding Commando Zombies. Kill them both, take their weapons, and use the western elevator to complete the level and proceed to Delta Labs Level 2A.
Delta Labs Level 2A Overview Delta Labs Research Facility—Sector 2 South contains the Matter Transfer division, focusing on human experimentation and other biological testing. The prototype transfer platform is contained in the upper research hall. Teleporter distance is limited, serving only to test biological effects of matter transference.
PRIMAGAMES . COM
This is another long level driven by several mission goals. First, you must fight your way to the Teleporter Control Lab, where a scientist sends you out to pick up the plasma inducer, which allows you to teleport to the next level. To do that, you must turn off the halon gas system in Delta Security so you can open the door locks to the facility's Operations wing. Finally, you enter Operations and get the plasma inducer in the Operations Server Room, return it to the Teleporter Control Lab, and transport to Delta Labs Level 2B. Along the way, you fight mostly Zombies and Imps; you also collect a wide range of weapons and ammo, including the legendary BFG-9000.
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TELEPORTATION CHAMBER
DECON TEST CHAMBER
Frank Cinders’ PDA CHRISTIAN ANKTOW’S OFFICE
I. McCormick TELEPORTER CONTROL LAB
MAL BLACKWELL’S OFFICE
DELTA BIO LABS LOBBY EXAMINATION ROOM D2-1
MATT HOOPER’S OFFICE
MAINTENANCE DUCT 32
JERRY KEEHAN
DELTA JUNCTION 2 STEVE ROSCOE’S OFFICE
STORAGE ARCHIVES
WEST HALLWAY
x5
EAST HALLWAY x2
x3
x2 x2 x2
Phil Wilson’s PDA
x2
LIFT
Plasma Inducer
CENTRAL CORRIDOR
x2
HAZARDOUS MATERIALS
DELTA #112 OPERATIONS
x2
#116 ANDY CHANG’S OFFICE
Peter Raleigh’s PDA
x2
DELTA SECURITY
x2
LEDGE
OFFICE HALLWAY
OPERATIONS SERVER ROOM
DELTA SECURITY JUNCTION RECORDS OFFICE
Lower Level
FRONT HALLWAY LIFT
x2
x2
MAIN LOBBY
Legend – Ammunition
BATHROOM
– Armor – Enemy – Health
ELEVATOR LOBBY
– Weapon – To Meeting McCormick – Finding Plasma Inducer – Releasing Operations Security Lock
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DELTA LABS LEVEL 2A ENEMIES ENCOUNTERED — Imps — Zombies, Commando — Revenants — Zombies, Fat — Zombies WEAPONS ACQUIRED — BFG-9000 — Pistol — Chaingun — Plasma Gun — Grenades — Rocket Launcher — Machine Gun — Shotgun AMMUNITION ACQUIRED — Ammo Belts — Plasma Cells — BFG Cell — Rockets — Bullets — Shells — Clips ITEMS ACQUIRED — Armor Shards — Backpack — Med Kits, Large — Med Kits, Small PDAs ACQUIRED — Frank Cinders — Peter Raleigh
— Plasma Inducer — Security Armor — Video CD
— Phil Wilson
Objective: Reach the Main Portal >
As you pick up the shards, two Imps attack you from the front. Pick up the large med kit and security armor in the northeast corner of the elevator lobby, and then go through the northern door to the Main Lobby.
As you step into the Main Lobby, you see a vision of the lobby covered in blood and littered with skeletons. When the vision passes, two Imps attack you from the north. A Commando Zombie then leaps down from the upper level to the north, and a Zombie staggers out from the recessed northeast corner. You have your hands full. Look down in the recessed eastern area where the Zombie came from to find some grenades and armor shards. Pick up some small med kits from the desk at the room's northern end; then crouch and press the small red button at the desk’s base to open a security hatch behind you, which contains a shotgun, shells, and security armor. Grab these items and go through the northwest door into the bathroom. Enter the bathroom, blast the Fat Zombie on the bloody toilet, and pick up the shotgun and armor shards near the stall. Return to the Main Lobby, and watch out for the two Imps that appear in there when you enter.
Use the Main Lobby's northeast lift to ride up to the room's upper level. Shoot the Commando Zombie who runs at you from the door to the front hallway. Pick up the machine gun and clips near the body of the dead soldier. This triggers the opening of a hidden alcove in the northern wall with an Imp in it. The alcove also contains some security armor. Take it and go through the Front Hallway and into the Records Office.
PRIMAGAMES . COM
Your overarching objective in the Delta Labs is to reach the "main portal," an experimental teleportation device that seems to have been the source of the demonic infestation. Getting through Delta Labs Level 2A is a big step in the right direction. Walk out of the elevator into the elevator lobby and pick up the armor shards.
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locked; the code (538) is on Frank Cinders's PDA, which you find later in the level. Cabinet #112 contains plasma cells, armor shards, and a shotgun. After getting these, enter the Office Hallway.
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Two Zombies stumble toward you as you enter the room. Let them come to you and blast them from the doorway. Pick up the grenades and large med kit to the door’s left. There's also a Fat Zombie on the other side of the workstation to the door’s right. Two Commando Zombies appear and attack you when you enter the area between the four workstations: one behind you in the entrance to the Records Office, and the other in the room's northeast corner.
Pick up some clips, shells, and Peter Raleigh's PDA from the workstations. An audio log on the PDA contains a chilling account of the effect of teleportation on the human subjects that went through it; the description matches the scenes you have witnessed of humans being transformed into Zombies. Before his presumed demise, Dr. Raleigh had taken to storing armaments in his office as a precaution. There's one more Zombie in the northeast corner. Kill it, and then push one of the nearby cardboard boxes over to the windowed office in the southeast corner. Hop on the box, knock out the glass windows of the office, and jump-crouch into it to get a rocket launcher and plasma cells.
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Two more Zombies walk out of the Office Hallway door when you exit the windowed office. Use the nearby Health Station if you need it, and raid the open storage cabinet (#113) for two boxes of bullets. Storage cabinet #112 is
Betruger taunts you as you enter the Office Hallway, asking if you're making progress and promising you imminent death, at which point your soul will be his. Pick up the machine gun and clip from the dead soldier, and then continue through the hallway into the Central Corridor.
>
As you enter the Central Corridor from the south, a chaingunwielding Commando Zombie at the room’s north end ducks behind cover and starts shooting. After you kill him, a second one comes through the northern door. When he's dead, a Revenant appears in the room's northern end. Keep your distance and use the rocket launcher, grenades, or your plasma gun to take them out. The east and west doors are sealed. Pick up the ammo belt near the second Commando Zombie's position and go through the northern door into the Teleporter Control Lab.
> Pick up the large med kit near the entrance to the Teleporter Control Lab, and then proceed east and then north down the hall, leaping over and crawling under debris as you go.
DELTA LABS LEVEL 2A >
The door at the northeast end is broken, so take a left at the T-intersection and go west down the hall, picking up some shells as you go. Go through the northeast door to speak to Ian McCormick. McCormick tells you that the portal that they were working on was indeed the source of the demon invasion. Betruger stole an artifact called the Soulcube, which had been recovered from Site 3. He brought it into the portal and brought out an army of demons when he returned. McCormick says that if you want to get through Delta Labs, you must use the teleport devices, which are offline. The first thing McCormick needs is a plasma inducer, which you can find in the Operations sector of the Delta Labs Level 2A.
A Zombie is munching on a Fat Zombie at the room’s eastern end. Wait in the entryway until another Zombie walks out from a northern alcove to your left. Blast all three creatures and pick up the security armor and grenades in that northern alcove. The southeastern door to Delta Security is sealed, because halon gas is pumping through the room. Go through the northeastern door to the Delta Base Bio Labs Lobby.
>
Objective: Find the Plasma Inducer Take the pistol from McCormick's desk and use a nearby control panel to download information about the Soulcube to your PDA if you want. Use the Health Station in the southwest corner if needed.
Pick up the clip from the desk and run around the machinery behind the desk to get armor shards and a large med kit. Move to the southeast corner and open the door to Examination Room D2-1.
> A wrench-swinging Fat Zombie waits on the other side of the door. Kill him and move down the corridor to the examination room entrance.
PRIMAGAMES . COM
Backtrack through the devastated Teleporter Control Lab to the Central Corridor. A chaingun-wielding Commando Zombie steps out from the eastern door to the East Hallway and starts blasting. Kill him quickly, move to the room’s eastern part, and then take out the Revenant that appears in the north, next to the door you just came through. Proceed through the East Hallway and into the East Lobby.
Walk through the corridor until you reach the main part of the room. Stand in the entryway and wait for the Zombie behind the desk to lumber toward you. Shoot him, and then blast the Imps that appear in front of you and behind you.
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Open the examination room door to lure a Zombie over to you. Step in the room to lure three more Zombies out of hiding. After killing them, access a terminal in the room’s northern part to read medical reports of the schizophrenia that all of the teleporter test subjects experienced upon returning from the trip. Continue through the southeast door to Delta Junction 2.
> Move down the Delta Junction 2 corridor. After the second turn, an Imp leaps out to attack you, and another Imp appears back at the corridor entrance. Kill them both and continue through the door to Hazardous Materials at the end of the corridor.
>
After you kill the Zombie and a Fat Zombie in the room's southeast corner, two Imps appear: one in the room’s center, and the other near the broken door in the northwest corner. Explore the southeast corner where the Zombies were hiding to get rockets, a clip, and armor shards. Return to the control panel in the room’s center, and two more Imps attack from the door you just came through. Touch a number on the panel and the crane in the room's center lifts a cryo-storage bin from the southern wall and places it onto a platform in front of you. 146
Select the #6 position to move the platform cryobin into, and then jump onto the cryo-bin on the platform. As it nears the southern wall, jump onto the narrow western ledge with the plasma cell and backpack. Pick up the items and crawl into Maintenance Duct 32.
If the #6 position is currently occupied by another cryo-bin, move that bin out of the way so that you can ride a cryo-bin into that position.
Don't stand on the platform when a cryobin is being placed on it—you'll be injured. Also, don't ride the cryo-bin all the way into the southern wall, or you'll be hurt.
> Turn left (south) at the T-intersection in the duct to get bullets and small med kits. Turn around and crawl north to drop through the duct into Delta Security Junction, where two Imps rise up to attack you from the southern end. A sealed door leads to a room with a BFG-9000 in it. If you remember way back in Alpha Labs Sector 4, you found Mike Abrams's PDA, which requested the code 901 for the door. However, there's no zero on the keypad, so zero can't be a part of the code. If you keep trying three-digit combinations that begin with 9 and end with 1, you'll find that the door opens with the code 931.
DELTA LABS LEVEL 2A Use the control panel on the wall to open the test chamber, and then grab the BFG-9000. Pick up the large med kit in the corner near the door as well, and then go back through to the end of the hall and into Delta Security.
>
>
Blast the Imp just inside the room to the left (south) of the door, and run past him into the waiting area in the center of Delta Operations. A Commando Zombie runs out from around a corner at you. After killing him, wait for four very slow Zombies and a Fat Zombie to walk around the corridor to attack you. Pick them off at your leisure.
Use the control panel on the desk to shut off the halon system in Delta Security. Storage cabinet #116 sits in the room’s southwestern corner. Access the laptop in the office to find that the combination is 972. It contains a large med kit, security armor, a plasma rifle, and a BFG-9000 cell. Go through the door to the room where the halon system was previously active and pick up the large med kit and security armor inside. Use the control panel to unlock the security seals on the doors in the Operations wing of Delta Labs Level 2A. When you do, an Imp runs in through the door to the East Lobby. Blast him and go into the East Lobby. From the East Lobby, go west through the East Hallway and into the Central Corridor, where an Imp and a Revenant wait for you. Destroy them and go through the western door to the West Hallway.
The elevator in the waiting area doesn't work, so backtrack around the corridor to the door to the West Hallway, and then keep going north, following the hallway as it turns. You can enter several offices along the way. The first office is Steve Rescoe's. It contains a large med kit, a plasma cell, a clip, shells, security armor, and Phil Wilson's PDA; the PDA contains an audio log that describes test subjects coming back through the teleporter screaming about demons.
> The next office belongs to Matt Hooper. An Imp appears behind you when you approach it. There's nothing of interest in here. Mal Blackwell's office is next. You can collect armor shards in here, and Frank Cinders's PDA, which gives the code for storage cabinet #112 (which you already opened).
PRIMAGAMES . COM
Blast the Imp that leaps at you when you open the door, and then pick up the shotgun and shells from the corpse of the soldier he was eating. Continue forward into Delta Operations.
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The last two offices, belonging to Christian Anktow and Jerry Keehan, have nothing in them, so continue to the Storage Archives just up the stairs.
Walk straight (north) out of the Operations Server Room and hang a right into Andy Chang's office, which has a pistol, bullets, and grenades. Leave the office, turn right, and go down the hall until you reach the upper level of the Delta Operations waiting area. There's a Zombie in the shadows to the entrance’s right and another Zombie in the malfunctioning elevator ahead of you. Don't miss the security armor in the eastern corner.
From the entrance, you see a Zombie at the hall’s far end. Wait for him to come to you. Walk halfway down the corridor from the entrance, and an Imp pops out of a corridor to your left; the corridor contains armor shards and a plasma cell. Fighting the Imp lures two more Zombies out from the room’s southern part. Kill them, move to the southwest corner to get a large med kit, and then go east from there. Three more Zombies lumber out at you from the east, northeast, and southeast. A Fat Zombie is ready to bash your brains in with a wrench around a corner on the hall’s right side. Kill them all and go through the southeast door to the Operations Server Room.
The elevator is malfunctioning because there's a box hanging halfway out of it, which is causing the doors to open and close repeatedly. Kick the box into the elevator to render it operational again. Ride it down to the lower level and head to the West Hallway’s door.
> Three Zombies on the other side of the door are ready to eat your face. Kill them and go through the West Hallway back to the Central Corridor.
> The plasma inducer sits in an open cabinet in the Operations Server Room. Pick it up, and get the small med kits and shells from the open storage cabinet (#115). The other cabinet, #114, is locked, but a note on the door gives the code as 715. It contains a backpack, security armor, and a clip.
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> Two Commando Zombies rush at you from the Office Hallway door to your right (south). Kill them and go north through the Teleporter Control Lab door, and go north through the debrisridden hallway beyond it to return to McCormick with the plasma inducer.
DELTA LABS LEVEL 2B > McCormick tells you that you must teleport across the containment chamber; it's the only way through the complex. You just need to go into the Teleportation Chamber and initiate the sequence, and he'll take care of the rest. He also gives you a video CD with a report of the experiments that have taken place. He asks you to make sure that it's seen so that nothing like this ever happens again. The report describes how their teleportation experiments actually transported objects instantaneously by opening a portal to Hell itself. Human subjects who transported through came out hopelessly insane. Betruger became obsessed with the project, and one day, he teleported through with the Soulcube, releasing the army of demons that effectively destroyed Mars Base.
Really makes you want to take a teleporter trip, huh? Well, unfortunately, you have no choice. Go through the northwest door to the Decon Test Chamber, where you are decontaminated for your trip through Hell. When the doors open, go through to the Teleportation Chamber. Pick up the machine guns and security armor nearby, and then step onto Teleporter Station A. Touch the control panel to commence teleportation and complete the level, proceeding to Delta Labs Level 2B.
Delta Labs Level 2B Overview Delta Labs Research Facility—Sector 2 North contains the Biological Research Division, focusing on studying various specimens from matter transfer tests. All specimens are catalogued and stored locally.
WEAPONS ACQUIRED — BFG-9000 — Grenades — Chaingun — Plasma Gun AMMUNITION ACQUIRED — Ammo Belts — Plasma Cells — BFG Cell — Rockets — Bullets — Shells — Clips ITEMS ACQUIRED — Armor Shards — Med Kits, Small — BRD Access Key Card — Security Armor — Med Kits, Large — Video CD PDAs ACQUIRED — Elizabeth McNeil — Jacob Stemmons — Francis Erikson — Larry Bullman
PRIMAGAMES . COM
Your journey through Delta Labs takes a more sinister turn in Delta Labs Level 2B, where pieces of the puzzle start coming together. Betruger had been capturing demons during teleporter tests and storing them in stasis to study them. He also seems to be behind the theft of the Soulcube, which might be an anti-demon weapon developed by a Martian civilization that was destroyed by a sudden cataclysmic event. Regardless, there are still demons to kill and an elevator to reach, so blast your way north to reach an elevator that brings you up to the second floor, and then head south to find the elevator to Delta Labs Level 3.
ENEMIES ENCOUNTERED — Archviles — Zombies, Commando — Imps — Zombie, Fat — Zombies — Zombie, Flaming
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#213 STASIS TRANSFER
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– Armor STASIS TRANSFER
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CONTROL JUNCTION
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STASIS TRANSFER
LIFT LIFT ACCESS STASIS x2
Jacob Stemmons’ PDA
ANAYLYSIS CONTROL
Larry Bullman’s PDA
STASIS CHAMBER SPECIMEN Dr. RESEARCH LAB Michaels VENTILATION DUCT
#666 Martian Buddy Cabinet
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RESEARCH CONTROL #117
RESEARCH LAB CORRIDOR
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ELEVATOR EXIT Francis Erikson’s PDA
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SUPPLY LIFT ACCESS LEVEL 3 ACCESS
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TECHNICAL DIRECTOR OFFICE
Elizabeth McNeil’s PDA
LIFT UPPER OFFICE CORRIDOR
DATA CONTROL TERMINAL
#103 MAINTENANCE CORRIDOR
SERVICE AREA START ENTRANCE TELEPORTER x2
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BRD Access Keycard
COMMON AREA
DELTA LABS LEVEL 2B >
The BRD access key card is on a chair in this room, right next to a headless Zombie that sits up and attacks you. Blast the Zombie first, take the key card, and exit the room.
Objective: Reach the Elevator to Delta Labs Level 3 > At the start of the level, you reappear on the other side of the Teleport Chamber, approximately 30 feet from where you ended the last level. Go through the only door in the room and enter Observation Access.
>
Pick up the shells in front of the Flaming Zombie's alcove. There's some security armor in the alcove, on the other side of a flaming vent. You suffer damage to get it, so decide if it's worth it.
Return to the sealed door in Observation Access and touch the control panel to open it with the BRD access key card. Proceed through it to the Data Control Terminal.
> Two Commando Zombies, one with a chaingun, wait for you at the end of the hallway where it opens into a wider room. Pick up the ammo belt as you move down the hallway and flush out the Commando Zombies with a grenade. The southern door marked "Storage 2" is locked. A control panel in the northwest corner unlocks the door. Go through it into a Service Area that contains a Zombie, a Health Station, security armor, and rockets. After dealing with these, go through the northern door in Data Control Terminal to reach the Maintenance Corridor.
PRIMAGAMES . COM
The southern door is sealed and requires an access card to open it. Pick up the small med kid in front of the door and follow the hall to the door to Teleport Observation. Watch out for the Flaming Zombie who lunges at you from an alcove as you round the corner.
Two Imps burst out of a hidden alcove that opens in the east wall when you leave Teleport Observation. Find some armor shards, a clip, and a large med kit in there as well.
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> >
Inch down the Maintenance Corridor until you hear Betruger's laughter and a Commando Zombie runs down the corridor at you. A Fat Zombie also comes out of an alcove in front of you. After killing both, move farther down the corridor to cause an Imp to appear behind you. The corridor that the Fat Zombie was hiding in contains storage cabinet #103 and a PDA belonging to Francis Erikson. It gives the code for cabinet #103 as 259. It also mentions that there is a Martian Buddy cabinet in one of the upstairs storage rooms; go online to find the code (which is 0508, the same as the last Martian Buddy cabinet). Open cabinet #103 to get plasma cells, shells, and a large med kit. Leave the alcove and go to the northern end of the Maintenance Corridor. Swipe your PDA on the control panel next to the door at the corridor’s end and go through it into Central Processing.
Quickly eliminate the Commando Zombie in the middle of Central Processing. The other one in the upper level is trickier to hit. He does come down, however, so just be patient. An Imp and a Zombie hide behind the equipment to the left of the entrance. Pick up the large med kit and clips in the northeast corner and the security armor from the chair in the southwest corner; then continue down the eastern hallway to the Common Area.
> An Archvile appears in an elevated area above the room’s eastern part. Archviles can repeatedly summon Imps, wearing down your health and ammo. Pick off the Archvile with a powerful ranged weapon, such as the rocket launcher or the plasma gun, or just kill four of its Imps to make it run away. Pick up a large med kit and some adrenaline in the northwest corner of the Common Area kitchen, next to a dead body. Proceed east from the kitchen into the Research Lab Corridor.
> An Imp in the northeast corner of the Research Lab Corridor jumps out at you when you move down the corridor. Head over to his corner to pick up armor shards and a small med kit. 152
DELTA LABS LEVEL 2B > Scan your PDA on the control panel next to the southern door in the Research Lab Corridor to unlock it. This door leads to Supply Lift Access.
>
You surprise Dr. Michaels when you drop through the ceiling. He's dissecting an Imp in the hopes of finding some sort of weakness; so far, he's had no luck. He encourages you to grab supplies out of the storage cabinets in the next room. The code is 624. Cabinet #116 contains shells, bullets, and a plasma cell. Cabinet #117 contains security armor, a BFG cell, and grenades. Pick up these items and jump over the boxes at the northwest end of the Specimen Research Lab. Pick through the debris in the corridor to reach Research Control.
There's a Commando Zombie immediately on the other side of the door and anther one with a chaingun at the hall’s east end next to some armor shards.
>
Step onto the nearby lift and ride it up to the upper level of Supply Lift Access. Walk down the hallway to the Upper Office Corridor.
> Regardless of whether or not you killed the Archvile you saw up here earlier, another one appears below you on the ground floor and starts summoning Imps to fight you.
After you kill or drive off the Archvile, two Commando Zombies jump down from the room's upper southern end, one after another. After killing them, pick up the two small med kits hidden under one of the exam tables and go through the northwest door to the Stasis Chamber.
> A video describing the function of the Stasis Chamber plays on a monitor directly in front of the entrance. The chamber was designed to store research specimens (that is, demons) that were captured 153 during teleportation PRIMAGAMES . COM
Crawl into the Ventilation Duct at the north end of the Upper Office Corridor. Turn right (east) at the end of it to pick up some armor shards. Turn west and follow it to the end to drop into the Specimen Research Lab.
As you come down the hallway, you see an oblivious Imp walking away from you into Research Control. When you enter the room, an Archvile appears on the southern side of the room's upper level. Battle the Archvile and the Imps it spawns.
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THE FATE OF JACOB STEMMONS experiments. You can download an email containing data about Imps from a nearby monitor, but don't get too wrapped up in your research, as there's a Commando Zombie on the room’s western side.
You can also download information about Zombies, Hellknights, and Revenants from the terminals on the northern side of the Stasis Chamber.
Approach the northwest door to Lift Access to find it locked. A mission objective pops up, telling you to find an alternate route to the lift that brings you up to the second floor.
Objective: Alternate Route to Second Floor Enter the northeast door to the Stasis Control Junction. If you go through it, you'll enter the eastern end of the Stasis Chamber. However, there's a nifty secret that you should explore first (see sidebar).
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To the right of the door to Stasis Transfer Control is a control panel that opens Maintenance Hatch 4; your clue to look for it is a muted voice shouting, "Help me!" Crawl into the hatch and kill the Imp at the end. You're too late to save his victim, Jacob Stemmons, but you can pick up his PDA, which gives the combination for cabinet #213 in Stasis Transfer Control; it also suggests that the lack of lights in Stasis Transfer might be a circuit breaker issue in Maintenance Hatch 4, not a power supply issue. This explains why the doors and conveyor belt in Stasis Transfer are operational, while the lights are not. It is not a clue about how to turn the lights back on. Climb up the ladder next to Stemmons's body and get a large med kit, clip, security armor, and plasma cell. Backtrack through Maintenance Hatch 4 and proceed to Stasis Chamber.
> The Stasis Chamber is pitch-black. To light it up, use the control panel near the door to activate the conveyor system. A large glowing stasis tank rises up from the floor and starts moving down a northward track, illuminating the immediate area around it as it goes. Follow the tank.
Tank after tank rise up from the floor and run along the track, so if you get separated from one, just wait about 30 seconds for the next one to come along.
DELTA LABS LEVEL 2B >
Your first enemy is an Imp that pops out of an eastern alcove just after the start of the track. Continue following the tank (don't lead it) around a corner and pick up some plasma cells from an alcove. Two more Imps attack from the north. Go into an alcove east of the Imps to find a plasma gun. When you pick up the plasma gun, the floor drops, revealing an alcove with two Imps, some armor shards, and a plasma cell. Climb up either of the two service ladders to return to the main floor of Stasis Transfer, and watch out for the two Imps that are waiting for you to the north. Kill the two northern Imps and go down the nearby stairs to find a small alcove at the bottom of some stairs that contains a plasma cell and security armor. Return to the yellow track, kill the last Imp at the end of it, and walk up the stairs to the raised platform. Go through the western door to Stasis Transfer Control.
>
There's one last Imp near the end of the track. On your way there, walk off the left side of the track to find a narrow hidden corridor containing a clip and some rockets. Look behind some boxes at the southwest corner of Stasis Transfer to get some security armor, and then go through the eastern door to Lift Access.
> Two Imps are inside Lift Access, one immediately on the other side of the door and the other around the first corner to the left (north). Pick up the plasma cell and video CD (which contains the Stasis Chamber video) in the northeast corner, and then ride the elevator up to the second floor.
Objective: Reach the Delta Labs Level 3 Elevator Walk west down the room to trigger the opening of a hidden alcove in front of you. Blast the Imp inside it. If you walk in to pick up the armor shards, be ready for a second hidden alcove inside of it to open, revealing another Imp. Go through the southern door to Analysis Control. 155 PRIMAGAMES . COM
This room links the east and west halves of Stasis Transfer and contains storage cabinet #213. You found the code on Jacob Stemmons's PDA earlier in the level, so open it with the code 371 to get shells, a clip, and plasma cells. Use the nearby Health Station if necessary, and then go through the western door to the western part of Stasis Transfer.
There's an Imp right outside the door; turn left and blast him, even if you can't see him. Wait for a stasis tube to come by, and start following it down the track, killing the Imp that appears behind you near the door to Stasis Transfer Control. Explore the alcove north of the track’s start to find clips.
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> > Step into Analysis Control, where a video describes the research that has been completed regarding an ancient Martian civilization that was destroyed in a cataclysmic event. Of particular interest is a mysterious artifact known as the Soulcube, which has resisted all attempts at scanning. It cannot be weighed, its mass cannot be determined, and it cannot be opened.
Blast the Imp that crawls over the railing to attack you near the entrance. Two Commando Zombies run at you from the corridor’s end. Continue around the corridor and into the door to the upper level of Central Processing.
>
Activate the control panel near the door to focus the scan matrix in the middle of the room. An error message says that the object is no longer on the scan matrix. Move to the workstation on the eastern side to pick up Larry Bullman's PDA, which contains an email from Dr. Betruger demanding that Bullman back off from his hypothesis that the Soulcube is a weapon. A fake email from Martian Buddy is actually a warning from another Delta Labs employee telling Bullman to keep the Soulcube from Betruger. Pick up the nearby video CD of the Stasis Chamber video and the armor shards, use the Health Station if you need it, and then approach storage cabinet #666 in the southwest corner. A note stuck to the cabinet gives its code as 372. Open it from a distance, and keep your shotgun ready. An Imp leaps out when the cabinet opens. Find some security armor in there. Pick it up and 156 go through the southern door to the Research Control Corridor.
Move into the room’s western part and kill the two Commando Zombies there, one of whom has a chaingun. Watch out for the Imp that busts out of a hidden alcove in the room's eastern side. The western door to the elevator that brings you to Delta Labs Level 3 is locked, as is the northern door to Secure Storage. That leaves the southern door to the Technical Director Office, which contains Elizabeth McNeil's PDA. Examine the PDA to find that the new code for Storage Area 07 (Secure Storage) is 725, and that the Level 3 Access Code has been changed to 463.
Enter 725 on the keypad next to the door to Secure Storage to open it, and pick up the clips, plasma cells, security armor, shells, and rockets. Use the Health Station if you need it, and unlock the Martian Buddy storage cabinet with the code 0508 to get a BFG9000 and some security armor. Exit Secure Storage and enter 463 at the keypad next to the door to Level 3 Access. Go through the door, kill the Archvile inside (and the Commando Zombie it summons), and enter the elevator to complete the level and continue to Delta Labs Level 3.
DELTA LABS LEVEL 3
Delta Labs Level 3 CHAMBER 3 CONTROL ACCESS
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CHAMBER 2 CONTROL CHAMBER 2 STORAGE
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TERMINAL PROCESSING CHAMBER 2 TERMINAL DECON CHAMBER 3
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C SECURITY STATION 3 Marten Shultz’s PDA CHAMBER 3 TERMINAL
CONFERENCE ROOM
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LEVEL 3 COMMON AREA
CHAMBER 3 ACCESS
UPPER ELEVATOR ACCESS x2
LEVEL 3 AIRLOCK
HYDROGEN STORAGE TRANSFER
UPPER TERMINAL OFFICE SECURITY STATION 2
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LOWER ELEVATOR ACCESS
TERMINAL OFFICE STORAGE #317
CHAMBER 2 ACCESS
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C CHAMBER 1 TERMINAL (UPPER)
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LEVEL 1 ELEVATOR ACCESS
CHAMBER 1 TERMINAL (LOWER)
LEVEL 3 ENTRANCE
LOWER TERMINAL OFFICE
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Han Lee’s PDA DECON CHAMBER 1 (LOWER)
CHAMBER 1 CONTROL
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T1 ACCESS HST OBSERVATION
DECON CHAMBER 1 (UPPER)
#387
LEVEL 3 LAVATORY
– Armor
T1 OBSERVATION (LOWER) A
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T1 STAIRWELL (IMPASSABLE)
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Legend
Frank Cerano’s PDA
#386
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CHAMBER 1 ACCESS
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LOWER STORAGE
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Overview Delta Labs—Sector 3 contains the second generation transfer platforms, able to teleport variable distances to small portable receiving platforms. Test chambers must be reserved prior to experimentation. All access is under security observation. After hearing all of those stories about how using the teleporter drove the human test subjects insane, you might not be too keen to use it. Well, too bad, because you've got to transport not once, not twice, but five times in this level to get past a broken bridge that used to span the gap between the level's start and finish. When using the teleporters, you must first set your destination on a nearby control panel and then activate the teleporter itself. It's a handy device—too bad it requires you to go through Hell—literally—to use it. ENEMIES ENCOUNTERED — Imps — Zombies, Commando — Revenants — Zombies, Z-Sec WEAPONS ACQUIRED — Chaingun — Machine Gun — Grenades — Shotgun AMMUNITION ACQUIRED — Ammo Belts — Plasma Cells — Bullets — Rockets — Clips — Shells ITEMS ACQUIRED — Armor Shards — Med Kits, Small — Med Kits, Large — Security Armor PDAs ACQUIRED — Frank Cerano — Marten Shultz — Han Lee
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Objective: Reach Delta Labs Level 4 > Walk forward through Level 3 Entrance and trigger the northern door to Chamber 1 Access. A Z-Sec Zombie with a shotgun attacks you, followed by a Commando Zombie, and finally two Z-Sec Zombies with machine guns. Proceed into Chamber 1 Access.
> Pick up the security armor and plasma cell in the northern alcove. The eastern door to HST Observation is sealed via Security Station 1, so go through the southeast door to Security Station 1.
> Use the nearby Health Station if you need it, and then touch the control panel to open the locked door to HST Observation. As soon as you do, a Commando Zombie runs into the room. Kill him and proceed into HST Observation.
DELTA LABS LEVEL 3 > There are doors to the east (Lower Terminal Office) and south (Level 3 Lavatory). Pick up the armor shards in front of the lavatory door and proceed into the Level 3 Lavatory.
>
From the desk outside of the southeast office, grab an ammo belt and Frank Cerano's PDA. Cerano's PDA contains the code for cabinet #317, which is 841. The northern door to Terminal Office Storage is broken and does not open fully. Instead, go through the eastern door to Chamber 1 Terminal—Lower.
>
Another armor shard lies just inside the door. If you get the feeling you're being led into a trap, you're absolutely right. A Z-Sec Zombie with a shotgun in the room's southeast corner and a Commando Zombie on the west side run out to attack you. Pick up the security armor, clip, and shells near the Z-Sec Zombie and leave the lavatory. Kill the Imp that drops from the ceiling in HST Observation and go through the eastern door to the Lower Terminal Office.
>
A Commando Zombie leaps down from Chamber 1 Terminal— Upper and runs at you when you open the door. Another Commando Zombie remains on the upper level and fires a chaingun at you. Killing the chaingun-wielding Commando Zombie is tricky and may require several valuable rockets or shots from the BFG-9000. You might be better off just staying out of his range and sprinting past him whenever you're exposed. Whether or not you kill him, run directly across the room from the entrance and go through the door into Chamber 1 Control.
>
Do not pick up the armor shards in the northeast end of the room just yet. Instead, go to the southwest corner, kill the Imp that appears, and then kill the machine-gun-toting Z-Sec Zombie in the southeast office. Pick up the clip and small med kit in the southeast office as well.
PRIMAGAMES . COM
When you enter the Lower Terminal Office, the lights go out. An Imp appears in front of you (to the east), and two Z-Sec Zombies (one with a machine gun, one with a shotgun) start shooting at you from the south.
Use the Health Station inside the door if necessary. Proceed into the room and pick up Han Lee's PDA from the desk. The PDA describes the theft of BFG-9000s by the opposing forces that murdered one of the teleport expeditionary teams; Lee fears that they may have access to BFG technology now. An email tells you the code for storage cabinets #386 and #387 is 836.
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> Touch the control panel at the room's southern end to release the lock on the southern door in Chamber 1 Terminal— Lower; kill the Imp and Commando Zombie that appear in Chamber 1 Terminal—Lower, and then go through that door into Decon Chamber 1—Lower.
The door locks itself again after you go through, so there's no going back.
Storage cabinets #386 and #387 are here. Use the code from Han Lee's PDA (836) to open them. Cabinet #386 contains a clip, an ammo belt, bullets, and large med kits. Cabinet #387 contains a clip, rockets, security armor, a large med kit, and grenades. Collect these items and continue into Teleport Station 1.
>
> When you step into Decon Chamber 1— Lower, both doors lock, and the decontamination sequence begins. When it ends, the northern door remains locked, and the southern door to T1 Observation—Lower unlocks.
> An Imp and a Commando Zombie attack from the northwest corner when you enter. Kill them and go through the western door to T1 Access.
There's a Commando Zombie hiding in the southwest corner and a Commando Zombie with a chaingun in T1 Observation, which overlooks Teleport Station 1 from the east. Don't miss the ammo belt near the crates in front of the entrance. Stay out of the chaingun's line of fire as much as possible, and sprint past it whenever you have to expose yourself. Go through the door in the southwest corner to enter the T1 Stairwell, which has a dead soldier with a shotgun and shells in his lap. An Imp appears in the room when you grab the items. The upper part of the stairwell is blocked by the demonic growth that has infected other parts of the Mars Base. Return to Teleport Station 1.
Go up to the console at the room's eastern end and touch the control panel to transfer control-access permission to the Control Station. On the monitor that pops up to the right, touch the screen to scan for active teleport pads. Choose "Pad 2— Balcony," and the teleporter roars to life. 160
Sprint into the teleporter and touch the control panel to activate the teleporter sequence and arrive in T1 Observation—Upper. If
DELTA LABS LEVEL 3 There's also a Health Station in here. When you approach it, an Imp appears in the middle of the room. Kill him, leave the room, and go through the northern door to Chamber 2 Access.
you didn't kill the Commando Zombie with the chaingun, you appear right next to him.
> Walk north toward the door to Decon Chamber 1—Upper, and a Revenant appears. Kill the Revenant, pick up the large med kit near the door, and proceed into Decon Chamber 1— Upper, where you experience a second decontamination. The door to Chamber 1 Terminal—Upper then unlocks; go through it.
>
> As you enter, Dr. Betruger tells you that his patience with you is wearing thin. Walk forward into the room, and a Commando Zombie with a chaingun runs at you from the northern door to Chamber 2 Access.
Betruger cackles some more when you enter the room, promising you death in the immediate future. A Revenant materializes to the east. After you kill the Revenant, two Imps appear in the northern and western parts of the Upper Terminal Office, which surrounds Chamber 2 Access. A Z-Sec Zombie with a machine gun also runs out of the eastern door to Security Station 2. Kill them and enter Security Station 2.
> If you didn't kill the chaingun-toting Commando Zombie when you were in Chamber 1 Terminal—Upper, he's still here as well. Use the nearby crates for cover. Kill the Commando Zombie(s) and go through the eastern door to Chamber 1 Storage.
>
Leave Security Station 2 and kill the two Commando Zombies, one of whom has a chaingun. Enter the Upper Terminal Office through the western doorway.
PRIMAGAMES . COM
There's a Z-Sec Zombie with a machine gun in the southeast corner. Lure him out into Chamber 1 Terminal— Upper to kill him. Inside the room, find security armor and plasma cells.
Pick up the shells and clip near the entrance and continue through the room to find adrenaline and a Health Station. Touch the control panel on the desk to open the locked door to Upper Elevator Access.
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> Pick up the grenades in the southwest and head north to find armor shards. Continue east to pick up some plasma cells from a cubicle, and then proceed through the northern door to Upper Elevator Access.
Check the southwest office to get a plasma cell, and pick up some large med kits from the northwest office. As soon as you pick these up, a chaingun-wielding Commando Zombie runs up to the office entrance, so be ready.
> A Z-Sec Zombie shoots a machine gun at you through the windows of the Conference Room to the east. An Imp also appears in there and runs out to attack you. After killing them, collect the security armor from the Conference Room’s northwest corner and go through the northern door to Terminal Processing.
When all enemies are dead and all loot is acquired, drop into the northwest gap in the floor and crawl east along the ventilation duct beyond it to reach Chamber 2 Terminal.
> There are four doors in Chamber 2 Terminal:
• West: Chamber 2 Control • Northwest: Chamber 2 Storage • Northeast: Teleport Station 2 • Southeast: T2 Pad 1 Start with the western door to Chamber 2 Control.
> The room’s eastern half has been taken over by the demonic growth and is impassable. Walk straight from the entrance, turn right, and blast two Imps as they crawl up from a gap in the floor. Don't miss the small med kit on the floor of the hall’s northern section. Return to the entrance and explore the hallway more thoroughly until Betruger laughs and the lights go out. Four more Imps appear in the room’s western half, two at a time. 162
>
A Commando Zombie lurks inside this tiny room, so be ready to kill him when you enter. Pick up the grenades and rockets in here, and touch the control panel to open the decontamination chamber. Unfortunately, there's a problem with the chamber and it cannot be opened. Leave Chamber 2 Control and enter Chamber 2 Storage.
DELTA LABS LEVEL 3 >
After collecting these items, backtrack to Teleport Station 2 via Chamber 2 Terminal, stand in the teleporter, and touch the control panel to transport to Lower Storage.
> Pick up the clips, security armor, ammo belt, and plasma cell from Lower Storage, and then go through the room's only door into Lower Elevator Access.
The room is pitch-black and contains no enemies. Pick up the plasma cell, rockets, and bullets and use the Health Station on the western wall. Some clips and security armor lie behind two exploding barrels in the room's northwest corner. Stand as far away from the barrels as possible and blow them up to reach the items. This triggers an Imp. When you're done, go through the southeast door to Teleport Station 2.
>
There's a Revenant in Teleport Station 2. When you kill him, another one appears. Kill that one and use the southern control panel to transfer teleport control to the console you're standing at. Use the monitor that pops up to select "Pad 3—Storage" as the teleport destination. The teleporter in front of you starts glowing with activity.
>
> Lower Elevator Access is a mess; the demon growth has penetrated the walls and covered everything in a bloody slime. Pick up the shells and large med kit from the bend in this L-shaped room, and go through the western door to the Level 3 Common Area.
> A Commando Zombie rushes toward you from the recessed area to the northwest. Fall back into Lower Elevator Access, take him out, and go back in. Walk forward to trigger the appearance of a Revenant to the west and a Commando Zombie with a chaingun to the northwest.
Look under the southwest platform you dropped off to find bullets, adrenaline, a large med kit, and armor shards. Score some clips from the shelf to the north.
PRIMAGAMES . COM
Before stepping into the teleporter, go north and drop down into T2 Pad 1. Walk up the stairs to the west and kill the Imp that's waiting there.
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Move north into the recessed area and destroy the machinegun-toting Z-Sec Zombie; he's hiding in the kitchen area. Doing so triggers three Imps to the west and a Commando Zombie with a chaingun behind a crate in the southern part. Whew! Maneuver skillfully to take these enemies on one or two at a time, and don't expose yourself to multiple foes' attacks. You probably need to use the Health Station near the kitchen by now. When you're ready, go through the southwest door to Hydrogen Storage Transfer.
>
Shoot the Imp that drops from the ceiling as you enter the room. The bridge that spans a wide chasm to the west has been destroyed. That's too bad, because had it been intact, you could have just walked across it to the airlock at the level’s end. Oh well. Instead, you must follow the ledge that you're standing on as it curves to the northwest. Kill the Revenant that appears in front of the door to Chamber 3 Access at the ledge’s end. Go through Chamber 3 Access into Chamber 3 Terminal.
> Blast the Imp that lunges at you when you open the door. Another Imp stands at the bottom of the stairs to the northeast, in front of the door to Decon Chamber 3. 164
Enter the hall at the area’s western end near the door you entered through. The east door to Security Station 3 is locked, so go through the west door to Chamber 3 Control Access.
> Climb down the ladder north of the entrance and kill the Imp in the northwest corner of the room's lower level. Climb the nearby stairs and go through the door at the top to Chamber 3 Control.
> Pick up the security armor, grenades, and rockets in this room; use the Health Station if necessary. Touch the control panel to open the door to Decon Chamber 3 in Chamber 3 Terminal. When you leave Chamber 3 Control, a Revenant appears in the upper northwest corner. Kill him or drive him off, climb the ladder, and kill the Imp next to the door to Chamber 3 Terminal. If you didn't kill the Revenant, he's waiting for you in Chamber 3 Terminal. Continue through Chamber 3 Terminal to reach the door to Decon Chamber 3.
DELTA LABS LEVEL 3 >
>
The decontamination sequence aborts shortly after starting. The northern door unlocks anyway, so proceed through it into Teleport Station 3.
>
The door to Terminal Office Storage is now open, so enter it and pick up the large med kit inside. Use the code you got from Frank Cerano's PDA (841) to open storage cabinet #317, which contains security armor, large med kits, clips, rockets, and bullets. Hop up the boxes to enter the Vent Shaft, which takes you back to the Hydrogen Storage Transfer. Backtrack to Teleport Station 3, and this time choose "Pad 2—Security."
> Betruger calls out for someone to stop you as you enter Teleport Station 3. Through the window in front of you, you see a Commando Zombie running down the hall toward you. Be ready for him when he rounds the corner. A second Commando Zombie, equipped with a chaingun, follows him. Pick up the large med kits and plasma cell to the door’s right and the shells and clip to the left. Run down the hallway that the Commando Zombies came from.
As you approach the teleporter, a Revenant comes out of the shadows to the northeast. Kill him and the Imp that bursts out of a hidden alcove to the east.
Once again, backtrack to Teleport Station 3. For your third and final transport, select "Pad 1— Exit" and go through the teleporter to reach the western end of Hydrogen Storage Transfer, right next to the airlock that ends the level.
Open the transfer bay door, step inside the airlock, and touch the control panel to complete Delta Labs Level 3 and proceed to Delta Labs Level 4.
PRIMAGAMES . COM
Head over to the control panel to the west to select "Pad 4—Hallway" as your teleport destination. Step onto the teleporter and touch the control panel to transport to the Lower Terminal Office.
This transports you into the locked Security Station 3 just off of Chamber 3 Terminal. Pick up the plasma cells in the office and Marten Shultz's PDA, which gives you the necessary security clearance to leave the office.
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Delta Labs Level 4 Legend
DELTA 4 SECURITY
– Ammunition DELTA 4 MAIN READY ROOM
DELTA 4 SECURITY CHECK-IN
– Armor – Enemy – Health
DELTA 4 JUNCTION 2
– Weapon
x2
DELTA 4 JUNCTION 1
Jack Gilbert’s PDA
AIRLOCK
Overview Delta Labs—Sector 4 houses the third generation transfer portal. All teleporter destination research is classified. Only top level personnel have access to the central control room and activation grid for the primary test chamber. Your journey from the start of this level to the portal at the end is extremely short, with only a handful of rooms and enemies separating you from your goal. Don't make careless mistakes.
DELTA 4 TRANFERENCE LAB
ENEMIES ENCOUNTERED — Hellknights — Zombies, Chainsaw WEAPONS ACQUIRED — Chainsaw AMMUNITION ACQUIRED — Ammo Belt — Rockets ITEMS ACQUIRED — Security Armor PDAs ACQUIRED — Jack Gilbert
Objective: Teleport to Hell > 166
At the start of the level, Dr. Betruger boasts that you will never find the treasure you seek—the Soulcube. He claims it is trapped in Hell forever. Step out of the elevator and into Delta 4 Junction 2,
DELTA LABS LEVEL 4 V >
which looks like an abattoir. The floor is sticky and red with blood, and the words "die," "burn," and "suffer" are scrawled across the walls in the crimson liquid. Proceed to the end of the hallway and go through the door to Delta 4 Junction 2.
> A Chainsaw Zombie comes running out from the hall’s northern end. Shoot him and pick up Jack Gilbert's PDA, which gives you the code to cabinet #104 (579). Continue down the hall to Delta Security Check-In.
> There's nothing to do in this room except continue through it and into Delta 4 Main Ready Room.
> Another Chainsaw Zombie comes running at you from the northern end. Blast him and go through the northwest door to Delta 4 Security.
Enter 579 into the keypad of cabinet #104 and get rockets, security armor, and an ammo belt. Use the nearby Health Station if you need it, and then return to the Delta 4 Main Ready Room and open the southern door to the Delta 4 Transference Lab.
>
As you enter the Delta 4 Transference Lab, Dr. Betruger appears in the control station and tells you that you cannot escape. A research scientist in an environmental suit runs out of the massive portal that dominates the room’s eastern half. Two Hellknights—Imps on steroids—follow him. One plucks him up and tosses him effortlessly against a wall, killing him instantly. Stay as far away from the Hellknights as possible. Their hurled bolts of energy are devastating, and their physical attacks are positively deadly. Use only your most powerful weapons against them— first the BFG-9000, then the rocket launcher, and then the chaingun if they're still standing.
Welcome to Hell.
PRIMAGAMES . COM
When both Hellknights are dead, Betruger activates the portal, which sucks you in.
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Guardian
Hell
EXIT TO BOSS AREA
B
B x2
x3 x2
x3
x4
x4
Simon Garlick’s PDA
x3 x2 x2
SPIRAL STAIR
x2 x3
FLOOR DROPS TO NEXT AREA
HIDDEN UNTIL WALLS SPREAD
EXIT TO NEXT AREA
x6
x3
x2
A
SHATTERED WALKWAY
HIDDEN UNTIL WALLS SPREAD
Legend – Ammunition
BRIDGE CREATED WHEN IMPS DEFEATED
– Armor – Enemy – Health
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– Weapon
A
ENTRY FROM AREA 1
ENTRY AREA 1
HELL
Overview Hell is a lethal gauntlet of powerful demonic enemies in their native element, and you arrive with no weapons except your fists. You are completely at the mercy of the infernal forces as you proceed from one area to the next … or are you? Caches of weapons and items keep appearing, providing you with the tools you need to survive and defeat the Guardian at the end of the level. Someone is helping you in your fight against the demons—but who? ENEMIES ENCOUNTERED — Cherub — Lost Souls — Guardian — Mancubi — Hellknights — Zombies — Imps WEAPONS ACQUIRED — BFG-9000 — — Chaingun — — Grenades — — Pistol —
Plasma Gun Rocket Launcher Shotgun Soulcube
AMMUNITION ACQUIRED — Ammo Belt — Plasma Cells — BFG Cell — Rockets — Bullets — Shells ITEMS ACQUIRED — Armor Shards — Berserk — Med Kits, Large PDAs ACQUIRED — Simon Garlick
— Med Kits, Small — Security Armor
Objective: Find the Soulcube and Escape Hell > From the start of the level, a voice welcomes you to his domain and promises that you will never find the item you seek. It says that the time has come for Hell's demons to rise up and destroy mankind. You arrive in Hell near a malfunctioning teleport device with no weapons other than your fists. Pick up the backpack in front of you to get ammo for weapons you don't currently have (BFG-9000, rocket launcher, pistol, machine gun, and shotgun). From the cabinet next to it, grab a shotgun, some shells, a pistol, and some bullets. The nearby security armor also comes in handy.
Your one advantage in Hell is that your stamina is unlimited, so you can sprint as often as you like. We advise doing so constantly when in combat.
Grab these items, then run down the rocky path to the pillar of blue light in the distance. Don't be freaked out by the demon statues that rise up as you approach. They are two of the only harmless things in Hell.
PRIMAGAMES . COM
You transport to the middle of a void. A cage constructs itself around you and begins falling. When it crashes to the ground, it disappears.
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On the east side, you can get small med kits, but a Cherub guards them. Look in the northeast corner alcove to find another small med kit. Some shells and security armor in the northwest corner are guarded by two Cherubs.
> There doesn't seem to be any way off of the rectangular arena you've landed on, and to make matters worse, three Imps rush over to attack you.
>
All enemies look different in Hell than they do on Mars, but they behave in the same ways.
Pick up the shells near where you landed and kill the Imps. When the Imps are dead, a bridge forms from floating bricks to the north. Cross it.
>
When you pick up the chaingun, a voice whispers, "life," and the walls to the north and south recede, revealing small med kits to the north and ammo belts to the south. Continue following the path until you reach the next area, and a Hellknight bursts through the northern wall. You're armed with only a pistol, a shotgun, and your fists. This is going to be one of the toughest fights you've faced so far. Empty your pistol at him from a distance while dodging his blasts. Starting the fight by getting close to him with the shotgun is sheer suicide. Your one advantage is your speed. When you are completely out of bullets, switch to the shotgun and move in close to shoot him at point-blank range.
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Now enter the eastern room and move to the easternmost end. Two Imps appear, one in the room and one at the entrance. Six Lost Souls appear in the middle room.
Stay in the smaller eastern room to fight. If you go into the middle room, Lost Souls will attack you from all sides.
HELL > After you kill the enemies, a doorway opens to the north. Go through it to find a bridge made of floating chunks of rock. Sprint west to keep some distance between you and the Hellknight and let him have it with the chaingun. Keep dodging his blasts, and he goes down fairly quickly and painlessly.
If you fall off the bridge or into the void in any area of Hell, you instantly die. Some of the rocks have glowing sigils etched onto them. Stepping on certain sigils triggers a Lost Soul. If you can avoid all of the sigils, you can avoid being attacked as you cross. If you land on a sigil, listen for the sound of the Lost Soul materializing, and be ready to blast it with your shotgun.
> At the end of the bridge, follow the pathway into the next structure, and watch out for the Lost Soul that attacks you from the entrance’s right side.
When all the Imps are dead, several large doors open to the next part of this hellacious gauntlet. Raid the hidden alcove that the Imp appeared in to get shells, an ammo belt, a large med kit, and the rocket launcher. Find two small med kits in the northwest corner. After picking them up, proceed to the next area.
>
The next area is a square room surrounded by the U-shaped hallway of the last area. Five Cherubs appear one and two at a time from the southeast and southwest corners of the last area, and a Mancubus enters from the north.
Watch out for the magma fissure in the middle of the room. You'll be hurt if you run across it. Shred the Mancubus with your chaingun or blow him up with that rocket launcher you just picked up. Don't miss the security armor in the room's shadowy northwest corner, either. When the Mancubus is dead, proceed north to 171 the next area. PRIMAGAMES . COM
Another Lost Soul attacks you as you round the first corner. Kill it and keep going west, because a Hellknight bursts out of the southeast corner.
Then deal with the three Imps that appear: one in the northwest corner, one in a hidden alcove in the south wall, and one back east where you entered.
™
>
Pick up the armor shards to the northeast and the small med kit, large med kit, and plasma cells in the northwest corner. At the room’s northern end is a plasma gun sitting inside a glowing pentagram. When you pick up the plasma gun, the entire floor drops, and you fall in darkness to the next area.
>
During or after your battle, pick up the large med kit, shells, armor shards, plasma cells, and ammo belt near the northern wall of the northern area that opens up during the fight. After the fight, go through the eastern area that opens up and pick up Simon Garlick's PDA, plasma cells, large med kits, security armor, an ammo belt, and rocket launchers. Garlick's PDA contains his chilling audio account of being separated from his team and stalked by demons. He remarks that he feels as if he's being played with, which you're probably feeling by this point as well. After listening to the logs and reading the emails, continue east through the automatically opening doors to the next area.
>
There's a berserk power-up right in front of you, but don't pick it up just yet. Instead, go to the northwest corner and grab the armor shards, and then pick up the berserk. Three Imps appear near you in the room. A fourth Imp is to the southwest. Proceed east along the candle-lit courtyard and approach the glowing pentagram on a ledge that overlooks a sea of lava. As you draw near, a huge stone crashes down from the ceiling onto the pentagram and rises back up into the ceiling, only to fall and rise again at regular intervals. A Mancubus appears on a ledge to the south. Kill the Mancubus, back up, and wait for a second Mancubus to appear on a northern ledge.
Shortly after the four Imps appear, two more show up in a new area to the north, and a Hellknight comes out of the eastern wall with another Imp. Use your newly acquired plasma gun against him as you duck around the room's many pillars for cover. After you kill the Hellknight, you're still not done. Another Hellknight crashes out of a hidden alcove in the western wall. 172
Kill the second Mancubus and make a carefully timed run across the pentagram to avoid getting squashed by the huge stone above it. After you pass under the stone, stop and kill the Mancubus that appears on the northern platform.
HELL Killing the third Mancubus causes more of the stone walkway to appear. Sprint east along it and leap over the remaining gap to reach solid ground on the lava pool’s east side.
>
Run east along the pathway beyond the lava pool and kill the Lost Soul that flies toward you. A second one attacks you a little farther up the path. Keep going along the path, climbing the stairs as you go. An Imp attacks you from a flat landing shortly after the second Lost Soul. Kill it and look in the southwest corner of the landing to find plasma cells, rockets, a large med kit, and an ammo belt. A Mancubus appears on the southeast ledge over the lava pool below you, but don't waste the ammo on it.
Another Imp attacks at the eastern end of the next landing. Kill it and open the doors beyond it. Kill the three Lost Souls that rush out at you. When you walk through the doors, two Imps appear in the alcoves to your right and left. Continue forward until the Lost Soul attacks you at the base of a spiral staircase.
At the base of the spiral staircase, look to your left to see a large med kit. Just beyond it is a ledge with a plasma gun, plasma cells, and security armor. Pick all of them up, return to the spiral stairs, and start going up. At the top of the stairs, keep walking forward and kill the two Lost Souls that attack you. Find a cache of armor shards, a large med kit, and an ammo belt in a southern alcove, directly across from the northern door to the next area. When you pick up the items, five Zombies appear to the north and east. Kill them all, and then go through the northern door.
Before continuing, look out over the lava pool. There's a ledge on the right side that contains two ammo belts and some armor shards. Jump to it, and then to the next ledge to snag a large med kit and more goodies. Now repeat your dash under the crushing rock and return to the landing from which you jumped.
AND
A Hellknight bursts through the wall to your left as you enter this small room. Two Lost Souls appear in front of you. Fall back into the last area (where there are two more Lost Souls) and pick off your foes before returning to the room where they appeared.
LOST SOULS >>
PRIMAGAMES . COM
Sprinting to avoid the Mancubus's blasts, get to the bottom of the next set of stairs leading up to the southeast. Two Imps guard the base of the stairs, so be ready for them.
AND
Don't use the BFG-9000 until the boss fight at the end of the level. Trust us, you'll need it. Continue down the northern path. A Hellknight attacks you from the first blind corner. Fortunately, you can see his shadow on the wall as he approaches, so you can 174 prepare.
Run into the next area to trigger the appearance of a Mancubus and seven Cherubs, and backpedal out of the area quickly. Frame your enemies in the doorway and blast them as they come through. Move forward through the room to lure a Hellknight out of a western alcove. Once again, back up to put some distance between you and let him have it. After he's dead, walk along the path to the next area.
HELL > After facing that last Hellknight, you don't fight any more enemies in this part of Hell. Keep going forward along the path to come to a dead researcher near a cache of weapons and ammo. Pick up the large med kits, security armor, plasma cell, ammo belts, and rocket launcher. There's another one of those blue energy beams near the weapons cache, similar to the one you walked into at the start of the level. Don't walk into this one just yet, though. Instead, sneak around the right side of it to discover a hidden alcove with plasma cells and a BFG-9000. After picking up these items, step into the beam and teleport to the boss fight against the Guardian.
Boss Fight: Guardian At the start of the fight, you get a glimpse of the Soulcube, which has spinning blades surrounding it. A voice whispers, "Save us." The mammoth Guardian then rises up from the ground, and the fight is on. First things first: Behind each of the four pillars are valuable pick-ups that will save your life. They include:
and plasma cell
To make the Guardian vulnerable, you must kill all of its Seekers. This causes the Guardian to pause and spawn more Seekers from a blue light over its head. The blue light is the Guardian's weak point, but it's hard to hit, because the Guardian sends out waves of fireballs when all of the Seekers are dead. The best way to take out the Seekers is to use the BFG-9000 against them when they're close together. The BFG's beam seeks out nearby enemies and fries them, so if you're quick on the draw, you can destroy all of the Seekers with one shot. If you don't have any BFG ammo left, use the rocket launcher to shoot down the Seekers and then shoot the Guardian when it's vulnerable. Hide behind the four pillars, wait for the Seekers to come by, and blast them before they have a chance to notify the Guardian of your presence. Your only advantages are your speed and the cover that the four pillars provide. Remember that you can sprint constantly in Hell, so don't let up on SPRINT until the battle is finished.
PRIMAGAMES . COM
• Pillar 1: Rockets • Pillar 2: Rockets • Pillar 3: Large med kit 4: Rockets, ammo • Pillar belt, grenades, BFG cell,
The Guardian is blind, but it spawns Guardian Seekers, which float above the arena with searchlights, trying to find you. If a Guardian Seeker notices you, the Guardian charges toward you and attacks with crushing force.
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> After you defeat the Guardian, the Soulcube appears. Walk up to it and pick it up. The Soulcube speaks to you, telling you that it contains the souls of the Martian civilization that was all but destroyed by the demons millennia ago. It promises to help you defeat the demons again if you release it from Hell. Bruce Jackson’s PDA
The Soulcube transports you back to the start of the level and explains its powers: When you kill enemies, the Soulcube grows in power. When you have killed enough enemies, the Soulcube can be used as a weapon against them. The Soulcube kills any enemy that you launch it at, and it transfers that enemy's health to you. It is the only weapon that can ultimately defeat the demons. Return to the area where you started the level. The teleporter is now functioning. Press the control panel to activate the teleporter sequence, and then step onto the teleport pad to complete the level and return to the Delta Complex.
DELTA MAIN LOBBY DELTA 4AUTHORIT Y HALLWAY
DELTA AUTHORITY LOBBY Counselor Swann and PDA
x2
Delta Complex
SERVICE ELEVATOR
DELTA 4 SECURITY
SERVICE LADDER
DELTA AUTHORITY SYSTEMS
DELTA AUTHORITY JUNCTION
DELTA 4 MAIN READY ROOM
DELTA 4 SECURITY CHECK -IN
TELEPORTER 4 MAIN CHAMBER
DELTA 4 JUNCTION 2
AIRLOCK
DELTA AUTHORITY SYSTEMS
TRANS LIFT ACCESS
TRANSPORTER 4 ENTRANCE HALL START
DELTA SERVICE TUNNEL 1
AIRLOCK
TELEPORTER 4 ACCESS
Legend
LADDER x20
– Ammunition – Armor
ELEVATOR SHAFT SERVICE DUCT
– Enemy – Health – Weapon
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DELTA COMPLEX
Overview The Delta Complex is the most advanced research facility on Mars. The complex is divided into three main sectors, each serving unique purposes, and one smaller sector that houses the main test portal. Access can only be gained through the Monorail or CPU Complex.
Objective: Escape the Delta Labs > You reappear in Delta Labs Level 4 in front of the main teleport portal that you entered Hell through. As you step off the teleporter, Betruger boasts that you're too late. Hell no longer needs that portal to enter this world, and with the UAC fleet coming to investigate the disturbances on Mars sooner or later, the demons will have a ticket off of Mars and onto Earth.
You reappear in the Delta Complex without any weapons except your fists and the Soulcube. However, it's a short level with few enemies and plenty of weapon pick-ups. That doesn't mean it's a walk in the park, though. Aside from a horde of Ticks, the weakest enemies in the level are Commando Zombies. You must move strategically and ration your ammunition to survive your trip back through the entire Delta Complex and proceed to the CPU Complex. ENEMIES ENCOUNTERED — Archviles — Ticks — Revenants — Zombies, Commando WEAPONS ACQUIRED — Chaingun — Plasma Gun — Flashlight — Rocket Launcher — Grenades — Shotgun — Pistol AMMUNITION ACQUIRED — Ammo Belt — Plasma Cells — Clips — Shells ITEMS ACQUIRED — Armor Shards — Med Kits, Small — Med Kits, Large — Security Armor PDAs ACQUIRED — Bruce Jackson — Elliot Swann
Also note that you return from Hell with none of the weapons that you picked up there, save the Soulcube. Unfortunately, the Soulcube can't be used until you power it up with the souls of demons you've killed, so that leaves you with your fists for now. Fortunately, there's a cache of weapons and med kits on the room's northern side. Pick up the machine guns, pistols, and large med kits. The northern door near it is locked, so drop down into the Service Duct to the west.
>
PRIMAGAMES . COM
Pick up a flashlight when you drop into the duct, so at least you can illuminate the darkened corners of the Delta Complex again. Crawl down the duct to pick up armor shards and some grenades. Find clips as you round the next corner.
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> Pop out of the end of the Service Duct and use the grenades to kill the Commando Zombie with the chaingun in the Teleporter 4 Entrance Hall. Pick up the ammo belt at the hall's southern end and go through the eastern door to Teleporter 4 Entrance.
Move south down Teleporter 4 Access to find the ruined bridge you teleported across in Delta Labs Level 4. There's nowhere else to go from here, so equip the Soulcube and head west down the Ticks' corridor. When the Commando Zombie appears at the corridor’s end, use the Soulcube against him. It destroys the Commando Zombie instantly and rewards you with a health bonus.
> Managing your use of the Soulcube is an essential skill to master. Use it only against enemies that would take too long to kill with your weaker weapons, as this saves you ammo, prevents you from suffering injuries, and gives you a much greater health bonus.
Use the chaingun to kill the Commando Zombie in Teleporter 4 Entrance. Pick up the ammo belt and security armor at the hall’s northern end. Return to the Teleporter 4 Entrance Hall and use the control panel at the southern end to open the airlock door. Proceed through the airlock into Teleporter 4 Access.
> As you move south down Teleporter 4 Access, 20 Ticks come out of spider holes in the western corridor. Ticks are slightly smaller and weaker Trites, but they tend to attack in even larger swarms. Use your pistol and machine gun to kill the Ticks as they appear. Manage your ammunition very carefully. After you kill the first few Ticks, the Soulcube whispers, "Use us." Don't use it against the Ticks, unless you're planning to kill five more of them after you do. Killing five enemies allows you to use the Soulcube against any single enemy, killing it instantly and stealing its health. For now, just keep the Soulcube 178 charged and ready.
A panel falls off of the northern wall at the end of the hallway, and a Commando Zombie appears behind you. Use the machine gun or chaingun to kill him, and then pick up the grenades, plasma gun, plasma cells, clips, and small med kit from the alcove.
> Enter the Elevator Shaft at the end of the alcove, and climb the ladder on the northern side of it to reach Delta Labs Level 1. Pick up the security armor at the top of the ladder and crawl into the nearby Elevator Vent Duct.
DELTA COMPLEX Look down through the gap at the end of the Elevator Vent Duct to see a Commando Zombie with a chaingun patrolling the area below. Drop a grenade or two down on him to kill him, and then drop into Delta Service Tunnel 1.
>
>
Touch the control panel to call the lift to your floor, and then ride it down to the lower level of Trans Lift Access. Equip your grenades and throw them at the chaingun-toting Commando Zombie that appears in the doorway to Delta Authority Systems to the east. Go through the door after you kill the Commando Zombie.
> Another Commando Zombie with a chaingun is in the northwest doorway to Trans Lift Access across the room. Get behind some cover and return fire. Lure out the third Commando Zombie in the room's eastern end. Pick up the clips, shells, shotguns, and adrenaline in the open crate in the area's western part. As you walk east down the room, an alcove opens in the eastern wall to reveal an Archvile that summons Commando Zombies. Kill the Archvile and at least one Commando Zombie to activate the Soulcube, but don't use it yet. Pick up the armor shards and plasma cells from the Archvile's alcove.
There's a Health Station in the room’s northeast corner. Unfortunately, its charges have been depleted. Use the nearby control panel to call the service elevator and ride up to the Delta Authority Junction.
> There are no enemies in this room. Walk around the elevator in either direction and open the northern door to the Delta Authority Lobby.
PRIMAGAMES . COM
Head up the northeast stairs and walk west along the elevated path to the northwest door. Another Archvile comes out of that door. Hit him with the Soulcube to kill him instantly before he can summon any Commando Zombies, and then go through the door to Trans Lift Access.
Walk to the southeast corner, turn left, and use your plasma gun to kill the Revenant lurking up there. Go up the stairs and through the northwest door to the next part of Delta Authority Systems.
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> > A critically injured Counselor Swann sits just inside the door to the Delta Authority Lobby. He can't believe you survived. He says that Sergeant Kelly is working with the demons; for how long, he doesn't know. That explains why Kelly kept calling you to the worst infested areas, and also why he was so insistent that you send a distress call to the fleet. Swann says that Sarge is no longer human and must be stopped. Campbell took off after him, but Swann is too beat up to follow. Swann also tells you about a portal to Hell that has opened in the Martian caverns where the excavation sites were located. If that portal isn't closed by the time the UAC fleet reaches Mars, the demons will be able to invade Earth, which was their goal all along. The demons possessed Earth in the dawn of time but lost it in the distant past. Swann tells you to take his PDA, which has all of the information you'll need. Swann's PDA upgrades your security clearance and grants you access to the CPU Complex, your next location. It also contains some information on the Hell portal in the caverns and the story behind Swann's mission to Mars.
An Archvile appears in the room's northern part and starts summoning Commando Zombies one at a time. Shoot at the Archvile, but don't let yourself be overrun by his minions either. When you kill the Archvile, another one appears. By this point, your Soulcube should be ready to use. Kill the Archvile with the Soulcube and use your plasma gun or chaingun to finish off the remaining Commando Zombies. Find a clip and a small med kit in the elevated northeast corner. There's also some security armor in the disgusting tendrils of the demon growth to the west. Pick up Bruce Jackson's PDA in the northwest corner; it contains the code (571) for a locker near the CPU Complex security checkpoint.
You won't reach this locker until the next level, so don't look for it in the Delta Complex.
Read the emails and listen to the audio logs, then pick up the clips next to Swann and go through the northwest door to the Delta Authority Hallway.
> The demonic growth covers this room’s entire northern section. Drop into the open maintenance shaft and crawl through it. Pick up the security armor, plasma cells, large med kit, shells, and armor shards at the end of the shaft. Touch the control panel to extend a ladder down into the Delta 180 Main Lobby and climb down the ladder.
Approach the southern door and scan your PDA on the control panel next to it. Swann's security clearance allows you to open the door and proceed into the unidentified corridor to the airlock at the level’s end. Watch out for the Revenant in front of the airlock door. Your Soulcube is the best weapon to use against him, if it's charged. If not, use the plasma gun, chaingun, or grenades.
CPU COMPLEX Hop over the railing in the northwest corner to find an ammo belt. Some security armor, clips, and a large med kit are at the hallway's southern end. And don't miss the chance to use the nearby information terminal to download some valuable tips for opening sacrificial portals!
After collecting all of the items, touch the control panel next to the airlock door to open it. Step inside and touch the control panel to complete the level and proceed to the CPU Complex.
CPU Complex Overview Central Processing houses the control systems that are used to process data for experiments, archive data, and manage the CPU overhead for security and regular day-to-day operations of the entire outpost on Mars. Making your way through the CPU Complex is no walk in the park. At the beginning of the level, you realize that the door you need to go through has had its control panel removed; you must replace the panel to proceed. The door control panel is located in Lab A, a three-floor collection of tight hallways, poor lighting, and creatures that like to leap out at you from hidden alcoves. And even if you do manage to recover the panel and reach the door to Main Processing at the end of the level, you still have to face Sergeant Kelly in the next level.
ENEMIES ENCOUNTERED — Archviles — Trites — Cherubs — Wraiths — Imps — Zombies, Commando — Ticks WEAPONS ACQUIRED — Grenades — Shotgun — Rocket Launcher AMMUNITION ACQUIRED — Ammo Belt — Plasma Cells — Bullets — Rockets — Clips — Shells
PDAs ACQUIRED — Charlie Haskell
— Tony Bates
PRIMAGAMES . COM
ITEMS ACQUIRED — Armor Shards — Med Kits, Small — Door Control Panel — Security Armor — Med Kits, Large
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SHATTERED WALKWAY
SECURITY MONITORING x4
Tony Bates’ PDA
Jack Campbell x4
AIRLOCK (EXIT)
ELEVATOR ACCESS HALL
ELEVATOR
Legend MAIN HALL ENTRANCE
– Ammunition
x4
– Armor – Enemy
UNDERGROUND
– Health – Weapon OFFICE 3
– To the Door Control Panel – From the Door Control Panel
x2
ENTRANCE CHECKPOINT START AIRLOCK HALLWAY CRUMBLES
LAB A ENTRANCE OFFICE 2 LAB A LOWER FLOOR
LAB A ENTRANCE
OFFICE 1
ELEVATOR 1
Data Library Replacement Panel
#669 ELEVATOR 1 x2
Charlie Haskell’s PDA
LAB A UPPER FLOORS
x4
LAB A UPPER FLOOR OFFICES A
x2
A
x4 x2
x2 x2
x4
OPEN TO FLOOR BELOW (LEVEL 2)
x2
x4
x4
x4
B B
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ELEVATOR 2
ELEVATOR 2
CPU COMPLEX
Objective: Stop Sergeant Kelly The level starts with a short cutscene showing Campbell moving through the halls of the CPU Complex with his BFG-9000, looking for Sarge.
>
Move northwest down the hall of the Entrance Checkpoint until the lights dim. Backpedal quickly toward the south and blast the two Imps that appear in the room. Pick up the armor shards next to the locked door to the Main Entrance Hall, and then go through the southern window that one of the Imps smashed to reach a room with a Health Station, bullets, shells, a shotgun, and storage cabinet #452. Use the code from Bruce Jackson's PDA (571) to open the cabinet and get a rocket launcher, rockets, and grenades.
>
Move south to the southeast corner. Three Cherubs attack you from the west and northwest. Kill them and open the nearby door to Office 1 in the south wall. Blast the Imp on the other side of it, and then proceed west into the door to Office 2.
Pick up the armor shards, ammo belt, clip, and plasma cells from the shelf inside. By this point, your Soulcube should be ready for use. Leave Office 2, turn left, and walk to the southwest end of the Main Entrance Hall, where an Archvile appears. Kill him with the Soulcube. Approach the southern door to Lab A Entrance to find it locked, which begins a new mission objective: Find the access codes for Lab A. Backtrack through the Main Entrance Hall to the northeast. Kill the Imp that appears near the door to the Entrance Checkpoint. Approach the door with the red arrow on its control panel to trigger another mission objective: Obtain a replacement door panel for the door to the Data Library. Jump onto the nearby security desk and crouch down to walk over it. On the other side, find armor shards, shells, and a Health Station. The western door behind the desk that leads to the Elevator Access Hall is broken, so hop back over the desk. That leaves only one door to go through: the northern door to the Security Monitoring Entrance.
PRIMAGAMES . COM
Go through the door to the west of the cabinet to enter the Main Entrance Hall. A Wraith appears on the other side of the door a few seconds after you open it, so wait for it and shoot it.
>
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> Hell is starting to break through into the CPU Complex. What used to be a hallway has been transformed into a bridge composed of floating floor tiles suspended over a river of magma. As you cross the bridge, Betruger taunts you by saying that "Sarge is waiting…." Go through the eastern door at the end of the bridge to enter Security Monitoring.
>
From the small entrance room, go through the northeast door to the main part of Security Monitoring. Four Trites attack from an alcove to the northeast. Two Imps materialize behind pillars to the east, and three Ticks come at you from the room's recessed southern part. Approach the security monitor in the southwest corner and touch the screen to cycle through the various monitors, but watch out—another Trite jumps out from behind the monitor as you touch it! The monitors reveal a Cherub in Entrance Checkpoint, and "627" is displayed on a monitor in Lab A. Could that be the code for the Lab A Entrance? Move to the southeast corner and watch the entrance; a Commando Zombie runs in through it. Kill the Commando Zombie, and a second one appears in the northeast corner.
184
You can use the Soulcube on one of the Commando Zombies by now.
Pick up the armor shards on the eastern side of Security Monitoring, and investigate the northern alcove to get shells, bullets, and plasma cells. Touch the control panel in the northern alcove to open a maintenance storage hatch in the room's southeast corner. It contains shells and a PDA belonging to Tony Bates. An audio log on the PDA confirms that 627 is the code for the Lab A Entrance door lock. Leave Security Monitoring and return to the Main Entrance Hall, where four Trites crawl out of the ground to attack you. Kill them and go to the hall's southwest end. Enter 627 on the keypad next to the door to Lab A Entrance.
Objective: Find Replacement Door Panel > The hall’s eastern end looks like a scene right out of H. P. Lovecraft's work—the innards of a mammoth demonic beast, suspended above a lake of fire. Suffice it to say, that's not the way to go. Head west instead. As you walk down the hallway, it disintegrates in front of you, forcing you to leap across several floating floor tiles. Don't fall off, unless you're looking to commit suicide. Continue down the hallway and through the door to Lab A Lower Floor.
CPU COMPLEX > Move south down the hall and watch out for the three Cherubs that burst out of hidden alcoves to the east. Go through the nearby door to reach the eastern part of Lab A Entrance. Move to the hall's northern end and jump across the floating rocks to get security armor, a rocket launcher, and an ammo belt. Return to Lab A Lower Floor, where an Imp and a Commando Zombie attack you from the southern end. Kill them and pick up the armor shards from the alcove where the last group of Cherubs came from.
Continue around to the area’s southern part to find an alcove with armor shards in it. Be ready to blast the Imp in the hidden alcove that opens right in front of you when you grab them, and take the additional armor shards from the Imp's alcove.
Go back to the east side of Lab A Lower Floor to reach the elevator. Kill the two Cherubs that attack from the north, and then ride the elevator up to Lab A Upper Floor.
Another Imp appears in a southeast alcove as you round the corner and head north. At the same time, a Wraith comes down the eastern wing of the room toward you.
> A Wraith comes out of the shadows to the southeast to attack you when you step off the elevator. Kill it and walk due east. Turn south and walk down the hall.
Continue to the northern end and kill the Wraith that appears there, as well as the two Cherubs that attack you from the south. Use the nearby Health Station if you need to (and you probably do), and pick up the plasma cells, bullets, and clips on the weapons rack.
An Archvile appears at the hall’s end and summons Cherubs to attack you. Use the Soulcube (if available) against the Archvile. At the point where the Archvile appeared, the hall splits to the right and left (east and west). Kill the Wraith that attacks from the west and go east.
PRIMAGAMES . COM
Turn around and get the clip and Charlie Haskell's PDA behind you. The PDA tells you that cabinet #669's code is 468.
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Another Wraith attacks you as you move farther down the hall. Kill it and pick up the grenades from the first alcove to the left. There's some security armor in the adjacent alcove; hop over the box to reach it.
Explore the workstation to the west to find a small med kit and a clip. Continue moving south down the hall. Find some clips hidden in the shadows of the southeast corner. Keep going down the hall as it curves west. Blast the eight Trites that crawl out of the spider holes in the alcoves to the southeast and southwest. Round the southwest corner to lure the last Wraith out of hiding, and then get in the nearby elevator to go up to Lab A Upper Floors.
>
Explore the northeast office near the door to Lab A Upper Floor Offices to find an Imp hiding in there; toss a grenade in to ruin his day. Pick up the clips, and then head into Lab A Upper Floor Offices.
>
Walk north down the hall with your chaingun equipped; quickly sprint back to the entrance when two Imps and a Commando Zombie burst out of hidden alcoves to the right and left (east and west). Mow them down and walk north down the hall again. A demonic growth in the middle of the hall forces you to take a detour through the northeast offices, where you get plasma cells, an ammo belt, and shells in the southeast end. When you pick up the armor shards in the center of the offices, two Imps appear in the area’s west and south ends, and four Cherubs rush in from the hall. Kill them all, pick up the shells in the northwest corner of the offices, and go up the nearby stairs to return to the main hall. Follow the hall to its western end, and then go through the north door to the next part of Lab A Upper Floors.
When you step out of the elevator, four Cherubs swarm you from the east and an Imp attacks from the northwest. Kill them all and collect the armor shards scattered to the east. Walk over to the northwest, where the Imp appeared from. A Commando Zombie charges out of the eastern door to Lab A 186 Upper Floor Offices. You have a clear line of sight to take him out with any weapon you choose.
CPU COMPLEX >
Killing the Archvile on the third floor is optional. Leap over the balcony railing to fall to the second floor, right in front of the elevator to the first floor.
Walk down the hall past the two alcoves and the balcony that's open to the second floor of the Lab A offices. Kill the Imp that attacks you from the northwest. Continue to the room’s northeast end to find large med kits, storage cabinet #669, and the door control panel. Enter the code you obtained from Charlie Haskell's PDA (468) to open the cabinet and get grenades, plasma cells, and security armor. When you take the door control panel, Trites and Ticks (eight total) swarm out from alcoves in the north and west, and an Imp barges out of a hidden alcove to the west.
Run out of the elevator, hang a sharp U-turn to the left (north), and go out through the door to Lab A Entrance. Hop back across the floating floor tiles to reach the northern door to the Main Entrance Hall. As you do, Betruger whispers that "Sarge is coming for you."
Kill the enemies and start backtracking. All of the areas that you thought you had cleared are now full of fiends, including a Cherubsummoning Archvile near the balcony.
PERSONAL PDA Contents
PDAs are listed in the order in which they are found according to the walkthrough in the previous chapters of this guide.
Location: Mars City Reception Owner's Title: Marine Security Security Clearance: Marine HQ
MEDIA TYPE
TITLE
SUMMARY
Video File Email Email
Marine Command Briefing Director W. Bank—Welcome Message Sergeant Kelly—Report to Marine HQ
Establishes chain of command; details obligations on Mars Base. Mars Base director's welcome. Orders you to report to Marine HQ upon arrival.
ADAM E. BERNECHE'S PDA Contents
Location: Common Area Owner's Title:Maintenance Tech Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email Email
Maintenance Update Ethan Peterson—Lost PDA Ethan Peterson—Maintenance Report Needed Delta HR—Volunteer Services
Strange occurrences in Mars City Underground. Cabinet #001 code is 396. Warning to Berneche to keep track of his PDA. Urgent request for maintenance report and cabinet combo. Notice that Berneche has been "volunteered" for Delta Labs service.
> DANIEL M. YOUNG'S PDA Contents
Location: Underground Junction Owner's Title: Crane Operator Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Frank Delahue—Tired of working the crane?
Invitation from Delahue to take a job in Reclamation.
GRANT F. BASTON'S PDA
Location: Energy Stabilization Unit Owner's Title: Environmental Services Security Clearance: General Access
Contents MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
Unexplainable Things T. Brooks—You're not gonna believe this :) UAC Security—UPDATED SECURITY CODE
Account of the creeping fears overtaking employees in the Underground. Mentions that both security cabinets in Underground Security can be opened from the security office. Cabinet #023's code is 531.
MARK B. RYAN'S PDA Contents
Location: Underground Garage Owner's Title: Security Officer Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
T. Brooks—Got a new guy on the way
Request for Ryan to keep his eye on you so you don't get lost.
FRANK A. DELAHUE'S PDA Contents MEDIA TYPE TITLE Audio Log Audio Log Email 218 Email
Power Demands Fire Blast Precautions Brian Mora—Party in the Delta Labs UAC SECURITY—Re: Request Security
SUMMARY
Location: Energy Processing Owner's Title: Engineering Manager Security Clearance: Engineering (upgrades security clearance)
Describes massive power requirements of Delta Labs. Gives location of valve operations terminal and shutdown code (842), which turns off jets of flames in area. Invite to a party in Delta Labs at 8:15. Confirms receipt of a request for additional security in the Underground.
PDA APPENDIX > MARCUS C. STANTON'S PDA Contents
Location: Manifest Control Office Owner's Title: Manifest Controller Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log
Undocumented Cargo
Email Email Email
David Robbins—Would you believe—chainsaws? Ray Gerhardt—Farewell for now Duncan Mathews—Fw: Farewell for now
Stanton's frustration with crates being shipped directly to Delta Labs without being processed by Manifest Control first. A shipment of chainsaws was accidentally sent instead of jackhammers. Mass email to former co-workers wishing them well. Asks who the previous sender is; he doesn't remember him at all.
DR. MARCUS T. CASEON'S PDA
Location: Infirmary Owner's Title: Doctor Security Clearance: General Access
Contents MEDIA TYPE TITLE
SUMMARY
Audio Log Audio Log Email Email
Recounts alarming numbers of patients developing psychological disorders on base. Account of a patient's sudden, violent mood swing; code for cabinet #017 is 347. Acknowledges Caseon's report; promises an attempt to secure more staff and resources. Wishes Caseon luck after leaving Mars; mentions a co-worker in Operations who tried to bite him.
High Incidence of Psychological Reports Patient Attack Dr. Jordan Kenedy—Re: Patient Attack Duncan Mathews—Leaving?
SERGEANT BILL TYSON'S PDA Contents
Location: Marine Command Owner's Title: Staff Sergeant Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Audio Log Email Email
General Troop Morale Troop Deployments MSgt Kelly—New Arrival Central Security—Security Code Change
Troop morale on Mars is low; he's trying to keep it up. Two Marines will be stationed at each checkpoint from now on. Notifies Tyson of your impending arrival. Weapons storage cabinet code is 584.
DUNCAN A. MATHEWS'S PDA Contents
Location: ACO Offices Owner's Title: Systems Analyst Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Email Email
Ray Gerhardt—Farewell for now UAC Security—Re: Equipment request
Same as on M. Stanton's PDA. Denial of request for plasma gun, but approval of request for security armor.
> ALAN E. DORWEILER'S PDA Contents
Location: Administration Lobby Owner's Title: Controller Spec. Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Email Email Email
Ethan Peterson—Armaments in the cabinet Ethan Peterson—UAC Corporate martianbuddy.com—Lightspeed Pharmacy
Cabinet #013 code is 586. Expresses the concern that Swann will shut down the facility. Pharmaceutical spam.
JONATHAN A. MOSES'S PDA MEDIA TYPE
TITLE
SUMMARY
Email Email Email
martianbuddy.com—Free Stuff!! Jim Bowier—Storage Cabinet Jim Bowier—RE: Storage Cabinet
Notice of free storage cabinet. Shipping authority asking where to put the storage cabinet. Notice that storage cabinet will be in Moses's office by week's end.
PRIMAGAMES . COM
Contents
Location: Northern Hallway Owner's Title: Asset Coordinator Security Clearance: General Access
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WILLIAM L. BANKS'S PDA
Location: Executive Offices Owner's Title: Director Security Clearance: Alpha Labs (upgrades security clearance)
Contents MEDIA TYPE
TITLE
SUMMARY
Audio Log Audio Log Email
Missing Personnel Energy Deficiencies Malcolm Betruger—Religious Artifacts
James White—Missing Person
Concerned about employees going missing and developing mental disorders. Noticing Betruger's demands for more energy and the inability of the power grid to sustain it. Demands that all crates containing religious artifacts from Earth be delivered to Delta Labs immediately without processing. Requests help in locating Eric Raffel, a missing person.
PAUL M. SIMONS'S PDA Contents
Location: Global Network Access Owner's Title: IT Specialist Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
ADMIN: Network Security Status IT Security—Network Breach Russell Weilder—Email Spam
Mars Labs' network security was breached from Delta Labs. Confirmation of network breach. Complaint regarding martianbuddy.com spam.
> KYLE C. BERGER'S PDA Contents
Location: EPD Lab Owner's Title: Research Supervisor Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
EPD Accident Dr. William Landow—EPD Status UAC Maintenance—EPD Collection Chamber status
Graphic description of a fatal accident in the EPD Lab. Positive account of EPD testing status prior to accident. Notice that EPD collection chamber is now clear of bio-matter following the accident.
JACK T. SMITH'S PDA Contents
Location: EPD Particle Emulsifier Owner's Title: Human Resources Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
HR Accident Report Brian Jenkins—New Safety Protocols Ari Braden—Buddy system?!
Mentions the staggering number of serious, mysterious accidents in the labs. Institution of a buddy system for safety. The buddy system is a stupid idea, and he won't be implementing it.
BERNIE LIPSITZ'S PDA Contents
Location: Hydrocon Stabilization Owner's Title: Research Assistant Security Clearance: Hydrocon Access (upgrades security clearance)
MEDIA TYPE
TITLE
SUMMARY
Email Email
John McDermott—Time off Fredric Anubis—Hydrocon 02 leak
Invitation to get some beers in Mars City after work. Warns of the potential for a catastrophic oxygen leak in the Hydrocon labs.
> ANDREW CHIN'S PDA Contents
220
Location: Engineering Security Owner's Title: Research Team Leader Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email Email
Treatment of Research Team Martian Buddy—Play the UANet's most popular games! Walter Connors—8-sided die Brian Wellington—Storage Cabinet #038
Complaints about UAC's harassment of research team. Spam email from martianbuddy.com. Request for return of 8-sided die. Code for cabinet #038 is 409.
PDA APPENDIX WALTER I. CONNORS'S PDA Contents
Location: MFS Compressor Owner's Title: Research Technician Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email Email
The Success with the MFS Compressor Walter Connors—Collection Walter Connors—Note to self Walter Connors—Affirmation
Self-congratulatory email regarding his work on the MFS Compressor. Reminder to get 8-sided die back from A. Chin. Cabinet #039 code is 102. "I'm good enough, I'm smart enough, and gosh darn it, people like me!"
> MARK B. LAMIA'S PDA Contents
Location: Hazardous Waste Disposal Owner's Title: Operations Coordinator Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log
Incompetent Employees
Email Email Email Email
George Poota—won't be in today Graham Fuchs—Storage cabinets George Poota—Doctor appointment Dusty Welch—Crates moved
Bitter complaint about the slackers and idiots under his supervision; all storage cabinet codes are 123, because they can't remember anything more complex. Calling in sick for his shift. Can't remember the code for the cabinets, and Q4 analysis report will be late. Will miss his shift due to a doctor's appointment. Lamia's lackey has moved crates from Lamia's office to his quarters and organized his closet for him.
GEORGE POOTA'S PDA Contents
Location: Hazardous Materials Lift Owner's Title: Waste Management Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Email Email
Mark Lamia—Hours of operation Martian Buddy—++FIRE YOUR BOSS!!++
Placing him on notice for missing four shifts in a month. Spam advertising a work-from-home scheme.
> LARRY KACZYNSKI'S PDA Contents
Location: Reactor Control Room or Reactor Substation Owner's Title: Chief Researcher Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
David Carter—Chamber Calibration
Hears mysterious whispers from the chamber, though everything checks out fine.
MICHAEL G. ABRAMS'S PDA Contents
Location: Reactor Substation Owner's Title: Security Chief Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log
Security Report
DR. John Okonkwo—Hello
Heading to Alpha Labs to find out why his security team has ceased communication; BFG-9000 locked in his office, requests code 901 for the door. Spam requesting help in transferring $18.5 million out of Nigeria.
HENRY Q. NELSON'S PDA Contents MEDIA TYPE
TITLE
SUMMARY
Audio Log Email
Strange Voices … Greg O'Brian—Missing tools
Report of hearing disembodied voices in the area; requests a security team investigate. Due to tools going missing, storage cabinet #064's code is now 651.
PRIMAGAMES . COM
Location: EFR Staging Owner's Title: Plant Manager Security Clearance: General Access
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EnPro, Communications, Recycling, and Monorail > PAUL E. RAAD'S PDA Contents
Location: Control 1 Owner's Title: Chief Technical Officer Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Audio Log Email Email
Cooling Rods Replacement Sentry Problems Martian Buddy—The New Taboo! Social Committee—Ice Cream Social
Warning of the dangers of not replacing cooling rods. Account of a malfunctioning Sentry Bot that nearly killed an employee. Spam email advertising clone porn. Invitation to ice cream social in Mars City.
THERESA M. CHASAR'S PDA Contents MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
Weapon Research Cabinet Code Re: Your application
[need from licensor] Cabinet #063's code is 972. [need from licensor]
STEVE L. HAMMER'S PDA Contents
Location: Maintenance 1 Owner's Title: Weapon Analyst Security Clearance: General Access
Location: Garage Exit Owner's Title: Service Technician Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
Plasma Ammo Code Mathew Morton—More on Swensen Eric Grossman—Let’s help this poor girl!
Plasma Storage door code is 734. Suggestion to lock up plasma cells. Chain letter about a 6-year-old girl with cancer.
> JAMES A. HOLIDAY'S PDA Contents MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
Artifact Transport Concerns Ron Ridge—Those Damn Chainsaws! Shipping Authority—Site 1 needs
Aborted comments on the need for better security for Site 3 artifacts. Questioning what to do with the shipment of chainsaws that arrived in error. Request for surplus power cells for Site 1.
RON I. RIDGE'S PDA Contents
222
Location: Service Room 2A Owner's Title: Transport Controller Security Clearance: General Access
Location: PRC Maintenance Owner's Title: Officer Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log
Unsafe Driving
Maintenance Lift Access Restrictions
James Holiday—Re: Those Damn Chainsaws!
Details on vehicular accidents in the tunnels and an encouragement to use the Monorail whenever possible. Request to enforce maintenance lift access restrictions in order to prevent unauthorized personnel from using them to reach off-limits areas. Debate over what to do with the chainsaws shipped to Mars by mistake.
PDA APPENDIX > SEAMUS J. BLAKE'S PDA Contents SUMMARY
Location: Main Communication Room Owner's Title: Technician Security Clearance: Communications (upgrades security clearance)
MEDIA TYPE
TITLE
Audio Log Email Email
Module Replacement Describes new procedure for automated module replacement. Crater Music—Your receipt #9318691220 Receipt for music purchase. Karl Roper—Question?? Complaint about Sentry Bots in Engineering.
BEN B. WOLFE'S PDA Contents MEDIA TYPE TITLE Audio Log Email Email
SUMMARY
Location: Unidentified hallway outside Security Office Owner's Title: Officer Security Clearance: General Access
Unauthorized Bandwidth Usage Anomalies in the transmission logs, including two blocks' worth that have no links to base systems. Radar Weekly—Join Now and Save 20% Subscription offer for Radar Weekly. Security Authority—RE: Request Security Access Cabinet #054’s code is 246.
ROBERT J. FINCH'S PDA Contents
Location: Satellite Control Access Owner's Title: Maintenance Coordinator Security Clearance: Communications (upgrades security clearance)
MEDIA TYPE
TITLE
SUMMARY
Flapper—On your way home!!
Looking forward to Finch's return in a week.
> NICK SADOWAYJ'S PDA Contents MEDIA TYPE Audio Log Email Email
TITLE HAZMAT Response Henry Varela—Pump Malfunction Scott Johnson—Locked Armaments
SUMMARY
Location: Central Maintenance Owner's Title: HAZMAT Specialist Security Clearance: General Access
Description of the corrosive effect of a mysterious particulate matter on base systems and equipment. Description of how to shut off the main pump. Code for cabinet #003 is 483.
ANTHONY R. GARZA'S PDA
Location: Toxic Disposal Maintenance Owner's Title: HAZMAT Specialist Security Clearance: General Access
Contents MEDIA TYPE
TITLE
SUMMARY
Email Email Email
Michael Abrams—New Rocket Launcher Sending one of the new rocket launchers over for testing; watch out for large splash-damage radius. Michael Abrams—Re: New Rocket Launcher Rocket launcher is on Garza's weapons rack; requests more ammo. martianbuddy.com—Sleep Away!! Spam advertisement for the Sleep Away Pill.
> JEFFERY R. MOEN'S PDA Contents
Location: Pumpstation 1B Owner's Title: Pump Specialist Security Clearance: General Access
TITLE
SUMMARY
Email Email
Henry Varela—Pump Malfunction Gregg Brandenburg—Toxic Waste Storage
Warning that waste processing unit is being overworked and could fail. Warning about the volatility of toxic waste barrels.
SCOTT P. JOHNSON'S PDA Contents
Location: Main Environment Control Owner's Title: Plant Manager Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Nicholas Sadowayj—RE: Locked Armaments
In favor of locking ammunition and armor in cabinet #003.
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MEDIA TYPE
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> SAMUEL J. HARDING'S PDA Contents
Location: Recycling Facility Boarding Owner's Title: Engineer Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email Email
Magnetic Lock Repairs James Torbin—Door Repair Karl Cullen—Turret Gun Mounting Brackets Karl Cullen—RE: Turret Gun Mounting Brackets
Account of Monorail depressurization accident and reassurance that it will never happen again. Repairs complete on door A32; comments on the artifacts being shipped into Delta Complex. Requests an inspection of rattling turret gun brackets. Repairs on turret gun brackets complete.
GARY ROSS' PDA Contents
Location: Site 2 Transfer Area Owner's Title: Lead Engineer Security Clearance: Monorail Security (upgrades security clearance)
MEDIA TYPE
TITLE
SUMMARY
Email Email Email
Delta Security—ADS Operational Central Security—RE: Airlock Request Central Security—De-confliction
Notification that Delta Labs' entrance Automated Defense System is active. Junction 5, Site 2 Airlock code is 826; allows one to override the automated rail sensor system. Junction 5 code needs to change to 953 to prevent a conflict with the Junction 7 code.
CHARLES L. HOLLIES'S PDA Contents
Location: Site 2 Boarding Platform (Control Room) Owner's Title: EAP Director General Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email Email
EAP Policy Modification—Site 2 Yon Brady—Site 2 Closure Yon Brady—Remaining Ammunition Phil Wilson—Artifact Inventory Tracking
Resources from Site 2 will now be applied to Site 3. Site 2 has been closed for good. All Site 2 ammunition has been transferred to cabinet #054 (code: 142). Request for information on some Site 2 artifacts.
KARL P. CULLEN'S PDA Contents
Location: Monorail Security Owner's Title: Security Personnel Security Clearance: Delta Security (upgrades security clearance)
MEDIA TYPE TITLE
SUMMARY
Notice that an automated security turret gun has been installed at the entrance to Delta Labs. Cullen's PDA will shut down turret gun.
Email Email
Security Authority—New Automated Defense System Chris Baughman—RE: Turret Shutdown Codes Lee Pommeroy—Extra Medical Supplies
Code for storage cabinets #078 and #079 is 364.
Delta Labs and Hell > ROBERT M. PRICE'S PDA Contents
224
Location: Delta Entryway Owner's Title: Operational Director Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log
Engineer Placement
Audio Log
Disciplinary Action Report
Email Email
Price@kpjNET—Did you get it?!! Ryan S.—Re: You guys experiencing this?
Comments on the near-impossibility of recruiting engineers for Delta Labs and high rate of mental illness in Delta. Caches of weapons, armor, ammo have been stolen and placed around Delta, specifically storage room 21D (code 298). Message from home asking why Price hasn't written. Mentions strange noises coming through walls and floors.
PDA APPENDIX BRIAN KARR MORA'S PDA Contents MEDIA TYPE TITLE Email Email
SUMMARY
Location: Delta Reactor Room Owner's Title: Delta Reactor Engineer Security Clearance: Reactor Engineering (upgrades security clearance)
Delta Authority—Reactor Safety Requests remote sensors be used to take readings from the upper reactor level. PokiliNet—BECOME A BETTER PERSON NOW! Spam email advertising pharmaceuticals.
> PETER N. RALEIGH'S PDA Contents MEDIA TYPE
TITLE
Audio Log
Observation of Science Personnel
Audio Log Email Email
SUMMARY
Location: Records Office Owner's Title: Medical Supervisor Security Clearance: General Access
Account of the transformation of science personnel into Zombies after transporting through the portal. Death of Steve Jenson Description of Jenson's last hours and eventual suicide; Raleigh has stored armaments in his office. Ben Peterson—Anti-psychotics shipment in today Shipment of anti-psychotic drugs has arrived. Phil Wilson—Overburdened Infirmary beds are filling up faster than patients can be released.
DR. PHIL W. WILSON'S PDA Contents
Location: Delta Operations (Steve Rescoe's office) Owner's Title: Medical Technician Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email
Volunteers Dr. Peter Raleigh—Patient work load
Teleporter volunteers come through the device screaming about seeing demons. Needs Wilson to handle some of his patients this week.
FRANK A. CINDERS'S PDA Contents
Location: Delta Operations (Mal Blackwell's office) Owner's Title: Private First Class Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
Status Report A. Friend—Baklava bake oven on sale now! Guy Harollson—your lunch
Account of travel through portal: an empty area with flames and the stench of burning flesh. Spam email for the Martian Buddy Li'l Baklava Oven. Storage cabinet #112's code is 538.
> FRANCIS R. ERIKSON'S PDA Contents
Location: Maintenance Corridor Owner's Title: Maintenance Supervisor Security Clearance: Central Access (upgrades security clearance)
MEDIA TYPE TITLE
SUMMARY
Email Email
Cabinet #103's code is 259. Go online to find the code for a Martian Buddy cabinet that was delivered to one of the upstairs storage rooms.
Delta Security—Cabinet code change request Corbin Hues Martian Buddy Cabinet
LARRY A. BULLMAN'S PDA Contents
Location: Analysis Control Owner's Title: Research Director Security Clearance: General Access
TITLE
SUMMARY
Audio Log Email Email Email
Soulcube as a weapon Malcom Betruger—Re: Soulcube as a weapon Martian Buddy—You may be a winner! HR Coordinator—Volunteer today
Describes the operation of the Soulcube. Doesn't want Bullman's analysis of the Soulcube to become public knowledge. Fake spam from someone who fears Betruger is trying to steal the Soulcube. Volunteer options for earning extra credits.
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MEDIA TYPE
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JACOB L. STEMMONS'S PDA Contents
Location: Maintenance Area 4 Owner's Title: Analysis Supervisor Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Email Email
Thomas Franks—Storage Cabinet Update Maintenance—RE: Power out!!
Cabinet #213's code is 371. Power outages in Specimen Transfer Area might just be a breaker issue in Maint-04.
ELIZABETH A. MCNEIL'S PDA Contents
Location: Technical Director Office Owner's Title: Technical Director Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Email Email
Michael Abrams—Sec Storage code changes Michael Abrams—Level 3 Access Code Change
New code for Storage area 07 is 725. Level 3 access code is 463.
> DR. FRANK Z. CERANO’S PDA
Location: Lower Terminal Office Owner's Title: Doctor Security Clearance: General Access
Contents MEDIA TYPE TITLE Audio Log Email Email
SUMMARY
Personal Audio Log Musings on how to provide enough power to keep the teleport portal open longer. Delta Control—Immediate medical attention Summons to Delta 3 to medically assist teleport subjects. Delta Control—RE: Need further assistance Denial of request for more medical personnel; surplus medical kits are stored in cabinet #317 (code 841).
HAN M. LEE'S PDA Contents
Location: Chamber 1 Control Owner's Title: Administrative Assistant Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Audio Log Email
Expedition Team Report Missing BFG Guns Central Security—Security Team info
Expeditionary team completely slaughtered; next team will be sent in with BFGs. BFG team suspected killed; BFGs might have fallen into the hands of their killers. Code for cabinets #386 and #387 is 836.
DR. MARTEN R. SHULTZ’S PDA Contents
Location: Security Station 3 Owner's Title: Doctor Security Clearance: Level 3 Control Station (upgrades security clearance)
MEDIA TYPE TITLE
SUMMARY
Audio Log Email
Account of a teleporter mishap that stresses the importance of properly configuring the teleport pads. Request to find a way to keep the teleporters active longer.
Personal Audio Log Frank Cerano—Teleportation Transfers
> JACK GILBERT'S PDA Contents
226
MEDIA TYPE
TITLE
SUMMARY
Paul Downing—Ammunition Cabinet
Cabinet #104's code is 579.
Location: Delta 4 Junction 2 Owner's Title: Security Specialist Security Clearance: General Access
PDA APPENDIX > SIMON R. GARLICK'S PDA Contents
Location: Past the area with the pillars, Hellknights, and Imps Owner's Title: Research Specialist Security Clearance: General Access
MEDIA TYPE TITLE
SUMMARY
Audio Log Audio Log Email
Separated from Team Still Separated from Team Heather Elaine—Expedition Expectations
Earl Besch—Dimensional Uniqueness
Rest of his team mysteriously disappeared; area has distorted his sense of time and space. Demons tore apart the rest of his team two days ago; feels he's being stalked. Lists recovering writings and capturing a live Hellknight as the priorities for Garlick's expedition into Hell. Remarks on the infinite stamina one has while in Hell.
CPU, Caverns, and Hell Hole > ELLIOT SWANN'S PDA Contents
Location: Delta Authority Lobby Owner's Title: Counselor Security Clearance: CPU Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Audio Log Email Email Email
Heading to the Communications Facility Heading to the Caverns UAC Board—Mars Research Post Liz McNeil—Looking forward to your arrival Malcom Betruger—UAC Board Review
Seeking to halt all communications; a distress call could doom Earth. There's another portal in the Caverns; must close the Hell Hole before the fleet arrives. Orders from the UAC board to go to Mars and bring Betruger's experiments under control. Hopes that Swann will be able to intervene and stop Betruger's mad plans. Tells Swann that the review is unnecessary and warns him against coming to Mars.
BRUCE L. JACKSON'S PDA Contents
Location: Delta Main Lobby Owner's Title: Computer Specialist Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Email Email
martianbuddy.com—Drowning in Debt? Michael Abrams—Security Assignment
Spam email advertising direct marketing jobs. Code for cabinet near CPU Complex security checkpoint is 571.
> TONY F. BATES’S PDA Contents
Location: Security Monitoring Owner's Title: Mars Security, IT Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log Audio Log Email Email Email
Lab A Security Door Network Security Breach Brian Franko—Security Concerns Martian Buddy—Increase your Pen1s size! Edward Sorrenson—Your Test Results
Lab A code is 627. Network breach somehow originated from an offline area of the base. Complaints regarding Bates's lax Lab A security procedures. Spam email for manhood enlargement. Discovery of unauthorized access to the EnPro power grid.
CHARLIE D. HASKELL'S PDA MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
Request for System Time System Admin—Mail Delivery Failure Steve Holmes—What have you done?
Requesting system resources for running formulas. A bounced message that could not be delivered. Cabinet #669 code is 468.
PRIMAGAMES . COM
Contents
Location: Lab A Lower Floor Owner's Title: Delta Labs Technician Security Clearance: General Access
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> STEVE H. TOOLOOSE’S PDA Contents MEDIA TYPE TITLE Email Email
SUMMARY
Location: Server Banks Owner's Title: C.P. Controller Security Clearance: Central Processing (upgrades security clearance)
Henry Bielefeldt—Storage Problem on Server Request to back up files to server A17, as server A12's performance is degrading. Brian Franko—BFG Info Video Request to upload BFG video to internal website.
> DR. RICHARD S. DAVIS’S PDA
Location: Lab Section 2 Owner's Title: Archaeologist Security Clearance: General Access
Contents MEDIA TYPE TITLE Audio Log Email Email Email
SUMMARY
Discovery in the Ruins Found crystalline artifact that implies a link between Earth and Mars; Martian survivors may have fled to Earth. Malcom Betruger—Discovery in the Ruins Critical view of Davis's discovery; reminds him to be more professional in the future and to not distribute his findings. Lowell Foshay—Ruins safety concerns Warning about the deteriorating structural integrity of the excavation ruins. Pierce Rogers—Tablets are key Has made some startling discoveries about the link between the Soulcube, the ancient Martian culture, and humankind, but isn't sharing it yet.
DR. PIERCE M. ROGERS’S PDA Contents
Location: Artifact Research Owner's Title: Archaeologist Security Clearance: General Access
MEDIA TYPE
TITLE
SUMMARY
Audio Log
The Soulcube is the Answer
Richard Davis—Scanner Results
Email Email
Timmy Rogers—Thanks! Server: Mail Failure—The Soulcube is the answer
Soulcube was used by the original Martians to defeat the same demons that are overrunning the base now. Carvings on the ceiling are a map of the solar system; indicates that Martians teleported to Earth in the distant past. Thank you note from nephew for the copy of Quake 43 Rogers sent him for his birthday. Bounced message to Elizabeth McNeil telling her she was right about everything; Betruger is mad and the Soulcube is the only thing that can save them now.
> ROBERT CODY'S PDA Contents MEDIA TYPE
TITLE
SUMMARY
Audio Log Email Email
Dangerous Conditions in the Caverns Maint. Control—Generator Repairs Needed Mark Robertson—Sorry old pal
Maintenance team is quitting due to "howlers." Maintenance request for the generators in the caverns. Teasing Cody for drawing "spook duty."
> There are no PDAs in Caverns 2.
228
Location: B1 Conference Room 1 Owner's Title: Maintenance Security Clearance: General Access
MULTIPLAYER
Multiplayer Overview > Five multiplayer maps come with Doom 3. If you've played a multiplayer, first-person game before, you know the basics—kill or be killed. Up to four players can join either an Internet or LAN game and battle it out in several different modes.
For information on multiplayer modes, joining or starting a multiplayer game, and other basic multiplayer information, see your Doom 3 user manual. If head-to-head gaming is your thing, you've come to the right place. In this section, we'll give you tips, map overviews that include detailed level maps, and killer strategies from the Doom masters at id Software. If you're a multiplayer veteran, you've noticed that Doom 3 is primarily a single-player game. However, this doesn't mean you've been left out. What it means is that the maps included with the game are more strategic. Lights can be turned on and off, most weapons have hiding places nearby, weapons are strategically placed to expose you when you try to grab them, and you need to manage armor and ammo well if you want to win. If you have experience, you could skip to the map descriptions and tips. If you're a novice to multiplayer play, the learning curve may seem steep at first, but these tips will help. One of the best things new players can do is play with other players who are at or near their same skill level. Nothing is more frustrating than having an experienced player rain death on you and never having a clue where it's coming from.
>
If you're jumping into multiplayer play for the first time, or you're still fairly new to the game, the following tips should help you survive.
To have any chance in multiplayer Doom 3 games, you've got to learn how to move, but more importantly, where and when to move. In most multiplayer games of this type, you can survive by just staying on the move, grabbing what you can, and blasting anything that moves. In these levels, this won't get you anywhere near the top of the heap, and it will probably get you fragged more often than not.
You'll need quick access to many new commands, such as chat and team commands. Be sure you've allowed for these. It's instant death to stop during a firefight because you can't remember which key you bound to chat.
HIDE! Maybe you think it's cowardice to hide from other players, but bravery is for veterans. To survive as a newbie, don't expose yourself to open fire. Most weapons and some power-ups in the levels have dark hiding places nearby. Hide in them, wait for another player to come along, and then blast him when he tries to grab the goods. And as soon as you do, move along, or someone will return the favor. After all, experienced players know that newbies like to hide.
WATCH YOUR HEALTH Grab every med kit you can find, and keep track of where they are in the level. When they reappear, be the first to grab them.
GOBBLE UP POWER-UPS Getting to them may cost you dearly, but grabbing power-ups and armor keeps others from having them. Even if you die in the attempt, at least you deny them to other players. The last thing you want is to let another player gain an even bigger competitive edge over you.
PULL OUT THE BIG GUNS As a new player, your aim is likely not as good as more experienced players. Use the rocket launcher for maximum damage, followed by the plasma gun and the shotgun. If you can, avoid relying on the pistol, machinegun, and chaingun, as they all require you to keep your aiming reticle on the target while avoiding their return fire. The rocket launcher is a "fire and forget" weapon and the plasma gun does enough damage that you can avoid prolonged toe-to-toe shooting matches. The shotgun is deadly at close range, but don't waste it if your target isn't in your face.
Rockets and plasma will damage you if you hit a wall at close range. Be sure you have a clean line of fire before using them.
PREY ON WEAKER PLAYERS Hey, this is not a popularity contest. You can bet that stronger players will be gunning for you. After all, at the end of the match, who you killed doesn't matter—the numbers on the scoreboard do. So if someone in the game is less experienced than you, blast 'em. You can get therapy later if you feel bad.
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ADJUST YOUR KEYBOARD CONFIGURATION
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USE THE RIGHT WEAPON AVOID STRONGER PLAYERS This is common sense. The best players in the game see you as a bright red target with a bull's-eye painted on your chest. They're going to find you and frag you. Don't get brave and go on the offensive against superior firepower.
DOORS ARE NOT YOUR FRIENDS Use caution when opening doors. Chances are, someone is on the other side, just waiting to pound you into a bloody pulp. Let someone else lead the way.
BE VERY, VERY QUIET Making noise draws attention, so be aware that while you are taking pot shots at someone across the level, someone a lot closer may be incoming to nail you. Make your shots count—you may pay dearly for them.
>
Whether you're a hardened veteran or a new player getting used to running around without fragging yourself, check out this short list for some other ideas to help you stay in the game.
TURN OUT THE LIGHTS In some levels, switches turn off the lights, shut down power, or shutter windows. Darkness changes the pace of the match, so use it to your advantage. Unless there's a good reason, when the lights go out, stay put and wait for others to come your way. If possible, be the one who turns them out, once you've collected all the health, ammo, and armor you need.
DROP IT! You can drop any weapon in multiplayer play. Got a shotgun but no ammo for it? Drop it, and wait for some unlucky player to pick it up. While he's reloading it, or realizing he doesn't have ammo for it either, blast him!
The Maps As mentioned in our overview, the multiplayer maps in Doom 3 require more strategic thinking. It's not enough to be quick on the trigger—you need to manage these maps, controlling powerups, health, and ammo in order to win consistently. In this section, you'll find detailed maps of each level, map overviews, and strategies from the level designers at id Software—more than enough information to give you the edge you need to win.
> Tomiko Reactor is a fairly small level. With the main reactor chamber linking to three different areas, which in turn connect to one another on both an upper and lower level, you definitely have to watch your back to survive.
OVERVIEW LISTEN AND LOOK FOR CLUES Lifts and doors make noise when used. In some levels, lights come on when players pass. In any level, missing health, armor, or ammo means that a player has recently passed that way. Pay attention to the big picture and stalk your opponents.
OWN THE POWER-UPS You have to control health, armor, ammo, and power-ups to dominate these levels. If you can't be the one getting them, then be the one stopping others from doing so. Anything that keeps you alive and fragging is valuable. 230
Falling off the walkways into the main reactor means instant death. Find some grenades on the upper level, a rocket launcher on a small ledge near the center of the chamber, some armor shards, an ammo belt, and two small med kits around the perimeter. The lift will take you up or down to reach the walkways. Be aware that there are actually six exits from the chamber. Using the map to orient yourself, head west from the chamber on the lower level to enter a small room containing another small med kit and some armor shards. Watch the doorway on your right for incoming fire. On the upper level of the west side, the chamber you enter is more like a small hallway that leads you out onto a platform above the next area.
MULTIPLAYER
D3DM1 TOMIKO REACTOR
S SMK
C CL
SG
LIGHT SWITCH
AS AS
SMK
SMK
RL SMK PG AS
x3
MG CL
S AS
x3
R SMK AS
LIFT
x3
SMK B SG
MK
AB
SMK G RL
AS AS
x3
x3
SMK
SMK
LIFT
– Ammo belt
CG – Chaingun
– Bullets
CL – Clip
BP
– Backpack
G
C
– Cells
RL – Rocket Launcher
AB B
– Grenades
– Shotgun
PG – Plasma gun
S
– Shells
MK – Medkit, large
R
– Rockets
SMK – Medkit, small
AS
– Armor Shards MG – Machinegun
SG
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> This large, open room has stairs near the window where you can grab some rockets before dropping down to grab a shotgun and some health. Don't hang out down there—you are exposed from too many angles. Grab the shotgun near the ramp, then either enter the door ahead, which leads into the lower chamber just west of the main reactor chamber, or use the lift to bring you back up near the windows so you can follow the platform around to the hell chamber. There is some security armor near the back of this chamber, so expect company. Use the small med kit to heal, then move on. The curving hallway on the level's north side overlooks the chamber below. The one to the south leads back to the main reactor chamber and a machinegun. Go north, and you can break the glass to jump and reach the rocket launcher below, as well as the small med kit beneath it. The light switch kills the lights in this room, allowing you to make this room your own personal kill zone. The hallway south of the switch leads back into the room with the lift to the west. A winding stairway to the north leads you past a shotgun and up to a cache of shotgun shells, a clip, and a plasma cell. The door that leads east from the light switch room opens onto a catwalk. Beneath the catwalk across the room find a plasma gun with a small med kit above it and some security armor at the end of the walkway. If you can defend this room from the corner near the stairs up to the security armor, this is a decent spot to hold. Follow the hallway west from this area to reach another box of shells, a clip, and the door back into the main reactor chamber.
TIPS FROM ID SOFTWARE Kill the lights. Turn off the lights in the rocket launcher room, but watch out for grenade attacks from the upper level! Retreat to the hell chamber. With security armor and a small med kit, you can usually replenish here. Bombs away! Grenades work great in the stairwell to the north, or when dropped into the dark rocket launcher room. Move quickly through the main reactor chamber. If you get caught on the catwalks, you're usually dead meat.
This tightly constructed level is loosely based on parts of the Delta Lab levels in the single-player game. Every area is connected to one or more other areas, making this a very hard level in which to camp or hide.
OVERVIEW The heart of this level is the power-up generator room. Pressing the control screen starts a countdown and spawns a megahealth power-up. It's very, very difficult in a four-player match to start the process and actually be the one grabbing the power-up. As soon as you touch the control screen, move because you'll be a target. The room is surrounded by a walkway that has entrances from four other areas—a stairway to the south, a door in the southeast corner, a door in the northwest corner, and another door in the northeast corner. You find an ammo belt behind the computers in the south part of the lower level, and you'll need it to survive down there. Get the power-up, and get out of there fast. The stairs to the south of the upper level lead you down and around to the chamber on the level's east side. This is another deathtrap room, with a lift in the center, a rocket launcher on the lower floor, and a walkway surrounding it all. Again, the lower level here is trouble. If you can make it to the rocket launcher, you're lucky. Get in and out of this room fast, or make a killing sniping at players below from the walkway above. However, the walkway isn't a good spot to rest, because it's open to the chaingun room to the west. From the chaingun room, you can access a ledge overlooking the large, open area to the north. Here you find some grenades, and some security armor in an alcove under the ledge. Down the stairs and to the north, find a hallway with a plasma gun and a hiding spot across from it. This hall leads you around to just south of the lift room, where you can grab a shotgun and head west to return to the lower level of the power-up generator room.
TIPS FROM ID SOFTWARE Push the power-up generator button often. This keeps megahealth spawning into the game often. Bomb the rocket launcher. Grenade spamming the rocket launcher room from above flushes out campers. Look for hidden health and items. Not all items are in plain sight. Shoot out the lights. Shooting out the lights in this map makes for more stealthy gameplay.
232
MULTIPLAYER LIFT PG SMK
D3DM2 DELTA LAB
Legend AB B
– Ammo belt – Bullets SMK
AS BP
– Backpack
C
– Cells
LIFT AS
x4
G CG
– Chaingun
CL
– Clip
G
– Grenades
SMK
MG CG MK
RL – Rocket Launcher SG
– Shotgun CL
S
– Shells
R
– Rockets
AS
– Armor Shards
PG
– Plasma gun
MK – Medkit, large
S
SMK – Medkit, small
C
MG – Machinegun POWERUP GENERATOR
SMK
SMK
CL RL SG
AS
SMK
BP
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x4
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> The frag chamber is the central focus of this level. Taken from the single-player game, the chamber creates an invisibility power-up when activated. Unfortunately, when it does, it kills anyone trapped in the chamber.
SMK
SMK
CG
D3DM3 FRAG CHAMBER
CL SG S
MK
AS
PG G
AS
x4
RL MK C
x3
AS
x4
MG B
SMK
R
SMK
AB SG
LIFT
Legend AB
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MK
– Ammo belt
G
– Grenades
MK – Medkit, large SMK – Medkit, small
– Bullets
RL – Rocket Launcher
BP
– Backpack
SG – Shotgun
C
– Cells
S
– Shells
CG
– Chaingun
R
– Rockets
CL
– Clip
AS – Armor Shards
B
PG – Plasma gun
MG – Machinegun
MULTIPLAYER OVERVIEW The observation room overlooking the frag chamber has two exits, so don't stand around to watch the show if you manage to catch someone in the chamber. Activating the chamber brings down the crusher inside, smashing anyone under it and creating an invisibility power-up. The four exits from the frag chamber itself close until the powerup is created, then open when it's done. This means that when the doors open, all four players have to battle for the power-up in the center. From the observation room, you can reach the frag chamber through the eastern door. The western door leads to a landing, where you can either drop down to the floor below and proceed to the southern door of the frag chamber, or enter the door to the west. If you drop down, a small lift can bring you back to the landing. Beyond the west door is a raised platform above a small room where you find armor shards, a machinegun, and an ammo belt. Exit to the north on either the lower or upper level. The lower level leads you to a small chamber that has a large med kit and a door in the east wall. If you take the exit from the upper level, you enter a catwalk that winds around the next room, which has a rocket launcher in the middle. This room connects to a hallway to the north where you can pick up a shotgun. A short corridor from the catwalk leads to the east—you can drop down and grab the shotgun below from here. The frag chamber is accessible from the shotgun corridor, which also connects to the plasma gun room to the east.
TIPS FROM ID SOFTWARE No way out. Try trapping other players in the frag chamber
when you are creating a power-up. Secret megahealth. Look for the secret panel in the chaingun
> The Edge 2 map is a remake of a classic Quake 2 level. The level's central area is accessible from four directions, making it extremely busy during the heat of any match. The berserk power-up is a wildcard. If you see someone rushing at you with fists bared, shoot him fast before he punches you into lifeless chunks.
OVERVIEW From the central area, you can see a ramp to the east, a lift to the west, and a door under a platform on both the north and south walls, as well as another door above each of them. Let this sink in—there are six ways, plus the teleporter to the berserk pack, into this room. Don't get caught standing around here! Through the lower north door find a dead-end hallway with a rocket launcher. Players can drop down from the room above to ambush you, so make a quick exit from here. You have to use the lift in the central area and walk up the stairs to enter the upper north door. Find grenades and an ammo belt here as well as two small med kits. This room is a great spot to drop grenades on the rocket launcher below. In the next room find the teleporter to the berserk pack platform, as well as some shells, rockets, and armor shards. Taking the south exit from the room leads you to a larger room with a stairway down to the lower floor. If you go west, you reach the platform above the ramp in the central area. From here, climb the stairs and move east to grab the plasma gun from the lift chamber. You can also drop out the window and grab a backpack from the girders over the walkway below. If you drop down to the walkway, you can grab the chaingun from the hall to the north, and re-enter the central area through the lower south door.
from other players and blast them when they least expect it.
Using the lift in the central area, you can exit through the western door and grab some security armor. The chamber ahead is a busy one, with a rocket launcher on the lower level and a small cubby (which you can jump to) to drop grenades down below.
Deny the rocket launcher. The rocket launcher is very
TIPS FROM ID SOFTWARE
room to find the hidden megahealth. Hide in the shadows. Use the shadows in hidden nooks to hide
powerful in this small level. Keep control of it, or bomb those who try to get it.
Don't go berserk. The berserk pack is not a high percentage weapon. Use it only if you've got good control of the level and can risk it. Use the windows. Use the windows overlooking the southern Rockets rule. Although they are hard to get, rockets are great in this level, allowing you to get kills from across the central area with ease. Bombs away! Drop grenades on the rocket launcher to the north. This room is fairly easy to hold as long as you toss grenades toward each door occasionally.
PRIMAGAMES . COM
area to snipe at passersby.
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LIGHT SWITCH G
AB
R TELEPORT TO BEZERK
RL
D3DM4 THE EDGE 2
SMK SMK x2 AS
x4
S
MK CL
LIFT SMK x2
LIGHT SWITCH
AS AS
BZ MK
x4
AS
x4
MG
RL
Legend AB CG
– Ammo belt
LIFT B
– Bullets
SMK
PG
C
BP
– Backpack
C
– Cells
CG
– Chaingun
CL
– Clip
G
– Grenades
RL
– Rocket Launcher
SG
– Shotgun
S
– Shells
R
– Rockets
AS
– Armor Shards
PG
– Plasma gun
BP SMK x3 AS
x5
MK – Medkit, large SMK – Medkit, small MG – Machinegun
> This small level has more ups and downs than any of the others. There are not many rooms here, but it's an interesting level. Use a generator in the northern room to shut off the lights for a few seconds. You can also use switches to shut the blinds on the windows to make it dark. If you like hiding in the shadows, this 236 one is for you.
OVERVIEW The generator room to the north is a busy spot in this level. You can hit the switch to turn out the lights, which opens a panel in the corridor on the map's far eastern side to reveal an invisibility power-up. Once the lights go out, the race is on. You can close the shutters on the windows in the generator room and in the chaingun room to the east.
MULTIPLAYER From the chaingun room, where you can grab an ammo belt, some rockets, and some grenades, you can go south and up the stairs to the east. Straight ahead is the alcove where the invisibility powerup appears when the lights go out. Note that throughout these corridors, the lights come on as players pass, then shut off.
overlook a lower corridor to the east. Find some cells along the wall, and an open air duct at the north end that leads you back to the generator room.
TIPS FROM ID SOFTWARE Close the shutters. This makes for more stealthy play near the
Follow the corridor, and either drop down the lift ahead, or follow the walkway around to the south. Dropping down leads you back to the generator room to the northwest, while staying on the ledge takes you to some stairs and a chamber to the southeast with a small med kit and some plasma cells.
generator. Get invisible! When the lights go out, head for the invisibility
power-up and grab it before someone else does. Watch the lights. Lights come on when someone passes by, so
if the area is dark you know it's been vacant for awhile.
This room has an exit to the west that leads to a platform above a smaller room where you can pick up a med kit and some rockets. If you don't enter this room, staying on the platform instead, you can exit to the west, walk down some stairs, and
Use grenades. Grenades are great weapons in the dark if you
know the layout, because they don't give away your position. WINDOW SHUDDER SWITCH
GENERATOR ON/OFF
CG
SMK
D3DM5 LIGHTS OUT AB
R AS
x3
G INVISIBILITY
PG
MG SMK
AB S MK C LIFT
B
S R
SMK
STACK OF BOXES
C
AS
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SG
MK
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Secrets Keypad Combinations Found a numeric keypad and don't know the combination for it? Look no further! This section of the guide contains all of the keypad combinations in the game, as well as information on what you get for entering the correct codes into them.
> There are 30 storage cabinets to find and open in Doom 3. Each contains valuable items and weapons that might mean the difference between life and death, so open every one you come across.
STORAGE CABINET COMBINATIONS CABINET # LEVEL 001 003 009 013 017 023 038 039 047 048 049 054 054 063 064 078 079 103 104 112 114 116 116 117 213 21D 317 386 387 452 666 669
Mars City Recycling 2 Alpha Labs 1 Admin Mars City Mars City Underground Alpha Labs 2 Alpha Labs 2 Alpha Labs 3 Alpha Labs 3 Alpha Labs 3 Communications Monorail EnPro Plant Alpha Labs 4 Monorail Monorail Delta Labs Level 2B Delta Labs Level 4 Delta 2A Delta 2A Delta 2A Delta 2B Delta 2B Delta 2B Delta 1 Delta 4 Delta 3 Delta 3 CPU Complex Delta 2B CPU Complex
AREA
COMBINATION LOCATION OF CODE
Maintenance Monorail Access EPD Lab Alpha Labs Hallway Infirmary Energy Stabilization Unit MFS Compressor Coolant Control Junction Hazardous Materials Lift Coolant Monitoring EFR Staging Room 1B Security Office Site 2 Boarding Platform Power Core Access EFR Master Valve Delta Security Checkpoint Delta Security Checkpoint Maintenance Corridor Delta 4 Security Records Office Operations Server Room Delta Security Specimen Research Lab Specimen Research Lab Stasis Transfer Control Storage Room 21-D Terminal Office Storage T1 Access T1 Access Entrance Checkpoint Analysis Control Lab A Upper Floors
396 483 752 586 347 531 409 102 123 123 123 246 142 972 651 364 364 259 579 538 715 972 624 624 371 298 841 836 836 571 372 468
> Two special storage cabinets in Mars Base were delivered by Martian Buddy. They share the same code (0508), which you can find only by going to www.martianbuddy.com—or by reading this guide!
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Adam Berneche's PDA Nick Sadowayj's PDA Kyle Berger's PDA Alan Dorweiler's PDA Dr. Mark Caseon's PDA Grant Baston's PDA Andrew Chin's PDA Walter Connors's PDA Mark Lamia's PDA Mark Lamia's PDA Mark Lamia's PDA Ben Wolfe's PDA Charles Hollies's PDA Theresa Chasar's PDA Henry Nelson's PDA Karl Cullen's PDA Karl Cullen's PDA Francis Erickson's PDA Jack Gilbert's PDA Frank Cinder's PDA Note stuck to side of cabinet Laptop in Delta Security Dr. Michaels tells you Dr. Michaels tells you Jacob Stemmon's PDA Robert Price's PDA Frank Cerano's PDA Han Lee's PDA Han Lee's PDA Bruce Jackson's PDA Note stuck to front of cabinet Charlie Haskell's PDA
CONTENTS Bullets Grenades, plasma cell, security armor, clips Large med kits, security armor, grenades, clip Grenades, shells, clip, security armor Shells, clip, security armor, large med kit Armor shards, shells, large med kit Security armor, clip, grenades Security armor, clips Clips, grenades Plasma cell, ammo belt, large med kit Armor shards Grenades, security armor Security armor, rockets, grenades Plasma gun, plasma cell, small med kit Armor shards, clip, plasma cell Large med kits, clips, grenades Large med kits, clips, grenades Plasma cells, shells, large med kit Rockets, security armor, ammo belt Armor shards, cells, shotgun Backpack, security armor, clip Large med kit, security armor, plasma gun, BFG cell Shells, bullets, plasma cell Security armor, BFG cell, grenades Shells, clip, plasma cells Security armor, rockets, large med kit, grenades Security armor, large med kits, clips, rockets, bullets Clip, large med kits, ammo belt, bullets Clip, rocket, grenades, large med kit, security armor Rocket launcher, rockets, grenades Imp, security armor Grenades, plasma cells, security armor
MARTIAN BUDDY CABINETS LEVEL
AREA
COMBINATION
Administration North Hallway
0508
Delta 2B
0508
Secure Storage
CONTENTS Chaingun, ammo belt, security armor BFG, security armor
SECRETS Level Console Names Cont’d
> Finally, don't miss the two weapons rooms in Mars Base. Open them with the combinations listed below to collect a staggering array of weapons, ammo, and items.
WEAPONS ROOM COMBINATIONS LEVEL
AREA
COMBINATION LOCATION OF CODE CONTENTS
Mars City 2 Marine Command
584
EnPro
734
Maintenance 3
Bill Tyson's PDA
Large med kit, shotguns, machine guns, clips, shells, security armor Steve Hammer's PDA Plasma cells, armor shards, small med kits, large med kit, plasma gun, security armor
Command Console Press CTRL+ALT+~ to bring up the command console window in single-player mode. From the console, you can enter a variety of cheats and commands that dramatically change your Doom 3 experience. Press CRTL+ALT+~ again to hide the console.
Bringing up the console does not pause the action in single-player mode.
CONSOLE COMMAND
LEVEL
recycling2.map monorail.map delta1.map delta2a.map delta2b.map delta3.map delta4.map hell.map delta5.map cpu1.map cpuboss.map site3.map caverns1.map caverns2.map hellhole.map
Recycling Sector 2 Monorail Delta Labs Level 1 Delta Labs Level 2A Delta Labs Level 2B Delta Labs Level 3 Delta Labs Level 4 Hell Delta Complex CPU Complex Central Processing Site 3 Caverns—Area 1 Caverns—Area 2 Primary Excavation
Entering a partial command at the console and pressing TAB allows you to cycle through all of the potential commands for the partial command you've typed in. For instance, typing devmap game/delta and repeatedly pressing TAB allows you to cycle through the level skip commands for the six Delta levels; when you see the one you want, just press ENTER to select it.
> If you want to spawn Zombies, demons, or even boss enemies, use the command spawn (name of enemy) in the console.
CONSOLE COMMANDS COMMAND
EFFECT
god give all noclip
Invincibility Gives you all weapons with full ammo, and full health and armor Allows you to move through physical objects like a ghost
> Enter the command devmap game/(map name) at the console to instantly skip to that level.
BOSS CONSOLE NAMES CONSOLE COMMAND
ENEMY
monster_boss_cyberdemon monster_boss_guardian monster_boss_guardian_seeker monster_boss_sabaoth monster_boss_vagary
Cyberdemon Guardian Guardian's Seeker Sabaoth Vagary
DEMON CONSOLE NAMES
CONSOLE COMMAND
LEVEL
CONSOLE COMMAND
ENEMY
Mars City 1 Mars City Underground Mars City 2 Administration Alpha Labs Sector 1 Alpha Labs Sector 2 Alpha Labs Sector 3 Alpha Labs Sector 4 EnPro Plant Communications Transfer Communications Monorail Skybridge
monster_demon_archvile monster_demon_cherub monster_demon_hellknight monster_demon_imp monster_demon_maggot monster_demon_mancubus monster_demon_pinky monster_demon_revenant monster_demon_tick monster_demon_trite monster_demon_wraith
Archvile Cherub Hellknight Imp Maggot Mancubus Pinky Revenant Tick Trite Wraith
marscity1.map mcunderground.map marscity2.map admin.map alpha1.map alpha2.map alpha3.map alpha4.map enpro.map commout.map communications.map recycling1.map
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LEVEL CONSOLE NAMES
239 cont.
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ZOMBIE CONSOLE NAMES CONSOLE COMMAND
ENEMY
monster_zombie_bernie monster_zombie_sawyer monster_zombie_zsec_machinegun monster_zombie_zsec_pistol monster_zombie_zsec_shield monster_zombie_zsec_shotgun monster_zombie_commando monster_zombie_commando_cgun monster_zombie_fat2 monster_zombie_fat_wrench monster_zombie_maint_bald monster_zombie_maint_nojaw monster_zombie_maint_wrench monster_zombie_maint_skinny monster_zombie_maint monster_zombie_maint2 monster_zombie_maint_flashlight monster_zombie_suit_neckstump monster_zombie_suit_bloodymouth monster_zombie_suit_skinny monster_zombie_labcoat monster_zombie_limb monster_zombie_skinny monster_zombie_pipe monster_zombie_tshirt_bald monster_zombie_tshirt_blown monster_zombie_jumpsuit monster_zombie_jumpsuit_eating
Flaming Zombie Chainsaw Zombie Z-Sec Zombie w/machine gun Z-Sec Zombie w/pistol Z-Sec Zombie w/shield Z-Sec Zombie w/shotgun Commando Zombie Commando Zombie w/chaingun Fat Zombie Fat Zombie w/wrench Generic Zombie Generic Zombie Generic Zombie w/wrench Generic Zombie Generic Zombie Generic Zombie Generic Zombie w/flashlight Generic headless Zombie Generic Zombie Generic Zombie Generic Zombie Generic Zombie w/a severed limb Generic Zombie Generic Zombie Generic Zombie Generic Zombie Generic Zombie Generic Zombie
> The command screenshot (x) (y), where x and y are numeric values in a 4:3 ratio, takes a screenshot at that resolution, no matter what resolution you're currently playing the game at. For instance, if you're playing at 800x600, typing screenshot 4000 3000 at the console takes a screenshot of the current view at 4000x3000 pixels. The maximum resolution is limited only by the quality of your video card. Some common screenshot sizes are:
• 640x480 • 800x600 • 1024x768 • 1280x960
• 1600x1200 • 2400x1800 • 4000x3000
Screenshots are automatically saved to the "screenshots" folder in your Doom 3 installation folder.
>
240
To manually configure your control scheme and assign a key to a specific console command, use the following command at the console: bind (key) (command).
For example, if you don't want to type screenshot 1280 960 every time you want to take a 1280x960 screenshot, you could use the command bind m screenshot 1280 960. After entering that command, you can take a 1280x960 screenshot at any time simply by pressing M.
Def Files Modifying def files is for advanced users only. Read this entire section before attempting def file modification. Never modify your def files without first making a copy of the originals! All of the attributes for every weapon and enemy in the game are stored in definition or "def" files. Find these files in doom/base/def. You can open these files in any text-editing program (such as Microsoft Word) and change specific values in the def files to create wildly different effects in Doom 3. For example, if you were to change the "damage" value in the weapon_machinegun def file from 9 to 900, a single shot from your machine gun would kill just about any enemy in the game! However, there are two very important warnings: 1. Excessive def file modification, especially if you don't really know what you're doing, can lead to instability and crashes in the game and may make Doom 3 unplayable. 2. If you alter your def files in any way, you cannot join multiplayer games. You can host them, however, and the modifications will apply to every player in the game, not just you. Because modifying def files can have unpredictable and sometimes undesirable responses, always make a copy of the original "def" folder before modifying its contents. That way, returning the def files to their original state is as simple as replacing the modified folder with the original. If you don't have a copy of the original def folder, you'll have to uninstall Doom 3 and reinstall it from scratch to replace them; this will also erase all progress you've made in the game.
Neither Prima Games nor id Software takes responsibility for any undesirable effects should you decide to modify the Doom 3 def files. You do so completely at your own risk, with full knowledge that doing so might render Doom 3 unplayable!