Doom 3

Platform

zScore

87%

Doom 3

Developer:id Software Genre:Action Release Date: Download Games Free Now!

About The Game

Doom 3 takes the franchise in a new direction with story-driven gameplay and cutting edge graphics technology. Play as a space marine whose unfortunate task is a journey to Hell after reckless scientists open a portal to the netherworld at their Mars-based science complex. Fight through hordes of zombies and demons in the now-derelict space station, where darkness reigns both figuratively and literally, as you attempt to figure out what exactly the complex’s scientists were messing around with and how you’re going to stop their botched experiments from invading Planet Earth!

Game Features:

  • • Over 20 hours of nail-biting gameplay
  • • The id Tech 4 engine creates moody lighting and shadowplay for a terrifyingly atmospheric experience
  • • 10 different weapons, 10 ways to slaughter Hell’s armies
  • • Radio broadcasts, lost journals and encounters with insane space station employees make this the most story-driven Doom title in the series
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Doom 3 Videos

Doom 3 E3 Trailer (HD)

Doom 3 is a science fiction horror video game developed by id Software and published by Activision. An example of the first-person shooter genre, Doom 3 was first released for Microsoft Windows on August 3...

Doom 3 Gameplay

Doom 3 is a frightening, action packed game.

Doom 3 Gameplay - Alpha Labs

Doom 3 Gameplay - Alpha Labs

Doom 3

Doom 3 Review

By Gus McZeal |

id Software’s Doom 3 bills itself as a reboot of the Doom franchise, but the storyline is pretty much exactly the same as the previous games with some added flair. You play as a nameless space marine who’s unlucky enough to be working at a space station on Mars that opens a gateway to Hell. At its core, gameplay is the same: you’ll be blasting your way through hordes of zombies and demons while trying to close off the Hell gate, but the id Tech 4 engine makes this a much more frightening experience than anything seen before in the series.

Even though the game’s hero is pretty generic and players never learn a whole lot about him, Doom 3 is a much more story-driven experience. This is thanks to the presence of NPCs, as well as other narrative elements cleverly integrated into the gameplay through the marine’s PDA and computer terminals scattered throughout the science complex. The PDA is an important tool, doubling as a radio that intercepts numerous creepy transmissions floating throughout the space station. You’ll hear the screams of people being ripped apart by zombies, creepy demonic whispering, and a whole lot of static. This, combined with the game’s shadowy presentation, makes Doom 3 quite an unnerving experience, although players will quickly get used to the scares this game provides.

Visually, Doom 3 is a dark game: super dark. So dark that you’ll be using a flashlight a lot of the time to see where you’re going. I don’t know what kind of crappy military this soldier comes from where they can’t even hook a brother up with some night vision goggles; it doesn’t make much sense. Can’t he tape the flashlight to his gun? Is there no duct tape in space? The sheer darkness of the game can be disorienting; I often found myself backtracking down hallways after discovering I’d already explored them. This isn’t helped by the repetitiveness of the environments, a problem that plagues games set in futuristic scientific complexes where literally every hallway is a steel tunnel with exposed piping.

While Doom 3 is fun, the game can throw some pretty cheap scenarios at the player. See an armor pickup on the floor? DON’T PICK IT UP. More often than not, power-ups are fucking traps that spawn monster closets, waves of enemies that will waste tons of your ammo and leave you with less health and bullets than you had before you even ran over the armor in the first place. A little annoying, but you’ll learn to avoid them soon enough. Sometimes, though, it’s not possible: ammo is actually pretty scarce in this game, so you’ll be constantly weighing these kinds of decisions. I guess it’s strategic, but I’d have preferred to see a less cheap method of forcing players to strategize than simply punishing them for picking up ammo piles or health packs.

The game’s weapons are alright, but the catalogue of armaments pales in comparison to more recent first-person shooters. There are 10 weapons in the unexpanded version of Doom 3, including a handgun, a shotgun, a high-tech plasma rifle, a rocket launcher, and the series’ classic chainsaw. The main problem with the weapons is the fact that id didn’t quite nail the sense of impact these weapons should provide: the sound effects sound a little flat, and many weapons are pretty useless… The chainsaw is more of a gimmick than anything, because really, you don’t wanna go toe-to-toe with a demon, although chainsawing through a zombie horde Dead Alive style can be pretty satisfying.

The weakest area of the game is definitely the multiplayer. The multiplayer component in Doom 3 is by no means bad, but it’s not exactly compelling either. You can only play with three other players unless you install third-party mods, and the game modes are nothing new, all being based on deathmatch mechanics. It’s okay, but there are plenty of other first-person shooters with way more weapon types and game modes to toy around with.

Overall, Doom 3 is a great evolution of the series. While it has its problems, namely the fact that the gameplay isn’t as compelling as the visuals which are still amazing to look at almost eight years after the game was released, Doom 3 a pretty spooky game that builds on the series while maintaining its classic elements. Doom 4 lurks on the horizon, and promises to be “awesome,” but there’s currently little to no information on the game or a release date. Doom 3 is a fun title to play while you wait, particularly if the game’s story elements interest you, but there are other, newer space-horror games that simply pull off the genre in a way that’s far more impressive. Overall, Doom 3 gets a Z-Score of 83/100.

Doom 3 Cheats

Here are all of the locker and door keypad codes.

  • Maintenance, Mars City- 396 (Bullets)
  • Monorail Access, Recycling 2- 483 (S.Armor, Grenades, Plasma Cells, Clips)
  • EPD Lab, Alpha Labs 1- 752 (LMKs, S.Armor, Grenades, Clip)
  • Alpha Labs Hall, Admin- 586 (S. Armor, Grenades, Shells, Clip)
  • Infirmary, Mars City- 347 (LMK, S.Armour, Shells, Clip)
  • Energy Stabilization, Mars City Underground- 531 (LMK, Armor Shards, Shells)
  • MFS Compressor, Alpha Labs 2- 409 (S.Armor, Grenades, Clip)
  • Coolant Control Junction, Alpha Labs 2- 102 (S.Armor, Clips)
  • Haz-Mat Lift, Alpha Labs 3- 123 (Grenades, Clips)
  • Coolant Monitoring, Alpha Labs 3- 123 (LMK, Plasma Cell, Ammo Belt)
  • EFR Staging Room 1B, Alpha Labs 3- 123 (Armor Shards)
  • Security Office, Cummunications- 246 (S.Armor, Grenades)
  • Site 2 Boarding Platform, Monorail- 142 (S.Armor, Rockets, Grenades)
  • Power Core Access, EnPro Plant- 972 (SMK, Plasma Gun, Plasma Cell)
  • EFR Master Valve, Alpha Labs 4- 651 (Armor Shards, Plasma Cell, Clip)
  • Delta Security ChkPoint, Monorail- 364 (LMKs, Grenades, Clips)
  • Delta Security ChkPoint, Monorail- 364 (LMKs, Grenades, Clips)
  • Maintenance Hall, Delta Labs Level 2B- 259 (LMK, Plasma Cells, Shells)
  • Delta 4 Security, Delta Labs Level 4- 579 (S.Armor, Rockets, Ammo Belt)
  • Records Office, Delta 2A- 538 (Armor Shards, Shotgun, Cells)
  • Poperations Server Room, Delta 2A- 715 (S.Armor, Backpack, Clip)
  • Delta Security, Delta 2A- 972 (LMK, S.Armor, Plasma Gun, BFG Cell)
  • Specimen Research Lab, Delta 2B- 624 (Plasma Cell, Shells, Bullets)
  • Specimen Research Lab, Delta 2B- 624 (S.Armor, Grenades, BFG Cell)
  • Stasis Transfer Control, Delta 2B- 371 (Plasma Cells, Shells, Clip)
  • Storage Room 21-D, Delta 1- 298 (LMK, S.Armor, Rockets, Grenades)
  • Terminal Office Storage, Delta 4- 841 (LMKs, S.Armor, Rockets, Clips, Bullets)
  • T1 Access, Delta 3- 836 (LMKs, Ammo Belt, Clip, Bullets)
  • T1 Access, Delta 3- 836 (LMK, S.Armor, Rocket, Grenades, Clip)
  • Entrance ChkPoint, CPU Complex- 571 (Rocket Launcher, Rockets, Grenades)
  • Analysis Control, Delta 2B- 572 (S.Armor, Enemy (Imp))
  • Lab A Upper Floors, CPU Complex- 468 (S.Armor, Grenades, Plasma Cells)
  • North Hallway, Admin- 0508 (S.Armor,Chaingun, Ammo Belt)
  • Secure Storage, Delta 2B- 0508 (S.Armor, BFG)
  • Marine Command, Mars City 2- 584 (LMK, S.Armor, Shotguns, Machine Guns, Shells, Clips)
  • Maintenance, EnPro Plant - 734 (LMK, SMKs, S.Armor, Armor Shards, Plasma Gun, Plasma Cell)
s_constantAmplitude s_doorDistanceAdd: reduce sound volume with this distance when going through a door s_dotbias2 s_dotbias6 s_drawSounds s_force22kHz s_globalFraction: volume to all speakers when not spatialized s_maxSoundsPerShader s_meterTopTime s_minVolume2 s_minVolume6 s_noSound s_numberOfSpeakers: number of speakers s_playDefaultSound: play a beep for missing sounds s_quadraticFalloff s_realTimeDecoding s_reverse s_showLevelMeter s_showStartSound s_singleEmitter: mute all sounds but this emitter s_spatializationDecay s_subFraction: volume to subwoofer in 5.1 s_useOcclusion s_volume_dB: volume in dB sensitivity: mouse view sensitivity si_fragLimit: frag limit si_gameType: game type - singleplayer, deathmatch, Tourney, Team DM or Last Man si_map: map to be played next on server si_version: engine version si_warmup: do pre-game warmup sys_arch sys_cpustring sys_lang timescale: scales the time ui_autoReload: auto reload weapon ui_autoSwitch: auto switch weapon ui_name: player name ui_ready: player is ready to start playing ui_showGun: show gun ui_skin: player skin ui_spectate: play or spectate ui_team: player team win_allowMultipleInstances: allow multiple instances running concurrently win_notaskkeys: disable windows task keys win_outputDebugString win_outputEditString win_timerUpdate: allows the game to be updated while dragging the window win_username: windows user name win_viewlog win_xpos: horizontal position of window win_ypos: vertical position of window Commands for all you marines out there! aasStats: shows AAS stats addarrow: adds a debug arrow addChatLine: internal use - core to game chat lines addline: adds a debug line aviCmdDemo: writes AVIs for a command demo aviDemo: writes AVIs for a demo aviGame: writes AVIs for the current game benchmark: benchmark bind: binds a command to a key bindRagdoll: binds ragdoll at the current drag position bindunbindtwo: binds a key but unbinds it first if there are more than two binds blinkline: blinks a debug line centerview: centers the view checkNewVersion: check if a new version of the game is available clear: clears the console clearLights: clears all lights clientDropWeapon: drop current weapon clientMessageMode: ingame gui message mode clientVoiceChat: voice chats: clientVoiceChat clientVoiceChatTeam:team voice chats: clientVoiceChat closeViewNotes: close the view showing any notes for this map collisionModelInfo:shows collision model info combineCubeImages: combines six images for roq compression compressDemo: compresses a demo file conDump: dumps the console text to a file connect: connects to a server crash: causes a crash cvar_restart: restart the cvar system damage: apply damage to an entity debugger: launches the Script Debugger deleteSelected: deletes selected entity demoShot: writes a screenshot for a demo devmap: loads a map in developer mode dir: lists a folder dirtree: lists a folder with subfolders disasmScript: disassembles script disconnect: disconnects from a game dmap: compiles a map echo: prints text editAFs: launches the in-game Articulated Figure Editor editDecls: launches the in-game Declaration Editor editGUIs: launches the GUI Editor editLights: launches the in-game Light Editor editor: launches the level editor Radiant editParticles: launches the in-game Particle Editor editPDAs: launches the in-game PDA Editor editScripts: launches the in-game Script Editor editSounds: launches the in-game Sound Editor envshot: takes an environment shot error: causes an error exec: executes a config file execMachineSpec: execs the appropriate config files and sets cvars based on com_machineSpec exit: exits the game exitCmdDemo: exits a command demo exportmodels: exports models finishBuild: finishes the build process freeze: freezes the game for a number of seconds game_memory: displays game class info gameError: causes a game error gameKick: same as kick, but recognizes player names getviewpos: prints the current view position gfxInfo: show graphics info give: gives one or more items god: enables god mode heartbeat: send a heartbeat to the the master servers help: shows help hitch: hitches the game in_restart: restarts the input system keepTestModel: keeps the last test model in the game kick: kick a client by connection number kill: kills the player killMonsters: removes all monsters killMoveables: removes all moveables killRagdolls: removes all ragdolls LANScan: scans LAN for servers listActiveEntities:lists active game entities listAF: lists articulated figures listAnims: lists all animations listAudios: lists Audios listBinds: lists key bindings listClasses: lists game classes listCmds: lists commands listCollisionModels:lists collision models listCvars: lists cvars listDecls: lists all decls listDictKeys: lists all keys used by dictionaries listDictValues: lists all values used by dictionaries listEmails: lists Emails listEntities: lists game entities listEntityDefs: lists entity defs listFX: lists FX systems listGameCmds: lists game commands listGuis: lists guis listHuffmanFrequencies: lists decl text character frequencies listImages: lists images listLines: lists all debug lines listMaterials: lists materials listModelDefs: lists model defs listModels: lists all models listModes: lists all video modes listMonsters: lists monsters listParticles: lists particle systems listPDAs: lists PDAs listRenderEntityDefs:lists the entity defs listRendererCmds: lists renderer commands listRenderLightDefs:lists the light defs listServers: lists scanned servers listSkins: lists skins listSoundCmds: lists sound commands listSoundDecoders: list active sound decoders listSounds: lists all sounds listSoundShaders: lists sound shaders listSpawnArgs: list the spawn args of an entity listSystemCmds: lists system commands listTables: lists tables listThreads: lists script threads listToolCmds: lists tool commands listTypeInfo: list type info listVertexCache: lists vertex cache listVideos: lists Videos loadGame: loads a game localizeGuis: localize guis localizeMaps: localize maps makeAmbientMap: makes an ambient map MakeMegaTexture: processes giant images map: loads a map memoryDump: creates a memory dump memoryDumpCompressed:creates a compressed memory dump modulateLights: modifies shader parms on all lights nextAnim: shows next animation on test model nextFrame: shows next animation frame on test model nextGUI: teleport the player to the next func_static with a gui nextMap: loads the next map on the server noclip: disables collision detection for the player notarget: disables the player as a target parse: prints tokenized string path: lists search paths playCmdDemo: plays back a command demo playDemo: plays back a demo playerModel: sets the given model on the player popLight: removes the last created light prevAnim: shows previous animation on test model prevFrame: shows previous animation frame on test model printAF: prints an articulated figure printAudio: prints an Video printEmail: prints an Email printEntityDef: prints an entity def printFX: prints an FX system printMaterial: prints a material printModel: prints model info printModelDefs: prints a model def printParticle: prints a particle system printPDA: prints an PDA printSkin: prints a skin printSoundShader: prints a sound shader printTable: prints a table printVideo: prints a Audio promptKey: prompt and sets the CD Key quit: quits the game recordDemo: records a demo recordViewNotes: record the current view position with notes reexportmodels: reexports models regenerateWorld: regenerates all interactions reloadanims: reloads animations reloadARBprograms: reloads ARB programs reloadCgPrograms: reloads CG programs reloadDecls: reloads decls reloadEngine: reloads the engine down to including the file system reloadGuis: reloads guis reloadImages: reloads images reloadLanguage: reload language dict reloadModels: reloads models reloadScript: reloads scripts reloadSounds: reloads all sounds reloadSurface: reloads the decl and images for selected surface remove: removes an entity removeline: removes a debug line renderbump: renders a bump map renderbumpFlat: renders a flat bump map reportImageDuplication: checks all referenced images for duplications reportSurfaceAreas:lists all used materials sorted by surface area rescanSI: internal - rescan serverinfo cvars and tell game reset: resets a cvar roq: encodes a roq file runAAS: compiles an AAS file for a map runAASDir: compiles AAS files for all maps in a folder runReach: calculates reachability for an AAS file s_restart: restarts the sound system saveGame: saves a game saveLights: saves all lights to the .map file saveMoveables: save all moveables to the .map file saveParticles: saves all lights to the .map file saveRagdolls: save all ragdoll poses to the .map file saveSelected: saves the selected entity to the .map file say: text chat sayTeam: team text chat screenshot: takes a screenshot script: executes a line of script serverForceReady: force all players ready serverInfo: shows server info serverMapRestart: restart the current game serverNextMap: change to the next map set: sets a cvar seta: sets a cvar and flags it as archive setMachineSpec: detects system capabilities and sets com_machineSpec to appropriate value sets: sets a cvar and flags it as server info sett: sets a cvar and flags it as tool setu: sets a cvar and flags it as user info setviewpos: sets the current view position showDictMemory: shows memory used by dictionaries showInteractionMemory: shows memory used by interactions showStringMemory: shows memory used by strings showTriSurfMemory: shows memory used by triangle surfaces showViewNotes: show any view notes for the current map, successive calls will cycle to the next note sizeDown: makes the rendered view smaller sizeUp: makes the rendered view larger spawn: spawns a game entity spawnServer: spawns a server startBuild: prepares to make a build stopRecording: stops demo recording takeViewNotes: take notes about the current map from the current view takeViewNotes2: extended take view notes teleport: teleports the player to an entity location testAnim: tests an animation testBlend: tests animation blending testBoneFx: tests an FX system bound to a joint testDamage: tests a damage def testDeath: tests death testFx: tests an FX system testGUI: tests a gui testImage: displays the given image centered on screen testLight: tests a light testmap: tests a map testModel: tests a model testParticleStopTime:tests particle stop time on a test model testPointLight: tests a point light testSave: writes out a test savegame testSaveGame: test a save game for a level testShaderParm: sets a shaderParm on an existing testModel testSIMD: test SIMD code testSkin: tests a skin on an existing testModel testSound: tests a sound testVideo: displays the given cinematic timeCmdDemo: times a command demo timeDemo: times a demo timeDemoQuit: times a demo and quits toggle: toggles a cvar touch: touches a decl touchFile: touches a file touchFileList: touches a list of files touchGui: touches a gui touchModel: touches a model trigger: triggers an entity unbind: unbinds any command from a key unbindall: unbinds any commands from all keys unbindRagdoll: unbinds the selected ragdoll updateUI: internal - cause a sync down of game-modified userinfo vid_restart: restarts renderSystem vstr: inserts the current value of a cvar as command text wait: delays remaining buffered commands one or more frames weaponSplat: projects a blood splat on the player weapon where: prints the current view position writeCmdDemo: writes a command demo writeConfig: writes a config file writeGameState: write game state writePrecache: writes precache
r_brightness: Changes gamma tables r_cgFragmentProfile: arbfp1, fp30 r_cgVertexProfile: arbvp1, vp20, vp30 r_checkBounds: Compare all surface bounds with precalculated ones r_clear: Force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom r_customHeight: Custom screen height r_customWidth: Custom screen width r_debugArrowStep: Step size of arrow cone line rotation in degrees r_debugLineDepthTest: Perform depth test on debug lines r_debugLineWidth: Width of debug lines r_debugPolygonFilled: Draw a filled polygon r_demonstrateBug: Used during development to show IHV's their problems r_displayRefresh: optional display refresh rate option for vid mode r_finish: force a call to glFinish() every frame r_flareSize: scale the flare deforms from the material def r_forceLoadImages: draw all images to screen after registration r_frontBuffer: draw to front buffer for debugging r_fullscreen: 0 = windowed, 1 = full screen r_gamma: changes gamma tables r_glDriver: "opengl32", etc. r_hdr_bloomFraction: fraction to smear across neighbors r_hdr_exposure: Maximum light scale r_hdr_gamma: Monitor gamma power r_hdr_monitorDither: Random dither in monitor space r_hdr_useFloats: Use a floating point rendering buffer r_ignore: Used for random debugging without defining new vars r_ignore2: Used for random debugging without defining new vars r_ignoreGLErrors: Ignore GL errors r_inhibitFragmentProgram:Ignore the fragment program extension r_jitter: randomly subpixel jitter the projection matrix r_jointNameOffset: offset of joint names when r_showskel is set to 1 r_jointNameScale: size of joint names when r_showskel is set to 1 r_lightAllBackFaces: light all the back faces, even when they would be shadowed r_lightScale: all light intensities are multiplied by this r_lightSourceRadius: for soft-shadow sampling r_lockSurfaces: allow moving the view point without changing the composition of the scene, including culling r_logFile: number of frames to emit GL logs r_materialOverride: overrides all materials r_megaTextureLevel: draw only a specific level r_mergeModelSurfaces: combine model surfaces with the same material r_mode: video mode number r_multiSamples: number of antialiasing samples r_offsetfactor: polygon offset parameter r_offsetunits: polygon offset parameter r_orderIndexes: perform index reorganization to optimize vertex use r_renderer: hardware specific renderer path to use r_sb_biasScale: scale factor for jitter bias r_sb_frustomFOV: oversize FOV for point light side matching r_sb_jitterScale: scale factor for jitter offset r_sb_lightResolution: Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_linearFilter: Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_noShadows: don't draw any occluders r_sb_occluderFacing: 0 = front faces, 1 = back faces, 2 = midway between r_sb_polyOfsFactor: polygonOffset factor for drawing shadow buffer r_sb_polyOfsUnits: polygonOffset units for drawing shadow buffer r_sb_randomize: randomly offset jitter texture each draw r_sb_samples: 0, 1, 4, or 16 r_sb_screenSpaceShadow: build shadows in screen space instead of on surfaces r_sb_showFrustumPixels: color the pixels contained in the frustum r_sb_singleSide: only draw a single side (0- 5) of points lights r_sb_useCulling: cull geometry to individual side frustums r_sb_usePbuffer: draw offscreen r_sb_viewResolution: Width of screen space shadow sampling screenFraction for testing fill rate, the resolution of the entire screen can be changed r_shadowPolygonFactor: scale value for stencil shadow drawing r_shadowPolygonOffset: bias value added to depth test for stencil shadow drawing r_shadows: enable shadows r_showAlloc: report alloc/free counts r_showCull: report sphere and box culling stats r_showDefs: report the number of modeDefs and lightDefs in view r_showDemo: report reads and writes to the demo file r_showDepth: display the contents of the depth buffer and the depth range r_showDominantTri: draw lines from vertexes to center of dominant triangles r_showDynamic: report stats on dynamic surface generation r_showEdges: draw the sil edges r_showEntityScissors: show entity scissor rectangles r_showImages: 1 = show all images instead of rendering, 2 = show in proportional size r_showIntensity: draw the screen colors based on intensity, red = 0, green = 128, blue = 255 r_showInteractionFrustums:1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractions: report interaction generation activity r_showInteractionScissors: 1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines r_showLightCount: 1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw r_showLights: 1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume r_showLightScale: report the scale factor applied to drawing: for overbrights r_showLightScissors: show light scissor rectangles r_showMegaTexture: display all the level images r_showMegaTextureLabels: draw colored blocks in each tile r_showMemory: print frame memory utilization r_showNormals: draws wireframe normals r_showOverDraw: 1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showPortals: draw portal outlines in color based on passed / not passed r_showPrimitives: report drawsurf/index/vertex counts r_showShadowCount: colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadows: 1 = visualize the stencil shadow volumes, 2 = draw filled in r_showSilhouette: highlight edges that are casting shadow planes r_showSkel: draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSmp: show which end (front or back) is blocking r_showSurfaceInfo: show surface material name under crosshair r_showSurfaces: report surface/light/shadow counts r_showTangentSpace: shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTexturePolarity: shade triangles by texture area polarity r_showTextureVectors: if > 0 draw each triangles texture (tangent) vectors r_showTrace: show the intersection of an eye trace with the world r_showTris: enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all r_showUnsmoothedTangents:if 1, put all nvidia register combiner programming in display lists r_showUpdates: report entity and light updates and ref counts r_showVertexCache r_showVertexColor: draws all triangles with the solid vertex color r_showViewEntitys: 1 = displays the bounding boxes of all view models, 2 = print index numbers r_singleArea: only draw the portal area the view is actually in r_singleEntity: suppress all but one entity r_singleLight: suppress all but one light r_singleSurface: suppress all but one surface on each entity r_singleTriangle: only draw a single triangle per primitive r_skipAmbient: bypasses all non-interaction drawing r_skipBackEnd: don't draw anything r_skipBlendLights: skip all blend lights r_skipBump: uses a flat surface instead of the bump map r_skipCopyTexture: do all rendering, but don't actually copyTexSubImage2D r_skipDeforms: leave all deform materials in their original state r_skipDiffuse: use black for diffuse r_skipDynamicTextures: don't dynamically create textures r_skipFogLights: skip all fog lights r_skipFrontEnd: bypasses all front end work, but 2D gui rendering still draws r_skipGuiShaders: 1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipInteractions: skip all light/surface interaction drawing r_skipLightScale: don't do any post- interaction light scaling, makes things dim on low- dynamic range cards r_skipMegaTexture: only use the lowest level image r_skipNewAmbient: bypasses all vertex/fragment program ambient drawing r_skipOverlays: skip overlay surfaces r_skipParticles: 1 = skip all particle systems r_skipPostProcess: skip all post-process renderings r_skipRender: skip 3D rendering, but pass 2D r_skipRenderContext: NULL the rendering context during backend 3D rendering r_skipROQ: skip ROQ decoding r_skipSpecular: use black for specular1 r_skipSubviews: 1 = don't render any gui elements on surfaces r_skipSuppress: ignore the per-view suppressions r_skipTranslucent: skip the translucent interaction rendering r_skipUpdates: 1 = don't accept any entity or light updates making everything static r_slopNormal: merge normals that dot less than this r_slopTexCoord: merge texture coordinates this far apart r_slopVertex: merge xyz coordinates this far apart r_subviewOnly: 1 = don't render main view, allowing subviews to be debugged r_swapInterval: changes wglSwapIntarval r_terrainScale: vertically scale USGS data r_testARBProgram: experiment with vertex/fragment programs r_testGamma: if > 0 draw a grid pattern to test gamma levels r_testGammaBias: if > 0 draw a grid pattern to test gamma levels r_testStepGamma: if > 0 draw a grid pattern to test gamma levels r_useCachedDynamicModels:cache snapshots of dynamic models r_useClippedLightScissors: 0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useCombinerDisplayLists: put all nvidia register combiner programming in display lists r_useConstantMaterials: use pre-calculated material registers if possible r_useCulling: 0 = none, 1 = sphere, 2 = sphere + box r_useDeferredTangents: defer tangents calculations after deform r_useDepthBoundsTest: use depth bounds test to reduce shadow fill r_useEntityCallbacks: if 0, issue the callback immediately at update time, rather than defering r_useEntityCulling: 0 = none, 1 = box r_useEntityScissors: 1 = use custom scissor rectangle for each entity r_useExternalShadows: 1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing r_useFrustumFarDistance: if != 0 force the view frustum far distance to this distance r_useIndexBuffers: use ARB_vertex_buffer_object for indexes r_useInfiniteFarZ: Use the no-far-clip-plane trick r_useInteractionCulling: 1 = cull interactions r_useInteractionScissors:1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors r_useInteractionTable: create a full entityDefs * lightDefs table to make finding interactions faster r_useLightCulling: 0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas r_useLightPortalFlow: use a more precise area reference determination r_useLightScissors: 1 = use custom scissor rectangle for each light r_useNodeCommonChildren: stop pushing reference bounds early when possible r_useNV20MonoLights: use pass optimization for mono lights r_useOptimizedShadows: use the dmap generated static shadow volumes r_usePortals: 1 = use portals to perform area culling, otherwise draw everything r_usePreciseTriangleInteractions: 1 = do winding clipping to determine if each ambiguous tri should be lit r_useScissor: scissor clip as portals and lights are processed r_useShadowCulling: try to cull shadows from partially visible lights r_useShadowProjectedCull:discard triangles outside light volume before shadowing r_useShadowSurfaceScissor: scissor shadows by the scissor rect of the interaction surfaces r_useShadowVertexProgram:do the shadow projection in the vertex program on capable cards r_useSilRemap: consider verts with the same XYZ, but different ST the same for shadows r_useStateCaching: avoid redundant state changes in GL_*() calls r_useTripleTextureARB: cards with 3+ texture units do a two pass instead of three pass r_useTurboShadow: use the infinite projection with W technique for dynamic shadows r_useTwoSidedStencil: do stencil shadows in one pass with different ops on each side r_useVertexBuffers: use ARB_vertex_buffer_object for vertexes r_vertexBufferMegs r_near: near Z clip plane distance radiant_ALTEdgeDrag radiant_AngleSpeed radiant_Autosave radiant_AutosaveMinutes radiant_camerawindow radiant_CamXYUpdate radiant_ChaseMouse radiant_CubicClipping radiant_CubicScale radiant_entityMode radiant_EntityShow radiant_HiColorTextures radiant_InspectorDockedDialogs radiant_InspectorsWindow radiant_LastMap radiant_LastProject radiant_LoadLast radiant_LoadLastMap radiant_LoadShaders radiant_MainWindowPlace radiant_ModelPath radiant_MoveSpeed radiant_NewFaceGrab radiant_NewLightStyle radiant_NewMapFormat radiant_NewRightClick radiant_NewTextureWindowStuff radiant_NewVertex radiant_NoClamp radiant_NoStipple radiant_QE4Paint radiant_QE4StyleWindows radiant_RadiantMapPath radiant_RotateLock radiant_Rotation radiant_RunBefore radiant_SavedInfo radiant_SelectWholeEntitiesKey radiant_SizePainting radiant_Snapshots radiant_SnapT radiant_StatusPointSize radiant_SwitchClipKey radiant_TextureLock radiant_TextureQuality radiant_TextureScale radiant_TextureScrollbar radiant_texwindow radiant_UndoLevels radiant_UseDisplayLists radiant_UseGLLighting radiant_UseTextureBar radiant_WideToolBar radiant_xywindow radiant_XZVIS radiant_xzwindow radiant_YZVIS radiant_yzwindow radiant_ZClipBottom radiant_ZClipEnabled radiant_ZClipTop radiant_ZVIS radiant_zwindow rb_showActive: show rigid bodies that are not at rest rb_showBodies: show rigid bodies rb_showInertia: show the inertia tensor of each rigid body rb_showMass: show the mass of each rigid body rb_showTimings: show rigid body cpu usage rb_showVelocity: show the velocity of each rigid body
g_useDynamicProtection: scale damage and armor dynamically to keep the player alive more often g_vehicleForce g_vehicleVelocity g_viewNodalX g_viewNodalZ gui_configServerRate gui_debug gui_edit gui_filter_gameType Gametype filter gui_filter_password Password filter gui_filter_players Players filter gui_mediumFontLimit gui_smallFontLimit ik_debug show IK debug lines ik_enable enable IK image_anisotropy set the maximum texture anisotropy if available image_cacheMegs maximum MB set aside for temporary loading of full-sized precompressed images image_cacheMinK: maximum KB of precompressed files to read at specification time image_colorMipLevels: development aid to see texture mip usage image_downSize: controls texture downsampling image_downSizeBump: Controls normal map downsampling image_downSizeBumpLimit: Controls normal map downsample limit image_downSizeLimit: Controls diffuse map downsample limit image_downSizeSpecular: Controls specular downsampling image_downSizeSpecularLimit: Controls specular downsampled limit image_filter: Changes texture filtering on mipmapped images image_forceDownSize image_ignoreHighQuality: Ignore high quality setting on materials image_lodbias: Change lod bias on mipmapped images image_preload: If 0, dynamically load all images image_roundDown: Round bad sizes down to nearest power of two image_showBackgroundLoads:1 = print number of outstanding background loads image_useAllFormats: allow alpha/ intensity/ luminance luminance+alpha image_useCache: 1 = do background load image caching image_useCompression: 0 = force everything to high quality image_useNormalCompression: 2 = use rxgb compression for normal maps, 1 = use 256 color compression for normal maps if available image_useOfflineCompression: Write a batch file for offline compression of DDS files image_usePrecompressedTextures: Use .dds files if present image_writeNormalTGA: Write .tgas of the final normal maps for debugging image_writeNormalTGAPalletized: Write .tgas of the final palletized normal maps for debugging image_writePrecompressedTextures: Write .dds files if necessary image_writeTGA: write .tgas of the non normal maps for debugging in_alwaysRun: always run (reverse _speed button) -only in MP in_anglespeedkey: angle change scale when holding down _speed button in_freeLook: look around with mouse (reverse _mlook button) in_mouse: enable mouse input in_pitchspeed: pitch change speed when holding down look _lookUp or _lookDown button in_yawspeed: yaw change speed when holding down _left or _right button lcp_showFailures: show LCP solver failures logFile 1 = buffer log, 2 = flush after each print ilFileName name of log file, if empty,qconsole.log will be used. m_pitch: mouse pitch scale m_showMouseRate: shows mouse movement m_smooth: number of samples blended for mouse viewing m_strafeScale: mouse strafe movement scale m_strafeSmooth: number of samples blended for mouse moving m_yaw: mouse yaw scale mod_validSkins: valid skins for the game (including flushing referenced pak files) - decreased if > 0 pm_air: how long in milliseconds the player can go without air before he starts taking damage pm_bboxwidth: x/y size of player's bounding box pm_bobpitch pm_bobroll pm_bobup pm_crouchbob: bob much faster when crouched pm_crouchheight: height of player's bounding box while crouched pm_crouchrate: time it takes for player's view to change from standing to crouching pm_crouchspeed: speed the player can move while crouched pm_crouchviewheight: height of player's view while crouched pm_deadheight: height of player's bounding box while dead pm_deadviewheight: height of player's view while dead pm_jumpheight: approximate hieght the player can jump pm_maxviewpitch: amount player's view can look down pm_minviewpitch: amount player's view can look up (negative values are up) pm_modelView: draws camera from POV of player model (1 = always, 2 = when dead) pm_noclipspeed: speed the player can move while in noclip pm_normalheight: height of player's bounding box while standing pm_normalviewheight: height of player's view while standing pm_runbob: bob faster when running pm_runpitch pm_runroll pm_runspeed: speed the player can move while running pm_spectatebbox: size of the spectator bounding box pm_spectatespeed: speed the player can move while spectating pm_stamina: length of time player can run pm_staminarate: rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge. pm_staminathreshold: when stamina drops below this value, player gradually slows to a walk pm_stepsize: maximum height the player can step up without jumping pm_thirdPerson: enables third person view pm_thirdPersonAngle: direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front) pm_thirdPersonClip: clip third person view into world space pm_thirdPersonDeath: enables third person view when player dies pm_thirdPersonHeight: height of camera from normal view height in 3rd person pm_thirdPersonRange: camera distance from player in 3rd person pm_usecylinder: use a cylinder approximation instead of a bounding box for player collision detection pm_walkbob: bob slowly when walking pm_walkspeed: speed the player can move while walking
com_videoRam: holds the last amount of detected video ram com_wipeSeconds con_noPrint: print on the console but not onscreen when console is pulled up con_notifyTime: time messages are displayed onscreen when console is pulled up con_speed: speed at which the console moves up and down decl_show: set to 1 to print parses, 2 to also print references developer. EntityPlacement fs_basepath fs_caseSensitiveOS fs_cdpath fs_copyfiles fs_debug fs_devpath fs_game fs_restrict fs_savepath g_armorProtection: armor takes this percentage of damage g_armorProtectionMP: armor takes this percentage of damage in mp g_balanceTDM maintain even teams g_blobSize g_blobTime g_bloodEffects: show blood splats, sprays and gibs g_cinematic: skips updating entities that aren't marked 'cinematic' '1' during cinematics g_cinematicMaxSkipTime: # of seconds to allow game to run when skipping cinematic. Prevents lock-up when cinematic doesn't end. g_countDown: pregame countdown in seconds g_damageScale: scale final damage on player by this factor g_debugAnim: displays information on which animations are playing on the specified entity number. set to -1 to disable. g_debugBounds: checks for models with bounds > 2048 g_debugCinematic g_debugDamage g_debugMove g_debugMover g_debugScript g_debugTriggers g_debugWeapon g_decals: show decals such as bullet holes g_disasm: disassemble script into base/script disasm.txt on the local drive when script is compiled g_doubleVision: show double vision when taking damage g_dragDamping g_dragEntity: allows dragging physics objects around by placing the: crosshair over them and holding the fire button g_dragShowSelection g_dropItemRotation g_dvAmplitude g_dvFrequency g_dvTime g_editEntityMode: 0 = off 1 = lights 2 = sounds 3 = articulated figures 4 = particle systems 5 = monsters 6 = entity names 7 = entity models g_exportMask g_flushSave: 1 = don't buffer file writing for save games. g_fov g_frametime: displays timing information for each game frame g_gameReviewPause: scores review time in seconds (at end game) g_gravity g_gunX g_gunY g_gunZ g_healthTakeAmt: how much health to take in nightmare mode g_healthTakeLimit: how low can health get taken in nightmare mode g_healthTakeTime: how often to take health in nightmare mode g_kickAmplitude g_kickTime g_knockback g_maxShowDistance g_monsters g_mpWeaponAngleScale: Control the weapon sway in MP g_muzzleFlash: Show muzzle flashes g_nightmare: if nightmare mode is allowed g_password : game password g_projectileLights: show dynamic lights on projectiles g_showActiveEntities: draws boxes around thinking entities. Dormant entities (outside of pvs) are drawn yellow. non-dormant are green. g_showBrass: enables ejected shells from weapon g_showcamerainfo: displays the current frame # for the camera when playing cinematics g_showCollisionModels g_showCollisionTraces g_showCollisionWorld g_showEnemies: Draws boxes around monsters that have targeted. the the player g_showEntityInfo g_showHud g_showPlayerShadow: Enables shadow of player model g_showProjectilePct: Enables display of player hit percentage g_showPVS g_showTargets: Draws entities and thier targets. Hidden entities are drawn grey. g_showTestModelFrame: displays the current animation and frame # for testmodels. g_showTriggers: draws trigger entities (orange) and their targets (green). Disabled triggers are drawn grey. g_showviewpos g_skill g_skipFX g_skipParticles g_skipViewEffects: skip damage and other view effects g_spectatorChat: let spectators talk to everyone during game g_stopTime g_TDMArrows: draw arrows over teammates in team deathmatch g_testDeath g_testHealthVision g_testModelAnimate: test model animation, 0 = cycle anime with origin reset 1 = cycle anim with fixed origin 2 = cycle anim with continuous origin 3 = frame by frame with continuous origin 4 = play anime once g_testModelBlend: number of frames to blend g_testModelRotate: test model rotation speed g_testParticle: test particle visualation, set by the particle editor g_testParticleName: name of the particle being tested by the particle editor g_testPostProcess: name of material to draw over screen g_timeEntities: when non-zero, shows entities whose think functions exceeded the # of milliseconds specified
aas_goalArea aas_pullPlayer aas_randomPullPlayer aas_showAreas aas_showFlyPath aas_showHideArea aas_showPath aas_showPushIntoArea aas_showWallEdges aas_test af_contactFrictionScale: scales the contact friction af_forceFriction: force the given friction value af_highlightBody: name of the body to highlight af_highlightConstraint: name of the constraint to highlight af_jointFrictionScale: scales the joint friction af_maxAngularVelocity: maximum angular velocity af_maxLinearVelocity: maximum linear velocity af_showActive: show tree-like structures of articulated figures not at rest af_showBodies: show bodies af_showBodyNames: show body names af_showConstrainedBodies:show the two bodies contrained by the highlighted constraint af_showConstraintNames: show constraint names af_showConstraints: show constraints af_showInertia: show the inertia tensor of each body af_showLimits: show joint limits af_showMass: show the mass of each body af_showPrimaryOnly: show primary constraints only af_showTimings: show articulated figure cpu usage af_showTotalMass: show the total mass of each articulated figure af_showTrees: show tree-like structures af_showVelocity: show the velocity of each body af_skipFriction: skip friction af_skipLimits: skip joint limits af_skipSelfCollision: skip self collision detection af_testSolid: test for bodies initially stuck in solid af_timeScale: scales the time af_useImpulseFriction: use impulse based contact friction af_useJointImpulseFriction: use impulse based joint friction af_useLinearTime: use linear time algorithm for tree-like structures af_useSymmetry: use constraint matrix symmetry ai_blockedFailSafe: enable blocked fail safe handling ai_debugMove: draws movement information for monsters ai_debugScript: displays script calls for the specified monster entity number ai_debugTrajectory: draws trajectory tests for monsters ai_showCombatNodes: draws attack cones for monsters ai_showObstacleAvoidance:draws obstacle avoidance information for monsters. If 2, draws obstacles for player as well ai_showPaths: draws path_* entities ai_testPredictPath cm_backFaceCull: cull back facing polygons cm_debugCollision: debug the collision detection cm_drawColor: color used to draw the collision models cm_drawFilled: draw filled polygons cm_drawInternal: draw internal edges green cm_drawMask: collision mask cm_drawNormals: draw polygon and edge normals cm_testAngle cm_testBox cm_testBoxRotation cm_testCollision cm_testLength cm_testModel cm_testOrigin cm_testRadius cm_testRandomMany cm_testReset cm_testRotation cm_testTimes cm_testWalk com_allowConsole: allow ~ to toggle console com_asyncInput: sample input from the async thread com_asyncSound: mix sound from the async thread com_aviDemoHeight com_aviDemoSamples com_aviDemoTics com_aviDemoWidth com_compressDemos com_compressSaveGame: compress save games com_fixedTic com_forceGenericSIMD: force generic platform independent SIMD com_guid com_journal: 1 = record journal, 2 = play back journal com_logDemos com_machineSpec: hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality com_makingBuild: 1 when making a build com_memoryMarker: used as a marker for memory stats com_minTics com_preciseTic: run one game tick every async thread update com_preloadDemos com_purgeAll: purge everything between level loads com_showAngles com_showAsyncStats: show async network stats com_showDemo com_showFPS: show frames rendered per second com_showMemoryUsage: show total and per frame memory usage com_showSoundDecoders: show sound decoders com_showTics com_skipGameDraw com_skipRenderer: skip the renderer completely com_speeds: show engine timings com_timestampPrints: print time with each console print, 1 = msec 2 = sec com_updateLoadSize: update the load size after loading a map

Press CTRL + ALT + ~ to bring up the console. Press is again to get rid of the console. Here you can enter these cheats:

  • God Mode: god
  • All Weapons, Full Health, Full Armor: give all
  • Walk through walls: noclip
  • Saves a demo game to an .AVI movie file: aviDemo
  • Game Benchmark: benchmark
  • Skip to last level: doomhell
  • Freeze all on screen: freeze
  • Graphics card information: gfxinfo
  • Invisibility to most enemies: notarget
  • Show FPS: com_showfps 1
  • Acquire all keys: give keys
  • Your game status: status
  • Full Health: give health
  • Quit or Exit: quit

Weapons

  • Restock Ammo: give ammo
  • Machinegun: give weapon_machinegun
  • Shotgun: give weapon_shotgun
  • Plasmagun: give weapon_plasmagun
  • BFG: give weapon_bfg
  • Chainsaw: give weapon_chainsaw
  • Rocket Launcher: give weapon_rocketlauncher

Levels

  • Mars City 1: map game/mars_city1
  • Mars City Underground: map game/mc_underground
  • Mars City 2: map game/mars_city2
  • Administration: map game/admin
  • Alpha Labs Sector 1: map game/alpha1
  • Alpha Labs Sector 2: map game/alpha2
  • Alpha Labs Sector 3: map game/alpha3
  • Alpha Labs Sector 4: map game/alpha4
  • EnPro Plant: map game/enpro
  • Communications Outside: map game/commout
  • Communications: map game/communications
  • Monorail Skybridge: map game/recycling1
  • Recycling Sector 2: map game/recycling2
  • Monorail: map game/monorail
  • Delta Labs Level 1: map game/delta1
  • Delta Labs Level 2A: map game/delta2a
  • Delta Labs Level 2B: map game/delta2b
  • Delta Labs Level 3: map game/delta3
  • Delta Labs Level 4: map game/delta4
  • Hell: map game/hell
  • CPU Complex: map game/cpu1
  • CPU Boss: map game/cpuboss
  • Site 3: map game/site3.map
  • Caverns Area 1: map game/caverns1
  • Caverns Area 2: map game/caverns2
  • Primary Excavation: map game/hellhole
  • Multiplayer Map 1: map game/mp/d3dm1
  • Multiplayer Map 2: map game/mp/d3dm2
  • Multiplayer Map 3: map game/mp/d3dm3
  • Multiplayer Map 4: map game/mp/d3dm4
  • Multiplayer Map 5: map game/mp/d3dm5

Characters

Type spawn and the name of the character to spawn them.

  • Flaming Zombie: monster_zombie_bernie
  • Chainsaw Zombie: monster_zombie_sawyer
  • Z-sec Zombie with machine gun: monster_zsec_machinegun
  • Z-sec Zombie with pistol: monster_zsec_pistol
  • Z-sec Zombie with shield: monster_zsec_shield
  • Z-sec Zombie with shotgun: monster_zsec_shotgun
  • Commando Zombie: monster_zombie_commando
  • Commando Zombie with Chaingun: monster_zombie_commando_cgun
  • Fat Zombie: monster_zombie_fat2
  • Fat Zombie with wrench: monster_zombie_fat_wrench
  • Bald Zombie: monster_zombie_maint_bald
  • Zombie with no jaw: monster_zombie_maint_nojaw
  • Zombie with Wrench: monster_zombie_maint_wrench
  • Skinny Zombie: monster_zombie_maint_skinny
  • Zombie: monster_zombie_maint
  • Zombie: monster_zombie_maint2
  • Zombie wth Flashlight: monster_zombie_ maint_flashlight
  • Headless Zombie: monster_zombie_suit_neckstump
  • Zombie: monster_zombie_suit_bloodymouth
  • Skinny Zombie: monster_zombie_suit_skinny
  • Zombie in Labcoat: monster_zombie_labcoat
  • Zombie Missing Limb: monster_zombie_limb
  • Zombie: monster_zombie_skinny
  • Zombie with a pipe: monster_zombie_pipe
  • Zombie in T-shirt: monster_zombie_tshirt_bald
  • Zombie: monster_zombie_tshirt_blown
  • Zombie in Jumpsuit: monster_zombie_jumpsuit
  • Zombie Eating: monster_zombie_jumpsuit_eating
  • Archvile: monster_demon_archvile
  • Cherub: monster_demon_cherub
  • Hellknight: monster_demon_hellknight
  • Imp: monster_demon_imp
  • Maggot: monster_demon_maggot
  • Mancubus: monster_demon_mancubus
  • Pinky: monster_demon_pinky
  • Revenant: monster_demon_revenant
  • Tick: monster_demon_tick
  • Trite: monster_demon_trite
  • Wraith: monster_demon_wraith
  • Cyberdemon: monster_boss_cyberdemon
  • Gaurdian: monster_boss_guardian
  • Guardians Seeker: monster_boss_guardian_seeker
  • Sabaoth: monster_boss_sabaoth
  • Vagary: monster_boss_Vagary
  • Cacodemon: monster_flying_cacodemon
  • Lostsoul: monster_flying_lostsoul

Submitted by: Gridlok, GreyFox, Dave, Mr. Chris, Kyle Tague,

  • give pda admin_banks
  • give pda admin_dorweiler
  • give pda admin_moses
  • give pda admin_simons
  • give pda alphalabs1_berger
  • give pda alphalabs1_krietman
  • give pda alphalabs1_lipsitz
  • give pda alphalabs1_smith
  • give pda alphalabs2_chin
  • give pda alphalabs2_connors
  • give pda alphalabs3_abrams
  • give pda alphalabs3_lamia
  • give pda alphalabs3_nelson
  • give pda alphalabs3_poota
  • give pda alphalabs4_kaczynski
  • give pda caverns1_cody
  • give pda comm1_blake
  • give pda comm1_finch
  • give pda comm1_wolfe
  • give pda comm1_wolfe
  • give pda commoutside_holiday
  • give pda commoutside_ridge
  • give pda cpu_bates
  • give pda cpu_haskell
  • give pda cpuboss_tooloose
  • give pda delta1_mora
  • give pda delta1_price
  • give pda delta2a_cinders
  • give pda delta2a_raleigh
  • give pda delta2a_wilson
  • give pda delta2b_bullman
  • give pda delta2b_erikson
  • give pda delta2b_mcneil
  • give pda delta2b_stemmons
  • give pda delta3_cerano
  • give pda delta3_lee

Doom 3 Game Walkthrough


===================================DISCLAIMER==================================
This FAQ is ONLY to be hosted on http://faqs. , NO other site has
permission.

So if anyone sees this FAQ on any site other than the one mentioned above,
please let me know and I will take care of the situation, thanks.

This document Copyright 2004 Daniel Engel
===============================================================================

Doom 3 FAQ
January 18, 2006
Daniel (FecalLord) Engel
fecalord (AT) gmail (DOT) com



###############################################################################
                             (A) TABLE OF CONTENTS
###############################################################################

Table of Contents

 (A) This Table of Contents
 (B) Before You Start
 (C) Controls
 (D) Weapons/Items
 (E) Tips
 (F) Walkthrough
  -  (F-01) Mars City
  -  (F-02) Mars City Underground
  -  (F-03) All Hell Breaks Loose
  -  (F-04) Return To Mars City
  -  (F-05) Mars City Administration
  -  (F-06) Alpha Labs - Sector 1
  -  (F-07) Alpha Labs - Sector 2
  -  (F-08) Alpha Labs - Sector 3
  -  (F-09) Alpha Labs - Sector 4
  -  (F-10) EnPro Plant
  -  (F-11) Communications Transfer
  -  (F-12) Communications
  -  (F-13) Monorail Skybridge
  -  (F-14) Recycling - Sector 2
  -  (F-15) Monorail
  -  (F-16) Delta Labs - Level 1
  -  (F-17) Delta Labs - Level 2 South
  -  (F-18) Delta Labs - Level 2 North
  -  (F-19) Delta Labs - Level 3
  -  (F-20) Delta Labs - Level 4
  -  (F-21) Hell
  -  (F-22) Delta Complex
  -  (F-23) CPU Complex
  -  (F-24) Central Processing
  -  (F-25) Site 3
  -  (F-26) Caverns - Area 1
  -  (F-27) Caverns - Area 2
  -  (F-28) Primary Excavation
 (G) Experimental


###############################################################################
                             (B) BEFORE YOU START
###############################################################################

After installing the game (and DirectX) you should check a couple of things.

First you should check to make sure that you have the very latest drivers for
your video card.  If you have a lower-end card that is below 64MB, then you
cannot run Doom 3.

For everyone else though, you can find the latest drivers for the two main card
manufacturers (ATI & NVIDIA) at the following URLs.

http://www.ati.com/
http://www.nvidia.com/


Once the latest video card drivers are installed, you can run the game.  When
you reach the main screen I strongly suggest that you click Updates at the
bottom to see if there are any patches available for the game [at the time of
this writing, the game can be patched to V1.3].

Next you should click Options and go to System, then scan your hardware to
determine the optimal video quality.


After all of this is done you can further tweak game settings under advanced
options or change the controls if you wish, then simply click New Game to get
started.


###############################################################################
                                 (C) CONTROLS
###############################################################################

The default controls for the game are as follows:


WSAD       - Move forward, backwards and strafe left and right.
Arrow keys - Move forward, backwards and turn left and right.

Ctrl     - Fire weapon (can also use left mouse button).
Alt      - Strafe.
Shift    - Run.
C        - Crouch.
Spacebar - Jump (can also use right mouse button).


R   - Reload.
F   - Switch between flashlight and current weapon.
Tab - Check PDA.


1 - Fists.
2 - Pistol.
3 - Shotgun.
4 - Machinegun.
5 - Chaingun.
6 - Grenades
7 - Plasmagun
8 - Rockets
9 - BFG.
0 - Chainsaw.
Q - Soulcube.

F5 - Quicksave.
F9 - Quickload.


###############################################################################
                               (D) WEAPONS/ITEMS
###############################################################################

==========
Flashlight
==========

Although the main purpose of this item is to light up areas, you can also click
with the left mouse button to use it as a crude club.


======
Pistol
======

This is your first real weapon and it can hold 12 shots per clip.  I strongly
recommend using this weapon on all zombies unless you don't have the time or
space to do so (in that case use something stronger).


=======
Shotgun
=======

The shotgun has amazing stopping power at close range, but the farther away you
are from your target the less effective the weapon becomes.  It can hold 8
rounds at a time and is pretty effective against imps.


==========
Machinegun
==========

This weapon cuts through enemies with a nice rapid stream of bullets.  It holds
up to 60 bullets at a time and is very useful.


========
Chaingun
========

This weapon is very similar to the machinegun, except it's much stronger and
takes a brief moment (as it spins faster) before it starts firing.  It also
holds up to 60 bullets at a time.


=============
Hand Grenades
=============

These can be useful to throw around a corner or down a ladder to help weaken a
nearby enemy.  Personally though I find them pretty useless and rarely use
them, but you can carry 50 of them at a time.


=========
Plasmagun
=========

This is a great rapid-fire weapon that shoots plasma shots.  It can hold 50
shots per cell and is pretty helpful once you get it.


===============
Rocket Launcher
===============

This weapon can only hold 5 rockets at a time, but they definitely pack a
punch.  Just make sure you're not too close to your target or you'll take some
damage from the blast.


===
BFG
===

The BFG packs a mean punch with its large green blast of energy, but ammo for
the weapon isn't all that common.  The blast can also be charged before you
release it and this is the best way to deal maximum damage.  Just watch the
meter fill up and don't charge for too long, otherwise you will take damage
instead of the enemy.


========
Soulcube
========

This item becomes active after every three enemies that you kill.  At this
point you can switch to the soulcube by pressing Q and fire it whenever you're
ready.  The cube then flies at the closest enemy and destroys them, while also
giving you all of their health.  So it's best to use it on stronger enemies
that you haven't attacked yet.


========
Med Kits
========

These items restore 15 units of your health to a maximum of 100 units.


============
Armor Shards
============

These items add 5 units to your armor, up to a maximum of 100.


=====
Armor
=====

This item adds 29+? units to your armor, up to a maximum of 125 units.


###############################################################################
                                    (E) TIPS
###############################################################################

ALWAYS reload your weapons after any battle with enemies, since you may not
have time to in the next battle.

Try to fight enemies from underneath an object.  If you can crouch under an
object, then enemies will often have difficulty attacking you.

Although explosive barrels can help you kill enemies easier, they can also
become very annoying.  If only takes one enemy shot that missed you to hit one
of those barrels, then you die.  For this reason I recommend shooting all
explosive barrels on sight, or make sure you remember where they are so that
you can stay away during a fight.


###############################################################################
                                (F) WALKTHROUGH
###############################################################################
                           Bricklayer J. Gastronomy

You will find the walkthrough (which is based on the Marine difficulty) for the
entire game in the sections below.


###############################################################################
                                (F-01) MARS CITY
###############################################################################

----------------
Mars City Hangar
----------------

Talk to R. Cooper ahead of you and go up the stairs, then follow the walkway to
the next area.


-------------------
Security Checkpoint
-------------------

Approach the man behind the glass and stand on either of the squares on the
floor as he instructs you, then head through the next door once the scene is
finished.


----------------
Departure Lounge
----------------

Check out the information booth on your right if you want to get a feel for the
facility, then head through the next door for a short cutscene.


-------------------
Mars City Reception
-------------------

Check the PDA (press TAB) that you got from H. Feiner in the previous cutscene.
You can look at your personal user data, read 2 emails and watch one video disk
at the moment.  You also get your first two objectives at this point, and they
are:

- Report to Marine Command.
- Perform all your duties in a Military Manner.

The PDA is a VERY valuable piece of equipment and you will be using it many
many times over the course of the game.  For now though you should head for the
desk on your right to find a video disk.  If you choose to watch it, you'll
learn that it's just a repeat of the video on display in the previous room.

Turn around and face the door where you entered this room.  To the left of this
door is an information terminal where you can download an email about a missing
scientist to your PDA.

Go through the door to return to the Departure Lounge, then download an email
about safety from the information terminal on your left.  Turn around and go
back through the door to return once again to Mars City Reception, then go up
the nearby stairs.


-----------------------
Central Access Junction
-----------------------

Talk to A. Chang if you wish, then follow the walkway until a cutscene starts.


--------------
Central Access
--------------

You can talk to the guard on your right if you want, otherwise take the passage
in the left corner.


-----------------------
Command Access Junction
-----------------------

Follow the passage until T. Washington comes out of the restrooms to your right
(talk to him if you want), then follow the passage and enter the Common Area on
your right.


-----------
Common Area
-----------

Grab the PDA from the table up ahead and check all of Adam Berneche's files
through your PDA.  Pay specific attention to his audio log, because he mentions
the code 396 in it.

Talk with K. Tang and approach the table behind him to listen to a
conversation, then talk to K. Miller and M. Marak for their point of view.

Head for the back left corner in this room (follow the music) to find a Super
Turbo Turkey Puncher 3 arcade machine.  Click the machine to start playing and
click each turkey as it falls to punch it into mush.  Get a score of at least
25000 and check your PDA to see a pretty funny email.  Now you can leave the
Common Area and enter the nearby door.


---------------------
Marine Command Access
---------------------

Talk to the two technicians (R. Slang and J. Kim) to your right if you want,
then download an email off the nearby information booth.  Climb the stairs
nearby and enter the door beyond.


--------------
Marine Command
--------------

Talk to S. Holmes up ahead and head right where he's pointing.


-------------------
Marine Headquarters
-------------------

Talk to E. Grafton, K Lee-Creel and V. King if you wish, then go through the
next door.  Head to the end of the hall to complete one of your objectives
(Report to Marine Command), then enter the door ahead of you.


------------------
Command HQ Control
------------------

Watch the cutscene to get a new objective (Locate Maintenance Entrance), then
follow the Sentry Bot until that objective is complete.


-----------
Maintenance
-----------

Go down the stairs to your right and climb another set even farther right.  Use
the code from Adam Berneche's PDA (396) to open storage locker 001, then grab
the bullets and head for the nearby elevator.  Click the panel beside the
elevator to call it, then step inside and click the next panel.


###############################################################################
                          (F-02) MARS CITY UNDERGROUND
###############################################################################

------------------
Underground Access
------------------

Leave the elevator when the doors open, then head right and approach the glass.
Now you finally get decked out with armor, a pistol and a flashlight.  It may
not be much but it sure beats what you had before this point.  You also receive
a new checkpoint here (Reach Old Comm Building), so head up the nearby stairs
and go through the door there.


--------------------
Underground Junction
--------------------

Head right and follow the walkway around (talk to D. Young if you want to) as
you go down two sets of stairs, then head through the door at the bottom.


--------------------
Maintenance Area C51
--------------------

Head down the stairs and talk to C. Rodgers up ahead if you want, then go
through the door to your right.


---------------------
Convergence Chamber 1
---------------------

Simply follow the walkway around and enter the next door.


-------------------------
Energy Stabilization Unit
-------------------------

Talk to R. Fry if you want and take Grant Baston's PDA from the nearby table on
your left.  Check the emails and audio log through your PDA to find a new code
(531), then open storage locker 023 on your left.  Collect the armor, med kit
and shells inside, then go through the next door.


---------------------
Convergence Chamber 2
---------------------

Simply follow the walkway around and enter the next door.


-----------------
Energy Processing
-----------------

Since the door on your right seems to be broken right now you should head
through the door to your left.


---------------
Energy Delivery
---------------

Talk to I. Sinclair up ahead and go through the door on your left.


--------------------
Maintenance Area PD1
--------------------

Go along the walkway as the lights go out, then use your flashlight to get down
the stairs and through the nearby door.


------------------
Underground Garage
------------------

Go down the stairs on your right and talk to the guard (M. Ryan), then use the
panel on your left before entering the airlock.


-------------
Airlock MC-2A
-------------

Save your game and use the panel on your left to open the airlock, then run
outside.


------------
Mars Surface
------------

You have limited oxygen here so run across the bridge and quickly use the panel
on your left, then run into the airlock.


--------------
Airlock CT-1 C
--------------

Quickly use the panel on your left (before you run out of oxygen) to close the
airlock, then enter the room ahead.


----------------
Old Comm Storage
----------------

Hug the right wall and jump up the boxes to get some armor and a med kit from
the shelf (there's another med kit on the floor), then climb the stairs as you
get contacted over the radio.  Use the panel on the wall next and enter the
elevator.


--------------------
Old Comm Engineering
--------------------

Use the panel in here to ride up to the next floor, then leave the elevator.
Follow the passage until you reach the door up ahead, then go on through it.


-------------
Old Comm Main
-------------

Watch the cutscene and kill your first pair of enemies, then return to the
previous room.


###############################################################################
                          (F-03) ALL HELL BREAKS LOOSE
###############################################################################

Now that you have a reason to use your pistol you need to remember to reload
after all battles.  It's a great habit and it's definitely better than having
to reload DURING a battle.


--------------------
Old Comm Engineering
--------------------

Shoot the enemy ahead of you and drop down through the hole in the railing
instead of facing the fire, then use the nearby panel to open the door.  Go
inside the elevator and use the panel inside to ride it down.


----------------
Old Comm Storage
----------------

Use your flashlight when the lights go out, then use either of the med kits
here before entering the airlock.  Use the panel inside and run across the
bridge outside, then use the panel in the next airlock.


------------------
Underground Garage
------------------

Grab the bullets and med kit on your left, then attack the enemy under the
stairs to your right.  Climb those stairs next and use the door at the top.


--------------------
Maintenance Area PD1
--------------------

Kill the enemy on the other side of the door, then jump up the stairs and head
through the next door up ahead.


---------------
Energy Delivery
---------------

Kill the nearby enemy (try to get through the nearby door if you want), then
use the panel on your left to create a bridge.  Cross the bridge and kill the
enemy in the alcove up ahead, then take his pistol and some armor before going
through the door.


-----------------
Energy Processing
-----------------

Kill the enemy and take his ammo, then go down the stairs and kill another
enemy.  Grab Frank Delahue's PDA from the computer and check his emails (his
PDA also upgrades your security clearance), then jump against the wall on your
right to get some armor.  Go back up the stairs now and use the panel by the
door to scan your new security level, then go through the door.

Kill the enemy on your right up ahead, then grab the armor behind him and enter
the next room.


---------------------
EP Aerobic Stabilizer
---------------------

Watch out for the hole in the floor or you'll get killed by the pistons below,
then go right and grab the armor and shotgun.  Use the shotgun on the trio of
enemies as the floor drops, then search this area for some more armor and ammo.

Climb up the ladder and go carefully past the hole in the floor, then enter the
next room.


---------------
EP Control Unit
---------------

Grab the armor on your right and ignore the body, then climb the stairs and
kill a trio of enemies (I recommend using the shotgun) as the lights go out.
Climb the stairs and kill two more enemies up ahead, then grab some ammo from
the shelves to your left.  Use the health station on your right if you have
less than 100 health, then enter the next room.


---------------------
EP Aerobic Stabilizer
---------------------

Ignore the fire and approach the door to start a short cutscene, then use your
shotgun to kill a new enemy (which I'll call an Imp from now on).  The imps
launch fireballs at you, but as long as you keep moving, you should be fine.
Once the creature is dead you can use the health station if needed, then head
through the next door.


-----------------
Energy Processing
-----------------

Kill the imp up ahead and the zombie around the corner, then go down the stairs
and kill another zombie.  Quickly rush into his alcove for some shells and
armor, then turn around and kill an imp before going through the next door.


---------------
Energy Delivery
---------------

Go left and head through the next door there.


-----------------
Energy Processing
-----------------

Use the health station on your left if you need it, or save it for later.  Go
down the stairs and kill an imp, then continue onward and kill a zombie before
heading through the door.


-----------------
Energy Processing
-----------------

Go left and enter convergence chamber 2, then enter the energy stabilization
unit beyond.  Kill the imp here and a hell marine that shows up behind you,
then go down the stairs and kill the imp in the passage to your left.  Go back
up the stairs and follow the walkway around, then go through the next door.


---------------------
Convergence Chamber 1
---------------------

Ignore the body and go onward to maintenance area C51, then kill the imp under
the stairs and go through the door above.


--------------------
Underground Junction
--------------------

Kill the imp ahead of you, then carefully approach the stairs as a lot of
debris falls from above.  Climb to the upper floor and attack another imp up
ahead, then pass through the left door of the two.


--------------------
Underground Security
--------------------

Kill the hell marine around the computers, then grab all the ammo and shells in
here.  Use the security terminal to unlock the security checkpoint, then click
the mars city sublevel access button at the bottom.  Choose entrance locker
access and unlock locker 1, then use the health station if you need to.  Leave
this room now and head left through the door that you just opened.


------------------
Underground Access
------------------

Kill the imp up ahead and grab all the ammo, the machinegun and the med kit
from the nearby locker.  Kill another imp, then use the panel to get the
elevator open.  Kill the hell marine inside, then ride the elevator back to
Mars City.


###############################################################################
                          (F-04) RETURN TO MARS CITY
###############################################################################

-----------
Maintenance
-----------

Kill the hell marine here and approach the ladder as it drops, then climb up
it.


-----------------
Ventilation Shaft
-----------------

Talk with R. Roland for a bit, then crouch and crawl through the vents in the
corner.  Head for the armor to your left and follow the path around, then crawl
to the end of the vents and drop to the room below.


-----------------------
Manifest Control Office
-----------------------

Shoot a pair of zombies here and grab the armor.  Take the PDA (Marcus C.
Stanton) from the desk, then head through the next door.


-------------------------
Manifest Control Entrance
-------------------------

Kill a pair of hell marines and grab their ammo, then check the door to your
left to find out that you need an ACO key card.  The card isn't far away at
all, so head through the next door.


--------------------
Reception Processing
--------------------

Search the desks on your left to find some ammo and the SCO key card, then use
it on the panel in the previous room before heading through the unlocked door.


---------------
Conference Room
---------------

Kill a pair of hell marines and grab the armor and med kit in the corner, then
head through the next door.


-------
Hallway
-------

Open the next door and kill the trio of zombies that come to you, then enter
the next room.


------------------
Sec Ops Processing
------------------

Kill a pair of zombies, then grab the armor and ignore the door for the moment.
Instead, you should go to the right corner and the area beyond.


-------------------
Security Operations
-------------------

Kill a pair of hell marines, then grab the armor on your left and head through
the new door in the previous room.


----------------
Sec Ops Junction
----------------

Kill a flaming zombie and grab the med kit on your left (or save it for later),
then enter the next door.


-------------------------
Infirmary Access Junction
-------------------------

Shoot a pair of hell marines and a zombie, then grab the armor shards. Kill an
imp ahead of you ad enter the door on your right.


------------------
Operations Station
------------------

Grab the clip in here, then return to the previous room and enter the door in
front of you.


---------
Infirmary
---------

Grab the PDA (Mark Caseon) from the table in the middle of the room and check
the emails and audio logs.  One of the audio logs contains the code (347) to
storage locker 017 in here.  Open that locker to find shells, a clip, a med
kit, and some armor, then head through the next door.


--------------------------
Infirmary Observation Room
--------------------------

Kill a running zombie and two hell marines, then grab the med kit in the far
right corner before heading through the next door.


--------------
Marine Command
--------------

Kill a flaming zombie and head left, then crawl under the flames for some
shells, bullets and a med kit.  Continue along this passage to find a PDA (Bill
Tyson), then check all emails and audio logs to find a new code (584).

Crawl back under the flames and follow the passage, then kill a zombie and
enter the area up ahead.


-------------------
Marine Headquarters
-------------------

Go left and enter the door by the corpse.


------------------
Combat Preparation
------------------

Use the panel by the door and enter the code from the PDA (584), then grab the
armor, med kit and all the ammo inside before returning to the previous room.

Go up the stairs here and head for the screen that the message is coming from,
then watch the video feed.  Go down the stairs after the feed and head left to
return to Marine Command.

Go left at the fork as you kill 2 hell marines, then approach the door beyond.
It should open now that you have a higher security clearance, so head on
through.


Kill a hell marine and head for the next door, then shoot a zombie to your left
and take a med kit behind him.  Collect the ammo from the hell marine and head
through the next door.


-----------------------
Command Access Junction
-----------------------

Kill three hell marines here and head left to the Common Area.


-----------
Common Area
-----------

Kill a zombie and two hell marines, then grab the med kit in the left corner
and some armor shards before returning to the Command Access Junction.


-----------------------
Command Access Junction
-----------------------

Enter the door ahead to reach the restrooms and see a short cutscene, then grab
the armor shards and return to the previous room.  Climb the nearby stairs now
and follow the passage to reach the next area.


--------------
Central Access
--------------

Shoot a hell marine as a sentry bot helps you with the job, then ignore the
passage up ahead and go left up some stairs and through a door instead.


-------------------
ACO Access Junction
-------------------

Let the bot take care of a few hell marines, then step in and collect their
ammo before you enter the next area.


-----------
ACO Offices
-----------

Enter the nearby door for a med kit, then follow the bot until you reach the
next area.


-----------------
ACO Lift Junction
-----------------

Kill the imp up ahead and look for a low yellow light by the green "Thirsty
Burst" machine.  Crawl into the small passage here and climb the ladder to your
left, then turn right at the top and climb another small section of ladder to
reach an upper passage.  Walk to the end of the passage and crawl left to find
some armor shards and a PDA (Duncan Mathews).

The PDA upgrades your security clearance, so push the barrel to the floor and
drop onto it.  Head for ACO Offices now and go to the door ahead of you, then
use the nearby panel to get the door open and head inside.

Grab the clips, armor and med kit here, then return to ACO Lift Junction and
ride the elevator.


###############################################################################
                        (F-05) MARS CITY ADMINISTRATION
###############################################################################

--------------------
Administration Lobby
--------------------

Shoot the hell marine and collect the armor shards and a med kit, then head
left and shoot a zombie before heading through the nearby door.


------------------
Alpha Labs Hallway
------------------

Kill an imp, two hell marines and a zombie, then take the first door of the
two (right door).  Grab the armor shards, video disk and PDA (Alan Dorweiler)
here, then check the PDA to find a code (586).  Use this code on storage locker
013 in here to get armor, clips, and hand grenades.  Grab the shells in the
corner and use the heath station if needed, then return to the previous room.

Head towards the new door but approach it at an angle from the side.  If you
open the door normally then an imp will jump at you (likely) before you can
react.  Carefully kill the imp this way, then head through the door.


---------------------
Alpha Labs Processing
---------------------

Avoid an imp's fireball and a falling barrel, then talk to E. Webb up ahead.
Try the panel on the door to learn that you need William Banks's PDA to get
through, then go back to the Administration Lobby and fight an imp along the
way.


--------------------
Administration Lobby
--------------------

Walk around until two imps destroy a nearby door, then kill them both and enter
the area beyond the wrecked door.


-------------
Lower Hallway
-------------

Kill a pair of imps ahead, then grab a med kit and enter the next door.


---------------------------
Video Phone Conference Room
---------------------------

Kill a hell marine and grab the clips and a med kit from the glass area ahead,
then kill an imp and another hell marine before heading through the next door.


------------
Data Library
------------

Enter the door to your right and grab the armor shards, med kit and ammo, then
use the computer to open a nearby door and start a cutscene.  Kill the bull
demon as best as you can and shoot the imp, then go through the broken window.
Backtrack to Alpha Labs Hallway if you need to use the health station there,
then return here and head through the door that you opened.


-------------
North Hallway
-------------

Kill a pinky demon, hell marine, imp and zombie as you work your way along this
passage, then collect the armor shards and a med kit before grabbing a PDA
(Jonathan Moses).  Check the PDA and visit the Martian Buddy web site to find
out the access code (0508).  Use that code on the Martian Buddy locker beside
you to find the chaingun, then climb the stairs nearby to reach the next area.


------------
Data Library
------------

Walk until you get a radio transmission, then enter the passage on your right.


-----------------------
Executive Office Access
-----------------------

Grab the shells and armor, then enter the next door and kill an imp.  Go down
the nearby stairs and kill a zombie, then climb back up them and go through the
next door.  Kill a hell marine here and cross the walkway, then head through
the next door.


-----------------
Executive Offices
-----------------

Kill a zombie and grab some armor from an alcove on your left, then enter
William Banks' office on your right for some ammo and a med kit.  Go to the
room with the candles up ahead and take the PDA (William Banks), then attack
the pair of imps and grab the med kit.  Check the emails and audio logs on
the PDA, then shoot a series of imps and a pair of hell marines as you go back
to the Alpha Labs Hallway.


------------------
Alpha Labs Hallway
------------------

Use the health station here, then use the panel by the door to gain access to
the area beyond with your new security level.


--------------
Network Access
--------------

Follow the path and enter the door to your right.


-----------------------
Global Network Terminal
-----------------------

Grab the armor in the alcove to your left, then grab the PDA (Paul Simons) on
the left side of the room.  Shoot the imp that appears and check the PDA, then
return to the previous room.


--------------
Network Access
--------------

Climb the ladder.


-----------------
Processing Access
-----------------

Go through the door that's ahead of you.


---------------------
Alpha Labs Processing
---------------------

Drop to the ground and head for the door up ahead, then use the panel to open
the door.


------------
Transfer Bay
------------

Use the panel on your right to get transferred to the Alpha Labs.


###############################################################################
                         (F-06) ALPHA LABS - SECTOR 1
###############################################################################

--------
Air Lock
--------

Use the panel on your right to open the doors, then step outside.


--------------------
Alpha Labs Reception
--------------------

This room is pretty dark, but there is a med kit on a chair to your left if you
need it.  Head right and kill four zombies, then use the computer here to get
the lights on (if you do this during the fight, then you'll have an easier time
killing the zombies, but it's riskier than waiting until they're all dead).

Collect the armor, bullets and armor shards in this area and head through the
next door.


------------------------
Atomic Stabilization Hub
------------------------

Kill three hell marines and grab some armor shards on your right, then go left
and kill a zombie before heading through the nearby door.


------------------------
EPD Observation Platform
------------------------

Kill the leaping imp and a pair of hell marines, then go through the next door.


------------------------
Alpha Labs Main Junction
------------------------

Grab the med kit here and return to the previous room, then jump through the
window.


-------
EPD Lab
-------

Kill a pair of imps and climb the stairs, then enter the door and kill a hell
marine, zombie and imp.  Use the health station and grab the video disk and PDA
(Kyle Berger), then check the emails and audio log on the PDA to find out a new
code (752).

Go back through the previous door and turn left, then use the code that you got
from the PDA on storage locker 009 here.  Collect the hand grenades, clip,
armor and med kit from inside, then go back through the door once more.

Walk through the door up ahead and kill an imp, then grab armor and shells to
your right.  Head left next and approach the computer screen nearby, then use
the screen to open the repair access gate and kill the hell marine that
appears.

The beam is still running periodically here so you have to time your next move
when it has just turned off.  Run (hold shift) and jump repeatedly as you enter
the tunnel that the beam fires into, then use the panel on your right and
quickly crawl into the vent there before the beam fires.


-------------------
EPD Particle Filter
-------------------

Shoot a hell marine and head left, then kill two zombies and go down the
stairs.  Grab the armor shards by the computers and use the one screen to
backup the data on it, then go through the door to your left.


--------------
EPD Junction 2
--------------

Grab the med kit on your left, then follow the passage as you kill an imp and
the lights go out.  Use your flashlight and your pistol as you shoot a trio of
zombies, then take the door to your left to find some hand grenades and shells
in the EPD Particle Scrubber.  Turn away from the flames and go back through
the door, then follow the passage up ahead to reach the next area.


-----------------------
EPD Particle Emulsifier
-----------------------

Use your flashlight and explore this room until you hear growling, then shoot
six zombies as you find a med kit and some shells in a pair of alcoves.  Climb
the stairs and shoot another zombie, then head right for a med kit, some shells
and a PDA (Jack Smith).

Use the nearby screen to seal off a gas leak, then return to EPD Particle
Scrubber via the door in EPD Junction 2.


---------------------
EPD Particle Scrubber
---------------------

Kill two hell marines and an imp, then duck into Storage Area 2 for a med kit
and some clips and shells.  Go back to EPD Particle Scrubber and take the door
up ahead on your left.


---------------------
EPD Containment Purge
---------------------

Grab the armor shards and med kit, then walk forward to start a cutscene.  Kill
a trio of trites afterwards and explore the room until a floor panel comes
loose near the broken door.  Drop into the hole here and crouch as you crawl
left into a passage.


------------
Crawl Way 13
------------

Crawl through this passage and ignore the first fork, then turn left up ahead
to reach a hole above you.  Climb out for some armor shards and a med kit, then
go back down and take the fork this time.


---------------------
Alpha Labs Junction 3
---------------------

Shoot a pair of zombies and pick up some armor shards and a med kit in an
alcove to your right, then head for the door (that actually opens) to your
left.


------------------
Hydrocon Condenser
------------------

Shoot the explosive barrels to take out one of the hell marines, then shoot the
other.  Grab a med kit on your left, then cross the bridge and jump over the
broken sections before you enter the door up ahead.


-------------------
Hydrocon Oxygenator
-------------------

Watch out for falling barrels as you cross the walkway, then climb the stairs
and kill a trite and a hell marine.  Grab the med kit in the right corner here,
then go through the door up ahead.


------------------
Hydrocon Condenser
------------------

Climb the stairs up ahead and grab the armor shards, then kill a pair of imps
and take some armor near the right wall.  Reload your weapons and jump up the
next set of stairs, then go through the door beyond.


-------------------
Hydrocon Junction 1
-------------------

Enter the room for a short interlude, then attack a pair of imps and look for a
panel on the first blue pillar.  Use that panel to open the nearby security
hatch, then take all the ammo inside and head through the next door.


----------------
Hydrocon Control
----------------

Kill a zombie and grab a video disk, then go through the door on your left.


---------------
Hydrogen Siphon
---------------

Kill a trite, a zombie and an imp while you grab a med kit and back up the
files on a nearby computer, then enter the next area.


----------------------
Stabilization Junction
----------------------

Head right and climb up the ladder there.


----------------------
Hydrocon Stabilization
----------------------

Follow the passage and talk to G. Kreitman, then run past the rising and
falling section.  Grab the PDA (Bernie Lipsitz) on the other side to get better
security clearance, then go to the right side of the hole for some med kits and
armor.  Drop down the hole and use the panel by the door to open it, then walk
into the room beyond.


-------------
Oxygen Siphon
-------------

Shoot a zombie and hell marine, then grab the med kit and head for the next
room.


------------
Hydrocon Lab
------------

MAKE SURE that you DON'T shoot either of the large glass tubes on your left
here, otherwise you will die instantly and must reload an earlier save.

Otherwise three trites appear and you can either fight them in here or lure
them to the previous room to finish them off.  Once they are dead, you can
enter the next room just ahead.


--------------
Storage Area B
--------------

Shoot either the trite or the explosive barrels here to kill it, then grab
the hand grenades and armor from the shelves.  Use the health station if you
need to, then go through the next door.


------------------------
Alpha Labs Main Junction
------------------------

Head through the door to your right and then the next door just beyond it.


-------------------
Hydrocon Junction 3
-------------------

Kill the trite ahead of you and a pair of annoying hell marines behind you,
then go back for the health station if you want before returning here.

Grab the clips on the floor and the armor shards and armor under the floor,
then go through the next door.


--------------------------
Alpha Labs Sector Junction
--------------------------

Kill about four trites here and pick up some armor, a med kit and some shells,
then use the panel by the elevator before you ride it.


###############################################################################
                         (F-07) ALPHA LABS - SECTOR 2
###############################################################################

----------------
Level 2 Entrance
----------------

Grab a med kit and some armor shards on your left, then climb the stairs and
kill a pair of imps before you go through the next door.


----------------------------
Security Checkpoint Junction
----------------------------

Kill an imp and go through the only door that will open.


--------
Lavatory
--------

Kill a trio of zombies and a maggot, then grab the med kit up ahead and climb
the nearby ladder.


--------------------------
Lavatory Ventilation Ducts
--------------------------

Listen to the radio transmission from a person trapped in Storage Room C4, then
crawl into the passage up ahead and go right at the fork.  Shoot the maggot and
take the armor shards, med kit and clips, then go back to the fork and take the
other path this time.  Crawl until you reach a hole at the very end of this
passage, then drop down to the ground below.


--------------------
Engineering Security
--------------------

Kill two imps and a maggot and drop into the hole in the ground, then crawl for
some armor and enter the room with the zombies in it.

Kill the pair of zombies and grab the PDA (Andrew Chin) and clips, then use the
left screen to check out some camera feeds.  Check the emails on the PDA to
find out the code (409) for storage locker 038, then leave this room and enter
the next one just past the hole in the floor.


------------------
Junction D03 / D04
------------------

There isn't a whole lot to do here so just enter the next room.


---------------
Vista D04 / D05
---------------

QUICKLY kill a maggot and imp here, then run into the next room before you run
out of oxygen.


----------------
Coolant Junction
----------------

Make sure you're away from the door so that it closes behind you.  Now that
oxygen isn't your main concern you should shoot the imp in here, then enter the
next room.


--------------
MFS Compressor
--------------

Kill the hell marine and enter the door beyond, then follow the passage and
enter the next door.

Kill an imp ahead of you and a trio of hell marines behind you, then go down
the stairs and grab a video disk and PDA (Walter Connors).  Check the PDA to
find a code (102) for storage locker 039, then head through the next two sets
of doors.


-----------------------
Storage and Engineering
-----------------------

Shoot a pair of hell marines by the boxes at the back wall, then kill an imp
and a maggot.  There's a med kit when you enter and another one behind one of
the boxes, so don't be afraid to use them if you need them.  Head for the lift
in the back right corner of the room and use the screen to lower it.

Kill an imp and maggot at the bottom, then grab the med kit and armor shards
before entering the next room.


-----------------------
Engineering and Coolant
-----------------------

Grab the clip on your right and climb the stairs before talking to J. Edwards,
then back up the files on the nearby computer and follow Edwards into the next
room.


------------------------
Coolant Control Junction
------------------------

I find it works best to save often in this section, because if Edwards gets
killed it can be hard to find the next room on your own.

Follow Edwards and take a detour up some stairs for some armor and an ammo
belt, then continue to follow him.  At three locations an imp will appear and
you need to kill it before it kills Edwards.  The next encounter is with a
maggot and there is also a med kit to be picked up.  Continue following Edwards
to a ladder where he will get killed, then kill a pair of imps in complete
darkness before climbing the ladder and going through the door at the top.


--------------------
Coolant Flow Control
--------------------

Ignore the broken door and jump to the lower ground nearby, then crawl to the
next area on your right.


----------------------
Coolant Access Shaft 5
----------------------

Simply crawl through this passage until you reach the next room.


-----------------
Lower MFS Control
-----------------

Shoot the trite and grab the armor in the left corner, then use the health
station there.  Use the nearby screen to lower the service ladder, then climb
up it and shoot three groups of trites.  Use the health station once all the
trites are gone, then approach the large bay door.  Use the panel to get the
door open, then enter the Airlock and use the panel inside to leave this area.


###############################################################################
                         (F-08) ALPHA LABS - SECTOR 3
###############################################################################

--------------------
AL2 Main Engineering
--------------------

Kill an imp, a hell marine and another imp while you collect a med kit near the
start and some clips midway through this room.  Kill another hell marine, a
maggot and some trites up ahead, then use the health station and check the
door up the stairs.  You can't get it open just yet so go down the stairs and
enter the other door on your left.


------------------------
Hazardous Waste Disposal
------------------------

Grab the PDA (Mark Lamia) and check the audio log for a new code (123), then
kill a hell marine in the previous room before he sneaks up on you here.  Use
the controls ahead of you to operate the crane in the next room.  It operates a
lot like the vending machine crane game that you often see in malls.

OPEN CLOSE  UP   LATERAL
/     /    ^      ^
             |    <-+->
             V      V
(INCIN.)   DOWN  CONTROL

The lateral control is used to move the crane around the room and should be
used to position it above one of the SMOKING barrels.

Now use the up/down controls to lower the crane onto the barrel.  If you miss
then you can move the crane up and adjust it's position with the lateral
controls once more.

Once the crane is on the barrel you can click the close button in the top left
to grab the barrel and lift it automatically.

Finally Click the "transfer to incinerator" button to get the crane to do
exactly that.

Once BOTH smoking barrels are moved in this way you can return to the previous
room and go through the door that's up the stairs.


------------------------
Hazardous Waste Disposal
------------------------

Pick up Maintenance Key 4 from the middle of the room, then go through the door
up ahead.


------------------------
Hazardous Materials Lift
------------------------

Grab the ammo belts and a med kit up the stairs, then take a PDA (George Poota)
by the nearby body.  Use the code 123 on storage locker 047, then take the
clip and hand grenades from inside.  Use the screen to raise the lift, then
shoot the trio of hell marines and grab the armor before returning to the
previous room.

------------------------
Hazardous Waste Disposal
------------------------

Shoot the pair of hell marines, then grab their ammo and go through the next
door.


--------------------
AL2 Main Engineering
--------------------

Shoot a trio of hell marines before using the health station, then go down the
passage to your right.  Scan your access card on the screen to get the door
open, then go on through.


------------------
Coolant Monitoring
------------------

Crouch and run for the boxes up ahead, then turn around and shoot the trite.
Listen for a break in the gunfire, then pop up and kill the hell marine.  Shoot
an imp and some trites up ahead, then grab the armor and use the code 123 on
storage locker 048 for some cells, bullets and a med kit.  Head for the stairs
next and kill a maggot at the top, then go through the door.


-----------
Boiler Room
-----------

Kill an imp hell and two hell marines before finding some ammo and med kits
around the room, then kill a group of trites and a pair of hell marines as you
approach the door.  Once all are dead you can reload and enter the next room.


----------------------
Boiler Room Monitoring
----------------------

Kill a pair of zombies and follow the red passage for an ammo belt and some
armor, then turn around and kill a trio of imps and a pair of zombies.  Grab
some health and ammo from a nearby alcove, then kill two more imps, a zombie
and a pair of hell marines.  Search the rest of the alcoves on your way back to
find armor shards, cells and med kits, then head through the next door.


--------------------------
Storage and EnPro Facility
--------------------------

Kill a zombie and a small group of trites, then grab a med kit from the left
corner and use the screen to ride the lift down.  Jump off the lift when it
stops and fill a few imps and maggot with holes, then grab the armor and med
kit around the boxes before passing through the next door.


------------------
Heavy Water Runoff
------------------

Break out the heavy stuff as you kill THREE pinky demons, then kill a pair of
imps.  Check the right alcove for a med kit, then approach the window and
quickly strafe away from it.

**MAKE SURE YOU DON'T SAVE HERE, because my save got glitched by saving here.
The game would crash whenever I loaded my save, so I had to load the last
autosave and go from there.**

Some objects will crash through the window at this point, but you shouldn't
take any damage from them if you moved earlier.  Once they're done flying
through you should jump through the window to the next room.


--------------------
EFR Staging Room 1 B
--------------------

Use code 123 on storage locker 049, then grab the armor shards and shells
inside.  Open the bay door up ahead with the screen, then step inside and use
another screen to leave this area.


###############################################################################
                         (F-09) ALPHA LABS - SECTOR 4
###############################################################################

------------------
Reactor Ready Room
------------------

Climb the stairs and grab some bullets, then jump over the boxes for some armor
shards.  Return to the ground floor and use the health station if you need it,
then go through the next door.


--------------------
Reactor Control Room
--------------------

Go down to the screen and save your game, then activate the chamber if you want
to be cruel.  Otherwise open the chamber and go through the next door, then use
the screen to ride the lift down.  Climb the stairs next and follow L.
Kaczynski into the next room.


---------------------
Reactor Sub Station 1
---------------------

Pick up the video disk and PDA (Michael Abrams), then use the nearby computer
to disable the security lock on the weapons cabinet.  Grab all the weapons,
ammo and armor inside, then check the audio log on the PDA to find a code
(901).  The emails on this PDA are very important as well, because they tell
you that the 0 in that code should actually be a 3.  This means that the code
you want is 931.  You're done in this room now, so return to the previous one
and head through the next three sets of doors.


------------------
Reactor Processing
------------------

Kill an imp, two hell marines and a group of trites, then rush forward and
kill another hell marine.  Climb the stairs and kill a pair of hell marines and
some trites that come from both floors, then kill another hell marine that's
lurking in an alcove.  Grab the ammo and armor shards from his little alcove,
then enter the left door up ahead.


---------------------
Processing Junction 2
---------------------

Follow the voice until you reach a locked door, then turn around and collect
some armor shards, cells and a med kit.  Return to the previous room and take
the right door this time, then take the next door beyond it.


-----------
EFR Staging
-----------

Grab the PDA (Henry Nelson) to find out a new code (651) and make a choice.
You can either extend the service bridge for a longer, darker route, or you can
activate the EFR system for a more direct and dangerous route.

No matter which route you choose, you can climb down a ladder to your right and
fight off a LARGE group of imps.  After the battle you will find a small group
of items, but it's not worth it in my opinion.


================================CHOICE 01: EFR=================================

If you activate the EFR systems, then you need to take a running jump across
three gaps as you work your way clockwise around the room.  Wait for the
spinning platform to get close to you, then ride it to the nearby door.


-----------------
EFR Sub Station 1
-----------------

Kill a pair of imps, then grab some armor shards and use the computer before
leaving the room.

Kill another imp before you ride the platform once more, then make a running
jump across to the next door.


--------------
EFR Junction 1
--------------

Shoot a hell marine among the boxes on your left, then enter the door behind
him.


----------------
EFR Storage PT 3
----------------

Kill a trio of hell marines and a pair of maggots, then grab the items on all
of the shelves before returning to the previous room and jumping on one of the
moving platforms.


-----------------
EFR Main Conveyer
-----------------

If you look at the spot where the moving platforms are coming from you should
see a red pipe.  If you take a running jump onto one of the platforms and
quickly jump to that pipe, then you will find some armor and the PLASMAGUN in a
small alcove by that pipe!

Jump onto one of the moving platforms and watch out for a fast moving object
that comes from the right and can knock you off.  Crouch under the arm of the
spinning object up ahead, then jump to the door on your left and go on through.


----------------------
EFR Magnetic Discharge
----------------------

Kill an imp and some trites, then go down the stairs and use the screen to
initiate the magnetic field discharge.  Go back up the stairs and shoot a few
more trites, then take a running jump onto the platform in the middle of the
first spinning machine.  Two imps appear up ahead and while you CAN fight them
here, it much easier to take a running jump back and fight them from a much
larger area.

Once the imps are dead you can do three running jumps to get over to their side
of the room, then use the health station.  Use the screen up ahead to unlock
the storage area, then grab the armor, ammo belt and shells from inside before
heading through the next door.


-----------------
EFR Main Conveyer
-----------------

Jump onto one of the moving platforms and ride it up, then shoot one of the
explosive barrels up ahead and jump to the room there.


--------------
EFR Junction 6
--------------

Shoot the trio of hell marines and jump over the boxes in the corner for some
armor, then enter the next section backwards so that you can kill a sneaky hell
marine.  Grab the ammo from his alcove, then grab the med kits from the boxes
up ahead.  Shoot another hell marine as you take the left path, then enter the
door beyond.


==============================END CHOICE 01: EFR===============================



===========================CHOICE 02: EXTEND BRIDGE============================

If you extend the service bridge, then you need to quickly shoot a pair of
hell marines that come from the nearby door.  Once they're dead though you can
cross the first bridge.  Grab the armor shards as you kill a pair of imps and a
pair of trites, then take the med kits in the alcove to your left.  Cross the
second bridge and shoot the hell marine to the right of the door up ahead, then
enter that door.


--------------
EFR Junction 1
--------------

Kill the trites and enter the room to your left.


----------------
EFR Storage PT 3
----------------

Kill a group of hell marines and a pair of maggots, then grab the items on all
of the shelves before going through the next door and crossing the bridge.


----------------
EFR Substation 2
----------------

Kill the imp on your left, then grab the armor and enter the alcove.


--------------------------
EFR Remote Access Junction
--------------------------

Climb the ladder and turn the corner.


-----------------
EFR Main Conveyer
-----------------

Kill the maggot up ahead and round the next corner, then turn around and walk
backwards.  Kill the maggot and quickly turn around, then kill the trites.
Continue onward (facing forward this time) until you hear the hiss of a trite,
then RUN backward and shoot the small group of them.  Kill an imp and some
trites up ahead, then round the next corner and climb down the ladder.


----------------
EFR Substation 3
----------------

Grab the armor and touch the wall to open a passage, then enter the alcove as
you hear a voice say "over here".


--------------------
EFR Pressure Station
--------------------

Enter the small alcove in the right side of this area and follow the passage
as you hear the voice again.  Once you reach a larger room you should see a gun
ahead of you.  This gun is the PLASMAGUN but don't get it just yet.  Instead
you should check the outer rim of the room for some med kits, armor shards and
cells.  Once you're all stocked up you can grab the plasmagun, then let 'er rip
as you fry about 6 imps.  Pick up any leftover items and kill two hell marines
on your way back to the previous room.


----------------
EFR Substation 3
----------------

Cross the bridge and enter the next room.


----------------
EFR Master Valve
----------------

Kill a maggot and a trite in here, then use the health station if you need to.
Grab the armor in the right corner, then climb the ladder and kill a hell
marine.  Use the code 651 on storage locker 064, then grab the clips, cells and
armor shards.  Go through the next door and cross the bridge, then enter the
room beyond.


--------------
EFR Junction 5
--------------

Go down the first set of stairs until some trites appear around you, then run
back up and shoot 'em all.  Go partway down the next staircase to lure out
another group of trites then run back up and pick them all off.  Now go down
both staircases and grab the med kit and armor shards behind the bottom one,
then head through the next door.


-----------------
EFR Main Conveyer
-----------------

Lure the trio of hell marines into the previous room to take them out easily,
then cross the bridge.


--------------
EFR Junction 6
--------------

Grab the med kits on top of the boxes up ahead, then turn around and take the
door at the end of the passage to your left.


=========================END CHOICE 02: EXTEND BRIDGE==========================


--------------
EFR Junction 7
--------------

Shoot a lone hell marine and go through the next two doors.


--------------
EFR Junction 9
--------------

Kill an imp in an alcove to your right, then grab some clips from inside.  Go
down the stairs for some clips, an ammo belt, some armor and a health station,
then go through the first door (with the green lights).


---------------------
EFR Main Shipping Hub
---------------------

Watch the cutscene and use your chaingun (save your plasmagun, if you found it)
to rip apart the Vagary, then use the panel to open the bay door and leave this
area.


###############################################################################
                              (F-10) ENPRO PLANT
###############################################################################

----------------
Walkway To Enpro
----------------

Grab the armor to your left and use the health station to your right, then
enter the next room.


--------
Entrance
--------

Go down the stairs and kill an imp at the bottom, then approach the sentry bot
to activate him.  Now that you've got some extra firepower you should kill a
zombie and grab some shells from Storage to your right.  Once all of the above
is done, you should be ready to head through the next set of doors.


---------
Control 1
---------

Shoot the imp that appears behind you, then carefully shoot the pair of
explosive barrels and take the clip that's left behind.  Head down the stairs
and follow the passage to your right as you kill a maggot and some imps, then
climb the stairs and take a PDA (Paul Raad), some armor shards and some shells
from the area to your right.

Use the screen to begin the valve routing procedure, then kill a pair of imps
and head left.  Kill another imp here before taking some clips and a med kit,
then head down the nearby stairs to reach the next room.


-------------
Maintenance 1
-------------

Head right as you kill a pair of imps, then climb the stairs and kill another
imp.  Grab the ammo (including the cell ammo behind the shelf), then go back
down the stairs and head left this time.  Kill about eight imps here as you bot
is (likely) destroyed, then grab the clips by the door up ahead before walking
on through it.


-----------------
Power Core Access
-----------------

Go left for some armor shards and a med kit, then turn around and climb a
ladder at the end of the right path.  Follow the walkway here and enter the
room to your right with the crying woman.

Watch the cutscene and kill the lost soul, then grab the PDA (Theresa Chaser).
Be sure to check the audio log on the PDA to find a new code (972), then use
that code to unlock storage locker 063 in here.

Grab all the cells and the med kit from inside, then use the nearby screen to
release the bridge.  Go through the door and kill six lost souls, then cross
the bridge and go through the pair of doors beyond.


---------------
Chamber 1 Upper
---------------

Kill six lost souls and follow the walkway around as you kill two more, then
enter the second door (since the first one won't open).


------------
Storage Hall
------------

Grab a med kit and ammo from the shelves on your right, then enter the next
room.


---------
Chamber 2
---------

Kill an imp and two lost souls, then kill a trio of imps and grab some armor by
the first explosive barrel.  Grab a med kit by the second barrel, then kill a
maggot and use the screen to ride the nearby lift down.

Grab the cells by the boxes and kill three lost souls, then take a couple of
med kits and kill a pair of imps.  Grab some armor shards from the imps'
alcove, then enter the next room.


------------------
Lower Storage Hall
------------------

Kill an imp and maggot before you destroy the explosive barrels, then kill a
trio of imps.  Grab some ammo from the shelves now and enter the next room.


---------------
Chamber 1 Lower
---------------

Head left along the walkway and kill an imp, then enter the small room nearby.


--------------------
Reactor Control Room
--------------------

Grab all the ammo in here and use the health station if you need to, then use
the nearby screen to replace coolant rod 2 and see a cutscene.

Return to the previous room and kill six lost souls and an imp, then go back to
Chamber 2 as you kill another imp.


---------
Chamber 2
---------

Kill a pair of maggots, then ride the lift up.  Kill a trio of lost souls at
the top and enter the room beyond.


------------
Storage Hall
------------

Kill an imp and a maggot, then enter the next room.


---------------
Chamber 1 Upper
---------------

Go along the walkway and enter the first door on your right, now that it's
open.


--------------
Control 2 Hall
--------------

Grab the shells and med kit, then continue to the next room.


---------
Control 2
---------

Kill two maggots and an imp, then grab the ammo from the left side of the room.
Head down the stairs on the right side of the room (shoot the barrels first) as
you kill a maggot and 
                    

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