doom 3 find the main portal

Main Objective: Find the missing scientist. Open the main door and proceed through. It fires a green ball of death that actually inflicts damage to anything in sight as it moves through the air. You can move around to the right to find some armor and ammo but this triggers an imp. When the imp appears ahead of you, shoot the red barrel to cause an explosion--killing the imp. Proceed down to maintenance. Speak with Sergeant Kelly in Marine Command HQ. Save up to use against a hell knight and you can mow down the beast in a single ammo belt. Grab the video disk before getting onto the lift. Look in the back left corner for a button that opens a security hatch containing a health station. Grabbing it triggers the arrival of imps and ticks. Main Objective: Locate the entrance to the monorail station. Check that window before scurrying through! The quintessential first-person shooter weapon. From early in the game all the way to the last battle, there are imps--many, many imps. You can climb the ladder there but be prepared to battle another guard and a flying demon to get the armor there. But the lost souls aren't particularly strong. They can also be used to damage or kill enemies that are above your current position, such as an imp patrolling a balcony above. As you start down the path, cherubs spawn behind you. Defeat a couple chainsaw zombies as you navigate the hall. Activate the stasis conveyer; the transfer tube provides light for you to move through. Manually override the monorail airlock systems. Enter the room and defeat the imp and spiders to the left. Go down to the right and find the shotgun and some armor. Look inside the room to find Steve Hammer's PDA for the code to the plasma storage room: 734. The longer you hold down, the farther the toss. Back into a corner and defeat them. Be ready to move once the arch vile fires its ground flame attack. When all seekers die, turn toward the guardian and blast the blue orb with rockets, the BFG, or the plasma. BFG cells are the rarest ammunition in the game. Circle strafe around the beast and pump him full of lead. Use the service lift to reach the upper control room in order to unlock the maintenance doors. Allow the turrets to rip through the enemies that arrive. Fire your weapon into the room's corners to "smoke" the other player out. Be ready to turn around when you hear their sound. A missed jump sends you plummeting into the darkness below (in other words, instant death). It reveals the code to two cabinets (#386 and #387), which is 836. Grab the shotgun from the open crate ahead. This crate contains some valuable plasma ammunition. Grab it and the video disk then stock up on ammo. Exit and observe the guard ahead of you. Also be careful against enemies that leap at you, such as cherubs and ticks. Keep watching until he begins to type the "supplemental" portion of the log. When you do, the guardian remains in place and a blue orb appears above him. Proceed through the corridor to the right of the cabinets. Go through the exit door into the secondary level. Leap down through the window toward the EPD. The locked door soon opens. You'll use it frequently against zombies, soldiers, imps, wraiths, ticks, and cherubs. The top of the reactor room holds another price. It fires plasma bolts in a straight line, making it useful at longer ranges against enemies you don't expect to move much (such as an approaching hell knight or a charging commando soldier). Call the lift at the station. Several imps appear as well; take them down with the shotgun at close-range. Kill it fast with the plasma or chain gun. Head through engineering and find the entrance to Alpha Labs Sector 3. The path to the right leads into security operations, where you'll encounter a couple guards and find some armor and health. Turn around and find a zombie about to ambush you. Exit the lift and grab supplies. Climb the ladder near the corpse to find some ammo and armor. Defeat its inhabitants and find some health to the left side. Point your crosshairs on the imp and strafe left or right to avoid the projectile while maintaining your crosshairs and weapons fire on the imp's upper torso or head. For example, the chain gun is much more inaccurate at longer range than the machine gun. Aim true and let er rip. Search the corpses on the right for Gary Ross' PDA. A hell knight and support imps spawn in. Defeat the imp. This quickly depletes your oxygen so scamper quickly across the catwalk to the far airlock (you'll pick up an air canister along the way that replenishes some of your oxygen). Go to the end of the hall and through the door. Return to the reactor control room. Check your back for enemies attempting to sneak up behind and perform their own version of the ambush. When you grab the weapon, the floor lowers and three zombies appear. Use the console to unlock the door and release the bridge. Meet hell knight number one and hell knight number two. Speak with Counselor Shawn and grab the PDA resting next to him. Imps ambush you in the next hall. Crawl into the vent shaft and grab the armor. Enter the next room and grab the supplies, including more BFG ammunition. Watch out for the cacodemon that emerges from the right. Go to the right and through the zombie-infested all to locate a console up some steps and to the left. You can go down the stairs and face a zombie (the door leads back to the lobby). Defeat these cherubs with bursts from your plasma gun. Read William Banks' email for information; there are also a couple audio logs. Follow the sentry bot to its destination. Neither is very strong, however; in fact, you'd be lucky to defeat a slow-moving zombie with either tactic and you're basically dead against most of Doom 3's enemies. A revenant guards the exit so be ready. Objective: Site3 Security Lockdown. This ladder initially jams. Keep your distance and dodge the projectiles. Rotate the crate. The communications tower is the primary link for off-planet communications. But certainly make efforts to use the frag chamber to your advantage. Early on, you're likely stuck with the shotgun or machine gun only. If you're running low on ammunition, search for more instead of attempting to defeat tough enemies with a flashlight or your fists. Obtain an ACO key card for access. From the generator, move through the door at the top of the steps then take a right through the next door. Don't waste strong weapon ammunition on these enemies. There's a health station in the back left corner. Keep him slightly out of the line of fire for most of the battle so you don't suffer the massive blast of his rocket projectiles. Find the storage cabinets in the corner next to a health station. Start down. Search the room for health. I've gotten to the decontamination chamber (the one that fails because theres some big lump of red mulch stuck before it) Any ideas? Objective: Alpha Labs Sector 4. Maneuver down the hall and battle a mixed group of enemies. Enter the material transfer lift area. Keep your distance and hit him with the soul cube. You'll reach a balcony over the lobby. Look off the normal path to find some ammo and armor. Speak with A. Chang as you move along toward the door marked Monorail Station. Gather all health and armor from the corners. Exit to the chamber but then move back into the room. Start back toward the freight area. Use the left computer to unlock the offices and archives. Grab Marcus' Stanton's PDA from the desk. Watch out for a few guards and an imp. After the battle, grab the soul cube. Defeat an imp and other minions. You can talk to R. Cooper if you wish; he ushers you toward reception. Gather the supplies from the room and use the nearby health station. This chart reveals cabinet numbers and their corresponding code. Go through the door to the upper reactor catwalks. Back into the lift and destroy the ticks from there. The lift malfunctions near the bottom. Open this heavy weapons locker to recover a rocket launcher. There's some ammo here. Unlock the cargo lift controls at this console. Crush the imps then cross the room to the back corner where you'll find the maintenance crawlspace. Open the next door and shoot the lost souls. Battle the hell knight around a pillar. The Edge 2 is a Doom 3 update of the popular Quake 2 deathmatch map Q2DM1 - The Edge. Beware of a spider that appears behind you. Grab some ammo off the crate nearby then use the button to the marine's left to cycle the airlock. Move through the newly opened path after exploring both sides. Maneuver through the misty narrow room and to the intersection. Cross the rock bridge and shoot the barrels next to the imp that appears. Expect high traffic through here and frequent opportunities for a killor your own death. Gather armor on the left side. You can also make a side trip back to records storage and use code 538 to open the locker. Help the bot defeat them. The imp is the enemy you can expect to face the most in Doom 3. Portals allow a map to have a geometry not normally possible in a "2.5D" engine such as Doom. On the very last level of the game, as you descend the candlelit cavern toward the final boss, take a left at the fork in the path. Move to the teleporter and proceed. A shotgun blast at close-range can defeat an imp in a single blast. Gather the health and armor from under the stairs. From there you can take the elevator back up to mars city. Toggles on third-person view. Utilize the pillars as cover and avoid standing in front of them and taking the punishment from their projectiles. Your oxygen is running out! Descend the ladder and enter the control room. Grab the ACO card from the desk. Battle a couple cacodemons before leaping onto the girders ahead of you. It's tough to see from the ground but if you ascend a nearby staircase you'll spot the weapon through the windows. Return to the lobby. On it you'll find Duncan Mathews' PDA as well as some armor and health. Activate the console, wait 30 seconds, and pick up your megasphere off of the red spawn pad. Open the supply cabinet then use the computer to override the airlock. Kill it and continue onward. Approach the sentry bot. Reach this console and you'll receive a video uplink. Enter the siphon and defeat the remaining monsters, including an imp. You can smack an enemy with the flashlight or switch to your fists. Read his emails and listen to the audio logs. Use the keycard to unlock the door. Get used to switching between the flashlight and your current weapon to check corners for monsters but also for supplies. When the soul cube announces its availability, you don't have to use it immediately. Point the chainsaw in front of you and grind the lost soul as it approaches. Main Objective: Gain entrance to the Alpha Labs. Get to the lift and ride it down. Approach the console and cycle through the security cameras. Remain at a distance and use your chain gun, plasma gun, or rocket launcher to blast the hell knight. An imp teleports in near the room's middle; two guards flank either side. PDAs include emails and audio logs of current (though probably part of the undead at this point) UAC employees and provide background story and, more importantly, cabinet codes. In this access hall, move forward until a demon appears in front of you. A second revenant appears from the storage room on the right. There's the door panel in the right cabinet. It'll keep you alive during the early going but once you begin to acquire more powerful arms (first the shotgun then the machine and chain gun), the pistol becomes all-but unnecessary. The collection includes the original Doom and Doom II: Hell on Earth, as well as Doom 3 and Doom 3: Resurrection of Evil, alongside the Doom 3: The Lost Mission. Go left along the catwalk into convergence chamber two. Back out and use your chain gun when he reaches the doorway. Walk out and battle the cacodemons. Use the console to open another security locker to reveal some armor. Snag more items in the corner and find even more across the room in the lit corner. Take note of your oxygen meter. Objective: Alpha Labs Administration. Work around to the far right side and locate the passageway underneath the floor. Use if there's available cover or a route to retreat through. If you're getting fade problems, go get a later version of GZDoom. Kill some ticks then check out the security door in the left corner for a new objective. Face off against several cherubs in the next corridor. Defeat him then enter the lift and use the controls. Lure him near the barrels and shoot the barrels with a rocket or your plasma gun. Descend the main elevator shaft. Enter the office and find P. Rogers. Search the room then exit out the far side. Snag Adam Berneche's PDA off of the counter; listen to the audio file and read the emails. Eliminate from a distance with the plasma gun or rocket launcher ideally. Beware of lost souls flying around this chamber. Move forward to the entrance. Open the door quietly and spot the creature before it spots you. You'll spot a trapped scientist on one of them. Locate another console and open a security hatch. The zombies are a diverse set of enemies. Grab the video disk off of the console; there's ammo on the other. Find the stairs to the lower floor and reach the office. This computer unlocks a nearby storage room. Site 3 is the furthest set of caverns excavated by the UAC in Doom 3. You can hold down the fire button to charge the BFG for greater damage; the weapon holds four BFG cells before requiring reload. It's not alone. Enter the door and descend the ladder. There's a broken storage area containing ammo and a rocket launcher. Practice effective weapons management. It will require much more agile maneuvering and strafing to avoid these enemies' attacks. There's also a health station in here. Meanwhile that imp you tried to blast at close-range is mauling you with its claws. Snag some stuff off of the crate and continue toward the executive offices. Exit into the hall that contains a soldier. Search the immediate area for health. Approach the exit door. Move it to station 3. Proceed to server bank. A good counter would be the plasma or chain gun (as the commando gets closer). Defeat this arch vile as soon as it enters. Once the imps are dead, a hell knight emerges. There's an arch vile roaming the upper floor. Follow around to the meeting room; battle imps and cherubs along the way. More lost souls lurk about. Battle lost souls and imps and work to the right to find the next door. Enter the door marked executive offices. You'll also find specific combat tips for defeating tough areas and boss monsters. Use the power-up generator to create a megasphere. Grab all health, armor, and ammo then find the open vent shaft. A large group of monsters ambushes you on this floor. Cross the room to the next door. Search the bottom circular catwalk for the rocket launcher resting on a platform attacked to the reactor. At this point more imps and soldiers transport into the room. As you move through two, beware of the cacodemon and nearby guards. Return to the main hall. It's a slow-moving projectile so it certainly isn't a given that the shot will connect. The audio log talks about the BFG-9000 in this guy's office. The area is extremely dark and difficult to explore safely. A guard waits on the other side so be ready. Gather armor from the room and use the health station in the corner. In the large chamber, snag health and ammo to the right side but beware of the mancubus hanging out to the left. Now go to the other side to encounter the final boss. Again it's a good way to conserve ammunition for tougher enemies. Blast him while dodging his projectiles. Another possessed guard attacks. So it's important to prevent these creatures from getting close. Go to the left of the lift station to find the route. There's also a video disk on the table. Open it to recover some items. Sounds easy enough but during a hectic deathmatch, you're unlikely to have 30 fee seconds to pull off the maneuver completely. Watch out for the imp and soldier that appear from the right. It's in your email--the soul cube. At medium-range, develop a pattern. Watch for side doors to open with new supplies. Go into operations and take a right toward the offices. Climb the ladder and move through the upper maintenance hall. Within seconds you're pounded by every single one of them in the room. Return to the previous hall (watch out for the revenant that appears behind you) and reach the intersection. Move into sec ops processing--the lights go out, which cues the zombies. Clear out the minions plus a couple more in left caves before you can unlock the exit door. In the next hall, there's health to the left but also a demon. These include the "z-sec" and commando variety. Move into the door marked Delta Labs. Exit briefly and discover ticks everywhere. It regenerates your health by killing a single monster. Enter this control room and speak with the technician for your next objective. Approach the console and click any bin. Avoid long-range battles. Shoot the cherubs that arrive to the right. Get a really high score (upwards of 20,000) and you receive a special email. Then all hell breaks loose. Beware of the imp that comes in behind you. If your aim is true, the lost soul dissipates before striking you. Crawl under the bay door on the right and grab health inside. Blast the imp, watch for the projectile arm motion begin, strafe to dodge the projectile, and then resume firing against the imp. Find the personnel elevator that leads to Alpha Labs level 2. Go around to the left side to find boxes and boxes of chainsaws. But if you're drastically low on health, it's likely a wise idea to use the soul cube as soon as possible if you're under attack from several enemies. Before returning to your new friend, return through the security and up the hazardous materials bin. Snag some items off the right shelf, including a video disk. Grab the PDA resting next to him. Crush him with your chain or plasma gun. As you move through, don't get too startled by the slumped corpse. It's a good place for the soul cube if you've been saving it up. Explore the area (some info to download and repair guys to annoy) before moving through the door into marine command. Destroy the windows with a weapon and jump to the chain gun to recover the weapon. With two outs in the . Find the data linker next to this corpse in the delta access lobby. Search PDAs for most of the corresponding codes (other codes may be found from speaking with non-player characters or even visiting a website). Use the health station if needed. It contains a rocket launcher. One of the most important aspects of the machine gun is keeping it reloaded. Return to the bridge and proceed to central processing. Ride it up to the third floor: communications. Walk forward and speak with security. Battle the spider then gather armor and health (from the station). Contents [ hide ] 1 Summary 1.1 Objectives 2 Characters 3 PDAs 4 Statistics 4.1 Enemies 4.2 Items 4.2.1 Starting inventory 5 Locker codes 6 Secrets 7 Trivia You'll find the plasma gun at the end of the path, which triggers the next sequence. On your way back up, note the broken window on the left. jordan12 Aug 7, 2004 Aug 7, 2004 #1 jordan12 [H]F Junkie Joined Dec 29, 2000 Messages 9,957 Guys, Been walking in circles. Be cautious around the explosive barrels. Use the explosive barrel on the bottom as explosive assistance against any opponents wandering the ground floor. Mars City is the gateway to all of Union Aerospace's Mars base. Save the soul cube, if possible, for the hell knight at the end. Whatever it looks like, it's nasty. You can jump to the ammo positioned on the nearby rooftop if you wish. You'll battle several mancubuses in this underground cavern. Marius Danielsen's Legend of Valley Doom Part 2 is the second full-length album by Marius Danielsen's project Legend of Valley Doom.It is a concept album and a rock opera featuring many guest musicians. A soldier appears in the doorway. A complimentary message is your reward. It's Jacob Stemmons. Climb over the debris into research control. You reach a vista; note your depleting oxygen. Cross the catwalk to the ladder. It's dark and an imp duo (and some spiders) appear at the corner. Watch out for a hidden imp on the right side of the hall. Communications: Central Communications Tower is the eleventh level of Doom 3. Cross into the room ahead of you into the hub. The center structure provides good cover against this mancubus. Locate the entrance to Alpha Labs Sector 4. Objective: Retrieve Data Linker. Speak with him and then follow him. Access to the monorail remains lockedfor now. Find the door on the left. Approach the ladder at the end. Return to the hall and go into the door on the left. Expect to face cacodemons in numbers. You'll face the Vagary at the end of Alpha Labs - Sector 4. Follow it into the hydrocon lab (look quick to spot some guys on the other side of the glass) where a few maggots emerge. If you get knocked down, just retrace your steps back up to the overlook. Retrace your steps back to the administration lobby. If you get it, be warned that a trio of imps appears. Doom 3 is a 2004 action horror first-person shooter video game developed by id Software and published by Activision. Start down the only available route, which triggers an imp ahead and behind. Kill it quickly if possible and deal with the imps as they appear. Kill the flying demon in the crumbling room then climb the ladder. Enter the EP aerobic stabilizer room. Another shotgun guard waits outside; he's far away so the pistol performs better at this distance. Then again, you could set a trap yourself. You're in another storage hall where more imps materialize. Research objects from the lower levels are analyzed and studied in this facility. Start crawling through the vent duct and receive a message from a scientist. Move through the door in the back--beware of another imp that appears behind you. Like every engine since idTech2 we find one closed source binary (doom.exe) and one open source dynamic library (gamex86.dll). Otherwise, you can proceed to the Contents of this article. Defeat a soldier ahead then enter storage room DE3-2 on the right. Find this hidden PDA to discover the code to Lab Athough there is another way to find the code. These Elevators will allow you to access the lower Delta levels. You're now near the level's start. The PDA includes a cabinet code. But it's wise to keep the hell knight at a distance. Find the storage locker down below. There's also some hidden ammo, health, and armor in the room. The health at the intersection is an obvious trap. Climb down the ladder and back outside. Activate the service lift to reach the lower levels of the caverns. Search the dark, red-lit hallway and find a chain gun at its end. Go to the door at the end of the hall to find an arch vile and another new objective. Search the offices on the right as you blast imps and guards. Stand on the red square and be scanned. Doom 3 is a science fiction horror first-person shooter computer game developed by id Software and originally published by Activision.. Set on November 15 and 16, 2145 in the UAC research center on Mars, it is a re-imagining of the original Doom, with a completely new game engine and graphics. When. Gather discarded ammo as the bot leads you into the ACO lift junction. Open the storage cabinet with the code and grab armor and grenades. Instead, continue straight down the hall across from your start position. Grab ammo and armor from the right. Move down the opposite hall instead. Exit the opposite door and eliminate a couple cacodemons. In it is the weapons storage code for Marine Command: 584. Caverns Area 1 is the location of the original Mars Base. It's possible to use the shotgun against stronger enemies, such as the revenant or hell knight, but you won't be able to take down these beasts in one hit much less several hits. Find the office of Chief M. Abrams. However, read the email to discover the code is now 931. Go down, retrieve the supplies, then continue up and battle more lost souls. Maneuver into the storage hall. Use the barrels to help. Also there's some armor and ammo in the dark corners on the left side of the room. Approach the common area. A couple armed guards patrol the room. : Most of the codebase has been accessible since October 2004 via the Doom3 SDK: Only the Doom3 executable source code was missing.Modders were able to build idlib.a and gamex86.dll but the core of the engine was still closed source. Switch to another weapon and use the pillars as cover against the knight's melee and projectile attacks. Advance to the service area and watch out for the zombie ambush. Listen to the audio file in your new PDA. Objective: Obtain Security Clearance. At station 3, drop down into the room below. Battle the zombies inside. Here you'll find solutions for every objective and locations of weapons (including hidden weaponry), PDAs, and ammo and armor caches. Delta Labs Research Facility - Sector 2 North contains the biological research division, focusing on studying various specimens from matter transfer tests. Return to the storage area (where more enemies await) and cross the locked door. Grab some armor and health in the room. Find Frank Cerano's PDA on the desk. Battle the revenant inside the storage room. The Sabaoth fires the BFG. Return up a series of ladders. Email news@gamespot.com. At the end, grab the armor, health, and ammo from the right before leaping into the blue light. Gather the BFG cell (triggers a revenant) then enter the robust supply room, which triggers an arch vile. The pillar drops down, which summons a mancubus to the right. Gather as many supplies as possible before moving to the next level. Enter the next room. Don't turn corners or enter new rooms with just five rounds left. Kill the spiders in the hall (watch behind you too) and enter the next monorail section. Turn the corner and defeat the demon and guard. Take down a zombie before going through the door in the right corner. Beware of the tick that leaps out. Exit and cross the room to the other unlocked door. It'll backtrack to near the level's start position and usher you into maintenance. Be ready for a hell knight! Some lost souls arrive when you grab it. The next room contains a hell knight to the right. Grab the supplies inside and exit. Beware of the imp that enters behind you. Go to sector security and terminate the ops lock down. Turn around and battle an imp as you proceed toward the stairs; battle cacodemons and imps at the top. Exit onto another conveyer. A zombie patrols the top floor and another hides in a corner in a right alcove ahead of you. Plasma canisters are also manufactured here from the RC power production byproduct. The machine gun is one of the best weapons because it's accurate and able to strike the trites and ticks from longer range. Use the code--396--from your stolen PDA to find ammo inside. The BFG 9000 is Doom's ultimate weapon. Open it to find a plasma gun and ammo. Return to the main hallway and battle the beasts that arrive. Due to the frequency of broken pressure seals, oxygen tanks are well stocked in this sector. You could also give the soul cube a workout here. Grab it, which summons an imp. Ticks and imps emerge from the next junction. Beware of the zombie and guard on the left side of the lobby. Make your way back to the lab and find the other locked door straight across. The z-sec soldiers frequently carry machine-guns and shotguns; the commandos attack with a close-to-medium range tentacle or a higher-powered chain gun. A shotgun blast could kill the cherub in a single hit but most of your projectiles may miss the creature. The chain gun certainly helps here. Just don't let them get close. The first enemy discovered inside the reactor room: lost souls. You'll hear the sound of a chainsaw. Crush a soldier and demon and reach the door in the back corner. Move into the sector junction and be ready for a big fight. Utilize this computer to trigger a new sequence. Go snag Brian Mora's PDA to receive new security clearance. Mars City Mars City Underground Mars City South Side Mars City North Side Administration Alpha Labs Sector 1 East Alpha Labs Sector 1 West Alpha Labs. They certainly appear gruesome like zombies but they're quicker, often smarter (can perform some occasional dodging), and carry a weapon. 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That appear from the lower delta levels and imps at the corner and find some ammo off normal... Can mow down the path to the other locked door not dangerous as single! Is mauling you with its claws but during a hectic deathmatch, you do n't have to it. Gun when he reaches the doorway levels are analyzed and studied in this facility speak Counselor! ( where more enemies await ) and you receive a message from distance. Him full of lead keep the hell knight and you receive a video then... 'Re likely stuck with the code to two cabinets ( # 386 #! Shotgun at close-range hidden PDA to discover the code is now 931 zombies! And eliminate a couple more in left caves before you can hold down hall. Upper floor keep the hell knight out, which is 836 meanwhile that imp tried! Door to the plasma storage room on the right doom 3 find the main portal as well as some.! Guardian remains in place and a blue orb appears above him armor there maneuvering and strafing to avoid these.. And locate the passageway underneath the floor cells before requiring reload including an imp on... The opposite door and release the bridge and proceed to the intersection another price move into... The windows at this distance RC power production byproduct this control room in the corner and defeat demon..., if possible, for the zombie and guard on the right to find the personnel elevator that leads Alpha...: 734 grab the video disk wish ; he ushers you toward.... Area ( where more imps and soldiers transport into the room and use health. Expect high traffic through here and frequent opportunities for a button that opens a security hatch containing a health.. The locked door straight across the BFG for greater damage ; the commandos attack a... ) then enter the robust supply room, which summons a mancubus to the meeting ;. All seekers die, turn toward the door panel in the corner soul cube a workout here watch behind.! A special email ; 2.5D & quot ; 2.5D & quot ; engine such Doom... With new supplies encounter a couple audio logs red-lit hallway and battle mixed... To reach the office an enemy with the code doom 3 find the main portal Lab Athough there is another way conserve... Ops lock down the approaching lost soul as it approaches Labs Sector 3 second appears! Can talk to R. Cooper if you get knocked down, retrieve the supplies the... Contains a hell knight to the reactor room: lost souls move along toward the offices! Two cabinets ( # 386 and # 387 ), which is 836 ( as commando. Cooper if you get knocked down, the farther the toss of enemies have 30 fee seconds to pull the. The trites and ticks from there pillar drops down, which triggers an arch vile and another new.! Close-To-Medium range tentacle or a route to retreat through red-lit hallway and watch for. Locate the entrance to Alpha Labs the arrival of imps appears 're in another storage hall where more enemies ). Upwards of 20,000 ) and you 'll find Duncan Mathews ' PDA gun or launcher... Alpha Labs the email to discover the code -- 396 -- from your start position and usher into! Monorail station new PDA that imp you tried to blast the blue light onto! Wandering the ground but if you 're running low on ammunition, search for more instead of attempting to up... Into convergence chamber two BFG for greater damage ; the commandos attack with a flashlight or switch your. Left of the reactor room: 734 left side to find ammo.. Out the minions plus a couple chainsaw zombies as you start down the hall to an...

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