Housing storage, environmental systems, localized energy production, communications arrays, and rudimentary research systems, the aging facility is vital to keeping mars city operational. Turn around and grab the plasma inducer from the open server. Save up to use against a hell knight and you can mow down the beast in a single ammo belt. Return to the hall and go into the door on the left. Be ready for a hell knight! Find the chain gun on the top of some equipment. Rotate the crate and jump across the cargo platform to reach the other side. There are several exits, both upper and lower floors, and on each side of the room. For instance, conserve ammunition against weak enemies like zombies. 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. Activate the oxygen purge so you can maneuver through the room. Gather supplies then ascend the ledges to the upper catwalk (where the other revenant stood). The quintessential first-person shooter weapon. Sounds easy enough but during a hectic deathmatch, you're unlikely to have 30 fee seconds to pull off the maneuver completely. Move inside and call the lift. But the lost souls aren't particularly strong. Find the PDA on the left; it's Francis Erikson's PDA. Climb the stairs ahead of you and enter the blue light. Descend the lift. He seems to have some intriguing information regarding the scientist but won't divulge. Wait for the rotating platform to reach you, hop on, and get off at the unlocked door. Beware of the zombie from the right and a guard with a riot shield behind you. Enter systems control and go to the back console. The upper balcony of the room offers an excellent vantage point on the generator and any user. Several guards await you here. Here are a few tips to keep in mind. Face the console on the right and pick up Henry Nelson's PDA. The wraith looks similar to an imp but it's hunched over its long, blade-like arms. Use the console to activate the magnetic field discharge. Return to the lift. Enter, defeat the ticks, and then grab Robert Cody's PDA off of the conference desk. Stock up before pressing on. If you charge the BFG, be very careful you don't overdo it or you'll all of the sudden be pieces on the floor. The Administration Facility is the corporate presence on Mars. Enter CPU processing. You can also use it as a hiding spot to kill the enemies. Site 3 A hellknight spawns at the end of the hall as you make your way forward. Beware of one behind you. Read its emails for the programmers' list of "thank yous". BFG cells are the rarest ammunition in the game. Discover a couple revenants at the intersection. Open it with the code 0508. Cross the room to the next door. Follow it to another ladder. Gather the items from the storage and use the panel to open the door. As you move, imps, soldiers, and ticks spawn to battle. Cross the room and be ready to combat a trio of zombies up the stairs to the left. Open the storage locker using code 123 for some ammo (including plasma gun ammo). You'll see several rotating platforms and a berserk power-up underneath them all. Locate the vent on the right and crawl through. Continue into the junction. Doom 3 - Objective 30: Reach the Main Portal (Concluded, through Delta Labs 3 and 4), Switch Kombo Bros 546 subscribers Subscribe 491 views 1 year ago Check our playlists for more! Grab it and the video disk then stock up on ammo. An imp appears outside as well. Locate the freight loader control tower to unlock the entrance to the caverns. One door is marked bio labs; the other door is marked operations. Some lost souls arrive when you grab it. If you're facing more than one, retreat through a doorway and fire from under the safety of a roof. Find the storage locker down below. There's some plasma ammo nearby so use the plasma gun if possible. Approach this door to discover a new objective. Objective: Hazard Door Sealed. It's not alone. Maneuver through the slime and drop down onto the catwalk you crossed earlier. Ready your shotgun (the best close-range weapon) and fire when the z-sec enters into your line of fire. Defeat him and grab his chain gun and nearby ammo. Move down the hall and turn around when you hear the imp. Utilize the pillars as cover and avoid standing in front of them and taking the punishment from their projectiles. Enter it to find some armor and health as well as a zombie lurking inside. The z-sec might duck in and out of cover and when they are in sight, they're a pretty darn good shot. Maneuver down the hall and battle a mixed group of enemies. Enter the office to initiate the cut scene. You can return to the infirmary area for health. Just annihilate them with the chain gun. Follow the main hall into the lobby area. Grab Jack Smith's PDA and check it out. Objective: Containment Chamber. The floor drops. When you do, the guardian remains in place and a blue orb appears above him. Use the barrels to help. The audio log talks about the BFG-9000 in this guy's office. Fight your way back to the main room. Battle the zombie then a leaping imp behind the next door. After you land, battle the imps. They move slow and most are only dangerous up close where the zombie can maul you with its brute melee strength. Unlock the communications area using this console. Beware of the imp that comes in behind you. 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. Search storage rooms for armor, health, and ammo. This fraction of a second could pose a problem if you're trying to hold off a leaping cherub or an approaching hell knight. In a room with pillars, it's easy to circle strafe around the cover and pelt the hell knight with shotgun blasts, chain gun rounds, or plasma bolts and slowly eliminate the beast. Site 3. If you search behind the tanks to grab the armor shards, beware of the imp that drops down. GameSpot may get a commission from retail offers. But certainly make efforts to use the frag chamber to your advantage. Leap carefully to the platform then back to the catwalk. Exit through the next hallway and into the EP control unit. Be cautious around the explosive barrels. Go to sector security and terminate the ops lock down. Open with the code 364. Beware of the imp that emerges. Exit through the opposite door and work up into the service access. There's a zombie to the left. Lost souls swoop in from a distance. Main Objective: Locate the entrance to the monorail station. Use the health station, locate some armor behind the crates, grab ammo off the console then move through the door into reactor control. Don't get hit by the piston or the result is instant death. A Doom sequel just wouldn't be the same without the chainsaw. Maneuver through the next chamber and listen to the conversation up ahead. Ready the rocket launcher and pummel the arch vile as fast as possible. Find the airlock and return outside. Exit the opposite door and eliminate a couple cacodemons. Blast the zombie and guard. A soldier appears in the doorway. Jump to the platform to the right and maneuver into the narrow hall. Press the panel to activate the bridge. You can talk to R. Cooper if you wish; he ushers you toward reception. Also go ahead and duck around the fire for items. When you spot the walkway above you, raise the lift and leap onto the catwalk. Beware of the guard and imp (another materializes if you approach the health station). Crush the arch vile inside the room with your rocket launcher. Drop down the reactor's center to find the berserk power-up and an exit teleporter. Defeat the imps and revenant. Access to the monorail remains lockedfor now. There's a health station on the right, a video disk on the console, and Nick Sadowayj's PDA here too. Enter the lift access and defeat a couple more imps. Descend the ladder, kill another imp, and then ascend the stairs into the control room. Take a left and enter containment monitoring. As you move forward, beware of the imp to the left. There's a second one in the building on the right. If you plan on snagging the plasma gun and walking along the same catwalk, time your advance when the machine is closed. If you charge the BFG too long, it explodes in your hands--likely instant death. Fix the door panel and move through. Looks like someone screwed up an order. Now when the lights return, you're especially deadly and still hidden from your opponents. Avoid long-range battles. Don't forget to search the exposed alcoves for ammo, health, and armor. Here you'll find solutions for every objective and locations of weapons (including hidden weaponry), PDAs, and ammo and armor caches. Exit the lift and battle a couple guards and a soldier. Return up the stairs and grab the ammo in the back corner. The map is built around a central, multi-level room. Enter the surface tunnels. It pays to explore. Enter the stasis chamber and download from each console. Maneuver into the storage hall. Kill the flying demon in the crumbling room then climb the ladder. Go around the corner and look left to spot some armor and ammo on the pipe. Kill the zombie to the left in this junction hallway then enter the infirmary access on the right. There are many zombies lurking about so be ready. Search the room then exit out the far side. Reach the next monorail station. It's a relatively large target and can be taken down with the machine gun, chain gun, or plasma gun. Enter the door and descend the ladder. You'll trigger and imp and some cherubs. Use the console, first the left monitor then the second. Use something that won't need reloading often, like the machine gun. In the Caverns at the Chamber of the Hero, look at the historical tablets along the wall. Traverse the underground tunnel. building. There's a health station to the left. Don't waste strong weapon ammo on slow zombies. Return to the health station if necessary. Your oxygen is running out! Enter the door marked executive offices. Eliminate them all. Do you want to transmit the signal or should you hit cancel? Descend the lift, which breaks. Save the soul cube, if possible, for the hell knight at the end. It's possible, but tough, to dodge the incoming homing rockets up-close as you would an imp projectile. Return to the bridge and proceed to central processing. Wraiths often travel in numbers so be careful waiting for one to move close; there could be another wraith teleporting in behind you. jordan12 Aug 7, 2004 Aug 7, 2004 #1 jordan12 [H]F Junkie Joined Dec 29, 2000 Messages 9,957 Guys, Been walking in circles. The next room contains a hell knight to the right. Stay well away from this monstrosity. Approach the console and defeat the maggot. Initiate the power systemsto no avail. Back off and blast him with the shotgun. Go through the door in the back corner and battle a couple soldiers and imps. 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. Blast the arch vile with several rockets on sight. Aim for the upper body and head. The locked door soon opens. Defeat it then ride the lift down. Our Doom 3 walkthrough includes a full walkthrough and tips on every weapon, as well as lists of cheat codes, cabinet codes, and easter eggs. Spiders appear in front of you and occasionally behind you so turn around often. It includes code for cabinet #039--the code is 102. You'll hear souls spawn. Listen to the audio logs and read the emails. Use the console to unlock the secured area. Like the machine gun, keep the chain gun reloaded. I'm doing this to show people the capabilities of 3.5 turbo versus 4.0. Now that you possess a PDA you can download information from these kiosks. The Saboath is like one-third tank, one-third cyborg, and one-third BFG. Defeat a couple more soldiers in the lobby and find the unlocked hallway. Climb the ladder. Early on, you're likely stuck with the shotgun or machine gun only. Exit and move toward the door into engineering. Call the lift at the station. The email includes a cabinet code. One of the map's key rooms is a multi-exit room just outside the reactor room. Just don't let them get close. Defeat the imp. Pick up oxygen and find the next airlock in the back right corner. Gather the supplies. Walk forward and speak with security. There's another console in his office to back up files. Fend them off with your shotgun while you wait for the ladder to extend. 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 Exit and approach the man you helped. Follow him along the engineering catwalks. Look to your right for some items: health, armor, and a shotgun. The sourceport I discuss further, is called 'Dhewm'. Objective: Freighter Control Room. A revenant patrols the upper pipeline. She doesn't last long and transforms into a lost soul. Locate the rocket launcher in its own storage room. Be wary of player's hiding out on the upper catwalk ready to shoot down as you make a run for the rocket launcher. First step into the BATHROOM through the left doorway, kill the zombie inside, and grab the armor and shells inside. He reveals a code to access his tools--396--storage locker near maintenance elevator. At the intersection, go left and down some steps to find another plasma gun. Go through the door marked blue 20. Extending the bridge means more fighting. Objective: Power up the Teleporter. A shotgun at close range will certainly be effective but the commando will have gotten off a couple tentacle strikes before you're within optimum firing distance. Speak with him and then follow him. Follow the cavern around to the left. Continue to the room of stairs where a hell knight and support ticks appear. Editor(s) used: SlumpeD, Wadauthor, WinTex. When done, cross the room toward the steps and door. Listen to the logs and read the emails. And of course attempt to steal that coveted megasphere! Take Frank Delahue's PDA off of the console. Descend the stairs and enter the bottom chamber. Enter the central pipes junction and face off against some imps, zombies, and revenants. After the battle has concluded, cross the stone bridge. The downsides to the plasma gun are reload time and ammunition availability. A close-range shotgun blast is enough to finish him off. The prototype transfer platform is contained in the upper research hall. Move cautiously and be ready for spawning monsters. Concentrate on one hell knight to kill it as quickly as possible. Maneuver out onto the surface. Grab the armor on the other side. Exit and face off against a revenant then imp. Back out and use your chain gun when he reaches the doorway. Also beware of the bloated zombie behind you (search his alcove for armor shards). Don't let the baby face fool you--the cherub is a vicious little creature. Return to the main hall. Kill it from long-range with the plasma gun. You can jump to the ammo positioned on the nearby rooftop if you wish. Use the panel next to the door leading toward the CPU complex. The tentacle-wielding commando will charge your position. Search the storage on the left for ammo and armor then use the health station on the right. The player is given the choice of either sending or canceling the transmission to the Earth fleet for backup. Go through the exit door and you're back near the monorail. More monsters await you here, including an arch vile. There may be more than one sourceport available for 'Doom 3', so you may optionally want to look around on the Internet. Battle some monsters then search the pipes for ammo and armor. Descend into the dark tunnel and battle some imps. Continue down the hall and face a couple soldiers. The zombies are a diverse set of enemies. You may find some carrying flashlights, others carrying wrenches, and even some overweight zombies. The resulting blow knocks you around and can cause disorientation. Doom 3 focuses on slow methodical gameplay, as opposed to the "run and gun" feel of its predecessors. This section offers tips on using Doom 3's weapon arsenal. 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