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har selv spillet, og det er ik så godt...kan meget bedre li´ Far Cry
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doom 3 går igen

de har slate mit indlæg
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doom alpha labs sector 1

alpha labs sector 1
overview
alpha labs sector 1 houses the elemental phase deconstructor and hydrocon systems, a revolutionary new technology that transforms raw materials native to mars into usable resources. the primary epd reactor feeds into the hydrocon processing system for transport to sector 2 mfs refinement and storage.
your overarching mission is to locate the rest of bravo team in alpha labs. however, dur to the demonic invasion, alpha labs are a mess, and getting from point a to ponet b isn´t easy. to complete alpha labs sector 1, you must find the the elevator that takes you to alpha labs sector 2, which requires you to tak one hell of a detour.
objective: find the personnel elevator
alpha labs reception
at the start of the level, sergeant kelly radios you and tells you to pick up the pace and join up with bravo team. your mission objective for alpha labs sector 1 is to locate the personnel elevator that takes you to alpha labs sector 2. click thecontrol panel to open the blast door directly in front of you and go into alpha labs reception.
it´s quiet in alpha labs reception. too quiet. three zombies and one fat zombie are behind the reception diesk. move over to it to lure them out; then back up and blast them. it´s almost pitchblack in this area, but you can see the zombies´ glowing red eyes as they approach.
find a clip and a small med kit on a chair near the entrance and some bullets on the reception desk. behind the reception desk are armor shards, bullets, anda health station. touch the control panel on the receotion desk to unlock the access doors and turn on the primary lights; then go through the northern door into the atomic stabilization hub.
atomic stabilization hub
a z-sec zombie with a shotgun patrols the area in front of the door. fortunately, he doesn´t notice you when you enter, so blast him before he shoots you.
be careful when advancing into the room, through, because two more z-sec zombies with machine guns lurk in the northeast corner. take them out and grab their weapons and the nearby armor shards.
move northwest through the l-shaped room, picking up the machine gun near the bend. shoot the zombie that lumbers in at you from the hall.
epd observation
go through the door to epd observation and prepare for the imp on the other side.a quick shotgun blast at pointblank range is the best way to take him out. two z-sec zombies (one with a machine gun, one with a shotgun) shoot at you from the hallway´s far end. lure them back into the atomic stabilization hub to ambush them
alpha labs main junction
proceed into the alpha labs main junction, where collapsed debris has completely blocked the stairs. pick up the med kit at the base of the stairs and return to epd observation.
epd lab
jump through the epd observation window to reach the epd lap, dominated by the stillfunctioning elemental phase deconstructor. as soon as you leap in , two imps appear at either end of the room. kill them and crawl under the stairs in the room´s northwest corner to find a small med kit and some grenades.
caution
the imps are not the greatest threat to your health in this room - the epd beam is. don´t walk into it, or you´ll be killed instantly!
proceed up the stairs in the southeast corner. another imp appears behind you. shoot it, and then enter office at the top of the stairs near storage cabinet #009.
there´s a zombie and a z-sec zombie with a pistol in the office. after you kill them, you vision distorts, and a demonic wind blows through the room, hnling a chair. when your vision clears, use the health station in the room´s corner if you need to.
pick up kyle berger´s pda from the office desk and play the "epd accident" audio log on hear berger´s account of a research assistant who accidentally stepped into the epd beam and was killed. as a result of the accident, accident, additional medical supplies have been stocked in the nearby storage cabinet (code 752). two emails on the pda describe the scene prior to and after the accident.
go out ot the office and enter 752 on storage cabinet #009´s keypad; open it and receive med kits, security armor, a clip, and grenades.
return to the office and go through the northern door, where an imp apppears to your right. take him out, pick up the nearby shotgun, and crouch down to find some security armor if you need it.
a terminal with a control panel overlooks the epd generator. touch the control panel to open the repair access gate at the end of the epd collection chamber. when you d, a z-sec zombie with a machine gun appears in the epd observation window in front of you. shoot him, and then backtrack through the office to the main floor of the epd lap.
epd collection chamber
the only way to proceed is down the epd collection chamber, where the epd generator fires blasts of raw energy over your head. the beam is active for approximately five seconds and then shuts down for eight. move down the epdcollection chamber by jumping into it when the beam is off, crouching down, and crawling down the chamber, crouch-jumping over the short barriers in your way.
caution
as long as you´re crouching and not jumping when the epd beam fires overhead, you´re safe. if you stand up, or if you crouch-jump when the beam is active, you will die instantly.
the repair access gate is at the chamber´s end. touch the control panel above it to open it, and then crawl into the epd particle filter.
epd particle filter
a z-sec zombie with a machine gun patrols the hallway in front of you. shoot him from the access tunnel, leave the tunnel, turn left, and shoot the shambling zombie coming for you.
move down the hall toward wher the zombie came from, walk down the stairs, and shoot the zombie in the shadowy corner of the room. pick up the armor shards in this corner. go through the nearby door into epd junction 2
epd junction 2
pick up the med kit to the door´s left and head down the hall. watch out for imp at the end. after you kill him, the lights go out, and demonic laughter echoes through the room.
turn left at the t-shaped junction and lure the two zombies and the fat zombie out of their hiding places in the area in front of you. there´s a med kit in the room´s northeast corner
epd particle emulsifier
continue down the hall to enter the epd particle emulsifier area. when you enter the area, a zombie pops out of a hidden alcove behind you, and another zombie and a fat zombie emerge from the southwest corner. two more zombies remain hidden in alcoves in the room´s eastern side. kill them all. the shotgun works best in close quarters against these weak enemies; there are shells in the northwest alcove.
ascend the stairs in the south to find another zombie to your left. kill him, turn right, and pick up the smll med kit and jack smith´s pda. smith´s pda contains anaudio log regarding the staggering number of serious accidents in the labs, many of which occurred under very mysterious circumstances. two emails on the pda discuss the implementation of a "buddy system" to cut down on accidents.
after you check out the pda, touch the control panel on the desk to seal a section of alpha labs that has caught on fire due to a gas leak. backtrack to epd junction 2 and go through the northwest door to the epd particle scrubber.
epd particle scrubber
in the entrance to the epd particle scrubber is a dead marine with a shotgun, shells, and grenades next to him. pick these up and continue down the hall.
note
if you didn´t shut off the gas mai previously, this area is blocked by a jet of flame from the nearby ruptured pipe.
move into the main part of the epd particle scrubber area, and a z-sec zombie with a machine gun starts shooting at you from behinh cover. blast an explosive barrel next to him to quickly take him out.
immediately turn left and shoot the imp and machine-gun-toting z-sec zombie in storage area 2, which opens when you kill the first z-sec zombie. find med kits, clips, and shells in here.
clip downthe utility ladder next to the room´s recessed eastern half to reach a catwalk with security armor and grenades. have your shotgun ready when you go for them, as a hidden alcove opens right in front of you, revealing an imp.
after you kill the imp and collect the items, go back up the ladder and through the western door to epd containment purge.
epd containment purge
epd containment purge has been taken over by more of that stange organic growth. there´s a human stuck to the ceiling, his chest cavity pinned open to reveal his internal organs. equip your shotgun and enter the room.
a shot cutscene shows the eviscerated human screaming in pain, followed by your first glimpse of a maggot. five maggotslunge toward you. kill each with a single shotgun blast. hold your ground and keep shooting until they´re all gone. don´t worry about chasing them; they´ll come to you.
the western door to alpha labs junction 3 is sealed, but a grate in the floor falls down when you approach the door. you cannow crawl under the floor into crawl way 13.
crawl way 13
nothing can hurt you in crawl way 13, although an imp jumps down onto the grate above your head and dose his best to scare the hell out of you.
at the only junction in crawl way 13, continue going straight to reach an otherwise inaccessible part of alpha labs junction 3. pick up the armor shards and med kit found here, and then duck back into crawl way 13, backtrack to the junction, and take the right turn into the main part of alpha labs junction 3.
alpha labs junction 3.
at the end of crawl way 13 is a shotgun next to several corpses. pick up the shotgun and jump up into alpha labs junction 3. there´s a machine gun near the sealed door to epd containment purge. a bit farther into the room´s darkened half, you find another machine gun.
continue moving carefully into the room´s darkened southern half, and two zombies start moving toward you. grab the armor shards in the southwest corner; continue so utheast down the hall and through the door to the hydrocon condenser.
hydrocon condeser
a z-sec zombie with a machine gun patrols this room. shoot the explosive barrels behind him to take him out. get another machine-gun-toting z-sec zombie at the entrance to the western hallway to your right. find a small med kit in the southeast corner.
proceed west down the narrow catwalk to the door at the end, which leads to the hydrocon oxygenator. sections of the catwalk drop when you step on them, requiring you to hop up out of them.aren´t you glad youeliminated the enemies first?
hydrocon oxygenator
several explosive barrels fall down at you from the upper level of the hydrocon oxygenator. shoot them or ignore them and head up the stairs to the upper level.
a maggot and a machine-gun-wielding z-sec zombie attack you on the upper level. shoot the magget first and then return carefully aimed fire at the z-sec zombie, who ducks behind a crate for cover at the room´s end.
scoop up the clip, a machine gun, a med kit, and a small med kit in the room near the z-sec zombie´s position. proceed through the door to the upper level of the hydrocon condenser.
hydrocon condenser (upper)
climb the stairs in the upper level of the hydrocon condenser; there are armor shards sitting in the room´s elevated portion. it´s a trap. when you go for them, a hidden alcove opens in front of you, revealing an imp. a third imp appears behind you, near the door you just came through. kill all the imps, pick up the armor shards, and check out the imps´ hidden alcove to find some security armor.
after you´re armored up, go the stairs to the west. they fall apart after you ascend them, so there´s no going back. head through the door at the top of the stairs to hydrocon junction 1.
tip
actually, if absolutely necessary, you can climb back up those stairs after they fall apart. just jump onto the railing and run up it. landing directly on it is a bit tricky, but you´ll pick up the technique quickly enough.
hydrocon junction 1
there´s a dead marine, a machine gun, and some clips inside the entrance to hydrocon junction 1. pick up the items and head carefully into the area´s main part.
without warning, the scene changes dramatically. the walls run red with blood and plumes of flame shoot up from outside the window. your controls become incredibly sluggish, and it´s an effort just to move. as soon as the vision endes and everything returns to normal, two imps appear in the room, one in the northwest corner, and one in the southeast.
defeat the imps, then look for the control panel on the pillar in the room´s middle that says "open security hatch." press it, and the security cabinet in the southern wall opens, giving you access to some shells, shotguns, and clips. after gearing up, go through the southwest door to hydrocon control.
hydrocon control
turn left when you enter hydrocon control and blast the zombie lurking there. move into the room and grab the shells from the console. the western door to oxygen siphon is sealed; you dont´t have the security clearance to open it. the control panel says you need a pda belonging to either p. harvey or bernie lipsitz to open it. go through the eastern door to hydrogen siphon.
hydrogen siphon
a maggot charges at you when you open the door. one good shotgun blast finishes him off. the zombie in the southeast corner doesn´thave a head, but he still gets mesmerized by the control panels in front of him. take him out with the pistol or machine gun.
pick up the med kit near the zombie. a hidden alcove in the eastern wall opens, revealing an angry imp. shoot the imp and climb up the utiliy ladder near him, which brings you to hydrocon stabilization.
hydrocon stabilization
proceed through the narrow tunnel of hydrocon stabilization and around some large pipes to reach g. kreitman, a technician who´s trying to get some machinery running to prevent a catastrophic explosion. he warns you not to shoot the oxygen containment devices in the hydrocon lab, as one stay there and work, but he´ll catch up to you later.
the room is divided in half by a large piece of machinery that crashes to the floor in five-second intervals before rising back up into the ceiling.dash underneath it to reach the room´s western side and bernie lipsitz´s pda.
lipsitz´s pda gives you the hydrocon access security clearance needed to open the door to oxygen siphon, andit contains an email from john mcdermott inviting lipsitz to mars city for a few beers; there´s also a second email from dr. fredric anubis warning of the potential for an oxygen leak in the hydrocon labs.
after reading the pda, grab the security armor and med kits beyond bernie´s body, drop down the nearby shaft into hydrocon control, and open the door to oxygen siphon.
oxygan siphon
there´s a zombie in the northwest corner of oxygen siphon; take a few steps into the room and shine your flashlight over there to lure him out. watch out, through, because shooting the zombie attracts the zombie attracts the attention of a shotgun-toting z-sec zombie, whocomes running toward you from the room´s southern section. kill them both, then go through the southern door to the hydrocon lab.
hydrocon lab
as you enter the room, through a window you see swann and campbell running down the hydrocon observation hallway. as they disappear from view, two maggots crawl out of hiding from behind the hydrocon containers. kill them and go through the eastern door to storage area 8.
caution
remember dr. kreitman´s warning; don´t shoot the hydrocon containers! doing so causes the entire area to burst into flame and results in near-instantaneous death!
storage area 8
there´s another maggot in here. don´t accidentally blow yourself up by shooting the explosive barrels behind him. after he´s gone, help yourself to the security armor, grenades, and health station in the room, then go through the southern door to alpha labs main junction.
alpha labs main junction
you´re now on the other side of all of that debris you saw at the level´s beginning. the door directly across the hall from storage area 8 leads to hydrocon junction 4, which contains only a locked security door. instead, go through the western door to hydrocon observation, and then proceed west into hydrocon junction 3.
hydrocon junction 3
a maggot crawls out of the floor as you enter hydrocon observation. shoot it and then duck into the crawlspace to find some armor shards and a clip. there´s also a machine gun and more clips in the hall´s corner, near a dead security guard. pick up this stuff, then go through the southern door to the sector junction.
sector junction
as you enter the sector junction, three maggots attack you from the right, and two more jump you from the left. back out into hydrocon junction 3 to get them all in front of you; let ´em have it with the shotgun.
collect a shotgun and some shells near the entrance, and then touch the control panel on the elevator at the room´s southern end. enterthe elevator and touch the control panel inside to complete the level and proceed to alpha labs sector 2.
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doom alpha labs sector 2

alpha labs sector 2
overview
alpha labs sector 2 processes and stores hydrogen fuel through the facility´s primary ststem, the molecular fuel storage compactor. the sublevel section houses the coolant control ststem needed for proper hydrogen fuel refinement.
in your ongoing mission to reunite withbravo team, you must fight through the winding corridors of alpha labs sector 2. this level features fewer enemies than the last, but it has a dearth of ammo and health pick-ups. you must go out of your way to find the secret items to stay stocked up.
objective: reach alpha labs sector 3
level 2 entrance
when you exit the elevator and enter the level 2 entrance, you see a human corpse being pulled up into a duct in the ceiling- and then falling out of the same duct in chunks. lovely.
walk up the stairs to the room´s elevated northern half, and the lights go out. two imps appear and attack. blastthem both, and then greb the shotgun by the northern door and the small med kit and clips hidden behind the elevator shaft. go through the northern door to the security checkpoint junction.
security checkpoint junction
when you step into the security checkpoint junction, a massive power overload pops a floor grate in front of you into the air. this is meant to distract you from the imp appearing in the doorway behind you. turn around and shoot the imp.
the western door is broken, but it opens just enough to show a z-sec zombie with a machine gun patrolling the hall beyond. if you´ll quick with your machine gun, you can kill him before he walks out of view. otherwise, you must shoot him later.
the only other door to go through is the open door to therestroom, head on in.
restroom
there´s a zombie in the shadowy northwest corner to your left as you enter the restroom. blow him away and cautiously enter.
the lights go out, and several tiles fall from the ceiling. a fat zombie with a wrench lumbers toward you from the east. blast him with the shotgun when he gets close.
move to the southern part of the restroom with your back to the western wall. kill the zombie and maggot when they come out to attack you, and then pick up the grenades in the northeast stall.
there´s a ladder in the restroom´s southern part, where the maggot appeared from. climb this ladder up to the lavatory ventilation ducts.
lavatory ventilation ducts
at the top of the ladder, you receive a radio transmission from a frightened soldier who has locked himself in the nearby c4 storage room. crouch down and start crawling through the ventilation ducts.
at the junction, go straight to find armor shards and a small med kit. equip your shotgun, turn and face south, and strafe to the left topick them up; this allows you to blast the maggot that´s waiting for you.
return to the duct junctinue following theduct. as you near the end, you see a zmbie feasting on a fat zombie in engineering security below you, but you can´t shoot him from the duct. keep going west down the duct; at the end is an opening into engineering security.
engineering security
before dropping into engineering security, toss a grenade down into it. there´s an imp just below you that you can´t see (and that machine-gun-toting z-sec zombie, if you didn´t kill him earlier). drop down into engineering security with the shotgun equipped and finish off the enemies.
move northeast down engineering security. a corpse falls out of an overhead duct, and an imp crawls out of the floor in front of you. shoot the imp, but watch out for the second imp that´s sneaking up behind you at the same time.
drop into the crawlspace that the first imp popped out of to find some security armor. as you do so, look through the window to the southern office and see the zombie eating the fat zombie, which you saw from the lavatory ventilation ducts.
equip the shotgun and go into the engineering security office. both the zombie and the fat zombie rise up to attack you. shoot them both and use the nearby health station to replenish your health if necessary.
use the security scanner control panel on the desk to switch between six different security cameras. there´s nothing of interest on the first five, but the sixth one, engineering coolant control, shows j. edwards holding a lantern in an office.
finally, pick up andrew chin´s pda from the desk. it contains an audio log with chin´s complaints regarding harassment of the research teams by uac security. there are also three emails on the device: a spam email from martianbuddy.com, a request from walter connors that chin return his 8-sided die, and a message from brian wellington saying that the repairs to storage cabinet #038 are complete and that the code is 409.
exit the engineering security office and proceed through the northeast door to junction d03/d04. from there, open the door to vista d04/d05 and kill the maggot and imp to the door´s left. pick up the grenades in the middle of vista d04/d05 and continue down the hall and through the door to the coolant junction
caution
don´t shoot out the windows overlooking the martian surface! they will shatter and suck the atmosphere out of the room, requiring you to use your suit´s oxygen reserves to survive!
coolant junction
there´s an imp on a distant ledge of the coolant junction. you can´t reach him from the coolant junction entrance, so shoot him with the machine gun while dodging his fireballs (or løb one of the grenades). after he´s dead, follow the catwalk through the door into the mfs compressor.
note
there are smoe pick-ups on the imp´s ledge, and you´re probably running low on ammo. don´t worry; you´ll come back them.
mfs compressor
switch to your machine gun and blast the machine-gun-toting z-sec zombie on the door´s other side. a high guardrail blocks you from the rest of the mfs compressor area, so keep going north into the coolant compressor.
coolant compressor
through the coolant compressor window, you see several marines-presumably members of bravo team-double-timing it down a catwalk that you can´t reach. at least you´re catching up to them. follow the hallway as it makes a u-turn and leads back into the western part of the mfs compressor that you couldn´t reach before.
mfs compressor (western)
enter the western part of the mfs compressor and move toward the southeast door- but don´t go through it yet. a maggot appears in front of you. kill it, and then turn around to face the room´s eastern half, where two z-sec zombies (one with a machine gun, one with a shotgun) are heading toward you.
get behind some cover, aim your machine gun at the door to the western part of the efs compressor, and shoot the z-sec zombies as they run through it. with any luck, you´ll kill them before they can even fire a shot.
after you kill the z-sec zombies,sergeant kelly radios you to say that bravo team has located your position but is unable to rendezvous with you. he tells you to go through engineering and meet up with them in alpha labs sector 3.
storage cabinet #038 is in the room´s northwest corner; leap across the conveyor belt in the room´s middle to reach it. open the cabinet with the code 409 to receive security armor, grenades, and a clip.
now double back for those pick-ups on the imp´s ledge in the coolant junction. look at the computer consoles in the southern part of the mfs compressor area.
there you´ll find walter connors´s pda, which contains a self-congratulatory audio log regarding his work on the mfs compressor. it also has three emails sent to himself. the first is a reminder to get his 8-sided die back from andrew chin. the second has the code for storage cabinet #039 (which is 102). the third is a self-affirmation from 150 years ago.
you´ll also find a maintenance control panel. click "open main vent hatch" to raise a utility ladder to your left. climp up the ladder to reach the coolant junction hatchway.
coolant junction hatchway
crouch down and crawl into the coolantjunction hatcway, which leads out onto the imp´s platform in the coolant junction; there´s a mother lode of supplies: shells, bullets, a clip, and a large med kit. collect them all and backtrack to the mfs compressor. go through the southwest door to hatchway h20/h03 and into storge and engineering.
storage and engineering
caution
don´t leave this room´s entrance until the walkthrough says to, or enemies will over whelm you.
in the nothwest corner, a z-sec zombie with a machine gun and another with a pistol draw a bead on you when you enter. lob a few grenades at them to take them out.
when you kill the zombies, an imp appears in the room. because the imp doesn´t remain stationary like the zombies, use your machine gun against him.
switch to your shotgun immediately, because a maggot jumps out of a darkened alcove in front of you after the imp is dead.
your grenade-tossing and gunfighting might have opened a secret panel in the floor. if it didn´t, shoot the blood-smeared tile in front of the second pillar from the west near the room´s entrance to reveal a hatch leading down. climb down the ladder into a utility duct.
as you crawl in, you hear a marine´s death cry over the radio. keep going forward into a small room with another ladder leading down. drop down this ladder and continue climbing through the duct.
at the end of the second duct is an imp. shoot him is an imp. shoot him with your shotgun from inside the duct before he notices you. alternately, wait until he walks by, then leave the duct, move clockwise around the pathway, and shoot the exploding barrels when the imp gets near them.
with the imp dead, pick up the clips and shells at the end of the room. if you didn´t blow up the barrels before, do so now- and remember to back up first! this reveals yet another duct in the room´s southeast corner.
crawl into this duct to find security armor and another clip. grab them, then backtrack to the main floor of storage and engineering.
step onto the lift in the northeast corner and touch its control panel to descend into the lower level of storage and engineering.
as you descend, a maggot hops around the elevator shaft threateningly. shot it if possible, but don´t let it distract you when you reach the bottom- an imp in the corner will fry you if you´re not paying attention. kill them both and go through the western door into engineering and coolant.
engineering and coolant
pick up the clip to the right of the entrance to engineering and coolant; walk around the hallway to the entrance of j. edwards´s office. he begs you not to shoot and offers to lead you through the pitch.black labyrinthine coolant control junction if you protect him.
note
edwards doesn´t have to survive for you to make it through this area, but he does show you the most direct route through the coolant control junction. following edwards to the end brings every enemy out of hiding, and it keeps you from finding some handy hidden items. when you reach the end, go back for the other items.
edwards warns you that an electromagnetic pulse (emp) has knocked out the lights in the area, and another big one could knock out his lantern as well. after you descend the stairs,you hear something clanging in the darkness. edwards tells you to stay close. equip your machine gun and get ready to use it.
tip
although the shootgun is more effective at close range, the achine gun provides more illumination when firing in total darkness.
the first imp appears between two pillars. edwards tells you to kill it and hits the deck. when the imp is dead, edwards stands back up and resumes leading you through the maze.
a second imp attacks shortly after the first, just as you´re taking a left at a t-shaped intersection. it attacks from behind you. an emp knocks out edwards´s lantern just after ou kill this imp. wait until it comes back on, and then keep following him.
watch out for the third imp, which attacks ashort time after edwards´s lantern corner comes back on.
as you approach some shells and a large med kit, a maggot runs at you from behind. kill it, pick up the items, and continue following edwards.
"there´s the exit!" says edwards as his lantern illuminates a ladder leading up. suddenly, the lights go out, and an imp tears edwards´s head from his shoulders. another imp appears behind you. kill both of them and head up the ladder. or turn around and go back through the coolant control junction to pick up all of the items you passed (see sidebar).

optional coolant control junction items
plenty of ammo, health, and item pick-ups remain in the darkened recesses of the coolant control junction, and because you´ve already killed all of the enemies, help yourself! here´s where to find every item, starting at the end of the area and area and backtracking to the beginning. use the map at the beginning of this chapter to help you locate the items.
there´s a backpack just north of the area where you fought the second imp; go straight through the t-intersection to reach it.
look for an alcove in the area with the two pillars (where you fought the first imp). a clip and some shells are there.
at the next t-intersection, hang a left and go down the hall to find armor shards and a clip.
keep going north and take a left to find some shells and grenades.
in the northernmost part of the coolant control junction, find some security armor. that´s everything. return to the ladder at the end and climb up.
storage cabinet #039 is at the top of the ladder. use the code from walter connors´ pda (102) to open it and receive security armor and clips. when you have them, go through the door into coolant flow control.
coolant flow control
you immediately notice a human corpse stuck to the ceiling with webs; that can´t be good. the room´s eastern door is damaged beyond repair and won´t open. stand halfway betwen the door you came through and the broken door, and then walk forward to drop into an area with large med kits and clips.
there´s an opening to coolant access shaft 5 in the recesed part of the room´s northeast corner. crouch down and crawl into it.
coolant access shaft 5
continue crawling down the coolant access shaft. there´s only one direction to go, so you can´t get lost. there also aren´t any enemies in the shaft, although you do catch a glimpse of a spidery creature´s shadow as it scurries away. proceed to the shaft´s end and exit into lower mfs control.
lower mfs control
there´s some security armor, a health station, and clips in the room´s northern part. when you go to pick them up, a spidery trite pops out of a nearby duct. fortunately, trites are extremely wea, and one or two shots from any of your weapons finishes it off.
next to the trite´s lair is a control panel that extends a service ladder. here´s where everything gets tricky. when you extend the ladder, trites start crawling out of every nook and cranny of the room and start swarming toward you. evenworse, the service ladder temporarily malfunctions when activated, leaving you stuck in the lower area with allthe trites. the ladder will eventually deploy, allowing you to progress toward the exit.
activate the ladder, step away from it, and shoot trites with your machine gun. manage your ammo carefully. when the ladder is deployed, run up it and open the airlock door to the north. run through the door before the trites nibble you to death.
tip
it´s possible to destroy all of the trites. they stop coming out of the walls afteryou kill 10 of them. however, this is a waste of ammo, considering that the level´s end is end is just beyond the airlock.
airlock
step into the airlock and click the transfer bay control panel to move on to alpha labs sector 3. level complete.
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doom alpha labs sector 3

alpha labs sector 3
overview
alpha laps sector 3 contains the secondary coolant control system for the molecular fuel storage compactor. waste material from the mfs system is also processed here and sent to the recycling plant for postrefinement and disposal.
alpha labs sector 3 is is much smaller than previous levels, but it has the annoying tendency to make you fight through areas you´ve already cleared. it also boasts some of the fiercest close-quarters combat you´ve seen to date. making it to the airlock at the level´s end brings you one step closer to your ultimate goal of rendezvousing with bravo team.
objective: attempt to locate bravo team
als main engineering
when the airlock doors open, you see a z-sec zombie with a pistol walking away from you and turning a corner. if you´re really quick, you can hit him with a shot or two to get his attention and finish him off before he leaves your line of sight.
there´s also a large med kit in front of the airlock doors. when you step out of the airlock into al2 main engineering, an imp leaps out from behind some crates on the hall´s left side and starts attacking. kill the imp and snag the large med kit. find another large med kit and some shells on the other side of the crates that the imp hid behind.
as you round the first corner, the z-sec zombie steps out from behind the next corner and starts firing at you (assuming you didn´t kill him earlier). you can shoot an explosive barrel near him to take him out quickly, but wait until the two machine-gun-toting z-sec zombies near him show themselves, so that you get all three in one explosion.
as you round the second corner, an imp crawls down the ceiling toward you. shoot him and pick up the clips in the nearby alcove.
some security armor sits in the middle of the hall, near a t-intersection. you should know by now that this is a trap. approach the security armor cautiously, turn left, and shoot the pistol-packing z-sec zombie in the southern hallway.
if you go farther down that hall, you get attacked by a maggot and five trites. take them out now so you don´t have to later. at the end of this hall is a locked door that requires the coolant maintenance key to open. return to the main junction and take a left to proceed northwest.
continue moving down the hall to lure another maggot and two more trites out of hiding. there´s a health station here if you need it.
at the end of the hall is a door to hazardous waste disposal. unfortunately, it is sealed due to the toxic gasses being leaked from some barrels inside. backtrack to the t-intersection of al2 main engineering and go through the nearby door into the control room for hazardous waste disposal.
hazardous waste disposal
pick up mark lamia´s pda, which site on the desk near the control panel. the pda contains an audio log detailing lamia´s frustration with the incompetence of his employees. he mentions that the cabinet door codes in the area have been changed to 123 due to the employees´ inaability to remenber anything more complex. it also contains four emails: threee from workers calling in sick or apologizing for work that isn´t getting done; and one from a suck-upnamed dusty welch, who´s become something of a lackey to lamia, taking crates from lamia´s office to his quarters and organizing lamia´s closet for him.
don´t get too wrapped up in the contents of the pda, because a z-sec zombie bursts into the control room shortly after you pick it up and starts shooting you with his pistol. either face the door and be ready for him, or listen for his telltale radio static, which you hear when he enters.
after killing the z-sec zombie, turn your attention to the cortrol panel. there are four controls: grip control, transfer item to incinerator, up/down, and lateral control. you must use the hazzardous waste disposal crane to pick up the two leaking toxic barrels and drop them in the incinerator.
this is essentially just like a crane game at an arcade. use the lateral control to move the crane over a barrel. when it´s directly over it, a panel to the right displays the word "lock," and a red light illuminates the barrel. use the up/down control to lower the crane onto the barrel, and then press "close" on the grip control to pick it up. when the crane attaches itself to the barrel, simply press "transfer item to incinerator" to dispose of the barrel safely. repeat this procedure for the other barrel.
after you complete the objective, sergeant kelly tels you to pick up the pace and meet bravo team in alpha labs sector 4. with hazzardous waste disposal now clear of fumes, you can enter it through the door in al2 main engineering.
objective: alpha labs sector 4 entrance
you can´t just walk out of the control room, however, because a z-sec zombie with a machine gun is hiding behind a crate outside the door. instead, ready a grenade at the zombie. with any luck, you´ll take him out without suffering a single wound.
enter the main part of the hazardous waste disposal area, where the coolant maintenance key lies on the floor. pick up this important item, which opens that locked door in al2 main engineering, and then continue into the hazardous materials lift.
the hazardous materials lift
several explosive barrels in here are a mojor hindrance when shooting breaks out (and it will), so blow them up safely when you enter the room.
there are some ammo belts and a lrge med kit in the room´s southwest corner, as well as a pda belonging to george poota on the room´s west side. poota´s pda contains an angry email from his supervisior, mark lamia, and spam from martianbuddy.com. next to poota´s pda is storage cabinet #047 (code 123). pick up the clips and grenades inside.
after you pick up all the items, touch the control panel near the storage cabinet to raise the lift in the room´s northwest corner. three z-sec zombies with shotguns ride up, along with security armor and an explosive barrel. when you see it, shoot the explosive barrel to blow up all three z-sec zombies. take their shotguns and the security armor.
coolant monitoring
return to hazardous waste disposal, where two z-sec zombies enter from the western door and start shooting at you with machine guns. back up, toss grenades at them until they´re dead, and go through the room to al2 main engineering.
a z-sec zombie with a pistol hides behind a pillar down near the first corner. he´s joined by two others. use grenades or your machine gun to take them out.
return to the locked door in the southwest end of al2 main engineering and use the coolant maintenance key to unlock it. head on in to coolant monitoring.
the east end of coolant monitoring is a narrow hallway, which widens out into a room at the western end. a z-sec zombie ducks out from behind the corner and fires at you with a shotgun. fortunately, they´re too far away to do much damage. take them out with granades or your machine gun. a trite also pops out from the hall´s left side near the entrance; it tries to attack you from behind, so be aware of it.
when you enter the open western half of coolant appears, an imp appears, and eight trites crawl out of the woodwork to attack you. kill the imp and use carefully aimed shots to kill the trites without wasting all of your ammo (or just run from them).
there are some grenades in the northeast corner behind two crates. storage cabinet #048 sits against the northern wall. the code is123, and it contains a plasma cell, ammo belt, and a large med kit. also find some security armor in the northwest corner.
drop down onto the pipes that run under the stairs; crawl along them to find a large med kit and clips.
coolant quality control
backtrack out of the pipe crawlspace, go up the stairs, and open the door to coolant quality control with your shotgun equipped. blast the maggot that lunges at you from the other side of the door.
there are several enemies in coolant quality control. flush them out with grenades from the entrance ifyou´ve got a surplus. an imp in the southwest corner does his best to draw your attention and your fire while two z-sec zombies try to flank you.
if you need health, quickly pick up the large med kit in the southwest corner. four trites crawl out of various areas, and two z-sec zombies with shotguns storm in through the northern doorway. after you kill them all, go through the northern door to boiler room monitoring.
boiler room monitoring
in front of you is a zombie with his back turned, but he´s not the one to worry about-turn left and blast the fat zombie with the wrench who´s waiting for you in the shadows, and then take out the other zombie.
after killing the zombies, turn to the control panel tothe entrance´s right, and click on the button to open access grate 3. return to previous room to get to access grate 3. it leads to a secret and a plasma gun.
then proceed down the red-lit southern hallway. at the end lies a corpse with a chaingun and an ammo belt next to it. pick up the weapon and ammo and equip it.
after you take the weapon, hidden alcoves open all along the red hallway behind you. three zombies lumber toward you slowly. chew them up with the chaingun, and then run into their alcove to grab a small med kit and some shells.
proceed back down the hallway carefully. at the second bend, two imps appear, followed by two shotgun-wielding z-sec zombies your grenades come in handy against these guys.
the newly opened alcoves also contain more items. after the hallway turns north (the first left turn), you can get a small med kit in an alcove on the hall´s right side; there´s also armor shards and a plasma cell in an alcove all the way down on the left. after getting these, return to the entrance, andgo through the northern door to the storage and enpro facility.
storage and enpro facility
to the door´s left is a lift that brings you down to the lower part of the storage and enpro facility. hidden in shadow near the lift is a zombie. shoot him and the three trites that scurry out to attack you (two from the east, one from the west). grab the large med kit here if you need it.
step onto the lift and touch the control panel to lower it. the lift gets stuck about halfway down. you can jump down without suffering damage, but you can´t jumb back onto it. instead of leaping off the front, jump off the side onto a crate with a clip.
when your feet touch the floor, an imp appears in the middle of the room and four maggots are summoned in the room´s four corners. your shotgun is your best friend in this situation. just watch out for the lone exploding barrel in the room´s center.
if you take a beating (and you may), find some security armor hidden behind some crates along the eastern wall and a large med kit on a crate in the northwest corner. collect these and go through the northern door to the heavy water runoff.
heavy water runoff
the heavy water runoff area is empty when you enter it. go east to triggerthe opening of two alcoves in the room´s northeast and southeast corners, each of which contains a pinky. try out that chaingun again or use your grenades.
after you kill the two pinkys, the lights dim to a sinister red glow. another pinky is summoned into the room´s southeast corner, followed by two imps in the northwest and southwest corners. your shorgun works best against the imps, if you can keep your distance from the third pinky while using it.
when all of the beasts are dead, the lights come back on. greb the small med kit in the southeast alcove if you need it (and you probably do, after that), and then approach the eastern door to efr staging room 18.
the door is broken, but this is where you need to go next. back away from the door and strafe left to face the window. a mopbucket and cabinet fly through the wiindow under their own power; dodge them,and then jump through the broken window into to efr staging room 1b.
efr staging room 1b
storage cabinet #049 is on this room´s southern wall. enter 123 to open it and receive some armor shards. an ammo belt is hidden behind some crates at the top of the nearby stairs.
the door to the airlock leading to alpha labs sector 4 is in this room´s northeast corner. touch the control panel next to the door to open it, and then touch the control panel inside of the airlock to proceed to alpha labs sector 4 and complete the level
tilføjet af

doom caverns-area 1

caverns-area 1
evel and start heading up
caverns-area 1 controls all power distribution to the subterranean facility and acts
as a material transfer point from area 2 to site 3.
after several short levels, this long level truly test your skills. it´s the most vertically
oriented level in the game, and you find yourself descending farther and frather into
the caverns that the mars base researchers were excavating. enemies of every
stripe-from trites to hellknights-attack you at every opportunity, so keep your trigger
finger twitchy.
objective: destroy the hellgate
your continuing mission is to destroy the hellgate. to do that, you must make it through
caverns-area 1 to reach caverns-area 2, which has an elevator that takes has an
elevator that takes you down to level with the hellgate.
base i materials transfer
step out of the elevator at the level´s beginning. the lights go out, and evil laughtervrings
throughout base 1 materials transfer. backpedel into the elevator and get ready for the
swarm of 12 trites that scurry out of spider holes to thenortheast and southwest.
kill them all from inside the elevator, and then walk forward and pick up the clips,
machine gun, armor shards, and large med kit in front of you.
approach the bottom of the stairs in the northeast corner and kill the imp that appears
on the first landing. start climbling the stairs.
through a window in the area´s north side, you see a bfg cell. you can´t go through the
window, so keep walking along the path. two wraiths attack you shortly after you pass
the window, one from the front and one from behind.
pick up the ammo belt that sites on the crate at the southwest corner. as you do, six
wraiths appear on the bottom level and start heading up the walkway after you.
backpedal into the corner, with your back to the wall and the crates to your left, and
wait for the wraiths to approach. pick them off one at a time.rst through the
southwest door to base 1 junction 2.
enter the door in front of the crates. there´s nothing in this first room, but there´s an
imp in the next one. open the door and shoot it.
enter the room and use the health station in the southwest corner. pick up the clips
and plasma cells in the northwest corner, and get the shells and rockets in the
northeast corner. open the eastern door and go into the next room.
two wraths materialize in the room behind you. blast them as they enter the room
you´re in. crouch and crawl under the desk in the middle of the room to get the bfg
cell, and then open the northern door to base 1 junction 1.
base 1 junction 1
a commando zombie with a chaingun patrols the hell. he´s looking away from you
when you open the door, so feed him a couple of rockets and he´ll never know what
hit him. step into base 1 junction 1 and proceed north to the t-intersection.
four wraiths appear when you step into the t-intersection. back up and shoot them
with the machine gun or plasma gun to take them go back to the intersection.
climb the rubble to the right (east) to find some shells, and then start moving west. pick
up the shotgun on the way to the western door to best 1 junction 2. there´s nothing to
see or do in there, so go north through it to containment monitoring
containment monitoring
move forward to the room´s northwest corner to trigger the appearance ofa wraithsummoning archvile in that area. an imp also appears in the room´s eastern side.
after you kill the archvile, get behind cover in the room´s northwest corner and face south, because two commando zombies with chainguns burus through the southwest door to base 1 junction 2.

get a large med kit from the northwest corner of containment monitoring, shells and adrenaline in the southeast corner, and plasma cells in the middle of the room´s northern part. then open the eastern door to base 1 junction 3.
base 1 junction 3
after you open the door, fall back and shoot the imp and eight trites that attack you from base 1 junction 3. when the enemies are dead, use the health station and pick up somee security armor, a machine gun, and a clip. go through the northern door to heavy transfer lift 1.
objective: activate the service lift
when you enter heavy transfer life 1, a new mission objective appears: activate the service life to reach the lower levels.
heavy transfer lift 1
follow the path northeast, past a sealed door and the lift´s offline control panel. on the side of a structure, you find a control panel that extends a service ladder when pressed. useit to drop a ladder, and then climb the ladder to reach the roof.
two cacodemons appear when you walk onto the roof. kill them and make a running jump onto the yellow scaffolding to the south. from ther
e, you can run into the window to heavy lift control.
heavy lift cotrol
tuoch the control panel near the window to unlock the cargo lift controls. walk up the stairs to the elevated level and pick up armor shards and and a small med kit, and then go through the northern door to storage 2d.
storage 2d
pick up the bfg cell in the southeast corner and the shells and clip in the northeast corner. use thecontrol panel on the northem wall to call the life, and ride it down to living quarters 1a
living quarters 1a
pick up the plasma cells from the shelf in the southwest corner and the armor shards and rockets from the room´s eastern part.
ten trites drop from the ceiling after you grab the rockets. stand with your back to the wall and pick them off. when they´re all dead, go out the (now unlocked) southern door to return to heavy transfer lift 1.
calling the lift
approach the lift control panel and touch it to call the lift. when you do, a hellknight and three imps materialize in the area.
after killing the enemies, but before stepping onto the lift, climb down the ladderto the south of the life and crawl through the narrow shaft to find an ammo belt, chaingun, and secrity armor.
leave the shaft, step onto the lift, and touch the control panel to begin the long ride down to subchamber 2 in the lower level of the caverns
subchamber 2
as you ride down, rocks fall from the ceiling and destroy the bridge to the rest of the lower level of caverns-area 1.a commando zombie across the level shoots at you with a chaingun. fire a couple of rockets at him.
walk east down the ruined fragments of the bridge, and a wraithsummoning archvile appears on a platform high above you. a hellknight appears in the distance to the soutfeast, and a cacodemon materializes behind you to the southwest. use the soulcube, rocket launcher, and bfg-9000 to take out these fiends.
pick up the large med kits and security armor on the hardened lava floe, and then investigate the base of the northeast support pillar to find a control panel that opens a maintenance hatch and drops a ladder.
climp up the ladder to reach the ledge where the commando zombie fired from when you first entered. take out the wraith to the east and walk around the eastern crates to find shells and a bfg cell.
the only place to go from here is through a door that leads into enviromental monitoring, so hed on in.
environmental monitoring:
kill the imp that appears directly in front of you and the wraith that attacks from the left (east) when you enter the room. pick up the security armor near the door and use the northeast health station if you need it: then use the lift in the southeast corner to go up to the second floor.
two imps-one immediately to the south, one to the northwest-greet you when you arrive, as does a trite. kill them and approach the sealed door in the southwest corner to trigger your next mission objective: find the access card that will open the door and gain you access to the dig site.
objective: get dig site access
go through the northwest door to reture to a higher level of subchamber 2. two cacoemons floatout to attack you. kill them both and walk around to the northeast to find a ladder leading up.
climb up this ladder to reach a catwalk high above subchamber 2. when you reach the top, jump off the side to land on the rooftop just below it and pick up a plasma gun and some plasma cells. drop back down to the base of the ladder and climb up it a gain. go through the door at the catwalk´s southern end into the thermal regulation pump.
thermal regulation pump
blast the imp that pounces when you open the door. pick up the pistol abd bullets to the east, and then climb the ladder to the west.
continue climbing down ladders,picking up armor shards as you go, until there are no more to descend. there´s only a gap in the floor, through which you can see platforms extend and recede.
wait for the highest platform to appear, and then jump over the yellow safety railing to drop onto it. from there,you must jump down to the next highest platform in order to fall without suffering damage. missing more than one platform will cause you to fall to your death. so don´t do that.
when you reach the bottom of the platforms, another ladder leads down to the ground floor. touch the nearby control panel to extend the access ladder all the way up.
pick up the armor shards near the control panel and the ammo belt, rockets, and grenades in the southwest corner.
jump over the thick pipes to the east and collect the small med kits, plasma cell, and armor shaards in the northeast corner.
when you crawl under the pipe to get the last armor shard, you see j. katayama cowering in a corner. crawl over to him to get shells and the caverns access key card.
backtracking to environmental monitoring
with the key card, you can now open the locked door in environmental monitoring. crawl back out and start climping the ladders all the way back to the top of the thermal regulation pump.
exit the thermal regulation the only door in the top floor and the five cacodemons that appear.
go back down the ladder at the catwalk´s end, and head around the corner to reach the door to environmental monitoring. open it, kill the wraith inside, and enter the area.
approach the locked southwestern door and touch the control panel to scan the key card and open the door. kill the three trites on the other side, and go into b1 conference room 1.
bi conference room1
move into the room´s northwest corner and press the control panel to the whiteboard´s left to open the shutters. this lets you pick up a clip from the east side.
take the armor shards near the table and robert cody´s pda from the table. the pda tells the story of how cody´s maintenance team refuses to work in the caverns, due to an eerie howling that echoes through them day and night. after chcking out the pda, leave the area through the southeast door.
climb up the ladder to the lift (east) of the exit to reach the roof, and kill the wraith up there. duck into the maintenance shaft near the wraith to get security armor, a machine gun, grenades, rockets, a bfg cell, and clips.
climb back down the ladder and go west along the path. shoot the imp that climbs up over the railing toattack you, and continue going down the path.
shorty after the first one, another imp swings down a support pillar and attacks you. blast him befor he lands, taking him out without danger.
as you continue. three wraiths materialize behind you and try to sneak up on you. listen for them and blast them as they approach. after you deal with them, go through the southern door in front of you to b1 subjunction 1.
b1 subjunction 1
proceed down the hallway until you see rocks falling in front of you. wait for them to stop, andthen continue. a wraith in this arer tries to get you if you´re careless. pick up the large med kit in thenortheast corner.
if you look south carefully, you can see an imp hiding behing a crate. pick him off and continue south down the path, where a commando zombie with a chaingun rushes out at you.
pick up the shells, rockerts, and small med kit at the next corner. as you round the corner, you see another imp and two commando zombies with chainguns to the west. destroy all of them, walk to the path´s western end, and then go through the door intob2 material transfer lift.
b2 material transfer lift
when you enter the room, a hellknight drops down onto a bridge in the middle of the area-and crashes straight through it into a pool of lava below! the bridge is impassable; you must find another way across.
kill the imp in the southhwest corner and pick up the machine guns, plasma cell, clips, security armor, small med kit, and adrenaline near him.
approach the crane controls in the middle of the platform to start a huge fight. two chaingun-wielding commando zombies materialize on the platfom´s north and south ends, and five cacodemons float out of a hellish rift overhead.
after you displace your foes, climb up the ladder to reach the crane controls. touch the right arrow on the control panel to rotate the crane clockwise to its masimum limit.
after you rotate the crane, walk clockwise around the control platform to find a second ladder leading to the crane´s top. climp the ladder and walk out over the barrels and planks that the crane is holding.
drop off of the crane´s top onto its cargo. from there, drop onto the blue crates below you.
an imp attacks you near the crates, and a cacodemon floats in to manace youu as you as well. kill both of them and pick up the armor shards and plasma cells from inside the large pipes near the crates.
finally, walk into the structure at the east end of b2 material transfer lift. kill the imp to your left (east) as you enter, pick up the grenades from the desk, and go through the eastern door to b1 subjunction 2
personnel transfer station
walk to the end of b1 subjunction 2 to reach the personnel transfer station. follow the path to the stairs that lead doen to the ground floor.
at the bottom of the stairs, turn right and pick up the ammo belt in the northeast corner. turn south and get the shells and clip from the open crate in the room´s southeast corner.
touch the control panel to open the blast doors around the elevator. suddenly, the lights go out. once again, you hear demonic laughter, and emergency red lights turn on. three imps and two wraiths attack you on the ground floor, while two commando zombies with machine guns pepper you from b1 subjunction 2.
take care of them, then approach the elevator and touch the control panel to call it. it arrives with a hellknight inside. blast the hellknight and enter the lift. ride it down to materials handling.
materials handling
exit the lift and walk off theplatform to the north. look behind crates in the northeast corner to find large med kits. also find anammo belt behind the next group of crates to the east.
after getting the ammo belt, walj east along the stone parh. an achvile appears in
front of you ; blast the nearby exploding barrel to damage it, and then finish it off
befor it can summon too many imps.
go through the southern doorway to start doen the hall to the southwest door that
leads to the b2 material transfer lift. a wraith jumps out of an eastern alcove at the
first corner, and an imp attacks from another alcove to the south a little farther down
the hall; find armor shards in this alcove. go through the door at the hall´s end.
b2 material transfer lift
you´re almost home. enter the area and cross the ruined bridge in the center. three
cacodemons float in for the kill, and a chaingun-toting commando zombie appears
behind you and starts shooting.
eradicate the enemies (we recommend using the bfg-9000), and then leap up to the
solid ground on the cavern´s southern side. go through the southern door to substation
3 transfer.
substation 3 transfer
pick up the clip and plasma cells from the crate next to the entrance, and walk around
the crates to get security armor and bfg cells.
touch the control panel next to teh elevator and use it to complete the level and continue
to caverns-area 2.
tilføjet af

doom central processing

central processing
central processing houses the control systems which are used to process data for experiments, archive data, and manage the cpu overhead for security and regular day-to-day operations of the entire outpost on mars.
central processing is a fairly short but extremely challenging level that that pits you against large numbers of tough enemies. from thr level´s southern portion, you must fight to central bridge. from there, you have to find the pda that gives you the security clearance to reach sarge´s lair in the cpu itself.
objective: stop sergeant kelly
cpu complex
step out of the airlock and use the health station on the west wall if you´re not at full health. proceed north down the hallway until it splits into a t-intersection; there´s a skeleton with security armor and rockets next to it at the junction.
when you enter the long east-west hall of the cpu complex, enemies start coming out from the three alcoves on each side. the following enemies are located in each alcove:
east hall alcoves
south: imp
center: commando zombie with chaingun
north: revenant
west hall alcoves
south: commando with chaingun
center: revenant
north: imp
you also have to contend with 12 trites that attack from both sides, six from the east and six from the west.your best strategy is to move to ward the alcoves until you see an enemy come out of one, and then sprint back to the entrance and hit it with your chaingun, rocket launcher, or plasma gun.
find plenty of pick-ups in the area as well. go west to find an ammo belt, grenades, a plasma cell, a large med kit, and adrenaline near the pillars.<go east to get a clip, a plasma cell, and a large med kit.
both the east and west hallway meet in the room´s northern part, where a revenant appears in an alcove across the hall from you.
after you kill the revenant, two archviles appear and repeatedly summon wraiths. use the soulcube against at leastone of the archviles.
tip
keep your back to the wall to keep the wraiths from attacking you from behind
pick-ups in the room´snorthern part include security armor, a large med kit, and grenades in the sorthern area, and an ammo belt and shells in the northwest corner. there´s also a large med kit in the northesat corner.
after you kill all of the enemies and collected all of the items, go through the northern door to central bridge.
central bridge
central bridge is named for the moveable security bridge that spans a huge hellish crater in the ground below. a control panel at the hall´s and calls the bridge, you can move it to any of the other three locations. you enter on the south end of central bridge.
pick up the armor shards on the floor and use the control panel to call the security bridge to you. walk onto and three cacodemons appear. kill them and approach the security bridge control panel.
you just came from the cpu bank (south). your options include central processing (north) server bank (east), and storage (west). attempting to move the brige to central processing is denied due to your current security clearance. this brings up a new objective: obtain the proper security clearance to access central processing.
objective: obtain central processing clearance
choose to move the security bridge to storage. wait for the bridge to stop rotating, and then run down it and through the door to the storage hall.
storage hall
there´s a commando zombie to the north (to your right as you enter), but he runs into the door to main storage rather than fight. before entering main storage, go through the southern door to storage 1
storage 1
as you enter, an imp starts to materialize behind you. back into storage 1 before it fully appears and blast it from behind. pick up the armor shards and ammo belts and leave storage 1. pick up the armor shards and ammo belts and leave storage 1.
run to the nothwest end of storage hall, pick up the shells there, and open the door to main storage.
main storage
when you open the door, the commando zombie that ran into the room earlier leaps out and attacks you, followed by a second commando zombie soon efter.
enter main storage and pick up the bfg cell and small med kit on the southern side. watch out for the revenant that pops out of the hidden alcove in the south wall. kill the revenant, take the armor shards from the alcove, and then go through the middle of the room to reach the southwestern door to the armory.

armory
there´s a commando zombie and a revenant inside the armory. back up into main storage to fight them.
as soon as they´re dead, an archvile appears in main storage and starts summoning wraiths. kill the archvile quickly, preferably with the soulcube.
after killing the archvile, help yourself to the plasma cells, bullets, clips, ammo belts, rockets, shells, security armor, and plasma gun inside the armory. not a bad haul!
return to central bridge, where another archvile shows up to attack you. kill it and rotate the security bridge ti the server bank. go through the door into the server banks entrance.
server banks entrance
as soon as you enter, an imp materializes farther down the hall to the northeast, and another runs through the northeast door to the server banks to attack you.
jump through the glassless window into the small office to pick up some rockets and a clip, and then open the northern door tothe server banks.
server banks
a commando zombie comes rushing at you when you open the door, so destroy him before he can get within striking distance. pick up the large med kit in the room´s western side.
as you walk farther north into the room, an imp opens the southern door to thr server banks entrance and attacks. take him out and move farther north.
if you look down to the northeast, you´ll see a commando zombie running through a door. back up and pull out the chaingun, because he´s going to come through the northeast door in a couple of seconds. kill him and go through the northeast door to server banks control.
server banks control
three trites are at the bottom of the first flight of stairs. pull out the machine gun and pick them off as they scurry toward you, and then start descending the stairs. the lights dim, and an imp attack from the landing.
enter the eastern alcove at the bottom of the first first flight of stairs. pick up the clip and shells inside, and turn around to kill the two trites that run in after youdo so.
keep going down the stairs. kill the imp in the western alcove at the large med kit, and go through the door to the lower part of the server banks.
server banks (lower)
two imps materialize in the room when you enter, one next to you in the northeast corner, the other in the southeast corner. kill them both, take the armor shards in the northeast corner, and follow the hall into the small office at the southern end.
a uac corporate video plays in the corner, describing the bfg-9000´s capabilities. one interesting fact is that you can shoot the small transmitter in the middle of a bfg projectile with small arms fire to detonate it permaturely and greatlylessen the effect of the shot.
pick up steve tooloose´s pda from the desk near the video. it upgrades your security clearance and gives you access to central processing from central bridge. pick up the plama cells and clips and go back upstairs.
when you reach the upper level of the server banks, two imps appear, one behind you to the north and the other in front of you to the southwest. kill them both, return to central bridge, and rotate the security bridge to central processing.
central processing
as the bridge starts to move, two more cacodemons appear. shoot them both, walk off the bridge, and go through the northern door to cpu access.
cpu access
there´s a huge cache cache of health and ammo in cpu access: a clip, rockets, ammo belts, and large med kits. theres. a reason for that-sarge is in the next room. pick up the nearby video cd to again if you need to. the most important thing to learn is to shoot the bfg charges to blow them up befor they kill you.
when you´re ready to do battle with sarge, go through the northern door into the cpu.
boss fight: sabaoth (a.k.a. sergeant kelly)
when you enter the cpu, sarge rolls out of the northern door in his new guise as sabaoth. that´s right, rolls-his lower body is a tank, and he´s got campbell´s bfg-9000 in hand. there´s no introduction: the fight begins immediately.
caution
unfortunately, your soulcube will not kill sabaoth.
the most important thing to remember is one disrupt sabaoth´s bfg blast by shooting at them with small-arms fire, such as your chaingun or machine gun. the second most importtant thing to remember is to not let sabaoth run you down or strike you with his clawlike appendage.
as the fight progresses, the room changes. the floor panels around the perimeter drop out, revealing a lake of lava underneath. if you fall into it, you die.
the four pillars in the rom also occasionally become electrified. if you´re near them whem when thry do, you´ll be shocked for heavy damage.
find some helpful pick-ups in the arena: there´s armorshards and security armor in the west alcove and large med kits and a small med kit from the east alcive.
look behind the southwest pillar for a large med kit and some adrenaline and behind the northwest pillar for a plasma cell and security armor. the northeast pillar has a small med kit near it., and the sortheast pillar has a plasma cell.
when fighting sabaoth, neutralize his attacks by keeping your distance from him and shooting doen his bfg blasts. when you´re not doing either of those, hit him with everything you´ve got.
if you can switch back and forth between the chaingun or machine gun (to knock out the rocket launcher (to damage sabaoth), you´ll have him on the ropes in no time. if you´re not comfortable switching weapons that quickly, or if the strategy isn´t working for you, stick when you´re not shooting down his charges.
when sabaoth is defeated, take the bfg-9000 from his corpes. go north into sarge´s garage and crawl into the ventilation duct. follow the duct to the end to sublevel 9.
sublevel 9
climb down the large steam pipes and jump onto the platform of sublevel 9. pick up the armor shards, clips, and shells in the northwest corner, and then open the airlock door to complete the level and transportto site 3.
tilføjet af

doom communications transfer

communications transfer
overview
comm transfer connects enpro and communications and acts as a multipurpose facility for power distribution, equipment repair, and cargo transfer to other base sectors. due to the frequency of broken pressure seals, oxygen tanks are well stocked in this sector.
communications transfer is one of the most challenging levels so far. using a service lift, you must negotiate a series of labyrinthine corridors that cross over and under each other, with demons and zombies around every corner. after you manage to find the control console that releases the security locks, you can exit communications transfer and proceed to communications-one step closer to sending your sos.
objective: reach the communication facility
mars surface
touch the control panel in the airlock to open it and step out onto the surface of mars. the mars walk ahard of you is longer then the first one you took before the demonic invasion, and there´s a lot more to see and do during it. keep a shap eye out for the air canisters that add 50 points to your oxygen reserve.
note
don´t pick up an air canister until your oxygen reserve has dropped below 50. because you can´t have an oxygen reserve of more then 100, you´re wasting some of the air canister ifyou pick it up prematurely.
pick up the armor shard and grenades right outside the airlock door, and then blast the cacodemon that floats over to investigate your activities. cacodemons are slower and tougher than lost souls, and they shoot explosive blasts of energy that can really ruin your day.
after killing the cacodemon, move forward and grab the armor shards, large med kit, and air canister in front of the stairs; walk down the stairs, where you find another air canister.
you can explore the surface a bit by turning left and walking to the end of a metal balcony, where there´s another air canister. walk around the side of this balcony and sprint downhill to find an open crate around which is a large med kit, a plasma cell, adrenaline, armor shards, and air canisters. sprint back up to the balcony after you have these items.
follow the metal walkway northeast across the windswept planet´s surface. pick up three more air canisters as you do-one on the path´s left side, and two more in front of a garage door near airlock ct-1. grab them and then open airlock ct-1 to enter service room 1a and start breathing normally again.
service room 1a
as airlock ct-1 opens into service room 1a, sergeant kelly radios to tell you to hustle to the communications facility; if there´s any hope for survival, you must send a distress call to the uac fleet. step into service room 1a; shoot the zombie that crawls out from under the catwalk in front of you and the z-sec zombie that runs into the room with a machine gun.
kill them, then run into the room and turn around to blast the two imps that appear in airlock ct-1 and the room´s southeast corner. a third imp materializes on the catwalk shortly after you kill the other two.
when the camage has subsided, pick up the small med kit on the easternshelf, and then crouch and crawl under the catwalk to find some armor shards and a large med kit. after collecting these items, go through the northeast door to service room 1b.
service room 1b
a z-sec zombie with a shotgun hides behind a crate farther down the hall. take cover and shoot him as he pops out. pick up a large med kit just past the z.sec zombie´s position. walk down the nearby stairs to reach the room´s lower level.
there´s some security armor in front of a bloodstained door at the stairs´bottom. when you approach it, a demonic creature lunges at you through the door and then disappears. two imps appear behind you. shoot them, pick up the security armor, and walk southwest along the lower level of service room 1b.
tip
crawl under the stairs you just walked down to find a large med kit.
continue along the lower level and shoot the imp that jumps out at you from the entrance to the maintenance crawlspace. pick up the nearby clip, click "scan" on the adjacent computer terminal, and then crouch down and crawl into the maintenance crawlspace.
manitenance crawlspace
at the first junction in the maintenance crawlspace, duck into the left alcove near the skeleton to get a small med kit.
pick up a shotgun and grenades from the corpse of a marine.
con tinue to the end of the maintenance crawlspace and pick up thearmor shards. shoot the zombie near the surface access ladder, pick up the grenades near him, and then descend the ladder to reach the mars surface.
mars surface
three trites skitter toward you when you reach the ladder´s bottom. blast them quickly; remember that you´re now breathing from your suit´s limited oxygen reserves. pick up the small med kit and armor shards at the ladder´s base and walk forward onto the cobwebbed martian surface.
another trite crawls out of a spider hole right in front of you. blast him and turn left to pick up two air canisters and a small med kit-four trites then run out at you from the wall in front of you.
turn left again (south) and pick up the air canister in front of you. keep going forward to find another small med kit and an air canister that you must crouch down to reach.
the airlock lift to the facility is just ahead to your right. press the control panel to call the lift, and then turn around quickly to shoot the five trites that attack you from the south.
if your oxygen supply´s still pretty robust, sprint south to find an air canister, a large med kit, and grenades in an alcove; sprint back to the lift and ride it up to the service tunnels.
service tunnels
a zombie lumbers toward you from the service tunnels. behind him, a z-sec zombie with a machine gun tries to pick you off. use the zombie as cover to toss a grenade to the side of the crate that the z-sec zombie hides behind, and then kill the zombie.
there´s an armor shard, asmall med kit, and a plasma cell in the eastern alcove to your right. back into it, because when you go for these items, a western alcove opens and an imp attacks you; if you back into the alcove, you can blast the imp when he appears. don´t miss the small med kit and shells in the imp´s alcove.
tip
before running into the next part of the service tunnels, blow up any exploding barrels afead of you. if you don´t, the imp´s fireballs may detonate them.
sprint ahead into the main part of the service tunnels to pick up armor shards and grenades. an imp on the room´s upper southern catwalk pelts you with fireballs when you move in. duck behind the stacked crates for cover and use your machine gun or chaingun to shoot down his fireballs and blast him.
with the imp dead, chuck a grenade up onto the ledge to kill the shotgun-toting z-sec zombie that´s waiting for you up there; climb the ladder in the southwest corner to get some security armor. after you grab it, a cacodemon appears near you, so be ready to shoot it.
climbback down the ladder and go through the eastern doorway to the next part of the service tunnels. turn left and shoot the exploding barrel next to the oblivious shotgun-wielding z-sec zombie.
crouch and crawl under the garage door to the south to reach a small room with some armor shards and a small med kit. crawl back out of the garage and move north down the service tunnels.
in the distance, a jeep drives off to the east. could this be swann and campbell? you don´t have time to investigate, because three cacodemons appear and start attacking.
after killing the cacodemons, venture to the northern end of the service tunnels, the garage door that the jeep drove through is closed, and its control panel is malfunctioning; you can´t follow them, but you can pick up a nearby small med kit.
continue to be northwest part of the service tunnels, which is full of mixom tool crates, empty chainsaw boxes, and shelves holding several plasma cells and a small med lit. when you approach the northernmost shelf, an imp materializes behind it. kill the imp and walk behind the shelf to pack up some armor shards and bullets. this summons a second imp near the middle shelf. blast him as well.
the northern door requires james holiday´s pda to open it, so turn south and head back past the shelves. crawl into an open alcove in the western wall to get bullets and some armor shards, and then go through the door to service room 2a.
service room 2a
from the doorway, you can see james holiday´s pda lying in front of its owner´s corpse, as well as armor shards in the far corners of the room. when you walk into the room to grab the pda, two chainsaw zombies charge out at you from hidden alcoves on either side of the room, and a zombie, fat zombie, and chainsaw zombie enter the room from the service tunnels.
tip
the chainsaw zombies are tough, and you don´t want to get too close to them-for obvious reasons. your plasma gun and chaingun are the best tools for taking them out. you can also drop a grenade or two into the room and back out of it.
pick up a chainsaw from the fallen chainsaw zombie or from a box in the eastern alcove. find some armor shards and a large med kit in the western alcove as well. after getting these, return to the northern service tunnels door and use holiday´s pda to open it. proceed through the door into prc support area1.
prc support area 1
when you step into prc support area 1, the lights go out and the door locks behind you. there´s a fat zombie in an alcove immediately to your right. shoot him and grab the armor shards and grenades that are in there with him. watch out for a second zombie that shambles down the hallway toward you.
there´s a large med kit a bit farther north down the hall, and an alcove next to it contains a locked security door. follow the main hallway as it curves to the right (east). as you approach the small med kit and armor shard, an imp appears and starts chucking fireballs. deal with him quickly and keep going.
enter the open room at the eastern end of prc support area 1, and a pinky materializes behind you. run into the eastern room, shooting it as you go. use the room´s center pillar to dodge the pinky´s attacks and keep blasting him with your most powerful weapons.
after the pinky´s dead, the lights come back on and the security door midway down the hall unlocks. open it, blast the imp on the other side, and proceed into prc maintenance.
prc maintenance
turn left as you enter prc maintenance and shoot the imp that corner running around the corner at you. grab a small med kit in the southern part of this room, then open the northern door, shooting the cacodemon on the other side.
the floor in this part of prc maintenance has buckled undertectonic stresses, looking like a vision of hell itself. don´t fall into the magma vents, or you´ll suffer damage. collect some armor shards in the room´s northwest corner and a small med kit in the southwest corner. climb the ladder in the northeast corner to the upper level of prc maintenance.
a cacodemon at the top of the ladder is just waiting to fry you. take him out immediately and go to the nearby control panel for service lift station 2 to trigger the next mission objective.
objective: service lift
prc support area level 2
the maintenance area doors that separate you from the end of the level are locked, and you must use the service lift to unlock them. go through the nearby southern door to enter prc support area level 2. shoot the imp on the other side of the door and the two others that materialize on either side of the door. find a large med kit in the first imp´s alcove.
from the entrance, turn left and follow the hallway, picking up armor shards as you go. the hallway ends in a small storeroom. when you enter the storeroom, you hear a demon materializing. seconds later, a pinky charges down the hall at you. kill the pinky and help yourself to the clip and small med kit.
after fighting the pinky and getting the items, turn south and go down the hallway, past the door you entered through. keep going until you reach the end, which has grenades and a large med kit in a recessed area of the floor. when you drop down into this area, an imp appears above you, near the door to prc maintenance. kill him with grenades and pick up the items.
prc maintenance: riding the service lift
equip your shotgun and open the door to the upper level of prc maintenance. an imp on the other side lunges out when you open it, so greet him with a face full of shot and move into the room.
thr pda belonging to ron ridge sits next to its deceased owner. picking this up gives you access to the service lift. conveniently enough, it´s also right next to service lift station 1. touch the station 1 control panel to call the lift to the station.
tip
before stepping onto the service lift, crawl under the platform to find armor shards and a small med kit.
step onto the lift. the lift controls allow you to move directly to station 1,2, or 3; the controls also rotate the lift clockwise or counterclockwise 90 degrees, forward and backward, and raise or lower it.
start out by rotating the lift counterclockwise and moving forward. turn clockwise and move forward. a wall panel to your left drops away, revealing a z-sec zombie with a machine gun. shoot the z-sec zombie before he does too much damage, and then pick up the small med kit and plasma cell inside his alcove.
jump back into the lift. tune clockwise so that you´re facing east, and then move forward. kill the cacodemon that appears and attacks you, then move forward as far as possible.
rotate the lift 180 degrees and step off it onto the platform near station 2, where you first triggered the mission. go west along the catwalk past the locked security door to find security armor and grenades. picking up these items triggers an imp back by the security door. kill him and return to the lift.
move forward as far as possible, and then turn clockwise. move forward twice, rotate clockwise, and step off of the lift. go up the nearby stairs and through the door at the top.
find a plasma cell and a small med kit on some crates on the door´s other side. there´s nothing else in here except a busted elevator. leave the room.
you can´t jump back up onto the lift, so walk south along the narrow catwalk to the right of the lift track until you reach station 1 again. use station 1´s control panel to call the lift back and then get onto it.
caution
do not step onto the left track! it´s got so much energy zapping through it that you´ll wind up like a mosquito in a bug zapper if you do!
go one stop farther north of the last place you moved the lift, and raise the lift. jump onto the platform with the malfunctioning door to get a plasma cell and small med kit. after you have them, drop off the platform, run back to station 1, and recall the lift.
now it´s time to investtigate station 3, which has been infested with demonic growth. either direct the lift there manually, or just press "move to station 3-lift exit." an imp and a cacodemon are in this area, so keep your plasma gun handy.
from station 3, manually maneuver the lift over to the nearby service ladder by rotating clockwise once and backward once. hop down from the lift onto the plateau above the ladder, and then climb down the ladder.
pick up the armor shards, small med kit, grenades, clip, and security armor, and then climb back up the ladder and go through the door at the top of it into prc subsystem control.
prc subsystem control
shoot the headless zombie on the room´s far side near the locked security door. pick up the nearby small med kit and shoutgun near the corpse on the floor; shoot the imp that appears when you do so.
ascend the stairs; at the top, pick up the security armorsitting on a crate. move over to the nearby workstation and touch the control panel to open the area´s security doors. you can now go through the nearby door to reach station 2 on the other side.
note
this is not the control panel that opens the station 3 (lift exit) door, so you´re not done with the lift yet.
call the lift back to you from station 2, get onto it, and ride it forward as far as it goes. turn the lift 180 degrees and raise it jumb onto the nearby platform. go through the door here to prc support area 2.
go down the hall to the door at the end. an imp appears behind you as you approach the door. shoot the imp and continue through the door to a bridge that stretches high above the lift track.
pass through the door at the otherend of the bridge. shoot the shotgun-toting z-sec zombie inside the room. when you step into the room, an imp appears behind you in the doorway.
instead of taking the right (southern) path at the t-intersection where the z-sec zombie was, go straight to find a chainsaw zombie in front of a control console. kill the chainsaw zombie, and use the console to unlock the lift exit and complete the service lift mission.
now backtrack to the t-intersection and turn left. go through the door at the catwalk´s end and pick up the plasma cell and large med kit on the other side. approach the door at the other end of the catwalk with your chaingun, grenades, or plasma gun at the ready. when the floor starts rumbling, backpedal and get ready to kill the pinky that charges through the door.
with the pinky dead, continue through the door and use the health station if you need to.
now backtrack all the way to the lift and press "move to station 3-lift exit" to automatically return to station 3. hop off of the lift and go through the door labeled "exit lift area" to enter the prc personnel ready area.
prc personnel ready area
use the health station and some security armor just inside the door if you need them, then continue forward to the room´s end. the floor drops away. leaving you in front of an alcove with a berserk power-up.
pick up the berserk and get ready to go story of ricky on six zombies and four fat zombies that appear from hidden alcoves. berserk limits you to punching attacks of incredible power; you can kill each zombie with one punch from your fists.
after you kill all the zombies, climb the steps that appear in front of the door to service room 3; go through the door.
service room 3
a chainsaw zombie rushes toward you when the door opens. kill him and step into the room. open airlock ct-2, step inside it, and open the door to the mars surface.
mars surface
as soon as the airlock door opens. swann and campbell drive away from you. leaving you to deal with two angry (but distracted) cacodemons.
either make a beeline for the airlock just ahead to the northwest, which completes the level, or explore the mars surface to find air canisters, armor shards, and a large med kit. enter the airlock to complete the level and proceed to communications.
tilføjet af

doom communications

communications

overview
the communications tower is the primary link for off-planet communications. broadcast dishes are aligned for communications directly with uac-earth and bridged for deep-space communications via the phobos routing station uplink.
this level has you running all over the communications facility. first, you must reach the main communications room in an attempt to send the sos to the uac fleet. when that plan falls through, you must race to the satellite control center. there, you have to make a fateful choice-to send the distress beacon or not. regardless of your decision, you still have to stem the tide of demons (seeing as how you seem to be the only person on mars base capable of holding your own). from the satellite control center, it´s a mad dash to monorail access, which takes you to the next level, monorail skybridge
objective: main communications room
as soon as you open the airlock at the start of the level, sergeant kelly radios you again to remind you of the urgency of your mission. you must reach the main communications room and send the distress call to the fleet.
communications garage
step out of the airlock into the communications garage. pick up the armor shards on the crate outside the airlock door. as you step into the room, a cacodemon burst up through the floor . kill it and explore the crawlspace in the southeast corner.
two imps appear in the room when you enter the crawlspace, which contains a plasma cell and a small med kit. there´s also some security armor on a small ledge that you need to jump onto.
after getting the security armor, drop down the gap next to the ladder to reach a lower crawlspace, which contains some armor shards. pick them up and backtrack to the main floor of the communications garage.
pick up some more armor shards under thestairs leading up from the garage floor. climb the stairs and use the health station in the northwest corner; there are more armor shards here as well.
approach the elevator at the end of the elevated catwalk on thegarage´s west end. a cacodemon appears in the middle of the garage when you do. takes out the cacodemon and call the elevator
get in the elevator. you´re currently on floor 2. you can go up to satellite control or down to maintenance. ride the elevator up to satellite control.
communications access
when the elevator dors open, a z-sec zombie with a machine gun attacks you from a slit in the wall across the room. return fire and take him out quickly. touch the control panel to the elevator´s right to open the maintenance hatch.
move toward the slit where the z-sec zombie used to be and step on a raised grate to open an alcove in the romm´s northeast corner. it contains a zombie and a small med kit.
go south and approach the red door at the room´s end. the lights dim and an imp appears on the other side of the red door. kill it and enter the maintenance hatch to the red door´s left to reach the area where the z-sec zombie was shooting from.
this causes an imp to appear near the ellevator. pick up the small med kit and security armor inside the maintenance hatch and blast the imp. leave the maintenance hatch and go through the red door to the skyway
skyway
as you walk down the skyway, the lights start to flicker. an automated voice announces power fluctuations in the area just as the lights go out altogether. keep going down the skyway and through the door to the communication lobby at the end.
communication lobby
there´s a z-sec zombie with a machine gun on the elevated northern area of the room to your right. there´s also a closer z-sec zombie with a machine gun, but you can´t see him from the doorway; he´s around the corner to your right. take them both out by luring them back into the skyway.
the lights come on after both z-sec zombies are dead. pick up the armor shard and clip from the console on the room´s eastern side, and then use the security terminal on the nearby desk to unlock communications; a second button that unlocks monorail access is externally locked.
as soon as you release the securrity lock, a cacodemon appears in the the room´s southern end and two z-sec zombies (one with a shotgun, one with a machine gun) run in through the now-unlocked northwestern door.
proceed through the northwest door to reach another very small part of communications access, which contains a health station. use it if you need to, and then go through the western door to the communications hallway.
communications hallway
when you enter communications, you see campbell blasting the communications equipment with a bfg-9000 and running away. to see if you can salvage any of it, run along the outer walkway and go through the door to the other end. a z-sec zombie with a shotgun attacks you from the southerndoor you entered through, and a z-sec zombie with a pistol and shield attacks you from the northern door you´re running toward.
tip
hop the railing and drop under the walkway tofind armor shards and clips.
communications access
the northern doorway is locked; you need a pda belonging to engineering team members seamus blake or roger stenson to open it. there´s another doorway at the bottom of a staircase that leads into the main communications room.
main communications room
entering the main comunications room completes your first objective, but not how you might have liked. the hardware is toasted beyond repair. when you approach seamus blake´s pda on the ruined consoles, sergeant kelly radios with plan b: make your way through engineering and get to the satellite control center.
objective: satellite control center
seamus blake´s pda upgrades your security clearance and allows you to enter engineering, so return to communications access. another z-sec zombie with a pistrol and shield attacks you from the communication hallway door. kill him and approach the northern door.
an alcove opens to your right with a zombie, armor shards, and a large med kit. kill the zombie and enter the alcove to get the items. this triggers the appearance of an imp outside the alcove. kill it, scan your pda, and go through the door into communications engineering.
communications engineering
a zombie stumbles out of a crawlspace to the entrance´s left. kill him and take the plasma cell and armor shard in the crawlspace, and then go through the door at the room´s western end.
the door leads into an uindentified area, where an imp climbs up onto the pathway to attack you. blast it quickly. there´s also a z-sec zombie with a pistol at the room´s far end. a grenade is the best way to take care of him. a second z-sec zmbie runs in from the door you came through and tries to shoot you with a machine gun; take him out and pick up the small med kit and clip at the room´s western end
use the nearby control panel to call the lift, and then ride the lift down to thelower part of this unidentified area. a fat zombie and imp await your arrival at the bottom. don´t miss the armor shards, grenades, or small med kit in the shadowy corner near the lift.
once you ride the lift down, you can´t take it back up, so go through the northwest door to lower level of communications engineering.
a z-sec zombie with a shield awaits you on the other side of the door, as does an imp in an elevated part of communications engineering. use the doorway for cover and eliminiate them both.
move into the room and toss a grenade down to the northern end, where a z-sec zombie hides behind a pillar. get the large med kit and a clip. go through the northeast door to the next part of communications engineering.
there´s an imp around the corner to your left and a fat zombie around the corner to your right. lure them out, frame them in the doorway, and blast them. grab the ammo belt near the fat zombie´s starting point and touch the control panel to "open additional area venting." this opens a crawlspace that you can enter to get armor shards and a small med kit. greb them, then crawl back out and descend the stairs to the lower level.
find armor shards in the northwest corner where the imp was hiding. after you pick them up, three imps drop out of the ceiling near the stairs you just came down.
approach the red door in the the northeast corner. two imps lunge out at you from it. kill them, go through the door into the next part of communications engineering, and shoot the fat zombie that slowly meanders toward you.
when you pick up a large med kit in the room´s center, an imp comes through the southern door, so be ready.
go through the eastern door to enter a small storage room with two exploding barrels and a zombie inside. there are items on an upper catwalk, but the ladder is broken; you must reach the catwalk by jumping onto the exploding barrels. the trick is to kill the zombie without blowing up the barrels,which will blow you up too (and prevent you from getting up to the catwalk). use well- aimed pistol fire to bring down the zombie.
after the zombie is dead, the room is bathed in a red light, and demonic laughter echoes from the walls. two more zombies appear. again, take them out without blowing up the barrels. after they´re dead, everything returns to normal. get the security armor, bullets, and small med kit from the ground floor and the large med kit and armor shards from the upper catwalk. go through the door at the catwalk´s end to get more armor shards and a plasma cell.

shoot the imp on the walkway and the one below you. drop down to the t-shaped walkway ; drop off the walkway and crawl beneath it to find grenades and armor shards.
hop back up onto the walkway and start down the southern part. go through the southern door to the next part of communications engineering.
after going through the door, move slightly to the right to see an imp at the room´s other end. blast him before he gets close enough to throw fireballs at you (or worse yet, at the exploding barrel near you).
walk into the room and make your first right onto a narrow catwalk. at the end of it, sprint-jump a gap to reach another catwalk with armor shards and a small health pack.
caution
if you into the gap, you will die, so decide if these pick-ups are worth the risk before you jump. you can also crawl around the stairs in the room´s middle to reachthese items.
crawl along this catwalk to return to the room´s middle. there´s a z-sec zombie with a shotgun on the elevated catwalk near the middle of the room. waste him from a distance to minimize the effectiveness of his weapon, and then collect the armor shard and clip from the bottom level before ascending the stairs to the upper catwalk.
move carefully past the active machinery and go through the door at the catwalk´s end into an unidentified area.
when you enter, the lights turn red and a corpse is hurled at you, followed by devilish laughter. make a tricky running crouch-jump off of a knocked-over crate into the alcove where the corpse came from; get a small med kit and armor shard. when you do, an imp appears in the doorway behind you.
after getting the items and killing the imp, step onto the lift in the room and ride it to the upper level, where an imp waits for you. shoot it and go through the eastern door to the next part of this unidentified area.
climb the stairs to the elevated upper catwalk and follow it as it curves right. shoot the machine-gun-wielding z-sec zombie on the upper catwalk ahead of you, and blast the pistol- and shield-packing z-sec zombie on the lower level.
after killing both of them, crawl under the elevated catwalk to find armor shards and a small med kit. pick up ben wolfe´s pda at the area´s southeastern end. the pda gives 246 as the combination for storage cabinet #054.
continue through the door near the pda into the next unidentified area. two cacodemons and a z-sec zombie with pistol and shield rush at you. fire at them until they get too close for comfort, and fall back into the previous room if necessary.
the door at the northeastern end is locked, so go through the unlocked door to the north into the security office.
security office
there´s a z-sec zombie with a machine gun in the security office. rush him or lure him out into the hallway to get rid of him. enter 246 into cabinet #054 to get grenades and security armor. find more grenades and a plasma cell on the desk.
approach the command console, and sergeant kelly tells you that he´s traced the source of the invasion to the delta sector; he tells you to get there as soon as possible. touch the control panel on the console to activate a sentry bot.
note
if your sentry bot is killed, you can return to this point and activate another one
follow the sentry bot out of the room. it unlocks the eastern door and kills an imp and z-sec zombie on the other side of it. follow the sentry bot to see it kill an imp and then another z-sec zombie.
two imps appear behind you. shoot them and pick up some grenades in a red-lit alcove. continue following the sentry bot into the next unidentified area
the sentry bot lays waste to another imp. two more imps appear as you approach the next door. you and the sentry bot should have no trouble taking them out.
after going through the next door, the sentry bot runs ahead to kill an imp, while a cacodemon rises up from the abyss below you. let the sentry bot take care of the imp while you start blasting the cacodemon. get the armor shards and a small med kit nearby.
let the sentry bot lead you through the room, and it wastes a z-sec zombie near a set of stairs leading down. don´t miss the ammo belt sitting in the shadowy corner here. follow the sentry bot through the next security door into the communication annex.
note
if your sentry bot doesn´t survive the trip to the communication annex, go back to the security office and another one
communication annex
the sentry bot runs ahead and shoots a z-sec zombie that comes through the southern door, leaving you to battle two cacodemons that appear near the entrance. blast these foes into oblivion and proceed into thermal control.
thermal control
there´s a clip and a small med kit on the other side of a crate near the entrance, so stay on the lookout while following the sentry bot down the hall.
when you do go down the hall, an imp appears ahead of you at the room´s eastern end, and a cacodemon materializes behind you at the western end. let the sentry bot deal with the imp while you blow away the cacodemon, and then follow the sentry bot north to the elevator, where it deactivates.
call the elevator and ride it up to level 3 (satellite control). sergeant kelly warns you that swann and campbell are still in the area somewhere.
satellite control access
rob finch´s pda is on a corpse just outside the elevator. it upgrades your security clearance, so be sure to find it; it´s easy to miss in the shadows. keep going through the room, into the satellite control skyway, and then into the satellite control center.
satellite control center
approach the console at the room´s southern end and press "activate decryption sequence" on the control panel there. swann appears on your monitor and tells you to back off-they don´t have any idea what they´re dealing with, and calling in the fleet might give the demons a ticket back to earth. you can either send or cancel the transmission. either way, your next objective is to return to the lobby and head for the monorail station.
note
for the purposes of this walkthrough, we took swann´s advice and cancelled the transmission. he made some pretty good points, and besides, we´ve seen aliens.
objective: to the monorail station
communications maintenance
backtrack to the elevator and ride it all the way down to level 1 (maintenance). when the doors open, blast the z-sec zombie to your left and the imp farther down the hall to your right.
kill another imp at the room´s western end near a small med kit. go through the door into the next part of communications maintenance.
as you enter the room, two imps are on a ledge on the southern wall to your left. there´s also a z-sec zombie with a machine gun at the room´s other end to the west. keep moving back and forth along the path to avoid the imps´ fireballs and kill the z-sec zombie; then turn your attention to the imps.
want to risk life and limb for some security armor? there´s some on the imps´ledge. to get it, jump onto the rail that a large piece of machinery runs back and forth along. if you blow the jump, you die. if you still want to try this, go back to the entrance and leap the yellow safety railing to land on the rail. wait until the machinery has moved to the room´s other end and sprint-jump off of the rail onto the imps´ledge to get the security armor. now do the exact same thing in reverse to get back onto the catwalk and proceed into the next part of communications maintenance.
kill a shotgun-wielding z-sec zombie at this hallway´s southern end. just past the elevator. make good use of the health station, grenades, and shotgun at the room´s southern end. an imp jumps out at you from the middle of the hallway. kill him and then ride the elevator back up to level 3 (satellite control).
from communications access, where the elevator drops you off, retrace your steps through the skyway and into the communication lobby, where the monorail access door is now unlocked. open the door, and then click the control panel on the other side of it to complete the level and proceed to the monorail skybridge.
tilføjet af

doom cpu complex

cpu complex
overview
central processing houses the control systems which are used to process data for experiments, archive data, and manage the cpu overhead for security and regular day-to-day operations of the entire outpost on mars.
making your way through the cpu complex is no walk in the park. at the beginning of the level, you realize that the door you need to go through has had its control panel removed; you must replace the panel to proceed. the door control panel is located in lab a, a three-floor collection of tight hallways, poor lighting, and creatures that like to leap out at you from hidden alcoves. and even if do manage to recover the panel and reach the door to main processing at the end of the level, you still have to face sergeant kelly in the next level.
objective: stop sergeant kelly
the level starts with a short cutscene showing campbell moving through the halls of the cpu complex with his bfg-9000, looking for sarge.
entrance checkpoint
move northwest down the hall of the entrance checkpoint until the lights dim, backpedal quickly toward the south and blast the two imps that appear in the room.
pick up the armor shards next to the locked door to the main entrance hall, and then go through the southern window that one of the imps smashed to reach a room with a health station, bullets, shells, a shotgun, and storage cabinet # 452. use the code from bruce jackson´s pda (571) to open the cabinet and get a rocket launcher, rockets, and grenades.
main entrance hall
go through the door to the west of the cabinet to enter the main entrance hall. a wraith appears on the other side of the door a few seconds after you open it, so wait for it and shoot it
move south to the souteast corner. three cherubs attack you from the west and northwest. kill them and open the nearby door to office 1 in the south wall. blast the imp on the other side of it, and then proceed west into the door to office 2.
office 2
pick up the armor shards, ammo belt, clip, and plasma cells from the shelf inside.
by this point, your soulcube should be ready for use. leave office 2, turn left, and walk to the southwest end of the main entrance hall, where an archvile appears. kill him with the soulcube. approach the southern door to lab a entrace to find it locked, which begins a new mission objective: find the access codes for lab a.
backtrack through the main entrance hall to the northeast. kill the imp that appears near the door to the entrance checkpoint. approach the door with the red arrow on its control panel to trigger another mission objective: obtain a replacement door panel for the door to the data library.
jump onto the nearby security desk and crouch down to walk over it. on the orher side, find armor shards, shells, and a health station. the western door behind the desk that leads to the elevator access hall is broken, so hop back over the desk.
that leaves only one door to go through: the northern door to the security monitoring entrance.
security monitoring entrance
hall is starting to break through into the cpu complex. what used to be a hallway has been transformed into a bridge composed of floating floor tiles suspended over a river of magma. as you cross the bridge, betruger taunts you by saying that "sarge is waiting...." go through the eastern door at the end of the bridge to enter security monitoring.
security monitoring
from the small entrance room, go through the northeast door to the main part of security monitoring. four trites attack from an alcove to the northeast. two imps materialize behind pillars to the east, and three ticks come at you from the room´s recessed southern part.
approach the security monitor in the sorthwest corner and toych the screen to cycle through the various monitors, but watch out-another trite jumps out from behind the monitor as you touch it! the monitors reveal a cherub in entrance checkpoint, and "627" is dis played on a monitor in lab a. could that be the code for the lab a entrance?
moveto the southeast corner and watch the entrance; a commando zombie runs in through it. kill the commando zombie, and a second one appears in the northeast corner.
tip
you can use the soulcube on one of the commando zombies by now.
pick up the armor shards on the eastern side of security monitoring, and investigate the northern alcove to get shiells bullets, and plasma cells.
touch the control panel in the northern alcove to open a maintenance storage hatch in the rooom´s southeast corner. it contains shells and a pda bellonging to tony bates. an audio log on the pda confirms that 627 is thecode for the lab a entrance door lock.
leave security monitoring and return to the main entrance hall. where four trites crawl out of the ground to attack you. kill them and go to the hall´s southwest end. enter 627 on the keypad next to the door to lab a entrance.
objective: find replacement door panel
lab a entrance
the hall´s eastern end looks like a scene right out of h.p. lovecraft´s work-the innards of a mammothdemonic beast. suspended above a lake of fire. suffice it to say, that´s not the way to go. head west instead.
as you walk down the hallway, it disintegrates in front of you, forcing you to leap acrosss several floating floor tiles. don´t fall off. unless you´re looking to commit suicide. continue down the hallway and through the door to lab a lower floor.
lab a lower floor (first floor)
move south down the hall and watch out for the three cherubs that burst out of hidden alcoves to the east.
continue around to the area´s sorthern part to find an alcove with armor shards in it. be ready to blast the imp in the hidden alcove that opens right in front of you when you grad them, and take the additional armor shards from the imp´s alcove.
another imp appears in a southeast alcove as ou round the corner and head north. at the same time, a wraith comes down the eastern wing of the room toward you.
continue to the northern end and kill the wraith that appears there, as well as the two cherubs that attack you from the south.
use the nearby health station if you need to (and you probably do), and pick up the plasma cells, bullets, and clips on the weapons rack.
turn around and get the clip and charlie haskell´s pda behind you. the pda tells you that cabinet #669´s code is 468.
go through the nearby door to reach the eastern part of lab a entrance. move to the hall´s northern end and jump across the floating rocks to get security armor, a rocket launcher, and an ammo belt.
return to lab a lower floor, where an imp and a commando zombie attack you from the southern end. kill them and pick up the armor shards from the alcove where the last groug of cherubs came from.
go back to the east side of lab a lower floor to reach the elevator. kill the two cherubs that attack from the north, and then ride the elevator up to lap a upper floor
lab a upper floor (second floor)
a wraith comes out of the shadows to the sortheast to attack you when you step off the elevator. kill it and walk due east. turn south and walk down the hall.
an archvile appears at the hall´s end and summons cherubs to attack you. use the soulcube (if available) against the archvile.
at the point where the archvile appeared, the hall splits to the right and left (east and west). kill the wraith that attacksfrom the west and go east.
another wraith attacks you as you move farther down the hall. kill it and pick up the grenades from the first alcove to the lift. there´s some security armor in the adjacent alcove; hop over the box to reach it.
explore the workstation to the west to find a small med kit and a clip. continue moving south down the hall. find some clips hidden in the shadows of the sortheast corner.
keep going down the hall as it curves west. blast the eight trites that crawl out of the spider holes in the alcoves to the sortheast and sorthwest.
round the sorthwest corner to lure the last wraith out of hiding, and then get in the nearby elevator to go up to lab a upper floors.
lab a upperfloors (third floor)
when you step out of the elevator, four cherubs swarm you from the east and an imp attacks from the northwest. kill them al and collect the armor shards scattered to the east.
walk over tothe northwest, where the imp appeared from. a commando zombie charges out of the eastern door to lab a upper floor offices. you have a clear line of sight to take him out with any weapon you choose.
explore the northeast office near the door to lab a upper floor offices to find an imp hiding in there; toss a grenade in to ruin his day. pick up the clips, and then head into lab a upper floor offices.
lab a upper floor offices (third floor)
walk north down the hall with your chaingun equipped; quickly sprint back to the entrance when two imps and a commando zombie burst out of hidden alcoves to the right and left (east and west). mow them down and walk north down the hall again.
a demonic growth in the middle of the hall forces you to tak a detour through the northeast offices, where you get plasma cells, an ammo belt, and shells in the southeast end.
when you pick up the armor shards in the center of the offices, two imps appear in the area´s west and south ends, and four cherubs rush in from the hall. kill them all, pick up the shells in the northwest corner of the offices, and go up the nearby stairs to return to the main hall.
follow the hall to its western end, and then go through the north door to the next part of lab a upper floors.
lab a upper floors (third floor)
walk down the hall past the two aocoves and the balcony that´s open to the second floor of the lab a offices. kill the imo that attacks you from the northwest.
continue to the room´s northeast end to find large med kits, storage cabinet #669, and the door control panel. enter the code you obtained from charlie haskell´s pda (468) to open the cabinet and get grenades, plasma cells, and security armor.
when you take the door control panel, trites and ticks (eight total) swarm out from alcoves in the north and west, and an imp barges out of a hidden alcove to the west.
kill the enemies and start backtracking. all of the areas that you thought you had cleared are now full of fiends, including a cherub-summoning archvile near the balcony.
return to main entrance hall
note
we´re going to show you the quickeast and easiest way out of lab a. there´s no point in going back the way you came, because the areas are repopulated with enemies, and there are no additional items to find; you´ll just waste ammo and health. this method involves taking some damage from a fall, but that´s nothing compared to what your enemies will dish out if you go the long way around.
killing the archvile on the third floor is optional. leap over the balcony railing to fall to the second floor, right in front of the elevator to the first floor.
another archvile appears in front of you. kill it with the soulcube (if ou have it handy), for the sake of picking up some extra health to compensate for the 30 pointe of damage you just took from the fall. if the soulcube isn´t ready, just make a break for the elevator and head down to the first floor.
run out of the elevator, hang a sharp u-turn to the left (north), and go out through the door to the lab a entrance. hop back across the floating floor tiles to reach the northern door to the main entrance hall. asyou do, betruger whispers that "sarge is coming for you."
in the main entrance hall, retrance hall, return to the data library door to automatically replace the door panel and open the door. proceed through it.
office
go through the first door you come to, which leads into office 3. pick up the large med kit inside and leave the office, killing the trite that drops out of the ceiling in front of you as you go.
elevator access hal
leave office 3, hang a lift, and go through the door at the hall´s end into the elevator access hall, where two imps are waiting for you.
kill the imps, enter the elevator at the hall´s west end, and ride it down to the underground. during the ride, you hear betruger whisper. "sarge is going to kill you."
the underground
exit the elevator and run around the hallway to find the mortally woundded jack campbell sitting in the middle of the hall. his last words are, "gotta stop sarge... he´s got my gun...." uh-oh. if sergeant kelly has campbell´s bfg-9000, you´re severely outgunned.
drop into the open grate near campbell´s body and crawl through it to get an armor shards. a large med kit, an ammo belt, a clip, a plasma cell, rockets, and shells. if sarge is running around with a bfg-9000., you´ll ned all of this stuff.
crawl back into the hallway where campbell died, and open the airlock door at the end. step into the airlock and touch the control panel inside to complete the level and proceed to central processing.
tilføjet af

doom delta complex

delta complex
overview
the delte complex is the most advanced research facilit on mars. the complex is divided into three main sectors, each serving unique purposes, and one smaller sector that houses the main test protal. access can only be gained through the monorail or cpu complex.
you reappear in the the delta complex without any weapons except your fits and the soulcube. however, it´s a short level with few enemies and plenty of weapon pick-ups. that doesn´t mean it´s a walk in the park, through. aside from a horde of tricks, the weakest enemies in the level are commando zombies. you must move strategitrip back through the entire delta complex and proceed to the cpu complex.
objective: escape the delta labs
teleporter 4 main chamber
you reappear in delta labs level 4 in front of the main teleport portal that you entered hell through. as you step off the teleporter. betruger boasts that you´re too late. hell no longer needs that portal to enter this woorld, and with the uac fleet ciming to investigate the disturbances on mars sooner or later, the demons will have a ticket off of mars and onto earth.
also note that you return from hell with none of the weapons that you picked up there, save the soulcube. unfortunately, the soulcube can´t be used until you power it up with the souls of demons you´ve killed, so that leaves you with your fists for now.
fortunately, there´s a cache of weapons and med kits on the room´s northern side. pick up the machine guns, pistols, and large med kits. the northern door near it is locked, so drop down into the service duct to the west
service duct
pickk up a flashlight when you drop into the duct, so at least you can illuminate the darkened corners of the delta complex again. crawl down the duct to pick up armor shards and some grenades. find clips as you round the next corner.
teleporter 4 entrance hall
pop out of the end of the service duct and use the grenades to kill the commando zombie withthe chaingun in the teleporter 4 entrance hall. pick up the ammo belt at the hall´s southern end and go through the eastern door to teleporter 4 entrance.
teleporter 4 entrance
use the chaingun to kill the commando zombie in teleporter 4 entrance. pick up the ammo belt and security armor at the hall´s northern end.
return to the teleporter 4 entrance hall and use the control panel at the southern end to open the airlock door. proceed through the airlock into teleporter 4 access.
teleporter 4 access
as you move south down teleporter 4 access, 20 ticks come out of spider holes in the western corridor. ticks are slightly smaller and weaker trites, but they tend to attack in even larger swarms. use your pistol and machine gun to kill the ticks as they appear. manage your ammunition very carefully.
after you kill the first few ticks, the soulcube whispers, "use us." don´t use it against the ticks, unless you´re planning to kill five more of them after you do. killing five enemies allows you to use the soulcube against any single enemy, killing it instantly and stealing its health. for now, just keep the soulcube charged and ready.
move south down teleporter 4 access to find the ruined bridge you teleported across in delta labs level 4. there´s nowhere else to go from here, so equip the soulcube and head west down the trcks´ corridor.

when the commando zombie appears at the corridor´s end, use the soulcube against him. it destroys the commando zombie instantly and rewards you with a health bonus.
tip
managing your use of the soulcube is an essential skill to master. use it only against enemies that would take too long to kill with your weaker weapons, as this saves you ammo, prevents you from suffering injuries, and gives you a much greater health bonus.
a panel falls off of the northern wall at the end of the hallway , and a commando zombie appears behind you. use the machine gun or chaingun to kill him, and than pick up the grenades, plasma gun, plasma cells, clips, and small med kit from the al cove.
elevator shaft/elevator vent duct
enter the elevator shaft at the end of the alcove, and climb the ladder on the northern side of it to reach delta labs level 1. pick up the security armor at the top of the ladder and crawl into the nearby elevator vent duct.
look down through the gap at the end of the elevator vent duct to see a commando zombie with a chaingun patrolling the area below. drop a grenade or two down on him to kill him, and then drop into delta service tunnel 1.
delta service tunnel 1
another commando zombie with a chaingun is in the northwest doorway to trans lift access across the room. get behind some cover and return fire.
lure out the third commando zombie in the room´s eastern end. pick up the clips, shells, shotguns, and adrenaline in the open crate in the area´s western part.
as you walk east down the room, an alcove opens in the eastern wall to reveal an archvile that summons commando zombie. kill the archvile and at least one commando zombie to activate the soulcube, but don´t use it yet. pick up the armor shards and plasma cells from the archvile´s alcove.
head up the northeast stairs and walk west along the elevated part to the northwest door. another archvile comes out of that door. hit him with the soulcube to kill him instantly before he can summon any commando zombie, and than go through the door to trans lift access.
trans lift access
touch the control panel to call the lift to your floor, and then ride it down to the lower level of trans lift access.
equip your grenades and throw them at the chaingun-toting commando zombie that appears in the doorway to delta authority systems to the east. go through the door after you kill the commando zombie.
delta authority systems
walk to the southeast corner, turn left, and use your plasma gun to kill the revenant lurking up there. go up the stairs and through the northwest door to the next part of delta authority systems.
there´s a health station in the room´s northeast corner. unfortunately, its charges have been depleted. use the nearby control panel to call the service elevator and ride up to the delta authority junction.
delta authority junction
there are no enemies in this room. walk around the elevator in either direction and open the northern door to the delta authority lobby.
delta authority lobby
a critically injured counselor swann sits just inside the door to the delta authority lobby. he can´t believe you survived. he says that sergeant kelly is working with the demons; for how long, he doesn´t know. that explains why kelly kept calling you to the worst infested areas, and also why he was so insistent that you send a distress call to the fleet.
swann says that sarge is no longer human and must be stopped. campbell took off after him, but swann is too beat up to follow. swann also tells you about a portal to hell that has opened in the martian caverns where the excavation sites were located. if that portal isn´t closed by the time the uac fleet reaches mars, the demons will be able to invade earth, which was their goal all along. the demons possessed earth in the dawn of time but lost it in the distant past. swann tells you to take his pda, which has all of the infornation you´ll need.
swann´s pda upgrades your security clearance and grants you access to the cpd complex. your next location. it also contains some information on the hell portal in the caverns and the story behind swann´s mission to mars.
read the emails and listen to the audio logs, then pick up the clips next to swann and go through the northwest door to the dalta authority hallway.
delta authority hallway
the demonic growth covers this room´s entire northern section. drop into the open maintenance shaft and crawl through it. pick up the security armor, plasma, plasma cells, large med kit, shells, and armor shards at the end of the shaft. touch the control pannel to extend a ladder down into the delta main lobby and climb down the ladder.
delta main lobby
an achvile appears in the room´s northern part and starts summoning commando zombies one at a time. shoot at the archvile, but don´t let yourself be overrun by his minions either. when you kill the archvile, another one appears.
by this point, your soulcube should be ready to use. kill the archvile with the soulcube and use your plasma gun or chaingun to finish off remaining commando zombies.
find a clip and a small med kit in the elevated northeast corner. there´s also some security armor in the disgusting tendrils of the demon growth to the west. pick up bruce jackson´s pda in the northwest corner ; it contains the code (571) for a locker near the cpu complex security checkpoint.
note
you won´t reach this locker until the next level, so don´t look for it in the delta complex.
approach the southern door and scan your pda on the control panel next to it. swann´s security clearance allows you to open the door and proceed into the unidentified corrodor to the airlock at the level´s end.
watch out for the revenant in front of the airlock door. your soulcube is the best weapon touse against him, if it´s charged. if not, use the plasma gun, chaingun, or grenades.
hop over the railing in the northwest corner to find an ammo belt. some security armor, clips, and a large med kit are at the hallway´s southern end. and don´t miss the chance to usethe nearby information terminal to download some valuable tips for opening sacrificial portals!
after collecting all of the items, touch the control panel next to the airlock door to open it. step inside and touch the control panel to complete the level and proceed to the cpu complex.
tilføjet af

doom delta labs level 1

delta labs level 1
overview
the delta complex is the most advanced research facility on mars. sector 1 contains the power systems and energy core distribution center and services the administrative functions of the entire delta complex.
delta labs level 1 begins the second half of doom 3,and what a beginning it is. you spend the first five minutes of the level wondering if anything´s ever going to attack you, and the rest of it sorry that you asked. you main goal in thislevel is to restore the power so that you can ride the elevator to delta labs level 2a. to do that, you must recover an item called the data linker, manually restart the reactor, and find a way back to the elevator you saw at the beginning of the level. and if you spent last level dreading the appearance of commando zombies, we´ve got bad news for you-toward the end of the level, they start showing up with chainguns. have fun!
objective: restore power to the delta labs
your primary mission objective in the delta complex is to find the main portal that dr.betruger´s research team was working on, but you must solve some problems along the way. your first objective is to restore power to the delta labs.
delta entryway
as you walk north into delta entryway, you see the shadow of an imp as it crawls up the eastern window overlooking the martian surface. fortunately, it´s on the outside looking in, so proceed into the room and collect the nearby backpack, plasma gun, armor shards, androbert price´s pda, which mentions that the access code to storage cabinet #21d is 298.
drop down over the railing to the catwalk on the room´s recessed eastern area and pick up the armor shards and shells. return to the upper area and proceed north down the delts entryway.
find more armor shards at the northern end in front of a sealed security door. the corpse of a marine comes flying through the window to the right (east). opening a passage into the delta control corridor. jump through the window.
delta control corridor
descend the stairs and pick up the large med kit sitting on the workstation to the south. and then move cautiously northeast along the curving hallway into delta systems control.
delta systems coontrol
continue moving along the walkway to reach the eastern control panels in delta systems control. touch the control panels to attempt to restore power to the labs. however, a missing piece of machinery, the data linker, prevents the system from initializing, your next mission is to find the data linker and return with it to get the power up and running again.
objective: retrieve data lionker
as you walk back down the delta control corridor, a floor panel pops up. nothing jumps out of it, but you can drop down into the hole to reach a crawlspace that takes you to the delta main lobby. ever get the feeling you were being led into a trap?
delta main lobby
there´s sealed door that can never be opened in this room´s northern wall. to the west is the elevator thatt goes to delta labs level 2, but it´s nonoperational due to the lack of power.
note
this elevator will be the levels fiish point after you´ve restored thenpower.
that leaves the darkened hallway to the south, the delta lobby corridor, as your only other option. your nerves are probably on edge at this point, as nothing has attacked you so far. donn´t worry; nothing attacks you in the dalte lobby corridor either. it ends at the delta 1 access lobby.
delta i access lobby
from the end of the delta lobby corridor, run straight across the room and up to the elevated area that contains a plasma cell and the data linker, lying under the corpse of a scientist.
pick up both items and backtrack to delta systems control. you get a couple of good scares on the way back, but no enemies attack you.
return to the control panel in delta systems control and approach it to automatically insert the data linker, completing the objective. power is restored to the immediate area, and a holographic map glows to left in front of you. touch the different names on the control panel to see the area´s location on the map. your jop isn´t done yet, through. you must manually restart the reactor, which is at the other end of the level.
objective: restart the reactor
when power is restored to delta systems control, a communications console in the room´s northwest corner starts requesting a video link-up. approach it to receive a message from sergeant kelly, who says that delta 1 is no longer a secure area. he´ll meet you farther into the complex.
backtrack through the delta control corridor where-finally!- an imp climps out of the crawlspace and attacks you. restoring the data linker also restored power to the large door near the crawlspac; open it and go into the delta main lobby.
delta main lobbye
two imps appear in this area, and a pinky charges out of the delta lobby corridor. kill them and proceed through the delta lobby corridor into the delta lobby corridor into the delta 1 acces lobby
delta 1 access lobby
the door directly across the room(near the data linker´s original location) to the delta 1 service hallway is now unlocked, but a commando zombie lurks just out of the southeast. from the rooms northern end, near the ruined elevator, lob a grenade at the commando zombie.
don´t go through the door to delta 1 service hallway yet, through. instead, open the northwest door to delta 1 access stairs, kill the imp on the other side, and collect a large med ki and some rockets from the bottom of the ruined stairs. leave the area and go through the door to the delta 1 service hallway.
delta 1 service hallway
when you open the door, back up to avoid the charging imp on the armor shard in the other side. collect the armor shard in the middle of the hall and shoot the next imp, which appears just after a corpse falls from the ceiling.go under the corpse and through the door to delta 1 service area 1.
delta 1 service area 1
some clips and armor shards sit on a crate immediately tobthe entrance´s right. when you step into the room, a hidden alcove to the door´s right opens, and a zombie stumbles out. another zombie attacks from the left side of the door.
some security armor lies out in the open at the room´s southernend. when you pick it up, a pinky appears near the door to delta 1 service hallway and charges at you.
kill it and go through the northwest door to delta 1 service area 2, but watch out for the commando zombie that leaps out at you from a northern hidden alcove when you approach the door. don´t miss the shells in the alcove either.
delta1 service area 2
when you enter the room, look up to see an imp crawwling along the ceiling toward you. grab the plasma cell on top of the crate tothe right of the door.
continue west down the elevated part of the room and turn left to see a zombie hiding in an alcove on the other side. kill the zombie, use the health station behind him, turn,around quickly to blast a commando zombie that tries to sneak up on you, and then go through the westerndoor to the delta service warehouse.
delta service warehouse
grab the clip from the crate near the door and drop to the floor of the warehouse. a panel in the northern wall falls out, releasing six lost souls materialize near the door from delta 1 service area 2.
after killing the lost souls, approach the shaelves in the middle of the room to trigger a revenant. after killing him, collect the small med kit and shells on the bottom of the southeast shelf, the clip and adrenaline on the bottom of the northeast shelf, and the shotgun and armor shards near the dead soldier at the room´s western end.
move small crates in position to get a large med kit several plasma cells from the top of the northwest shelf and another plasma cell from the top of the southeast shelf.
during your battle with the revenant, a maintenance hatch opened near the sealed door in the northeast corner. pick up the large med kit in front of it and crawl through it into storage room 21-d.
storage room 21-d
pick up the shells at the recessed entrance to storage room 21-d. a cacodemon is hiding in the northeast corner. jump up to the upper level and pick up the clip and large med kit from the shelf. storage cabinet #21d is in the northeast corner. open it with the code 298 to get security armor, rockets, shells, and a large med kit. go through the northwest door to delta service tunnel 2.
delta service tunnel 2
kill the imp to the door´s right, and turn around to get the one that materialized behind you in storage room 21-d. orop through the broken railing to the lower part of the room.
pick up the armor shards behind the crate and exploding barrel just ahead of you. move forward to the next crate, which has a small med kit on it. a revenant appears in the room´s main intersection to the north.
after you kill the revenant, two cacodemons float out of an alcove to the north. kill them and go to the room´s northwest corner to find armor shards; then start moving east.
another cacodemon floats out from the top of the stairs in the room´s northeast corner. blow up the nearby exploding barrel to find a clip behind it.
climp the stairs to the western walkway to get some armor shards and a plasma gun. collecting these items causes an imp to appear in front of you and a commando zombie behind you. backtrack to ehere you saw the last cacodemon and climb the stairs to reach delta reactor support.
delta reactor support
follow the cat through delta reactor support and be on guard for the imp that leaps out at you as you approach the second turn .
ride the lift down at the catwalk´s end. the lift falls apart when it reaches the bottom. blast the two imps on the ground floor; one fights back, and the other runs away through the northeastern door to the reactor support hallway.
pick up the clip from the crate near the ruined elevator and the small med kit on the floor. approach the northeastern stairs: a revenant comes out of the reactor support hallway door to fight you, followed by the imp that ran away. kill them and proceed into the reactor support hallway.
reactor support hallway
there are two alcoves in the left side of the hallway. the first contains shells and a small med kit, and the second contains a zombie and more shells. proceed through the door to the delta reactor room.
delta reactor room
four lost souls attack when you enter. get the two to your left first, then the one in front of you, and then the one floating in the distance to the northwest.
walk to the end of the catwalk, pick up the clip near the ladder, and climp the ladder toreach the upper level of the delta reactor room. two more lost souls attacks you at the top. don´t be distracted by the one in the distance; turn around to find the closer one behind you.
follow the walkway as it curves east and pick up the armor shards. after you pick up the last armor shard, a cacodemon rises up in front of you to attack.
continue to the catwalk´s end and get the plasma cell, small med kit, clip, and armor shards. three lost souls appear in the room´s southeast corner, near where the cacodemon arose.
backtrack along the catwalk to its western end and turn south to trigger the door to the reactor control hallway. a revenant waits on the other side. kill the revenant and go through the reactor control hallway into delta reactor control.
delta reactor control
approach the control panel in delta reactor control andtouch it to initialize the reactor and restore power. completing your lates objective. now you must find a way back to the main elevator in the delta main lobby.
objective: return to delta main elevator
you can´t go back the way you game, because the lift in delta reactor support is disabled. the southern door in delta reactor control is sealed, so go through the eastern door to the lower level of reactor service access.
reactor service access
kill the zombie around the corner in this room´s lower level, use the health station behind him, and then climb the ladder to reach the upper level.
shoot the imp in the southeast alcove, pick up the armor shards beyond, and watch out for the zombie in the notheast corner. pick up the ammo belt, shells, and large med kit to the north; then climb the ladder to the top level of reactor service access.
as you start walking west down the top catwalk, two imps appear, one on the catwalk´s southern end. go through the western door into the upper level of the delta reactor room.
delt reactor room (upper)
when you enter this area, three cacodemons rise up and attack you. go down the western leg of this upper catwalk to find a clip. go down the eastern leg to find brian mora´s pda, which upgrades your security clearance. kill the three lost souls that materialize behind you, and then start backtracking to delta reactor control.
a commando zombie is just inside the door of reactor service access, and another one attacks you as you enter delta reactor control. scan your pda on the controll panel next to delta reactor control´s southern door and continue into delta reactor engineering.

delta reactor engineering
shoot the imp that attacks you as you enter the room and hop the railing to your left to reach a leach a ledge with security armor on it.
descend the large staircase and look under the stairs to get a large med kit. go through the door at the boottom of the stairs into delta service tunnel 1.
delta service tunnel 1
walk down the first set of stairs and shoot the cacodemon that appears at the room´s west end. two more cacodemons appear as you approach the west end: one at the east end and one at the west. grab the large med kit at the west end
climp the stairs at the hall´s west end to reach the southern elevated catwalk. walk east down this catwalk and go through the door at the end into trans lift access.
trans lift access
a commando zombie runs out from the left side of the entryway when you open the the door. kill him and ride the lift down to the lower level.
two imps attack from the western end of trans life access´ lower level. kill them and go through the western door to the lower levelof delta authority systems.
delta authority systems
invesigate the lower level of delta authority systems to find a large med kit on a workstation and some clips and shells under the stairs. climb the stairs to stairs to reach the reach the room´s upper level.
a commando zombie charges at you from the eastern door to the next part of delta authority systems. kill him and go through the door.
shoot the zombie on the other side and pick up shells and a clip from the shelves inside. drop down a gap in the room´s eastern side to find some security armor; use the nearby health station if you need it, and then call the lift to take you to the delta authority junction.
delta authority junction
there´s pinky to the elevator´s left, so be careful.after killing in, run to its original location to get a good shot at an imp in the southwest corner.
find a large med kit and some rockets in the southeast corner, just past a locked door that requires a higher security clearance to open.
go back to the western side, pick up the shells andsmall med kit from the waiting area near the delta authority archives´door, and then go through the door.
delta authority archives
walk down the curving corridor until you reach a narrow hallway lined with computer banks. when you step into the hallway, four zombies shuffle out to attack you. back up and give them a taste of the chaingun.
go to the hall´s end and pick up a plasma cell and clip; then proceed down the corridor. kill the commando zombie at the end.
there´s another commando zombie in the room hiding behind the northern pillar, but this one´s got a chaingun. blast him with shells or the rocket launcher to take him out without exposing yourself to his lethal barrage of lead; pick up the chaingun after killing him. go through the eastern door to the delta authority lobby.

delta authority lobby
there are two more commando zombies in the authority lobby, and yes, one of them has a chaingun. pick up the shotgun, machine gun, and armor shards to the door´sleft, and then go through the southeast door into delta authority hallway 1.
gothrough the door at the southern end of delta authority hallway 1 to return to the delta 1 access lobby. kill the twocacodemons that rise up to attack you, and go through the western door to the dela 1 access stairs.
pick up the plasma cell in the delta 1 access stairs; then drop down theruined staircase to reach the door leading to the delta 1 access lobby´s lower level.
go through the delta lobby corridor to return to the delta main lobby, you must fight two chain-gun-wielding commando zombies. kill them both, take their weapons, and use the western elevator to complete the level and proceed to delta labs level 2a
tilføjet af

doom delta labs level 2a

delta labs level 2a
overview
delta labs research facility-sector 2 south contains the matter transfer division, focusing on human experimentation and other biological testing. the prototype transfer is contained in the upper research hall. teleporter distance is limited, serving only to test biological effects of matter transference.
this is another long level driven by several mission goals. first, you must fight your way to the teleporter control lab, where a scientist sends you out to pick up the plasma inducer, which allows you to teleport to the next level. to do that, you must turn off the halon gas systm in delta security so you can open the door locks to the facility´s operations wing. finally, you enter operations and get the plasma inducer in the operations server room, return it to the teleporter control lab, and transport to delta labs level 2b. along the way, you fight mostly zombies and imps; youu also collect a wide range of weapons and ammo, including the legendary bfg-9000.
objective: reach the main portal
elevator lobby
your overrarching objective in the delta labs is to reach the "main portal," an experimental teleportation device that seems to have been the source of the demonic infestation. getting through delta labs level 2a is a big step in the right direction. walk out of the elevator into the elevator lobby and pick up the armor shards.
as you pick up the shards, two imps attack you from the front. pick up the large med kit and security armor in the northeast corner of the elevator lobby, and then go through the northern door to the main lobby.
main lobby
as you step into the main lobby, you see a vision of the lobby covered in blood and littered with skeletons. when the vision passes, two imps attack you from the north. a commando zombie then leaps down from the upper level to the north, and a zombie staggers out from the recessed northeast corner. you have your hands full.
look down in the recessed eastern area where the zombie came from to find some grenades and armor shards. pick up some small med kits from the desk at the room´s northern end; then crouch and press the smaall red button at the desk´s base ti open a security hatch behind you, which contains a shotgun, shells, and security armor. grab these items and go through the northwest door into the bathroom.
enter the bathroom, blast the fat zombie on the bloody toilet, and pick upp the shotgun and armor shards near the stall. return to the main lobby, and watch oyt for two imps that appear in there when you enter.
use the main lobby´s northeast lift to ride up to the room´s upper level. shoot the commando zombie who runs at you from the door to the front hallway. pick up the machine gun and clips near the body of the dead soldier.
this triggers the opening of a hidden alcove in the northern wall with an imp in it. the alcove also contains some security armor. take it and go through the front hallway and into the records office.
records office
two zombies stumble toward you as you enter the room. let them come to you and blast them from the doorway. pick up the grenades snd large med kit to the door´s left. there´s also a fat zombie on the other side of the workstation to the door´s right.
two commando zombies appear and attack you when you enter the area between the four workstations: one behind you in the entrance to the records office, and the other in the room´s northeast corner.
pick up some clips, shells, and peter raleigh´s pda from the workstations. an audio log on the pda contains a chilling account of the effect of teleportation on the human subjects that went through it; the description matches the scenes you have witnessed of humans being transformed into zombies. before his presumed demis. dr. raleigh had taken to storing armaments in his office as a precaution.
there´s one more zombie in the northeast corner. kill it, and then push one of the nearby cardboard boxes over to the windowed office in the southeast corner. hop on the box, knock out the glass windows of the office. and jump-crouch into it to get a rocket launcher andplama cells.
two more zombies walk out of the office hallway door when you exit the windowed office. use the nearby health station if you need it, and raid the open storage cabinet (#113) for two boxes of bullets. storage cabinet #112 is locked; the code (538) is on frank cinders´s pda, which you find later in the level. cabinet #112 contains plasma cells, armor shards, and a shotgun. after getting these, enter the office hallway.
office hallway
betruger taunts you as you enter the office hallway, asking if you´re making progress and promising you imminent death, at which point your soul will be his. pick up the machine gun and clip from the dead soldier, and then continue through the hallway into the central corridor.
central corridor
as you enter the central corridor from the south, a chaingun-wielding commando zombie at the room´s north end ducks behind cover and starts shooting. after you kill him, a second one comes through the northern door. when he´s dead, a revenant appears in the room´s northern end. keep your distance and use the rocket launcher, grenades, or your plasma gun to take them out.
the east and west doors are sealed. pick up the ammo belt near the second commando zombie´s position and go through the northern door into the teleporter control lab.
teleporter control lab
pick up the large med kit near the entrance to the teleporter control lab, and then proceed east and then north down the hall, leaping over and crawling under debris as you go.
the door at the northeast end is broken, so take a left at the t-intersection and go west dwn the hall, picking up some shells as you go. go through the northeast door to speak to ian mccormick.
mccormick tells you that the portal that they were working on was indeed the source of the demon invasion. betruger stole an artifact called the soulcube, which had been recovered from site 3. he brought it into the portal and brought out an army of demons when he returned. mccormick says that if you want to get through delta labs, you must use the teleport devices, which are offline. the first thing mccormick needs is a plasma inducer, which you can find in the operations sector of the delta labs level 2a
objective: find the plasma inducer
take the pistol from mccormick´s desk and use a nearby control panel to download information about the soulcube to your pda if you want. use the health station in thesouthwest corner if needed.
backtrack through the devastated teleporter control lab to the central corridor. a chaingun-wielding commando zombie steps out from the eastern door to the east hallway and starts blasting. kill him quickly, move to the the room´s eastern part, and then take out the revenant that appears in the north, next to the door you just came through. proceed through the east hallway and into the east lobby.
east lobby
a zombie is munching on a fat zombie at the room´s eastern end. wait in the entryway until another zombie walks out from a northern alcove to your left. blast all three creatures and pick up the security armor and grenades in that northern alcove.
the southeastern door to delta security is sealed, because halon gas is pumping through the room. go through the hrtheastern door to the delta base bio lobs lobby.
delta base bio labs lobby
walk through the corridor until you reach the main part of the room. stand in the entryway and wait for the zombie behind the desk to lumber toward you. shoot him, and then blast the imps that appear in front of you and behind you.
pick up the clip from the desk and around the machinery behind the desk to get armor shards and a large med kit. move to the southeast corner and open the door to examination room d2-1.
examination room d2-1
a wrench-swinging fat zombie waits on the other side of the door. kill him and move down the corridor to the examination room entrance.
open the examination room door to lure a zombie over to lure three more zombies out of hiding. after killing them, access a terminal in the room´s northern part to read medical reports of the schizophrenla that all of the teleporter test subjects experienced upon returning from the trip. continue through the southeast door to delta junction 2.
delta junction 2
move down the delta junction 2 corridor. after the second turn, an imp leaps out to attack you, and another imp appears back at the corridor entrance. kill them both and continue through the door to hazardous materials at the end of the corridor.
hazardous materials
after you kill the zombie and a fat zombie in the room´s southeast corner, two imps appear: one in the room´s center, and the other near the broken door in the northwest corner.
explore thesoutheast corner where the zombies were hiding to get rockets, a clip, and armor shards. return to the control panel in the room´s center, and two more imps attack from the door you just came through.
touch a number on the panel and the crane in the room´s center lifts a cryo-storage bin from the southern wall and places it onto a platform in front of you.
select the #6 position to move the platform cryobin into, and then jump onto the cryo-bin on the platform. as it nears the southern wall, jump onto the narrow western ledge with the plasma cell and backpack. pick up the items and crawl into maintenance duct 32.
note
if the #6 position is currently occupied by another cryo-bin. move that bin out of the way so that you can ride a cryo-bin into that position.

caution
don´t stand on the platform when a cryo-bin is being placed on it-you´ll be injured. also, don´t ride the cryo-bin all the way into the southern wall, or you´ll be hurt.
maintenance duct 32
turn left (south) at the t-intersection in the duct to get bullets and small med kits. turn around and crawl north to drop through the duct into delta security junction, where two imps rise up to attack you from the southern end.
a sealed door leads to a room with a bfg-9000 in it. if you remember way backk in alpha labs sector 4, you found mike abram´s pda, which requested the code 901 for the door. however, there´s no zero on the keypad, so zero can´t be a part of the code. if you keep trying three-digit combinations that begin with 9ma cell, a clip, shells, security armor, and phil wilson´s and with 1, you´ll find that the door opens with the code 931.
use the control panel on the wall to open the test chamber, and then grab the bfg-9000. pick up the large med kit in the corner near the door as wall, and then go back through to the end of the hall and into delta security.
delta security
use the control panel on the desk to shut off the halon system in delta security. storage cabinet #116 sits in the room´s southwestern corner. access the laptop in the office to find that the combination is 972. it contains a large med kit, security armor, a plasma rifle, and a bfg-9000 cell.
go through the door to the room where the halon system was previously active and pick up the large med kit and security armor inside. use the control panel to uniock the security seals on the the doors in the operations wing of delta labs level 2a when you do, an impruns in through the door to the east lobby blast him and go into the east lobby.
from the east lobby, go west through the east hallway and into the central corridor, where an imp and a revenant wait for you. destroy them and go through the western door to the west hallway.
west hallway
blast the imp that leaps at you when you open the door, and then pickup the shotgun and shells from the corpse of the soldier he was eating. continue forward into delta operations.
delta operations
blast the imp just inside the room to the left (south) of the door, and run past him into the waiting area in the center of delta operation.
a commando zombie runs out from around a corner at you. after killing him, wait for four very slow zombies and a fat zombie to walk around the corridor to attack you. pick them off at your leisure.
the elevator in the waiting area doesn´t work, so backtrack around the corridor to the door to the west hallway, and then keep going north, following the hallway as it turns. you can enter several offices along the way.
the first office is steve rescoe´s. it contains a large med kit, a plasma cell, a clip, shells, security armor, and phil wilson´s pda; the pda contains an audio log that describes test subjects coming back through the teleporter screaming about demons.
the next office belongs to matt hooper. an imp appears behind you when you approach it. there´s nothing of interest in here.
mai blackwell´s office is next. you can collect armor shards in here, and frank cinders´s pda, which gives the code for storage capinet #112 (which you already opened).
two last two offices, belonging to christian anktow and jerry keehan, have nothing in them, so continue to the storage archives just up the stairs.
from the entrance, you see a zombie at the hall´s far en. wait for him to come to you. walk halfway down the corridor form the entrance, and an imp pops out of a corridor to your left; the corridor contains armor shards and a plasma cell.
fighting the imp lures two more zombies out from the room´s southern part. kill them, move to the southwest corner to get a large med kit, and then go east from there.
three more zombies lumber out at you from the east, northeast, and southeast. a fat zombie is ready to bash your brains in with a wrench around a corner on the hall´s right side. kill them all and go through the southeast door to the operations server room.
operations server room
the plasma inducer sits in an open cabinet in the operations server room. pick it up, and get the small med kits and shells from the open storage cabinet (#115). the other cabinet, #114, is locked, but a note on the door gives the code as 715. it contains a backpack, security armor, and a clip.
walk straight (north) out of the operations server room and hang a right into andy chang´s office, which has a pistol, bullets, and grenades.
leave the office, turn right, and go down the hall until you reach the upper level of the delta operations waiting area. there´s a zombie in the shadows to the entrance´s right and another zombie in the malfunctioning elevator ahead of you. don´t miss the security armor in the eastern corner.
the elevator is malfunctioning because there´s a box hanging halfway out of it, which is causing the doors to open and close repeatedly. kick the box into the elevator to render it operational again. ride it down to the lower level and head to the west hallway´s door.
west hallway
three zombies on the other side of the door are ready to eat your face. kill them and go through the west hallway back to the central corridor.
central corridor
two commando zombies rush at you from the office hallway door to your right (south). kill them and go north through the teleporter control lab door, and go north through the debrisridden hallway beyond it to return to mccormick with the plasma inducer.
teleportation chamber
mccormick tells you that you must teleport across the containment chamber; it´s the only way through the omplex. you just need to go into the teleportation chamber and initiate the sequence, and he´ll take care of the rest. he also gives you a video cd with a report of the experiments that have taken place. he aske you to make sure that it´s seen so that nothing like this ever happens again.
the report describes how their teleportation experiments actually transported objects instantaneously by opening came out hopelessly insane. betruger became obsessed with the project, and one day, he teleported through with the soulcube, releasing the army of demons that effectively destroyed mars base.
really makes you want to take a teleporter trip, huh? well, unfor tunately, you have no choice. go through the northwest door to the decon test chamber, where you are decontaminated for your trip through hall.
when the doors open, go through to the teleportation chamber. pick up the machine guns and security armor nearby, and then step onto teleporter station a. touch the control panel to commence teleportation and complete the level, proceeding to delta labs level 2b.
tilføjet af

doom delta labs level 3

delta labs level 3
overview
delta labs-sector 3 contains the second generation transfer platforms, able to teleport variable dista nces to small portable receiving platforms. test chambers must be reserved prior to experimentation. all access is under security observation.
after hearing all of those stories about how using the teleporter drove the human test subjects insane, you might not be too keen to use it. well, too bad, because you´ve got to transport not once, not twice, but five times in this lavel to get past a broken bridge that used to span the gap between the level´s start and finish. when using the teleporters, you must first set your destination on a nearby control panel and then activate the teleporter itself. it´s a handy device-too bad it requires you to go through hell-literally-to use it.
objective: reach delta labs level 4
level 3 entrance
walk forward through level 3 entrance and trigger the northern door to chamber 1 access. a z-sec zombie with a shotgun attacks you, followed by a commando zombie, and finally two z-sec zombie with machine guns. proceed into chamber 1 access.
chamber i access
pick up the security armor and plasma cell in the northern alcove. the eastern door to hst observation is sealed via security station 1, so go through the sortheast door to security station 1.
security station 1
use the nearby health station if you need it, and then touch the control panel to open the locked door to hst observation. as soon as you do, a commando zombie runs into the room. kill him and proceed into hst observation.
hst observation.
there are doors to the east (lower terminal office) and south (level 3 lavatory). pick up the armor shards in fromt of the lavatory door and proceed into the level 3 lavatory
level 3 lavatory
another armor shard lies just inside the door. if you get the feeling you´re being led into a trap, you´re absolutely right. a z.sec zombie with a shotgun in the romm´s sourtheast corner and a commando zombie on the west side run out to attack you.
pick up the security armor, clip, and shells near the z-sec zombie and liave the lavatory. kill the imp that drops from the ceiling in hst observation and go through the eastern door to the lower terminal office
lower terminal office
when you enter the lower terminal office, the lights go out. an imp appears in front of you (to the east), and two z-sec zombies one with a machine gun, one with a shotgun) start shooting at you from the south.
do not pick uo the armor shards in the northeast end of the room just yet. instead, go tosothwest corner, kill the imp that appears, and then kill the machine-gun-toting z-sec zombie in the sortheast office. pick up the clip and small med kit in the southeast office as well.
from the desk outside of the southeast office, grab an ammo belt and frank cerano´s pda. cerano´s pda contains the code for cabinet #317, which is 841.
the northern door to terminal office storage is broken and does not open fully. instead, go through the eastern door to chamber 1 terminal-lower.
chamber 1 terminal-lower
a commando zombie leaps down from chamber 1 terminal-upper and runs at you when you open the door. another commando zombie remains on the upper level and fires a chaingun at you.
killing the chaingun-wielding commando zombie is tricky and may require several valuable rockets or shots from the bfg-9000. you might be better off just staying out of his range and sprinting past him whenever you´re exposed. whether or not you kill him, run directly across the room from the entrance and go through the door into chamber 1 control.
chamber 1 control
use the health station inside the door if necessary. proceed into the room and pick up han lee´s pda from the desk. the pda describes the theft of bfg-9000s by the opposing forces that murdered one of the teleport expeditionary teams; lee fears that they may have access to bfg technology now. an email tells you the code for storage cabinets #386 and #387 is 836.
touch the control panel at the room´s southern end to release the lock on the southern door in chamber 1 terminal-lower, kill the imp and commando zombie that appear in chamber 1 terminal-lower; kill the imp and commando zombie that appear in chanber 1 terminal-lower, and then go through that door into decon chamber 1-lower.
note
the door locks itself again after you go through, so there´s no going back
decon chamber 1-lower
when you step into decon chamber 1-lower, both doors lock, and the decontamination sequence begins. when it ends, the northern door remains locked, and the southern door to t1 observation-lower unlocks
t1 observation-lower
an imp and a commando zombie attack from the northwest corner when you enter. kill them and go through the western door to t1 access.
t1 access
storage cabinets #386 and #387 are here. use the code from han lee´s pda (836) to open them cabinet #386 contains a clip, an ammo belt, bullets, and large med kits. cabinet #387 contains a clip, rockets, security armor, a large med kit, and grenades. collect these items and continue into teleport station 1.
teleport station 1
there´s a commando zombie hiding in the southwest corner and a commando zombie with a chaingun in t1 observation, which overlooks teleport station 1 from the east. don´t miss the ammo belt near the crates in front of the entrance. stay out of the chaingun´s line of fire as much as possible, and sprint past it whenever you have to expose yourself.
go through the door in the southwest corner to enter the t1 stairwell, which has a dead soldier with a shotgun and shells in his lap. an imp appears in the room when you grab the items. the upper part of the stairwell is blocked is blocked by the demonic growth that has infected other parts of the mars base. return to teleport station 1.
go up to the console at the room´s eastern end and touch the control panel to transfer control-access permission to the control station. on the monitor that pops up to the right, touch the screen to scan for active teleport pads. choose "pad 2-balcony," and the teleporter roars to life.
sprint into the teleporter and touch the control panel to activate the teleporter sequence and arrive in ti observation-upper. if you didn´t kill the commando zombie with the chaingun, you appear right next to him.
t1 observation-upper
walk north toward the door to decon chamber 1-upper, and a revenant appears. kill the revenant, pick up the large med kit near the door, and proceed into decon chamber 1-upper, where you experience a second decontamination. the door to chamber 1 terminal-upper then unlocks; go through it.
chamber 1 terminal-upper
as you enter, dr betruger tells you that his patience with you is wearing thin. walk forward into the room , and a commando zombie with a chaingun runs at you from the northern door to chamber 2 access.
note
if you didn´t kill the chaingun-toting commando zombie when you were in chamber 1 terminal-upper, he´s still here as well
use the nearby crates for cover. kill the commando zombie(s) and go through the eastern door to chamber 1 storage.
chamber 1 storage
there´s a z-sec zombie with a machine gun in the southeast corner. lure him out into chamber 1 terminal -upper to kill him. inside the room, find security armor and plasma cells.
there´s also a health station in here. when you approach it, an imp appears in the the middle of the room. kill him, leave the room, and go through the nothern door to chamber 2 access.
chamber 2 access
betruger cackles some more when you enter the room, promising you death in the immediate future. a revenant materializes to the east.
after you kill the revenant, two imps appear in the northern and western parts of the upper terminal office, which surrounds chamber 2 access. a z-sec zombie with a machine gun also runs out of the eastern door to security station 2. kill them and enter security station 2
security station 2
pick up the shells and clip near the entrance and continue through the room to find adrena line and a health station. touch thecontrol panel on the desk to open the locked door to upper elevator access.
leave security station 2 and kill the two commando zombies, one of whom has a chaingun. enter the upper terminal office through the western doorway.
upper terminal office
pick up the grenades in the southwest and head north to find armor shards. continue east to pick up some plasma cells from a cubecle, and then proceed through the northern door to upper elevator access.
upper elevator acces chamber 2
a z-sec zombie shoots a machine gun at you through the windows of the conference room to the east. an imp also appears in there and runs out to attack you. after killing them, collect the security armor from the conference room´s northwest corner and go through the northern doorto terminal processing.
terminal processing
the room´s eastern half has been taken over by the demonic growth and is impassable. walk straight from the entrance, turn right, and blast two imps as they crawl up from a gap in the floor. don´t miss the small med kit on the floor of the hall´s northern section.
return to the entrance and explore the hallway more thoroughly until betruger laughs and the lights go out. four more imps appear in the room´s western half, two at a time.
check the southwest office to get a plasma cell, and pick up some large med kit from the northwest office. as soon as you pick these up, a chaingun-wielding commando zombie runs up to the office entrance, so be ready.
when all enemies are dead and all loot is acquired, drop into the northwest gap in the floor and crawl east along the ventilation duct beyond it to reach chamber 2 terminal.
chamber 2 terminal
there are four doors in chamber 2 terminal:
west: chamber 2 control
norstwest: chamber 2 storge
northeast: teleport station 2
southeast: t2 pad 1
chamber 2 control
a commando zombie lurks inside this tiny room, so be ready to kill him when you enter. pick up the grenades and rockets in here, and touch the control panel to open the decontamination chamber. unfortunately, there´s a problem with the chamber and it cannot be opened. leave chamber 2 control and enter start with the western door to chamber 2 control storage.
chamber 2 storage
the room is pitch-black and contains no enemies. pick up the plasma cell, rockets, and bullets and use the health station on the western wall.
some clips and security armor lie behind two exploding barrels in the room´s northwest corner. standas far away from the barrels aspossible and blow them up to reach the items. this triggers an imp. when you´re done, go through the southeast door to teleport station 2.
teleport station 2
there´s a revenant in teleport station 2. when you kill him, another one appears. kill that one and use the southern control panel to transfer teleport control to the console you´re standing at.
use the monitor that pops up to select "pad 3-storage" as the teleport destination. the teleporter in front of you starts glowing with activity.
t2 pad 1
before stepping into the teleporter, go north and drop down into t2 pad 1. walk up the stairs to the west and kill the imp that´s waiting there.
look under the southwest platform you dropped off to find bullets, adrenaline, a large med kit, and armor shards. score some clips from the shelf to the north.
after collecting these, backtrack to teleport station 2 via chamber 2 terminal, stand in the teleporter, and touch the control panel to transport to lower storage
lower storage
pick up the clips, security armor, ammo belt, and plasma cell from lower storagr, and then go through the room´s only door into lower elevator access.
lower elevator access
lower elevator access is a mess; the demon growth has penetrated everything in a bloody slime. pick up the shells and large med kit from the bend in this l-shaped room, and go through the western door to the level 3 common area.
level 3 common area
a commando zombie rushes toward you from the recessed area to the northwest. fall back into lower elevator access, take him out, and go back in.
walk forward to trigger the appearance of a revenant to the west and a commando zombie with a chaingun to the northwest.
movenorth into the recessed area and destroy the machinegun-toting z-sec zombie; he´s hiding in the kitchen area. doing so tiggers three imps to the west and a commando zombie with a chaingun bhind a crate in the southern part. whew! maneuver skillfully to take these enemies on one or two at a time, and don´t expose yourself to multiple foes´ attacks.
you probably need to use the health station near the kitchen by now. when you´re ready, go through the southwest door to hydrogen storage transfer.
hydrogen storage transfer
shoot the imp that drops from the ceiling as you enter the room. the bridge that spans a wide chasm to the west has been destroyed. that´s too bad, because had it been intact, you could have just walked across it to the airlock at the level´s end. oh wall.
instead, you must follow the ledge that you´re standing on as it curves to the northwest. kill the revenant that appears in front of the door to chamber 3 access at the ledge´s end. go through chamber 3 access into chamber 3 terminal.
chamber 3 terminal
blast the imp that lunges at you when you open the door. another imp stands at the bottom of the stairs to the northeast, in front of the door to decon chamber 3.
enter the hall at the are´s westen end near the door you entered through. the east door to security station 3 is locked, so go through the west door to chamber 3 control access.
chamber 3 control access
climb down the ladder north of the entrance and kil the imp in the northwest corner of the room´s lower level. climp the nearby stairs and go through the door at thetop to chamber 3 control.
chamber 3 control
pick up the security armor, grenades, and rockets in this room; use the health station if necessary. touch the control panel to open the door to decon chanber 3 in chamber 3 terminal.
when you leave chamber 3 control, a revenant appears in the upper northwestcorner. kill him or drive him off, climb the ladder, and kill the imp next to the door to chamber 3 terminal.
if you didn´t kill the revenant, he´s waiting for you in chamber 3 terminal. continue through chamber 3 terminal to reach the door to decon chamber 3.
decon chamber 3
the decontamination sequence aborts shortly after starting. the northern door unlocks anyway, so proceed through it into teleport station 3.
teleport station 3
betruger calls out for someone to stop you as you enter teleport station 3. through the window in front of you, you see a commando zombie running down the hall toward you. be ready for him when he rounds the corner. a second commando zombie, equipped with a chaingun, follows him.
pick up the lagrge med kits and plasma cell to the door´s right and the shells and clip to the lift. run down the hallway that the commando zombies came from.
as you approach the teleporter, a revenant comes out of the shadows to the northeast. kill him and the imp that bursts out of a hidden alcove to the east.
head overto the control panel to the west to select "pad 4-hallway" as your teleport destination. step onto the teleporter and touch the teleporter and toch the control panel to transport to the lower terminal office.
terminal office storage
the door to terminal office storage is now open, so enter it and pick up the large med kit inside. use the code you got from frank cerano´s pda (841) to open storage cabinet #317, which contains secrity armor, large med kits, clips, rockets, and bullets.
hop up the boxes to enter the vent shaft, which takes you back to the hydrogen storage transfer. backtrack to teleport station 3, and this time choose "pad 2-security."
security station 3
this transports you into the locked security station 3 just off of chamber 3 terminal. pick up the plasma cells in the office and marten shultz´s pda, which gives you the necessary security clearance to leave the office.
once again, backtrack to teleport station 3. for your third and final transport, select "pad 1-exit" and go through the teleporter to reach the western end of hydrogen storage transfer, right next to the airlock that ends the level.
open the transfer bay door, step inside the airlock, and touch the control panel to complete to complete delta laps level 3 and proceed to delta labs level 4.
tilføjet af

doom delta labs level 4

delta labs level 4
overview
delta labs-sector 4 houses the third generation transfer portal. all teleporter destination research is classified. only top level personnel have access to the central control room and activation grid for the primary test chamber.
your journey from the start of this level to the portal at the end isextremely short, with only a handful of rooms and enemies separating you from your goal, don´t make careless mistakes.
objective: teleport to hell
delta 4 junction 1
at the stat of the level, dr. betruger boasts that you will never find the treasure you seek-the soulcube. he claims it is trapped in hell forever. step out of the elevator and into delta 4 junction 2.
which looks like an abattoir. the floor is stiky and red with blood and the words "die," "burn," and "suffer" are scrawled across the walls in the crimson liquid. proceed to the end of the hallway and go through the door to delta junction 2
delta 4 junction 2
a chainsaw zombie comes running out from the hall´s northern end. shoot him and pick up jack gilbert´s pda, which gives you the code to cabinet #104 (579). continue down the hall to delta security check-in.
delta security check-in
there´s nothing to do in this room except continue delta 4 main ready room.
delta 4 main ready room
another chainsaw zombie comes running at you from the northern end. blast him and go through the northwest door to delta 4 security.
delta 4 security
enter 579 into the keypad of cabinet #104 and get rockets, security armor, and an ammo belt. use the nearby health station if you need it, and then return to the delta 4 main ready room and open the southern door to the delta 4 transference lab.
delta 4 transference lab
as you enter delta 4 transference lab, dr. betruger appears in the control station and tells you that you cannot escape.
a research scientist in an environmental suit runs out of the massive portal that dominates the room´s eastern half. two hellknights-imps on steroids-follow him. one plucks him up and tosses him effortlessly against a wall, killing him instantly.
stay as far away from the hellknights as possible. their hurled bolts of energy are devastating, and their physical attack are positively deadly. use only your most powerful weapons against them-first the bfg-9000, then the rocket launcher, and then the chaingun if they´re still standing.
when both hellknights are daed, betruger activates the portal, which sucks you in.
welcome to hell
tilføjet af

doom enpro plant

enpro plant
overview
the enpro planet provides primary power to the communications tower and backup power to the entire mars uac facility. plasma canisters are also manufactured here from the crc power production byproduct.
the first thing you see in this level is a cutscene of bravo team being tron to pieces, and it´s not hard to see why. every inch of this level is crawling with demons that get their kicks by leaping out from behind the level´s mny blind corners and shadowy corridors. between repairing the overheating plasma reactor and locating the military transmission card that will let you send an sos, you´ve got a lot of ground to cover, marine, so hop to it!
objective: replace coolant rod 2
the level begins with a cutscene showing the remaining members of bravo team entering the enpro plant and being cut down by a horde of demons. in the confusion, a stray bullet pierces the plasma containment system and sets off a chain reaction that threatens to destroy mars base. your first mission is to replace coolant rod 2 and bring the reactor back under control.
entrance
as you leave the airlock and head down the wlkway to enpro, sergeant kelly radios to tell you that bravo team has been wiped out. they were carrying a communications card that is essential for sending out a distress call to the uac fleet. you must find that card. pick up the security armor and grenades in the hallway, use the health station at the hall´s end, and proceed into the entrance.
as you enter the upper part of the entrance, pick up the clip to the right. then walk down the stairs to the entrance´s lower part.
an imp comes out of the adjacent storage area to attack you. rather then battle it, run over to the sentry bot to activate it, and let it take care of the imp for you.
storage
the sentry bot wants to lead you through the northern door to control 1, but don´t follow it just yet. instead, go through the door to storage. there´s a fat zombie inside. either take him oout yourself or let the sentry bot do it. don´t stand too close to the exploding barrel in case it blows up. pick up the nearby grenades, and then follow the sentry bot into control 1.
control 1
after you walk a short distance into control 1, a maggot appears ahead of you, and an imp materializes behind you. between you and the sentry bot, they shouldn´t last long. once again, however, be aware of the nearby exploding barrels. (there´s a clip behind them, by the way.)
continue following the sentry bot, which destroys another maggot along the way. when the hall opens up into a room, two imps materialize, one in front of you, and one behind you. help the senntry bot blast both of them to smithereens, and then follow the sentry bot through the next door.
examine the area near the computer console to the door´s right to find grenades, armor shards, and paul raad´s pda; his pda contains a warning about the dangers of not replacing cooling rods.
note
there´s an imp in here, too, but the sentry bot will probably kill it before you do.
shortly after you enter the room, two more imps materialize in the first part of control 1. backtrack to kill them, and then approach the control panel to the computer console´s left. kill the imp that appears in front of you.
caution
your sentry bot is tough, but it´s not invincible. it has health, just like every other creature in the game, and if it´s killed," it shuts down, and you´re on your own.
touch the control panel to begin the valve routing procedure, which helps to relieve the reactor pressure and buys you more time before the place blows sky high. this also tuns off a pair of flaming jets farther down the path.
move into the next part of control 1, but instead of following the sentry bot bown the hallway to the northwest, duck into the small office to the northest, kill the imp in there, and grad the clips and small med kit. continue through control 1 and into maintenance 1
maintenance1
take out the three imps in maintenance 1 and explore the northeast corner to find a fourth imp, a large med kit, a clip, a plasma cell, and an ammo belt. there´s also security armor near the doorway you just came through.
head due south and bear left when the when the path forks (your sentry bot tries to led you down the other path). at the end of the corridor is a dead marine with a plasma gun and a small med kit next to him. this is especially handy if you missed the plasma gun in the lastlevel. after you grab it, an imp and a maggot appear near you, but they shouldn´t present much of a problem for the plasma gun
note
another small med kit is hidden in a corner of this tiny area, near where the maggot appeared.
backtrack slightly, and at the t-intersection, take a left to go west. prepare for the fight of your life. no fewer thean eight imps and a maggot attack you from all sides, two and three at a time. if your sentry bot is still alive, it probably won´t be after this onslaught.
pick up the grenades and clip near the door to power core access, and then head through the door.
power core access
from the entryway of power core access, there´s a deactivated sentry bot in front of you and a ladder to your right. turn left and explore the room´s bottom part before climbing the ladder; you find some armor shards and a large med kit.
if you very carefully hop the railing at the western edge of power core access´lower level, you can balance on the narrow ledge on the other side of if. from there, descend a hidden ladder to reach another narrow ledge with security armor and ammo belts.

caution
these are definitely some valuable pick-ups, but if you fall past the ledge and into the abyss below, you die instantly, so weigh the pros and cons before trying.
return to the entrance and climb the ladder to the upper level of power core access. enter the office on the top levelto see a cutscene of a lost soul bursting out of a young woman´s head. when the cutscene ends, blast the lost soul.
a control panel on a console in the office unlocks doors in the area and extends a bridge to chamber 1 upper of the reactor. touch this panel to extend the bridge, and pick up theresa chasar´s pda next to the control panel.
an email on the pda tells you that the code for the office cabinet (#063) is 972. open the cabinet to get a plasma gun, a plasma cell, and a small med kit, and then exit the office.
six lost souls rise up from the lower level of power core access. fortunately, the plasma gun you just picked up is the best weapon to use against them. blast them, and then cross the bridge into the power core access hall. from there, go straight into chamber 1 upper of the reactor.
reactor control room
five lost souls hover around the massive reactor in the chamber´s center. pick them off with your plasma gun and head down the catwalk. you see two more lost souls. shoot them from a distance and continue along the catwalk.
the door opposite the one you entered is sealed by an external lock, so keep going around the catwalk and through the western door to the storage hall at the end.
storage hall
pick up the large med kit, clip, and plsama cells in the storage hall´s eastern part. open the next door, shoot the imp beyond it, and move into the much larger chamber 2.
two lost souls materialize as you move through chamber 2. blast them and the three imps that appear as you move farther into the hall.
tip
two of those three imps materialize close to an exploding barrel. shoot the barrel to blow them up.
pick up the large med kit near where two of the last three imps appeared; keep moving through the room to the lift at the end. a maggot appears near the lift. blast the maggot, get on the lift and touch the control panel to lower it.
sergeant kelly radios you on the ride down to the lower part ofchamber 2, but his message breaks up due to interference from the heavy radiation shielding. a warning announcement states that reactor core temperatures have reached unstable levels. at the bottom, step off the lift and pick up the plasma cell in front of you. put it to good use by blasting the three lost souls that rise up to attack you.
move over to the first bank of consoles and shoot at the two imps that appear. an exploding barrel near them makes short work of one or both. after they´re dead, run over totheir area and pick up the armor shards, and then go through the eastern door to the storage hall´s lower part.
there are three imps in the lower storage hall. back out of the door and shoot the exploding barrels in the room to take them out; follow up with grenades and the plasma gun. three more spawn in at the room´s northern side, which is littered with exploding barrels.
after the imps are dead, collect the plasma cell and large med kit on one of the room´s shelves and proceed through the eastern door into chamber 1 lower.
chamber 1 lower
there are no enemies in chamber 1 lower. run in either direction around the circular catwalk in the room´s center and approach the door to the reactor control room. an imp stands inside of the reactor centrol room and hurls fireballs at you. return fire and enter the reactor control room when he´s dead
reactor control room
on th shelves of the reactor control room are clips, a plasma gun, and a plasma cell. there´s also a health station on the wall.
the most important object in here by far is the control panel that allows you to replace coolant rod 2 and bring the reactor back under control. as the rod is being replaced, you look at a security monitor and see swann and campbell surveying the remains of the devastated bravo team. they can´t find the the military transmission card that would allow someone to send a distress call to the fleet. as they leave, you see a wounded soldier hiding from them.
objective: locate the military transmission card
backtrack to chamber i upper
with the reactor repaired, your new mission is to find thatmilitary transmission card so that you can send a distress beacon to the uac fleet. this requires you tobacktrack to chamber 1 upper. leave the reactor control room and kill the six lost souls and one imp that appear in chamber 1 lower.
another imp jumps out of the entrance to the storage hall. gun him down and proceed through the storage hall into chamber 2.
there´s another imp near the workstation in chamber 2. shoot him and ride the lift to the room´s upper level. run through chamber 2 toward the storage hall door. two lost souls appear near th door, and a third appears behind you. shoot him all and go into the storage hall´s upper level.
in the storage hall, a maggot and an imp appear on either side of the door to chamber 1 upper. blast them and go through the door.
with the reactor repaired, the southern door to control 2 is now unlocked. run along the catwalk to the door and go through it into the control 2 hall. pick up the small med kit and grenades, and head into control 2.
control 2
two maggots materialize to your right and left as you enter control 2. back up, lead them through the door you just came through, and blast them as they´re framed in the doorway. as you proceed farther into the room, an imp appears near the western stairs leading down.
check out the room´s eastern part to find an imp hiding in an alcove nearr an ammo belt, grenades, and a large med kit. also find some armor shards and clips on a nearby shelf.
after getting the goodies, go down the stairs and shoot the maggot that appears at the bottom. don´t blow yourself up by accidentally shooting the nearby exploding barrels.
at the bottom of the stairs, turn left and snag the armor shards as you do, an alcove opens to reveal a maggot, so be ready for it.
lure the two maggots and one imp out of their hiding places near the second set of stairs to the southwest; blow them up with the nearby exploding barrel, or mow them down with good old-fashioned gunfire.
go around the stairsto find a small med kit and some clips under them. pick these up, and then head up the stairs and through the door to plasma control.
plasma control
there´s a fat zombie immediatelyto the entrance´s right. shoot him and move through the room, where the plasma filtration system is still active and running smoothly. shoot the other fat zombie hiding behind the boxes to the right of the door to maitenance 2.
tip
blow up the exploding barrel near the door to maintenance 2. this helps you to take out the fat zombie, and itprevents you from getting blown up by the fireballs thrown by the imp on the other side of the door.
maintenance 2
be prepared to shoot the imp on the other side of the door, slightly to your left. after he´s gone, crawl under the catwalk to find a box of shells, and then strt walking down the catwalk.
an imp rushes out at you near the end of the catwalk, but if you´vegot your shotgun handy, he won´t get a chance to do much damage. go through the door at the end of the catwalk into maintenance 3.
maintenance 3
as soon as you open the door to maintenance storage, back up and shoot the maggot that´s rushing upfrom maintenance 2 to attack you from behind. once he´s dead, proceed into maintenance 3.
don´t accidentally detonate the exploding barrel (next to the door to maintenance 3) while shooting at the two lost souls that come screaming as you.
as soon as you walk down the first small set of steps, three imps appear in various locations on the room´s lower level. two appear near half a dozen exploding barrels-will they never learn? kill the three imps and go down the next set of steps.
crouch and crawl under the platform where you were just standing to find some armor shards. in a small alcove near the exploding barrels, find a large med kit and a clip.
the door marked "plasma storage" leads to-you guessed it-plasma storage, but it´s locked, and you need a keypad combination to open it. go through the door next to the alcove with the large med kit and clip, which brings you to the garage exit.
garage exit
when you enter the garage exit, a cutscene plays. the wounded soldier you saw earlier hands you the military transmission card, telling you to get a distress beacon to the fleet. he hid the card from swann, because he´s afraid that swann won´t permit an sos to be transmitted. as soon as he hands it over, a wraith leaps out of the darkness and finishes him off. end cutscene. begin fighting!
shoot the wraith immediately. another hides between the shadowy pillars to your right in the room´s southern part. hunt him down quickly.
walk down the steps to the recessed area of the garage exit and pick up steve hammer´s pda, which gives the combination for the plasma storage door (734).
plasma storage
backtrack to maintenance 3 and enter 734 on the plasma storage dor keypad. kill the fat zombie inside before helping yuorself to the amazing amount of loot on the shelves: plasma cells, armor shards, small med kit, a large med kit, a plasma gun, and security armor. take everything you need and return to the garage exit.
the only thing left to do is open the airlock at the eastern end of the garage exit. step into the airlock and touch the control panel inside to complete the level and proceed to comm transfer.
tilføjet af

doom hell

hell
hell is a lrthal gauntlet of powerful demonic enemies in their native element, and you arrive with no weapons except your fists. you are completely at the mercy of the infernal forces as youproceed from one area to the next ... or are you? caches of weapons and items keep appearing, providing you with the tools you need to survive and defeat the guardian at the end of the level. someone is helping you in your fight against the demons-but who?
objective: find the soulcube and escape hell
level start
from the start of the level, a voice welcomes you to his domain and promises that you will never find the item you seek. it says that the time has come for hell´s demons to rise up and destroy mankind.
you arrive in hell near a malfunctioning teleport device with no weapons other than your fists. pick up the backpack in front of you to get ammo for weapons you don´t currently have (bfg-9000). rocket launcher, pistol, machine gun, and shotgun). from the cabinet next to it, grab a shotgun, some shells , a pistol, a pistol, and some bullets. the nearby security armor also comes in handy.
tip
your one advantage in hell is that your stamina is unlimited, so you can sprint as often as you like. we advise doing so constantly when in combat.
grab these items, then run down the rocky path to the pillar of bule light in the distance. don´t be freaked out by the demon statues that rise up as you approach. they are two of the only harmless things in hell.
you transport to the middle of avoid. a cage constructs itself around you and begins falling. ehen it crashes to the ground, it disappears.
imps
there doesn´t seem to be any way off of the rectangular arena you´ve landed on, and to make matters worse, three imps rush over to attack you.
note
all enemies look different in hell than they do on mars, but they behave in the same ways
pick up the shells near where you landed and kill the imps. when the imps are dead, a bridge forms from floating bricks to the north. cross it.
hellknight and cherubs
continue following the path until you reach the next area, and a hellknight bursts through the northern wall. you´re armed with only a pistol, a shotgun, and youe fists. this is going to be one of the toughest fights you´ve faced so far.
empty your pistol at him from a distance while dodging his blasts. starting the fight by getting close to him with the shotgun is sheer suicide. your one advantage is your speed. when you are completely out of bullets, switch to the shotgun and move in close to shoot him at point-blank range.
on the east side, you can get small med kits, but a cherub guards them. look in the northeast corner alcove to find another small med kit. some shells and security armor in the northwest corner are guarded by two cherubs.
imps and lost souls
when the hellknight and cherubs are dead, a doorway opens into the next area to the north. go through it, and the doorway seals up behind you.
you wind up in a square room with two smaller rooms to the east and west. go into the western room and pick up the ammo belts and chaingun that sit in the middle of a pentagram.
when you pick up the chaingun, a voice whispers, "life," and the walls to the noth and south recede, revealing small med kits to the north and ammo belts to the south.
now enter the eastern room and move to the easternmost end. two imps appear, one in the room and one at the entrance. six lost souls appear in the middle room.
tip
stay in the smaller eastern room to fight. if you go into the middle room, lost souls will attack you fromall sides.
shattered bridge
after you kill the enemies, a doorway opens to the north. go through it to find a bridge made of floating chunks of rock.
caution
if you fall off the bridge or into the void in any area of hell, you instantly die
some of the rocks have glowing sigils etched onto them. stepping on certain sigils triggers a lost soul. if you can avoid all of the sigils, you can avoid being attacked as you cross. if you land on a sigil, listen for the sound of the lost soul materializing, and be ready to blast it with your shotgun.
lost souls, hellknight, and imps
at the end of the bridge, follow the pathway into the next structure, and wacth out for the lost soul that attacks you from the entrance´s right side.
another lost soul attack you as you round the first corner. kill it and keep going west, because a hellkinght bursts out of the southeast corner.
sprint west to keep some distance between you and the hellkinght and let him have it with the chaingun. keep dodging his blasts, and he goes down fairly quickly and painlessly.
then deal with the three imps that appear: one in the northwest corner, one in a hidden alcove in the south wall, and one back east where you entered.
when all the imps are dead, several large doors open to the next part of this hellacious gauntlet. raid the hidden alcove that the imp appeared in to get shells, an ammo belt, a large med kit, and the rocket launcher. find two small med kits in the northwest corner. after picking them up, proceed to the next area.
mancubus and cherubs
the next area is a square room surrounded by the u-shaped hallway of the last area. five cherubs appear one and two at a time from the sortheast and sorthwest corners of the last area, and a mancubus enters from the north.
caution
watch out for the magma fissure in the middle of the room. you´ll be hurt if you run across it.
shred the mancubus with your chaingun or blow him up with taht rocket launcher you just pickked up. don´t miss the security armor in the room´s shadowy northwest corner, either. when the mancubus is dead, proceed north to the next area.
falling floor
pick up the armor shards to the notrheast and the northeast and the small med kit, large med kit, and plasma cells in the northwest corner, at the room´s northern end is a plasma gun sitting inside. a glowing pentagram.
when you pick up the plasma gun, the entire floor drops, and you fall in darkness to the next area.
imps and hellknights
there´s a berserk power-up right in front of you, but don´t pick it up just yet. instead, go to the northwest corner and grab the armor shards, and then pick up the berserk.
three imps appear near you in the room. afouth imp is to the southwest.
during or after your battle, pick up the large med kit, shells, armor shards, plasma cells, and ammo belt near the northern wall of the northern area that opens up during the fight.
after the fight, go through the eastern area that opens up and pick up simon garlick´s pda, plasma cells , large med kits, security armor, an ammo belt, and rockt launchers.
garlick´s pda contains his chilling audio account of being separeted from his team and stalked by demons. he remarks that he feels as if he´s being played with, which you´re probably feeling by this point as well
after listening to the logs and reading the emails, continue east through the automatically opening doors to the next area.
sea of lava
proceed east along the candle-lit courtyard and approach the glowing pentagram on a ledge that overlooks a sea of lava.
as you draw near, a huge stone crashes down from the ceiling onto the pentagram and rises back up into the ceiling, only to fall and rise again at regular intervals. a mancubus appears on a ledge to thesoth. kill thr mancubus, back up, and wait for a second mancubus to appear to appear on a northern ledge.
kill the second mancubus and make a carefully timed run across the pentagram to avoid getting squashed by the huge stone above it. after you pass under the stone, stop and kill the mancubus that appears on the northern platform.
killing the third mancubus causes more of the stone walkway to appear. sprint east along it and leap over the remaining gap to reach solid ground on the lava pool´s east side.
spiraling staircase
run east along the pathway beyond the lava pool and kill the lost soul that flies toward you. a second one attacks you a little farther up the path. keep going along the path. climbing the stairs as you go.
an imp attacks you from a flat landing shortly after the second lost soul. kill it and look in the southwest corner of the landing to find plasma cells, rockets, a large med kit, and an ammo belt. a mancubus appears on the sotheast ledge over the lava pool below you, but don´t waste the ammo on it.
before continuing, look out over thelava pooll. there´s a ledge on the right side that contains two ammo belts and some armor shards. jump to it, and then to the next ledge to snag a large med kit and more goodies. now repeat your the crushing rock and return to the landing from which you jumped.
sprinting to avoid the mancubus´s blasts, get to the bottom of the next set of stairs leading up to the southeast. two imps guard the base of the stairs, so be ready for them.
another imp attacks at the eastern end of the next landing. kill it and open the doors beyond it. kill the three lost souls that rush out at you.
when you walk through the doors, two imps appear in the alcoves to your right and left. continue forward until the lost soul attacks you at the base of a spiral staircase.
at the base of the spiral staircase, look to your left to see a large med kit, just beyond itis a ledge with a plasma gun, plasma cells, and security armor. pick all of them up, return to the spiral stairs, and start going up.
at the top of the stairs, keep walking forward and kill the twooo lost souls that attack you. find a cache of armor shards, a large med kit, and an ammo belt in a southern alcove, directly across from the northern door to the next area.
when you pick up the items, five zombies appear to the north and east. kill them all, and then go through the northern door.
hellknight and lost souls
a hellknight bursts through thr wall to your left as you enter this small room. two lost souls appear in front of you. fall back into the last area (where there are two more lost souls) and pick off your foes befor returning to the room where they appeared.
don´t miss the two small med kits in the middle of the room. open the door to the next area and annihilate the hellknight on the other side. continue into the next room.
the bfg-9000
two imps appear on the other side of the huge pillar near the room´s entrance. they run around both sides of it, so stay near the entrance to avoid being attacked from behind.
move farther northwest into the room and kill the third imp that appears. another hellkinght shows up in the northern part of the room when you lure the imp out of hiding.
explore the western part of the area to find an ammo belt, some plasma cells, a small med kit, a large med kit, a bfg cell, and a bfg-9000. a hellknight appears behind yor grab the items. two lost souls attack from the west when you pick up the bfg-9000.
tip
dont´t use the bfg-9000 until the boss fight at the end of the level. trust us, you´ll need it
continue down the northern parth. a hellknight attacks you from the first blind corner. fortunately, you can see his shadow on the wall as he approaches, so you con prepare.
wait at the corner where you saw the hellknight and kill the lost soul and four cherubs that appear to the east and fly down the path to attack you.
move forward and kill the two additional lost souls that appear in front of you, pick up the security armor and the armor shards in the hallway, and then climb the stairs to the next area.
mancubi
upon entering this next area, go east aroundthe wall in front of you and move noth to pick up armor shards, a large med kit, an ammo belt, and some shells.
at the top of the northern stairs to the next area are two mancubi. blast them and go up the stairs.
mancubus, cherubs, and hellknight
run into the next area to trigger the appearance of a mancubus and seven cherubs, and backpedal out of the area quick. frame your enemies in the doorway and blast them as they come through.
move forward through the room to lure a hellknight out of a western alcove. once again, back up to put some distance between you and let him have it. after he´s dead, walk along the path to the next area.
guardian portal
after facing that last hellknight, you don´t fight any more enrmies in this part of hell. keep going forward along the path to come to a dead researcher near a cache of weapons and armo. pick up the lage med kits, security armor, plasma cell, ammo belts, and rocket launcher.
there´s another one of those blue energy beams near the weapons cache, similar to the one you walked into at the start of the level. don´t walk into this one just yet, through. instead, sneak arond the right side of it to discover a hidden alcove with plasma cells and a bfg-9000.
after picking up these items, step into the beam and teleport to the boss fight against the guardian.
boss fight: guardian
at the start of the fight, you get a glimpse of the soulcube, which has spinning blades surrounding it. a voice whispers, "save us." the mammoth guardian then ris up from the ground, and the fight is on.
first things first: behind each of the four pillars are valuable pick-ups that will save your life. they include:
pillar 1: rockets.
pillar 2: rockets.
pillar 3: large med kit.
pillar 4: rockets, ammo belt, grenades, bfg cell, and plasma cell.
the guardian is blind, but it spawns guardian seekers, which float above the arena with searchlights, trying to find you. if a guardian seeker notices you, the uardian charges toward you and attacks with crushing force.
to make the guardian vulnerable, you must kill all of its seekers. this causes the guardian to pause and spawn more seekers from a blue light over its head. the blue light is the guardian´s weak point, but it´s hard to hit, because the guardien sends out waves of fireballs when all of the seekers are dead.
the best way to take out the seekers is to use the bfg-9000 against them when they´re close together. the bfg´s beam seeks out nearby enemies and fries them, so if you´re quick on the draw, you can destroy all of the seekers with one shot.
if you don´t have any bfg ammo left, use the rocket launcher to shoot down the seekers and then shoot the guardian when it´s vulnerable. hide behind the four pillars, wait for the seekers to come by, and blast them before they have a chance to notify the guardian of your presence.
your only advantages are your speed and the cover that the four pillars provide. remember that you can sprint constantly in hell, so don´t let up on sprint until the battle is finished
the soulcube
after you defeat the guardian, the soulcube appears. walk up to it and pick it up. the solucube speaks to you, telling you that it contains the souls of the martian civilization that was all but destroyed by the demons millennia ago. it promises to help you defeat the demons again if you release it from hell.
the soul cube transports you back to the start of the level and explains its powers: when you kill enemies, the soulcube can be used as a weapon against them. the soulcube kills any enemy that you launch it at, and it transfers that enemy´s health to you. it is the only weapon that can ultimately defeat the demons.
return to the area where you started the level. the telrporter is now functioning. press the control panel to activate the teleporter sequence, and then then step onto the teleport pad to complete the level and return to the delta complex.
tilføjet af

doom mars city 2

mars city 2
overview
mars city is the gateway to all of union aerospace´s mars bases. all arriving personnel are processed here before moving to their assigned posts. mars city houses the primary marine operation control room as the main administrator´s office.
mars base has been completely overrun by a mysterious demonic force that has transformed most of its human inhabitants. mars base´s security force are now its biggest liabilities, as gun-toting z-sec zombies stalk the halls. your first priority is to reach marine command and receive an upgraded security clearance and now orders from sergeant kelly. after that, you must fight your way to the elevator that brings you to administration, your first step toward reuniting with bravo team.
objective: return to marine comm center
maintenance
equip the pistol or machine gun while in the elevator. when the doors open, shoot the z-sec zombie behind the crate in front of you. pick up his pistol after killing him
the stairs leading up to the departure lounge have been destroyed, so you can´t go that way. approach the broken utility ladder near storage cabinet #001 in the room´s corner. the ladder extends, and you can climb up it and into the ventilation shaft.
ventilation shaft
r. roland, a uac mintenance worker, is at the top of the ladder. he doesn´t know wath happened to the base-there was some sort of shockwave, and then everything ... changed. he asks you to go for help and refuses to leave his present position.
crouch down and crawl into the ventilation shaft. at the first junction, take a left and pick up the security armor ahead of you.
after getting the security armor, crawl north through the shaft, over the manifest control office, and drop down at the end of the shaft. a zombie popsout from the alcove you just dropped down from, and there´s another one in the manifast control office. shoot them, go back and get the armor shards from the alcove the zombie came from, pick up the armor shards to your left, and then enter the manifest control office.
manifest control office
on the desk in front of you is marcus stantons´s pda. it´s got an audio log concerning his complaints with the secrecy surrounding undocumented cargo; asmanifest controller, it´s his job to know what´s entering and leaving mars city. an email on the pda concerns a shipment of chainsaws that were sent to mars by mistake.
near the desk are armor shards under a fiery vent. crouch under the vent to pick them up safely, and then head for the southwestern door to the manifest control entrance.
manifest control entrance
just ahead and to the right are two z-sec zombies, one with a shotgun and one with a machine gun. they pop in and out of the door to reception processing. shoot them from the reelative safety of the manifest control office´s doorway; grab their weapons after you kill them.
at the room´s northern end is a locked door that requires an aco key card to open it. this brings up a new mission objective: find the aco key card.
reception processing
because there´s only one way to go. head through the door into reception processing. on the other side of the thick window, you see an imp leap at you, bounce off of the glass, and crawl into the shadows of the ceiling.
pick up the clis from the desk and the aco key card. return to the manifest control entrance. as you do, specialist wilson radios in a panic, saying that his team is wiped out and he´s running blind. sergeant kelly tells him to calm down and that they´ll find him. go through the door to the conference room.
conference room
there are two z-sec zombies in the conference room. kill them and take their pistols; there´s also a small med kit on the floor. through the room´s windows, you see a sentry bot blasting zombies and running through the halls. go through the northwestern door into the unidentified room between the conference room and spec ops processing.
when you enter that room and trigger the door to spec ops processing, the lights in spec ops processing go out. don´t be distracted by this, as there´s also a zombie sneaking up behind you from the conference room. shoot the zambie and enter spec ops processing.
by killing the zombie behind you, you can wait near the spec ops processing doorway for the next two zombies to come to you. there´s another zombie hiding near a clip behind a pillar in front of and slightly left of the door. a fourth zombie lurks toward the room´s far western end, near a clip and shells.
after you take care of all four zombies in spec ops processing, walk through the short hallway into security operations.
security operations
as you enter security operations, there´s a z-sec zombie in front of you. when you shoot him, don´t get flanked by another z.sec zombie to your left, take the machine gun and pistol that they leave behind, and return to spec ops processing. there´s nothing else to see or do in security operations, so head to spec ops access junction.
spec ops access junction
go through the western door in spec ops processing to enter spec ops access junction. there´s a clip behind a box in the hall. when you pick up the clip, a flaming zombie stumbles out of an alcove and limps toward you. shoot him and continue down the hall and through the door at the end of it
infirmary access junction
this brings you to the intirmary access junction. directly in front of you, hiding behind some tanks, is a z-sec zombie with a pistol. another z-sec zombie with a shotgun pops out from behind the corner in front of you. there´s yet another z-sec zombie with a machine gun and/or pistol, stay in the doorway, and pick off the zombies as they show themselves.
find armor shards in the fat zombie´s original location, and more armor shards in the z-sec zombie´s starting position. these help make up for some of the battle damage you may have just taken.
move north down the hall to ward the infirmary and operations sration, and an imp appears. shoot him, and then duck into the infirmary to your left.
note
before heading into the infirmary, you can step into the operations station and grab the clip from the box just inside the doorway-other than that, there is nothing more to do in this area.
infirmary
dr. mark caseon´s pda sits on the counter in the infirmary´s center. pick it up and listen to his audio reports on the high number of psychological incidents and wound up attacking dr. caseon. as a result, all weapons and medical supplies were locked in the nearby security cabinet (#017)
with the code 347.
use the health station on the wall if you need to, then type 347 into the keypad of cabnet #017 to open it and receive shells, aclip, security armor, and a med kit. head through the northern door into the infirmary observation room.
infirmary observation room
when you open the door, a zombie gets off a bad and lunges toward you. shoot him and the two z-sec zombies that run around the corner at you. grab the z-sec zombies´ two machine guns after you kill them.
there´s a med kit on a shelf in the room´s far southeast corner. grab it if you need it, and then proceed through the northeast door to marine command.
marine command
another flaming zombie lurches toward you from your left as you enter marine command. shoot him quickly. in the corridor he came down, you see a fiery vant with some ammo beyond it. crouch down and crawl under the fire to reach the shells and bullets.
keep crawling forward until you reach sergeant bill tyson´s pda next to a corpse (presumably sergeant tyson himself). it contains an audio log regarding thelow state of morale on mars base and another on the plans for future troop deployment.in this second audio log, he mentions stationing two marines at each checkpoint, so be prepared to find z-sec zombies from now on. finally, read the email titled "security code change" to find that the weapons storage code in marine command is 584.
the automatic door near sergeant tyson´s pda jams when you approach it, so you can´t go through that way. backtrack down the hallway and under the fiery vent to the point at which you entered marine command from the infirmary observation room. run cunterclockwise around marine command to see a zombei dragging a corpse down the hall. shoot the zombie from a distance with your pistolor machine gun.
tip
when you´re picking off an enemy from such a long range, use the pistol if you´ve got the ammo. the pistol isn´t usually your weapon of choice, so use it whenever you can to save ammunition for your preferred weapons.
a console at the northern end of marine command broadcasts a female voice repeatedly requesting a video link-up. move over to the console and receive a message from sergeant kelly in delta labs. kelly orders you to meet up with bravo team in alpha labs and send a distress call to the uac fleet; the fastest way to do that is to go through administration. he updates your security clearance to engineering and wishes you luck.
grab the shells off of the console before leaving. also, there´s fallen marine with a machine gun near the console; he doesn´t need his weapon anymore, so take it.
objective: reach administration
combat preparation
after you have your orders and your new objective, go through the door marked "combat prep" and kill the z-sec zombie inside. take his pistol, and then click the security panel next to the door to the weapons locker; enter 584 on the panel to open the door.
inside the weapons locker, you find a med kit, shotguns, machine guns, clips, shells, and security armor-all of which come in very handy as you head to administration.
exit combat preparation, turn right, and go back down the hall that leads toward the infirmary. two z-sec zombies with machine guns attack you from the far corner. back up and use the corner of the hall as cover as you pick them off.
instead of following the hall to the infirmary, take the first left and proceed east to marine command. your new security clearance opens the door for you.and a small med kit in the
marine command
there´s a z-sec zombie wich a machine gun hiding around a corner to the entrance´s left. wait for him to show himself, then blow him away. there´s also a zombie and a med kit in the room´s northeast corner. the southern door the zombies crashed through takes you back into spec ops processing; you can´t reach administration from there, so take the western door to the common area.
common area
when you open the door, aim toward the kitchen to your left. two z-sec zombies with machine guns pop out of there and start shooting at you. a z-sec zombie with a pistol soon comes down the hall in front of you. shoot at the zombies and duck back into marine command to reload.
enter the kitchen area and shoot the zombie in the corner of the lounge near the soper turbo turkey puncher 3 machine. he´s carrying a a flashlight, so he´s not hard to spot. watch out for a z-sec zumbie witch a machine gun and another with a pistol who run into the common area after you´ve picked off the other four enemies. the kitchen counter is great cover.
there are some shells on the kitchen counter and a small med kit in the darkened corner of the lounge. as you collect them, sergeant kelly comes on the radio and advises you to use any active sentry bots you find in the base; they pack a lot of firepower. leave the common area and go down the hall toward the restroom and central access
restroom
duck into the restroom. there are no enemies in here, but for one terrifying moment when you approach the mirror, your controls fail to respond, and your field of vision slowly zooms out, as if you´re being pulled away by some unseen force. ironically, a loudspeaker mentions reassuringly that uac psychological services are always free and confidential.
central access
blast the imp that appears just outside the restroom, continue south down the command access junction hallway, and pick off machine-gun-toting z-sec zombie near the hall´s end. enter central access, where a sentry bot is filling a machine-gun-wielding z-sec zombie full of lead.
tip
for the next few minutes, this sentry bot is your best friend. stay near it and take cover when enemies approach. the sentry bot devastates them without any assistance from you. after the sentry bot kills the gun-toting zombies, pick up their weapons.
the sentry bot heads over to the hallway to the east, where it eradicates a machine-gun-toting z-sec zombie for you. instead of following the sentry bot, lead it down the soutern hallway to mars city reception.
mars city reception
let the sentry bot shoot the fat zombie in mars city reception. jump through an open window in the eastern wall to reach a narrow office with armor shards a med kit, and a clip.
there´s nowhere to go from this room except back to central access, so let the sentry bot lead you back there and down the eastern aco access junction hallway.
aco offices
there are two z-sec zombies just inside the aco offices, one with a shotgun and one with a machine gun. three more z.sec zombies are in the room´s northern part. let the sentry bot shoot all five of them for ou, and don´t come out from behind cover until the shooting stops.
find a med kit in the small office to the east. take it if you need it, and then follow the sentry bot to the north, where it shoots a machine-gun-wielding z-sec zombie hiding behind a pillar and another z-sec zombie with a machine gun on the other side of the door to admin access.
open the western security door with your pda and lt the sentry bot obliterate the zombie insidethe office. this office contains security armor and a clip on the other desk.
admin access
follow the sentry bot into admin access; let it shoot the imp on the elevated catwalk at the room´s eastern side. unfortunately, the sentry bot then deactivates, leaving you to deal with the other two imps that materialize after it shuts down. if you´re in the western hallway, they attack from both sidees, so use the shoutgun to dispose of them quickly.
you can crawl through an access tunnel in the room´s southeast corner to reach the catwalk where the first imp appeared. on that catwalk are armor shards and some shells, as well as duncan mathews´s pda next to its late owner. it contains an email from uac security granting his request for security armor but denying his request for a plasma gun.
to complete the level, approach the elevator in the center of admin access and touch the control panel. enter the elevator and touch the control panel inside of it to leave mars city and enter administration..
tilføjet af

doom mars city

mars city
overview
welcometo mars, marine. this may not be the solarsystem´s most glamorous assignment, but it´s safe to say that your experiences ere are going to be truly unforgettable. your first order of business is to check in with sergettable. your first order marine command. he gives you your first assignment: locate a missing reasearch scientist in the old communications facility. report to the elevator leding to the mars city underground to complete the level. you wont´t face any enemies, but you´ll soon realize that something´s not right on the red planet.
welcome to mars
the game begins with a shot video introducing the union aerospace corporation (uac), an interplanetary company that operates above and beyond all legal and moral obligations in the development of the most advancd technology known to man.
mars city hangar
following the uac prresentation, the game cuts to a display showing the approach of a transport coming in for a landing on mars. the shuttle contains counselor elliot swann and his bodyguard, jack campbell, who have come to mars to check up on dr. malcom betruger. according to swann, betruger has overstepped his authority in some way, and swann and campbell are there to bring him back into line.
you are also on the transport. as a marine who´s been calledup to active duty on mars, your first duty is to report to marine command and receive your orders. as soon as the opning cinemes end, walk forward and speak to r. cooper, who tells you that all new arrivals must be processed at reception.
note
to speak to a character, approach and press the attack button when his or her name appears next to yuor reticle. speak to each character several times to get more information.
follow the walkway to the security chheckpoint´s doorway. you pass m.caseon, seated on a bench. this disturbing fellow says he needs to get out of here, and he encourages you to do the same. he advises you not to trust anyone.
behind caseon is a control panel with a transfer manifest on it. when you approach it, your reticle changes to a cursor; inspect the items on the manifest: two bins of administrative supplies, several crates of sealed biological specimens, and three metaseal containers of classified material. you can delete any of the items from the manifest if you wish, except the classified metaseal containers. doing so has no effect on the game.
proceed through the door to the security checkpoint. note that the door has a green light on it indicating that it is unlocked. the door´s display panel says "general access," meaning that anyone can go through it.
as you progress through the game, you´ll find doors that can be opened only by people with certain security clearances. more on this later.
security checkpoint
walk into the security checkpoint, where a technician tells you to stand on one of the red squares on the floor so that he can begin your bio-scan.
after the technician ensures that you´re not carrying any dangerous bacteria or pathogensinto the facility, the door to the north opens into the departure lounge. go through the door.
departure lounge
as the door to the departure lounge opens, a sentry bot springs into life on four spidery legs and dashes through the northern door to central access. in the departure lounge, a monitor extols the virtues of the uac.
an information terminal in the corner of the room reminds all uac employees that november is safety awareness month on mars. it encourages all employees to download data on safety awareness to learn more about what they can do.
because you don´t have a pda (personal data assistant) yet, you can´t do this.
the western door to maintenance and the elevator is locked and cannot be opened with your current security clearance. proceed north through the door to mars city reception instead.
objective: report to marine hq
mars city reception
entering mars city reception triggers a cutscene in which h. feiner processses your transfer and gives you your uac-issued pda (personal data assistant). he explains the basic functions of the pda: it displays emails and video messages and records your security clearance. finding other pdas allows you to download their data to yuor own pda, upgrading your security clearance and granting youaccess to the emails and video files on the pda.
note
now that you´ve got your pda, you can return to the departure lounge and download that safety awareness email, if you wish. you already have two emails on yourpda: one from director william banks welcoming you to mars, and another from sergeant kelly telling you to report to marine command asap. these emails are reprinted in the "pda appendix" at the end of this guide
another information terminal in receptiondisplays a request from uac security for help in finding a missing scientist. download the information to your pda to read that the missing scientist´s name is dr. jonathan ishii from the delta science team. he was last seen in masr city underground near the airlock leading to the old communications array.
locked doors to the east and west can never be opened. proceed north and follow the hallway to central access. along the way, you meet a. chang, who notes that you must be from the new detachment that has arrived to check up on them. further attempts at conversation result in incrasingly less patient brush-offs from chang, who just wants to finish his work. continue through the central access juction to central access.
central access
another cutscene begins playing as you enter central access. seann and betruger are in the midst of an argument over betruger´s practicess. swann says that he was sent by the uac board to account for the high accident rate and low morale among the mars employees. betruger tells swann to stay out of hisway and promises that something amazing will happen soon.
the three men leave, ans the cutscene ends. to the west is a locked door guarded by j. yezback, who tells you that you don´t have clearance for the area. to the north is the locked door to the monorail station, which yuo can´t enter yet either.
the only way to go is down the command access junction hallway in the northwest corner of central access. as you walk down the hallway, you´re met by t. washington outside the restroom. he advises you not to let mars "get in your head," telling you to stay focused on your jop, and promising that you´ll be back on earth before you know it. continue straight down the command access junction to reach marine command access.
note
you can enter the restroom, but there´s nothing of interest in there.
common area
the common area is a detour from your main objective (to reach marine command as quickly as possible), but check it out to overhear a bit of information. a monitor in the kitchen displays a news broadcast, in which uac officials deny a military buildup on mars.
in the kitchen, k. tang welcomes you to mars and wishes you a good stay. he advises you to work hard, stay out of trouble, and don´t wander into areas that you´re not supposed to enter.
in the lounge, m. marak and k. miller discuss the recent departure of one of the bravo team members and wonder who´s going to be the replacement. miller welcomes. you to the worst assignment you´ll ever have and invites you to come back for a drink when you get some free time. miller advises you to keep your eyes open and stay focused. he wonders how long you´ll last.
in the corner of the common area is nabcon´s arcabe classic, super turbo tukey puncher 3. click on the turkey and a fist will punch it. you get 10 points for every hit; 6 hits and the turkey becomes giblets. this doesn´t help you one bit in the main game, but feel free to waste some time if you want. the player face, the background, and the player fist in super turbo turkey puncher are all from id software´s original doom game.
you can also pick up maintenance technician adam berneche´s pda in the kitchen. listen to his audio log to hear him recount an incident in which he heard mysterious whispering in the underground maintenance areas of mars city. adam admits to feeling less and less comfortable going underground, especially after hearing some horror stories from the guys in the delta labs. he mentions securing his tools in the storage cabinet next to the maintenance elevator; the code is 396.
marine command access
near the entrance to marine command, j. kim and r. slang are working to repair a power coupling. they can´t believe how much power delta labs seems to need. slang advises kim not to ask too many questions. he knows about a colleague who did, and he was instantly transferred... no one even saw him leave. neither is too keen on speaking to you; they just want to do their work.
download a message from the information terminal in marine command access to get details on uac´s delta lbs volunteer program.
the southern door to operations is locked and off-limits to someone of your security clarance, so go north into marine command.
marine command/marine headquarters (hq)
marine command and marine hq are essentially the same area. marine command is the entrance hallway, and marine hq comprises most of the area.
go down the hallway to find s. holmes, who tells you to report to sergeant kelly in marine hq immediately. just keep following the path to find marine hq.
k. ving is seated at a console on the northern side of marine hq. e. grafton patrols marine hq, and k. lee-creel works on a sentry bot near sergeant kelly. all three are too wrapped uo in their jobs to have much to say.
go through the northern door marked "marine hq" and go down the hall at the other end to complete your objective of reporting to marine command. enter the door at the hall´s end to reach sergeant kelly in command hq control.
command hq control
sergeant kelly immediately berates you for taking your sweet time in reaching him. he them hands you your first assignment: a member of the science team has gone missing, and you´ve got to find him. he tells you to check out the decommissioned communications facility, which you´ll need to reach via the underground maintenance area. he´s programmed a sentry bot to lead you to the elevator that takes you to the lower maintenance levels. there´s no point in sticking around to talk to sergeant kelly; he´s not interested in hearing anything from you until you retur with the scientist
objective: locate maintenance entrance
it´s impossible to lose the sentry bot. although it moves at a quick pace, it stops if it gets too far ahead of you. if you don´t catch up to it after a few seconds, it comes back to you and waits.
follow the sentry bot to backtrack through marine command access. as you leave the area, eavesdrop on another conversation between slang and kim, who discuss a colleague´s recent claim that ha saw some strange creatures in the delta labs.
the senty bot leads you back to the departure lounge. with the sentry bot in tow, you can now access maintenance through the departure lounge´s western door. having done its job, the sentry bot shuts down.
storage cabinet #001 is on the western wall of maintenance. if you listened to the audio log on adam berneche´s pda, you know that the cabinet code is 396. enter the code on the cabinet keypad to open it and get two boxes of bullets.
note
a complete listing of all storage cbinets and their codes and contents appears in the "secrets" section at the end of this guide
after getting the bullets, the only thing left to do is step into the elevator and proceed to mars city underground. approach the control panel and press it to open the elevator door.
enter the elevator and press the control panel inside to leave mars city and enter mars city underground.
tilføjet af

doom mars city underground

mars city underground
mars city underground gives you yuor first look at mars´ surface as you run across it to reach the old communications facility. along the way, you encounter many technicians and maintenance workers who are doing their best to keep the base running. they´re not always successful.
after you locate the research scientist, everything goes horribly wrong. a demonic force invades the base and starts killing its inhabitants in the most gruesome ways imaginable. most of the enemies you face in this mission are zombies, humans transformed, you must blast through them and return to mars city in one piece.
objective: search for the missing scientist
underground security
the elevator from mars city brings you down to the underground security area of mars city underground. from the elevator, approach the security guard in front of you. he welcomes you to the underground-"the most unexciting place on mars"-and opens a nearby storage cabinet, which contains security armor, bullets, a pistol, and a flashlight. collect all of these.
tip
the pistol is a fairly weak semiautomatic weapon, but it is extremely accurate at long ranges, and ammunition (bullets) is usually plentiful. switch to a better weapon when one comes along, but for now, the pistol is better than punching enemies to death or beaning them with the flashlight.
now that you´re armed, the security guard conducts a quick radio test and opens the security door to the underground junction. proceed through the door and heed the guard´s warning about not accidentally shooting the civilian employees in the underground.
underground junction
after you go through the door into the underground junction, there´s no going back. follow the walkway. along the way, speak to daniel young, a civilian uac employee who doesn´t have much to say. when he walks away from the remote crane access panel, you can use it to swing the giant crane overhead. this has no affecton gameplay.
note
if you shoot young (intentionally or not), you can pick up his pda, which contains a single email from frank delahue, inviting young to come and work for him as an engineer in reclamation. acquiring this pda has no affect on gameplay, but then again, neither does offing poor daniel.
follow the walkway as it spirals down to the door labeled "energy stabilization." hidden in the shadows to the door´s lift is a med kit. if you need it, hop over the railing to pick it up. go through the door into maintenance area c51
maintenance area c51
in this area is a technician named c. rodgers, who hides behind a stack of crates, practically begging to be accidentally shot. he start to offer some information about the missing scientist but then thinks better of it. no matter how youtry to get him to talk, he has nothing else to say. proceed through the door into the convergence chambers
convergence chamber
there´s nothing to do in convergence chamber 1 except walk through it into the energy stabilization unit. two technicians argue over the best way to repair some machinery in a crawlspace. you can approach r. fry and try to talk to him, but he´s got no time for you.
in the energy stabilization unit´s northwest corner is a pda belonging to grant baston. pick it up and access his audio log ("unexplainable things"), in which baston describes the creeping fear overtaking the employees stationed in tne underground.
there´s also an email from t. brooks ("yu´re not gonna believe this:)") that says both security cabinets can be opened from the same security panel in the security office. the door to the security office was locked when you passed it at the level´s start, but you can return there later....
finally, read baston´s email from uac security ("updated security code"); its says the code for the nearby security cabinet (#023) is 531. enter the code to get armor shards, shells, and a small med kit.
after opening the security cabinet cabinet, proceed through the northern door into convergence chamber 2 and into energy processing.
energy processing
a technician argues with a maintenance worker over the malfunctioning equipment in the energy processing area. the harried worker tries to explain that delta labs require a lot of power, and the overworked machinery can´t keep up with the demand. the technician doesn´t want to hear it.
a door leading into the area with the technican and maintenance worker should be open, but it´s suffering from a mechanical glitch and isn´t working. continue through the northeast door into the energy delivery area.
energy delivery
walk up to 1. sinclair in the energy delivery area to startle him. he tells youthat everyone´s already on edge with all of the strange stuff that´s been going on. he directs you to the northern door, which leads to the underground garage.
climb down the nearby utility ladder to reach the bottom of energy delivery. here is an alcove with armor shards and some bullets. clib back up the ladder, go through the door, and into maintenance area pd1.
maintenance area pd1
as you get about 10 feet into maintenance area pd1, the lights go out. equip your flashlight and continue walking through the area. the lights come back on when you reach the door to the underground garage.
underground garage
talk to mark ryan in the underground garage´s northwest corner. he tells you to go to the old comm center. getting there requires you to take a short walk on the martian surface, but he assures you that your suit has plenty of oxygen.
note
you can shoot ryan and pick up his pda, which has a single email from t. brooks asking ryan to keep an eye out for you; the last thing brooks wants is for another person to go missing in the underground. taking or leaving this pda doesn´t affect gameplay.
you can pick up ryan´s pistol, which lies on a crate next to him. you already have this weapon, but it gives you more bullets.
airlocks
activate airlock mc-2a by clicking on the "cycle airlock" panel. walk inside of it when the compression sequence is complete and press the next "cycle airlock" panel inside. this opens the airlock to the hosstile martian environment.
your suit has a limited supply of oxygen, represented by a bar in the screen´s lower left. hurry across the outdoor bridge to airlock ct-1c, open the airlock, and pressurize it when inside.
note
if you want to wander the martian surface for a bit, there´s more oxygen in a canister around the corner from the garage airlock, as well as an armor shard and adrenaline. however, the trip may not be worth it if you runn out of oxygen too soon. if you do, you can run back inside the garage airlock and cycle it, then cycle it again and return to cross the bridge.
old comm storage
airlock ct-1c opens into old comm storage. here, you can pick up a small med kit and armor shards in front of you. there´s another small med kit on the shelves on the room´s northern side; you must jump onto a nareby crate to reach all of them.
approach the elevator labeled "communications-engineering access," and sergeant kelly broadcasts a radio message telling you to double-time it, find the scientist, and return to mars city. to call the elevator, touch the panel next it, step inside, and touch "level 2-communications" on the panel inside to go up to old comm engineering.
old comm engineering
there´s nothing to see or do in old comm engineering at the moment, so just proceed down the darkened pathway until you reach the door to old comm main.
old comm main
entering old comm main triggers a cutscene with the missing scientist, dr. jonathan ishii. he begs you to let him send a transmission, saying that you have no idea what´s going on. suddenly, a nearby monitor shows some sort of explosion, and that´s when everything goes to hell... literally.
apossession skull materializes in the middle of old comm main. it swoops out of the room befor you can do anything about it. ishii is possessed by a diabolic force and is transformed into a zombie. shoot hom in the head with your pistol, and then turn back to the door that you just came through.
tip
you can kill ishii before he´s possessed and turns into a zombie.
as sergeant kelly comes back on the radio, announcing that they are being invaded by an unknown force, a z-sec zombie comes through the door and starts shooting at you with a pistol. return fire and drop him quickly. you can take the pistol after killing him.
turn back to the control console and click on the monitor to send ishii´s transmission. the screen flashes "error" and cuts to a scene of a zombie in marine armor devouring a hapless technician. the screen goes blank.
grab the box of bullets in the northwest part of old commm main, because you´re going to need them. there´s nothing else to do here, so leave the area through the door you entered and return to old comm engineering
objective: return to mars city

old comm engineering
there´s another zombie in the northern part of old comm engineering. wait near old comm main for him to shamble toward you, and pick him off with carefully aimed head shots.
tip
reload your weapon after each use. the last thing you want is to be one shot away from killing a zombie and have to automatically reload!
jets of flame shoot out from ruptured pipes in the middle of the area. you can´t walk past them without suffering demage, so jump over the railing and land near the elevator. call the elevator and return to old comm storage on level 1.
old comm storage
there are no enemiesin old comm storage, but you get a nasty shock when you walk through it. several wall panels fall to the ground, and disembodied laughter echoes throughout the room. wait near the elevator to avoid taking damage from the falling panels.
tip
if you didn´t grab the small medkits befor, pick them up now if your health isn´t at 100 percent.
now go back through the airlock and over to the underground carage. do this just as you did last time.
underground garage
for one heart-stopping moment, it seems as if the door to airlock mc-2a won´t open more than a crack, through which you see a zombie drag off poor ryan. when the airlock does open, run out of it and turn back to face the zombie. reload your pistol and approach the sortheast door to maintenance area pd1.
trigger the door and move back quickly. there´s a zombie on the other side of it with a wrench. shoot the zombie from inside the underground garage, reload, then move into maintenance area pd 1.
maintenance area pd1
maintenace area pd1 is a wreck. the stairs leading up from the underground garage have collapsed. you must leap the gap in the stairs to proceed up to the door leading to energy delivery.
energy delivery
senclair, the easily startled scientist, has been transformed into a zombie. shoot him from the safety of the doorway and proceed into the room.
you can´t go back through the southern door-something on the other side has damaged it beyond repair. touch the control panel in the middle of the room to extend the service bridge to the east.
as soon as you do, a z-sec zombie pops out of an alcove in the room´s eastern part. shoot him from a distance and pick up the pistol he drops; there´s also armor shards, bullets, and a small med kit in his alcove. proceed through the eastern door to energy processing on the other side.
energy processing
another z-sec zombie runs past you, knocking over some crates and ducking fo cover behind another crate. aim at the crate´s top and shoot him as he stands up. reload and grab his pistol after you kill him.
there´s another zombie in the north end of the room´s lower part. walk down the stairs near the locked security door and slowly approach him until he starts shambling toward you; then let him have it with the pistol.
the southern security door won´t open with your current security clearance level, but frank delahue´s pda is in the room´s northern part. grab it to upgrade your clearance level to engineering.
delahue´s pda also contains an audio log regarding the severe strain that the facility´s power grid is under, thanks to the demands of delta labs. another audio log details the procedure for shutting off fires in the valves; enter the command code 842 in an unknown command console.
finally, there´s a small med kit and armor shards on the ledge above the pda. jump to the ledge to collect the items; open the security door and proceed into the next area.
processing unit
aim your pistol at the catwalk above you when you enter the area. a zombie shambles toward a helpless civilian; shoot the zombie quickly to save the civilian. there´s another zombie on your level a little farther down the hall. proceed with caution down the hall and through the door into the ep aerobic stabilizer.
ep aerobic stabilizer
some armor shards are visible from the doorway. walk over to them, but be prepared for the floor to drop into a room with three zombies. fortunately, it drops just as you pick uo the shotgun, which kills zombies with one shot at close range. kill the zombies and pick up the additional armor shards, small med kits, and security armor befor climbing up the service ladder and leaving the area through the door to the north.
ep control unit
walk over to the armor shard near the door. the lights cut out for a second, but nothing attacks you. pick up the nearby shells.
continue through the room, and the lights cut out. freeze. wait for the zombie to come shambling down the stairs in front of you. it is followed shortly by a z-sec zombie and another zombie. kill all three with close-range shotgun blasts, and pick up the shells next to the crate at the top of the stais.
climb down the utility ladder at the top of the stairs and crawl around below them to find shells and a small med kit. use the same utility ladder to return to the main hallway.
walk down the hallway and watch out for the zombie that lunges at you from the supply closet to your left. another zombie shuffles as you from farther down the hall. shoot both and pick up the shells in the supply closet befor continuing.
at the end of the hallway is a shelf with bullets and another shotgun. grab them, use the nearby health station (if necessary), and go through the door at the hall´s end, into the next area.
ep aerobic stabilizer
to your left are armor shards, a med kit, and shells, but a searing jet of flame keeps you from them. if you go through the flame, you´ll be injured, so shut off the gas first. go through the only other door in the area.
when you open the door, you see your first imp, which crawls outof the wall near you. blast it at close range with the shotgun to take it out, and head through the door into the upper part of processing unit.
processing unit (upper)
proceed down the catwalk, and watch out for the imp that charges at yoou. if you didn´t kill the zombie from the lower floor earlier, he´s still here as well.
on the catwalk´s left side are three terminals. the first allows you to enter an access code. type in the code you found in frank delahue´s audio log (842), and the flaming gas vant you just passed will shut off.
tip
you can now go back and get the armor shards, med kit, and shells you saw before.
there are armor shards and a small med kit in the room at the hall´s end, with a zombie hiding behind a red piece of machinery near them. pick off the zombie, grab the goodies, and turn aronud to shoot the imp that appears when you do so. find another armor shard and shells in the zombie´s hiding place. when you have them all, go through the nearby door.
energy processing
this door leads to a previously inaccessible catwalk in energy delivery. go through the door at the other end of the catwalk and back into energy processing. there´s a health station and some shells on the door´s other side.
there´s an imp around the first blind corner to your left and a zombie hiding in the pillars just beyond him. terminate both of them, and go through the door at the room´s western end.
this door leads into the main section of energy procesing. you can now reach the door to convergence chamber 2. move right and drop down to find some armor shards under the gatwalk.
energy stabilization unit
backtrack through convergence chamber 2 into the energy stabilization unit. there´s an imp on the door´s other side. your best chance at taking him out is to run right at him and blast him at point-blank range with the shotgun.
after you enter the energy stabilization unit, a z-sec zombie with a shotgun cornes in behind you. when you hear his radio chatter, turn around and blast him; take his shotgun when he´s dead.
an imp leaps at you from the maintenance tunnel where you encountered r. fry earlier. when you hear the human screams from the tunnel, be ready to blast the imp.
as you approach the door to convergence chamber 1 at the end of the room,sergeant kelly gets on the radio and says that they have no idea what these creatures are. he tells any marines who can´t make it back to hq to stock up on ammo and hold thir positions. continue into convergence chamber 1.
convergence chamber 1
instead of the brilliant blue glow this room previously emitted, it´s now bathed in a deep crimson light from all the blood spilt on the lighted floor. an unfortunate human, barely alive, dangles from the ceiling, moaning, "help me." there´s nothing you can do for him. move on into maintenance area c51.
maintenance area c51
watch out for the jet of flame overhead. you´re fine as long as you don´t jump into it. an imp bursts out it. an imp bursts out of the stairs leading up to the underground junction. blast him and go up the stairs and through the door at the end.
underground junction
another imp attacks you when you enter the underground junction. shoot him as he pulls himself up from the railing ahead of you.
ascend the stairs, but watch out for the girders dropped from the crane above. fortunately, this isn´t a result of demons learning how to operate heavy machinery; it´s just the crane´s power failing.
underground security
the door from which you entered the underground junction is still locked, but the door to the underground junction is still locked, but the door to the underground security office is open. go through it, shoot the imp on the other side, and take out the z-sec zombie who´s playing possum just beyond the imp.
grab the z-sec zombie´s shotgun and the shells and armor shards in the office. a nearby health station can heal you up. use the security control panel to unlock the other underground security door. when you do, an imp startles you from the other side of the glass.
touch "mars city sublevel access" on the monitor to bring up a menu of areas. touch "entrance lockers" to bring up a screen where you can unlock the other security cabinet beyond the glass.
go back into the underground junction, shoot the z-sec zombie that runs toward you from the crane-control panel, pick up his sothgun, and go through the other underground security door (the one you came in through originally).
run into the rom; shoot the imp that drops into the room´s center from the ceiling. sergeant kelly radios orders to all units to return to marine hq immediately.
before you get into the elevator that brings you back to mars city, pick up the clips, shotguns, and machine guns from the storage cabinet you unlocked from the security office. another imp bursts into the room as you do this; take him out quickly.
after you´re fully armed, call the elevator. when it arrives, shoot the z-sec zombie inside of it, take his pistol, and ride the elevator up to mars city to complete the level.
tilføjet af

doom monorail

monorail
overview
the monorail serves as transportation between the low-level access sectors of the uac complex and the priority access research facilities. have all identification and security clearance data prepared for inspection.
a cutscene begins the level, showing dr.betruger blasting a marine from behind and raising him up as a commando zombie.

objective: open airlock doors
site 2 boarding platform
pick up the machine gun and a large med kit in front of you when you exit the monorail. open the northwest door to the site 2 transfer area.
site 2 transfer area
be ready to shoot the commando zombie that lunges at you from the other side of the door. commando zombies are much tougher than other zombies, and they have a lashing tentacle arm that inflicts a great deal of damage at a respectable distance; they are also almost completely silent. take out the pistol-packing z-sec zombie behind him as well
as you move into the room, you start taking fire from a z-sec zombie with a machine gun on a catwalk on the room´s other side. another z.sec zombie with a shotgun rushes toward you from the recessed area to your right (east). there´s also an imp in that recessed area.
after killing all visible enemies, take the large med kits next to some boxes in this area´s corner; then move down the stairs closest to the entrance to confront two more shotgun-wielding z-sec zombies.
tip
this is the perfect area to use grenades. toss them around blind corners, and you´re bound to hit someone.
pick up the clip and gary ross´ pda at the bottom of the stairs the pda uogrades your security clearance and gives the monorail airlock codes for junction 5 (953) and junction 7 (826). you wind up only needing the code for junction 5.
move northeast cautiously to reach an alcove with a large med kit and armor shards. go back up the stairs you came down and walk north along the elevated patway. shoot the machine-gun-wielding z-sec zombie that´s hiding in the shelves to the west, and watch out for the two commando zombies who sneak up behind you. remember, they´re practically silent, so keep looking over your shoulder.
tip
commando zombie like to attack from behind while your attention is diverted. keep your backto the wall if possible when fighting other enemies and learn to expect this attack.
advance cautiously on the western shelves. pick up armor shards, a clip, and a rocket launcher from the southernmost shelf, and find some cover. a z-sec zombi with a machine gun starts shootint at you from the north, and an imp appears from the north as well. they´re joined by two imps that materialize on the elevated pathway you just came from and another imp appears in the room´s far eastern part.
the other shelf holds some security armor, which you can only reach by pushing one of the smaller crates over to the shelf and jumping up on it.
go to the northwest corner and crawl into the alcove near the sector 2 blast door to get armor shards and a large med kit.
leave the alcove and climb up the nearby stairs to the curved elevated walkway in front of you, and two more imps in the alcoves to the west. blast them all, but be ready for the commando zombie that runs down the curved elevated walkway toward you, hoping to catch you off guard while you´re fighting the imps.
after killing the enemies, go east down the curved walkway and crawl under the stairs at the end to reach some armor shards and a large med kit.
crael back out, go up the stairs, and head down the catwalk at the top. a commando zombie bursts out of the door at the catwalk´s southern end. blow him away and go through the door.
this is the monorail control room for the site 2 stop. pick up charles hollies´s pda from the console to find that storage cabinet #054´s code is 142. open the nearby cabinet with the code to get security armor, rockets, and shells. there´s also a health station in here.
approach the console and enter 953 into the keypad to override the monorail airlock. leave the control room and start backtracking through site 2 transfer area to the monorail. along the way, you face six trites in the transfer area. another three are outside the monorail, standing over chunks of what used to be ross. kill them, get in the monorail, and move it by touching the control panel.
tilføjet af

doom monorail 1

monorail
overview
the monorail serves as transportation between the low-level access sectors of the uac complex and the priority access research facilities. have all identification and security clearance data prepared for inspection.
a cutscene begins the level, showing dr.betruger blasting a marine from behind and raising him up as a commando zombie.
objective: reach delta complex
delta complex walkway
the monorail is sabotaged by an unseen assailant just before the delta complex stop. you must make the rest of the journey on foot.
climb the service ladder directly in front of you and shoot the commando zombie that runs toward you from the eastern end of the delta complex walkway. run all the way down the walkway toward his starting position to find a largemed kit and a clip. return to the top of the ladder andgo through the nearby door to engineering access hatch 08.
engineering access hatch 08
a trite crawlss out of a spider hole in front of the entrance. blast it and star moving down the narrow access hatch. after the first corner, two more tites appear: one in front of you, and one behind you.
after roundding the second corner, dash to the third corner, stand with your back to it, and blast the three trites that attack from the left and the two that attack from the right. this finishes off the trites. go through the door to delta complex boarding at the end of the hatch.
delta complex boarding
as you enter, you see a commando zombie running away from the door down the hall. follow him, and he jumps out at you from the monorail waiting area doorway to your left.
dash back to the entrance, because an imp, a zombie, and two more commando zombies appear at the area´s western end. let them come to you.
climb down a nearby ladder to reach the area underneath the monorail track, where you find armor shards. pick them up, climb back up the ladder, and go into the monorail waiting area.
monorail waiting area
jump through the missing pane of glass in the waiting area to get a large med kit. on the wall next to the door to the next area is a control panel; touch it to deactivate the station´s alarm.
open the door to next (unidentified) area and be ready to kill the commando zombie on the other side. continue through this tiny area into monorail security.
monorail security
as you enter, you can see a z.sec zombie entering the room from a doorway high above you on the room´s other side, so be ready for him to start shooting at you from the balcony. another z-sec zombie runs toward you from the right (south).
climb up the stairs and enter the small security office to get a large med kit and karl cullen´s pda, which updates your security clearance. it also contains a code for some nearby security cabinets (364) and can allegedly deactivate the turret gun in front of the entrance todelta labs. pretty handy device.
delta approach
go through the door near the security office into the next area (delta approach west hall). betruger summons an imp at the area´s northern end. shoot the imp and go through the northern door to the catwalk above the delta complex walkway. the door at the catwalk´s end leads to delta approach east hall.
trigger the delta approach east hall door and back up to shoot the commando zombie on the other side. turn around quickly and blast the imp that materializes behind you, and then go through delta approach east hall to delta security checkpoint.
delta security checkpoint
a recorded warning informs you that the delta security turret guns are now online, but you´ve got bigger worries: a commando zombie charges through a pane of glass to attack you. take him out and step into the room to see a fat zombie get cut to pieces by the turret gun in the area´s northern part.
sprint across the room and jump through the window that the commando zombie crashed through. touch the control panel at the workstation to deactivate the turret gun. this triggers the appearance of four imps. remain in the security office, wait for them to come to you, and blast them.
go through the automatic door in the security office to reach storage cabinets #078 and #079. the code for each is 364. cabinet #078 contains large med kits, clips, and shells. cabinet #079 contains security armor and a plasma cell.
after you have these items, there´s nothing left to do here except open the northern airlock door and use the control panel inside to complete the level and proceed to delta labs sector 1.
tilføjet af

doom monorail 2

monorail
overview
the monorail serves as transportation between the low-level access sectors of the uac complex and the priority access research facilities. have all identification and security clearance data prepared for inspection.
a cutscene begins the level, showing dr.betruger blasting a marine from behind and raising him up as a commando zombie.
objective: start the monorail
recycling facility boarding
step out of the airlock to hear a voice whisper, "deliver us from evil." move to the right (east) and pick up samharding´s pda from a bench outside the monorail. the pda describes repairs that were made to the monorail following a catastrophic account, as well as an account of repairs made to turret gun mounts in delta labs. there´s a health station next to the pda and an open storage cabinet (#003), which contains shells, a plasma cell, clips, and security armor.
after you´regeared up, step into the monorail´s front compartment and touch the control screen to start moving. when the monorail starts moving, a fellow named t.ryan opens a door behind you and tells you that it´s not safe to go to delta labs. he thinks that the demonic invasion has something to do with some artifacts that were discovered in site 2, an archaeological dig site on mars.
the monorail stops at the site 2 boarding platform due to a malfunction with the airlock doors. you the airlock doors. you must exit the monorail and manually open the airlock doors to continue. ryan refuses to leave the monorail.
tilføjet af

doom monorail skybridge

monorail skybridge
overviw
the monorail skybridge crosses over the primary recycling station, a key element in processing waste products into useable resources.
also known as recycling sector 1, this level is a sprawling maze of small rooms filled with tough foes, including the first appearance of the revenant. your main goal is to reach delta labs, but a collapssed bridge forces you to detour through the recycling planet. even your detour takes a detour: you must repair a broken pump to clear an area of the level to proceed. it´t aal worth it when you find the rocket launcher near the end of the level.
objective: reach the delta labs
mars surface
from the start of the level, walk out of the airlock. the bridge in front of you (which leads to delta labs) collapses, and evil laughter taunts you. at this point, you´re outside of the faciliy and breathing your suit´s air supply, so you must get to the next airlock quicly. move forward, kill the cacodemon that floats in at you, and run down the ruined bridge.
find two air canisters and a large med kit at the base of the wrecked bridge. another cacodemon appears and attacks from the sortheast when you approach them.
continue along the part to the southeast, and the door to the other airlock comes into view there´s another air canister between you and it.
tip
if you want some securty armor, sprint east past this air canister to find it in a shadowed corner.
if you reach the airlock and you´re low on air, grab the air canister hidden behind one of the nearby pillars. open the airlock and step inside to enter the access hall and start breathing normally again.
access hall
start walking down the access hall with a heavy weapon equipped (plasma gun, chaingun, or grenades). when the lights go out, backpedal while attacking the pinky that comes charging down the hall at you. after it´s dead, continue down the hall.
just after you round the first corner, be ready for a maggot to charge you. a zombie waits for you in an alcove on the right. blast him and take the armor shards and shells in the alcove.
approach the hall´s eastern end, where a corpse hangs upside down from the ceiling. approach it to lure a fat zombie out of hiding from the left side of the hall´s end. don´t worry about the fat zombie yet, through-a maggot just appeared down the hall behind you. kill the maggot, then the fat zombie, and then help yourself to the clips and health station at the hall´s end before going through the door into storage 1.
storage 1
as you enter storage 1, you getyour first cutscene glimpse of a revenant, a skeletal demon with translucent skin and two shoulder-mounted rocket launchers. he demonstrates his power by blasting a few structures in the area, and then the cutscene ends and the battle begins.
unlike the imp´s fireballs, the revenant´s rockets are heat-seeking, so you have to work harder to dodge them. you can also shoot them out of the air before they hit you. the plasma gun is the best weapon to use against revenants; it destroys their rockets and deals huge amounts of demage to the beasts.
from the entrance, make a long u-turn to the left to find an alcove containing a large med kit. step up onto the elevated platform where you first saw the revenant and blast a second revenant in the upper northwest corner. from here, you can walk along the catwalk past the second revenant´s location and proceed into storage 2; there´s one other area to explore here first.
walk up the ramp on the southern wall to reach to catwalk abovethe first revenant´s starting location. an alcove at the top contains an imp. use grenades to blow up the imp, and then pick up the plasma cell, plasma gun, chaingun, shells, a large med kit, and clips inside the alcove. grab them, then go through the door to storage 2.
storage 2
there´s a pinky at the other end of this small storage room, and the door locks behind you when you enter. use the plasma gun, chaingun, or grenades to take it down. a fat zombie lurks in an alcove (small med kit here) to the right of the entrance. pick up some adrenaline and shells to the entrance´s left.
move into the room and kill the imp hiding in the northeast corner. kill him, then pick up the clips and plasma cell near him; then go through the northern door into elevator access top floor.
elevator access top floor
your vision goes red as you enter the room, and an infernal cackling fills your ears. when this passes, three demons materialize in the room,one after another: an imp, a maggot, and a second imp, a maggot, and a second imp.
pick up the clip from the northwest corner and the security armor from the wrstern alcove. use the control panel at the room´s northern end to call the lift, and ride it down to elevator access basement.
elevator access basement
remain in the lift until two maggots charge in to attack you. blast them, leave the elevator, and pick up the shells and small med kit in the alcove to the lift´s right; there´s also a plasma cell in the hallway next to the broken elevator.
proceed down the hall and be ready for the maggot that leaps out at you fromthe left side of the hall´s end. pick up the small medkit on the shelf, and then turn left (north) and continue around the basement.
as you approach the next intersection, watch out for the two revenants that appear-one at the bottom of the stairs to the north, the other down the hall to the west. back down the hallway and deal with them one at a time with the plasma gun and/or grenades.
pick up the nearby plasma cell and continue down the hall way; there´s security armor at the hall´s end. turn right (north)and pick up shells, a clip, and a large med kit.
main tank and pump control
approach the northern door and shoot the imp on the other side when it opens. walk down the hallway to lure a pinky out from around the corner and blast it. wait in the middle of the hallway for a second pinky to appear.
after killing the second pinky, run down to hall´s northern end, as a third pinky is summond into the room right in front of the door you just came through.
kill the third pinky, then walk around the room and go through the western hallway. a maggot attacks you from behind as you walk down the hallway.
secondary pump room
the hallway ends at the secondary pump room, where a fat zombie waits for you around the left side of the hall´s end. get the armor shards behind him.
two more fat zombies lumber out from behind pillars to your right as you enter the room. an imp hides behind a shelf in an alcove in the southwest corner. pick up an ammo belt, clip, plasma cell, and shells from the shelf.
leave the alcove, hug the western wall, and pick up more shells from under the stairs. two zombies shamble out of the cluster of pillars. take them out and climb the stairs.
after the first flight of stairs, an imp attacks you from the top of the second flight. when you reach the top of the second flight, a maggot runs around the corner to attack you.
pick up the large med kit at the top of the second flight of stairs, and destroy the revenant hiding in an alcove to the right of the stairs. continue along the upper catwalk to find a clipå in the shadoway southeast corner. jump onto a pipe in the center of the room to get security armor and clips, and pick up another clip and some shells near the door to central manitenance.
central maintenance
there´s a revenant at the top of a ruined flight of stairs on the door´s other side and an imp to the entrance´s left. lure the imp back out into the secondary pump room, and then taks out the revenant.
you need to access a control panel where the revenant used to be, but because the stairs are destroyed, you can´t get up there. instead, go through the western door to waste processing.
objective: broken pump
waste processing
immediately blast the maggot on the other side of the door; go down the stairs to the main part of waste processing, which is flooded with toxic waste due to a malfunctioning processing pump. you must get rid of this waste to continue, which brings up your next objective: shut down the broken pump.
turn right (north) and jump onto the remnants of a catwalk. go through the doorway into the eastern room beyond. walk north through the room and blast the imp that leaps out at you from a hidden alcove. another one comes out from around the corner after him. pick up the ammo belt from the first imp´s alcove and continue through central maintenance.
an imp hides behind a shelf that contains a large medkit, an ammo belt, and shells. a maggot rushes at you from around the next bend in the hallway. blow up the nearby exploding barrels to find security armor behind them.
walk up the next flight of stairs; there´s a small med kit in the alcove at the top. lob a grenade toward the nearby door to kill the imp hiding near it.
the door leads to the upper area of the first part of central maintenance you saw. kill the imp to the entrance´sleft and pick up nick sadowayj´s pda from the workstation at the catwalk´s end. the pda says that a valve above the workstation will drain the toxic waste in toxic waste processing. it also gives the code (483) fr a storage cabinet in the next level.
touch the control panel next to the pda to extend a service ladder to the upper maintenance hall. use the nearby health station if necessary, and then climb the ladder.
upper maintenance hall
kill the two imps in the upper maintenance hall, and then drop through the window at the end and onto a pipe that runs over the main tank and pump control.
a cacodemon floats out at you while you´re crossing the pipe. at the end of the pipe; touch the control panel to executean emergency shutdown of the pump station.
pick up the large med kit, shells, clips, and plasma cells from the nearby shelf; then climb a nearby service ladder to reach a path that takes you back to the entrance of the upper maintenance hall.
objective: continue to delta labs
backtrack to waste processing
with the broken pump shut down, you can continue with your primary mission-reaching delta labs. drop down from the broken stairs in central maintenance and open the door to waste processing; blast the imp that´s waiting for you on the other side.
go through the small antechamber to reachamber to reach the main part of toxic waste processing, which has been drained of its toxic waste. as you go through the entrance to the area´s main part, turn right and blast the fireball-hurling imp on thedistant platform in the room´s nortern part.
proceed to the ramp in the room´s northwest corner. you can reach some security armor in an alcove near the ramp by running away from the ramp and jumping diagonallpath into the alcove. after getting the security armor, ascend the ramp and climb the stairs at the top to reach the door to secondary levels access.
secondary levels access
as you enter secondary levels access, an imp appears at the room´s other end. shoot the exploding barrel next to him to take him out. look in the alcove to the entrance´s right to get a chaingun, ammo belts, and a small med kit.
yor get to give the chaingun an immediate workout, as six imps appear in the room. blast them all, and thenclimb the nearby ladder to reach a set of stairs that lead up to secondary level.
secondary level
a large med kit sits on a crate at the entrance to secondary level and two pinkys are farther in. lure them out and blast them, and then scour the room to find armor shards, shells, clips, plasma cells, and a health station. gear up, and then go through the southern door to the underground tunnel
underground tunnel
a grand total of 14 trites attack you as you move through the underground tunnel. a fem come up from behind you, so keep looking over your shoulder. an imp also appears toward the tunnel´s end. go through the door at the tunnel´s end and into the western part of secondary level.
secondary level (western)
there are no enemies in this part of secondary level,although a maggot lies in wait in toxic waste disposal. pick him off with the machine gun while you´re picking up the plasma cell, large med kit, and clip in the middle of the room.
toxic waste disposal
stand in the doorway of toxic waste disposal and pick off the revenant on the other side of the room; strafe left to avoid his rockets. when you step into toxic waste disposal, two trites scurry from secondary level to attack you from behind.
toxic waste disposal is filled with more of the same toxic sludge you saw earlier. stepping into it damages you, so you must use the broken pathway of hexagonal floor tiles to reach the room´s other side. an imp materializes on a ledge in the room´s southwest corner; it tries to knock you off the path with fireballs. a revenant walks out of the door to toxic disposal maintenance at the path´s end.
toxic disposal maintenance
watch out for the maggot hiding around the first corner in toxic disposal maintenance. pick up the large med kit and anothony garza´s pdA, both of which are in this corner. garza´s pda mentions his experimentation with the new rocket launcher, which he´s storedon his weapons rack.
keep going through the room and beware of the maggot that materializes arond the next corner. there´s also an imp on an elevated ledge above a weapons rack with a rocket launcher and large med kits. find some security armor, shells, and rockets in a nearby alcove. get them and go through the southeast door to a previously inaccessible area of toxic disposal maintenanceand the airlock to mars surface.
mars surface
to reach the next airlock (which also marks the end of the level), you must cross this stretch of martian surface. from the airlock door, shoot the revenant on the large pipe that stretches across the area. when your air aupply gets low, pick up the two air canisters in front of you. some rockets are hidden behind a crate near the second air canister.
run under the pipe to find three more air canisters, some security armor, and another revenant inside a hut in the map´s southwest corner. kill the revenant by detonating the nearby exploding barrels, and go inside his hut to find a large med kit and another air canister.
jump up the rubble in the hut to reach the roof, and then run across the catwalk over the large pipe. a cacodemon appears when you reach the midway point.
pick up the air canister at the catwalk´s other end and open the airlock door. enter the airlock and touch the control panel inside to complete the level and proceed to recycling sector 2.
tilføjet af

doom oversite

baner
mars city
mars city underground
mars city 2
administration
alpha labs sector 1
alpha labs sector 2
alpha labs sector 3
alpha labs sector 4
(service bridge route)
(activate efr system route)
enpro plant
communications transfer
communications
monorail skybridge
recycling sector 2
monorail
(objective: start the monorail)
(objective: open airlock doors)
(objective: reachdelta complex)
delta labs level 1
delta labs level 2 a
delta labs level 2 b
delta labs level 3
delta labs level 4
hell
delta complex
cpu complex
central processing
site 3
caverns area 1
caverns area 2
primary excavation
tilføjet af

doom primary excavation

primary excavation
the primary excavation site is the oldest discovered artifact, containing a massive
teleporter corebe the location depictedin the fourth tablet.
this is it: the final battle between humanity and demonkind. if you fail to defeat the
cyberdemon and close the hellgate at the end of this level, there´s nothing stopping
the demons from overrunning mars base and taking possessionof the uac and item
pick-ups at the beginning of the level, and you don´t fight any enemies until the end
of it.
objective: destroy the hellgate
it all comes down to this: the final level, where you must fight your way to the massive
portal to hell and shut it down once and for all
sublevel 4 excavation
your long elevator ride at the beginning of the level ends at sublevel 4 excavavation,
which is full of weapons, ammunition, health, and armor. moving counterclockwise
around the room, pick up shells, plasma guns, plasma cells, bullets,grenades, a
bfg-9000, clips, machine guns, ammo belts, chainguns, rocket launchers, rockets,
security armor, large med kits, shotguns, and more grenades. now it´s time to go
demon hunting.
sublevel 4 junction 1
walk out of the north doorway and into sublevel 4 junction 1, which runs east to west.
take a right (east) and climp over the rubble to find a bfg cell on the other side. climb
back over the rubble and go west.
hero´s antechambel
go down the stairs at the west end of sublevel 4 subjunction 1 and keep going down
to reach the hero´s antechamber. turn north and continue down the steps into the
chamber of the hero.
chamber of the hero
the chamber of the hero is a crypt dedicated to the honor of the ancient warrior who
used the soulcube to defeat the demons eons ago during the first invasion. find two
small med kits to the left (west) of the doorwayas you enter. a monitor next to the
med kits plays the video you saw earlier that translated themeanings of the four stone
tablets unearthed from mars.
pick upthe backpack at the chamber´s northerm end to get a bfg cell, rockets,
grenades, an ammo belt, and a plasma cell, and a plasma cell. the northern wall
crumbles in front of you, revealing an unidentified tunnel. in the destance, the roar of
a massive creature can be heard. enter the tunnel and proceed north.
tunnel and lift
walk down to the tunnel´s end to reach a square room with two unfortunate souls
crucified upside-down on the north and south walls. step into the room, and the entire
floor sinks. when the demonic elevator reaches the shaft´s bottom, the northern wall
opens, revealing a labyrinthine passageway to the hellgate itself.
passage to hellgate
walk through the northern doorway into the passage to the hellgate, which is lined
with candles. the entrance is marked with the inverted crucifixion of a still-twitching
headless, armless, legless torso, giving you some idea of what you´re in for.
there are no enemies in this passageway, so don´t let the numerous blind comers
and shadowy alcoves get to you. there´s only one path through the passage, so you
can´t get lost, either.
the passage ends at a blank stone wall in front of a floor that glows blood-red from
the pool of magma beneath its stones. if you´re ready to begin the final boss fight
against the cyberdemon, approach the northern stone wall. the wall will crumble when
you approach it, and a cutscene will begin. however, before you approach the wallto
take on the cyberdemon, turn left and follow the short passage.
this passage dead-ends into a blank wall. in the middle of the wall you see the id
software logo carved into the stone wall. press it and the wall to your left opens,
revealing a secret room.
make your way across the lava and stone floor,grab the pda that is in the middle of a
pentagram in the room´s center.
the pda belongs to id software. in the "user emails" are personal emails from the
entire id software team. take a few minutes and see what they have to say. after you
are done with the pda, return to the passage and step into the next chamber to
start the cutscene.
boss fight: cyberdemon
you cautiously walk through the gaping hole in the stone wall. a sound overhead
catches your attention. you look up ... and up ... and up to see the cyberdemon
towering over you, 30 feet tall if it´s an inch. it lets out a roar, and the battle begins.
tip:
the hellgate is a manifestation of hell on mars. that means that your stamina is
unlimited here, just asit was in hell
the cyberdemon has two main methods of attack. from a distance. it attacks with
the rocket launcher grafted to its right arm. although the rockets are not guided like
the revenant´s, they pack a tremendous punch.
if you´re careless enough to let the cyberdemon get close to you. it jumps and lands
on you with both feet. suffice it to say, there are better ways to spend your day than
getting crushed by a three-story demon. keep your distance at all times.
those imps and maggots are actually your key to victory. the cyberdemon is
completely invincible to all of your conventional attacks, including the bfg-9000. the
only thing that hurts it is the soulcube. you must hit the cyberdemon with the soulcube
six times to defeat it.
you should circle-strafe around the hellgate, stayingacross the arena from the
cyberdemon at all times. kill maggots and imps with powerful weapons, such as the
rocket launcher, to rack up souls for the soulcube. as soon as it´s ready, launch it at
the cyberdemon.
caution:
make sure no maggots or imps are between you and the cyberdemon when you
throw the soulcube, or it may kill the lesser enemy rather than hit the cyberdemon
if you´re constantly sprinting and circlestrafing, you might be able to complete this
fight without suffering a point of damage. if your foes get a few luky shots in, however,
use the large med kit and security armor near the arena entrance, as well as the
security armor behind a pillar on the northern side.
the end of the game
when you throw the soulcube for the final time, the ending cutscene begins. the
soulcube severs the cyberdemon´s left leg, and the great beast topples over and dies.
the volcanic hellgate in the arena´s center quickly colls and hardens over, preventing
any more demons from coming through it to mars.
the scene then cuts to show uac marines and sentry bots entering mars base and
discovering the carnage. "it looks like hell in here," says one soldier, little knowing
how close his words are to the truth.
they find you as the lone survivor of the demonic version. helping you to your feet,
they carry you you out of mars base. someone asks where counselor swann is. "he´s
dead," comes the reply.
"has anyone seen dr. betruger?" asks another soldier. cut to hell, where you see dr.
betruger´s head at the end of a demon´s tongue. the demon roars and flies at the
camera, and the credits roll. congratulations.
tilføjet af

doom recycling sector 2

recycling sector 2
overview
the reccling piant is key to survival on mars; it processes waste products into usable resources. sector 2 primarily refines and recycles chemical and biological waste.
recycling sector 2 is a short, brutal lavel that will take your breath away-literally. several areas in the level are flooded with a toxic gas, thanks to dr.betruger´s machinations. you must clear the toxic gas from the hazardous material area to progress to main environment control, where you can vent the entire facility and open the sealed door to the monorail. along the way, you face a couple of new enemies: cherubs and mancubi. good luck, marine!
objective: locate monorail station entrance
pumpstation 1b
walk out of the airlock at the start of the level and enter pumpstation 1b. move through the room to the office entrance in the southeast corner. pick up the nearby security armor and enter the office.
use the health station if necessary; pick up jeffrey moen´s pda, which contains a warning about the volatility of toxic barrels. touch the control panel on the workstation to reactivate primary pump systems.
dr. betruger appears on a nearby control panel and thanks you for sending a distress signal to the uac fleet.he boasts that everything in the complex is under his control, and soon he´ll have the fleet to do with as he pleases.the lights go out, and two imps shatter the office windows and attack.
exit the office through the broken window and kill two more imps; then ride the now-active pump up to the room´s upper level. the door near the pump´s top is sealed shut, so run around the catwalks as betruger taunts you, and go through the northern door to hall 1b
hall 1b
blast the imp that lunges at you from the other side of the door. another imp is behind him, but first destroy the one that just materialized behind you on the pumpstation 1b catwalk.
as you enter hall b1, two lost souls float up from its northern end and fly toward you. kill them and go through the northern door to monorail access and trigger your next mission objective.
objective: reactivate air filtration system
monorail access
the door to the monorail is sealed due to toxic gas inside the monorail area, and you can´t open it until reactivate the air-filtration system. storage cabinet #003 sits next to the monorail access door; nicksadowayj´s pda (which you picked up in the last level) gives 483 as the code. open it to get a plasma cell, security armor, shells, and clips. another clip is next to a crate near the sealed door to the east.
when you start walking north down the hall to gas pump 1 and monorail access. after yor kill the revenant, two lost souls appear. kill them, use the health station in the northwest corner of gas pump 1, and go through the northern door to storage hall 1
storage hall 1
turn left (west) to see a fat zombie walking away from you. although you should definitely kill him, don´t run blindly after him, because an imp in this room´s northern part will jump you from your right side if you´re reckless.
pick up the plasma cell, shells, and clip from the shelf in the room´s center; there´s also security armor in the northern alcove. now go through the northwest door to pipe maintenance 1
pipe maintenance 1
if you didn´t kill the fat zombie in the previous room, he´s waiting for you here. an imp drops from the ceiling near the entrance as you walk through the door.
walk north down the catwalk and watch out for the revenant that comes through the storage hall 1 door behind you. follow the catwalk down to the ground floor of pipe maintenance 1, where another revenant awaits. use the nearby explosive brrel to help take him out.
the northern door in the area´s middle is sealed, but it opens when you past it, unleashing an imp that attacks you from behind. the small room beyond the door contains rockets and a large med kit.
wind through the narrow corridor to the east, and watch out for the fat zombie who pops out of a hidden alcove after the second turn. find some shells in the alcove as well.
when the hallway ends in a t-junction, watch out for the zombie and imp to your right (south) and a fat zombie and revenant to your left (north). after killing these fiends, go north past the revenant and fat zombie and follow the hallway to the door to hazardous material. lt´s sealed due to contamination; you have to vent the chanber to enter it.
objective: clear hazardous material area
central pipes junction
move south through the central pipes junction until you reach the path to storage room 1. an imp in storage room 1 tries to blast you with fireballs. kill him by blowing up the exploding barrels around him and move toward him into storage room 1.
storage room 1
two lost souls materialize in the northeast corner. kill them and move south into the room´s main part, where an imp and a revenant enter through the hazard maintenance room to attack you. pick up the clips, security armor, and large med kit; then go through the door to the hazard maintenance room.
hazard maintenance room
as you move into the middle of the hazard maintenance room, two imps appearr: one from a hidden alcove behind you in the southeast corner, and one from the door to hazardous material control to the northwest. the first imp´s alcove contains shells. continue into hazardous material control
hazardous material control
shoot the fat zombie to the entrance´s left and pick up the shells, plasma cell, and clip from the shelf near him. a health station is a little farther down the hall.
move past the health station and use the control panel to vent the hazardous material containment chamber below you. this allows you to enter hazardous material. three imps appear in a hidden alcove at the hall´s northern end when you vent the chamber; a zombie shambles in from the south.
after venting the chamber and killing the imps and zombie, backtrack from hazardous material control, through the hazard maintenance room, through storage room 1 (where you fight two lost souls), and into the central pipes junction.kill the zombie and revenant in the central pipes junction.
head down the hallway to the door to hazardous material. in front of you, an imp jumps out of an alcove containing a health station, and a revenant comes up from behind. kill them both and go through the door to hazardous material.
hazardous material
a revenant enters the room from the other side shorty after you do. back out of the room and shoot the exploding barrels to blow him up.
pick up the ammo belt and shells from the middle of the room and go through the doot to the underground access hall.
underground access hall
as you start walking down the underground access hall, eight cherubs come down the hallway, one after another. cherubs aren´t very tough, but they move quicky, and when you face this many of them, you´ve got to kill them quicky.
proceed down the hall and around the corner where the cherups came from. a little farther down and to the right (west) is an alcove with a health station. use it if necessary befor continuing southeast to the room´s end. get a clip and some security armor from a shelf here before going through the door to lower levels access.
lower levels access
kill the imp on the other side of the door and start climbing the stars in front of you; this lures an imp out from the door you just came through, and a second ond cones from the stairs above you. pick up the clips and shells from the shelf on the first landing, and keep going up.
when you reach the top of the stairs, a revenant comes through the door ahead of you. kill him and go through the door.
lower lift area
touch the control panel to call the lift, and then ride it down to the lower life area. kill the two cherubs that come around the corner when you arrive at the bottom. proceed west into underground hazard.
underground hazard
turn left when you enter underground hazard and blast the cherub that´s waiting for you. pick up the ammo belt behind it and keep going west down the hall.
pick up the shells and clip in the alcove of the u-bend in the hall; then follow the hall into the main part of underground hazard.
when you enter the main area in underground hazard, the door seals behind you, and you see another new enemy: the mancubus. this grotesquely obese demon has two cannons for arms. he moves slowly, but his blasts are phenomenally powerful. to make matters worse, every second that you spend on the floor of the level demages you
use the rocket launcher and chaingun to take him down. a second mancubus appears after you kill the first one, followed by a third ond after the demise of the second. if your health is getting low, dash for the large med kits at the southern end, or climb up on the catwalk in the northwest corner to escape the toxic fumes. after you kill all three mancubi, three cherubs appear and attack you as well.
during or after the fight, pick up the many valuable items scattered around the area, including armor shards, large med kits, rockets, and a plasna cell.
go up the catwalk and follow it to the end to find three cherubs, some clips, armor shards, and a health station.
after you clear the area, go through the nearby door to the elevato. kill the two cherubs in the area and ride the elevator up to main environment control.
main environment control
main environment control is full of the same choking toxic gas that was in underground hazard, so don´t waste time. pick up the large med kits, plasma cells, and clips to the elevator´s right, and hustle down the hallway.
touch the three control panels on the hall´s left side to engage the three vents that remove the toxic gas from the level. a revenant greets you at the end of the hall after you do so.
go up the stairs where the revenant materialized to find a small med kit and a pda belonging to scott johnson. the pda contains a massage from nick sadowayj encouraging johnson to lock armaments away to cabinet #003.
note
remember to use sadowayj´s code to open the cabinet near the monorail access door, which you should have done at the beginning of the level.
go through the door in front of you to return to monorail access; the door that you just came through was sealed at the beginning of the level. open the monorail bay door and touch the control panel on the other side of it to complete the leel and proceed to monorail.
tilføjet af

doom site 3

site 3
overview
site 3 is the ground level access point to the original subterranean mars base structure. research objects from the lower levels are researched and studied in this facility.
structurally, this is a very slall level. however, you have to backtrack through several sections of it. first, you must find the pda that gives you site 3 security clearance and opens the locked door in the area. then you must find the control panel that unlocks the freight cart that brings you to the caverns. finally, you have to get on the cart and head to the end of the level. in between, there´s plenty of close-quarters combat with powerful demonic enemies, such as hillknights and revenants.
objective: find the hellgate
the last stagebof your mission is to find the hellgate and destroy it. the first step toward doing so is to make it through site 3 in one piece and descend into the subterranean caverns below it.
site 3 entrace hall
use the health station to the left (west) of your starting position, and then walk north down the site 3 entrance hall. as soon as you take your first few steps, maniacal laughter echoes throughout the hall, and the floor tiles at the southern end erupt into the air. a hellknight appears at the hall´s southern end, but don´t be distracted by it, because a wraith also appears behind you.
after killing the wraith and hellknight, kill the imp and second wraith that appear at the hall´s southern end, and then continue moving north down the hall. the northeast door to lab section 2 is locked. approaching it triggers your next mission objective: obtain security clearance for all site 3 areas.
obtain security clearance
site 3 hub
because you can´t go through site 3 entrance hall´s northeast door, open the northwest one into the site 3 hub. a cacodemon appears in front of you, and an imp appears behind you, kill them both and enter the site 3 hub.
be aware of the exploding barrels in the site 3 hub. blow them up from a distance to avoid getting caught in their explosions should you shoot them accidentally during a firefight. blowing them up from a distance also draws out enemies, such as the second cacodemon luking in the middle of the room around the first corner.
as you move west of the room´s center, a hellknight materializes in the northwest corner. kill it and pick up the security armor, shells, clips, ammo belt, and plasma cells in the room´s western half there´s also a health station in the northwest corner of thsite3 hub.
the northwest door to elevator access is locked and can´t be opened with your current security clearance; go through the northern door in the middle of the room to freight terminal access and continue through that room to the freight cart terminnal
freight cart terminal
note
you return here at the end of the level to ride the freight cart to the level exit
stand at the entryway and look west to see a maggot hiding at the room´s western end. shoot it and lure a cacodemon out of hiding to the east. a wraith also attacks you from behind (south), and another wraith appears a bit later in the middle of the room.
kill the enemies and use the health station near the door. explore the freight cart track to the west. there´s nothing to see here, but it puts some distance between you and the hellknight that appears in the northeast corner
after killing the hellknight, pick up the security armor and plasma cells in the northwest corner, as well asthe shells and ammo belt on the northern shelves. go through the northeast door to artifact receiving.
artifact receiving
artifact receiving is a huge empty warehouse with an elevated path that winds around the room´s north and east sides. candles line the floor, and you hear sinister laughter when you enter. walk east down the elevated path.
after your first few steps, the lights go out, the elevated platform drops to ground level, and an archvile appears in the sortheast corner. if your soulcube is ready, use it to kill the archvile befor if can summon its army of imps.
with the walkway collapsed, you can no longer backtrack to the freight cart terminal. pick up the large med kit near the crates to the northeast and the armor shards in the southeast, and then go through the southeast door to lab section 1.
lab section 1
there´s a health station in the northwest alcove next to the entrance. when you use it, a revenant walks down the stairs from the room´s upper level to the south. kill the revenant and the maggot lurking in the lower southhern area as well.
walk to the room´s eastern and without going up or down any stairs to lure an imp out of the doorway you just came through. after killing it, go down the sothern stairs to find an ammo belt and clip.
go back up the stairs and ascend the next set to reach the door to lab section 2. open the door, kill the wraith that´s waiting for you on the other side, and continue into the room.
lab section 2
clib down the ladder near the door to reach a lower level of lab section 2. when you walk forward at the bottom of the ladder, an imp attacks from the left (west) and a maggot attacks from the right (east).
approach the computer console in the room´s northwest corner to trigger the appearances of two more imps, one to the south and one to the west. kill them both and pick up the large med kit, ammo belt, and shells from a shelf in the northwest corner

don´t miss richard davis´s pda on the western computer console elther. it contains his hypothesis that the ancient martian culture may have fled to earth after being destroyed by the demons. the martians might, in fact, be the ancestors of humanity. there´s also an email warning about the deteriorating structural integrity of the caverns below.
walk east along the southern pathway and go through the door at the end to another part of lab section 2. walk west down this hall and kill the revenant that attacks you from the western end; keep a sharp eye out for the maggot that comes up behind you from the east.
keep following the hall west and kill the imp hiding in the northwest end, as well as the two imps that attack from the southern part.
note
the door at the hall´s northwest end leads back to the site 3 entrance hall, but it´s still locked due to your current security clearance
pick upthe small med kits and security armor at the southern end. you connot open the locked door down here with your current security level, so climb the ladder near the item pick-ups to reach a duct that leads into artifact research.
artifact research
enter the room and a hellknight appears in the eastern part and a maggot appears to the west, hopefuilly the soulcube is ready to go, as it makes short work of the hellknight and gives you a huge health boost.
don´t pass up the grenades and scurity armor in the room´s southwest corner. examine the four large stoner in the northwest corner to see the story, told in pictures, of the ancient martian culture using the soulcube to fight backthe demon hordes.
enter the small office in the southeast corner of artifact research to find pierce rogers, who is astounded that you have the soulcube. he says it may be the only way to stop the demons and tells you to tack his pda; it has the information you need. it also upgrades your security clearance.
also take the video cd, which contains the research conducted on the stone tablets and the researchers´ best guesses as to the cataclysm that wiped out the ancient culture. finally, don´t miss the health station or the ammo belt and plasma cells

objective: unlock cavern entrance
asyou leave dr.rogers to his work, a new mission objective appears. you must unlock the entrance to the caverns where the hellgate is is located. to do that, you must get to freight cart control.
back to site 3 hub
after picking up the items and reading the pda, backtrack to site 3 hub with your new security clearance. five maggots and an imp appear in artifact research as you head for the northwest door to lab section 2.
from lab section 2, go north and kill the revenant that attacks you from the northwest. continue down the northwest hall and open the door at the end of itto return to site 3 entrance hall
an imp opens the door to site 3 hub when you come through the door from lab section 2. kill both of them and scan your pda on the northwest door to elevator access to open the door.
elevator access
an imp sits in an alcove high above you to your left (south). when you enter the room, turn left, look up, and blast him. a maggot also attacks you from west
after killing your foes, climp down the ladder in the north wall to reach a shalf with security armor, shells, and anammo belt. take these, climb back up the ladder, and use the western elevator to reach maintenance 2 access on the second floor.
maintenance 2 access
there´s a wralth and some armor shards to the lift (north) of the elevator door and a maggot to the right (south). the door to the south leads to maintenance 2.
maintenance 2
from the entrance, go up the stairs and through the disgusting growth-lined corridor. drop out of the corridor´s end and turn left (east) to kill the revenant that opens a door and attacks you. an imp also runs in to join the fray from the west.
go into the room that the revenant came out of to get plasma cells and a large med kit; then start walking west down the hall, climbing the stairs as you reach them.
a cacodemon materializes and attacks you on the landing at the top of the second set of stairs. kill it and approach the northwest door to trigger the appearance of a second cacodemon behind you. kill that one as well, and then go through the door into freight cart control access.
freight cart control access
an imp leaps at you from the other side of the door when you open it. blast it and move into freight cart control access, killing the second imp at the western end.
pick up the security armor, shells, and clip from the first shelf you reach, and get the bfg-9000, plasma cells, and bfg cell from the western weapons rack. go through the northern door to freight cart control.
freight cart control
walk north to the end of freight cart control, and touch the control panel to unlock the site 3 freight loader. this brings a freight cart to the freight cart terminal and begins your next mission objective: use the freight cart to access the caverns and reach the hellgate.
objective: enter the caverns
climb back up the ladder and walk south down the hallway back to freight cart control access. proceed through freight cart control access and into maintenance 2, where two cacodemonsappear and attack you.
keep backtracking through maintenance 2 to see an explosion destroy one of the landings and prevent you from going back the way you came. drop into the hole in the landing and go down the service ladder to maintenance 2 lower.
maintenance 2 lower
walk down the stairs in maintenance 2 lower to lure a maggot out of hiding ahead of you to the north. an imp also materializes behind you to the south. kill both, as well as the wraith in the eastern alcove (which contains a small med kit), and enter the vile growth-covered corridor to the north.
this brings you back to elevator access. go through the eastern door to your right to return to site 3 hub, and go through the northern door in site 3 hub to enter the freight cart terminal.
an imp appears behind you in freight terminal access as you enter the frreight cart terminal. kill it and enter the freight cart that´s docked at the terminal in the middle of the room.
touch the cart´s control panel to start it moving west. after a short trip, it stops at the pit elevator.
pit elevator
there are no enemies in this area, but behind the lift are some security armor, clips, and a small med kit. grab them all, walk into the elevator, andtouch the cotrol panel to complete the level and proceed to caverns 1.
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