Doom 3
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MMMa Doom 3 Guide by Grawl aMMr;
:M: grawler (@t) gmail (d0t) com ZM
08/27/04 - Version 1.17
==============================================================================
Donations
==============================================================================
It seems thousands of players enjoy my guide, seeing the countless mails I
receive. This makes me very happy, since it means my guide actually has some
use ;p I'm planning to do a guide for Half-Life 2 when it gets out, but as
you'll all understand, there won't be a guide without the game. So I'm asking
you, if you're enjoying this guide, could you perhaps donate some money? Heck,
I'll be happy with your 2 bucks you were going to spent on a cheeseburger
later ;p Thank you!
http://www.donategrawl.cjb.net
==============================================================================
Introduction
==============================================================================
This guide is written by Grawl (grawler (@t) gmail (d0t) com). Every question,
feedback, comment etc. can be mailed to the address. Put "Doom 3 Guide" in the
Subject, so I can pick out the mails easily. Thanks! Also add where you found
the guide, if possible, so I know what places attract the mainstream.
Don't mail me with:
* Stuff that is covered in this FAQ
* Where to get Doom 3
* Complaining how bad the game is according to you
* Asking for the rest of the guide
* How to beat this or that when it's not in the walkthrough yet, but you know
it'll be added in the future
* If your PC will run Doom 3
If I get any of these mails, I'll ignore them, no matter how harsh it sounds.
Do mail me with:
* Stuff that is not covered in this FAQ
* Comment, questions, feedback and fan mail
* Asking if you can put this guide on your site
* Asking for the latest version, I'd love to attach it for you. HOWEVER, I am
NOT a newsletter. Don't ask me to send the guide when part x is added, or
whenever a new guide is out.
I'm not related to id software. This FAQ has been made for fun, not to make
any money out of it. Don't use this FAQ on your site/magazine etc. without
my permission. Copyright (c) 2004 by Grawl. If you are reading this guide
outside of the following sites, please let me know:
http://www.gamefaqs.com
http://www.gamespot.com
http://www.neoseeker.com
http://www.ign.com
http://www.beta-os.com
http://www.phantum.com
http://www.tehshith0le.net
http://www.cheatcc.com
http://www.doom3hq.net
http://www.wogaming.com
http://www.videogamespro.com
http://www.doom3.ca
http://www.thegenie.net
http://www.gamerstemple.com
http://www.supercheats.com
http://www.vgnation.net
http://www.dlh.net
http://www.cheatchannel.com
http://www.cheatbook.de
http://www.dagameboyz.net
http://www.gamerhelp.com
Also, parts of this guide will be used by http://www.edimensional.com for a
Doom product.
This guide contains spoilers where needed. If you don't want to know what
happens, find a spoiler-free guide, or just try a bit harder yourself.
You might wonder why there is a guide needed for a linear game like Doom 3. I
can give you various reasons:
1 - Some players may like to know where to find enemies or where visions will
appear.
2 - Some players may like to know where to find every PDA
3 - Some players may like to know where to find ammo, health, armor
4 - At some points the game will let you give 2 decisions, and some may want
to know what'll happen when you select one.
5 - There are a few parts of the game where players tend to get stuck, so with
this guide they can get past that point.
6 - Etc.
To make searching easier, I added search-codes in the TOC. Just press CTRL + F
and enter the code to jump to that part immediately.
==============================================================================
Table of Contents [D3.00.00]
==============================================================================
* Table of Contents.................................................[D3.00.00]
* History & Next Version............................................[D3.01.01]
* Story.............................................................[D3.02.01]
* Weapons, Monsters and Bosses......................................[D3.03.01]
* Walkthrough (Hints and Tips)......................................[D3.04.01]
* Cheats and Secrets................................................[D3.05.01]
* FAQ...............................................................[D3.06.01]
* Tweaking (aka Speeding-up Doom 3).................................[D3.07.01]
* Compare Dooms.....................................................[D3.08.01]
* Modifications.....................................................[D3.09.01]
* Conclusion........................................................[D3.10.01]
==============================================================================
Table of Contents (Expanded) [D3.00.01]
==============================================================================
* Table of Contents.................................................[D3.00.00]
* History & Next Version............................................[D3.01.01]
* Story.............................................................[D3.02.01]
* Doom (1993).....................................................[D3.02.02]
* Doom III (2004).................................................[D3.02.03]
* Doom II (1994)..................................................[D3.02.04]
* Final Doom (1996)...............................................[D3.02.05]
* Weapons, Monsters and Bosses......................................[D3.03.01]
* Weapons.........................................................[D3.03.02]
* Monsters........................................................[D3.03.03]
* Bosses..........................................................[D3.03.04]
* Other Items.....................................................[D3.03.05]
* Walkthrough (Hints and Tips)......................................[D3.04.01]
* Mars City.......................................................[D3.04.02]
* Mars City Underground...........................................[D3.04.03]
* Mars City Re-visit..............................................[D3.04.04]
* Administration..................................................[D3.04.05]
* Alpha Labs Section 1............................................[D3.04.06]
* Alpha Labs Section 2............................................[D3.04.07]
* Alpha Labs Section 3............................................[D3.04.08]
* Alpha Labs Section 4............................................[D3.04.09]
* EnPro Plant.....................................................[D3.04.10]
* Communications Transfer.........................................[D3.04.11]
* Communications..................................................[D3.04.12]
* Monorail Skybridge..............................................[D3.04.13]
* Recycling - Sector 2............................................[D3.04.14]
* Monorail........................................................[D3.04.15]
* Delta Labs - Level 1............................................[D3.04.16]
* Delta Labs - Level 2 (South)....................................[D3.04.17]
* Delta Labs - Level 2 (North)....................................[D3.04.18]
* Delta Labs - Level 3............................................[D3.04.19]
* Delta Labs - Level 4............................................[D3.04.20]
* Hell............................................................[D3.04.21]
* Cheats and Secrets................................................[D3.05.01]
* Cheats..........................................................[D3.05.02]
* Level Select....................................................[D3.05.03]
* Video Discs.....................................................[D3.05.04]
* PDA.............................................................[D3.05.05]
* Monsters and Weapons............................................[D3.05.06]
* Thank You Mails.................................................[D3.05.07]
* Martian Buddy...................................................[D3.05.08]
* Sites...........................................................[D3.05.09]
* iddqd...........................................................[D3.05.10]
* Rude Marine.....................................................[D3.05.11]
* Super Turbo Turkey Puncher 3....................................[D3.05.12]
* Cabinet Codes...................................................[D3.05.13]
* Soulcube on Nightmare...........................................[D3.05.14]
* Unlock Nightmare................................................[D3.05.15]
* Demon Mail......................................................[D3.05.16]
* Skip Into.......................................................[D3.05.17]
* Face on Mars....................................................[D3.05.18]
* IDSPISPOPD......................................................[D3.05.19]
* Nigerian Scam...................................................[D3.05.20]
* Custom Flashlight, Music etc....................................[D3.05.21]
* Magazines.......................................................[D3.05.22]
* QuakeCon........................................................[D3.05.23]
* Billy Goat Burgers..............................................[D3.05.24]
* id Grin.........................................................[D3.05.25]
* Gorillas........................................................[D3.05.26]
* FAQ...............................................................[D3.06.01]
* Tweaking (aka Speeding-up Doom 3).................................[D3.07.01]
* General Tweaking................................................[D3.07.02]
* Unpacking .PK4-files............................................[D3.07.03]
* Editing config-file.............................................[D3.07.04]
* Triple Buffering on 64+ MB Video-cards..........................[D3.07.05]
* Optimize FPS....................................................[D3.07.06]
* Compare Dooms.....................................................[D3.08.01]
* Modifications.....................................................[D3.09.01]
* Doom 1 to Doom 3................................................[D3.09.02]
* Other Modifications.............................................[D3.09.03]
* Conclusion........................................................[D3.10.01]
==============================================================================
History & Next Version [D3.01.01]
==============================================================================
Version 1.0 (08/03/04) - First version, everything is new ;p (40KB)
Version 1.1 (08/04/04) - Added more info to the walkthrough, corrected a few
spelling mistakes, added the FAQ section, added a few cheats and secrets.
Basically this was a quick update to fix a few things here and there. (47KB)
+7KB
Version 1.2 (08/04/04) - Again fixed a small mistakes here and there, also
made the walkthrough bigger, added a Tweaking-section. (71KB) +24KB
Version 1.3 (08/05/04) - Small fixes here and there again, expanded the
walkthrough, added more cheats, changed the weapons info, edited the FAQ,
added more monsters and weapons. (92KB) +21KB
Version 1.4 (08/05/04) - Added a tweak, expanded the walkthrough, added a
secret, edited the video disks a bit. (105KB) +13KB
Version 1.5 (08/06/04) - Added more weapons, corrected a lot of spelling
mistakes. I'm terribly sorry there were in the guide in the first place. Also
edited the config-tweak. Added a vision-tag in the walkthrough and expanded
the walkthrough. Story also updated. (144KB) +39KB
Version 1.6 (08/07/04) - Corrected a few things, edited a few cheats,
expanded the walkthrough, checked the config-tweak, expanded the story, added
a monster. (161KB) + 17KB
Version 1.7 (08/08/04) - Attempted to be funny in the Doom 95 question in the
FAQ, changed a small detail for Vagary, re-did the order of the stories,
expanded the walkthrough (also with new PDAs), added a secret, added a few
monsters and added details for weapons. (178KB) +17KB
Version 1.8 (08/09/04) - Fixed some mistakes, added a counter to the
walkthrough-section, expanded the walkthrough, added a few cheats, added an
items section, added the Tick to the monsters. (200KB) +22KB
Version 1.9 (08/12/04) - Added a few cheats, added a compare chart, edited
the emulated CD question, expanded the walkthrough, added a monster, added a
secret, added a FAQ. (207KB) +7KB
Version 1.10 (08/14/04) - Added and merged a few cheats, added more details
about weapons and monsters. A big update coming in a week. (213KB) +6KB
Version 1.11 (08/18/04) - Back from my vacation, added more hints and details
here and there on demand, few cheats added, FAQ edited, more secrets added.
(223KB) +10KB
Version 1.12 (08/19/04) - Fixed a small mistake in the last version update
(the irony burns), fixed a few mistakes in the monster/weapons section, and
finally expanded the walkthrough a bit. (240KB) +17KB
Version 1.13 (08/20/04) - Added a FAQ, added the description of adrenaline,
expanded the walkthrough, changed some enemy tactics. (264KB) +24KB
Version 1.14 (08/21/04) - Added a few FAQs, added a few tactics, expanded the
walkthrough, added secrets, expandend the walkthrough, changed the level
cheats, changed the skip intro secret, changed Doom compare-chart, added more
info to weapons, enemies and bosses, added a mod-section, added a few tweaks.
(297KB) +33KB
Version 1.15 (08/23/04) - Added more secrets, added a new TOC, fixed some
mistakes, added a donations section on top, expanded the walkthrough.
(309KB) +12KB
Version 1.16 (08/25/04) - Fixed a few mistakes, expanded the walkthrough,
updated level cheats, edited the FAQ-section, added level details. (363KB)
+54KB
Version 1.17 (08/27/04) - Removed a few details on demand, fixed some
mistakes, expandend the walkthrough, added some info the the enemies, fixed
level cheats. (379KB) +16KB
Next version expected: 08/27/04
In the next version(s) I hope to have the following added/update. Everything
except the walkthrough will most likely be updated/added when the walkthrough
is done.
* Where to find the code for the cabinet in the room with the Plasma Inducer,
in Delta Labs 2A.
* Walkthrough, obviously
* Multiplayer section
==============================================================================
Story [D3.02.01]
==============================================================================
Doom 3 is a re-make of the original Doom, story-wise (this is said by Todd
Hollenshead in an interview), that's why I placed it after the story of the
first Doom.
The story of Doom, Doom 2 and the Final Doom are taken from the manual in
Doom: Collector's Edition. The story of Doom 3 is taken from the Doom 3
manual.
------------------------------------------------------------------------------
Doom (1993) [D3.02.02]
------------------------------------------------------------------------------
You're a marine, one of Earth's toughest, hardened in combat and trained for
action. Three years ago you assaulted a superior officer for ordering his
soldiers to fire upon civilians. He and his body cast were shipped to Pearl
Harbour, while you were transferred to Mars, home of the Union Aerospace
Corporation.
The UAC is a multi-planetary conglomerate with radioactive waste facilities on
Mars and its two moons, Phobos and Deimos. With no action for fifty million
miles, your day consisted of suckin' dust and watchin' restricted flicks in
the rec room.
For the last four years the military, UAC's biggest supplier, has used the
remote facilities on Phobos and Deimos to conduct various secret projects,
including research on inter-dimensional space travel. So far they have been
able to open gateways between Phobos and Deimos, throwing a few gadgets into
one and watching them come out the other. Recently however, the Gateways have
grown dangerously unstable. Military "volunteers" entering them have either
disappeared or been stricken with a strange form of insanity babbling
vulgarities, bludgeoning anything that breathes, and finally suffering an
untimely death of full-body explosion. Matching heads with torsos to send home
to the folks became a full-time job. Latest military reports state that the
research is suffering a small set-back, but everything is under control.
A few hours ago, Mars received a garbled message from Phobos. "We require
immediate military support. Something fraggin' evil is coming out of the
Gateways! Computer systems have gone berserk!" The rest was incoherent. Soon
afterwards, Deimos simply vanished from the sky. Since then, attempts to
establish contact with either moon have been unsuccessful.
You and your buddies, the only combat troop for fifty million miles were sent
up pronto to Phobos. You were ordered to secure the perimeter of the base
while the rest of the team went inside. For several hours, your radio picked
up the sounds of combat: guns firing, men yelling orders, screams, bones
cracking, then finally, silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the planet on your
own. Plus, all the heavy weapons have been taken by the assault team leaving
you with only a pistol. If only you could get your hands around a plasma rifle
or even a shotgun you could take a few down on your way out. Whatever killed
your buddies deserves a couple of pellets in the forehead. Securing your
helmet, you exit the landing pod. Hopefully you can find more substantial
firepower somewhere within the station.
As you walk through the main entrance of the base, you hear animal-like growls
echoing throughout the distant corridors. They know you're here. There's no
turning back now.
------------------------------------------------------------------------------
Doom III (2004) [D3.02.03]
------------------------------------------------------------------------------
You are a marine, one of Earths toughest, hardened in combat and trained for
action. Shortly after reporting for duty at the Union Aerospace Corporations
Mars research facility, a massive demonic invasion overwhelms the base,
leaving chaos, horror and uncertainty in its wake. As one of only a few
survivors, you must use overwhelming firepower and all of your combat skill to
battle through the demon hordes, find out what went wrong and prevent the evil
from spreading. Only you stand between Hell and Earth.
------------------------------------------------------------------------------
Doom II (1994) [D3.02.04]
------------------------------------------------------------------------------
Back at last. After days of hard fighting in space, you've returned home on
well-earned leave. You're one of Earth's crack soldiers, hard-bitten, tough,
and heavily-armed. When the alien invasion struck Mars, you were the first on
the scene. By killing, killing, and killing, you won. You stopped the
invasion, saved Mars base, and became a war hero. What they don't talk about
so much is that you were the only survivor.
But that's all behind you now. You've quit the military, and are heading home.
Your drop pod lands with a crunch. You open 'er up, and look out. Damn! The
city ahead is on fire. What the devil is going on? You stagger forward,
clutching at your sidearm. Packs of refugees are fleeing the flaming
metropolis. A band of them shriek in terror. You squint. What's that? Someone
is attacking the refugees. You rush up and blast away, killing the
troublemaker. It looks like a human, but something's wrong. His mouth is
filled with half-chewed flesh, and he's all messed up, like a zombie from a
bad horror movie. Hell, not again!
You can feel it. It's all starting again, just like on Mars. First, people are
taken over, turned into cannibal Things. Then the real horror starts, the
deformed monstrosities from Outside. But now it's on Earth.
It turns out that the invaders are all over. Monsters range from Tokyo to
Timbuktu, from Stockholm to Scranton. Billions are dead. Some people have been
transformed into flesh-eating mutants, but a few, a very few, are still alive
and fully human. The wise men of humanity have evolved a plan to save what's
left of the human race. They have built enormous ships to carry the remaining
people into space, safely away from the ruined world.
Unfortunately, Earth's only ground spaceport has just been taken over by the
demons. They've instituted a sort of force field flame barrier over the port;
no ships can land or take off. You gotta go back into action. The pathetic
remnants of Earth's soldiers are making an assault on the invaders at the
spaceport. If you win, you might be able to turn off the barrier, so that the
ships can leave, and Homo sapiens may not go extinct just yet. If you lose,
that's it. Humanity is history.
You and your comrades make their attack. Soon, brave men drop like flies. You
lose track of your friends, though sometimes you can hear them scream when
they die, and the sounds of combat echo from deep within the starbase.
Something hisses with rage from the steel tunnels ahead. They know you're
here. They have no pity, no mercy, take no quarter, and crave none. They're
the perfect enemy, in a way. No one's left but you. You... and Them.
------------------------------------------------------------------------------
Final Doom (1996) [D3.02.05]
------------------------------------------------------------------------------
Though all the top management of the UAC were dead, and so were most of their
personnel down to the janitors, the corporation survived, now under strict
government supervision. The UAC still sought the secret to matter apportation,
and continued its experiments under vastly increased safety measures.
The UAC's base was set up on one of the moons of Jupiter, hoping that the
increased distance would enhance Earth's safety if something went wrong.
Marines were stationed at the base, ready for anything.
Soon after the UAC opened its first Gate, the minions of Hell made their first
attack. Suddenly, through the Gate flowed spiked, fanged, dripping
techno-terrors. Meat machines flailed their armored limbs and slavered with
bloodlust, seeking soft bleeding manflesh to rend. But in their seeking, they
found only death. The United States Space Marine Corps was prepared for such
an event, and they poured molten death into the hordes of Hell. More demons
massed, hoping to overwhelm the defenders by their endless numbers. But mass
alone was no match for the marines. Set up in defensive positions around the
gate, the marines were able to slaughter the monsters by the hundreds, taking
few losses.
As suddenly as it had begun, the invasion ended. The last flaming skull
screamed through, was hit by twenty simultaneous shotgun blasts, and the
chamber was silent once more, except for the dripping of blood. Hell had
failed.
The research went on, more boldly, and less cautiously. All the marines
received the Silver Star from a grateful government, and the UAC made an
enormous contribution to the Veteran's Fund. The defensive positions were
strengthened, and the marines watched closely for another attempt, all their
attention drawn inward towards the Gates. They were looking in the wrong
direction.
Hell knew more than one trick. Months after the Gate incident, the yearly
supply ship came ahead of time. On radar, the ship looked far larger than
usual. And it was coming from the wrong direction. Strange, but not
inexplicable. The lax radar operators reported the ship's approach, and
personnel went out to the landing field to meet it. But it never landed.
Instead, it hovered over the base, miles in the air. The men and women looked
up at it, and saw that something was terribly wrong.
The ship could not have come from Earth. It was huge, kilometers long, and was
built of bone, steel, flesh, corruption, and death. It was a
bio-mechano-magical construct from the depths of Hell and It had come through
space for its vengeance. Enormous doors, large as football fields, irised open
and hideous demons poured out, plunging to the ground and blanketing the
entire base with their throbbing, pulsing bodies. They were everywhere at
once. The marines' defenses, set up to prevent an attack from the direction of
the Gate, were worthless. The monsters poured through the sewers, the air
vents, the hallways, everywhere, rampaging, corrupting, and feasting.
Once more, the surviving humans were left as zombified brain-dead
monstrosities. existing only to kill and kill and kill.
Only one man escaped death or zombification. The marine commander. You. You
weren't at the base when the skies opened and devastation poured from the
stars. You were miles away, enjoying a walk across the moon's rough-hewn
landscape. Then you heard a snortling gurgle behind you, whirled, to face one
of Them. The beings that still haunted your nightmares. Your reflexes weren't
dulled by your expierences, and you pulled out your pistol and blew the imp to
gory shreds.
Hot-footing it back to the base, you saw it all and realized what had happened
in a flash. The demon ship still floated above the infested base. Your boys --
the men you'd trained to fight and kill and die as no fighting man had ever
been trained before -- were dead. You were not there when it happened, to die
with them.
Unlike the ancient Samurai, who chose to die with their men, you cocked your
pistol. You were going to kill for your men. And if you died trying, well, you
were going to die anyway, some day. Death at the fangs of demons might be the
very worst way to die, but if they did manage to get you, Hell would know it
had been in a fight.
After Hell's catastrophic invasion of Earth, the United States took steps to
prevent such an invasion from recurring. The old UAC corporation was
refounded, under completely new management (since the old trustees and
stockholders were all dead, this wasn't much of a problem), and sent to
research tools and technologies to prevent such an incursion from happening
ever again.
Though the invasion had been stopped, and the remaining demons were gradually
being exterminated by mopping-up squads, it was clear that the powers of Hell
remained strong. While the Spider Mastermind and Baphomet seemed to no longer
threaten, who knew what else lay Outside? Waiting. Watching. Preparing.
The new UAC began working on quantum Accelerator devices, intended to close
interdimensional gates at a distance and so prevent future incursions forever.
The project began innocently enough. Naturally the scientists, in order to
learn how to close Gates, had to relearn Gate technology first. This ability
was rapidly regained. Perhaps too rapidly.
Soon, beings from Outside had their dire attention drawn to the new
experiments, and then, one day, a Gate opened in the heart of the research
complex. Unnatural horrors from the pit poured in, ravening for destruction.
But the UAC scientists had learned their trade. The Quantum Accelerator
Device performed perfectly in its maiden test -- the invasion Gate was closed
instantly and permanently when the Accelerator flicked on. A cyberdemon,
halfway through, was snipped in two when the Gate closed. Earth would now be
safe from literal invasion by Hell. At least, once the technology could be
set up around the globe.
The next day, a ring of seven Gates opened, throughout the base, and a
monstrous legion rampaged through. The Quantum Accelerator began putting out
the Gates at once, and within an hour, six were closed. But the hellish army
was now too strong, too numerous. The marines fought like mad dogs, but were
finally pulled down by the enemies' claws. The scientists, marines, and
bureaucrats were all slain or transformed into undead mankillers.
The Quantum Accelerator and its prototypes are deep inside the ravaged
complex. A demon Gatekeeper guards them and mans the last Gate of Hell. The
government, frantic that the Quantum Accelerator will be destroyed or used in
some alien fashion upon us, has ordered all marines to the site at once,
regardless of their location.
You were on leave at the beach, only a few minutes from the complex, when you
got the word. You suited up, grabbed a pistol, and raced your pickup truck to
the complex. When you arrived, flashes of light, howls, and chanting could be
heard from the interior. Corpses were scattered everywhere. Obviously the
Gatekeeper was doing something inside -- something that would soon reach some
kind of awful climax.
You know that within an hour or two, an entire division of marines will arrive
to assault the base with full artillery and air support. You also know that
they will be too late. Far too late. The airplanes will be plucked from the
sky by floating terrors, the cannons melted by diabolic rockets and fireballs,
the soldiers blasted to shreds as they charge into the armored shell of the
UAC buildings. In an hour or two, the monstrosities inside will have finished
their awful task, and will be prepared, once more, to take on the world.
It's up to you. You have to enter the complex and stop the Gatekeeper. Alone.
==============================================================================
Weapons, Monsters and Bosses [D3.03.01]
==============================================================================
What is a shooter without its fair share of weapons, monsters and bosses? You
tell me!
------------------------------------------------------------------------------
Weapons [D3.03.02]
------------------------------------------------------------------------------
Some parts of the stats contain (SP) and (MP). SP means Single-Player, MP
means Multi-Player. Then a small note on the Firing Rate part, let's say it
says 1/6. This means it takes one second, for 6 bullets. 4/1 means 4 seconds
for 1 bullet etc.
* Fists - These can't run out of ammo ;p Good for you. When you are out of
ammo, or find yourself in a confusing situation, they'll sure come in
handy. They are extremely powerful in combination with the berserk power-up
though.
- Holdable Ammo: N/A
- Direct Damage: 20
- Headshot Damage: 40
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/1
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: N/A
- Bind Command: bind x "_impulse0"
* Flashlight - Not only the most important tool you'll use, but you can also
swing with it in close combat. If you really need to use a weapon in close
combat, use the flashlight, not your fists, since it'll do more damage.
- PDA: UAC Standard issue light source. This model utilizes a static
transfer power supply, so battery replacement is unnecessary.
- Holdable Ammo: N/A
- Direct Damage: 40 (SP), 20 (MP)
- Headshot Damage: 40
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/2
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: N/A
- Bind Command: bind x "_impulse11"
* Pistol - The first shooting weapon you'll get. However, you can shoot fast
enough to do quite some damage in a short time. According to Type6 this is
meant for medium to long ranged targets. I said close combat -____- I'm
sorry. You can use it to weaken enemies at longer distance, then switch to
a better weapon.
- PDA: All UAC Security and Military personnel are supplied with this basic
projectile side arm.
- Holdable Ammo: 12
- Direct Damage: 14 (SP), 15 (MP)
- Headshot Damage: 30
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/3
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse1"
* Shotgun - A weapon that probably will become your favourite. That is, if
you don't run out of ammo for it. According to Skippy this is meant for
close combat, because it'll do the most damage this way. Silly me for
giving wrong information.
- PDA: The shotgun deals considerable damage at close range, however the
wide spread limits long range effectiveness.
- Holdable Ammo: 8
- Direct Damage: 182 (SP), 195 (MP) (13 pellets)
- Headshot Damage: 195
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1.3/1
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse2"
* SMG (Sub Machine Gun) - A fast shooter, that's great for times you find
yourself being overloaded with enemies. Don't confuse SMG with Sarah
Michelle Gellar. Wouldn't it be great if you could use a Slayer to kill
enemies? *cough*
- PDA: The MG-88 Enforcer delivers a high rate of fire and dependable
accuracy when fired in short bursts. Standard Marine Infantry issue.
- Holdable Ammo: 60
- Direct Damage: 9 (SP), 12 (MP)
- Headshot Damage: 24
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/10
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse3"
* Chaingun - Automatic gun that's great for taking out enemies quickly.
- PDA: The Chain Gun's 0.30 caliber armor piercing round delivers
substantial damage, but heavy recoil reduces accuracy.
- Holdable Ammo: 60
- Direct Damage: 20 (SP), 30 (MP)
- Headshot Damage: 60
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/6
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse4"
* Grenades - Just throw the grenade, keep the pin, not the other way around.
Great when you are outnumbered by enemies.
- PDA: The infantry issue fragmentation grenade is activated by a twist
detonator. Fire delay is 3 seconds, with an injury radius of 30 meters.
- Holdable Ammo: 50
- Direct Damage: 150 (SP), 75 (MP)
- Headshot Damage: N/A
- Splash Damage: 150 (SP), 75 (MP)
- Splash Radius: 175 (SP), 150 (MP)
- Firing Rate: N/A
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse5"
* Plasma Rifle - Good rate, good damage and it's able to stop missiles.
- PDA: Energy based weapons developed in the Mars weapon facility. Unit is
powered by plasma canisters manufactured in the EnPro facility.
- Holdable Ammo: 50 (SP), 30 (MP)
- Direct Damage: 16 (SP), 30 (MP)
- Headshot Damage: 60
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/8
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse6"
* Rocket Launcher - Guess what this is =p
- PDA: A portable self-propelled rocket designed for demolition and debris
removal, this model has been modified for use as a military weapon.
- Holdable Ammo: 5
- Direct Damage: 170 (SP), 100 (MP)
- Headshot Damage: N/A
- Splash Damage: 150 (SP), 100 (MP)
- Splash Radius: 175 (SP), 125 (MP)
- Firing Rate: 1/1
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse7"
* BFG 9K - Stands for "Big Fucking Gun". This is the strongest weapon in the
game, the longer you hold the trigger, the stronger the blast. If you hold
it too long, you'll kill yourself. The blast created by the gun kills all
enemies in sight of the blast. According to JoyRider I had to tell everyone
id Software intented to name this gun "Big Fraggin' Gun" ;p
- PDA: This prototype fires a threaded variable energy charge. UAC
technicians have warned of stability issues at full power.
- Holdable Ammo: 4
- Direct Damage: 200
- Headshot Damage: N/A
- Splash Damage: 100
- Splash Radius: 150
- Firing Rate: 4/1
- Switch Time: N/A
- Multiplayer: No
- Multiplayer Respawn: N/A
- Bind Command: bind x "_impulse8"
* Chainsaw - The best weapon from the original Doom. Vroom vroom!
- PDA: Self powered chain-blade cutting tool. Part of a shipment incorrectly
routed to the Mars dropship distribution centre.
- Holdable Ammo: N/A
- Direct Damage: 50 (SP), 60 (MP)
- Headshot Damage: N/A
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: N/A
- Switch Time: N/A
- Multiplayer: No
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse10"
* Soul Cube - After you have killed 5 demons, you are able to use this weapon.
It can kill any enemy in your line of sight, then drains the health of the
enemies and gives it to you.
- PDA: An artifact discovered in the caverns excavation site. Research of
the Cube's origin and function are ongoing.
- Holdable Ammo: N/A
- Direct Damage: 1000
- Headshot Damage: N/A
- Splash Damage: 40
- Splash Radius: 100
- Firing Rate: 4/1
- Switch Time: N/A
- Multiplayer: No
- Multiplayer Respawn: N/A
- Bind Command: bind x "_impulse9"
Source: http://ucguides.savagehelp.com/Doom3/weapons.htm (parts)
------------------------------------------------------------------------------
Enemies [D3.03.03]
------------------------------------------------------------------------------
For this section I'll tell you the weapon of choice. I created my own
catagories for this:
- Close Range: Shotgun
- Long Range: BFG, Rocket Launcher
- Rapid: Plasma Gun, Chaingun, SMG
- Weak: Pistol, Chainsaw
- Power: Grenades, Soulcube
Ofcourse, when 5 Imps attack, throwing a grenade will be more efficient than
shooting them off one by one with your shotgun. Use your own brains too.
* Arch-ville - This enemy will summon Imps and Wraiths, plus it'll shoot
fireballs and hit you. The tactic for this enemy is to kill him first, and
then go after the summoned enemies.
- Health: 425
- Claw Damage: 12
- Firewall: 20
- Flamewall: 20
- Incinerate: 20
- Weapon of choice: Long Range
* Cacodemon - These flying creates have a very big head, and are easy to spot.
They are not all that difficult, since their attacks are easy to dodge. Just
keep shooting at it. They spit out fireballs at you.
- Health: 200
- Fireball Direct: 12
- Fireball Splash: 5
- Fireball Splash Radius: 48
- Melee: 20
- Weapon of choice: Rapid
* Chainsaw Zombies - A Zombie with a Chainsaw, kill them fast, since they can
do quite some damage. They are a big stronger than the normal Zombies too.
- Health: 125
- Chainsaw: 15
- Push / Kick: 12
- Melee: 20
- Weapon of choice: Rapid, Close Range
* Cherub - Half creepy baby, half winged grub. Not hard to kill, but they are
irritating anyway. They make an annoying noise, but that makes them easy to
spot.
- Health: 50
- Claw: 5
- Leap Attack: 15
- Melee: 20
- Weapon of choice: Rapid, Close Range
* Commando-Zombie - A Commando that turned into a Zombie. Stay away from it
and shoot with long-ranged weapons. It comes with a Chaingun or tentacle and
are harder than your average Marine-Zombie. Never use a shotgun against
them, because this'll take too long. When you are facing a Commando-Zombie
with a tentacle, the tactic is to wait till he is going to hit you with his
tentacle and quickly crouch. This way he'll miss and that gives you the time
to finish the fight.
- Health: 225
- Melee: 12
- Chaingun: 20
- Push / Kick: 12
- Tentacle: 12
- Weapon of choice: Rapid
* Fire-Zombie - This Zombie enjoyed walking in the fire. They walk like one
of their legs is broken, but they manage to move faster than the average
Zombie. The fact that they're on fire and making an irritating noise doesn't
help much.
- Health: 150
- Melee: 12
- Weapon of choice: Rapid, Close Range
* Hell Knight - A huge demon, apparently with small eyes or none at all. Can
easily break you in two pieces and extreme firepower is recommended when
encountered. Their plasmaballs can do lots of damage, and when they toss you
around it can be nasty too.
- Health: 900
- Plasmaball: 30
- Plasmaball Splash: 45
- Plasmaball Splash Radius: 120
- Smash Splash: 100
- Smash Splash Radius: 20
- Claw: 25
- Bite: 30
- Weapon of choice: Rapid, Long Range, Power
* Imps - The classical Imp... This beast will hide everywhere, perhaps even
under your bed. Might want to check that. Nevertheless, they are tougher
than Zombies, and faster too. They crawl behind you, jump at you from the
front (making your view shock, making it even harder to hit THEM instead of
your leg), or decide to use the air vent and attack from above. Not only
that, but they also shoot fireballs.
- Health: 130
- Fireball: 12
- Fireball Splash: 5
- Fireball Splash Radius: 50
- Leap Attack: 8
- Claw: 8
- Weapon of choice: Rapid, Close Range
* Lost Soul - Not really an enemy, but as soon as you see a golden skull
pass, make sure your gun is loaded, because I can assure you at least one
enemy is going to attack you in less than 10 seconds. Later in the game
these pesky skulls will be able to hurt you and hunt you in packs, just
like Trites.
- Health: 20
- Melee: 12
- Charge: 12
- Weapon of choice: Rapid
* Maggot - A creature that has 2 heads, and is extremely fast. However, they
aren't that hard to beat.
- Health: 80
- Claw: 6
- Leap Attack: 16
- Weapon of choice: Rapid, Close Range
* Mancubus - A demon with rapid-fire rocket arms. Can take quite a lot of
hits. They are fat, and move slow, but the damage they can do (especially
when they work together) is devastating.
- Health: 1000
- Rocket: 20
- Rocket Splash Damage: 20
- Rocket Splash Radius: 40
- Stomp: 40
- Weapon of choice: Rapid, Long Range
* Marine-Zombie - A "parody" on the original Zombie. These enemies have guns
to damage you. Sometimes a pistol, other times a SMG.
- Health: 110 max.
- Machinegun: 3 per bullet
- Pistol: 4 per bullet
- Shotgun: 24 (3x8)
- Weapon of choice: Rapid, Close Range
* Pinky - A fat half-robot/half-demon enemy, you most likely saw in
screenshots of Doom 3. It's just like a fat dog. Don't get cornered by this
beast, and keep your distance.
- Health: 220
- Melee: 10
- Weapon of choice: Rapid, Close Range
* Revenants - Skeletons with plasma rifles/rocket launchers on their
shoulders. Hide when they shoot their rockets, then shoot them full bullets
and just repeat that. The missiles can be taken out with your Plasma Gun.
- Health: 272
- Missile: 10
- Missile Splash Damage: 10
- Missile Splash Radius: 30
- Claw: 16
- Melee: 16
- Weapon of choice: Rapid, Close Range, Long Range
* Tick - These Spiders will explode. They often come in packs and try to
surprise you.
- Health: 20
- Explosion: 50
- Explosion Radius : 100
- Weapon of choice: Rapid, Power
* Trites - Little Spiders that'll come out of all kind of places to kill
you.
- Health: 20
- Leap Attack: 20
- Bite: 8
- Explosion: 50
- Explosion Radius: 100
- Weapon of choice: Rapid, Power
* Wraith - The Zerg from Starcraft makes its return. Well actually not, but
they remind me or the Zergs =p Pretty easy to kill. Think of it like an
Imp without the fireballs. They can teleport though, so watch out.
- Health: 130
- Claw: 8
- Melee: 8
- Weapon of choice: Rapid, Close Range
* Zombie - The easiest enemy, and they most likely won't be able to damage
you, because you'll simply be faster. They come in different forms... fat,
skinny... GET YOURS NOW!
- Health: 150 max.
- Melee: 20
- Wrench: 20
- Weapon of choice: Weak
Source: http://ucguides.savagehelp.com/Doom3/enemies.htm (parts)
------------------------------------------------------------------------------
Bosses [D3.03.04]
------------------------------------------------------------------------------
* Vagary - A big Trite-like create, that is the Queen of Trites or something.
She attacks using telekinetic and by hitting you.
- Health: 1300
- Pincher: 12
- Melee: 12
- Objects: 12
- Weapon of choice: Rapid
* Sabaoth - Just don't get hit and use rapid fire and power-weapons. They can
hurt you by pushing you around or riding over you, so watch out for that.
They also shoot with a BFG, so keep your distance.
- Health: 1750
- Melee: 40
- BFG: 200
- BFG Splash Damage: 100
- Splash Radius: 150
- Weapon of choice: Rapid, Power
* Guardian - Take out the seekers. Once these are out, the Guardian can't spot
you. At least try to avoid the search light.
- Health: 800
- HeadButt: 30
- Smash: 20
- Smash Splash: 20
- Smash Splash Radius: 100
- Pound Ground: 20
- Charge: 30
- Weapon of choice: Long Range
* CyberDemon - Kill the "small" enemies to charge your Soulcube, then use it
against the boss. That's the big tactic here.
- Health: 4000
- Stomp / Smack: 400
- Rocket Direct: 40
- Rocket Splash: 40
- Rocket Splash Radius: 40
- Weapon of choice: Power, Long Range, Rapid
Source: http://ucguides.savagehelp.com/Doom3/enemies.htm (parts)
------------------------------------------------------------------------------
Other Items [D3.03.05]
------------------------------------------------------------------------------
* Armor - Armor comes in two forms; Shards, which are small pieces of armor,
and suits.
* Ammo - Ammo also comes in different forms; Bullets (Pistol), Shells
(Shotgun), Cells (Plasma Gun), Chaingun Belt (Chaingun), Clips (SMG),
Energy Cell (BFG) and Rockets (Rocket Launcher).
* Health - Comes in three forms; small medkit, large medkit and adrenalin.
The first two are straight forwarded. The adrenalin will give you unlimited
stamina for a short while.
* Power-ups - Two power-ups can't be found in the single-player part, but
only in the multi-player; Invisibility and MegaSphere (increase health). For
single- and multi-player there is the Berserk power-up, which'll make you
invincible, speed you up and boost the damage you can do.
* Backpack - Allows you to carry more stuff at the same time.
* Key - Open certain doors that would otherwise be closed.
* Oxygen Tank - Gives you oxygen when you have to venture outside.
* PDA - Personal Data Assistant. Your most important tool next to weapons. Use
it to view mails, Video Disks, view user data and to open door.
* Video Disk - Gives you a video that shows you information.
==============================================================================
Walkthrough (Hints and Tips) [D3.04.01]
==============================================================================
You are about to start an adventure you never encountered before. It may look
like Half-Life and Unreal at some points, but it's still a good story to
follow. Let's start with some advice:
* Save often, except when you're low on health. This is your key to surviving.
* Get to know the controls before you enter Mars City Underground. If you are
just standing still like a puppet the monsters will slay you easily. If you
know how to move it'll be a lot harder for them.
* You might want to set the brightness of the game a bit brighter, since the
game is pretty dark.
* Talk with everyone you can, interact with anything, read anything, listen to
anything and watch everything.
* Re-load your gun when you are not into combat to assure you don't have to
reload when a group of zombies want to taste your leg and brains.
* In combat, don't stand behind something that can explode.
* In combat, aim for the head.
* Listen carefully, since you can hear when enemies are nearby.
* Use the right gun for the right situation. Don't use your plasma gun on one
Trite, and don't use a pistol against a boss.
* When entering a new room, equip the shotgun in case something is waiting
for you.
* Don't use a Health Stand when you have 99 health. You'll gain one point of
health, the machine loses 10. Get my point?
* Let Sentry Bots do the dirty work. It can't run out of ammo, and it'll spot
any nearby enemy for you.
* Don't shoot glass unless needed. Who knows what's behind it, maybe even
an area with oxygen, which forces you to go faster through an area because
you'll run out of oxygen if you aren't fast enough.
* When you have enough health, and you see a medkit, leave it there. Maybe
you need it a few rooms later.
* Set the Flashlight to the right mousebutton. It's used by the jump button
otherwise, and jumping with the keyboard is faster, easier and just works
better. And it's easier to use the right mousebutton for the Flashlight,
so you can switch easy without watching what you're pressing (that is, if
you don't know that).
* Use your flashlight to find goodies you wouldn't find if you don't use it.
* Save ammo, don't shoot a dead Zombie. This isn't Doom 2.
* Keep your distance whenever possible. Some enemies are nasty when they
are close. If you are sure you hurt the enemy enough you can also get closer
and make a nice headshot with your shotgun.
* Your feet are further behind you than you think. If you need to do a leap
jump, jump a bit later then you would normally do.
* Cover during fights (or when reloading during fights). It's an easy way to
dodge a rocket from a Mancubus or Revenant.
* Shelves offer great cover. Fireballs, for example, can't go through, but
your bullets can.
* Pillars are great for covering too. You can keep firing at a Pinky, while
going around and around and around the pillar.
* Enjoy the game! The most important part =)
Sean submitted two tactics to fight the evil:
Shooting Monsters - You'll run into countless imps throughout the game, more
than any other monster except maybe zombies. Maybe I'm just slow, but it took
me a long time to learn how to dodge their fireballs. This is probably the
most significant skill in the game. When you first see an imp, you need to
start shooting and immediately try to find some open territory. Hallways are
bad places to fight imps. Open rooms are good as long as you stay away from
obstructions like furniture. If I'm in a confined area when I spot one, I
like to retreat to the nearest open area and the imp usually follows. DO NOT
advance into unknown territory during a fight, or you will activate more
enemies. When the imp cocks his arm to throw the fireball, dodge to the left
or right. Start your dodge earlier if you're closer to the imp. If you're
farther away, you can wait til the fireball approaches then dodge. These
tactics (return fire, find an open area, and dodge) apply to other monsters
who use missile weapons like Revenants. You have to choose between fighting
up close or creating distance. If you're going to stay close, you may be able
to dodge the monster's shots, but don't get close enough for it to use its
melee attack. The Shotgun works well at close range because of its increased
damage and because you can dodge without trying to hold the reticle on
target. The SMG works well for fights at a distance, because you can hold the
reticle on the target and hold the trigger down. I like to use the plasma gun
against Revenants because hitting one rocket of a two-rocket salvo seems to
consistently blow both rockets up
Non-Shooting Monsters - You need to use the opposite tactic when fighting
melee monsters. These include flying monsters like Lost Souls, and charging
ones like Pinky's. If you find yourself in an open area, these monsters can
dodge your shots and attack from the left or right. Flying monsters can swoop
down from above. These types of attacks make the monsters harder to hit, and
require you to shift aim to engage multiple enemies. Therefore you should
retreat to a hallway so the monsters all have to come from the same
direction. If you're good, you should be able to use the Shotgun, and you may
kill more than one enemy with one shot. Because of the reload time, you'll
need to time your shot for the last second. You need to learn to fight all
monsters with the Shotgun anyway, because it's the only weapon for which ammo
is consistently available.
I'm using a few tactics myself to venture through a room or hall;
Baby-tactic - Walk really slow, and when an enemy attack you'll be sure to
shoot before it can even attack you.
Hero-tactic - Run through a room, turn around and shoot anything that showed
up.
Fast-tactic - Run, run, run, ignore everything that you encounter.
If you find anything that's not covered in this walkthrough, please let me
know. I'll add it, together with the credits you deserve.
Playing on a more difficult level won't change the storyline or anything, just
how hard the enemies are etc. Also, on Nightmare your health will drop to
25% (drops 5 every 2-3 seconds). Also there are no medkits, only Health
Stands.
Total levels: 27
Levels Completed: 19
Complete: 70%
Last but not least, this guide isn't made for every piece of ammo, health or
armor in the game. Only if the goodies are out of sight I'll mention them. I
don't see a point in telling you where something can be found that's in front
of you, right?
==============================================================================
MARS CITY [D3.04.02]
==============================================================================
Items found: 2x PDA, 2x Video Disk
==============================================================================
--CUTSCENE--------------------------------------------------------------------
You'll get some short information about what's going on; you are going to
Mars City on behave of the UAC. Your ship lands, and you step out of it. Also
two other man set their first step on Mars, talking about how bad the city
is. That's not a very good start, is it?
--CUTSCENE--------------------------------------------------------------------
--OBJECTIVE-------------------------------------------------------------------
Go to the reception.
--OBJECTIVE-------------------------------------------------------------------
Very hard objective, isn't it? It's probably the hardest in the game, so
beware ;p Anyway, it's pretty straight forward. Just walk up the stairs, and
enter the doors. You can also talk to various people here. The most people
you'll encounter will just say "Hey you're new here, right?" or something like
that, but others may give hints or tips. The man sitting on the bench will
tell you how much he wants to leave Mars. His reasons are unknown, but you'll
find out soon enough.
Enter the door, and you'll end up at the scan-section. You'll have to step
on a square, and wait till the bio scan is finished. You're fine to go. What
a surprise! Enter the door that'll be unlocked.
You'll end up in some bigger room. Listen to what the man tells you through
the intercom. The Mars Facility is the best, and this and that. We'll see
about that soon enough! Listen to his speech if you want, or just enter the
door that's in front of you. Whatever you do, just go to the door to enter
the room where the reception is.
--CUTSCENE--------------------------------------------------------------------
The man behind the desk will give you a PDA, and tells you not to lose it.
He'll also give you a new objective.
--CUTSCENE--------------------------------------------------------------------
--OBJECTIVE-------------------------------------------------------------------
Perform all your duties in a Military Manner.
--OBJECTIVE-------------------------------------------------------------------
A bit more information about your PDA. This is your most important device in
the game, next to weapons. It'll show the current objective, weapons and
items. You can read e-mail, listen to audio logs, watch videos and read
information about the facility, combat etc. The PDA also functions as a key
that'll unlock doors for you. When you encounter a PDA of someone else, you'll
download his data on your PDA and gain more access, and you'll be able to
read his mail and view/listen to his logs, which often gives away security
codes or information that might be of use. Also there are various stands
around Mars City where you can download information from.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Data
|-----------------------------------------------------------------------------
|
| Name: Grawl (for me at least ;p)
| I.D. Number: 381 9x-22
| Location: Departure Lounge
| Rank: Marine Security
| Security Clearance: Marine HQ
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Director W. Banks
| Subject: Welcome Message
| Date: 11-15-2145
| Body:
|
| Welcome to Mars Marine.
|
| I would like to take a brief moment of your time and welcome you to what we
| call our 'home away from home'. We will make every effort to make your stay
| here as pleasant as possible, and if you need something, please feel free
| to contact your supervisor for immediate assistance. I hope that you can
| find the time to take advantage of some of our great staff amenities. As a
| reminder, we engage in technical, highly secure testing and research here,
| please refrain from wandering into unauthorized areas. Any security team
| member will assist you if help is needed.
|
| Sincerely,
| Director William Banks
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Sergeant Kelly
| Subject: Report to Marine HQ
| Date: 11-15-2145
| Body:
|
| Marine,
| Report to Marine Command as soon as possible. Don't waste any time getting
| here. We're short on troops and I need you out on patrol as soon as
| possible.
|
| Sergeant Kelly
|
|-----------------------------------------------------------------------------
| Video Disk
|-----------------------------------------------------------------------------
|
| Title: Marine Command Briefing
| Creator: Marine HQ
| Date: 03/11/45
| Description: Standard Operating Procedures on Mars
| Shown: This is just a "we are the best" movie.
|
`-PDA UPDATE------------------------------------------------------------------
--OBJECTIVE-------------------------------------------------------------------
Report to Marine Command
--OBJECTIVE-------------------------------------------------------------------
Walk back to the previous room (although the guy at the reception tells you
to visit the chief immediately). There is such a stand here, Walk to it, and
press the "download" button to get yourself a new mail.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Safety committee
| Subject: Safety Awareness Month
| Date: 11-15-2145
| Body:
|
| Safety is critical to everything we do on Mars. We will review all standard
| safety protocols during the month of November - Safety Awareness month.
|
| It is mandatory that you schedule time to attend each of these valuable
| workshops.
|
| Proper Plasma Handling: Review of the proper storage of plasma, how to
| handle plasma leaks and the best ways to treat plasma burns.
|
| Emergency First Aid: Learn the location and correct use for all of the
| Health Packs placed throughout the facility. Special attention will be
| given to waste prevention methods. Health resources are squandered if a
| large pack is used when only a small pack is needed.
|
| Storage of Weapons and Ammo: Special lecture on the safe storage of
| weapons and ammo. Fred Nilsson will be giving hands-on lessons in
| proper targeting and strafing.
|
| Emergency Loss of Environment: This lecture will focus on what to do is
| you are faced with an air leak, structural failure, or airlock failure.
| Special care will be paid to the locations of emergency air tanks.
|
| See postings outside UAC HR for times and locations.
|
`-PDA UPDATE------------------------------------------------------------------
Walk (or run, I don't care) back to the reception. On the table there is
a video disk. Pick it up.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| Video Disk
|-----------------------------------------------------------------------------
|
| Title: Welcome to Mars Research Facility
| Creator: Human Resources
| Date: 03/05/45
| Description: For additional help please see your UAC representative
| Shown: Pretty much like the previous video you saw
|
`-PDA UPDATE------------------------------------------------------------------
A little further in the room, is another stand, where you can get yourself
yet another mail.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: UAC Security
| Subject: Code-Black: Missing Staff
| Date: 11-15-2145
| Body:
|
| Dr. Jonathan Ishii from the Delta Science Team is missing. Security is
| concerned that he may be injured and unable to respond to pages or return to
| his post. Please keep an eye out for Dr. Ishii and report to UAC Security is
| he is located.
|
| He was last seen in Mars City Underground approaching the airlock leading
| to the old communications array.
|
`-PDA UPDATE------------------------------------------------------------------
Now this is where the trouble starts, a missing scientist... Follow the path
and you'll encounter a cutscene.
--CUTSCENE--------------------------------------------------------------------
You'll see your little friends from the intro again. He'll tell some
guy he wants to check out stuff. The scary man seems a bit troubled by
that. Is he telling lies?
--CUTSCENE--------------------------------------------------------------------
Follow the left path until you encounter a door that's in your way. Don't
enter the door yet, but go right, into the cafeteria. Stand at the counter and
watch the news that's on TV. It seems that the base where you are, are missing
various people. You can also watch the rest of the news, but it isn't that
much important. Plus the guy couching is irritating =p Anyway, there are
various things you can do here. You can talk a bit, close the windows, play
the best Arcade-game ever (it's fun, really =D) and pick up a PDA from someone
else. When you do so, you'll download all the info onto your own PDA.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Data
|-----------------------------------------------------------------------------
|
| Name: Adam E. Berneche
| I.D. Number: 8321 -1 4
| Post: Mars City
| Title: Maintenance Tech
| Security Clearance: General Access
|
|-----------------------------------------------------------------------------
| Audio Log
|-----------------------------------------------------------------------------
|
| Title: Maintenance Update
| About: Adam tells about what he did, and he says he's feeling rather
| uncomfortable when he was working in the Underground area. Everyone there
| looks weird and creepy, and he expects that he gets attacked. He also tells
| the code 396. which is for a cabinet. Now that's what we were looking for...
| Well not really, but you'll need it later ;p
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Ethan Peterson
| Subject: Lost PDA
| Date: 11-08-2145
| Body:
|
| Adam,
|
| Please take more caution in securing your personal data assistant.
| It's turned up in lost and found three times this month. As you know,
| your base security clearance are stored on that and it becomes a
| serious security issue any time a PDA is lost. Failure to secure your
| PDA could eventually result in your termination.
|
| Mr. Peterson
| Maintenance Supervisor
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Ethan Peterson
| Subject: Maintenance Report Needed
| Date: 11-10-2145
| Body:
|
| Adam,
| Your report is long overdue. Record an audio log for what you've done
| today on your maintenance shift and send it to me immediately. I know
| you recoded the cabinet today, and it is imperative that I update my
| master list with the new code.
|
| I do not want to tell you again how important it is to record those
| codes.
|
| Mr. Peterson
| Maintenance Supervisor
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Delta HR
| Subject: Volunteer Services
| Date: 11-13-2145
| Body:
|
| Mr. Berneche,
|
| I have some great news for you, your name came up in our last
| management meeting as a possible candidate for our Delta Labs outreach
| program. As you have probably heard, we are conducting some very
| exciting and important experiments here in Delta. Your supervisor
| recommended you as a good candidate and in fact he insisted you
| would be perfect for the job. I've reviewed your file and I agree with
| this assessment, you will make a perfect test Subject. Our work here
| is very important to the UAC and you should feel privileged that you
| have a change to be part of it.
|
| Mr. K. Clearsky
| Delta Future Systems
|
| p.s. Remember, volunteering is the best choice! I'd hate to invoke
| clause 12.A of section 5443 of your employment contract; which if you
| are not familiar with, allows us to appoint volunteered.
|
`-PDA UPDATE------------------------------------------------------------------
So we got the cabinet code for the Mars City Underground area, and we found
out Adam was a bad worker and his current supervisor wanted to get rid of him
=p
Anyway, when you got enough of punching turkeys, go to the door I told you not
to enter yet. Enter it now. You can overhear a conversation of 2 men.
Apparently some guy complained and got transferred right way. There is a new
stand here, so check it from yet another bullshit mail.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: HR Coordinator
| Subject: Volunteer to earn extra credits
| Date: 11-15-2145
| Body:
|
| Delta Labs is looking for individuals to fill critical positions. You can
| help with our exciting break-through work and earn credits at the same time.
|
| Volunteers are needed in the following areas:
|
| Teleportation: We're looking for test Subjects to stress-test the new
| teleporters. Experience tomorrow's travel technology, today!
|
| Medical Research: Our advanced pharmaceutical team needs volunteered to
| participate in exciting medical studies. Help us find cures to everything
| from the common cold to Ebola 7.
|
| Specimen Handling: We need volunteers to help handle and track the specimens
| gathered through Delta Labs experiments. Health test and liability waiver
| will be required.
|
| For more information about any of these opportunities or to post openings in
| your department, please see an HR Coordinator.
|
`-PDA UPDATE------------------------------------------------------------------
There is only one way to go, and that's up to the steps, to the right. Follow
the path, and some marine will tell you what way to go. Be a bad boy (or girl,
for that matter) and go left to see what happens to volunteers. Whatever way
you go, you'll end up in front of some steps. Don't go up yet, but enter the
door that's to the opposite side to it to get yourself another Video Disk.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| Video Disk
|-----------------------------------------------------------------------------
|
| Title: Series 3 Plasma Gun Briefing
| Creator: UAC Advanced Weapons
| Date: 07/28/44
| Description: Informational Video on the Series 3 Plasma Gun
| Shown: As description says...
|
`-PDA UPDATE------------------------------------------------------------------
Now just follow the path, and you'll end up in the HQ.
--CUTSCENE--------------------------------------------------------------------
You'll get your first real objective. You have to find the missing scientist
you read about earlier. Follow the bot to get to the Underground Passage,
which is where we need to go.
--CUTSCENE--------------------------------------------------------------------
--OBJECTIVE-------------------------------------------------------------------
Search for the Missing Scientist. Locate Maintenance Entrance.
--OBJECTIVE-------------------------------------------------------------------
Just follow the bot to end up where you should be. There is a cabinet here.
Enter the code you found before, 396, to get yourself some bullets. Enter
the lift here.
==============================================================================
MARS CITY UNDERGROUND [D3.04.03]
==============================================================================
The Mars City sublevel was one of the first multi-purpose installations built
on Mars. Housing storage, environmental systems, localized energy production,
communications arrays, and rudimentary research systems, the aging facility is
vital to keeping Mars City operational.
==============================================================================
Items found: 3x PDA, 3x Oxygen Tank
Enemies: 8x Imp, 15x Zombie, 8x Marine-Zombie
==============================================================================
When you enter the room, you'll get yourself a pistol, more bullets and armor.
After that the guy will take a radio test to make sure it works. Now enter the
next door and we'll search for the missing scientist.
--OBJECTIVE-------------------------------------------------------------------
Reach Old Com Building.
--OBJECTIVE-------------------------------------------------------------------
In the room with the Crane, there is a guy operating the crane. Shoot him in
the head to get his PDA.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Data
|-----------------------------------------------------------------------------
|
| Name: Daniel M. Young
| I.D. Number: 8946-55
| Post: Mars City Underground
| Title: Crane Operator
| Security Clearance: General Access
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Frank Delahue
| Subject: Tired of working the crane?
| Date: 11-15-2145
| Body:
|
| Daniel,
|
| I'm considering a promotion for you if you're interested. I'm down an
| engineer in Reclamation and I think you would be the perfect replacement.
|
| Give it some thought over the next days and let me know what you think.
|
| Frank Delahue,
| Engineering Manager
|
`-PDA UPDATE------------------------------------------------------------------
Seraphim submitted this:
"When you exit the room where you get your pistol and flashlight from the
cabinet there is a room with a large chasm, a crane, and a locked room on the
other side. If you press the controls for the crane you can rotate 90 degrees
in one direction. After you do that head towards the door you use to exit this
room. Just before the door look to your left. There is a tiny ledge with a
medpack on it. If you jump onto the ledge over the railing and look to your
left a little bit with the flash light you will see a rope that goes all the
way across. Do some tightrope walking and you can get over there."
It's all pretty straight-forwarded. Just follow the path. There is one weird
guy down in "the dungeon" who tells you about the scientist, but suddenly
stops talking. He doesn't want to tell you anything else. Veech told me 2
pieces of armor could be found under the stairs.
Two rooms later (it's the room where some guy says through his radio "Why
don't you get your fat ass down here and do it yourself?") you can find a
cabinet, plus a PDA.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Data
|-----------------------------------------------------------------------------
|
| Name: Grant F. Baston
| I.D. Number: 2781 -61
| Post: Mars City Underground
| Title: Services Supervisor
| Security Clearance: General Access
|
|-----------------------------------------------------------------------------
| Audio Log
|-----------------------------------------------------------------------------
|
| Title: Unexplainable Things
| About: Grant tells about reports of unexplainable things. The reports are
| pretty high and people are frightened. Power losses etc. don't help either,
| and about every day people call in sick.
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: T. Brooks
| Subject: You're not gonna believe this :)
| Date: 11-13-2145
| Body:
|
| You will not believe this... actually you probably will. The late night
| security detail couldn't figure out how to open the security cabinets
| from the security office?!?! I spent the next morning walking them
| through the steps in the security panels. They didn't realize that you
| could open both cabinets from the one security panel. Where do they
| find these people?
|
| -Brooks
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: UAC Security
| Subject: UPDATED SECURITY CODE
| Date: 11-14-2145
| Body:
|
| Unit Supervisor,
|
| November Security Update for your area, UNDERGROUND MAINTENANCE, has
| been completed.
| Please update the security cabinet code in the Energy Stabilization
| Unit to 531.
|
| Thanks,
| UAC Security
|
`-PDA UPDATE------------------------------------------------------------------
According to Synnystr you can walk along the walkway, but jump over the left
railing before you would turn to continue along and go through the next door
and you'll find a whole bunch of armor and bullets under the walkway.
Use the code from the mail onto the cabinet to get more armor and shells. Now
continue your little journey. There is only one way to go through, so you
shouldn't have any problems. There's a broken panel and a guy who gets scared
when you sneak up to him (remember the panel he is controlling though). In the
next room the lights will power out. Time to use your flashlight to navigate
through. You'll need this tool pretty much from now on, so get used to it.
Follow the path, and you'll encounter a guy. Grab the bullets on the box, and
shoot the Marine off to get his PDA. Open the airlock.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Data
|-----------------------------------------------------------------------------
|
| Name: Mark B. Ryan
| I.D. Number: 9368-41
| Post: Mars City Underground
| Title: Security Officer
| Security Clearance: General Access
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: T. Brooks
| Subject: Got a new guy on the way
| Date: 11-15-2145
| Body:
|
| Hey Mark,
| We had a new marine just come through the security checkpoint. He's gonna
| check out the old comm building for that missing scientist. Can you make
| sure doesn't get lost... last thing we need is another missing person.
|
| Thanks Bro
| -Brooks
|
`-PDA UPDATE------------------------------------------------------------------
Now go outside and quickly go through the other airlock. Don't take too long,
since you won't have infinite oxygen. According to Czar, instead of crossing
the bridge, you can also go right, and grab some oxygen and ammo here.
In the new door, use the lift to go up one level. Follow the path and you'll
find the missing scientist.
Also Synnystr provided me with this:
Once you close the second airlock (after your quick dash across the terrain),
you end up in a storeroom of sorts. To your right are some boxes and shelves.
If you go around the back of the shelves and jump up, you'll find some more
armor and bullets.
--CUTSCENE--------------------------------------------------------------------
The scientist will tell you "they" need to be warned, and that time is
running out or whatnot. If you watch the monitor, you'll see that there
is some kind of portal open. A portal to hell?
--CUTSCENE--------------------------------------------------------------------
--SPOILER---------------------------------------------------------------------
From here on monsters will appear. It's no more mister nice guy.
--SPOILER---------------------------------------------------------------------
The scientist will turn into a Zombie, go kill him off with a few shots from
your pistol. Out of the door will come a Marine-Zombie, so kill him off too.
Yes, Anarchy is ruling Mars City. If you watch the monitors you'll see what
happens. All kind of lost souls will enter the bodies of people, and they
will turn into a Zombie. For now, you'll only encounter 2 types of Zombies;
the normal Zombies, which don't have a gun and will just try to kill you
with their bare hands. There are also Marine-Zombies, which will shoot at
you. For now, this room is safe from Zombies, so look around a bit if you
want. Click on the monitor at the panel to see how a Zombie kills a Marine.
After a short while, you'll get a new objective.
--OBJECTIVE-------------------------------------------------------------------
Go back to the Security Checkpoint.
--OBJECTIVE-------------------------------------------------------------------
This security checkpoint is the part where you did the radio test and got the
pistol and armor. Not that much of a walk you say? Well with Zombies around, I
can assure you it is ;p When you are done in this room, get the medkit and
bullets if needed. Then leave the room.
Just around the corner there is another Zombie. Shoot it off. Not a problem,
right? You might wonder where the hell they come from though ;p Also, at this
point the game will also be known as Flashlight 3 =p Yea yea, I'll shut up
and on with the show.
Enter the lift you entered before. The lights will go out, but don't worry,
there will be no monster that'll attack you (like the Skaarj did in Unreal 2).
Go outside using the airlock, and take the short walk outside again. You'll
see another one of those lost souls once inside, and a Zombie will be
waiting for you to kill it. Give him what he wants ;p Remember the Marine
that helped you before? He wasn't too lucky, since he got killed.
When you go up the stairs, and you enter the door, a Zombie will attack you,
so open the door and step back. Kill him off, and climb up the stairs. This
is the room where you used the flashlight for the first time. Just enter the
new room. A Zombie will be climbing up the ladder, but you can take it down
before the poor lad even got a change to attack you. Go right, and you'll see
a claw that tries to attack you. Make it your pet if you want, and call him
Charly. However, Charly is a bad pet and walks away. When you jump down where
the Zombie tried to climb up, you can find some shells. Remember that panel
I told you to remember? Operate it now to make a bridge, since the door where
you met Charly is blocked.
ZZ submitted a small thing: "Left of where the guy was there's a ladder
leading down into the area with the machinery. Down there you can find some
ammo and armor in two corners."
Cross the bridge, and kill the Marine-Zombie that jumps out of his little
hiding place. Grab the stuff there, and enter the new room. Yet another
lost soul will take over a body. Another Marine-Zombie is created. If
children were created just as fast, we would have a serious problem. He'll
run behind a box and shoot you from there. Keep distance and kill him, or
just run to him and kill him. Just make sure he doesn't move and it's fine.
Don't go down yet, because there is a Zombie hiding somewhere in a small
shaft. Turn the light on him, then shoot him. However, if you shoot him
before you walk down, a skull will go in the shaft... WHAT THE HELL DOES IT
TAKE OVER THEN? THE SHAFT? Well just beware of the evil shaft then =p Just
walk to the desk there, and grab the stuff, including the PDA.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Data
|-----------------------------------------------------------------------------
|
| Name: Frank A. Delahue
| I.D. Number: 8397-68
| Post: Mars City Underground
| Title: Engineering Manager
| Security Clearance: Engineering
|
|-----------------------------------------------------------------------------
| Audio Log
|-----------------------------------------------------------------------------
|
| Title: Power Demands
| About: This man is the manager, and he lets everyone work 12 hours a day.
| Good he's not my boss. He tells about the power demand, which is extremely
| big. Also, the rumors seem to make people awkward.
|
|-----------------------------------------------------------------------------
| Audio Log
|-----------------------------------------------------------------------------
|
| Title: Fire Blast Precautions
| About: He tells about problems with the "main progress". People seem to get
| injured because of it. He just gives precautions to bring the number of
| injuries down. He mentions the code 842.
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Brian Mora
| Subject: Party in the Delta Labs
| Date: 11-13-2145
| Body:
|
| Yo Frank,
| Don't forget that we're starting the party early this time... 8:15
|
| --BMora--
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: UAC Security
| Subject: RE: Request Security
| Date: 11-14-2145
| Body:
|
| UAC Employee,
|
| We have received your complaint and will consider your request. Safety is
| important to us and will do everything to insure security throughout the
| UAC.
|
| Sincerely,
| UAC Security
| ----Original Message----
| Sent: 11-12-2145
| To: UAC Security
|
| I'm becoming increasingly concerned for the safety of myself and my
| co-workers down here in Underground. We've had guys getting stuck outside of
| the airlock that leads to the old comm building and there seems to be a
| build up of tensions over the past few weeks. I've seen friendly co-workers
| change...
|
| I formally request additional security as well as an investigation as to
| what's causing all the angst.
| -Frank Delahue
|
`-PDA UPDATE------------------------------------------------------------------
Nice stuff eh? Anyway, walk up the pipe in this room for more supplies. With
the new PDA info, you can access the other door in this room, that wouldn't
open before. Death submitted you can move boxes and grab some health and armor
above the evil shaft.
As soon as you enter it, you hear something scream "PLEASE HELP ME AAARGH!".
Aaargh is when his head is separated from his body. Look up to see who did
this. Kill the zombie now, or just do it in a few minutes when you actually
get to that area. It's all fine with me. Around the right corner is another
Zombie that seems to dislike you. Get rid of him, grab the stuff behind the
crate, and enter the door that's on the opposite side of the crate. According
to Krayzie the guy can be saved. If you do so, he'll open up something for
you.
Nothing wrong in this room... yet. There is a crate on some kind of platform,
with armor on it, and some stuff around. Walk to that spot, to get yourself
a shotgun. Your favourite weapon for a while. The platform will go down, and
you have to kill 3 Zombies'. They just don't stand a change. Climb up using
the ladder. If you are in need of more supplies, crawl under the big pipe for
a little area with stuff, otherwise continue through the only other door.
There is a dead body over there. As soon as you walk through it, something
will explode. Don't cry, he won't hurt you. He even has some nice goodies for
you. When you walk up the stairs, however, a horde of Zombies (including a
Marine Zombie) will cross the corner, and they will hurt you... or die
trying (I certainly hope they die). They will, however, come one at a time,
so nothing to worry about. The bad part is the light will go down, and it's
time to switch between flashlight to see where the enemy is, and
shotgun/pistol to shoot. When you go around the corner two times, a Zombie
will attack from the left (he's hiding in the dark), and another one will be
coming towards you from the hallway. Finish them both off. Near the door is a
health machine. Keep using it till you are back to health, although I don't
think you lost much health yet. Enter the next room.
Onto the next room. On the left is a flame. If you want some stuff, you can
crawl underneath it to get some stuff. If you want to enter the right door,
be sure your gun is reloaded.
--CUTSCENE--------------------------------------------------------------------
An Imp will crawl out of a little space and attack you.
--CUTSCENE--------------------------------------------------------------------
Shoot the Imp down, and enter the new room. This is where the scientist is
that was killed before. An Imp will come around the corner. I'm not completely
sure if it's your pet you just killed, but in case it was, don't worry, you'll
get another one. Enough, actually. Let me be honest with you, you'll be able
to get more Imp pets than you want. Egh, I'll just shut up now about the pets.
I'm wasting space here =p So before you continue down the corner the Imp came
from, observe the control panel of the first valve, which is malfunctioning.
Remember Frank Delahue's audio log? That's right, the code is 842. Now you can
go back, past the spot where the flame used to be, to get some health, armor
and ammo. After you're done, continue from the point of your last encounter
with the Imp. There is a ladder there, but if you go down, you'll just end up
where you already have been, so don't do that. Just walk down the hallway to
find another Zombie. When you find yourself on top of stairs, look in front of
you. In that dark space is a Zombie hiding, so watch out. Kill it, then enter
that dark space to find some goodies. An Imp will appear from where you
already have been (the stairs, that is), so take care of that too. Enter the
door to the next room.
Don't worry, nothing here that'll attack you. You can see the bridge you made
earlier. And where you met Charly. Aaah the memories! :') So enter the next
room, walk down the stairs, and follow the path. An Imp and Zombie will attack
you. You know the drill, next room sir! Yes, you are right, this is the room
where Charly tried to make friends. He isn't around anymore though. Hurts,
doesn't it? You can make yourself feel better with some shells when you crawl
under the floor (do so by going right of the door, and crawl). When you are
done, enter the next room.
Nothing dangerous in this room, but the next room will have an Imp that'll
jump at you right away, so ready your gun. This is where you got the PDA
earlier, but if you don't have it yet, you can get it now. The medkit that
was in the cabinet may come of use now. However, out of nowhere will appear
a Marine-Zombie, so get ready. When you dealt with him, continue the walk.
Go down the stairs, where the guy was complaining earlier. Watch out, because
an Imp will drag you down and try to kill you. Enter the next room when you're
done.
Another room that doesn't have anything that can harm you. But a dead Zombie
will fall down and someone will whisper "Help me... help me...". Just walk
through the next door. An Imp will appear from underneath the stairs. Kill it
and walk further.
See the explosive barrel? Walk to it, then walk back, shoot at it, and kill
the Imp because of the explosion. When you try to walk up the stairs, some
junk will fall down, so be careful. When you are done being scared, walk up
the stairs. See the door with the green panel next to it? An Imp will come out
of that. When it's killed, enter that room yourself. Kill the Marine-Zombie,
before it's able to stand up. Grab the stuff here, use the Health Machine if
needed, and then use the computer to unlock a door. Also, and Imp will found
out that glass isn't breakable ;p Return back to the previous room. There is
another Marine-Zombie here, so take care of that soldier. The door that was
locked before is open now, so enter that one.
The Imp that tried to break the glass earlier is still waiting for you. Kill
it off, and be happy, because the objective is done. Well actually there's
nothing to be happy about.
--NEW OBJECTIVE---------------------------------------------------------------
Return to Mars City.
--NEW OBJECTIVE---------------------------------------------------------------
According to Cobra and Erik, it's possible to get the guns behind the glass by
going into the control room and unlock the glass. Nevertheless, open the door
to the lift, kill the Marine-Zombie and enter it.
Jeff submitted all the information you need to get the remaining goodies near
the crane: "To get the stuff up in the crane cab, the crane has to be working
so you can rotate it the 90 degrees (otherwise the ladder is blocked at the
top and you can't get into the crane cab). The crane is broken on the way
back, so you have to do this on the way out. You rotate the crane (you can
do this from either side), cross the chasm, and then you can climb the
crane's ladder and get the shells and armor.
On the other hand, to get into the little maintenance shed (without
noclipping), you have to unlock its door, and you can only do this on the
way back because on the way out there's no way to get into the security
office. You unlock the door from the same panel where you unlock the exit
door and the little cabinet with the smg. So you basically go into the
security office, kill everything in there, unlock the exit door, smg
cabinet, and maintenance shed, and then go back, cross the chasm, and you
can get into the shed."
==============================================================================
Mars City Re-visit [D3.04.04]
==============================================================================
Mars City is the gateway to all of Union Aerospace's Mars Base. All arriving
personnel are processed here before moving to their assigned posts. Mars City
houses the primary Marine Operations control room as well as the main
administrator's office.
==============================================================================
Items found: 5x PDA, 1x Keycard
Enemies: 6x Imp, 14x Zombie, 38x Marine-Zombie
==============================================================================
Don't think you can take a break now. You'll get a new objective, and a
Marine-Zombie is shooting at you with his shotgun.
--NEW OBJECTIVE---------------------------------------------------------------
Return to Marine Command.
--NEW OBJECTIVE---------------------------------------------------------------
Walk around till someone drops a ladder. Climb up, and he'll tell you he has
no clue what happens. Some kind of shockwave passes through the building and
everyone changed. He's asking you to get help, and he's too scared to come
with you, so just walk further and leave him alone. You have to crawl through
the shaft. You can find some armor here, and a way down. When you do so, jump
down, and run to the room. Turn around, kill the Zombie here, and also kill
the Zombie that comes through the hall. There is a PDA waiting here for you.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Data
|-----------------------------------------------------------------------------
|
| Name: Marcus C. Stanton
| I.D. Number: 591 2-24
| Post: Mars City
| Title: Manifest Controller
| Security Clearance: General Access
|
|-----------------------------------------------------------------------------
| Audio Logs
|-----------------------------------------------------------------------------
|
| Title: Undocumented Cargo
| About: Marcus is talking about the cargo, and someone preventing him to get
| all the data on the cargo. The man is pissed.
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: David Robbins
| Subject: Would you believe - chainsaws?
| Date: 11-12-2145
| Body:
|
| Marcus,
| Those morons at Mixom have done it again. I requisitioned a crate of
| jackhammers. What we got were several crates of chainsaws and no jackhammers
| at all. What the hell were they thinking? Chainsaws serve no purpose on
| Mars!
|
| I'm sending these back as soon as I get the time. Meanwhile, I would
| appreciate if you could lodge another complaint with Mixom and expedite my
| jackhammers when they do arrive.
|
| David Robbins
| Industrial Complex
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Ray Gerhardt
| Subject: Farewell for now
| Date: 11-14-2145
| Body:
|
| If you've received this e-mail, you are someone I worked with while here on
| Mars and have made an impression on my life. I want you to know I'm leaving
| Mars and UAC to pursue other opportunities after one last assignment
| tomorrow in Delta Labs.
|
| I will miss you terribly and will think of you often. I'm sure the
| friendships I've made here will last the rest of my life and I will be sure
| to keep in touch. As soon as I have a new address I will forward it along.
|
| I hope you will join me in the Mars City kitchen for a drink tomorrow
| evening. My shuttle leaves first thing on 11/16 and I'd hate to miss my last
| chance to see you... until next time.
|
| Ray Gerhardt
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Duncan Mathews
| Subject: FW: Farewell for now
| Date: 11-14-2145
| Body:
|
| Any idea who this guy is? I think he may be the funny looking dweeb from
| Alpha Labs, but I always thought his name was Alan.
|
| Are you going to go have that drink with him? I wouldn't normally... but if
| he's buying and other people will be there, it might be fun.
|
| ----Original Message----
| Sent: 11-14-2145
| To: Duncan Mathews
|
| If you've received this e-mail, you are someone I worked with while here on
| Mars and have made an impression on my life. I want you to know I'm leaving
| Mars and UAC to pursue other opportunities after one last assignment
| tomorrow in Delta Labs.
|
| I will miss you terribly and will think of you often. I'm sure the
| friendships I've made here will last the rest of my life and I will be sure
| to keep in touch. As soon as I have a new address I will forward it along.
|
| I hope you will join me in the Mars City kitchen for a drink tomorrow
| evening. My shuttle leaves first thing on 11/16 and I'd hate to miss my
| last change to see you... until next time.
|
| Ray Gerhardt
|
`-PDA UPDATE------------------------------------------------------------------
So something is wrong with the cargo. I don't even care, that FW mail made me
laugh =p The hallway the Zombie came from contains a few bullets, but I don't
think you'll really need them. Just enter the next door.
A Marine-Zombie will run at you, so shoot him off. Go to the left and try to
access the door. Something will bump onto the metal... hard...
--NEW OBJECTIVE---------------------------------------------------------------
Obtain an ACO Key Card for access.
--NEW OBJECTIVE---------------------------------------------------------------
Go to the door the Marine-Zombie came from, to find out another one is coming
at you. But you're lucky, because you can grab his SMG when he's killed. There
is another Imp behind the glass who finds out it's not breakable, so he just
climbs up. There is an AGO card here however, so grab it and return to the
door, then enter it.
If you use your SMG, it's better to use short burst, because it'll be easier
to aim. There are a Marine-Zombie and normal Zombie (with gun though) here, so
kill them off, and then watch what happens behind the glass. That little bot
seems to kill every enemy for you. So we are going to find this little guy,
so he can help us a bit. Enter the next room. Nothing is here, so enter the
next room again.
Watch your back, because a Zombie will come from behind to attack. There are
also a few Zombies in this room, so search around. There is also a Zombie
without a head that walks around like a... Zombie without a head -__- There
are 2 ways from here; there is a hall you can walk through, and a door. First
go through the hall. There are 2 Marine-Zombies here, kill them, and grab some
stuff, then enter the door.
Walk a bit forward, and a Zombie-on-Fire will attack you. Bam bam! End of
story for this guy. Enter the next room, and kill of the 2 Marine-Zombies.
There is a little area on the left, where a fat Zombie is hiding. Kill him,
and enter his hiding place for goodies. Walk to the doors in the hallway, and
kill the Imp that'll appear. On the right isn't much to do, so enter the left
door to enter the Alpha Lab.
Walk to the desk to get a PDA.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Data
|-----------------------------------------------------------------------------
|
| User Name: Marcus T. Caseon
| I.D. Number: 1 394-39
| Post: Mars City
| Title: Doctor
| Security Clearance: General Access
|
|-----------------------------------------------------------------------------
| Audio Log
|-----------------------------------------------------------------------------
|
| Title: High Incidence of Psychological Reports
| About: Mark will talk about incidents and injuries happening.
|
|-----------------------------------------------------------------------------
| Audio Log
|-----------------------------------------------------------------------------
| Title: Patient Attack
| About: Mark talks about a patient that attacks everyone with a scalpel
| because of his medication. He carved three symbols in his arm. He gives the
| code 347.
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Jordan Kennedy
| Subject: RE: Patient Attack
| Date: 11-09-2145
| Body:
|
| Mark,
| Thank you for sending me the audio report. I wish the news was better.
|
| I will coordinate with our colleagues here on Earth to find additional staff
| and resources to assist. Given the situation there, it isn't going to be
| easy. You may be on your own for a while.
|
| My advice to you, continue to document everything you can, attempt to find
| the root of the problem, and for goodness sakes, stash weapons and medical
| supplies for yourself in case things get worse. I'm glad to hear you've
| already taken some precautions by locking some supplies in that cabinet. I
| hope it is enough. I appreciate you including the code in your report and
| will keep it secure.
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Sarah Holsten
| Subject: Leaving?
| Date: 11-15-2145
| Body:
|
| Mark,
|
| I hear that you're leaving Mars. I'm happy that you'll be able to spend more
| time with your family, but I am very worried about the deteriorating
| situation here. We're short staffed already. Your departure will be a big
| loss.
|
| Speaking of which, I've noticed that Zach in Operations has been behaving
| more and more erratically. Since talking with you I'm not sure if I'm being
| overly sensitive, or if he has caught the bug going around. IO swear he
| tried to bite me today.
|
| In your absence is there anything I should do?
|
| -Sarah
`-PDA UPDATE------------------------------------------------------------------
Open the cabinet with the code 347. Enter the next room and kill the Zombie,
and the Marine-Zombie that walks in. You can find some stuff here, including a
stamina-boost. Open the door, and a Zombie that's on fire will come at you
("mwhahahaha etc."). Go to the left, crawl under the flame, and walk further.
The door won't open, but you'll find a PDA.
,-PDA UPDATE------------------------------------------------------------------
|
|-----------------------------------------------------------------------------
| User Data
|-----------------------------------------------------------------------------
|
| Name: Sergeant Bill Tyson
| I.D. Number: 7488-89
| Post: Mars City
| Title: Staff Sergeant
| Security Clearance: General Access
|
|-----------------------------------------------------------------------------
| Audio Log
|-----------------------------------------------------------------------------
|
| Title: General Troop Morale
| About: The general talks about the morale of the troops. Guess what, it's
| getting lower. However, his man are the best -_- For the rest, nothing new
| you hear.
|
|-----------------------------------------------------------------------------
| Audio Log
|-----------------------------------------------------------------------------
|
| Title: Troop Deployments
| About: The general talks about the new troops that will arrive. He just
| brags about what he'll do with them etc.
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: PFC Hagar
| Subject: Sentry Bot Security
| Date: 11-02-2145
| Body:
|
| Staff Sergeant Tyson,
|
| I have been a major supporter of putting Sentry Bots on routine patrols. In
| the past, they have proven to be very reliable. That changed today.
|
| I witnessed two of our guys doing maintenance on a bot in Mars City. While
| having it only partially assembled, they activated its sensors to test their
| repairs. All of the sudden, the Sentry locked onto one of the marines as an
| enemy and began firing at him. If the ammo had been loaded, that marine
| would have been killed. Thankfully the other marine was able to immobilize
| it quickly.
|
| The Sentry Boy is powerful - but maybe too powerful. why do we need that
| much firepower in Mars City? Except for the odd report of individuals going
| a little crazy, we don't have many problems. Do we really expect the Sentry
| Bots to know the difference between someone having a bad day and someone
| gone mad?
|
| I hope you can talk to Sarge about this before something worse happens.
| -PFC Hagar
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Sergeant Kelly
| Subject: New Arrival
| Date: 11-10-2145
| Body:
|
| SSgt Tyson,
| We have a new troop inbound to replace Allen. He will be arriving on the
| next transport.
|
| Be sure to get the manifest filled out for his first issue.
| Sergeant Kelly
|
|-----------------------------------------------------------------------------
| User Mail
|-----------------------------------------------------------------------------
|
| From: Central Security
| Subject: Security Code Change
| Date: 11-11-2145
| Body:
|
| SSgt Tyson,
| Due to the upcoming personnel transfer, we will be changing the Weapons
| Storage code in Marine Command to 584. The change will be take effect on
| Nov 15, 2145.
| Thank You,
|
| Central Security
|
`-PDA UPDATE------------------------------------------------------------------
So we got yet another code, 584. Walk back to where you came from, and this
time take the other way, right that is. Kill the Zombie that kills a person
here. Go straight ahead, and go left. Remember where you found that Video
Disc? Go into that room, then enter the code 584 to enter the room. Get
yourself loaded with armor and ammo. Then leave the room and walk to the panel
to talk to Sgt. Kelly. You will get new access. Hooray.
--NEW OBJECTIVE---------------------------------------------------------------
Join up with Bravo Team.
--NEW OBJECTIVE---------------------------------------------------------------
So now we have to get to the Alpha Labs. We have to pass through the
administration. Go back, and take the left passage. You can now unlock the
door here. There is quite some killable stuff here. First off, there is a
Marine-Zombie that just requires to be shot. Do so. There is an unlocked door,
but don't open it yet. Go left there, and kill the zombie first. Now walk
back, open the door, and kill the horde of Zombies. Listen carefully to be
sure it's safe. Then go left into the cafeteria. Kill the Zombie with the
flashlight, and walk to the Arcade Machine. It's broken ;_____; Get the
medkit, and then kill the Zombie with the shotgun that appears. Walk back to
the hall, and enter the toilet.
--VISION----------------------------------------------------------------------
Shine with your flashlight into the mirror and you'll see yourself surrounded
by flames.
--VISION----------------------------------------------------------------------
Follow the path to find yourself a bot. Follow it, because he'll basically
find every enemy and kill it. Help it a bit though, or it'll be destroyed
before you will reach the hallway. Just follow it till it doesn't move
anymore.
There is a small shaft here. Enter it and climb up the ladder. You'll end up
where the Imp was. You can find some goodies here, but also a PDA that'll give
you more access.
,-PDA UPDATE---