Doom 3 Walkthrough for Xbox by kingkamikazeXXI =============================================================================== T001 ------------------------T A B L E O F C O N T E N T S------------------------ =============================================================================== To find what you're looking for, enter the four-character search code that goes with the section you want after pressing Ctrl+F. -Table of Contents.........................................................T001 -Introduction..............................................................I002 -Story.....................................................................S003 -Basic Tips................................................................B004 -Walkthrough...............................................................W005 -Mars City.............................................................MC01 -Mars City Underground.................................................MC02 -Mars City Underground: Service Passage................................MC03 -Mars City: South Side.................................................MC04 -Mars City: North Side.................................................MC05 -Administration........................................................AD06 -Alpha Labs: Sector 1 East.............................................AL07 -Alpha Labs: Sector 1 West.............................................AL08 -Alpha Labs: Sector 2 East.............................................AL09 -Alpha Labs: Sector 2 West.............................................AL10 -Alpha Labs: Sector 3..................................................AL11 -Enpro Plant: Sector 1.................................................EP12 -Enpro Plant: Sector 2.................................................EP13 -Communications Transfer: Sector 1.....................................CT14 -Communications Transfer: Sector 2.....................................CT15 -Communications: Sector 1..............................................CM16 -Communications: Sector 2..............................................CM17 -Weapons...................................................................W006 -Other Items...............................................................I007 -Enemies...................................................................E008 -F.A.Q.....................................................................F009 -Version History...........................................................V010 -Thanks To.................................................................T011 -Legal Crap................................................................L012 =============================================================================== I002 ----------------------------I N T R O D U C T I O N---------------------------- =============================================================================== Welcome to my Doom 3 FAQ! This is my first attempt at a walkthrough for any game, so let me know if there's something I should add or change. Anyway, this came about because of the sorry amount of FAQs for Doom 3 on Xbox: none. The only other one is for PC! And for a great game from a great series, that just won't do. :P I've tried to keep it fairly spoiler-free, but I can't hide everything! Also, my Xbox died, so I won't be able to complete the walkthrough until early August. Remember that you can use Ctrl+F to find what you need. If you need to contact me about the guide, e-mail me at [email protected]. =============================================================================== S003 -----------------------------------S T O R Y----------------------------------- =============================================================================== (The story of Doom 3 takes place without the previous two ever happening.) You are a Marine working for the United Aerospace Corporation (UAC) who has been stationed on Mars. The UAC is at the forefront of modern technology, opening up new worlds of possibility. Recently the UAC has been working on new teleportation technology, with Dr. Betruger at the head of the project. But the doctor has been acting strange lately, and there are some strange things going on... =============================================================================== B004 ------------------------------B A S I C T I P S------------------------------- =============================================================================== -The flashlight is your friend! -Always be ready for an enemy to pounce at you. -Pay attention to the PDAs, which can have valuable info for you. -Keep and eye open for any missable items or areas. -Strafing is an important skill in any FPS. -Be careful of explosive red and yellow barrels, and remember they can hurt you AND your enemy... -Always reload before you get into a fight. -Zombies and sometimes other enemies may come out of compartments in the wall; check these for items (after the enemy is dead, of course). I may call them "Zombie Compartments" in the walkthrough. -A tactic you can use for rooms with several enemies, especially if it's dark, is to wait at the door for them to come to you. -SAVE OFTEN! Unless you are low on health. -If an enemy comes out from the wall or the floor, check the spot it came out of; there may be items. =============================================================================== W005 -----------------------------W A L K T H R O U G H----------------------------- =============================================================================== Ah, the reason this FAQ is here. It'll go step by step through each area. While this may not get you every item in the game, I've tried to put as much as I can into it. PDA info won't be in this version of the FAQ. I will be assuming you can find items that are in plain sight. I've marked story-relevant cutscenes only, as the others simply introduce an enemy. Paragraphs end at cutscenes, notable rooms, a new objective, or notable enemies. NOTE: This walkthrough was written playing on Marine difficulty. Mars City---------------------------------------------------------------------- MC01 Head through the door ahead. The receptionist will give you your PDA. Objective: Speak with Sergeant Kelly at Marine HQ Pick up the video disk behind the receptionist. Go through the open door to the right, and go down the hallway. -CUTSCENE- Go to the open door on the left. There's a PDA (Adam Berneche) in this hallway. Continue until you reach a Marine that directs you to Kelly. Go to the right and up the stairs (grab the video disk) into Marine HQ. -CUTSCENE- Objective: Follow the sentry bot to the elevator to Lower Maintenance Levels Follow the sentry bot (the little spiderlike robot) to the elevator. Before you go into the elevator, open the security locker for ammo. The code is 396. Mars City Underground---------------------------------------------------------- MC02 When you get down here, you'll be instructed to grab armor and a pistol in the locker to the right. Once you're cleared, head through the door. Objective: Find the missing scientist in Communications Now go down the stairs here, leading to a hallway with two arguing workers, a storage cabinet (code 531), and a PDA (Grant Baston). Keep going down this path, passing the scientist at the bridge controls. The elevator you're looking for is at the top of the dark stairwell. Take it to Communications. -CUTSCENE- The no-longer-missing scientist will be possessed, so feel free to kill him before he does. A Z-Sec will come in the door. Pick up the bullets in the lower part of the room and head back up the elevator. Mars City Underground: Service Passage----------------------------------------- MC03 There'll be a zombie in the stairwell and in the next room. Extend the service bridge the scientist was working at earlier, and go across it, killing the Z-Sec at the end of it. Through this door is another Z-Sec. Go down the stairs here and get the PDA (Frank Delahue). Use it to open the locked door. There'll be a zombie here, and a Z-Sec with a shotgun in the next room. :D Continue past the flashlight-wielding zombie. Here there'll be a short cutscene where you'll be introduced to your first imp. Kill it and grab the goodies under the fire. Keep going for a zombie and another imp. In the next room is a zombie and an imp. Go through the next two doors and use the health station if needed. Go through here, killing the imp and zombie. Recognize this room? Go down the stairs as before. At the end of the hallway there'll be a PDA (Mark Ryan). Head back until an imp comes out from behind the stairs. Go right, and take the left door. There's a Z-Sec here as well as a health station and a computer you need to activate. Press "security checkpoint", then "Mars City sublevel access", and "Locker 1". Go back and take the door on the right this time. Kill the imp and grab the items in the now-open glass locker. As you go into the elevator, kill the Z-Sec in it. Mars City: South Side---------------------------------------------------------- MC04 As soon as you step out of the elevator, a Z-Sec will shoot at you. Return the favor. Objective: Go to Command Message Center for status update from Sarge The stairs are broken, so go to the service ladder near the security cabinet. It will be lowered for you. Once up the ladder, head into the ventilation shaft and crawl through it. When you drop out of the shaft, start to move towards the desk. A zombie compartment will open behind you. There's a zombie and a PDA (Marcus Stanton) in this room. Go through the door. Two Z-Secs will run out of the door on the right. Kill them and go into the room they came out of to pick up the keycard in there. Now open the other door with the keycard, and get out of the doorway, pronto; there'll be a Z-Sec waiting for you. The next room is dark with three zombies. Here's a spot where you may want to try the door-hunting tactic. Grab the ammo in here and go through the next door. The flaming zombie is in this hallway. In the next room there are two Z-Secs (next to one is a lone armor shard; don't pick it up, an Imp will jump at you, making the shard useless). Kill the imp that jumps down at the end of the room and go into the infirmary. Pick up the PDA (Mark Caseon). The security cabinet code is 347. Kill the zombie in the next room, and leave the infirmary. In this hallway, there'll be a Z-Sec, a zombie, another Z-Sec, and a PDA (Bill Tyson). Now you're back at HQ. First go into Combat Prep, kill the Z-Sec, and grab the supplies (door code 584). Go to the Communications terminal, and Sarge will update your PDA and give you new orders. Objective: Go through Administration to Alpha Labs, meet up with Bravo Team Go down the hallway to the right. In the next room, an imp will break down a door; kill it. There's also a zombie guarding a health pack. Go through the broken-down door for a health pack and a Z-Sec. Then come back and go through the other door. Mars City: North Side---------------------------------------------------------- MC05 Kill the two Z-Secs in this hallway and go into the next room, where you were introduced to Betruger and Swann. There's a Z-Sec in here, and another will come out of the door to the left. Go through the other door to the reception room, where there's a fat zombie and a sentry bot waiting. Follow the sentry bot. You can either let it do your dirty work for you, or help with the demon-killing. Grab the items on the way, including those in the kitchen, which is on a left the bot doesn't take (there's a Z-Sec in the kitchen). When you reach the room with the elevator, the sentry bot will turn itself off. Instead of taking the elevator just yet, duck into the shaft on the right hand corner of the room. Grab the shells and go up the ladder. There'll be a zombie up there, along with some equipment and a PDA (Duncan Mathews). An imp will have appeared, so be careful when you go back down. Now, retrace your steps until you reach a door needing PDA clearance (you passed it with the sentry bot). Inside, there's a zombie, a couple items, and a health station. Now head back to the elevator. Administration----------------------------------------------------------------- AD06 -CUTSCENE- After the cutscene, you be assaulted by a Z-Sec and a zombie from the left. Go through the door on the left. There's an imp in here, take him out. You'll find a mortally wounded marine, his shotgun, and a locked door. Objective: Find PDA of William Banks for Alpha Labs clearance Go back to the first room, and two imps will bust down a door. Kill them, then go through said door and the next. You'll immediately be shot at by a Z-Sec. Kill him, then pick up the stuff in the windowed room. An imp will come in; take care of it, and continue to the next door, killing the Z-Sec. Hehe...the next room is interesting. Go into the small windowed room and pick up the items. Activate the computer, and you'll meet your first Pinky Demon! Watch the glass, that's where it'll come in. Put it down with a couple of shotgun shells. Step through the now-broken window, kill the imp that appears, and go through the next door. Be on your guard here; there's a Pinky, a Z-Sec, an imp, AND a zombie. Go through the next three doors. An imp will try to surprise you here; kill it and head through another door. There's a bridge with PDA (Paul Simons) on it. Swann and Campbell are talking below you. In the next room, there's a zombie and an item or two to the left and right. Go into the freaky room with the sigil and candles, and pick up the PDA (William Banks). Three imps will appear, and another will jump at you as you leave the room. Retrace your steps to the Pinky room (as I affectionately call it :P) and *gasp* another Pinky will appear! Go back to where the wounded Marine was, kill the imp and Z-Sec, and use the PDA to enter Alpha Labs. Alpha Labs: Sector 1 East------------------------------------------------------ ALO7 Open the door with the computer panel. It's dark in here, so take out your flashlight and beat down the three zombies in here. Then activate the computer so the lights will come on. In the next room, kill the two Z-Secs and the zombie. Continue through the room, kill the other zombie, and kill the imp that appears when you approach the doorway. Enter said doorway, and a Z-Sec will come in. If you can, catch him with the red barrel. Leave this little hallway and take the door to the right, where there will be a Z-Sec to deal with. In this room, two imps will appear in opposite corners, and then a Z-Sec from the door you didn't come in. Do not step in front of the particle beam! Crawl under the steps where you came in for a health pack and shells. Go to where the Z-Sec came in. There will be a Z-Sec and a zombie in here; the screen will turn red and objects will start moving around. When it stops, a Z-Sec will come in. Kill him, then grab the video disk and PDA (Kyle Berger) on the desk. Now open the security cabinet you passed with code 752. Go through the room you were just in; when you step out, an imp will attack. Don't pick up the armor here; a pipe will burst and hurt you if you do. Now activate the computer to the left, and go back and stand next to the beam, killing a guard on the way. When the beam stops for a moment, run into the corridor it's firing into. At the end of it, a small door will open to your right, so crawl in. There'll be a guard at the end of this shaft, take him out. Continue along this path and two zombies will attack. Kill them and go through the door. There's a health pack hidden on your left. Keep going and an imp will jump out at you. It'll get dark, and two zombies will show up. Kill them while heading to the door on the right. You'll find yourself in a dark room with three zombies; let them come to you. There's two more in the zombie compartments. Go up the small stairs, kill the zombie on the left, and pick up the PDA (Jack Smith) on the desk. Activate the computer, and an imp will appear next to you. Head back out of this room, kill the two imps, and go through the other door (which used to be blocked by fire). Turn the corner, and you'll be attacked by a Z-Sec, and then an imp with another Z-Sec. Go through the next door, where you'll be attacked by five maggots after a short cutscene. In the next room, pick up the shotgun in the hole in the floor, and go into the transfer bay. Alpha Labs: Sector 1 West------------------------------------------------------ AL08 Objective: Find personnel elevator to Alpha Labs level 2 Go down this hallway and kill the Z-Sec in the next room. Go across the bridge and through the door. There'll be a Z-Sec at the top of the stairs here. Kill him, and a maggot and another Z-Sec will come at you. Go through the next door, kill the two imps, and head into the next room. When you turn the corner, two imps will appear. Send them back to where they came from (although that would be hell, and hell's coming here...). Now, on the first of the two columns, there is a small computer panel that reads, "open security hatch". Activate it, and grab the shells in said hatch. Move on to the next room. There's a zombie and a video disk in here, along with a locked door that needs a PDA. Go through the other door. Kill the maggot, zombie, and imp. There's a ladder in the compartment where the imp was, so climb. Follow this path, and kill the scientist for his PDA (George Krietman...well, you don't really need it). Time your run under the machine so that you aren't crushed. The PDA (Bernie Lipsitz) that you need is to the right. Don't jump down the hole yet; grab the armor past it, then jump down. Viola! Here's the locked door. Head through the door and you'll be greeted by a zombie and a Z-Sec. On through the next door; you can see Swann and Campbell running behind the glass, but they're not the problem; the two maggots in here are! Through the next door is a small room with a maggot, a couple items, and a health station. In the next room, there's two doors. The one in front of you has two imps and some shells. After you've dealt with (or not dealt with) that go through the door on the left, and the one after that. Kill the maggot in here, pick up the dead Marine's ammo, and the stuff in the hole. In the next room, there's another dead Marine and six maggots. After they're gone, pick up the PDA (Michael Abrams) on the floor. This guy is from Delta Labs...remember that. :o Now take the elevator to sector 2. Alpha Labs: Sector 2 East------------------------------------------------------ AL09 In this first room, two imps will appear when you walk up the small stairs, one in front of you, the other behind. There's a health pack hidden near the door. Go through the door, kill the imp that appears, and go into the bathroom. There are two zombies in here, one in the shadows next to the door, as well as a maggot at the far end of the room. One of the stalls has some grenades...an odd place for explosives. :P Head up the ladder where the maggot was. Crawl into the shaft; when you turn the corner, go straight, where there's a couple items and a maggot waiting in the shadows. Get back into the shaft and continue along it. When you fall out of it, an imp will be waiting for you. Go to the left; an imp will appear, and then a maggot from behind. First go into the small door marked "CP-01", kill the two zombies, use the health station if needed, and grab the PDA (Andrew Chin). Go through the next two doors. Kill the maggot and imp, and head through the next door. An imp will appear across the seemingly bottomless chasm, and then another will appear behind you. Go through the next door. Kill the Z-Sec, and go through the next two doors. In this room, a maggot will appear. Kill it, then click "open security hatch" on the computer, and two Z-Secs will come in. Now go up the ladder and into the shaft which is now open (straight ahead of where you came in). There's a PDA (Walter Connors) in here. At the end of the shaft there are some items. Now head back out of the shaft. Jump across the machine transporting the hydrocon units and open the security cabinet with code 409. Now leave this room through the next door, and the next. This room is dark and has two Z-Secs, an imp and a maggot, so try the door-hunting techique. Once they're gone, use the lift in the corner. Down here, kill the two imps that appear, and the Z-Sec next to the crates. Then head into the transfer bay. Alpha Labs: Sector 2 West------------------------------------------------------ AL10 In here there's a scientist with a lantern. He wants you to escort him through the next area, and it's dark in there. Grab the items in the office and follow him through the door. At first he'll go to the left; go to the right instead for some items. Then continue following him. After a little while, an imp will attack; try to prevent the scientist's death. If he does kick the bucket, you'll have to go on without him. Continue along this path; there'll be an imp to the right when you turn the corner. Keep going, killing the next imp, shortly after which there will be some shells and a health pack next to a column. When you reach the ladder, if the scientist is still alive, he will be killed and you'll have an enemy to deal with (confirmation?). At the top of the ladder, open the security cabinet with code 102, and go through the door. Jump over the pipes and crawl into the shaft. At the end of it, you'll be attacked by a trite. Use the computer panel to extend the ladder, and you'll be attacked by around 15 more trites, coming in waves of three or four. Use the health station and climb up the ladder. After a few more trites attack, head into the transfer bay. Alpha Labs: Sector 3----------------------------------------------------------- AL11 You'll immediately encounter a Z-Sec in this first room. Turn the corner, and there's another Z-Sec and imp waiting. Walk up the stairs. To the left is a locked door needing a keycard, so go straight. A maggot and two trites will appear. Kill them and head up the next steps. Objective: Remove barrels leaking toxic gases in the chamber Looks like you can't go in here just yet. Retrace your steps, stopping at the first door you come to. There's a PDA (Mark Lamia) in here. Access the computer and remove the toxic barrels. Now go back to the previously locked door, on the way opening the security cabinet with code 123. In this room, the keycard you need is on the floor, as well as a PDA (George Poota). Make your way to the door needing the keycard, killing three Z-Secs along the way. When you approach the door, a maggot and six trites will attack. Unlock and go through the door. You'll see one Z-Sec immediately, and another down the hall. When you reach where the second Z-Sec was, three trites will come at you from behind. Then an imp will appear, and three more trites will come. Grab the video disk and armor at the desk, open the security cabinet with code 123, and go up the stairs. In the next room, there'll be an imp and two Z-Secs. Once they're dead, an imp will appear, followed by four trites, followed by another Z-Sec. Head through the next door, where two zombies are waiting. At the computer, click on "open access grate 3", then head down the long hallway to the left of where you came in. At the end there's a chaingun with some ammo. A compartment will open with some armor. Pick it up and the compartment will close temporarily. When it opens, kill the imp waiting and the one that appears. Three zombies will come down the hall for you. Head back down the hall, killing the imp, two zombies, and two Z-Secs while picking up the now- exposed items. Go through the next door, killing the Z-Sec, and head through the next door, where an imp will jump at you. Go through yet another door. There's an imp and a trite around the corner. Go down the steps, pick up the ammo and armor, and use the health station. Can you think of a reason they'd give you all these in one room? Boss: Vagary This spider-demon is a bitch. In addition to her melee attack, she can throw objects at you via telekinesis and will have a bunch of trites attack you. Dodge her attacks and mow her down with your chaingun before the trites come. After the little guys are gone, head into the transfer bay. Enpro Plant: Sector 1---------------------------------------------------------- EP12 Bravo Team is down, so you're the only hope for reinforcements...no problem. :P Head through the door and down the stairs. There's an imp, a zombie, and some items in the storage room down here; after that situation is taken care of, follow the sentry bot. The first red barrels you pass are hiding a clip. On your way there's a PDA (Paul Road...oh, look I rhymed, how witty) at a desk. Near the desk, on the wall, is a computer panel needed to stop a gas leak/fire. Continue following the bot; when you reach a fork where the bot heads left, go right for a room with an imp and a couple of items. Then continue with the following. You'll immediately come to another (less obvious) fork. Take the easier-to-miss left path to two health packs, a maggot, an imp, and a plasma gun! :D Keep following the bot until it stops and turns itself off. To the left is a broken lift, some armor shards, and a health pack. To the right is a ladder; climb it. Go down this path; the bridge isn't extended, so go through the door next to you. After a brief cutscene, you'll have to deal with a lost soul. Pick up the woman's PDA (Theresa Chasar). Open the security cabinet with code 972, then activate the computer so the bridge will extend. Six lost souls will then appear outside the door. When they're gone, go across the bridge (it will extend as you approach) and through the door. Deal with the two maggots here and head into the transfer bay. Enpro Plant: Sector 2---------------------------------------------------------- EP13 -CUTSCENE- Kill the two imps here, and use the computer to unlock the door. In the next room, you'll be attacked by two maggots. There are also two imps here. Pick up the items to the left, then head to the right. Careful of the yellow barrels; you may want to detonate them before you go down. A maggot will come from the left when you do go down the stairs; there's shards and another maggot where that came from. When you go to the right, you'll be attacked by two maggots and an imp. Under the platform the stairs lead to, there's an alcove with a health pack and some ammo. Grab them and go through the door. There's a zombie in here; when he's dead, an imp will appear at the other end of the room. Head through the next door. The flashing lights in here almost hurt my eyes. :P An imp will attack immediately; kill it and go up the stairs. A maggot will attack after the second set; kill it and go through the next door. A total of three imps will appear in here. Pick up the armor shards underneath where you came in, and note the location of the door marked "Plasma Storage". Pass the barrels, then go through the next door and down this small hallway. -CUTSCENE- You now have the transmission card; five wraiths will attack. Next to the stairs leading to the airlock is a PDA (Steve Hammer). If you aren't a very good fighter, or if you're on a high difficulty, you may want to skip this paragraph. Head back to the door marked "Plasma Storage". Open it with code 734. Pick up all the ammo, then kill the zombie hiding in here. Go back to the doorway and wait for a total of seven wraiths to come to you (and your shotgun). Then two imps will come in either door into the room. Use the same tactic as with the wraiths, while avoiding any fireballs. Go back to where you found the PDA, and go up the stairs to the airlock, killing the maggot that comes from behind. Cycle the airlock and leave the Enpro Facility. Communications Transfer: Sector 1---------------------------------------------- CT14 When you're ready, cycle the airlock and step out into the Martian air. You've got a limited oxygen supply out here, so be quick, and pick up any air canisters you see. Pick up the stuff in front of you, kill the Cacodemon flying around, and run into the next airlock. Kill the zombie and Z-Sec here, and the imp that spawns in the airlock. There'll be a short delay, and another imp will appear, possibly as you leave the room. Go through the door. In here, just before you go down the stairs, there's a computer panel hidden high up behind an open wall panel that opens up an ammo cache downstairs. When you get down there, you'll have a Z-Sec and two imps to deal with, pick up the armor under the stairs, and the shells next to the bloodstained door, where you'll get a little surprise (you'll take a couple points of damage if you do). Continue through the room, killing the imp and taking the stuff in the ammo cache. Go through the small steel door into a shaft. At the end of it there's a zombie and a ladder. Go down the ladder to another open-air area. There's a lot of trites here, and I think there's a tick or two, I may be wrong. Waste no time getting through them. At the end of the path you'll need to call a lift; when it comes, go up right away. When the lift stops, a zombie will come at you; a compartment on the left will open with an imp. There's a Z-Sec in the room ahead. You may want to shoot all the barrels before heading into the room. When you do enter, an imp will shoot fireballs from above and behind you. You can take a ladder up there for some armor, and a Cacodemon will appear when you pick it up. Take anything lying on the ground and head into the next room. Crawl under the busted door to the right for a couple of armor shards. Move down the room a bit and you'll see a truck drive off; you'll then have to deal with three Cacodemons, two ahead and one behind. When you turn the corner and come to a door, go in, plasma gun at the ready. A door will open, revealing a chainsaw zombie. Mow him down with plasma before he can react. Another door will open, revealing an imp. Kill it, then quickly grab everything in here, including the chaisaw (mwahaha!) and a PDA (James Holiday). A line of zombies will come in; feel free to try your new toy out on them. :) Leave the chainsaw room, pick up the power cell among the boxes, and the bullets and shards in the small wall compartment. Unlock the transfer bay and go through. Communications Transfer: Sector 2---------------------------------------------- CT15 As you head down this hallway, the lights will go out, and there'll be two zombies to kill. Keep going; an imp will attack when you go around the corner. As you approach the shorted-out elevator, the lights will come back on and a Pinky will appear behind you. The locked door you passed is unlocked now. Again, an imp is around the corner; kill it and head through the door. There'll be an imp waiting. Take care of it and go through the next door. This room is a mess; don't fall in the cracks! Kill the Cacodemon, then go around the room in a clockwise fashion, picking up the items and climbing up the ladder. Objective: Take service lift to the Control Room and unlock Maint. Area Doors Up here, do not step on the track! Go up the stairs in front of you and around to the left for some shells and armor. An imp will appear when you pick them up. Since you can't use the transfer station yet, use the door near it. Take care of the imp and two wraiths in here. Go to the left for a couple of items and a Pinky. Then go to the right; kill the imp that jumps through the door, then go through it yourself. Here you'll find a PDA (Ron Ridge). Now you can use the transfer station. Call the lift to your current station. Take the lift down this path to a fork. A door will open revealing a Z-Sec and some items. Turn the lift to have the steps face the items and pick them up. Now get back on the lift and raise it. Go through the door behind you. You'll see another lift; ride it down for a couple of items, come back up, and continue along this path. Kill the imp that appears when you approach the door, then go through it and the next one. You have an imp and a Z-Sec to kill. First go to the right. There's a health pack and cells here, and a Pinky and a health station across the bridge. Now go back and take the left path; kill the chainsaw zombie and activate the computer. Head back to the service lift. Take it to station 3, where there'll be an imp and a Cacodemon. Before you leave, move the lift to where the imp was and face the steps towards it. Climb down the ladder, grab the armor and clip on the cart, then climb back up. Jump back on the lift, using the rail attached to the ladder as a stepping stone. Now head through the door next to the lift station. When you approach the door at the end of this hallway, the floor will collapse. There's a Berserk powerup behind you. Pick it up, and beat the nonliving shit out of the zombies that appear. When they're dead, steps will have appeared leading to the door. Go through the door, and kill the chaisaw zombie in here. After it's gone, head into the airlock. When it opens again, kill the Cacodemon to the right and the one ahead, run down the bridge, take a left, and then a right to the airlock. Communications: Sector 1------------------------------------------------------- CM16 Cycle the airlock, step out, and kill the two Cacodemons that will appear. Objective: Locate the Main Communications Room Grab the items next to the crate, then go into the alcove in the wall. After searching that for items, head back into the room proper and kill the two imps waiting for you. Go up the stairs, use the health station and get in the elevator. Go up to Communications (you can't go to Maintenance anyway). When you step out of the elevator, a wall panel will fall and a Z-Sec will shoot from behind it; make him pay. Then click on the small computer panel next to the elevator door. Now you can get into where the Z-Sec was, although you'll have to deal with a wraith and a Z-Sec going in, and an imp coming out. After that, head through the red door, and the next one. There'll be two Z-Secs in here. Go to the computer and unlock Communications (can't unlock Monorail Access), kill the Cacodemon that appears, and go through the next door into a small room with two Z-Secs. Leave this room into a hallway. Kill the Z-Sec at the end and step through the door. The first door is locked and needs a PDA, so go down into the main communications room. Looks like Swann and Campbell really wrecked the place. Pick up the PDA (Seamus Blake). Objective: Make your way through Engineering & locate Satellite Control Center Head back up the stairs, and kill the Z-Sec. When you approach the locked door, a zombie and an imp will attack; kill them, and go through the door. In here, a zombie will crawl out of a low alcove. Continue down and out of the hallway; there'll be an imp, a Z-Sec, a health pack, and a lift. Use the latter, and kill the imp and zombie when you get down. Pick up the items next to the lift and go through the door in here. An imp and a guard will appear, both at long range. Further down the hall there'll be another Z-Sec; when he's gone, head through the door. Kill the zombie to your right and the imp that appears, then go down the stairs. Three wraiths will appear. As you leave the room, kill the imp and zombie. When you reach the health pack here, an imp will appear (I'm a poet and didn't know it :P). Go to the door the imp came in (ignore the other door, unless you think two health packs, some armor, and a clip is worth four zombies and an imp in a small, dark room). As you approach it, another imp will appear behind you; kill it and move on. In the next room, kill the imp, then crawl under the stairs for some shards and a health pack. Kill the Z-Sec that comesto meet you. Go up the steps, down the walkway (don't touch the machine!) and through the door. Kill the two Z-Secs here, pick up any items, and enter the transfer bay. Communications: Sector 2------------------------------------------------------- CM17 Objective: Locate the Satellite Control Center After the body flies out at you in here (crazy stuff) get the health pack from where the corpse came from, then call the lift and ride it. When it stops, kill the imp and head through the door. Kill the Z-Sec in here, crawl under the walkway for a couple items, then go down the walkway, killing a Z-Sec on the way. Crawl under the walkway again for a couple of shards and a health pack, then grab the PDA on the floor (Ben Wolfe). Head through the door, where you'll be attacked by two Z-Secs, and then a Cacodemon. Go through the unlocked door, kill the Z-Sec, and use the health station. Open the security cabinet with code 246. Activate the computer, and you'll have a sentry bot to escort you through the next area (if the bot is destroyed, come back for another. There won't be any sidetracking this time; just keep an eye out for items, and you'll probably need to help fight this time. The sentry will take you through three locked doors to an elevator; step in and go to Satellite Control. There's armor and a PDA (Rob Finch) here. Now you have a choice to make; do you follow Sarge's orders and send the distress signal, or follow Swann's advice against it? Go up to the computer and choose to transmit or cancel the transmission. Don't worry about your decision, it'll only change some dialogue. Objective: Make your way through Maintenance & head for the Monorail Station Regardless of your choice, head back to the elevator and down to Maintenance. When you get down there, kill the Z-Sec and imp, then kill the Z-Sec in the doorway and go through. Another Z-Sec will come to meet you. Go through the red double doors and an imp will appear behind you. Grab the shells, use the health station, and activate the computer. Leave this room and pick up the stuff in the now-open alcove, then head into the transfer bay. ------------------------REST OF WALKTHROUGH COMING SOON------------------------ =============================================================================== W006 ---------------------------------W E A P O N S--------------------------------- =============================================================================== How are you going to fight the demons of hell without kickass weapons? Here's a description of each weapon that will be at your disposal: -Fists Ammo: N/A Magazine: N/A Do yourself a favor, and don't bother punching anyone without a Berserk power- up. It's basically screaming, "HEY, LOOK AT ME! I'VE GOT A DEATH WISH!" Recommended against: Nothing. Just don't. -Flashlight Ammo: N/A Magazine: N/A Yes, you can use a flashlight as a weapon; it's stronger than punching. O.o Recommended against: Zombies, Fat Zombies -Pistol Ammo: Bullets Magazine: 12 rounds The pistol is a weak but very accurate weapon; as far as I can tell, the most accurate in the game (sort of, I'll explain in a bit). However, it's always overshadowed by better options. Recommended against: Zombies, Fat Zombies -Shotgun Ammo: Shells Magazine: 8 rounds This thing is awesome! Although you have to be at close range for it to work, it will kill almost anything fairly quickly. Don't be shy with it; there's plenty of ammo. Note that you can fire while reloading. Recommended against: All zombies, Z-Secs, Imps, Maggots, Trites, Lost Souls, Pinky Demons, Cherubs -Machine Gun Ammo: Clips Magazine: 60 rounds Of course every FPS needs one. :P This particular machine gun is surprisingly accurate, and can be used for longer-than-shotgun-range combat. Recommended against: Regular and Fat Zombies, Z-Secs, Imps, Trites -Chaingun Ammo: Ammo Belts Magazine: 60 rounds Think of this as an upgraded machine gun with more power and rarer ammo. Use this when the regular machine gun won't cut it. Recommended against: Pinky Demons, Commandos, Arch-Viles, Hell Knights, Vagary, Mancubus, Chainsaw Zombie, Guardian -Grenades Ammo: ... Magazine: N/A (thanks to Aaron Burns for this info) "The grenades explode on impact in case you didn't know and they work wonderfully against just about everything. It may take several throws but they are awesome the longer you hold down the trigger button the less time you have before it goes off so don't hold it down for to long unless you want to die." Recommended against: Anything -Plasma Gun Ammo: Plasma Cells Magazine: 50 rounds A automatic gun that fires plasma (naturally). Although it can be harder to aim than other weapons, it is powerful. And it can easily stop enemy projectiles! Recommended against: Arch-Viles, Hell Knights, Revenants, Cacodemons, Sabaoth, Chainsaw Zombie, Guardian -Rocket Launcher Ammo: Rockets Magazine: 5 rounds It's a rocket launcher, what do you want me to say? Just don't hurt yourself (don't use it at close range!). Recommended against: Commandos, Arch-Viles, Hell Knights, Mancubus, Sabaoth -BFG 9000 Ammo: BFG Cells Magazine: 4 rounds The mother of all powerful weapons. Used properly, this thing spells doom (aren't I witty?) for just about anything. When fired, it will home in on the target, causing damage even before the projectile hits, then BOOM!! No more enemy. :D To further ensure your enemy's demise, you can CHARGE the sucker! There are four levels of charge; the fourth level will probably kill whatever you shoot (with two exceptions). Don't charge it too long, or it will go critical, and you can kiss your ass goodbye. Note that the BFG no longer uses the same ammo as the Plasma Gun. Recommended against: Arch-Viles, Hell Knights, Mancubi, Vagary, Sabaoth (although you could use it on a weaker enemy once, just for kicks :P) -Soul Cube Ammo: N/A Magazine: N/A The Soul Cube is a very interesting and powerful weapon. You can't just use it whenever; you have to charge it with five souls (kill five enemies with any other weapon). Once it's charged and used, it will fly at the enemy and proceed to make mincemeat out of them. It will kill all but the most powerful demons in one fell swoop. And, as an added bonus, it will heal you as it kills the demon! Recommended against: Everything, although you may want to save it for stronger enemies. -Chainsaw Ammo: N/A Magazine: N/A The chainsaw makes a triumphant return in Doom 3! Hold the trigger to use the chainsaw and pulverize whatever unlucky enemy you stick it into. It will kill most demons fairly easily, but you may take quite a bit of damage in the process in some cases. Recommended against: Regular and Fat Zombies, Z-Secs, Imps, Maggots, Lost Souls =============================================================================== I007 -----------------------------O T H E R I T E M S------------------------------ =============================================================================== -PDAs These are extremely important, giving you access to locked doors, security cabinets, etc. -Health Packs These restore your health, naturally; they come in three sizes and degrees of healing: small, medium and large. -Security Armor and Armor Shards These increase your Armor Rating (max 125), which protects from some damage. Security Armor increases it by 50, shards by 5. -Health Stations: Unlike the other items, this isn't a pickup. Simply activate it to restore health (each click gives 10 units). The maximum units for a health station is 100, which is how much health it can restore. -Berserk Powerup You may remember this from the original Doom. It's even better this time; punch anything after picking it up, and it dies instantly. Sadly, there are only two in the game. -Keycards These are sometimes needed to open a locked door; just find the keycard and you can open the door. -Video Disks They let you download videos you can view on your PDA -Air Canisters These replenish your oxygen supply when outside, on the Martian landscape. =============================================================================== E008 ---------------------------------E N E M I E S--------------------------------- =============================================================================== These are the guys that you'll be fighting through the game; give 'em hell. No pun intended. :P Pics of most enemies can be found here: http://en.wikipedia.org/wiki/List_of_enemies_in_Doom_3 -Zombie The classic undead human. There are several types. -Normal Zombie: Just a run-of-the mill zombie. They're slow and can't take much punishment. They will occasionally carry tools as weapons. -Fat Zombie: An overweight zombie. >.> These are essentially the same as normal zombies but they can dish out and take more punishment. -Flaming Zombie: There's only one of these in the game. He's a lot faster, so kill him quickly. -Hell Zombie: These are only found in the Hell level. They somewhat resemble mummies, and can take more damage than a normal zombie. -Chainsaw Zombie: A big, burly zombie wielding a chainsaw. Not a good thing. And he's pretty fast to boot. Shoot while walking backwards away from him. -Z-Secs: Zombies with combat training...definitely not good. They don't have any problem with movement. They can wield a pistol, a shotgun, or a machine gun (machine gunners will always have a helmet). In many cases, you can be warned of their presence by incomprehensible radio chatter. -Commando: These guys are a pain. They are much faster than the other zombies, and pack quite a punch. Either they will rush you with their tentacle arm, or shoot you with a chaingun. Either way, don't get hit! -Imp: You'll see tons of these guys throughout the game; they're essentially cannon fodder. They have a humanoid appearance, and love to jump at you and scare the crap out of you. They can also throw fireballs, but they're easy to dodge. -Maggot: These are similar to imps, but have two heads and usually walk on all fours, except when they're charging you. The shotgun is perfect for them. -Pinky Demon: These are also called Bull Demons, although their Doom and Doom II appearance better suits it. They walk on all fours and have mechanical hind legs. If you have space, move backwards while firing at it. -Trite: Small, spider-like demons that travel in packs. The shotgun works nicely on these guys. -Tick: These are very similar to Trites, but they explode. o.o Don't worry, they're much less common. -Lost Souls: Essentially, they're flying heads. :P They don't have any other attack than charging, so whip out the shotgun. -Mancubus (plural: Mancubi): The most noticeable feature of these guys is that they're fat. :P Their faces resemble Lovecraft's Cthulhu, or Dr. Zoidberg from Futurama. Your pick. They have a cannon on each arm. The best thing to do is to strafe and fire. -Cherub: These things look like half-baby, half-insect hybrids. All they can do is come at you to use their melee attack, so take out your shotgun. They appear in groups, and sometimes with Mancubi. -Revenant: A humanoid demon with transparent skin, so it looks like a skeleton. It has two rocket launchers on its shoulders; the plasma gun is the weapon of choice here. -Hell Knight: You can think of these as oversized imps. They also have fireballs in addition to their melee attack. Make sure to kill them quickly! -Cacodemon: A floating, round demon with a huge mouth. They do have a melee attack, but they can also fire projectiles; the plasma gun is your best bet. -Vagary: A female spider demon. In addition to just hitting you, they can throw objects at you via telekinesis. There will also be plenty of Trites with it. Thankfully, there are only two in the game. -Guardian of Hell: This gigantic demon guards the Soul Cube in Hell. Since it is blind, it relies on its Seekers to find its prey. Kill the Seekers, and the Guardian will be vulnerable for a moment. -Sabaoth: Part Sargeant Kelly, part tank, part demon. And he's got a BFG to boot. Not good. You can shoot the BFG projectile to avoid being killed. -Cyberdemon: According to the Soul Cube, this is "Hell's mightiest warrior". And I see why it would earn that title. It has a cannon on its arm, which you really don't want to be hit by, and can step on you for MASSIVE DAMAGE. He can only be damaged by the Soul Cube. =============================================================================== F009 -----------------------------------F. A. Q.------------------------------------ =============================================================================== Q: Is this game scary? A: It can be, that's what the developers intended. If you scare easily, just play in a lit room, sit away from the screen, and have someone else around if possible. Q: Will this be a problem with my beliefs, what with the pentagrams and all that? A: It's just a game. Think of it this way; you're trying to save mankind from Hell. Q: How do I beat [insert part of game or enemy here]? A: Scroll up the page. Q: Is there split-screen multiplayer? A: No. You need to system link or go online. Q: Are there cheats? A: Yes, there's one: Hold Left Trigger, then press X, Y, B, A. You'll have to enter it at the beginning of every level. And no, there are no other cheats. Q: Why write a FAQ for a linear game like this? A: Because people may want to know where to find something, how to beat an enemy, or how to get past a certain part in the game (there are a couple spots where it's fairly easy to get stuck). Q: L0lz liek th15 g4me iz teh suxx0rs!!!11!!1111!! A: That's not a question. Q: liek wy iz th15 g4me teh suxx0rs???!!1! A: Because you touch yourself at night. =============================================================================== V010 -------------------------V E R S I O N H I S T O R Y-------------------------- =============================================================================== Version 0.5: 17 out of 40 areas completed in walkthrough, weapons, enemies, story, tips, items covered. Version 0.51: Neoseeker & Super Cheats added to allowed sites; "Thanks To" section is less crappy now; web page w/ pics of enemies added. Version 0.61: Added F.A.Q.; added info about grenades; added Cheat Happens to allowed sites. Version 0.71: Cleaned up the FAQ a bit, fixed some spelling mistakes, changed order of the sections, added search codes. =============================================================================== T011 -------------------------------T H A N K S T O-------------------------------- =============================================================================== Gamefaqs, for existing, and therefore allowing this to exist. id, for making Doom 3. Microsoft, for the Xbox. kaptainkrunk, for suggesting a walkthrough be written. Aaron Burns, for a little explanation on the grenades. =============================================================================== L012 ------------------------------L E G A L C R A P------------------------------- =============================================================================== This guide may not be reproduced under any circumstances except for personal, private use. It may not be placed on any website or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as part of any public display is strictly prohibited and a violation of copyright. Sites this guide may be hosted on: www.gamefaqs.com www.neoseeker.com www.supercheats.com www.cheathappens.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.