Professional Documents
Culture Documents
Doom 3 Walkthrough and Strategy Guide
Doom 3 Walkthrough and Strategy Guide
Doom 3 Walkthrough and Strategy Guide
Strategy Guide
By David Ross Goben
You are a marine, one of Earth’s toughest, hardened in combat and trained for action.
Shortly after reporting for duty at the Union Aerospace Corporation’s 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.
Notice: No portion of this document may be utilized or reproduced in any form, or by any means
outside of its original, fully-intact state without prior written consent from the above copyright
holder. This includes recording, photocopying, electronic/digital & mechanical, or in any
information storage or retrieval system. It can, however, be freely copied, downloaded, and
distributed, online or on storage mediums only as a wholly complete document in unmodified form,
though permission is granted for converting its original PDF format to other popular reader-pad
formats. However, converted or not, there can be no cost passed on to recipients for its conversion or
distribution. You are granted permission to post small portions of this document for review purposes,
although an acknowledgment of the copyright holder must also be provided.
Original Release Date: 14 April 2014
Release Version Date: 5 September 2021
Acknowledgement
This guide was originally inspired by Daniel Engle’s very rough and terse text-
based 2004 Doom 3 Walkthrough, using its core structure as its original layout
guide.
I would also like to acknowledge user-name Grawl for a detailed list of in-game
emails and details, also listed at the above site, relieving me of constantly
bringing up my player PDA in-game.
Cover Image: I captured this image by adding a Hell-Knight to a level and pissing him off by
nailing him with a few rounds from the shotgun. For those who are curious: yes, he did whack me
immediately after I took this shot, but I was able to ultimately take him down using only that
shotgun with 4 total blasts. However, in the end, my health and armor levels were nothing to crow
about. I made the task much more difficult by not using headshots, so he would remain ‘pretty’
for the screenshots I was taking for this cover.
– Page 3 –
NOTE: Doom 3 BFG Edition contains fewer enemies, more ammo, and is better lighted than
Doom 3. You also find fewer explosive barrels and very few toxic barrels. . For me, I am
sadly disappointed in this, and I also think that the original was a much better offering!
– Page 17 –
Prior to installing Doom 3 or Doom 3 BFG Edition, you should first verify that
your computer system meets the game’s minimum system requirements,
meaning that your system must at least meet each and every point at their
minimum requirements. Doom 3’s minimum system requirements are:
English version of Microsoft® Windows® 2000/XP.
Pentium® 4 1.5 GHz or Athlon™ XP 1500+ processor.
384MB RAM.
8x Speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers.
2.2GB of uncompressed free hard disk space (plus 400MB for Windows® swap file).
100% Windows® 2000/XP-compatible mouse, keyboard and latest drivers.
DirectX® 9.0b (DirectX 9.0c is included in the Doom 3 boxed package).
100% DirectX® 9.0b compatible 16-bit sound card and latest drivers.
A 3D hardware Accelerator video Card that is 100% DirectX® 9.0b compatible with at
least 64MB is required, preferably with the latest driver software for the card installed.
o AMD/ATI® Radeon 8500
o AMD/ATI® Radeon 9000
o AMD/ATI® Radeon 9200
o AMD/ATI® Radeon 9500
o AMD/ATI® Radeon 9600
o AMD/ATI® Radeon 9700
o AMD/ATI® Radeon 9800
o All Nvidia® GeForce 3/Ti series
o All Nvidia® GeForce 4MX series
o All Nvidia® GeForce 4/Ti series
o All Nvidia® GeForce FX series
o Nvidia® GeForce 6800 series
Fortunately, Doom 3 looks amazing even at 640x480 Low Quality, but Ultra
Quality with all the tweaks and resolution cranked up is absolutely breathtaking.
You should also always verify that you have the latest drivers for your video
card, including for those that might be built right into your computer’s
motherboard. These days, even factory stock systems are starting to pack a lot of
punch, and without you having to purchase a separate premium video card. If
you presently have a low-end card, or if it has less than 64MB of RAM, then
you cannot play Doom 3 on your system. For example, one of the last retail PCs
I purchased was a rather inexpensive but unbelievably feature-packed AMD A8-
6500 64-bit quad-core system ($400USD) that also features an in-board 4GB
AMD Radeon HD 8570D 3D video accelerator. I recall once having to shell out
major coin (up to $600USD) to get such a card alone. Now, it seems, 3D
graphics acceleration is finally becoming inexpensive, common technology.
For most video cards, you can find the latest drivers for the main card
manufacturers, AMD/ATI and NVIDIA, at the following URLs (or else just
perform a simple web search for your particular card’s nomenclature):
http://www.amd.com
http://www.ati.com (acquired by AMD, and you will redirect to their website)
http://www.nvidia.com
NOTE: If you have your system update automatically through Microsoft Update,
then you will likely already have the latest video driver installed.
– Page 20 –
Once you do have the latest driver installed, you should be able to play the game
(there is a frustrating, but correctable issue with Windows 8.1, which we will
soon cover and easily resolve). When the main menu comes up, it is strongly
suggest that you select the Updates option on the screen to see if there are any
patches available for the game to fix any operational bugs. As of this writing, the
game can be patched to version 1.3.1. You can have the game update it for you,
or download this patch separately from id Software or from fan game-sites.
You should also click Options and go to System. Initially select the Scan
Hardware and Select Optimal Video Quality choice to have it scan your
hardware to determine the optimal video quality for your system. Afterward,
you can start a game and, by selecting the ESC key to bring up the main menu,
experiment with System options and Advanced Options to fine-tune game-play
for your computer. For example, you might try a higher resolution beyond the
recommended resolution. If game-play afterwards displays a bit of lag, consider
sacrificing some other feature, such as audio quality, anti-aliasing, motion-blur,
shadows, or whatever. However, once you do have settings that are well-suited
to your system, it is a really good idea to annotate or screen-capture these
options and save them in your archives in case of the need for a later re-install.
WINDOWS 8.1 NOTE: If you, like me, have installed/upgraded Microsoft
Windows 8.1 and have installed Doom 3 BFG Edition, and the game will
not/no longer play, or it will not play on certain Windows 8.1 systems that you
have, see the following article for two very fast and very easy solutions. Note
also that this issue has been resolved in Windows 10.
– Page 21 –
The General Solution (try this first, even if you use an AMD/ATI card).
This solution can be as simple as starting the BFG Edition program up in
Windowed mode, and once a game is actually up and running, to revert it back to
a Full Screen Mode in-game by selecting a resolution that actually works with
your system. The following solution applies whether you use the Steam™
version of the game or the Windows™ version:
NOTE: For this first, General Solution, you may be able to
bypass creating and editing a shortcut file entirely. Prior to
starting a new game, such as is shown to the right, simply
press Alt+ENTER. This should toggle the display between
windowed and full-screen mode. For some crazy reason
this command seems to be disabled on some systems. If it
does in fact work on your system, you can then simply skip
to step 5 of this General Solution and continue from there.
Control assignments, video, audio and other settings for Doom 3 are stored in
the DoomConfig.cfg file, found within the folder c:\Program Files
(x86)\Doom3\base, or, for Doom 3 BFG Edition users, in D3BFGConfig.cfg
at %USERPROFILE%\Saved Games\id Software\DOOM 3 BFG\base. Changes you
want to apply should be made to a separate cfg file (I prefer autoexec.cfg).
Save it in the same folder as the main configuration file (see the next article for
custom cfg file details). The general controls for DOOM 3 are as follows:
WSAD..............Move forward, backward, strafe left, and strafe right.
Arrow keys.......Move forward, backward, turn left, and turn right.
Cntrl+Alt+ESC. Switch to Windows shell (handy for switching to refer to this
walkthrough and strategy guide).
Cntrl+Alt+~......Bring up the Console. See Ctrl below for simply using “~”.
For Doom 3 BFG Edition, see the notes for Ctrl below
for how to activate the Console in the first place.
Ctrl...................Fire weapon. You can also use the primary mouse button. I
prefer the primary mouse button for all firing. NOTE:
Because I like to use CTRL for crouching (see below), this
dickers with the bring-up of the console with “Ctrl+Alt+~”.
As such, I replace this sequence with simply hitting “~” by
editing the properties for a shortcut to Doom3.exe or
Doom3BFG.exe, and to its Target path I append +seta
com_allowconsole 1, and with a leading space. Or, you
can simply bring up the game console initially with
“Cntrl+Alt+~” and enter com_allowconsole 1 to activate it.
NOTE: Under Steam™, using the console will disable
Achievements for as long as it is available or was used
in-game (for understandable reasons). See the preceding
article for creating a shortcut to Doom3BFG.exe.
Alt....................Strafe. This duplicates WSAD when used with the arrow
key cluster.
Alt+ENTER......Toggle between windowed mode and full-screen mode.
Alt+TAB...........Toggle between active PC desktop applications.
Backspace.......Drop Weapon. Drop the weapon held in your hands.
C......................Crouch. I much prefer using Ctrl instead, as indicated
above, because it is much easier and more natural to find
using your pinkie, and I recommend that you use the
primary mouse button for all firing.
F......................Switch between the Flashlight and your current weapon. I
prefer to also assign the secondary mouse button to this.
Jumping is easy enough to do with the spacebar, but
flipping between the flashlight and the last-selected
weapon when a foe attacks is not the time to be looking
for the F key. I just edit my autoexec.cfg file and reassign
Mouse2 by setting bind MOUSE2 "_impulse11".
– Page 24 –
R......................Reload. Always remember to do this manually. Murphy’s
Law of Auto-Reloading states: “Auto-Reloading will only
occur whenever you actually need to be firing the most.” By
turning the Auto-Reload option off, you will remain more
vigilant to your current ammo supply. Grunts in the field
do not have auto-reloading, nor auto-weapons-switch or
aim-assist (or, for that matter, save game).
Shift.................Run, when used with movement keys.
Spacebar.........Jump. You can also use the secondary mouse button, but I
prefer and highly recommend that you reassign the
secondary mouse button to toggle the Flashlight (F) or
Reload (R). The big fat spacebar is easy enough for your
thumb to find and tap for jumping.
Tab..................Toggle bringing up, or putting away your PDA.
Z......................Zoom (also mouse button 3). What a lame feature. If you are
going to offer a zoom feature, then let us ZOOM in, not
make it look like we just took a step closer to it. I simply
assign the unassigned “X” key to toggle a ‘super-zoom’
mode by adding the following line to my autoexec.cfg file:
bind "x" "toggle g_fov 90 30". Some players prefer a
value of 40 instead of 30, which is less zoom, and some
20, for more zoom. The smaller the second value is, the
tighter the zoom. The first value, 90, is the standard
normal-view angle. Technically, these values establish the
angle of forward view in degrees. By reducing the value,
you narrow the angle viewed ahead, and this result is
then stretched out (zoomed) to fill the player’s displayed
window size.
ESC.................Open or Close the Main Menu.
1.......................Fists (toggles between Fists and Chainsaw on BFG Edition).
2.......................Pistol.
3.......................Shotgun.
4.......................Sub Machine Gun (referred to in this document as SMG).
5.......................Chaingun.
6.......................Hand Grenade (referred to in this document as Grenade).
7.......................Plasma Rifle (some guides call this Plasmagun).
8.......................Rocket Launcher.
9.......................BFG 9000 (referred to in this document as BFG).
0.......................Chainsaw (use 1 to toggle with Fists on BFG Edition).
Q......................Soul Cube.
[ or ]................Previous or Next weapon (also mouse wheel).
F5....................Quicksave.
F9....................Quickload. I prefer to also assign F6 to this feature
because of the way my Microsoft ergomatic keyboard is
split, where it is opposite an open key gap with F5.
F12..................Screenshot. Save a screenshot in the \Base\Screenshots
folder (this sadly disables Achievements on BFG Edition).
– Page 25 –
Following is a reference copy of the Doom 3 default keyboard as
provided in the Doom 3 Manual:
– Page 26 –
– Page 27 –
NOTE: For Doom3, you will find the DoomConfig.cfg file located in the system folder
C:\Program Files (x86)\Doom3\Base. For Doom 3 BFG Edition, you find this file,
named D3BFGConfig.cfg, at %USERPROFILE%\Saved Games\id Software\DOOM 3
BFG\base (note that you can actually type environment variables into a browser path,
such as the above USERPROFILE environment variable, by simply adding “%” to both
ends of it).
You can also enable the console for Doom 3 and Doom 3 BFG Edition from the
command line. In the properties for a shortcut to Doom3.exe or Doom3BFG.exe, append
the following to the Target path: +seta com_allowconsole 1, but with a leading space.
Warning: for Steam clients: this will disable Achievements for as long as the console
is accessible, and will also lock them if you used the console from any point in the
current installation, even if you later disable it, which is of course understandable. One
reason for this is that if you use the Console while playing Doom 3 BFG Edition, any
console history is stored in a ConsoleHistory.txt file, located in the same folder as the
CFG files, above. As long as this file exists, Achievements will be disabled. Delete it to
re-enable Achievements, but do not use the console again or this file will be re-created.
Consider my own autoexec.cfg file. Apart from the five commands listed
above, I also like tapping “P” to toggle the 3rd Person View, “X” to toggle a
much more powerful and much more useful zoom, “SPACE” to jump, “CTRL”
to crouch, “MOUSE2” (right mouse button) to toggle the flashlight, “F6” to load
the quick save file, “F4” to save a “test” quick-save file, “F8” to load the “test”
quick-save file (the Test quick-save file is useful for ‘side’ experiments, apart
from the usual Quick Save file), and “~” to bring up the console. I will also
enable realistic player shadows and set my player name to “Stogie Sucker”. I
will also enable the regular Zoom key for Doom 3 BFG Edition.
Following is my own autoexec.cfg file, based on the above criteria:
//
// CUSTOM BINDINGS
//
seta com_allowconsole "1"
seta g_showPlayerShadow "1"
bind "x" "toggle g_fov 90 30"
bind "CTRL" "_moveDown"
bind "MOUSE2" "_impulse11"
bind "SPACE" "_moveUp"
bind "F6" "loadgame quick"
//
// Secondary, Strategy Testing SaveGame/Loadgame Storage
//
bind "F4" "savegame test"
bind "F8" "loadgame test"
//
// Add the default Zoom feature to Doom 3 BFG Edition
//
bind "z" "_zoom"
//
// Doom 3 BFG Edition will not accept the following 7 commands from a CFG file
// but you can enter the binding commands MANUALLY (tho ui_name will STILL be ignored)
// March 2015 – The latest update to BFG NOW accepts the following from a cfg file!!!
//
seta ui_name "Stogie Sucker"
bind "g" "god"
bind "h" "toggle g_showhud"
bind "i" "notarget"
bind "l" "testlight"
bind "n" "noclip"
// Below, use pm_thirdpersondeath instead of pm_thirdperson if you want to also have
// the HUD and retical visible in third-person-view
bind "p" "toggle pm_thirdperson"
– Page 29 –
Be sure to save a copy of your own autoexec.cfg file on a disc somewhere, for
both your archives and for later possible reinstallation.
Doom 3 and Doom 3 BFG Edition do not auto-load autoexec.cfg. To force it
to load it, from the Console, enter the command: exec autoexec.cfg. This will
apply the contents of this file to the main configuration file and to the game
environment. However, you can also simply append this new text to the end of
your main configuration file, DoomConfig.cfg or D3BFGConfig.cfg, and there
will be no need for you to do anything more.
See the section, Console Commands, Cheat Codes, and Maps, starting on page
533, for additional console features that you might like to experiment with.
NOTE: Some configuration file features are not available to Doom 3 BFG Edition, at least
as implemented under Steam. For example, even though the zooming and quick-save file
storage features, plus the general keyboard assignments are readily accepted from the
configuration file by Steam, the above ui_name, “G”, “I”, “L”, “N”, and “P” options are not,
even though all of these excluded commands, except for ui_name, can in fact be entered
manually from the console just fine. Regardless, the ui_name command is ignored entirely,
because Steam obstinately insists on using only your Steam Account User Name. Sigh…
Anyway, I do not much care for their goofy Achievements “awards”, because they are,
pure and simple, silly (just look at what they represent, because no one with a non-drugged-out
brain cell in their head would consider what they offer as real “achievements”), and I wish I could
disable recognition of them entirely. As such, I have absolutely no qualms about enabling
the console by appending “ +set com_allowconsole 1”, less quotation marks, to the
target path of a shortcut to Doom3BFG.exe, located at C:\Program Files
(x86)\Steam\SteamApps\common\DOOM 3 BFG Edition. This way, when a game
starts, I can bring up the console by typing “~”, and then enter the command “exec
autoexec.cfg”, less quotes, to ensure that my options are in fact loaded into the gaming
system. However, even so, keep in mind that the technical cheat codes god, g_showhud,
notarget, testlight, noclip, and pm_thirdperson are ignored if they are included
in Doom 3 BFG Edition configuration files, so you must instead manually type these
additional commands into the console. HOWEVER, I noticed recently (March 2015) that
these previously unaccepted cfg file commands ARE NOW ACCEPTED from a cfg file
(people like me must have whined loudly enough).
NOTE: Pressing F12 to take a screenshot will disable achievements in Doom 3 BFG
Edition, even if you do not touch the console interface. I cannot believe they have not
addressed this bug. However, you can re-enable them by adding this line to the end of
your Default.cfg file, found at C:\Program Files (x86)\Steam\SteamApps\common\DOOM
3 BFG Edition\base seta com_allowconsole "0"
– Page 30 –
– Page 31 –
If you have a new system that is slicker than a greased pig, you might not be
satisfied with the list of screen resolutions offered by Doom 3. At leased with
Doom 3 BFG Edition, it actually enumerates your display driver and instead
offers all resolutions, including full, that are available to your system. Yay!
From the Doom 3 Settings menu, you can select a number of default screen
resolutions without the need to customize it. These pre-defined resolutions are:
Resolution r_mode Value r_aspectRatio Value
320x240 0 0 (4:3)
400x300 1 0 (4:3)
512x384 2 0 (4:3)
640x480 3 0 (4:3)
800x600 4 0 (4:3)
1024x768 5 0 (4:3)
1152x864 6 0 (4:3)
1280x1024 7 0 ( 4:3, but actual is 5:4)
1600x1200 8 0 (4:3)
The r_mode value is an index into a pre-defined table where the program can
pick up a width resolution value, a height resolution value, and an aspect ratio
value (r_aspectRatio) and assign them to the display.
All of these have an Aspect Ratio setting of “0”. This setting is for the ‘old’
standard 4:3 aspect ratio, before the digital revolution and plunging prices forced
marketing departments to adopt ‘widescreen’ formats to attract a new wave of
customer money to their latest and greatest gizmos, consequently increasing
widescreen manufacturing, which in turn drove even those prices down.
There are other settings for Aspect Ratio besides 4:3, which are 16:9 and 16:10:
Aspect Ratio r_aspectRatio Value
4:3 0
16:9 1
16:10 2
How one computes an aspect ratio is rather simple. It all keys off the Greatest
Common Divisor (GCD) for the screen resolution values. For example, any one
of the above resolutions displays 4 dots across for every 3 dots in height. This is
basically a 4x3 grid multiplied many times. Consider the above 1152x864 screen
resolution. This has a 4x3 aspect ratio. 1152 is divisible by 4, resulting in 288.
Likewise, 864 is divisible by 3, resulting in 288. This value of 288 is simply the
GCD of both 1152 and 864, which is where the 4 and 3 values came from.
The above 1280x1024 resolution is popular, but it is actually a non-standard
format, having an actual aspect ratio of 5:4, though it is usually rendered to a 4:3
aspect ratio, which is 1280x960 (1280 / 4 * 3 = 960), meaning that your screen
will have a 32-pixel-high black bar across the top and another across the bottom.
When widescreen formats were first introduced, the initial rendering was at
16:10 aspect ratio, but this did not translate well to all the anamorphic video out
on the market, which are better translatable to 16:9. Even so, many widescreen
format digital television stations are still rendered 16:10, though the newer
– Page 32 –
offerings are adopting 16:9, and it appears that 16:9 will end up becoming the
new de facto standard, in time pushing both 4:3 and 16:10 into the dustbin.
Consider one of my 23-inch widescreen digital monitors. It has a maximum
screen resolution of 1920x1080. This has an aspect ratio of 16:9 (the GCD of
1920 and 1080 is 120: 1920 / 120 = 16, and 1080 / 120 = 9). Because I am
running a quad-core system operating at 3.5GHz with an in-board 4GB AMD
Radeon HD 8570D 3D video accelerator, I should be able to easily play at
1920x1080. I can set most of the extras by simply selecting Ultra quality, anti-
aliasing up to 16x, decals, muzzle-flash, blood effects, flashlight shadows, etc.
The two things I cannot set are my 1920x1080 resolution and in-game player
shadow. But fortunately, these are easy to define in a configuration file.
Our key to setting shadows is surprisingly simple:
seta g_showPlayerShadow "1"
Because the resolution I want to set is not one of the default, pre-defined
settings, I will need to set the game’s r_mode value to -1, which is a special
auxiliary setting that tells the gaming system that it must check its
r_customWidth and r_customHeight settings, which I will set to 1920 and 1080,
respectively, to specify my custom screen resolution. I will also need to set the
game’s r_aspectRatio setting to 1, to specify a 16:9 aspect ratio. Altogether, I
will be adding the following lines to my autoexec.cfg file, or to whatever I
choose to name this “cfg” file:
// enable player shadow
seta g_showPlayerShadow "1"
// custom resolution is 1920x1080
seta r_customWidth "1920"
seta r_customHeight "1080"
// apply custom resolution
seta r_mode "-1"
// set aspec ratio to 16:9 (1)
seta r_aspectRatio "1"
To use it, from the Console, enter the command: exec autoexec.cfg. This will
apply the contents of this file to the main configuration file and to the game
system. You can restart the video without restarting the game using the Console
command: vid_restart. Note that it may take a few moments for your display
to return from a blank state, even after the background music returns, because it
must reload, remap, and resave all graphic images and skins. With the above
changes, I can rock this game in the best detail my monitor can offer.
– Page 33 –
AVAILABLE WEAPONS.
Fists (default key “1”). Standard (the user starts out the game with only these two powerful pistons).
A Marine’s Fists are lethal, even to trans-dimensional demons from
Hell. Even better, they need no ammo. Need to destroy a zombie
corpse so you can move a barrel or crate? Instead of wasting
valuable ammunition blasting the corpse, pulverize it with a punch
or two. In desperate situations, two solid punches can even kill an imp. The best
tactic is to rush in, smack them, and then dash out of range. The fists can also open
panels or break glass instead of wasting ammo blasting them and waking neighbors.
Shotgun (default key “3”). Found in Maintenance Area PD1 of Mars Underground.
A pump action Shotgun that fires shrapnel shot. It works
great against most medium-sized or smaller opponents at
close range, where it has incredible stopping power.
However, the farther away you are from your target the less effective this
weapon becomes. It holds 8 rounds between reloads and is very handy against
imps. Tired of imps leaping through doors and wrecking havoc on your health
and armor points? A blast in the face in mid-flight dampens their attitude.
Sub Machine Gun (default key “4”). Commandeered later at Underground Security of Mars City.
The Sub Machine Gun (SMG) fires on full automatic. It
reloads to 60 rounds and is great for pounding away at hard
targets, and especially at distance fighting, tearing through
opponents with a rapid stream of fire. However, be
conservative with it. Emptying half a clip might drop a zombie like a bag of
potatoes, but a couple mini-bursts, totaling 5 to 8 rounds, is just as effective.
– Page 34 –
Chaingun (default key “5”). Found in Martian Buddy Storage Locker in North Hallway of Administration.
The Chaingun is a medium caliber rapid-fire weapon, firing
30-caliber armor-piercing rounds. Treat it as if it were a
much more powerful SMG. It operates similar to the SMG,
except it is much more powerful and it also takes a brief moment for it to wind up to
speed before it actually starts firing. It also holds up to 60 rounds after a reload.
Hand Grenades (default key “6”). Found in Storage Locker 013 in Alpha Labs Hallway of
Administration.
Hand Grenades are hand thrown explosives, useful for killing hidden
opponents when you know where they are. These can be useful to
throw around a corner or down a ladder to help weaken or kill a nearby
adversary. Some Guides claim that they are useless, but they clearly do
not know how to take advantage of them. They are useful beyond
words, as my notes hereafter will testify. It even makes medium- and long-range
encounters with imps in places with no room to dodge a walk in the park.
Plasma Rifle (default key “7”). Found atop twin blue pipes in Coolant Monitoring of Alpha Labs - Sector 3.
The Plasma Rifle is a plasma-energy-based direct fire small
arm. Ammunition is less common than others, such as the
SMG, and it is best used when the Chaingun and SMG are
not sufficient. It can hold 50 charges per cell and is incredibly helpful once you
get it, diffusing many tense encounters with its much greater stopping power.
Rocket Launcher (default key “8”). Found in Toxic Disposal Maintenance of Monorail Skybridge.
Man-portable dumbfire Rocket Launcher. The large magazine
allows you to fire up to 5 times before reloading. This weapon
definitely packs a punch; it is devastatingly powerful and rips
huge health points from the largest foe. Just make sure you are
not too close to your target or you will take some splash damage from its blast.
Suddenly come face-to-face with an antagonist while you have the rocket
launcher in hand? Then maybe the rocket launcher is not such a good idea. In
situations like that, it is better to be smacked around like Curly of the Three
Stooges while you switch to a more suitable weapon than fire that puppy at
short-range. Once you have stockpiled a significant number of rockets, however,
I implement them on even mid-range foes, such as revenants and chaingun
commandos when they also have other foes in close proximity to them. Then,
they had better watch out! It even makes short work of a Mancubus.
BFG (default key “9”). Found in M. Abrams Office of Delta Labs – Level 2 South.
The Bio Force Gun; BFG 9000, or just BFG (or Big
Fraggin' Gun), is a chargeable plasma-energy weapon
capable of “storing” energy for each shot. Overcharging,
however, will cause you damaging feedback. All said, I personally tend to only
use the BFG against hell-knights and end of level guardians (‘bosses’), and even
then only in unavoidable close quarter face-offs when there is no place to hide
and there are no obstacles to block the attacks of these powerful foes.
– Page 35 –
Soul Cube (default key “Q”). Found after you defeat the Guardian in Hell.
The Soul Cube becomes active after every five opponents you kill. At
this point you can switch to the soul cube by pressing the ‘Q’ key and
fire it whenever you are ready. The cube then flies at the targeted
opponent and destroys them while also giving you all of their health.
As such, it is best to use it on stronger opponents that you have not
attacked yet, especially if you are suffering life-threatening health
issues and you do not want to bother wasting taxpayer money by
signing up for Obamacare. That said, I have noticed that it tends to go
after the most powerful foe. For example, if you point at an imp, but a commando is
off to the side, it will go after the commando. However, for different foes of similar
strength, such as an archvile and a commando, it will go to the targeted foe, so be
careful if they are stalking prey together. Notice that after you fire the Soul Cube, the
weapon you were previously bearing before switching to the Soul Cube will be
switched back to. In that respect, it is kind of like switching out the flashlight. Of
course, if you had switched from the shotgun to the flashlight and then switched to
the Soul Cube, it will switch back to the shotgun.
– Page 36 –
– Page 37 –
The Following table lists the amount of health damage inflicted on adversaries
by the numerous weapons the player can wield in Doom 3. Note, for example, in
head shots, a fist punch delivers 40 points of damage, which is more damage
than a single bullet from the pistol that only delivers 30 points of damage.
However, in a single second a pistol can deliver 3 rounds for a total of 90 points
of damage, which is the same time it takes to deliver a single punch of 40 points.
It is also quite clear from examining the table below that an adversary’s head is
the preferred target. I have found, though, in some situations just a head shot is
not always good enough. In intense situations, aiming for the head is much more
difficult than directing fire at the center of the target’s mass. I strongly suggest
you practice head-shots on zombies with the pistol. Even these slow-moving
targets can prove that this is not as easy as it might appear. The chainsaw,
however, can cancel out such issues. For example, for as difficult as it is to
manage a head-shot on a Shield Z-Sec (Zombie Security), a chainsaw will slice
through his Kevlar shield as though he did not even have it to protect himself.
Weapon Body Head Rounds per Splash Splash
(* = see notes) Damage Damage Second Damage Radius
Fists 20 40 1 per second — —
Flashlight * 40 40 2 per second — —
Pistol 14 30 3 per second — —
Shotgun 182 195 1 in 1. 3 seconds — —
SMG ** 9 24 10 per second — —
Chaingun *** 20 60 6 per second — —
Hand Grenade 150 150 — 150 175
Plasma Rifle 16 60 8 per second — —
Rocket Launcher 170 — 1 per second 150 175
BFG 9000 200 — 1 in 4 seconds 100 150
Chainsaw 50 — — — —
Soul Cube 1000 — — 40 150
* NOTE: The Flashlight in Doom 3 BFG Edition cannot be used as a weapon.
** NOTE: The SMG in Doom 3 BFG Edition fires more slowly at 8 rounds per second.
*** NOTE: The Doom 3 BFG Edition Chaingun fires more slowly at 4 rounds per second.
NOTE: Refer to the Adversary section on page 43 for initial Adversary Health levels.
Although you can likewise be injured by adversary attacks, and will, like them,
suffer splash damage, even from your own grenade or rocket launcher if you
stand too close to their blast, it is something that I very strongly feel is best left
for you to discover and adapt to on your own. Even though I will provide such
information with each adversary, this brings us to the most important point in
one’s combat training – to adopt the unofficial Marine Corps credo of
improvise, adapt and overcome. You will learn much faster if you get your
fingers burned when you put them near a fire. You will subconsciously adapt
until you can be the closest you can be without sustaining injury. You will learn
much more from that than you will ever learn by studying these charts.
Experience is not something you read about, but it is something you do. It is
called the School of Hard Knocks, and though it may sometimes be cruel and
unforgiving, it is still the greatest teacher that you will ever have.
– Page 38 –
– Page 39 –
PDA (default key “TAB”). Issued at Reception in Mars City. Others found throughout the game.
A Personal Data Assistant, or PDA, is a critical and invaluable
source of information and access, and you will be using it many
times. It can be used to upgrade your security clearance, watch
video discs, download information from data terminals, and automatically
download emails, audio logs, and upgrade your security clearance or access
authority from other PDAs that you pick up, which are found scattered
throughout the Mars City Research Facility. The upgraded access authority
allows you to enter areas that your current access level might not be sufficient to
gain admittance to, so finding and examining other PDAs is very important.
– Page 40 –
Ammunition (Ammo). Found throughout the game, though some more rarely than others.
You will find lots and lots of ammunition on this adventure, even at Veteran
difficulty. Be sure that you can quickly figure out what ammo goes with which
weapon. If you do not, you might find yourself in a world of hurt. Even a
newbie should be able to look at the above images and, without reading the
subtitles, figure out which of these will go with a Pistol, a Shotgun, a Sub
Machine Gun (SMG), a Chaingun, a Plasma Rifle, or a Rocket Launcher.
Also keep in mind the shorthand names the game gives you when you pick them
up, so if you blindly pick up some ammo in the dark, such as Bullets (Pistol),
Shells (Shotgun), Cells (Plasma Gun), Ammo Belt (Chaingun), Clips (SMG),
Energy Cell (BFG) and Rockets (Rocket Launcher), you will know which
weapon now has more ammo available, or even if you have picked up a new
weapon, even by blind luck. Pay attention when you intentionally pick these
items up and you will not be steered wrong. Because most ammunition comes in
two sizes, normal (small) and large (case), it is also good intel to know the
counts that each will provide you, such as whether you are picking up a clip with
30 rounds or a larger clip with 60 rounds. Know your weapons, your ammo,
their limitations, and their strengths. This is often the dividing line between
those who are statistics and those who are mission accomplished. As would be
expected, when you grab a found weapon you already have in your inventory,
you are actually just grabbing its ammunition.
– Page 42 –
– Page 43 –
ADVERSARIES.
Tick (first encountered in Teleporter 4 Access after you return from Hell).
Like Trites, there is nothing menacing about the Ticks.
The problem is that, just like Trites, they never come
alone. Ticks tend to surround you and lunge at you in
rapid, coordinated succession. Though a shotgun blast,
two pistol shots, or a fist punch can bring them down
individually, it may be best to use short bursts from an
automatic weapon to keep a clutter of them off of you. Whatever you do, do not
let them bunch up on you. If you can, try to funnel them through a narrow space,
like a doorway, and cover that space with weapon fire. If you have the distance,
however, the pistol is the choice weapon. They are much more aggressive and
feisty than trites, but they are no more powerful and die just as easily.
Tick (Initial Health Value: 20)
Attack Health Damage to You
Bite 8
Leap 12
Explosion Splash 50
Explosion Splash Radius 100 units of distance (60 = 2 meters, or 6 feet)
Attack Strategy Rapid. Power
– Page 51 –
Vagary.
The Vagary is the first end of level guardian you
will encounter. You will have to get past it at the
end of Alpha Labs – Sector 4. It has the lower half
of a giant spider and the upper half of a woman.
You may notice that its transparent abdomen
contains a gestating Mancubus fetus. It is all melee
when up close, and telekinetic attacks at distances,
tossing surrounding heavy debris violently at you.
It returns much later in the adventure in Caverns Area 3. As nasty as what it is,
it is actually weak compared to the other bosses, but in a confined space it can
be a exceptionally nasty piece of work because it comes in for an attack
tremendously fast. As tough as what it is, after facing off with the other level
bosses, taking on a Vagary is comparatively a walk in the park. Indeed, in the
more open spaces of Caverns Area 3, they are actually quite easy to take down.
Vagary (Initial Health Value: 1300)
Attack Health Damage to You
Melee 12
Pincher 12
Objects 12
Attack Strategy Rapid.
Guardian of Hell.
The Guardian of Hell is the second end of level
guardian you meet in Doom 3, when you reach the end
of the Hell level. This towering reptilian guards the
Soul Cube, which you must defeat to get it. The
guardian is accompanied by three fast,
flying ‘seeker’ demon slugs that emit a
bright spotlight the Guardian uses to
locate you. Kill the seekers and the
Guardian gestates more. The gestation is initiated by a
glowing blue orb, which you can blast, in turn
damaging the Guardian. In fact, this is the only way to kill the Guardian, so do
not waste time or ammo attacking it directly with any of your weapons. Simply
focus on killing its seekers as you dodge the Guardian’s attacks so you can force
it to re-spawn seekers. Repeat as needed until it dies.
Guardian of Hell (Initial Health Value: 800)
Attack Health Damage to You
Headbutt 30
Smash 20
Smash Splash 20
Smash Splash Radius 100 units of distance (60 = 2 meters, or 6 feet)
Pound Ground 20
Charge 30
Attack Strategy Long Range
– Page 52 –
Sabaoth.
Sabaoth is the third guardian you meet, at the end of
Central Processing in the CPU chamber of Primary
Server Bank. Defeating it will reward you with a
BFG 9000. Sabaoth is actually Master Sergeant
Kelly, after his demonic transformation. Its lower
half was replaced by a tracked transport. Its upper
half is Kelly's body fused to heavy machinery. He is
armed with a very sharp claw and a shoulder-
mounted BFG, which was taken from Jack Campbell.
Sabaoth (Initial Health Value: 1750)
Attack Health Damage to You
Melee 40
BFG 200
BFG Splash 100
BFG Splash Radius 20 units of distance (60 = 2 meters, or 6 feet)
Plasma Ball 30
Plasma Ball Splash 100
Plasma Ball Splash Radius 150 units of distance
Attack Strategy Rapid. Power
Cyberdemon.
The Cyberdemon is the final and most
powerful end of level guardian you meet,
encountered at the Primary Excavation
Site, standing guard over the Hell Hole. It
attacks by firing a salvo of 3 consecutive
rockets from its arm-mounted launcher. It
can also stomp on you, which will kill you
instantly. You can only use the Soul Cube
to defeat the Cyberdemon. Nothing else
works. Destroy the demons that phase in
around it in order to charge the Soul Cube,
and when the Soul Cube is ready (5 kills),
immediately use it on the Cyberdemon.
Cyberdemon (Initial Health Value: 4000)
Attack Health Damage to You
Stomp / Smash 400
Rocket 40
Rocket Splash 40
Rocket Splash Radius 40 units of distance (60 = 2 meters, or 6 feet)
Attack Strategy Rapid. Long Range. Power
– Page 53 –
DOOM 3
SINGLE PLAYER
GAME
WALKTHROUGH
You will find the walkthrough for the entire game here, based on Veteran
difficulty. Though Veteran seems to be avoided by general players, who seem to
prefer the much easier Marine setting, Veteran typically features just an added
adversary or two here and there, and the end-of-level Guardians seem to be
more durable. There is also a need for more accuracy when you fire your
weapons, but lots of patience and quick thinking actually makes it all very easy.
Besides, showing a friend that you can beat this game with ease at Veteran
Difficulty can be a nice feather in your cap.
BIOLOGICAL RESEARCH
SPACE EXPLORATION
AND OTHER SCIENTIFIC ENDEAVORS
PROLOGUE.
You are Marine Infantry; one of
Earth’s toughest, hardened in
combat and trained for action.
Three years ago you bludgeoned your
Company Commander into a lump of
sploog for his ordering your dog soldiers
to fire on civilians. He and his body cast
were shipped to Pearl Harbor, while
you, busted from Gunnery Sergeant
(Enlisted pay grade E-7) to Private (E-
1), waste away in the dull routine of
Orbital Fleet Mars. You were saved
from immediate discharge thanks to
your Distinguished Service Medal, your
Silver Star, and your much-coveted
combat skills. Fate now finds your
monkey behind toeing the line for the
military’s largest supplier, the multi-
planetary conglomerate UAC; Union
Aerospace Corporation.
With no action for fifty million miles, your days have consisted of sucking suds
while watching restricted flicks in the rec room. In the last three years you have
seen your enlisted pay grade slowly creep up from Private, through Private First
Class, and then, a year ago, to Lance Corporal. Once you make Corporal, you
will qualify to command a fire team, which gives you the break you have been
patiently waiting for to finally get your military career back on track...
Meanwhile, from their remote research facilities at Mars City, the
UAC has conducted various secret projects for the past four years. At
their experimental Delta Labs facility, under the directorship of the
Mars City Science Administrator, Dr. Malcolm Betruger, they have moved
beyond advanced military weapons research and have branched out into
experimental bio-technologies and the exciting new field of inter-dimensional
space travel, taking the proprietary digitizing technology they pioneered in
weapons development and have expanded it far beyond its original specs. So far,
they report being capable of opening limited-range gateways, where they can
toss a few gadgets into one gateway and watch them emerge from another. That,
at least, is only what they submit to their superiors at UAC Headquarters Earth,
though a small conclave of whistleblowers has testified that such limited-range
second generation teleporter experiments are conducted only in Sector 3 of
Delta Labs. In Sector 4, secret expeditions are alleged to be conducted using
third generation technology to destinations far beyond anyone’s imagining.
Through cross-verified testimony from these expert sources, the UAC learned
that these reported gateways are most-likely genuine and that the report of them
recently becoming alarmingly unstable is also likely. So much so that key
– Page 60 –
members of the Delta Science Team who had masterminded this technology, in
particular their lead scientist, Dr. Jonathan Ishii, have now declared them to be
catastrophically dangerous. It was alleged that recent military volunteers who
entered them have either disappeared outright or else returned with a bizarre
form of insanity. They babble vulgarities, try to bludgeon anything that moves,
and most of them ultimately expire through catastrophic self-mutilation. It was
getting so bad that sending body bags home to their families was becoming a
full-time job for certain unlucky staffers. Even more disconcerting, all these
incidents had been mis-reported as being just typical workaday-related mishaps.
The Mars City Research Facility’s latest report on these events to the UAC
Board of Directors admitted that their research had suffered a minor set-back as
a result, but Dr. Betruger assured the Board that everything was now completely
under control. The Board clearly had grave doubts, based not only upon secret
witness testimony, but also on the alarming statistical projections submitted by
the Military Gaming Division. As a result, they decided to send in a hard-nosed,
no-nonsense assessment team, led by UAC Executive Counselor Elliot Swann,
and assisted by his trusted special operator bodyguard, Jack Campbell.
Corporal Allen, a tougher-than-nails kick-butt-and-take-names Marine fire team
leader in the most elite unit of the UAC Security Force, reportedly fell ill during
an allegedly routine voluntary mission to an undisclosed location within the
Mars City complex, resulting in him being quickly and very quietly medevaced
back to Bob Wilson Naval Hospital San Diego on Earth, diagnosed Section 8 –
Mentally Unfit for Service. Allen’s name, his laundry list of very impressive
military awards, his grave medical diagnosis, and the secrecy under which Dr.
Betruger tried to cover this incident up was a red flag cocktail, pulling the
trigger for the USMC Security Assessment Team to hand-deliver this intel to the
UAC Board of Directors ASAP under a Situation Red Level Zulu seal.
You suddenly find yourself being handed fresh-cut orders from the kind of brass
that was so high up that they were clerically invisible. These orders immediately
rescinded your Article 15, promoted you to Corporal (E-4), reinstated your
combat readiness status, and immediately transferred your duty assignment to
Mars City Security Force’s most elite team; Bravo. …And to shut the hell up
about your prior military status and details surrounding your current assignment.
As far as anyone on Mars is to know, you are just another routine FNG transfer.
Having gone through the briefest out-processing anyone could ever recall, you
have just as suddenly gone from waiting for a commercial to end to finding
yourself and your ditty bag strapped in and enroute to the Martian surface under
highest urgency aboard a corporate dropship that had been sequestered in the
dockyard, secured by more troops than you had thought existed on that station.
Little can you or anyone else imagine that your yet unmatched combat skill is
about to be tested against odds so monumentally brutal that, for the present time,
anyway, they far exceed your current capabilities...
Improvise, adapt and overcome, Marine. Oorah!
– Page 61 –
DOOM 3
LEVEL 1
Mars City / Alpha Labs
– Page 62 –
– Page 63 –
MARS CITY.
Addressing a bald and aged administrator standing behind him, who watches all
this with arms tightly crossed, his brow twisted in deep thought, the controller
gives his report without turning from his screen, “We have them on radar, sir.
They’ll be landing in a few moments.” “Excellent,” the administrator seethes,
embroiled in shifting political strategies. “See that Councilor Swann is sent
directly to me.” “Yes, sir,” the controller replies. The administrator quickly
spins on his heels and slips away, rehearsing conversations under his breath.
– Page 64 –
The dropship sails past the tower, burning off the last of its decent momentum.
Once that energy is spent, it pulls around. Its pilot then reports to the tower as
they return to the landing bay, “DarkStar on final.” The controller responds
while engaging ship autopilot controls, “We’ve got you, DarkStar. You are set
for lockdown. Welcome back.” The ship descends vertically into the landing
bay, looking like a deep canyon well below the tower, with its cover doors
retracted. The ship rotates to docking attitude as the cover doors slide closed and
the bay atmosphere is restored. The large vessel settles heavily into a docking
cradle as hydraulic clamps slam into place, securing the spacecraft. Afterward,
seals on the ships rear loading doors exhale a thin blast of mist as air pressure
levels equalize. It then peels open in segments like the petals of a lotus as
hydraulics shift the ship closer to the railed, dimly-lit traffic platform. Two men
emerge side-by-side from this open portal: a bald, spectacled administrator-type,
Councilor Elliot Swann, and a very military Marine, Gunnery Sergeant Jack
Campbell, who lugs a heavy, bulky weapons case at his side with absolute ease.
You finally exit the vessel, considering the conversation you just overheard.
You do not know it yet, but the fate of your tour of duty here is intimately
stitched to the consequences of that conversation. You will wonder to yourself
many times afterward if they had in fact meant for you to overhear their
exchange. As you step out onto the traffic platform to look around at your new
home, the ship’s portal aperture swiftly folds closed, sealing behind you. The
vessel then quickly ascends high overhead near the top of the bay and settles
into a hover near a fueling depot, preparing to recharge its Hydrogen stores.
To the right is a Transfer Manifest console
that you can review and interact with,
selecting between inbound and outbound
cargo, and inspect the contents of each. For
fun, try to verify the cargo scattered around
here against the lists displayed on the
console. Some players have also reported
that you can jump off the ledge here and restart in a later level (map
mars_city2), but that bug has since been fixed.
– Page 65 –
NOTE: If you are curious why the dropship Darkstar,
Transport ID 4409, is simply suspended above your
head in this hanger (which will return to Burns Flat, OK,
Earth in 55 minutes, according to the Information Island in
the Departure Lounge), if you did a screen-capture of the
monitor immediately prior to it pulling back to a view in
what you later learn to be Marine Command, and
involving who you will learn
to be Dr. Malcolm
Betruger and UAC Marine
Sergeant S. L. Medley, monitoring the dropship’s approach in
the introductory cut-scene, read the instructions on the right
side of Medley’s monitor. It reads “Offload passengers then
proceed to holding pattern and await cargo transfer.” Further,
the Information Island in the Departure Lounge also gives
Transport 4409’s current status as “Refueling.” This is just one
small example of how richly information within this adventure
is stitched together to weave a fuller, more complete story.
Departure Lounge.
As you enter the Departure Lounge, a Sentry Bot
crosses your path and parks itself in a small square
Sentry Bot Readiness Charging Station to your left.
Next to it is a door to the Lower Levels that is presently
locked. To the right, you can examine an Information
Island if you want to get a feel for the Mars City
Research Facility. One panel plays a video to welcome
visitors to this installation with all the usual upbeat
hype, and another lists the inbound/outbound flights
scheduled at this port. In the corner to the right of it is
an Information Terminal. If you try to download the
information it offers, it will report an error accessing
your PDA, which you presently lack. The door leading
to the Security station of the Marine who just scanned you is locked. Its access panel
requires an ACO Card to open it (Administrative Control Offices). Once you are
through exploring, turn back and head through the next door marked Reception
under the large UAC banner to report for duty. Notice that arrowed directional
banners etched on its left foyer wall indicate that not only Reception, but Commons
and Operations are accessible through that door. On its right wall, Hanger, Security,
and Lower Maintenance are indicated to be in the direction you just came from.
Inspect your new PDA (actually, it comes up automatically). You can presently
examine your personal data (the name is set to other than “player” if you have
named your character in the Options section of the game main menu), read two
emails, and view one pre-loaded video disc explaining your general duties and
responsibilities as a member of the UAC Security Team. This important video
goes like so: “Welcome to Mars Marine. This briefing is designed to acquaint
you with a few of the standard operating procedures here on the Mars post.
First and foremost – chain of command. All enlisted personnel are under the
command of Master Sergeant Thomas Kelly. Sergeant Kelly will assign you to a
security detail headed by a security chief. Please report to your security chief
for all duty-related concerns. While on duty, please stay in your assigned patrol
coverage area. All PDA's have been pre-designated to provide overlapping
security and maximize efficiency. All personnel must have proper authorization
in assigned areas. Be sure to annotate any discrepancies on your Security
Inspection Report. Safety is integral to all operations here on Mars. Handle
firearms with extreme caution. Never discharge weapons in an area that may
compromise the installation structural integrity. Remembering these procedures
is paramount to your success here on Mars. Keep in mind that you represent the
greatest fighting force in the galaxy and your actions are a reflection on the
Corps. Take good care and good luck on your new assignment.”
You also get your first two mission objectives at this point, which are:
Report to Marine Command.
Perform all your duties in a Military Manner.
You are struck by the fact that MSgt Kelly is also your Commanding Officer
(CO) at Marine Headquarters here in Mars City. It seems a bit odd that senior
enlisted personnel are holding important executive ‘Oh’-Grade posts, but this is
just the first clue of many yet to come that the staffing at this facility may be
ruthlessly shorthanded. Later, you might think, and maybe thankfully, that this
assessment was an overstatement. Even so, it is a comfort to know that someone
with a rank who actually knows what is going on is your supervising officer.
One of your emails is from William Banks, the director of Mars City, giving you
the usual welcome to Mars City, please feel at home auto-sent form-letter prattle
you always get at every post to which you have ever been assigned. It reads:
“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
– Page 68 –
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.” The other email is from MSgt Kelly. It
has all the tenderness of a sledgehammer. You will learn that this gung-ho drop-
and-give-me-twenty attitude is his modus operandi on and off duty, stating,
“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.”
For now, however, you are able to grab the video disc you see lying on the desk
to your right-front, just to Feiner’s left. If you view it, you will see that it is a
copy of the video that had been playing on the Information Island in the
Departure Lounge. If you did not watch this video in the Departure Lounge, then
now would be a really good time to review it. It goes like this: “On the behalf of
the UAC, welcome to Mars City. This facility serves as the central hub for all
scientific research, archaeological study and military operation. Goal number
one of the UAC is the safety and well being of all employees and guests. To help
us achieve this goal we ask you to follow all UAC corporate procedures at all
times. This includes restricting your movement to areas for which you have
clearance. Always be alert of what you and others are doing. If you notice
anything out of the ordinary or just have a simple question, find the nearest
UAC Security Guard. They are here to help no matter how large or small the
problem is. Our station on Mars provides a perfect blend of work habitats,
recreational facilities, and social support structures. This ensures our goal of
providing a true ‘home away from home’ experience for everyone. Keep this in
mind as you help us pursue our ground breaking research that is destined to
transform the daily lives of everyone here and throughout the solar system. If
you need more detailed assistance, please contact your human resource
manager. If you are a guest, you may bring up any issue with your appointed
UAC liaison. Thank you and have a nice day.” Although the video is long on
hype, probably used for subliminal recruitment, which is typically long-winded
on self-accolades but severely wanting when it comes to useful information, you
do manage to glean from it that security personnel are located throughout the
facility in order to assist you in the event of any emergency, no matter how large
or small. If true, then this means that you should be running into these personnel
at every turn. Or so they say, because the above-grade posting of Master
Sergeant Kelly seems to tentatively indicate to your insatiably curious and
constantly working analytical mind that presently, and most likely recently,
especially when also considering the conversation you overheard between
Swann and Campbell, that there is likely an above-critical staffing issue at this
facility. The video makes clear that this facility is indeed absolutely massive,
which would also mean that it is really going to be like trying to find someone
who can actually help you at any of the government-subsidized Buy-Marts.
Notice to the left and through a window into a narrow office
you will see a Key Card resting on a counter that you are
presently unable to access (you will be able to retrieve it
later), which can be used to open any door that it is
specifically encoded to. The workspace you see through the windows across on
the other side of the reception area is also inaccessible, blocked by a locked
– Page 69 –
door, though you may notice a medkit in there (everything useful in this game is
in time accessible). You can also be nosy and snoop over Feiner’s shoulder to
read the report he is typing. In it, he writes, “I have processed all incoming
personnel from Flight 4409. PDA was issued to the Marine on board and I sent
him directly to Marine Command at Sergeant Kelly’s request. The other 2 UAC
Reps were sent to the Conference Room at Betruger’s request.” He adds a
supplemental posting, stating, “I would also like to add that this new transfer is
exceedingly rude. He has hovered over me reading everything I type. STOP IT.”
Behind Feiner, at the Outgoing Transfers terminal for Transport 4409
(DarkStar’s Transport ID number), you notice that M. Caseon, who you met on
the bench outside, is included in its outbound passenger list. So, he was there
waiting to board the dropship you arrived on, to head (or escape) back to Earth.
Facing the door you entered here through, to its left is an
information terminal, from which can be downloaded a
Code Black email regarding a missing Delta Science
Team member, Dr. Ishii. It seems to convey concern on
the part of those seeking him, but later you will realize the
reason for finding him is far more sinister, especially after
you ascertain why Dr. Malcolm Betruger likely initiated
it: “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.”
Head back through the door you entered, to return to the Departure Lounge, to
download another email about safety from the information terminal on your left,
which also clues you in to the range of items you will be able to interact with,
providing you with a broad array of options to weigh. Consider its contents:
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 if 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.
Later, this information will prove itself worth its weight in gold. For now,
though, do an about-face and head back through the door and return to Mars
City Reception. Annoy Feiner more by trying to talk to him, if you would like
to. Next, bear right and ascend the short set of stairs nearby that Feiner had
earlier indicated to be the direction of Marine Command.
– Page 70 –
Follow the hallway until you pass a Conference Room on the left, where a cut-scene
starts, explaining Elliot Swann’s purpose here on behalf of the UAC. He says that
there seems to be some very serious problems. Dr. Betruger asks Swann if he needs
to remind him of the ground-breaking work that they are doing here. Swann says no,
but he is authorized by the Board to look at everything. Betruger scoffs, saying that
the Board knows nothing about science, and all they want is something that will
make them more money – some new product. He says that they will get their
product. Swann is undeterred, asking him “After how many accidents?” He also asks
why so many workers are spooked, complaining, and requesting transfers off of
Mars. Betruger is unfazed, saying that those workers cannot handle life there, that
they are exhausted and overworked. If he had a larger, more confident staff and a
bigger budget, even these few accidents could have been avoided. Swann stands
firm, saying that Betruger will get nothing more until his report is filed with the
Board, and that he will require full access, Delta included. He asks Betruger if he is
going to have any difficulties doing that. Betruger is perturbed, replying “Only if
you get lost, Swann. Just stay out of my way. Amazing things will happen here soon.
You just wait.” Resigned, Swann and Campbell give up and walk out.
Central Access.
Here, if you want to, you can go and try
to chat with UAC Security Guard J.
Yezback, stationed at a locked security
door marked for Administration on the
raised platform to the right, or you can
just try to access that door. Before you
can act or speak, he says “Listen, buddy. You don’t have clearance for this area.
Move along!” If you persist, he says, “I can’t help you here. Go to Marine
Command. They can help you.” If you insist on speaking, he warns that if you do not
move along, your and his asses will both be busted. A further prompt will get him
cursing at you. Now enter the passage in the left corner, by the Monorail elevator.
– Page 71 –
Common Area.
If you listen to the TV news behind the bar, it seems the UAC has little regard for
human life. Considering the string of negative news stories reported, bad things are
happening elsewhere on UAC-related fronts: “IPN News Network. Your universe
now. The Union Aerospace Corporation denied allegations today of several reports
showing a growing military presence on Mars. A spokesperson stated that increased
activity is simply a tactical deployment to outlying planetary sectors. Authorities
continue to search for the activists responsible in Monday’s bombing of a biomech
production facility, resulting in the destruction of hundreds of biomech labor units.
In space news, mining station AMUN is reporting nine dead and twenty-eight
wounded in what appears to be an ore canopy failure during routine operations.
This is the fifth incident in a string of mishaps that have plagued asteroid strip
mining facilities in recent months. Deep space probe MERIDI successfully executed
the first of four engine bursts designed to alter the probe’s course, according to
officials. The probe’s logic core first requested the diversion following yesterday’s
discovery of a negative light object outside the orbit of Sedina. The probe is set to
resume its outer system mapping mission next week following further scans of the
fluctuating anomaly. Faint signals continue to be received from the failed Europa
orbiter which is said to be further evidence of survivors of Thursday’s crash. Union
Aerospace who funded the privately operated orbiter stated that there were no
survivors and the signal is part of the NavCom systems automated distress beacon.
Critics of the massive corporation say the Europa signal is undeniably originating
from one or more survivors and that high costs of mounting a rescue operation have
led to UAC's refusal. In IPN's business news, Mixom corporation has filed suit
against rival company Moxim, claiming the company infringed on several pressure
sealed patents utilized in planetary bases. Moxim lawyers have threatened a
countersuit, claiming that Mixom creates inferior parts based on original Moxim
designs. Senate majority leaders this morning approved a nearly 80.2 trillion dollar
spending plan. The plan includes cuts in funding for the lunar outpost and several
planetary platforms as well as major revisions to the public health care system. The
plan also calls for cutting the budget deficit in half by 2147. GenTech firm Groetre
met further resistance this week in its plans to introduce genetically manufactured
health products on Earth. A long time supplier to military and space sectors,
genetically modified products have seen poor sales in the consumer market.
Groetre's latest MedKit technology was slated to hit stores next month. For IPN
News, this is Roger McCellen with subspace news on the hour.”
– Page 72 –
Once the broadcast concludes and you are completely demoralized for being
assigned to the UAC, or you just got bored reading the screen ticker, grab the
loose PDA (Adam Berneche) you find on the bar and peruse its files through
your PDA. Pay special attention to his audio log. Although it is mundane and
short on original thought, and it is clear that giving this report is a bother that he
really does not want to take the time for, he does talk about the maintenance
tasks he was performing and about how uncomfortable he was feeling while he
executed his duties in the Underground area: “This is the audio log of
maintenance technician Adam Berneche, dated November 10th, 2145. I fixed the
couplings on the heat shields this morning with no problems. I did however have
another odd experience while I was down there. Shortly after finishing the first
coupling adjustment, I distinctly heard whispering. When I went to investigate
the sounds, I found nothing. I checked the work logs and I was the only person
scheduled to be in that area today. That experience, coupled with the stories I've
heard from some guys over in the Delta Labs has me pretty freaked out. I'm
really beginning to hate going down to the underground maintenance area. The
people down there are a bit off. The mumblings, the weird looks, all places –
just plain creepy. I'm always expecting someone to jump out at me. I've secured
my tools for a busted modulator in the storage cabinet next to the maintenance
elevator. Technicians should use cabinet code 396 to access them. End of log.”
If you read his emails, they, like the note about Dr. Ishii, say far more than you
yet realize. They are both from his maintenance supervisor, Ethan Peterson. The
first, dated 8 November, states “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 clearances 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.” This one seemed normal enough,
executing their usual duties as the supervisor for an absent-minded person who
does not focus on their responsibilities. However, the email of 10 November is
more shrouded, stating “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.” It is more telling because of the email
Berneche received on 13 November from Delta Labs Human Resources, which
clearly indicates that Peterson had finally had enough of him:
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 chance 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 volunteers.
– Page 73 –
Leave Tang and approach the dining table beyond the bar to overhear a
conversation between the two seated Marines, M. Marak, on the right, who
seems fine, though exhausted, and K. Miller, who seems to be suffering a mild
respiratory infection, and by his actions, some sensation issues in his hands. As
you approach, you overhear them discussing the loss of Corporal Allen on
Bravo Team, and they wonder who is going to be picked to replace him (you
will later verify from another PDA (SSgt Tyson) that you are his replacement.
The reason, according to Marak, here, implies that Allen had gone Section 8 –
mentally unfit for service). “I just hope they don’t take anyone from my squad. I
hate pulling double shifts,” Marak grates snidely, though clearly expecting
exactly that. Talk to them to get their points of view. They have a lot to say to
encourage you in your new post, if you keep prompting them, as do most others.
Notice the panel on the wall, located to the right side of the bay windows. It can
be interacted with, to open and close the outer environment protection shutters.
Head for the back left corner in this area, following the
tacky music, to find a Super Turbo Turkey Puncher 3
arcade machine, touted as the greatest arcade game in the
solar system. Click the machine to start playing and click
on each turkey as it falls to punch it into mush. Get a score
of at least 25000 and check your PDA to see a pretty funny
email: “Congratulations! You set a new high score in
Super Turbo Turkey Puncher 3!!! Your parents can rest
easier knowing that they have raised another shining
example of humanity. Due to the incredible amount of time
you wasted punching poor defenseless turkeys, your vacation time has been
docked two days. Have a nice day.” Now leave the Common Area and head
through the Command Access door on the right.
– Page 74 –
By the way, his referring to you as the Ranking FNG is a rather condescending
military term. FNG means Fucking New Guy. Ranking, of course, clearly
indicates that you are the newest of that loathsome lot (this happens, and is
expected, no matter how much time you have served prior to a new assignment,
even if you outrank them; you still have to prove yourself to them and earn their
respect; proving that you can be a highly valued member of their team). If you
want to, you can piss MSgt Kelly off even further by sticking around to chat
with him. Also stop to speak with the others in Marine Command (this is the
same place the introductory cut-scene occurred, in the front-left corner here).
If you divert from following the Sentry, it will patiently wait for, and follow
you. Having said that, head over to Combat Preparation, across the main
corridor from Marine HQ, to get a video disc covering the Plasma Rifle (you
will be finding one of these stashed away in a secret area much earlier than you
normally find it). Wow. And look at all
that gear… Wish you had the current
Passcode for this door (by the way, if
you were to try to cheat by entering the
passcode you actually find later, it will
not work, but you would not learn why
this is so until you do get it).
– Page 76 –
When you pass by Marine Command Access again, stop to listen to what else R.
Slang and J. Kim in the maintenance alcove have to say. Slang is telling Kim
that a guy named Carter saw some strange creature down in Delta, and he said it
was not human. Kim is doubtful, saying that you cannot believe anything that
guy says. Slang retorts that it was just what he said and that he himself did not
know if it was true. Kim replies, “Another reason why I can’t wait to get out of
here.” Something strange is definitely going on at this base. You begin to
wonder if this was the real reason why the UAC had actually sent you here; that
you rotted away in numbing mindlessness aboard Orbital Fleet until you were
actually needed, to take advantage of your elite combat skills as a former
Gunnery Sergeant. Break glass in case of emergency? You also begin to wonder
if the reason they expedited your out-processing from Orbital Fleet was in order
to ensure your departure on a dropship that was carrying only two other
passengers; Swann and Campbell? Considering the UAC’s disregard for human
life, you wonder if they were concerned about throwing a stick of capped
dynamite into a potential powder keg, or if they really cared if you survived?
TRIVIA: Were you to forget the high moral code of ethics of the Marine Corps for a moment
and use cheat codes so you could kill everyone on this level (map mars_city1) who is
holding a PDA, like R. Slang, here, these PDAs will all belong to Duncan Matthews.
Now follow the Sentry Bot until it leads you through the previously-locked
Lower Levels door in the Departure Lounge, where you see an elevator below.
Maintenance.
The Sentry parks itself in a charging station beyond the door to the left, which is
on a raised platform above the actual floor of this cramped space. Leave it and
descend the stairs to the right. At the base of the stairs, climb a short set of steps
you see to the right, where you see Storage Locker 001. Use the code from
Adam Berneche’s PDA (396) to open it and grab the two pistol
clips you find in there (notice the busted modulator at the bottom
that Berneche mentioned in his audio log).
Unable to access the raised ceiling hatch ladder
you see to your right, it being out of reach and
with no sign of an access panel, head instead for the nearby
elevator door. Select the panel beside it to call the elevator
and open it, then step inside and select the panel therein to
exit Mars City and proceed on to the MC Sub Systems.
– Page 77 –
Underground Security.
Exit the elevator. Ahead is a Security Office extended into this lobby, its two near
walls forming a corner shielded by steel walls and thick wrap-around glass. To the
left is a raised platform to a red-lit security door. To the right on the wall are two
sealed weapons lockers. Approach the office. There, you find Mars-Sec Guard T.
Brooks (per a login on one of two display monitors just inside the glass). He greets
you with a bored sigh, “Welcome to the Dungeon, Marine; the most unexciting place
on Mars.” He steps to the monitors. “I'm going to need you to grab some armor and
secure your pistol before I can pass you through Security,” he says, tapping a Mars
City Sublevel Access option on a monitor, next to a Entrance Cabinet Access menu.,
and then taps its Locker 2 option. The right-most locker opens. Grab its security
armor, pistol, bullets and flashlight (the BFG Edition ignores the flashlight – you
have a shoulder-mounted unit). Not much, but enough. Too bad Locker 1 did not
open. Its two SMGs and a shotgun look handy. Satisfied, he heads to the rear of the
office to check your comm unit and orders on a workstation. Looking his way, you
see a box of shotgun shells on a wing of the counter, a health station on the wall next
to it, and some armor shards scattered on the floor by his feet. After flicking a switch
and inspecting a display panel, he says “Mars-Sec radio check... Excellent! Good
signal... Looks like you’ve been assigned the decommissioned Comm Facility. Just
follow the underground passage to the main junction and straight out. You'll have a
quick evac. Heh! What better way to see the Martian surface than to run across it.”
You also receive a new objective (Reach Old Comm Building). He unlocks the
Underground Junction door to your left. Its red lights flip to green. He adds: “OK.
You’re all set... Oh, yeah. Keep in mind: civilians are working down here. Don't get
excited and shoot any.” Turn left and step through the now-unlocked door.
Underground Junction.
The door closes and seals behind you. Checking its panel reveals that control access
is, logically, through the Security Office. Here, you are standing on an elevated
walkway secured mid-high within a massive and deep cavern carved into the granite
bedrock. The walkway starts here and tracks right, making a peripheral leftward U-
loop around the cavern wall. On the far left wall you see an isolated platform with a
door. A yellow sky crane towers overhead, extending from that platform’s near side,
but you see no pedestrian access to it. Instead, follow along the walkway, but stop at
– Page 78 –
a Security Office door on the right wall a few meters on. You select its access panel,
but it denies you entry, indicating that access is, ironically, through that very same
Security Office. Clearly, your security credentials are not coded into the panel’s
roster. Continue along the narrow walkway, making your way among stacked crates
and heavy drop cables strewn along its path, until you reach the far wall, even as the
sky crane rotates its great arm overhead. It is suspending a huge steel plate strung to
its hook by cables, using it as a cargo transport, grossly and sloppily laden with
beams, crates, and the usual flotsam one finds at construction sites. Apparently they
are in the process of breaking this area down to its barest components. Here, you
also find civilian D. Young inspecting readings on a sky crane control board.
Talk to Young. Looking
up from his PDA, he says,
“Oh! I haven’t seen
anyone down here in quite
some time.” And, with a
sarcastic hint, “Welcome
to the Dungeon, brother. I
hope you enjoy your
stay.” He walks off to the
side and checks his PDA
again, clearly annoyed by
you being there. If you
engage him again, he says, “You are sure curious, aren’t you?” Try again. He says
with the excitement of a rock, “Yeah, this is what I do all day,” as he continues his
inspection. You can tinker with the crane control to rotate
it. Young will at first protest, saying “Don’t touch that!”,
but afterward he gives up and just ignores you (if you
forget moral ethics and kill him to read his PDA, it
details a job offer from Frank Delahue to work in the
bowels below). Once you are bored, head down two
flights of stairs and move to a door you see to the left marked Energy Stabilization.
Left of the door you see a medkit on a rock ledge just
beyond the safety rail, noticing the pale green glow
of its energy cell in the shadows. With the flashlight
(F) you see a fat power cable to its left, its other end
fixed to the isolated platform. Walk across it (you
can also drop to the cable from the above mid-level
stair platform). The Electrical Unit Maintenance
door there is locked; its panel reporting that access is,
again, through the Security Office. You make a note to try to find a way to get into
that office. For now, though, you can grab an armor shard atop some stacked
canisters, rotate the crane to load position from a control board there (or the one by
Young), climb up, and find more armor shards and a shell pack (you are unable to do
this later because the crane will be irreparably damaged). If you check the sensor
scan on the crane’s control panel, it reports that the lift motor requires service, which
is probably why Young is presently working here. When dropping back to the cable
from the railing, you can easily fall if you do not land squarely on it. But, if you drop
on it at a point next to the control panel as you ‘walk’ toward the farthest end of the
cable (just aim for the thin pipe extending down from the overhead stairs), you can
easily remain on it. Once across, step through the Energy Stabilization door.
– Page 79 –
Convergence Chamber 1.
This walkway tracks above an underfoot centrifuge. It is thankfully safety-railed
for personnel protection, unless someone was stupid enough to slip over them.
Follow it around its leftward curve and step through the door up ahead.
Energy Stabilization Unit.
Curl around the railing on the right and chat with the
irritated R. Fry standing at an open Jefferies Tube if you
want to receive rather annoyed responses. Some of these
guys can be real jerks. Leave him with his dour attitude.
Go back up the passage to a side-area recess off to the left
of the main passage where you discover that it also
contains a storage locker. Startle a few cucarachas and
grab the PDA (Grant
Bastion) from atop a canister in there, next to a
brown-bag lunch with the name GRANT penciled
on it. Bastion’s PDA proves interesting. He is an
Environmental Services Supervisor with general
access security. His first email, from T. Brooks,
simply conveys the typical griping that supervisors
share about team members working under them,
but it also provides you with information that will
prove useful later regarding the weapons lockers back at the security check point:
“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
– Page 80 –
didn’t realize that you could open both cabinets from the one security panel. Where
do they find these people?” The other email, from UAC Security, provides
immediately useful information: “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.” This information
allows you access to the storage locker here. His audio log of 19 October, however,
is more disturbing, reflecting what Breneche had reported on his PDA: “I’ve been
hearing an alarming number of reports of some… uh… unexplainable things. Being
on another planet and working underground have always been a little spooky, so we
always have the occasional report of some strange things. But what is worrying me
is that the number of these reports is up by a lot. People are truly frightened. The
rumors we are hearing about experiments from the Delta Complex are not helping.
The power fluctuations are not helping at all either. Having the lights flicker
constantly and losing power for several minutes at a time is scaring everyone down
here. I’m doing my best to keep people on track, but we’re continually shorthanded.
Someone’s been reporting in sick almost every day. I’ll keep my director apprised of
the situation and will continue to log reports as I get them.” Use the new locker code
531 to open storage locker 023 here. From within it, grab the armor, medkit and
shells, and then go on through the door at the end of the main passage, marked
Convergence Chamber 2, which is just outside this recess.
Convergence Chamber 2.
This walkway tracks above an underfoot centrifuge, just like Convergence
Chamber 1. It is also safety-railed for personnel protection. Simply follow the
walkway around its rightward curve and step through the door up ahead.
Energy Processing.
To the left are centrifuge machines,
used to ensure that quartz-based
plasma-suspension substrates are
evenly distributed by rotating the
power cells prior to injecting them
into the facility energy matrix.
Beyond, to the left, is an unmarked
wide door. Beneath the walkway to
that door you might notice a few armor shards there as you entered. Go behind the
walkway and drop down on the side without railing to grab them. Meanwhile, a
glassed-in maintenance room is to the right, manned by a technician fidgeting with
an electrical control junction bus. A science officer is with him, impatiently waiting.
The RAR-a4 Systems door to that room, to your right, has a faulty access panel,
which the technician is likely trying to repair, because the scientist clearly wants to
go through it. Listen to them. The scientist demands, “Can’t you maintenance guys
keep anything running?” The technician complains, “Yes, sir. It’s just that the
science team expects a lot out of these things…” “Enough excuses,” the scientist
cuts in. “Just do your job and give the science team what they need.” “I’m doing
everything,” the technician says, “but I just can’t explain some of the things that
have been happening to the system. It’s weird!” The scientist grates, “Just get it
done!” Something strange is definitely going on at this base to have everyone here
so on edge. This is probably what Berneche referred to in his audio log about this
area. Now step through the unmarked wide door around to the left.
– Page 81 –
Energy Delivery.
A scientist, I. Sinclair, stands to the right, hunched over a display panel, which
seems to control two massive plasma re-injector tubs rising up out of a large,
deep, dark space beyond him. An overhead tracking arm cycles between the
tubs, injecting plasma. A door marked Maint PD1/Garage is over to his left.
“Jeez!” Sinclair exclaims when you come up on him. “(Sigh) Do you make a habit of
sneaking up on people? Everyone’s already on edge down here with all of the
strange things that have been going on.” Try to engage him in conversation. A bit
peeved, he points to the Maint PD1/Garage door to the left. “The garage area is just
right over there!” he grumbles. “Now stop bothering me.” Persist and he says, “The
equipment seems to be affected by something unseen…” If these guys are spooked,
so should you be. Before going through the door, you see near it a ladder into the
black space beneath all this equipment. Descend it. There are two locations with
armor and medkits at opposite corners. The near one also has a pistol clip. Return up
the ladder and go through the MAINT PD1/Garage door, now on your right.
Underground Garage.
Descend stairs on the far right of this
raised platform and talk to M. Ryan,
the security guard posted there, who
was sitting on a canister next to an
Airlock, reading something on his
PDA. Grab the pistol on a nearby
canister if you want it and you do not
think Ryan will need it to effectively
do his job. Note also that if you were an even bigger jerk and killed him, you
would be able to grab his PDA and read an email to Ryan from T. Brooks
concerning your coming. Use the airlock panel to cycle it open and enter it.
– Page 82 –
Airlock MC-2A.
Use the panel here to cycle open the outer airlock door and step outside into the
harsh, rust-hued cauldron of pounding, abrasive dust and tearing winds.
Mars Surface.
A deep crevasse separates this airlock from the one ahead in the next building. A
short steel-girder bridge, caked over by statically-charged silica dust, spans it.
An air canister rests on it, leaning against its left rails. The environment is rusty
dirt, rock, and silica that whip like sand. Before walking across the bridge (there
is actually no real need to run here, as you are usually advised to do by most
guides), go around the building to the right and grab the adrenaline, armor shard,
and air canister, in that order, which you find in a small cul-de-sac back there.
Now walk to the other airlock, ignoring the air canister on the bridge for now,
and cycle the airlock open by using the panel on its front. Step in.
Airlock CT-1 C.
Use the panel on your left to cycle the airlock before you run out of oxygen, to
close the outer airlock door, cycle air pressure, and enter the room beyond.
If you leave this room too slowly, such as exit and then stop at the base of the
ramp, then you will witness an explosion at the other end of it as a gas line there
ruptures and bursts into flame, blasting a hole through the railing at the turn
ahead. A zombie, a former maintenance worker, will wander down from there
and follow you, seeking to make you its meal (normally, if you ran out of the
room and up the ramp, you would pass by this zombie at the end of the ramp as
you escape through the break in the railing). You can easily escape without
using the pistol by leading this zombie to a lower control bay, and then hop out
over its workstation. This undead maintenance worker will later be killed by the
flames up the ramp as it slowly follows you back out. Or, you can also kill this
zombie by using your fists and quickly bludgeon him with 2-4 whacks, while
dodging any punches that he might try to throw back at you in this little dustup.
Your mind races, seeking to reason out answers. What the hell is happening to
all these people, and why has it not affected you as well? How can they become
so mindless so quickly? It is as if their morphic fields, their minds, had suddenly
had their trans-dimensional connection to their physical brain interface severed.
It is as if their cerebral cortex and the midbrain functions were now completely
shut down, leaving the primitive hindbrain in full control, using preprogrammed
neural networks to manage bodily operation, driven by their most primitive
instincts. It is clear that, as long proven by post-materialist science, their ethereal
minds are no longer connected to their physical beings through their cerebral
total-immersion interfaces, and so they are no longer truly human, becoming in-
human; the walking dead, for lack of a better, more scientific description.
You have to wonder in the back of your mind that if you had not interrupted Dr.
Ishii as he was attempting to transmit his distress message to the UAC, would it
have instead been sent in time. But during your inevitable mission debrief, you
should be sure to point out that the communications dish array did not report
acquiring an alignment signal on the communications monitor Dr. Ishii had been
using, reporting an “Aligning Com-Sat For Upload” wait message. It was not
until after the attack began that the “Initiate Message Destination Sequence”
option was available, at which time all up-stream communication connections
had already been severed, rendering any communique he might have attempted
from this terminal to be absolutely ineffective. Ishii had simply acted too late.
– Page 85 –
ALL HELL BREAKS LOOSE (Mars City Underground, Part 2).
Now that there is a good reason for you to use your pistol, you should always remember to reload it after
every engagement. It is definitely better than reloading in mid-battle. Some complain that doing this is a
cheat, not reflecting real combat. However, they clearly do not know real combat. We often did exactly
that. You always want to have a full magazine for an engagement. During breaks in action, we topped
off or combined partial magazines to maintain a kit of full clips. Note further that the ethereal flying skulls
that are now flinging about will become more corporeal as the mysterious dark energy builds when you
advance toward Delta Labs, and by then they will be recognized within this guide only as Lost Souls.
Airlock CT-1 C.
Before cycling the airlock, pause to listen to military Comm-Link traffic, to assess
the situation. This can take a couple minutes: “ Command HQ, Situation on level one...
Squad Leads, give sit-reps. Over!... Command HQ, this is Bravo Team. We’ve got one Marine down,
two wounded... Command HQ, this is Fire Team Four. We are pinned down in Alpha Labs...
Command HQ, this is Fire Team Two. Main power systems down in sub-level. Backup and life
support systems only. We’ve got lots of civilian casualties. It’s a mess!... Command HQ, attempting
to secure the area... Command HQ, Sec-Team. Abandoning position! Follow our signal... They’re
breaking through the walls!... Code Red! We’ve got a Code Red!... Structural damage in Level
Two...” And so on. Finally, use the panel here to cycle the airlock and step outside.
Mars Surface.
Walk across the bridge to the airlock on its other end, grabbing the spare air
canister that is leaning against the right side of the bridge if you think you will
need it. Cycle open the airlock using its access panel, and then enter within.
Airlock MC-2A.
Use the panel here to cycle the airlock. The outer door
closes tight and the airlock pressurizes, but the inner
door to the Underground Garage is now damaged and
initially opens just a crack. Through it, though, you see
a zombie dragging a dead security guard past the door,
moving right. Suddenly, one of those flying skulls that
had been passing through people and transforming them
– Page 86 –
into zombies flies through the door crack and straight through you and then the outer
airlock door. What the…? Hm! Are you immune to their effects, or just resistant?
Apparently, as you ascertain from all the radio chatter you hear, there are several
others around here that are immune or resistant as well. As you contemplate this,
suddenly the inner airlock door shudders, and then it finally grinds open a little
more. The opening there is now just enough for you to squeeze through, so do so.
Underground Garage.
It is dark here, but you can see just enough. Grab the pistol from the canister to
your left, if you did not grab it earlier out of respect for M. Ryan, the security
guard who now lays dead to the right, under the stairs, with a zombie hunched
over his body, feeding. Disturbed by your presence, the zombie rises and
lumbers toward you. Kill him before he does anything that polite society might
disapprove of. Climb the stairs and head left to the door up there. Open it.
Maintenance Area PD1.
Backpedal and kill a zombie, armed with a wrench, who lunges at you from the other
side of the door. Afterward, head through the door and turn left to find a pressure-
line burst has damaged the stairs, but they are still passable. Here, you can see armor
shards and shells behind them. Slip over the handrail to a pipe below to grab them.
Getting back on the stairs can be tricky, but you can easily hop onto a small lip at the
lower end of the stairs, close to a drop (as though standing on a narrow lip was not
close enough already), and then immediately hop again to get onto the handrail, or
else you will slide off and fall. Head up the stairs and through the door to the right.
Energy Delivery.
Kill a nearby faceless zombie
(likely I. Sinclair) that craws
up through a rupture in the far
railing. You can kill him with
two pistol shots if you lead
him back to where you came
from, run down the stairs, and
shoot twice into the explosive
barrel sitting in the recess at the top of the stairs behind you when he approaches it.
Draw near the wide door on the right that you had come through
earlier. A leathery gray alien arm suddenly
breaches it (it will damage you if you are too
close to it). The door is now wrecked and
inoperable. Instead, try the panel to your left to
extend a service bridge. As you do so, an
science-type, still normal, but pleading for his life, emerges from a separated, raised
platform on the right wall, runs to the right, and passes through another door. MSgt
Kelly then reminds everyone to return to Marine HQ.
Next to you is an upper recess in the wall, almost like a tall and deep shelf, over
the vent the zombie had emerged from, but too high to climb into, though you
can jump up against it to grab one of the armor shards, but not all of them, or the
pistol clip you also see up there. However, you can move a canister next to this
wall recess and then climb into it and grab the bullets (you may need to pummel
the dead zombie’s body to get it out of the way). Also, you may notice that the
big yellow slanted pipe in this room, next to the working pumps, has a medkit
and armor shards at its top. Walk up the pipe and crawl into the space above it to
grab them if you need it. You may also notice two armor shards atop a tech
tower where you got Frank’s PDA. I have not figured out how to easily get to it,
short of jumping on the zombie’s head, which I had managed to do only once.
Kill another zombie ahead that moans and creeps from around the corner ahead
on the right. Next, carefully step through the door that is to the left.
EP Aerobic Stabilizer.
The plated walkway ahead has a large grating hitched up, apparently for
maintenance access. Worse, there is cycling machinery running beneath this
opening, consisting of pumping piston-shafts on a rapidly rotating crankshaft.
Falling through there would be most certain death. Staying right, along the
narrow edge next to the handrail, you can slip safely past this danger. Around to
the right of the rail and back, you see a canister in the middle of the floor, and on
it you can see armor, a shell pack, and a Shotgun. As you grab the shotgun and
shells, the entire floor of that area suddenly drops, it being an under-floor
storage area with the metal floor mounted on hydraulics. Behind you, you see a
ladder with which you can get back out of here, but more importantly, you see in
front of you four zombies emerging from the back in a newly exposed under-
floor recess. You might as well try out the shotgun. If you are a wimp, you could
run up the ladder and kill the zombies from there, but pointblank shotgun
confrontation is easier, faster, and uses less of your limited ammo supply. Also
search the back of this area for armor shards and health packs in three locations.
You will find a bullet clip among some armor shards just beyond the canister.
– Page 89 –
When finished, climb back out using the ladder. At the top, you can find a health
pack and armor shards behind the big white pipe there marked LW-65000A; just
crawl around its elbow at its left end and around to the right. Finally, go back
and step through the nearby door on the other end of the opened walkway.
EP Control Unit.
It is dim here, but it is about to get a whole lot dimmer. Ahead, next to a broad
vertical yellow conduit, you find a short set of stairs rising to a long raised
platform that is skirted by metal grilling and safety rails line its top. Two
explosive barrels rest to the side at the top of the stairs. To the right down here,
in a small space next to the platform, is a canister bearing a body, armor shards,
and shells. Ignoring the body there, grab the shards and shells, and then ascend
the stairs. As you creep forward along the platform, meanwhile noticing over the
railing on the left a sub-floor beneath it, someone slowly toggles several
breakers as the lights sequentially blink out, leaving you in blackness, save for a
dim florescent glow at the far end to the left, atop a set of rising stairs.
Here, you will face a trio of zombies. The first is a maintenance zombie armed
with a flashlight. He, as the others, descends a set of stairs further around to the
left at the far end. He is an easy, self-lighted pistol target. However, the second
one you hear approaching toward the stairs is clearly a Z-Sec, who is armed with
a shotgun. Switch to your flashlight, back down the stairs you came up, and hide
behind the big yellow vertical conduit at the foot of the stairs, aim the flashlight
at the upright explosive barrel at the top of them, and switch back to the pistol.
Blow the barrel with a couple of fast rounds when the footfalls of the
approaching shotgun Z-Sec sound to be nearing the stairs, killing him (he does
not have to be next to the barrels – just nearby). Use the flashlight and grab his
shotgun if it did not fall to the sub-floor (if it did fall below, you can soon get it).
Now, head for the lighted far end stairs to deal with a maintenance zombie you
hear approaching up there (sometimes he stays back, and in that case he will
soon emerge with friends). Before climbing the stairs where these zombies came
from, notice that there is a ladder that leads down to the sub-floor to the left of
the stairs. Hop down the opening and crawl under through the sub-floor to
retrieve some shotgun shells and a medkit. Sometimes the Z-Sec’s shotgun will
drop down here, instead of remaining up top. If so, you can grab it here.
Climb the ladder to the top, which empties on the floor at the top of the stairs.
To the right is a crate with shells hidden behind it. To the left you see a long dim
passage. As you head toward the passage, you hear a wall panel zip open to your
left and a zombie moan. Back up quickly, all the way to the wall by the crate.
You can even jump atop it to stay out of zombie reach. Another zombie emerges
out from the dark passage. Once you kill them, grab the shotgun shells from the
first zombie’s hiding closet, then move on and grab ammo from some storage
shelves along the left wall on the far end of the passage. There is also a health
station there on the right wall if you need it. The environment is now enclosed,
which means close-quarter engagements. Always use the shotgun in areas like
that, so be sure to grab it. Now slip through the door directly in front of you.
– Page 90 –
EP Aerobic Stabilizer.
To the left you see a burst gas line jetting a searing hot flame. Beyond that fire is
a maintenance alcove where you can see armor shards, shells, and a medkit. For
now, ignore the flame and the stores beyond it; you will suffer severe injury if
you try to brave it. Instead, turn right and approach the
door that way. As you step through it, a short cut-
scene starts, introducing the Imp. It
emerges from atop heavy pipes
above the fire blast behind you.
Use your shotgun to kill it. Imps
use talons up close, but launch
fireball attacks from beyond arm’s reach. As long as you can
dodge, you will be fine, though it is simply easier and faster
to just rush in and plant a shotgun wad pointblank into its
face. Once this creature is dead, you can go back to use the health station, if you
need it, and then move through the door you tried to pass through before.
Energy Processing.
To the right, between rows of long pistons and control terminals, is a walkway;
the same place you killed a zombie from below to save an administrator’s life.
An unseen imp is stalking, approaching from around where this walkway makes
a left turn. Rush it with the shotgun as it makes the corner by some torn out
railing ahead, and then kill the zombie that follows as you stand at that corner.
Energy Processing.
You are on a small platform atop a short staircase to the main floor below. This
room is small and looks to be used for storage. It continues around a wall to the
right, forming a short passage, where it turns left to another small room, though
in all they are but a twisted passage. That wall, forming the short passage on the
right, is where a technician tried to repair a faulty door at a sparking junction
box while being harassed by an impatient scientist. You just hope that the door
mechanism he was attempting to repair is now functional, or else this will be
just another dead end. Use the health station on your left if you need it, or save it
for later, but grab the shotgun shells you see below it at your feet. Also, to the
right, atop a tech tower over the railing, you see a pistol clip. Grab it. Next, go
down the stairs. As you begin following the curling passage around to its left, an
imp suddenly leaps over from the left around the bend to a point that is a few
steps in front of you. Shotgun-rush it. You then hear and see a shotgun Z-Sec
approaching, coming from the Convergence Chamber 2 door you see through
the window ahead, so quickly back up to hide around the corner and then
ambush him when he runs past that corner. Grab his shotgun (Marine difficulty
lacks this Z-Sec, but instead has shells on a counter here), and then kill the
zombie that stumbles through the shadows of machinery from further around the
corner (likely that poor harassed technician), then turn right and go through the
door. The door mechanism was thankfully repaired before he zombied out (you
likely already know that because the Z-Sec you killed had just come through it).
The door to the right, where a creature, which you now know to be what you are
calling an imp, had reached through and damaged the door, is no longer
operational. Besides, you want to return to Marine Command, which is through
the door to the left. Boy that was a long way to trek just to go around the few
meters from that door to this other one. As you hear a nearby but unseen Z-Sec
sigh, head left and step through the door marked Convergence Chamber 2.
Convergence Chamber 2.
Follow the path around to the left and open the door to the Energy Stabilization
Unit. Before you can go through, a crouched imp, lying in wait beyond the door,
leaps. Yikes! This is why you must approach each door with caution, and always
poised to backpedal as fast as your feet can fly. When you see it crouching,
immediately zip back and around the corner in the chamber to avoid the imp
striking you, and then rush in with the shotgun and vent its sinuses as it is
standing up. If you want to, you can alternatively back up through the door into
Energy Processing and dump a couple blasts into him, using the wall to block
any fireballs it might try to fling. If you are really accurate with head shots, you
can even brain-blast it as it leaps through the door to kill it. However you kill it,
once it is dead, move through the door and into the Energy Stabilization Unit.
– Page 92 –
Next, move on. As you near the short stairs along the left wall, to the left of the
main path and of the big tank, you hear some poor helpless guy pleading for his
life, and then you hear him being attacked and killed within the maintenance
tunnel where the rude R. Fry had been. If you peer down the tunnel, you will see
an imp crawl from around a corner in there and come at you. Some people prefer
to back up and wait for it to exit and stand up to kill it, but it is easier to brain-
blast it with the shotgun while it is still crawling toward you in the tunnel.
Once the imp is dead, backtrack and head up the stairs and then follow the
fencing around to the left. As you near the Convergence Chamber 1 door, you
hear a message over your Comm-Link: “All units. This is Sergeant Kelly. We
don’t know what we’re up against. Repeat. We have negative ID on the assailing
force. They’re mean SOBs. If you don’t have a clear path to HQ, stock up on
ammo, establish a stronghold, and keep ‘em at bay!”
Clearly, this attack appears to be affecting much more than just the Underground
area and the Mars City entry complex. From what you saw when you met Dr.
Ishii, and from radio chatter, you know the Delta Complex and the Monorail
have also been compromised. But how far can it go, and what is the size of this
assailing force? This might be your last day, so try not to do anything stupid.
Convergence Chamber 1.
As you creep along this now-dark and blood-soaked
passage, a maintenance worker’s body swings down from
among overhead cables in front of you, hanging by his
heels, as though a slab of meat on refrigeration hooks. As
this body slows its swinging to come still, you hear a man’s
disembodied voice echoing in a whisper: “Help me! …Help
me…” Get comfortable with these voices; you will be
hearing a lot more of them before this adventure is over.
Many times they will even help you by leading you to supply stores or warning
you of danger. Ignore this body and creep onward, through the door ahead.
– Page 93 –
Maintenance Area C51.
Here, there has clearly been a fight.
Where C. Rogers had been is now in
shambles, with uneaten parts of him
scattered about. Above, there is a
searing gas leak. As you go around to
the left toward the stairs, an imp tears
its way through the middle of them.
Jump back all the way against the wall
behind you. When it stands up to toss a
fireball (if you are in arm’s reach it will
simply slash you instead, so be sure to
back up to the wall), lunge in and
empty a shotgun shell into its face. Now step through the door above the stairs.
Underground Junction.
Ah, to be in an open space again! You know you are actually still underground,
but it certainly feels like you are out in the open air. It was starting to feel really
claustrophobic back there. Your nerves are already frayed to the breaking point
and your trigger finger is getting a little too itchy. You have got to pull yourself
together before you go and kill some innocent civilian. Statistically, a hundred
percent of all soldiers who do time in combat zones, even if they are not directly
involved in combat, come out the other side with post traumatic stress disorder,
to include everyone who claims that their hides are tough and they are used to
that crap. After the day you are having, it is not hard to see why. You sigh,
saying to yourself that you will later need some serious counseling.
You see an explosive barrel straight ahead, next to a tall vertical support beam.
To the right of that you see the stairs that lead back to the security check point to
accomplish one of your missions. High above, you see the arm of the crane
turned out, now holding its dangling steel platform piled with metal crates and
beams at a point directly above the stairs. That cannot be good. As you slip
forward, you see an imp crawling up over railing on the far side of this lower
level, beyond the barrel. You can blast the explosive barrel when the imp comes
nearer and is drawing its arm back to hurl a fireball, killing it. In that case,
afterward, you should carefully approach the stairs, because a lot of heavy debris
will fall from the damaged crane platform to the stairs with its lines snap.
Alternatively, you can rush the imp with the shotgun and blast it in the face as it
is climbing over the railing, whereupon the debris immediately drops.
Apparently, either blast is enough to snap the few remaining intact strands of the
frayed, weakened cables that held the metal platform suspended under the crane
hook. Hop over this debris and follow the stairs to the upper deck as you hear
radio chatter from other Marines: “Command HQ. This is Bravo Team. We have
one man down and several wounded. We are in-coming and need medical on
station, Stat!” Another transmission breaks in: “Command HQ, This is Fire
Team Two. The monorail track is destroyed. Unable to secure safe
transportation back to base! Over.” MSgt Kelly responds: “Roger that, Fire
Team Two. Fall back to the nearest station and set up a CP there. Out.”
– Page 94 –
As you ascend the stairs, you glance rightward and notice the Security Office
access panel is now green (unlocked), but the Security Check Point door, further
to the right, is still red (locked). Once up top, you find the crane control panel
there is inoperable. It reports a Lift Motor Failure warning and that its sensors
are offline. Move on past the corner ahead. When you slip around the stacked
crates there to head toward the Security Office, an imp within it opens the door.
Use the pistol for rapid-fire distance killing (aim at its head), backtracking and
dodging fireballs as needed, using the nearby crates for cover. Once the imp
dies, cautiously venture through that door to enter Underground Security.
Underground Security.
When you enter, you see that you are on a raised platform that descends to the
main floor by a short set of stairs straight ahead. The foyer up here, left of the
stairs, is blocked by a solid banister wall that is little better than waist high.
Beyond the banister you can see the communications and control workstation
that you had seen earlier through the windows to your right, down below.
Below, you also see that T. Brooks, the Mars-Sec guard who had assigned you
your initial issue of armaments, is now dead; his body flung backward over the
communications workstation, exactly where you had last seen him. As a sudden
jet of steam blasts into your face from overhead, he suddenly reanimates,
transformed into a zombie, and he is also wielding a shotgun! Kill this shotgun
Z-Sec as soon as he starts to move. Hesitation can easily get you killed or
seriously injured. An excellent strategy is to fire an initial headshot and, if that
does not kill him, then quickly duck down behind the banister wall before he
returns fire. From here, you can ambush him as he trots up the stairs. This works
really well, though do not squat too near the corner, where he might be able to
see you around it before he reaches it (I have also noticed that ambushing while
squatting and firing upwards is always a sure kill on Z-Secs, imps, and other
medium-sized adversaries). Once he is dead (now for the second time), grab his
shotgun and any required armor shards scattered about the floor here, and also
use the wall-mounted health station if it is needed.
Use Security Terminal 1 by the window to unlock the
Security Check Point door by selecting that option to
regain the outer area and acquire access to the elevator
back to Mars City. The flash of green light and the
heavy locks snapping open startles an imp hidden low in
the area beyond the thick glass pane, which surprises
you back, before it crawls up and across the bullet-proof
security window, and finally out of sight, to re-hide.
Next, select the Mars City Sublevel Access option at
the bottom of the screen, choose Entrance Cabinets,
and then under Entrance Locker Access select Locker
1. This makes the secured SMGs and shotgun
available. While you are there, also be sure to select
the Maintenance item and unlock the Electrical Unit
Maintenance hatch. By doing that, you are now able
to walk across the narrow cable again and access
anything stowed in that previously locked Electrical Unit Maintenance room.
– Page 95 –
As you are finally leaving this office, or so you thought, you notice a shotgun Z-
Sec appearing directly ahead, coming from around the crates at the far corner.
Backpedal (to keep distance and to also keep him running, which also keeps him
from returning fire) as you rapid-fire the pistol into him with well-aimed shots,
preferably to his head to deliver the most damage, killing him before the door
closes. You can also ambush him. Now try again to go out the door.
Underground Junction.
Go back down the stairs, grabbing the dead Z-Sec’s shotgun shells on the way,
move down by the Energy Stabilization door, jump the railing, and carefully
cross the cable to the far crane maintenance platform. You see that the
Electrical Unit door there is now unlocked, so cautiously step through it.
MCU Storage.
In this tight space, directly ahead you see armor shards on a stack of canisters.
Around to the right you will find a Health Station. To the right of that are
shelves on which you will find a bullet clip and two plasma cells for a plasma
rifle that you have yet to obtain. Finally, leave here, re-cross the cable and return
to the upper platform. Head for the now-unlocked Security Check Point door,
located at the end of this upper walkway, and step through it.
Underground Security.
As you re-enter this area and descend the steps from the entry platform, the imp
you had startled moments earlier when you unlocked the checkpoint door will
drop from the ceiling to your left-front, displaying and hissing rage, daring you
to rush it. You can do exactly that with the shotgun, or back up to the landing for
dodging space and then use a couple of shotgun blasts to bring it down. Next,
grab the SMG, the clips, the shells, and the medkit from the nearby Cabinet 1,
which you had recently unlocked. As you do so, another imp stalks in from the
outer Security Check Point door. Now might be a really good opportunity to take
the SMG for a test drive in order to handle this predicament. Remember, head
shots kill much faster (24 health damage units inflicted to the head per bullet
strike versus 9 health damage units to the body per bullet strike), and short
focused bursts are more effective than just spraying bullets wildly in unfocused
panicked haste. Remember, overkill is far too common with long bursts, where
an adversary may have already been dead 15 or 20 rounds ago.
Once the imp is dead, switch back to the always-trusty shotgun for ready close-
quarter combat. Use the panel next to the elevator to get the elevator doors to
open. As they part, a pistol Z-Sec rushes out of the elevator with his pistol
initially down at his side. However, he raises it fast, and aims to be planting a
bullet in each of your eye sockets. Blast him pointblank in the face with the
shotgun before he has a chance to use his sidearm. Finally, after scraping Z-Sec
gibs from the soles of your combat boots, grab his bullets, step into the elevator
and ride it back to Mars City by activating the panel within.
– Page 96 –
– Page 97 –
Maintenance.
The elevator arrives at Mars City. As its doors open once again to the maintenance
area, MSgt Kelly issues an all-channels broadcast on your Comm-Link: “All
remaining Marine units, this is Sergeant Kelly. I am unable to return to Mars City
from my current position. Move to Marine HQ, regroup, and await further orders”
(Fire Team Two had reported monorail tracks from Delta Labs, where Kelly likely
repositioned with his teams, was destroyed). In the background, through the secure
ventilation system that interconnects all departments throughout this facility, you
hear people near and far desperately breaching intervening walls and panels in order
to cleave a path to safety, indefatigably working to avoid the encroaching and clearly
viciously lethal opposing force, perhaps not realizing that all of this yelling and
pounding will also compromise their positions to anyone or anything within earshot.
Too bad civilians are not issued Comm-Links so they could be warned of such
dangers. Even so, how many of them are reviewing emergency RSS status feeds on
their PDAs, or, in their desperation to flee danger, even still have those vital
devices? You have found far too many of them so far that it gives you grave doubt.
Ahead, the stairs leading to the Reception door on the upper platform are ripped
in half, with its lower half dropped to the floor. Everything else is pretty much
the way you had last seen it. As you step once again into this space, a blast of
steam from a bursting over-head pressure line almost blinds you as a pistol Z-
Sec leans out, sniping from beyond two large containers that fill most of the
right half of this level. You can dodge behind the nearest container and then leap
back out to blast him with the shotgun as he gives pursuit, you can run around to
attack him from the rear, or even go toe-to-toe using your SMG (as long as you
are pelting him with bullets, this stuns him enough to prevent him from firing
back). You might take some trivial damage if you do not dodge fast enough.
Once the Z-Sec dies, grab his ammo and then balance on
the left lower broken stair rail. Run-jump to the upper
level to grab armor shards and an SMG you can see lying
up there, next to a dead Marine (a second secret location
for this weapon). Doing this can seem difficult, but
practice can make it easy, and it is also a handy skill to
later possess (do not leap when you are against the upper
half of the stairs or you will just fall. You need room to
leap. Looking up helps). The door to the Departure
Lounge is disabled, so slip back to the lower level and
then curl around right to approach the out-of-reach ladder
you see extending below a ceiling hatch. Maybe you
could jump to the ladder from atop the railing here?
The ceiling hatch suddenly slides open and some guy
hidden up there whispers, “Hey you! Up here!
Quickly!” The ladder then extends downward,
reaching to the floor. Once it stops, climb it to the top.
– Page 98 –
Ventilation Shaft.
As you reach the top, the guy, R. Roland, a maintenance worker, says “I thought
I was the only one still alive. I can’t believe I found you! Something happened. I
don’t know what. It…it was like a shock wave. It… it passed through the entire
base! People started changing. It was crazy. I was working up here on the vent
shafts. I don’t know how I survived. Go for help, please!” If you try to talk to
him, to coax him to accompany you, he will absolutely refuse, saying “No way!
I’m staying up here. It’s the only safe place… You can’t get me down. I’m
staying here… Hurry back with some help. I don’t want to stay up here alone.”
Leaving him, you crouch and then crawl through a low vent in the far corner.
This seems to be just a loop with the only exit being from whence you came, but
you do see another tunnel to the right, though three steam pipes block access to
it. At that point Roland calls to you, “Be careful. I don’t know what’s in there.”
Head to the left, by the armor, as you explore further. Work your way up the
short elbow tunnel that turns right from there, to be certain there are no other
exits. Suddenly, over-pressure ruptures the three pipes that had been blocking
you from advancing. Crap! You realize now pressure levels will become a
growing issue as long as systems-monitoring stations remain unchecked. Having
no choice, crawl through this new opening and through the steam to the end,
noticing an office with a PDA on a desk through grating below as you advance.
When you near the end of this passage, you hear some disembodied woman take
a breath, like an exerted gasp. At the end, drop onto an open breaker panel door,
and then slip from there safely to the floor into the lighted area below.
Manifest Control Office.
This office is cramped, made all the more restricted by the furniture being tossed
about. Even worse because two zombies are also here, making the space a bit too
tight. One emerges from the breaker recess in the alcove you dropped at the opening
of, behind you (where there are armor shards), and another from the far side of the
room, by a door to the right of a burning gas leak above a filing cabinet (below
which you can see armor shards). Kill the zombies using the shotgun because of the
short distances (you can also climb to the top of the desk hutch). Grab any armor
shards you require. Take the PDA (Marcus C. Stanton) from the desk. It is one of the
least useful PDAs you will find, though he being Manifest Controller, it is the first
place you start reading or hearing about crates of chainsaws, which have no place on
Mars. Those idiots at Mixom are screwing up shipping orders, where jackhammers
were requested. Now we have crates full of useless chainsaws, but no jackhammers.
Though this might greatly surprise the authors of some Doom 3 guides, the chainsaw
will become one of the most powerful, most effective weapons in your arsenal.
– Page 99 –
The door across the room looks to be your only way out, so move toward it. As
you draw near, you hear Z-Sec chatter beyond it. Yikes! Quickly lean your left
shoulder into the wall on the left side of the door, pulled back enough so that
whoever is coming will not see you before they pass through it. Though you will
not see them either, you can certainly hear them coming, and that is just as good
as having eyes on them. Zip forward and back to force the door to open but to
still maintain your cover. You will suddenly hear a shotgun Z-Sec emerging
from a door across a hall you saw beyond this door. Ambush him with the
shotgun by head-shooting him, or squatting and shooting up into his gut or head
when he trots by. This is your Ambush Posture. Never fully expose yourself to a
foe until your shotgun guts them or de-brains them. Find a method that works
best for you and assume that stance whenever you are instructed to ambush.
Reception Processing.
As you enter, you hear something chomping on
something else. Through a crack in the damaged off-
kilter door ahead, you see an imp squatted over a
body. Slip left to peek at it through the large window
that overlooks a now-disheveled Reception area. You
see the imp chewing on the back of a Fat Zombie,
who lies facedown on the floor. Upon seeing you, the
imp stares for a second, crouches, and then leaps, but
the thick plate glass holds. Clinging to the window,
the imp then slowly crawls up and across the face of it, slithering out of sight.
Search the desks in here to find two large clips and the ACO key card you had
seen earlier. Finding nothing else, leave here by the door you entered through.
Conference Room.
Grab the medkit in the corner as you see a Pistol
and SMG Z-Sec emerging from the Command
Access Junction through the window to the left
(that is the passage you went through to Marine
HQ), but do not panic; Dr. Betruger’s Conference
Room windows are bullet-proof. Meanwhile,
across from you, a Sentry Bot emerges from the
now-unsealed door that leads to Administration.
The bot and the Z-Secs exchange gunfire, oblivious to you. After the Sentry easily
kills them both, it heads down the Central Access Junction leading to Reception,
turning for a moment and chirping at you. When the show is over, because you
cannot find a way through the glass, head to the Hallway through the door to the left.
Hallway.
This small room is featureless, housing only breaker panels and communication
switching. Open the next door in the opposite corner. Through it you can hear
zombies groaning quietly. Step just through the door to alert a couple of them.
Conference Room.
Slay the zombie to the right who emerges from the far door you had unlocked
using the ACO key card. Next, return to the Hallway to eradicate the others,
who try to follow you. When all three die, head through the Sec Ops door again.
Operations Station.
This station is a bloody mess. This is the room where you overheard two men
talking and then as they were being killed, prior to your introduction to a
flaming zombie. Here, grab the single SMG clip you find and then return to the
hall and head through the door in front of you, which opens to the Infirmary.
– Page 102 –
Infirmary.
Grab the PDA (Mark Caseon) from the lab table in the middle of the room and check
the emails and audio logs. The audio logs clearly explain why he was anxious to get
off Mars, and why he was in the severely distressed mental state you found him in
when you first met him on the bench after you had disembarked from the dropship
on your arrival on Mars (sadly, because the dropship DarkStar was not scheduled to
depart for 55 minutes, he and the dropship might still be trapped in the Landing
Bay, and most likely dead, unless they were able to over-ride the overhead bay
doors, or if Sarge authorized it before heading to Delta Labs). Caseon’s first audio
log relates the high incidence of psychological reports being filed: “Audio log for Dr
Caseon, currently stationed at Mars City. I've just left the weekly status meeting
here at medical. The most prominent topic was the vast number of psychological
issues we are seeing as of late. The number of reports indicates that 10% of the
overall base personnel have shown symptoms. As many people will not come in for
this type of thing, the number of affected personnel could truly be in the 30-40%
range. It is even manifested itself here in medical. We have several nurses and a
couple of good doctors out for related reasons. I'm going to formally request two
additional psychiatrists on the next shuttle from Earth. The two we have are being
overworked and on the content of their sessions with patients is beginning to affect
them as well. Dr Caseon out.” His second audio log details a patient attack that
clearly left him thoroughly shaken: “Dr Mark Caseon. At 15:37 patient Jonathan
Wills was admitted after complaining of insomnia and nausea. According to the
nurse Mr Wills was calm and exhibited no signs of disorder when he was brought to
exam room 5. However, by the time I reached him at ten after four, his personality
had changed dramatically. When I entered the room, Mr. Wills lunged at me with a
scalpel he had apparently stolen from a supply drawer. With assistance of an
orderly we managed to subdue and sedate him without injury. Mr. Wills was heavily
medicated and could not be diagnosed. But in the 20 minutes he was left unattended
he managed to carve 3 symbols in his arm and cut his own tongue into 2 halves. I
can only guess as to the cause of his problems. I hope that additional psychiatrists
arrive soon. In the meantime in response to this assault, all medical supplies and
armaments will be locked in a secure hospital cabinet with the code 347. Dr Caseon
out.” He received an email response on 9 November regarding this patient attack
from Jordan Kennedy: “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.” His second email, dated today, was from Sarah Holsten: “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. I swear he tried to bite me today. In your absence is there anything I
should do?” Open locker 017 here with the code (347) to find shells, a clip, a
medkit, and some armor. Next, head to the other, far door in the room and open it,
but do not step through it.
– Page 103 –
Marine Command.
Kill another flaming zombie as it emerges from a burning hall to the left. You
may have previously come from Marine Command through that hall. After he is
dead, head that way and crawl under the flames for some shells, bullets and a
medkit. Follow along the passage until you reach a damaged security door,
where you find a PDA (Bill Tyson). Check Bill’s emails and audio logs. His first
audio log covers his notes on deflating troop morale and his recommendations to
address this issue: “Audio report on troop morale. Morale here is beginning to
drop. It's nothing to worry about yet since I keep my marines sharp and ready to
go. But events at the base are wearing on the troops. There have been a lot of
things happening here on the base. I believe the UAC experiments being
performed here must be the cause. Out here they could be experimenting on
God knows what. There are quite a few people missing. No marines of course;
it's the civilian population I am referring to. The bottom line, whatever they
have going on here has my men on a razor's edge. At this point there is no cause
for alarm but I am requesting we rotate squads every 90 days instead of every
180. I will continue to report as the situation develops. It is good we have the
new marines in route, fresh faces will help. Sergeant Tyson out.” His other audio
log outlines his recommendations for troop deployment: “Audio report
confirming new troop deployments for the Mars City marine facility, October
30th, 2145. The new troops will be arriving within a few days. I've started a
series of training exercises focusing on close quarter, small weapons combat as
well as instituting mandatory refresher courses on all munitions and weapons in
our armory. In response to the large number of security breaches and general
feelings of ill will around the base, I've doubled security details, placing two
marines at each checkpoint. This additional presence should help calm things
down. I expect that the incoming marines are not quite as green as the last
deployment, they've turned out OK. But some combat experience will go a long
way right now. Sergeant Tyson out.” The first email, from PFC Hagar, addresses
his concerns over Sentry Bots: “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
– Page 104 –
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 Bot 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.” His second email, from
Sarge, regards you and Corporal Allen: “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.” His final email, from Central
Security, regards changes to the security code for the arms room: “SSgt Tyson,
Due to the upcoming personnel transfer, we will be changing the Weapons
Storage code in Marine Command to 584. The change will take effect on Nov
15, 2145.” This likely means it changed to sync with your arrival. Further, the
fact he decided to place two Marines at each post means that this will also
double the Z-Secs you encounter. Note the zombie you see beyond the damaged
door here will work its way around the area to eventually find its way to you.
Crawl back under the flames and follow the passage around to the left. As you
make the corner in the passage, you see around it the zombie you saw moments
ago now in the process of killing a Marine (S. Holmes); the same Marine who
had much earlier directed you to Marine Headquarters, and whose headgear now
lies on the floor at your feet. Kill that zombie in return, or, for spite, let it follow
you as you lead it back and duck under the flames, and then let those flames
shish kabob its Marine-killing behind. Make your way to Marine Headquarters.
If you try going right first, through the side-passage toward Administration, you
will discover that the door in that direction is locked, but that is because, thanks
to present events, your security clearance is no longer sufficiently high enough
for that door; its security level was elevated, due to the increased alert posture
throughout the facility following the enemy attack (regardless of your prior
distinguished record and of present events, you are still classified as a lowly
newbie jarhead FNG maggot in this facility until such time that your status is
upgraded). Your clearance presently allows you access only to those areas that
your duties assign you to, unless, of course, you are granted such clearance or if
you can hijack it, such as you have been doing by scraping up lost PDAs.
Marine Headquarters.
Ignore the audio alert requesting video link-up for now (silent in BFG Edition, even
though the red banner across the screen still reports: Video Linkup Requested).
Instead, first enter the Combat Preparation door to the left, by the corpse here.
Combat Preparation.
You will find a pistol Z-Sec here if you first took Sarge’s video link-up request,
kneeled off to the right side, ambushing you. However, when you open the door,
if he is here (he will not be here if you enter before talking to Kelly), you will
hear him breathing, so blast him. Regardless, select the armory door access
panel and enter the code from Tyson’s PDA (584), then grab the armor, medkit,
and whatever ammo remains in the arms room after it was ransacked to quickly
arm troops during the alert. Once done, return outside to Marine Headquarters.
– Page 105 –
Marine Headquarters.
Mount the steps you see ahead and move to the
Comm screen with the red banner across it,
reading Video Link-up Requested, at the
Command Communications Center next to the
Marine HQ door. A link establishes when you
arrive, keyed by proximity to a subcutaneous
id-Tek chip in your shoulder. MSgt Kelly is on
the feed. He says, “Marine, I can’t believe
you’re still alive. I’m unable to return to Mars City. All passage out of the Delta
Complex has been blocked. I’m setting up a command post here. I can monitor
status reports of the entire base from Delta Central Authority and communicate with
other Marine teams. It’s your mission to link up with Bravo Team and get that
transmission sent. Head towards Alpha Labs. It’s the fastest way to find them. I’ll
update your PDA security clearance from here. Good job, and good luck, Marine.”
Clearly, Sarge no longer thinks of you as just another FNG. But, you are left
wondering about this transmission. What transmission? It was likely a Bravo Team
mission order cut while you were searching for Dr. Ishii in the old Comm Complex.
This would also mean that all regular off-world communications are down and they
were deployed to breach the Main Communications Room to access the primary off-
world antenna array from there. That may be why Sarge had such an ugly bug
crawling up his ass when you just got to that decommissioned communications site.
Grab the clip here and another back by the steps, if you did not grab it already.
Head down the steps, hook left, and make your way toward Administration. As
you turn left to move down the branching hall, you will hear a couple of Z-Secs
approaching from the direction of the Infirmary. Sometimes you have to draw
them out one at a time, though often, as you get to this intersecting hallway back
toward Administration, you will hear at least one Z-Sec making his way to you
already. Either way, put your left shoulder against the wall close to the corner in
the branching hall, but not enough to be seen from down the other hall. Lunging
in and delivering head-shots are very important here. This is your ambush
posture for rounded corners. Use it to ambush both of the Z-Secs.
From your ambush point, head down the hall to the locked Office Access door
toward Administration. When you approach it, your upgraded security unlocks
it. If you did not kill either of the two Z-Secs in Security Operations, as you slip
through this doorway they will blow
the disabled door to that area, across
the way. In that case, make sure they
get a good look at you so they will
follow, or else you will have to go
back and lure them in by showing
them a quick glimpse of a tasty
human. Backtrack to use a corner to
ambush them, blasting each with the
shotgun as they trot by. Now go back
through the Office Access door. Or,
you can simply kneel and use the
SMG on them after the door blows.
– Page 106 –
Common Area.
Kill a zombie armed with a flashlight wandering here. Two Z-Secs will come if
you go back near the now-busted Super Turkey Puncher 3. When you hear them,
rush to behind the left side of the door frame, using it for cover (butt against the
drinking fountain nearby for max concealment), and blast each as they come
around. MSgt Kelly will also inform you about this time to take advantage of the
Sentry Bots, which pack lots of firepower. Grab the medkit in the left corner and
some armor shards, if needed, and then reenter the Command Access Junction.
Restroom.
On the floor, beneath the wash area
and the mirrors, you see several
armor shards scattered about.
Approach them and look into the
mirror to see a short cut-scene of the
madness invading this place affecting
you, such as the devastating horrors
– Page 107 –
of the walls bleeding and your makeup running. You will hear, and then see an
imp stalking through the door, so wait for the door to open and rush it with the
shotgun as it turns to enter. Also notice the nice little surprise in the stool of the
middle toilet. Actually, it was here before, but the light was not good enough to
clearly see it. Also, notice that the urinals flush when you step away from them.
Grab the armor shards and return to the previous room. Alternatively, you can
ignore the Restroom, at first, and return here when you finally have the Sentry
Bot in tow, which will take care of the imp for you. Though this is a bit of a
cheat, it is still pretty cool. Leave the restroom and turn left. You could also do
the same before entering the Common Area. The Sentry Bot is really handy!
Central Access.
Ambush a Z-Sec you hear coming from around a left corner ahead. Advance
further and a Sentry Bot will arrive to help you, emerging from the hall that
leads to Reception, where you had seen it enter earlier when you were in the
Conference Room. Just in time, too, because another Z-Sec arrives. He emerges
from the security door that leads toward Administration, to the left, where UAC
Security Guard J. Yezback had stopped you, telling you that you did not have
clearance to use that door. The Z-Sec may try to shoot at you before the Sentry
Bot intercepts him. Take cover behind a corner as the Sentry takes the Z-Sec’s
attention off of you as it kills your would-be assassin. Afterward, when it is
finally quiet, the Sentry Bot will chirp at you to follow it. However, ignore
following the bot for the moment and head through the passage toward
Reception. At some point MSgt Kelly will transmit another message: “Marine,
you’ve got to get to Bravo Team quickly! They need all the firepower they can
get! Sending that transmission is critical to our survival!”
Central Access.
Follow the Sentry Bot to the ACO Access Junction.
ACO Offices.
Enter the nearby door on the right where the Sentry had just killed one of the
SMG Z-Secs and grab a medkit. Notice across the room from it is a locked door.
If you click its access panel, it reports that the only authorized personnel on file
for this door is Duncan Mathews. Darn! Turn and follow the Sentry again.
When the Sentry kills the imp, immediately move forward and step into the
lounge. As you do so, another imp will emerge at floor level from the front-left
corner past the red soda machine. You may need to dodge a fireball tossed by it,
but try to avoid coming between it and the Sentry, which should be moving
toward the imp by then. As the Sentry advances, slip behind it and head over to
stand next to an open floor-vent you find to the right of a “Thirsty Burst”
vending machine in the right-front corner of this lounge area. Let the Sentry take
this imp’s attention and its life. When this fight is over, step out again. This will
bring the sound of more imps approaching from the door from ACO Offices.
Two more imps will now join into the dustup (if you simply remain hidden by
the vent, the Sentry will often park itself in a Sentry Bot Recharging Station to
the left of the elevator and put itself in sleep mode before these imps naturally
come along, which means you will have to do battle with them). When you hear
the imps rasping, duck back to hiding next to the vent. You can also duck into
that vent crawl space and hide there as the Sentry takes the imps out, or even
race up a ladder you find in there and watch the end of the battle from above.
You should come out of this unharmed and without needing to fire one round.
Once this battle is over, move out and let the sentry park itself. If you had
already gone up the vent space ladder, it will automatically park itself.
Otherwise, enter the vent crawl space and climb a ladder you find in there,
follow the short tunnel up top and exit to the upper balcony level.
– Page 109 –
In the back of the balcony you will find some armor shards and shells. At the
front ledge, you will find a PDA (Duncan Mathews) by the broken-out railing,
next to a body where the imp had tossed the barrel from. Duncan’s PDA
upgrades your security clearance. He did not have an audio log, but he did have
two emails. The first, from Ray Gerhardt, is the same “Goodbye for now” email
you read before on Mark Caseon’s PDA, which Duncan had forwarded to
Caseon. The other, from UAC Security, regards a security equipment request:
“We understand the pressures and concerns of civilians in Mars City. I want to
assure you that there is nothing to worry about. We in UAC Security have
everything under control. I’ve left the armor you requested on your desk. I hope
this helps you sleep a bit easier. We will not be able to fulfill your request for a
plasma gun at this time. I would like to take this opportunity to remind you that
civilians are not allowed the possession of weapons. If you ask again, I will
have no choice but to report you to UAC HR. If you do happen to find
equipment, it is your duty to return it to UAC Security immediately. Sincerely,
UAC Security.”
Push the barrel to the floor, if the imp did not do so already, and drop unharmed
from the lip of the ledge through the broken railing onto it, or return to the lower
floor using the ladder back in the vent tunnel. Simply jumping from the ledge to
the floor will result in some minor injury.
Being that an email mentioned Armor in Duncan Matthew’s office, which you
had noticed was locked in passing as you advanced through the ACO Offices,
head back around the elevator into ACO Offices and to Duncan’s office, directly
across from the door where you entered the ACO Lift Junction. On your way, be
sure to also pick up any SMG ammo lying around the elevator housing that the
the Z-Secs the Sentry had earlier killed had dropped.
ACO Offices.
Standing at Duncan Matthew’s door, you hear a lone zombie moaning inside, off
to the right. Unlock that door using Duncan’s security clearance that is now
recorded onto your PDA by selecting the access panel next to it. Once the door
opens, the zombie inside becomes agitated. So, either step back to let the zombie
emerge after a moment or two, or step inside and turn to the right. Either way,
please kill this lone zombie using your favorite zombie-killing technique.
Clear both cubical areas within the office. There is a large clip and a medkit in
the left cubical, and Armor in the right cubical. Once finished here, head back to
the ACO Lift Junction. You are made to wonder if the clip and medkit were
equipment that was found, and if Duncan or his executive assistant really meant
to turn in this other contraband, or, in lieu of the attack, to keep it as stores.
ADMINISTRATION.
The Administration Facility is the Corporate presence on Mars. Union Aerospace executives located in
the upper level offices are responsible for all local and interplanetary administrative tasks. The facility
also houses data archives and a global network access station.
Administration Lobby.
When you emerge from the elevator, you will overhear
a heated conversation through a ventilation air duct to
the right, via a cut-scene, between Elliot Swann and Dr.
Betruger, conducted over a Comm-Link station. Swann
is not sure that Dr. Betruger understands that the
situation is out of control and that the UAC is taking
over this operation. Dr. Betruger scoffs. He says that Swann is out of control and
that he and his flunky will be taking control of nothing. He asks if Swann
understands that. Swann is resigned, saying gravely that he
thinks he does. He signs off the Comm station with a swipe
of a hand as Campbell opens the weapons-case he had been
lugging around effortlessly since they arrived on Mars. As
the unseen weapon within bathes him in an eerie green
neon glow, he sighs, “Ok. Plan B.”
When the cut-scene ends, you hear Z-Sec chatter off to your left. Turning, you
see a pistol Z-Sec standing in a doorway on a slightly raised access platform
beneath an Alpha Labs marquee. Zombies having just lower brain function, from
this distance the odds of him hitting you are slight (less if you squat to minimize
your profile), but you can slay him quickly with rapid-fire from your pistol. If,
instead of turning, you immediately duck back into the elevator, the Z-Sec will
not give chase, but remain behind the door, which closes. However, if he attacks
because you hesitated or looked at him, then squatting against the left wall of the
elevator gives good cover as you drop him after he shuffles into view. If he does
not come, then you can first address a reanimating zombie to the left of his door,
who was slumped in a lounge chair. From
the left side of the now-closed door you can
trigger it to open, zip back to hiding, allow
the Z-Sec beyond it to emerge, and then
ambush him. Standing there, also notice the
two clips and a box of shells in the shadows
to the right, on your side of the door.
– Page 112 –
Pass by the health station to the right. Around a right corner beyond it, in a black,
lightless recess, you hear a zombie moaning. It emerges from the shadow when it
sees you. Kill it (you can also draw it out from outside the office by letting it see you
through the left-most window). There are two shotgun shell packs in the corner the
zombie lumbered from. From the counter, next to the broken window and body, grab
the armor shards, video disc (this is the Welcome to Alpha Labs video that plays
behind the reception desk) and PDA (Alan Dorweiler). The PDA has two emails of
note, both from Ethan Peterson. The first, regarding armaments, from 12 November
states, “Per our earlier conversation I’ve stocked the storage cabinet in your area
with some ammunition and security armor. The door code is 586. I don’t know
what’s going on around here but we can’t be too careful. I hope to God we never
have to use that stuff. If I hear anything else I’ll email you.” Good, because that
storage cabinet is right here. The other email from Peterson is from two days later
concerning whispers from the rumor mill about UAC Corporate. It states, “I heard
that UAC Corporate is sending someone up here to check on Betruger. His name is
Elliot Swann, I don’t know who he is but John said he’s a real ball buster. He said
that he always travels with a bodyguard. This can’t be a good situation. I hope this
Swann guy doesn’t shut us down. We are so close to solving the stability problems
and the transfer errors are exceptionally low now. I’ll keep you posted if anything
goes down.” Use the 586 code on locker 013 in here to access armor, a large clip,
shells, and Hand Grenades (yay!). The locked door to the left, if you check its
access panel, requires William Bank’s PDA to open it. You will also hear a battle
raging somewhere far beyond it, likely Swann and Campbell blasting their way
through a sizable hoard of beasts, if you can tell anything from all the shrill imp
screams after each gulping blast from some clearly commanding weapon. If you
need the health station, use it as you head back out into the main hallway.
Outside, notice the security armor hidden in the shadows around the office
corner to the right. Move to the large doors ahead from its left side, per usual.
Were you to just waltz through the door like many players will do, runnin’ and
gunnin’, an imp would pounce squarely into your face and start tearing the flesh
and sinew from your bones before you knew what hit you. Leap into the imp’s
face from your concealed position around from the side of the door and hurl a
blast of shrapnel squarely into its brain pan, or dance (dodge fireballs while
firing) with the SMG or shotgun, and finally pass through that door.
– Page 114 –
Alpha Labs Processing.
To the left, within a glassed-in area filled with churning machinery, an imp
tosses a fireball your way. Ignore it, because it is stopped by a glass pane,
though it does break (I smell access), and then it heads to the rear of the bay,
disappearing around a right corner back there. In the BFG Edition, it advances
and tries to pick a fight, but ignore it and hide so that it will leave as described.
You may notice there are/were four bullet holes through the left window pane,
and five through the middle pane, which explains why the glass is so fragile,
easily breakable with your fists. The
right glass pane at the end is already
busted out. If you look down toward
the corner the imp disappeared
beyond, you will see a Rucksack
leaning against a wall by the corner,
along with a couple medkits. Now
you really need to find a way to
access that room, because you cannot
seem to be able to crawl through the
window, and the window frame is
too short, foiling any jump-squat
attempts.
Administration Lobby.
When you re-enter the
lobby and are about to
step off the access
platform, the damaged
MIS Operations doors
across the room are
torn from their tracks
by two imps that rip
through them. Toss a
grenade to take out the
first imp and damage
the second. Next, use
the SMG at a distance,
or do a shotgun ambush
to finish off the second, or both. Or, exercise patience and draw them both back
– Page 116 –
to the explosive barrels in Alpha Labs Processing (they are spaced apart), and
kill the first, and soon after the second using one of the available barrels for
each. You might have to dodge a time or two as you coax them to follow you, so
be mindful of your proximity to the barrels. However you chose to eradicate
them, afterward head through the jumbled opening at the MIS Operations door.
Lower Hallway.
You can see a clip on the floor to the left, at the end of the hall that then cuts right.
Grab the ammo clip, but when you start to creep around the corner, the lights blink
out as a breaker snaps and panels slide back, not to mention the sound of imp rasps
and toenails tapping the floor. Duck back around the corner near the lobby. The
SMG or shotgun works well here, or ambush them from the corner, or to finish the
job. Or, just roll a grenade or two to kill one or both. Because you have had little
need of the grenades so far, your reserve should be ample. Use a medkit if needed
and move on. Advance around right to the left side of the next door. Shoulder it,
open it, and wait with the shotgun to ambush a couple of Z-Secs (Shotgun and SMG)
you hear shuffling. Or, deviating from normal Ambush Posture, you can
alternatively stand facing the opening on the left side of the door because the sounds
are coming from the hall to the left. Here, you can briefly dip in to blast them in the
head as each passes the edge of the door, before they turn right to come through it.
Data Library.
There is a railed balcony above, running the whole length of the left wall,
overlooking this room. The door to the Executive Offices on the far side of the room
is locked (another route to that place). If you step to it, you can hear Z-Sec and imp
activity beyond it. Selecting its access panel informs you, like the Administration
Lobby door, that you can unlock it at Terminal 3 in the Data Library. Well, here we
are in the Data Library. Where is that terminal? Look around. To the right you see a
glassed-in office. In there, you see an active console at a desk against its left wall.
– Page 117 –
The glassed-in office has a door on its right side, labeled “Terminal 3,” which is
unlocked. You found it at last! Enter the office and notice the armor shards
ahead and the shotgun on a right counter, in case you need them later. A security
monitor is on a workstation ahead that shows stair access to offices from the
Administration Lobby door. Use the console next to the monitor to override the
door locks for both the one outside and the one in the Administration Lobby.
This starts a cut-scene, introducing the Bull Demon
(AKA Pinky). After it threatens you, it unsuccessfully
tries four times to breach the office door, warping it
with each heavy impact. Finally, it circles around and
crashes through the large pane glass wall, shattering
it. You can try to kill it right there, and then kill an
imp that will afterward emerge from the now-
unlocked door to the Executive Offices. Running out, turning around, and then
backpedal as you dump a couple shotgun blasts
squarely into the bull demon’s face also works quite
well. However, recall the alcove back through the
door you came in? That is a fantastic place to take
on a bull demon because it cannot reach you there
due to their bulk. Position yourself out of the way,
between the big glass pane and the damaged door.
When it breaks through the glass, dash through the
shattered pane before it can turn on you. Run as fast
as you can to the safety of the alcove, with the bull
demon huffing behind you and looking to bite into
that tasty-looking gluteus maximus bouncing in
front of its nose. You can take it out with a couple
of pointblank shotgun blasts. An imp soon stalks
through the now-unlocked door, so prepare a shotgun ambush around a corner of
your choosing and wait a moment or two for it to arrive.
As indicated, the locked door behind the Administration Lobby desk is also
accessible. Actually, you might prefer to go around from that direction. It is just
easier to take out all foes by going that way. You can save going through the actual
Executive Office door you will pass at the start of a trek from that direction for last,
after you clean up all the other stores. More importantly, you can pick up a chaingun
from a Martian Buddy storage locker before facing the bull demon up there, if you
would prefer a High-Noon showdown with that beast, John Wayne style.
Make a decision on which way you want to traverse the upper areas to get to the
ultimate goal of the Executive Offices in order to retrieve Director Banks’ PDA.
You can enter here, going through the North Hallway, which is a little harder but
more direct, or through the Administration Lobby, which is much easier. It is even
easier if you simply ignore doing the loop and just go straight to the Administrative
offices from the lobby. However, you would miss out on the chaingun in the Martian
Buddy storage locker, which is just too tempting a weapon to ignore. Besides, it is
when you return that you might just call in a world of hurt as imps start phasing in,
which can easily attract other foes along the circuit if you are not exercising extreme
caution and working to maintain control of the possible fluidity of such a battle.
– Page 118 –
This circuit will assume that you went through the door to the Administrative
Offices from the Data Library.
North Hallway.
When you reach the top of the stairs, to the right you see a suspicious door-like
wall panel showing signs of wear from opening and closing, indicating a storage
panel. Grab the Shotgun or SMG. Pivoting left, you see a similar wall panel on
the far wall. Crap! Advance slowly and ready for anything. Suddenly, the panel
ahead on the far wall draws up, revealing a bull demon in an alcove. Take it on
here, backpedal down the stairs or in the Data Library, blasting the shotgun
almost pointblank, or race down to the alcove used earlier. As it charges,
though, you will also hear a Z-Sec activate down that way. When you return, be
cautious when you approach the top of the stairs. A pistol Z-Sec has positioned
himself close to where the bull demon emerged from and tries sniping from
behind a column. Pull back down the steps and then race back up them to draw
him in, then blast him with the shotgun at the corner when he trots around.
Still suspicious of this other worn wall panel, grab the SMG or the shotgun. An imp
will leap out at you from behind, so when you hear something slide, leap to the right
toward an office you see to the right, or race to the end of the hall. Face off and
dodge fireballs, or run up the stairs ahead and ambush the imp from around a corner,
or, what the hell, just rush it with the shotgun right there in the hall.
Once complete, go into the office you find here and collect
armor shards, a medkit, and a PDA (Jonathan Moses) from
the desk there. Check the PDA and visit the Martian Buddy
web site to find out the access code (0508). Use that code on
the Martian Buddy locker beside you to find the Chaingun,
Ammo Belt, and armor. Grab the clips from the imp recess
and the armor shards from the bull demon recess. Opposite
the office is a wall panel, near the stairs, where a zombie will
emerge. Climb the stairs to reach the balcony over the Data Library.
NOTE: Under Doom 3 BFG, the Free Stuff email is shown to be from 0508 instead of from
martianbuddy.com, as it is under Doom 3 (see page 545 for an image of the website).
North Hallway.
At the bottom of the stairs, you see an office ahead and hear an imp off to the
right. Move forward and to the right, near the column. Here, a wall panel slides
up and a zombie emerges, so end his unlife. On the worn panel recess to your
left, you hear a bull demon behind it (prophecies of things to come…). Go into
the office you find here and grab the armor shards, medkit, and the PDA
(Jonathan Moses) from the desk there. Check the PDA and visit the Martian
Buddy web site to find out the access code (0508). Use that code on the Martian
Buddy locker beside you to find the Chaingun, Ammo Belt, and armor. Slip out
of the office and head left, to the obvious worn paneling of a door. Behind you,
however, a similar wall panel you had heard a bull demon behind slips up and
the bull demon is revealed over your shoulder. Face off using the shiny new
chaingun, backpedal with the shotgun, or run down the stairs, through the Data
Library, the door, and to the Video Phone Conference Room Area, to the alcove
past the microscopes on the left. Blast away with the shotgun, pointblank. Once
it is dead, return to the North Hallway.
NOTE: Under Doom 3 BFG, the Free Stuff email is shown to be from 0508 instead of from
martianbuddy.com, as it is under Doom 3 (see page 545 for an image of the website).
Still suspicious of this other worn wall panel at the top of the stairs here in the
North Hallway, grab the SMG or the shotgun. An imp will leap out at you from
behind, so when you hear something slide, leap to the right toward the office
you see on your right, or race to the end of the hall. Face off and dodge fireballs,
or run up the stairs and ambush the imp around a corner, or rush it with the
shotgun. Once complete, then head back to the Executive offices after grabbing
the clips from the imp recess and the armor shards from the bull demon recess.
Finally, head back to the Administration door and step through it.
– Page 120 –
ALL TOGETHER NOW.
Executive Offices.
Step inside for a moment into a dark, circular hallway, to draw the attention of a
zombie you see to the right. A pistol Z-Sec, hiding in a dark alcove to the left,
also responds. When they react, backtrack across the skywalk to behind the left
edge of the door in Executive Office Access. Use the shotgun to ambush the Z-
Sec that pursues you and the pistol on the zombie. Then, head back to the
Executive Offices and make your way to William Banks’ office, which you see
on the right wall. On Marine difficulty, you will find armor in the Z-Sec alcove.
Well, William Banks’ office has clips. William Banks’ office has a medkit.
William Banks’ office looks like it even has what is left of William Banks. What
it lacks, however, is his PDA. Typical! So now you need to find it. Make your
way over to a really creepy shuttered room lit by candles that has oozing tendrils
covering the walls… Well, there you will find his PDA, next to a pentagram and
a number of candles (and why is the ancient symbol for Venus considered evil?).
A disembodied voice will sigh in a long and slow whisper, “Save me…” On
Marine difficulty, you will also see a couple clips lying here, next to the body.
Administration Lobby.
When you pass through here and start to head through the door on the raised
platform leading back to the Alpha Labs, an imp phases in at your feet. Blast it,
and spin around and race to the other imp you hear phasing in behind you,
adjacent to the elevator you arrived on. As it draws back and prepares to swat
you, splash it with anti-swat buckshot. In case it took two shots to kill the first
imp – roll the other imp a grenade and watch it try to defy gravity, or ambush it.
If you curl around to the left to visually verify the area where the Z-Secs came
out from is now clear, an imp will phase in directly in front of you, next to the
door where an imp had leapt through previously. Blast it as another imp phases
in within the office that Security Locker 013 is located in. Run over and wait
outside the office door to greet it with the shotgun when it opens that door.
In the office with storage locker 013, use the health station there if you need it
and then use the panel by the door in the back to gain access to the area beyond
with your new security level that you acquired from William Banks’ PDA.
Network Access.
Follow the short tunnel for a quick left and right, and at the T-junction, pass
through the unmarked door to your right.
Network Access.
Here, you see a ladder in front of you leading to an upper platform. To the left is
the doorway you previously came through, and beyond that are some shelves
that contain clips. Grab the clips and then climb the ladder.
– Page 123 –
Processing Access.
At the top of the ladder, step through the door you see to the right. This is the
open platform the fat zombie had hurled the explosive barrel at you from. At the
other end of this upper platform you will see that a bypass door there is damaged
and cannot now be opened. Campbell probably disabled it after he and Swann
took it to get into Alpha Labs, in order to block pursuit. He also likely killed the
now-missing fat zombie who had been wandering around up here.
Transfer Bay.
Here, use the transfer control panel on your right to finally gain access to the
Alpha Labs. Standing there, waiting in this brief respite, you roll your head
back, close your eyes, and allow yourself to relax for just a moment. Your mind
reels as your review all the enemy opposition you have had to prevail against
just to achieve what should have been by all rights just a brief walk from the
Administration Lobby elevator to this hatch, were it not for so many unforeseen
complications. You try to imagine how much more hardship you will have to
endure until you are able to finally catch up with Bravo Team. MSgt Kelly must
be going nuts trying to figure out why it is taking you so long to reach them.
You recognize that for all the enemy forces you have had to rumble with so far,
it can only be but a drop in the bucket of what Bravo Team has had to do battle
with. Their efforts have most certainly softened up all the opposing forces that
you have so far faced, plowing the road, so to speak, and leaving you to deal
with what little of them remains as just token opposition, which means that they
have truly gone through the prickly-thorned wringers of Hell, and they have no
doubt bled and paid dearly for it. By now Bravo most certainly and desperately
needs all the help and relief that you can offer. But you do begin to wonder if
you will catch up to them in time. But whatever the outcome, you do know that
you will never give up trying. You will always, unfailingly give it your all…
NOTE: Many Doomers talk about where they can kill Jack Campbell so they can grab his
BFG 9000. Well, the Global Network Terminal location is one of them. If you cheat and
noclip down from the walkway above in Executive Office Access and blast Swann and
Campbell, both of them will actually die (in some places they are no different from impervious
statues). The best part is, Campbell will drop his BFG for you, so you can be a major low-
life, cheating dickweed and grab it. Some Marine you are. That is as bad as being on a
team in a multiplayer game, and a teammate kills you for no other reason than they ran out
of ammo and need yours because they are not smart enough to figure out how to take their
stupid finger off the fire button as they run-n-gun. God help them if they go into the military
with an attitude like that. They will likely manage to fall victim to an unfortunate “training
accident.”
– Page 124 –
– Page 125 –
Air Lock.
As you collect your wits, MSgt Kelly breaks in over the bitch box. “Marine,” he curs
with restrained impatience, “I’ve received a report that you haven’t reach Bravo
Team yet! Ya need to pick up the pace! Can’t wait for you! Getting to the
Communication Facility is imperative!” Too fast is not fast enough for him, but you
do understand the great pressure he is under in just trying to keep his Marines alive.
Use the panel here to open the inner hatch and step through it. As you do so, you
receive a new mission: Find the personnel access elevator to Alpha Labs Section 2.
Alpha Labs Reception.
Even with a few timid lights present, this broad space is still exceptionally dark.
Muted glows coyly breach the otherwise ebony void at odd points; this hatch, a
door on the far wall, two sets of lounge chairs nearby along the left wall here, a
pair of offline monitors above a long reception counter over to the right, and
faint blushes from a few status panels scattered about. You can barely detect a
clip and medkit on the lounge chair right next to you. At the counter, the only
gleam from it is the fragile ember glow of a central away-facing monitor. Using
the flashlight you can make out square columns at either end of the counter, and
behind it a row of three large data towers that form a wall of sorts, with a space
behind them. Other than a damaged floor and scattered flotsam, the only other
things of note are three bodies strewn to the floor; one nearby to the left, another
at the nearest corner of the counter, and a third near the door on the opposite
wall. As you survey all this, the body near the far door suddenly groans, drags
itself to its feet, and then weakly stumbles toward you. Use your pistol to send
this zombie to its final rest. The light is frail here, but you still should have little
trouble dumping a few rounds into its head using what backlighting there is.
Once this zombie dies, you can turn your attention to the reception counter. As you
approach either end of it, an undead sigh drifts from the
pitch shadows beyond the computer banks. With caution,
move around a corner of the counter using the flashlight. As
you do so, you hear a floor panel beneath your feet snap
back into its footing. You next hear a zombie grunt, and
then a dark throaty chortle echoing from everywhere. That
is accompanied by the sound of three zombies shuffling
from behind the back wall from both the left and the right.
– Page 126 –
Being quick, you see the monitor that emits the faint ember glow in the counter’s
middle is a security and power control panel. Most guides tell you to quickly engage
the panel and then race to the safety of the main floor, but you can instead simply
hop onto the counter next to the monitor, crouch, and inch out close to the its front
edge (where you can drop to the main floor, if you want to). There, the zombies will
not be able to reach you. When they are nearby the monitor, you can easily see them,
especially their beady red eyes. If you wait long enough, they will often slowly
move around the counter, but they most often do so together, and then you can inch
back away from the front edge of the counter. But why wait? Just kill them. But
even after they are dead, you will hear more sighs emitting from beyond the far door,
marked Blue 16, but you can tell this stronger muffled breath is from Z-Sec throats.
Once these zombies die, engage the power panel if you have not done so. It
unlocks many doors in Alpha Labs, to include the outer door here, and enables
power to this section of the building. You hear breakers bolt into closed states as
overhead lights flicker to life in a low-power glow. As the system power levels
wind up, the room’s luminosity weakly increases. Even so, it does not come up
as much as you would have liked. A pleasant, but garbled automated female
voice is activated by the power-up, saying “The UAC takes pride in its safety
record. Please follow UAC procedures.” You have growing doubts about that…
Grab the bullets from the far end of the counter and then explore behind the
computer banks. On their left end you find bullets and armor, and in that corner
you also find a health station. The other end yields nothing of use.
Once you have collected everything you require, though, as always, you should
really save any found stores as caches for final mop-up, turn your attention to
the Blue 16 door, approaching it, as usual, from its left side. Open that door.
EPD Lab.
Here, you will first encounter
a pair of imps who phase in
after you drop to the floor.
Later, you will face two more
imps, a zombie, and two Z-
Secs. The first imp phases by
the wall to your right. The
other arrives past the plasma
beam firing leftward from the
great device through an aperture in a closed access hatch. You could run up the
steps to the control platform to your left to initially shield yourself from the imp
by the beam, using the SMG to deal with them one at a time. You can also hide
underneath that platform and deal with the imps from there, where you also find
shells and a medkit. However, it is easier to just drop through the window and
rush the imp to the right with the shotgun as it phases in. Next, use the SMG to
dance with the second, or, even better, play cat-and-mouse to keep the other imp
in front of the EPD plasma beam as it tries to follow you. This way you can
make it cross the cycling plasma as the EPD winds up and down, and after a
couple encounters with the plasma, this gives the second imp a fatal brain trim.
Stay on the lower level after killing the two
imps in order to draw another imp out from a
crouched position at the end of the raised hall
adjacent to the upper lab, which you can see if
you go right-front of the beam to the left
balcony area. Before drawing that imp out,
squat at the corner of the balcony and wait for
the EPD to fully wind down during repeating
power cycles. Another imp will phase in by the wall in front of you. Blast it. Or,
more logically, you can first attract the imp in the hall (see below), and while
hiding from it under the balcony, this other imp will phase in when the EPD
fully winds down, and just wait to let the EPD in time kill both of them for you.
– Page 129 –
NOTE: Though backing up these files might seem moot, by backing up ALL the computers
as you encounter them throughout the game, you will win access to a special id Software
PDA near the end of your adventure, which contains notes from the developers. Someone
told me, though, that too many players had whined and so they disabled this requirement.
EPD Junction 2.
Grab the medkit on your left and follow the passage to
the right, which then turns left, to its end, where an imp
will leap out in front of you. Rush it with the shotgun.
After it is dead, notice the fencing in the wall to the
right as breakers snap and lights go black. Looking
through it, you see on the left a workstation, and on it a
PDA, clip, and a medkit. You will soon find your way
there. Head down the ramp to the left. At the bottom, a
trio of zombies will be alerted. Back up the ramp and
use your flashlight and your pistol as you slay them.
– Page 132 –
After killing the zombies, if you open the door down there
to the left (EPD Particle Scrubber), you will find not only a
nasty flaming gas leak, but you will also find grenades, a
shotgun, and shells. Although you can grab this loot without
injury, leave it for later retrieval. Turn away from the flames
and head back through the passage that tracks right on the
opposite wall to reach the next dark area. Notice also that
there is a medkit just inside the entrance to this passage.
When they are all dead, again grab the flashlight and explore the lower area, to
ensure the area is clear. At the far side of the room, to the right, you find two
recesses, each containing a zombie. The one on the left also holds a case of
shells. You may need to coax them out. Once the area is clear, head back up the
stairs and return to the control console. On it you will find, as you had seen from
beyond the fencing, a medkit, a clip, and a PDA (Jack Smith). Grab them.
Jack Smith is a Benefits Analyst for Alpha Labs Sector 1. You gain nothing
substantive from his PDA, which cover typical benefits claims and accident
reports, but it is clear that lately these incidents are becoming so frequent that
they are enacting out-of-the-hat solutions in a desperate attempt to curtail them,
such as a buddy system. One email response is sarcastic, wondering if the buddy
system is so that the ‘buddy’ can watch as the accident occurs, because their
causes are absolute mysteries, such as machines being repaired coming to life,
even though the activation keys might actually be in someone’s pocket, and the
machine should be impossible to start up without the key being inserted into it.
Hydrocon Condenser.
Beyond the door you see
scattered explosive barrels
ahead, beneath upper-level
stairs. From the left a Z-
Sec walks among them, on
patrol. Shoot one of the
barrels to blow them all
and kill this shotgun Z-Sec.
Also blast the SMG Z-Sec
you see racing down from
the upper stairs. You can
also wait to rush him with
the shotgun from behind
the door (step back to let it
close first), or backtrack
and hide around the dim-lit corner by the disabled door. Grab dropped weapons
and a medkit to the left. Next, cross the bridge to the right and hop over
damaged floor grates before you open a door up ahead. If you fall into a broken
section (grates drop as you step on them), they fall harmlessly a few inches
before each lands squarely on parallel pipes running just beneath them.
Hydrocon Oxygenator.
Ahead, you see a platform, plus a much higher one to the left. Down here,
there are a couple of columns obstructing your view, though there is a set of
stairs to reach the upper deck on the far left corner. Watch for non-exploding
fuel barrels that are tossed by unseen hands from the dark upper deck as you
creep across this dim lower platform to the stairs at the far end. Grab your
SMG and then squat as you crawl up the stairs. At the top, still squatted,
peer left beyond the stair railing. You will see a lighted door open across this
platform, and then a maggot and a pistol Z-Sec file out. You should already
be hurling rounds to take out the maggot and at least damage the Z-Sec. To
finish him, if you did not manage to kill him, use the pistol and inch to the
right until you can just see his head popping up and over the top of a body
that is draped over the crate he conceals himself behind, but be sure to
remain out of sight of his pistol. Pop his popping head until it pops. Grab the
medkit and clips there and then step through the door that he emerged from.
– Page 136 –
Hydrocon Condenser.
This dim area is similar to the last one, with a lower level and an upper level to the
left, with stairs leading up at its far left corner. In the far right corner you see a
workstation. Move up to it and backup the data on a computer there. Turn around
and climb the stairs. At the top, directly ahead, you see a generous spread of armor
shards laid out on the floor as if bait for a trap. Suspecting a trap, go to the right-
front corner, against the wall, then race through the armor shards and toward the
stairwell ahead. This will trigger a hidden wall panel to the right, releasing a leaping
imp from this obvious ambush spot. You can rush it with the shotgun, or run up the
damaged stairs, which break away as you run up them, and dodge fireballs as you
fire the SMG until you kill the imp. However, this imp sometimes drops through the
broken stairs if you instead jump on the left stair handrail and run up to the landing
above, allowing the imp to attempt ascending the stairs before they fall away under
its feet. Grab the SMG, and when you get its attention, the imp will fall to the
walkway below. Duck and dodge any fireball, and as it heads for the door below,
blast not the imp, but an explosive barrel beyond the door to wipe it out. Another
imp also stalks on the lower level. Use the SMG with it, to take advantage of
distance and dodging. Armor is in the leaping imp’s alcove. Finally, gather any
ammo and health kits you need up here and then open the door at the far end.
Hydrocon Junction 1.
Enter the tiny foyer, with a medium room to the right with two columns in its middle
and glass panes along its right wall. An SMG and clips are in front of you. Save
them for later. Head to the right, into the corner and turn left. Through the windows
here, you see a large, inaccessible lower-level room, split by columns with a door in
the back (another dummy area). Ahead, you see two columns splitting this room,
and a bullet-proof-glass armaments security hatch on the left wall. Another door is in
the forward left corner, up a few steps. Creeping forward, you suddenly have a
vision of bleeding walls. Next, two imps phase in – one directly ahead at the far end
and the other by the entrance. Rush the imp ahead with the shotgun, and then turn
and hide behind a column so to ambush the second imp that will come stalking by.
Hydrocon Control.
Ahead, you see a video disc on a control console. Beyond it is a window through
which you see huge pistons pumping behind glass shields, processing viscous
liquid saturated with glowing aqua plasma. As you creep forward, a zombie
emerges from a dark corner to the left. Kill it, and then grab the video disc. This
disc is an obvious ad, explaining that the world has fought endless battles over
two things – fuel and water. It then touts the world-changing benefits of UAC’s
Hydrocon, which separates hydrogen and water molecules from the Martian iron
oxide that will, once it goes beyond its prototype stage, provide fuel for
everything you can think of, from home appliances to the most demanding
spacecrafts, plus an endless supply of cool refreshing water. However, what they
fail to tell you is something that you will only find out much later, and that is a
useless byproduct of this process that is a less glamorous, exceptionally toxic
and corrosive substance they refer to on in-house-only videos as Green Gooh.
Hydrogen Siphon.
Hug the dark wall to your left as you make your way around to the forward left
corner. In the shadows to the right, standing by a console, is a headless zombie,
oblivious to you, unless you use a flashlight on it. Kill it with the pistol, then
step to the console. There is a medkit here and an active computer screen, which
you can use to backup its data. As you backup the files, a couple of separate wall
panels to your left retract and you hear and barely see an imp around the edges
of one. As it steps forward within the recess to the opening nearest you, greet it
with the business end of your shotgun. Once it is dead, explore the new recess.
Stabilization Junction.
You hear a panel pop loudly above you to the right (gotcha!), which was a likely
damaged access panel popping off, which probably normally auto-opened via a
hidden floor pressure plate. Looking up that way, you see a ladder ending at an
opened hatchway in the ceiling. Climb the ladder and through the hatch.
– Page 138 –
Hydrocon Stabilization.
Follow the quasi-passage
formed by the conduits up
here. At what looks to be
a dead end, you realize
that you hear pumping
action just beyond it. You
then notice upon closer inspection that there is a narrow gap to the right of three
vertical pipes, and you find that you can just squeeze through it to access a
lighted area beyond. There, you will meet and startle G. Kreitman.
Instead of just dropping through the floor hatch here to get to the Hydrocon
Control door you see below, first look to the right. There, you will see a dark
passage formed by more conduits. Follow it and you will discover two medkits
and armor. Grab what you need, then head back and drop through the hatch.
Now use the security panel by the door here and it will unlock and open. Step
into the dim, left-turning hall beyond, where you hear a zombie milling about.
Oxygen Siphon.
Your presence alerts the zombie you heard earlier. Kill him. You then hear a
shotgun Z-Sec approaching. Back out and use the door frame for cover. Give
him a shotgun ambush, and then move on as you check the area for supplies.
Hydrocon Lab.
As you near, and then pass through a door at the end, you hear throaty animals
baying, which you will afterward immediately associate with maggots.
This massive room begins as a short raised platform that then descends to the
main floor by a few steps. To the left you see two gigantic glass cylinders that
massive vertical pumps operate within, cycling plasma in vast quantities. These
are doubtless the things Krietman warned you about. One stray shot to them and
the whole place will go up. Across from you, on the opposite wall, is another
door. To the right, through large windows, you see a hallway running parallel
with the wall. On the visible end of the hall therein, you see a double-door.
As you step to the end of the raised platform, you suddenly see Swann and
Campbell running in the hall from the door to the right. Holy smokes! You are
just behind them. As you start down the short steps to the main floor to begin
pursuit, you hear the throaty slathering of maggots. From the far wall, three of
them scamper down from behind rows of pipes overhead and trot toward you,
their eyes fixed hungrily on you. You can either fight them here or lure them to
the previous area to finish them off in greater safety. Squatting with the SMG
takes them out easily. You can use the narrow handrails here to confine their
movement in the main room and point the SMG to a single central point as they
line up like ducks in a row. This also gives you lateral firing limits that prevent
you from a bad day by accidentally firing into the giant cylinders.
Once these spawn of hell are dead, you can make your way across the room to
the other door. As you do so, you hear another maggot baying. Hm; more to
come. Open the far door in typical tactical form. Inside, you will greet a maggot
squatting next to a few explosive barrels. Hmmm… Need there be more said?
– Page 140 –
Storage Area B.
This small room is used for storage, with materials placed on the shelves on the
left side, such as the hand grenades and armor you see there. On the right wall is
a door atop a small stepped platform, to the left of a health station. The main
part of the room had, until a moment ago, been used to store barrels of explosive
fuel. Use the health station if you need it and then head through the door up the
stairs to enter the hallway beyond.
Twin monitors here play the Hydrocon video that you had picked up earlier.
Nothing else here, head through the next door, Blue 21 at the far end of the hall.
Hydrocon Junction 3.
Kill the maggot ahead of you as it crawls up from a displaced floor grate by the
corner ahead, or just rush it with the shotgun. There is loot down that hole it
emerged from, but ignore that for now, because your fight with the maggot has
alerted Z-Secs at the other end of the hall, behind you. Grab the SMG and take a
covered, squatted position to the left of the door, allowing just enough view to
fire on the Z-Secs as they run up the hall toward your position. Now mop up any
loose health, armor, and ammo you had reserved in previous areas. There are
also armor shards and ammo clips in the maggot pit, plus another clip and an
SMG near the pit. If you explored back where the Z-Secs came from, you will
find door Blue 19 now unlocked, but there is nothing to gather back there, plus
no advancement. Finally, cautiously step through the next door, Blue 22.
Most guides will direct you to run to the cul-de-sac to the left or right of the
elevator, squat down, and fend off these maggots with the shotgun and accurate
aim as they race about trying to attack you. With luck, you can emerge from this
fray with little or no injury using that strategy, though most times you will come
out of this encounter sometimes more than a bit banged up.
– Page 141 –
However, I have discovered an even easier way to deal with them, you can do it
in complete safety, and you can also take your sweet time in fending them off!
NOTE: In some versions of Doom 3, I think the Xbox version; you will find Michael Abrams’
PDA by the dead scientist next to the right side of the stairs in front of the elevator. On the
PC version, you do not find it until near the beginning of Alpha Labs – Sector 4, in Larry
Kaczynski's lab in the Reactor Sub Station. Abrams was the Security Chief assigned to
Delta Labs – Level 2A (South). When the demon invasion occurred, Abrams sent teams to
Alpha Labs to investigate, but he did not hear anything from them, so he decided to go over
to Alpha Labs himself and was most likely killed. I suppose it would be possible to find it in
either place, or anywhere else in Alpha Labs for that matter. However, I will grant that the
earlier you find it – the more the tensions builds in the anticipation of locating the BFG 9000
weapon that is mentioned within that PDA’s emails. Besides, I am starting to feel a little
jealous that, so far, Jack Campbell has been the only one here who is able to wield this
Delta Labs weapon. But, in the end, because you will discover that Abrams had in fact sent
his security details to Alpha Labs Sector 4, it would be more logical to find it there, because
that is where he would have gone to check on his details, not in Alpha Labs Sector 1.
NOTE: In case you are interested, you are probably acutely aware that if you fire upon
either of the two Hydrocon cylinders in the Hydrocon Lab, you will of course be killed, but
this is one of the few places where Elliot Swann and Jack Campbell can also be killed.
When they are running down the hall, blasting the cylinders will drop them ( and you) like
stones. If you were to noclip as soon as you see them and then fire on the cylinders, you
will survive so you can fly over after the explosion and verify their deaths. I think some
players find this of interest, because in other places these two tend to do nothing but stand
there, unable to die, as though they were cyborgs.
– Page 142 –
– Page 143 –
Level 2 Entrance.
You step from the elevator into a dim, shallow, but wide lounge. An intercom
announcement is broken and unintelligible. Triple lounge chairs are on the walls to
the left and ahead. Armor shards and a medkit lie on the first chair to the left. To the
right, from within a propped-open ceiling maintenance hatch, a dead Marine hangs
by his unseen wrist. Stepping that way, an imp hisses from deep within that hatch,
and then the body is suddenly hoisted up and out of sight. After some loud chomping
sounds, human body parts tumble to the floor from the dark hatch recess. Advancing
further, you find four steps rising to a raised level on the right. A Marine lies dead at
the top of those steps. As a red glow suddenly fills the room, the body levitates, as if
hoisted by an unseen fist gripping its belt, and is carried through a door on the back
wall to the right, and then flung to the floor beyond. Creep toward that door with
your shotgun. Two imps then phase in, one at a time. The first arrives to the left in a
demolished upper-level gaming area, and the second on the lower level, near the
steps. You can rush each in turn. You can also dispatch the first, blocked from attack
by the other using to the elevator housing. Duck into an alcove behind that housing,
next to the wall, and ambush the second imp when it stalks over. Once they die, grab
a shotgun next to a glass partition on the upper level and the clips and medkit from
the housing alcove. Creep through the door here into an anteroom battered by
explosives, with a damaged double-door to the left and a lavatory door to the right.
Lavatory.
Here you get to meet a trio of zombies and a maggot. Pistol the first zombie in a
shadowed corner to the left. When you advance further, you see sinks lining the
left wall and a central wall on the right ringed with urinals, splitting the room.
On the far end are toilet stalls. A handicapped stall is in the left corner.
Following along the wall, you hear something phase in as some ceiling tiles
prattle to the floor. A fat zombie armed with a pipe wrench advances from the
hidden back area. Blast it with the pistol. Stay on this side of the lavatory and
creep over next to the handicapped stall. Nothing has yet happened, though
ahead you do hear another zombie. You feel nervous in the service. Switch to
the SMG and warily advance. A faster-moving zombie suddenly hobbles after
you. Use a couple short SMG bursts to kill it. After it dies, a large wall panel
opposite you, beyond the zombie, zips up, revealing a ladder to an upper level...
and a maggot. Riddle the maggot with a hail of gunfire. Grab the medkit here
and also the grenades in the handicapped stall. Now ascend the exposed ladder.
Engineering Security
When you drop from the ceiling backward, you find an
imp in front of you (so-o-o-o expected). Introduce it to
the business end of your shotgun while it is busy with
its threat display. Turn left, creep to the corner, and
peer to the right. Grab the SMG and distance-kill an
imp crawling from a
dislodged floor-
panel up ahead,
close to where you
saw the zombies in the security office. Next,
pivot right and drill a maggot phasing near
the end of the hall, setting its eyes on you. Or,
– Page 145 –
you can shotgun-rush all three. Afterward, go to where the maggot was to
recover the SMG the Z-Sec dropped when you killed him from the other side of
the damaged door, then return to enter the security office door, marked CP 01.
When you enter, the two zombies rise, both feeder and feedee, and team up on
you. Kill them both. Grab the PDA (Andrew Chin) from the console, the SMG
below a health station, and then use the security screen to view camera feeds,
especially the last three, whose areas you have yet to visit. Check Chin’s email.
He is a Research Team Lead, but you gather quickly that he plays role-playing
games way too frequently. In one of 12 October, Walter Connors demands Chin
returns his 8-sided die, saying, “I am writing in regard of the 8 sided die you
borrowed from me. If you are not going to invite me in the game, then I would
like my 8 sided die back. It has been 2 weeks and I am very irritated.” The
funniest one is actually spam from Martian Buddy: “On-Line Gamer, The quest
for the Chalice of Sanguine Drak begins now! The evil Vloxomire has cast a
dark cloud of evil across the lands of Nozgath. Who will rise above and
challenge his legion of Wyldwulves and Berserkotrolls? Raise your scimitars
aloft and strike back! Join Uanet's hottest RPG DracoWyzard today for only 29
credits per month!” The other noteworthy email is from Maintenance on 8
October, regarding repairs to storage locker 038, and it clearly indicates how
game-distracted Chin is: “Mr. Chin, the repairs to storage cabinet 038 have
been completed. The door is no longer stuck and we pulled the dent from the
side. It would be a good idea in the future to remember your cabinet codes
instead of trying to force it open with a wrench. Just for your records the new
code for cabinet 038 is 409, might be a good idea to write it down.” His audio
log of 14 September, regarding UAC Security’s disrespectful treatment of his
research staff, is delivered seriously, but taken in the light of him being among a
group of addictively obsessed fantasy gamers, it is actually quite amusing: “As
you know, I have gone through considerable effort to recruit my staff for Alpha
Labs. Finding the team members with the qualifications, let alone the
willingness to come to Mars has not been a trivial task. You know this already.
But it is necessary that I must emphasize why their complaints must be taken
seriously. We won’t be able to keep our people or recruit more researchers if
the harassment continues. No! Harassment is exactly the right word. I’m
routinely getting reports of UAC Security asking inappropriate questions and
submitting my staff to unnecessary background checks. I must insist that we be
allowed to keep our personal lives private and be left to complete our
assignments without further delays. If there is some kind of security threat I
suggest that UAC Security look more closely into their own staff. ” It might be
safe to assume from this that Chin also recruited other role-play gamers to be on
his staff, and the Marines in UAC Security probably see them as being nothing
but a bunch of useless losers who think more of playing fantasy games than they
do of performing meaningful work, probably much like how Marine Grunts
view Air Force personnel with their luxury billeting and bankers hours.
NOTE: I have absolutely nothing against people who enjoy role-playing fantasy games, but
there is a dividing line between imaginative recreation and the real world of personal
responsibilities. It simply becomes a farce when some gamers become so obsessed with
playing that it becomes an actual addiction. To see what I mean, visit the YouTube
website’s absolutely hilarious section, Fear of Girls: www.youtube.com/user/FearofGirls.
– Page 146 –
Make note of all supplies here. Leave the security office for now. Notice also
that down in the open floor grating to the right, where an imp had emerged, you
will find security armor. Now step through the door straight ahead.
Are they high? To use the space inside atoms would require neutralizing the
electromagnetic fields emitted by electrons and protons, which is precisely why
there is so much relative space between them. Being that this electric field is a
thousand billion billion billion billion times more powerful than gravity, this is
not something that is going to happen… ever. Its sounds utterly brilliant, which
is what Betruger is likely counting on to attract less sci-savvy investors. But,
boy, those investors are definitely going to raise hell when the truth is learned!
Done with its pseudoscience presentation, go through the AL2 D07 door ahead.
Coolant Compressor.
This is a U-shaped room with wide viewing windows
at the turn to overlook the broad chasm below.
Across on the other side is a railed elevated walkway,
ending at a double-door to the left. Nothing much is
happening here today, except for injected cylinder
action going on at the extreme left. As you step up to the window to take in the
bland view, you suddenly see a trio of Marines running along the elevated
walkway, and they are not yet zombies! Little do you realize that these Marines
are almost what is left of Bravo Team, who you are presently trying to link up
with. Not seeing a way to reach them, hook a left and head through the AL2
HO1 door, taking you to the main, but separated part of the previous area. You
can see the hall that you were just in, across the railing to the left.
– Page 148 –
MFS Compressor.
It is dim, but lit by a Molecular
Fuel Storage Compactor unit to
the right, injecting container
canisters with glowing plasma-
charged suspension fluid on a
conveyor into the compressor.
Looking past the container conveyor bed, you barely see a storage locker in the
dark shadows. In a lower level to its left, you see a crate and a workstation. That
level of the room extends to the right, to a door at its end, marked Engineering.
You will face a maggot ahead of you
near the far Engineering door around
to the right, and a pair of Z-Secs, who
first run left across the separated hall,
and then back here in the main room,
behind you. Shotgun-rush the maggot
as it phases in. After it is dead, you
hear Z-Secs trotting behind you. Switch to the SMG and either take crouched
cover to the right edge of the crate, or take advantage of distance and head back
to where the maggot appeared, to a position on the wall directly to the right of
the Engineering door, backing into the corner there. Picking the SMG and
shotgun Z-Secs off will yield you little damage. You have an easier time from
the back, next to the door and wall, usually suffering little or no damage. You
can also roll a grenade when you see them descending the steps directly in front
of you, across the room, to take them out quickly.
After the Z-Secs die, MSgt Kelly radios an update: “Bravo Team reports that
they have located your position but they are unable to move to your current
location. Head through engineering and try to link up with them in Sector 3.” Of
course he does. Lucky for him you have no other choice but to go toward
engineering. Your mission orders also update to reflect MSgt Kelly’s directive.
Armor is by the crate. Grab a video disc (a replay of the hall video) and PDA
(Walter Connors) from the workstation. Walter is a Research Technician; one of the
role-playing gamers Chin had hired, and after reviewing it, you think that it is no
wonder that UAC Security messes with these guys so much. His audio log is one of
the most enthusiastic, narcissistic, self-adulating things you have ever heard: “The
MFS Compressor is producing fantastic results. The latest modification I made to
the dilation matrix were the real key to the recent breakthrough. All-in-all, I feel that
my work on this project has been the catalyst that propelled everything forward. I’ve
also taken a set amount of time each day to make sure that everyone is doing their
job and of course I check all of their data to ensure that no mistakes are made. This
is going to be a huge money-maker for the company, and quite honestly, without my
input and hard work I’m not sure we would have gotten this far. I wanted also to
thank you for your supervisory role in the project. Working with you is a true honor.
Just remember me in the end of the year reports as I’m certain I deserve a
promotion.” If that was not amusing enough, his emails only add to the comedy. His
note-to-self of 12 October is enough to make clear his emotional immaturity. It goes
like this: “Need to remember to get my eight-sided die back from Chin. Should never
have lent it to him in the first place. He never invited me to play. He is not my
– Page 149 –
friend.” Another note-to-self of 16 October is more valuable: “Need to remember the
code for cabinet 039 - 102.” But, the email of 2 November from Derek Wayland is
the clincher: “Walter, I wanted to personally thank you for your latest modification
proposal for the dilation matrix. The boys here at CPU have crunched your numbers
and after some deliberation we’ve agreed that this is the most fantastically bogus
theory that we’ve ever seen. If you are remotely interested in not getting your
gnome-loving dragons-slaying power-leveling ass fired, I’d suggest you lay off the
role-playing and learn some basic math. Good luck on your next review :)”
Use the active monitor on
the workstation here to
select the Open Main Vent
Hatch option. To the left,
nearby on the other side of
the railing, you will see a
ladder extend up the wall,
and a vent hatch slips up. Go back up the steps, turn
right, go to the ladder, climb it, and crawl through the
vent. At its end, it opens up onto a balcony overlook
where you had seen an imp phase in only moments
ago. Grab the shells, clips, bullets, and medkit here.
Go back to the cycling MFS Compressor. Past it, in
the shadows, across the conveyor bed, you see
storage locker 038. Timing yourself to between cylinder-transfer cycles, you can
walk across the operating machine bed to unlock the repaired storage locker 038
with code 409. There will be a clang, but this is due to its makeshift repairs, as is
evident by the pipe wrench lying here (the one Chin probably used to pry it
open earlier, if you read his email). Leave across the conveyor and head through
the Engineering door, down by where the maggot had phased in. Carefully
advance down this short, narrow tunnel. Open the Engineering door at its end.
Storage and Engineering.
This dim area is populated by several stacked crates, the back of the MFS
Compressor, and a lift unit. You will meet two Z-Secs, an imp, and a maggot.
When you open the door an SMG Z-Sec steps out and fires from down at the far
end of the wall behind stacked crates in a corner. When he hides to reload, you
can step out to roll a grenade to him, taking him out, and hopefully a nearby
shotgun Z-Sec hiding behind more crates to the right (if you had stepped out far
enough to get his attention). Or, you can step out to reveal yourself, so they give
chase. Dash back down the hall and hide around a door for ambush (the BFG
Edition keeps the SMG Z-Sec put). Often the shotgun Z-Sec comes to the door at
the end of the hall but does not open it, especially if he did not actually see you,
but simply reacted because of the SMG Z-Sec’s excitement. Open the door and
rush him with the shotgun. When they die, you hear phasing near a lift in the far
right corner. Stand there until you see an imp spot you and then pull back into
the tunnel and let the door close. Rush it with the shotgun when the door opens.
Step through the far door to see a maggot pop a nearby grating from a wall
enclosure to the right and scamper over it toward you. Back down the tunnel and
blast the maggot within that confining space. Easy work. Sign my paycheck.
– Page 150 –
There’s a medkit here at your feet, another one is behind the boxes where the
SMG Z-Sec was standing, and still another medkit is around the first corner to
the right, near the back end of the MFSC. You will also find a chaingun
magazine and a clip in the enclosure the maggot emerged from. To the far right,
you see a lift. But first, if you look left through the
grating where the SMG Z-Sec was hiding behind
crates, you will see an area with a ladder going down
through its floor. This is a secret area that could lead
to what you can only assume to be storage room C4,
where you heard a radio transmission earlier. If you
look around nearby, you will notice that there is a
single metal floor
panel that is scratched up, unlike all the
others, set by a column and near to the fallen
grating (the grating popped off when a
maggot you killed had come through it).
Punch the scratched floor panel with your
fist or flashlight and it will drop down a
short shaft to a crawlspace, which also features a ladder, allowing you to crawl
down. Follow the crawlspace and emerge in the tall room with the ladder that
you saw through the grating. As you near the crawlspace exit into the tall room,
you hear a garbled message from the same guy, calling you. “Marine,” is all you
can make out of the weak, garbled transmission, but the rest of what he says is
choked and unintelligible. Even so, you can clearly tell that he was being
killed… by something… Just great!
Descend the ladder and follow another crawlspace you find down there that
quickly turns right and then left into another large area. The large area is
dominated by a central, square space wrapped by dense grating, as though this
outer ring was a service space. Unfortunately, an imp is pacing around near this
entrance. If you get its attention and then dodge out of sight, it will stop its
pacing and go out of view into a large recess in the wall to the right. If you are
very careful to peek over there, you can see that it has its back to the wall of that
recess, facing you, and waiting for you to emerge. A grenade rolled and angled
against the side wall in the recess from your unseen vantage point works very
well, and so does a shotgun-rush, because the imp will be busy ‘displaying’ and
howling at you, not to mention perhaps a bit surprised that you were not as
afraid of it at it might have assumed you would be, gauging from other victims.
At the end you will encounter a maggot and two imps. Follow Edwards to a
ladder where he will get killed by a maggot. After you kill the maggot a pair of
imps emerge by the ladder and behind you, and you get to fight them in the dark,
well, discounting the useful orange glow of fireballs, before climbing the ladder.
However, a better strategy is that when you first see the ladder, slip ahead of
Edwards and quickly climb to its top. Next, lower back down until you hear a
maggot scampering as Edwards wanders closer. Race back up as Edwards is
killed (he cannot be saved, no matter what you do. If you kill the maggot, the
imps will get him. As I said before, he dies very easily). A well-placed grenade
kills the maggot from the top of the ladder. However, because the maggot first
focuses on you, run to the ladder, but remain at its foot. A maggot vs. shotgun
face-off is the easiest. Luckily its four big yellow
eyes glow in the dark. Once the maggot is dead,
immediately scramble up the ladder because two
imps will quickly emerge – one near the ladder
and the other down the hall. Dodge fireballs and
throw SMG rounds until they are dead. You can
sometimes get one or both to stop at the base or
behind the ladder so you can just drop grenades to
kill them. Sometimes the one that appears further
back will remain back there, around the first corner on the left, if it did not
emerge in time to see you on the ladder. You can easily hear it hissing there.
Taking care of that with a grenade or a face-off with the SMG as it lights the
area up with a fireball and making it all rather easy. Once clear, go back down to
clean up everything you did not grab, such as a rucksack, a chaingun, ammo
belts, medkits, armor, shells, and clips. Also be sure to grab the armor and clips
from locker 039, using code 102 at the top of the ladder, if you still need them
(unlikely). Finally, step through the door close to the top of the ladder.
Enter the lower area and move toward the ladder control panel you see opposite
you. Blast the trite that emerges from a missing grate on the floor to the right of
it. Use the panel to raise the service ladder. Well, it does not fully extend…
right away. It requires three separate tries, all on its own, over a very long
minute. To keep from getting bored while you wait for it, you can play with a
clutch of trites. They come in a series of waves, with one large wave to keep
things interesting. Only use the health station and the armor once all the trites
are dead.
Alternatively, if you are feeling adventurous, quickly ascend the ladder and open
the transfer access hatch. However, the previous strategy is much less stressful,
because this hatch seems like it takes forever to open, and trites are not exactly
the slowest or the most patient things you have encountered on this quest, even
though you actually do have plenty of time to slip through the hatch before they
attack, plus it is easy to confront them from outside this hatch because they do
not all come at once, but in small waves of two at a time, so you could actually
squat up here and easily kill them. On top of that, for some crazy reason the
trites are not able to breach the lip of the transfer hatch. This just seems a bit too
weird. What happened? Did UAC Pest-B-Gone sprinkle a line of Delta Lab’s
new and improved Arachnid-X® across the hatch lip, making it a barrier that they
are unable to breach?
Once all trites are dead, return to the lower floor and grab anything you need,
such as the clips and security armor, and use the health station as needed.
Finally, however you ended this battle, head back to the upper level, open the
transfer access hatch, step through it, and then select the panel within it to leave
Alpha Labs – Sector 2 and advance to Alpha Labs – Sector 3.
– Page 155 –
In a green-misted bay beyond the window, you see a yellow key card lying next to a
fuming barrel to the right. That is likely the ORG card you need. A body lies beyond
it; he probably tried to flee through a loose floor grate before succumbing to fumes.
Left, atop a platform above stairs, is the security hatch you tried entering. Below,
two open explosive barrels exude green fumes. Two others are presently inert. Right,
next to a large set of doors, you see a huge concrete well housing with an open top
hatch, clearly the incinerator, below a biohazard sign marked: Warning: Hazardous
Material Disposal Area. Hanging from above, you see a metal claw suspended by a
cable on a pulley from a motorized lateral tracking mechanism, which is in turn
mounted on two tracking beams, together allowing 3-dimensional claw coordination.
You can now focus on removing the two toxic barrels. Use the controls ahead of
you to operate the claw in the toxic area through the glass. It operates a lot like
the vending machine cranes that you may have seen in arcades and malls.
The joystick-like control is used to move the overhead claw laterally around the
room, and should be used to position it above one of the two smoking barrels
(ignore the non-smoking ones). You might want to first lower the claw to get a
better sense of its proximity to a target barrel. Also, a tone will sound and a red
light on the claw will flash when you are centering over your target. A steady
red light means that you are within the target’s capture zone.
– Page 158 –
Now use the up/down controls to fully lower the claw to the barrel. If the barrel
is not centered beneath the claw, then you will have to move the claw up slightly
and adjust its position by tapping the lateral controls again. When the crane is
directly above the barrel, drop the claw and click the Close option to grab it.
Once grabbed, it is automatically raised to the ceiling. Finally, click the Transfer
Item to Incinerator option so the claw does exactly that and drops it into the
incinerator. The claw then returns to its last “grab” coordinate.
When both smoking barrels are removed you will hear and see the security hatch
unseal (turn green) and an automated voice will report that the gas leak has been
stopped and is now safe. MSgt Kelly also sends a message that more men are
down, Bravo Team is holding its own and you should pick up the pace and catch
up to them in Sector 4 of Alpha Labs. Also, you receive this as a goal update.
NOTE: Purely randomly, but especially when you are close to capturing a
smoking barrel, a pistol Z-Sec might sneak in behind you. Be prepared
and keep your ears alert, because you will first hear some Z-Sec chatter
behind you. Sometimes he just goes away, so be sure to check your Six.
TRIVIA: You can also grab the body from the floor with the claw.
Return to the now-unlocked Hazardous Waste Disposal door and step through it.
Coolant Monitoring.
You can run for the boxes ahead-left and crouch behind them as you hear a
shotgun Z-Sec. Use the boxes for cover, but first spin around to eliminate a trite
you heard dropping to the floor behind you, near the door you came through.
Next, wait for a break in the Z-Sec’s firing, pop up, and kill him. Alternatively,
because entering this area alerts the Z-Sec, step through the door and then duck
back out for safety. From here, usually without injury, you can
snipe the Z-Sec from the door with the pistol as he leans out
(he even remains partially exposed even when he ducks back).
Better – you let him see you, then just duck around the corner
of the door and ambush him when he gives chase and comes
around the door. Just do not forget to take out the trite dropping
behind you when you finally step back in and move ahead. By the way, looking
up at this corner reveals armor shards on some out of reach pipes overhead.
Ahead, you will meet an imp and eight trites. You see stairs up to a door on a
small railed platform. Below them, a railed section exposes numerous pipes and
a low tunnel in their midst. To the right is a table, a storage locker, and a corner
computer workstation. When you advance, an imp will phase in by the locker,
sending the table flying left. You can be John Wayne and blast the imp away,
and then trites who afterward emerge from the walls, or mount the stairs to
corral them (but mind the maggot emerging from the door on the platform), or
backing down the outer hall would be even safer. You could even use the stairs
further back, using it again as you had with the earlier large clutch of trites.
– Page 160 –
The safest strategy is to shotgun-rush the
imp as it phases (from the right, around the
table, because it goes flying when the imp
arrives) and then take a position behind two
crates in the dark right-rear corner (hop over
them), where you also find hidden grenades.
The trites will leap low towards you, but
they will all blow up without harming you as you simply stand there and enjoy
the show. Alternatively, after slaying the imp, hurdle the rail by the stairs to the
pipes below for safe haven from the trites. Pick the gathering trites off at your
leisure with the pistol. While you are there, if you duck down and crawl through
the small tunnel behind you, a medkit and clips are at its end. When all is clear,
grab the armor and use the code 123 on storage locker 048 for cells, bullets and
a medkit. Also be sure to backup the computer at the workstation in the corner.
On your way back, before you make the corner, you will see ahead of you a red
and green pipe, and beyond them, two blue pipes. If you have not yet retrieved
the plasma rifle, carefully hop to the red/green pipes, and then to the two blue.
Turn right and crawl up to the top of these pipes and you will find the plasma
rifle. Drop onto the three pipes below you, by the vent, and continue on with
your mission, working your way back through the vent. Note that you can also
just stand on the three pipes and, standing just to the side of the blue pipes
overhead, between which you cans see the plasma rifle, jump and grab it as well.
– Page 163 –
Storage and EnPro Facility.
From this balcony, to your left is a lift, and beyond it in the corner is a medkit and a
zombie. To the left and right you see an opening in the railing. Beyond the right
opening are a couple large storage tanks that you could hop out
onto. There is also girding that can act as catwalks. The large
open area below is strewn with many crates, though a few are
bunched up in the far left corner and looks to be a good
defensive position, complete with a central rear gap that you
could duck down into. As soon as you enter this balcony area,
a zombie and three trites are alerted and start making noise.
You can take them from here, from within the lift housing, or
jump atop the green pipe above the storage tanks to the right
and slay all in safety. Or, you can zip back into Boiler Room
Monitoring and into the recess between a cooling tower and
the wall, around the column, where nothing can reach you, and
you can safely dispose of them as well.
Go back and grab a medkit from the left corner and use the screen to ride the lift
down, which breaks at the bottom, tilted and broken. Jumping off the lift reaps
hell. You might step off and then back onto the lift – this way the maggots,
which phase in, can only attack from the lift opening, in front of you. Dodge
fireballs from a phased-in imp as needed, taking advantage of the explosive
barrel ahead and to the right to quickly get rid of it. Fill the maggots that phase
in with holes. Alternatively, notice that you can also dash forward and left to
hide in a protected area behind a stack of boxes that you
can jump on and squeeze between, where the medkit is
located (when you jump onto the crates, “wiggle” your
way between the two upper crates, or momentarily hop
on an upper crate to drop behind them, because instead
trying to jump through the opening will have you
bouncing, in stark fear of talons, like the ball in a pinball
machine). From here, you are free from talon strikes, and
you can duck most damage from fireballs, as well as pot shot the imp to death if
it lives. When dealing with the maggots, you can even stand atop the back edge
of the crates in complete safety from them. One good strategy is to ignore the
lift entirely by climbing out onto a girder and jump down onto a double-stacked
crate, then to the floor, costing you 10 points of health (you can also jump from
the left opening onto the stack of crates near the corner). When an imp phases in
near the explosive barrel, shotgun-rush it, then hop to the safety of the crates in
the corner to deal with the maggots. This strategy expends very little ammo. A
better and safer strategy is to go ahead and ride the lift down, jump off and
shotgun-rush the imp phasing in, then dash back to the lift or to the box stack in
the corner to deal with the maggots. After whichever method you choose, or any
combination thereof, grab the armor and medkit around the boxes, and the clip
on a crate near the lift and by a column in the opposite rear corner, before
creeping through the next door that leads to the Heavy Water Runoff, which is
now unlocked. There are lots of options in this room that make working your
way through it all rather easy.
– Page 164 –
Heavy Water Runoff.
This area is large, but empty, save for two twin pairs of huge storage tanks
spaced across the middle of it. On the other side of this area, ahead, you see two
segmented bay doors. The left one looks inoperable. To the right, you see two
more bay doors along the wall adjacent to you. The near one also looks
inoperable. Beyond that, on the right wall,
you see a door with a damaged access panel
and a large plate glass window. Through the
window you can see a transfer access hatch
that no doubt leads out of Alpha Labs –
Sector 3 and into Alpha Labs – Sector 4. To
top it all off, you hear the low throaty rumbling of more than one bull demon, as
if just one of them was not all the pleasure that one could ever hope for.
When you move near the plate glass window, you see objects shake, then start to
fly. Race from the window as fast as you can. Some objects, mainly a mop
bucket and a utility cart, will crash through the window at this point, shattering
the glass, and then may fly toward you again during a subsequent powerful
surge of dark energy, so keep your distance, but you should not take much, if
any damage from them if you instantly react. Once things settle down, you
should jump through the window, which is clearly the only access to the transfer
hatch beyond, because the door you find in here remains inoperable.
The space ahead has a couple crates and a barrel next to a health station by a short
hall ending in a door to the left. A workstation and more crates are straight ahead on
a slightly raised railed platform with stair access. There, you notice a pair of yellow
eyes among the crates. As you advance, they drop out of sight as an ethereal woman
gasps. Mount the platform and hop up onto those crates to peer behind them. You
find only armor shards. Move to the workstation and grab bullets there. Head back
and use the health station if you need it, and then step through the door to the left.
Reactor Junction 1.
L. Kaczynski, a Chief Researcher here in Alpha Labs Sector 4, stands at his lab
door, having just entered the key code to unlock it. He waits for you. “Thanks
for getting me out of there,” he sighs in unfeigned relief, clearly recognizing his
good fortune. “I got trapped in the chamber when the power went out.” He turns
as the door behind him finally unbolts and opens. He steps within the narrow lab
beyond and stops at a console on the left to check a few readings. Follow him.
The lab is a tight space, barely wide enough for two people. The left wall is full
of workstations and status panels. On the far wall is a weapons locker shielded
by high-impact glass, filled with shotguns, SMGs, grenades, shells, clips,
security armor, and a chaingun. A video disc and a PDA are on a workstation in
the far left corner. Also on that workstation is a Security Locker Access console.
While pretending interest in Kaczynski’s babbling, select the Disable Security
Lock option from the console to retract the armory shield and grab the bounty
within. Also grab the PDA (Michael Abrams) and video disc. This disc provides
an overview of the chaingun (this is the location you normally find this weapon,
if you did not have the code to the Martian Buddy Locker in Administration).
– Page 167 –
Check Abrams’ audio log of 15 November on his PDA. He explains “I have just
come from the armament division where I was issued one of the BFG 9000-series
weapons. Heh! Boy, they weren’t kidding about how much lighter it is over previous
prototype models. It won’t be so bad carrying this one around. Anyhow, for a couple
weeks now, many of the security teams have not been following the proper reporting
procedures. Not sure if it is the new format of the new SIR, so I made sure each team
is schedules for training to get spun up on the new reports. There have been some
security issues in the Alpha Labs. I’ve sent a team over to investigate, and now I
can’t reach them on any Comm channel. I guess I’ll have to go over there myself.
Well, I’m headed over there now. I’ll finish this security report in full when I get
back. Oh yeah, one more thing. I’m going to leave this BFG locked in my office for
now. Please have IT Security change my door code to 901. Sure as hell don’t need
anyone messing around with it.” It would seem Abrams made this report shortly
before in Delta Labs. He likely dropped it here when the invasion occurred to take
arms from this weapons point, expecting to retrieve it from this secure location after
checking on the missing team he had sent into this sector. It is doubtful he had just
forgotten it, or that Kaczynski had simply found it and dumped it on a counter to get
it out of his way. You will never know. Kaczynski never says a word about it.
The emails on Abrams’ PDA are very important. The first is dated 26 October from
Henry Nelson (remember this name when you get to the EFR), who seems to have
requested the security sweep that Abrams had responded to, reading “We've been
getting a lot of reports about strange noises (voices?) down here. My team is on
edge and most are unable to work. It might help if you could send a security
detachment to Alpha Sector 4 to do a sweep of the area. I know this sounds crazy but
it would make myself and my team feel a lot better.” The second email, dated 10
November from Human Resources, probably explains why Abrams went to Alpha
Labs himself, stating, “As you requested we are sending more security guards to
your security unit. The events of Gormen's death were tragic and we hope that any
future incidents can be dealt with safely. Expect the new rotation of personnel in
about 10 working days.” This was clearly too long for Abrams to have to wait,
especially because he is now unable to get in contact with the personnel he had sent
here to Alpha Labs Sector 4. The final one would be of the most importance to you,
dated 15 November from the IT Department, stating “We are unable to process your
door code request because you included a 0 in the number sequence and as you
should have known 0 is not a valid number on door codes. Because of the
importance of your request we've decided to take it upon ourselves and replace the 0
with a 3. Please advize if this causes a problem.” What this really means is that the
door code that Abrams should actually use is not 901, but 931.
You are finished in this station, so return to the reactor control room and pass
through the next two sets of doors, straight through the Reactor Control Room.
NOTE: In some incarnations of Doom 3, such as the Xbox, Michael Abrams’ PDA was
already retrieved after you faced six maggots in Alpha Labs Sector Junction on Alpha
Labs – Sector 1, laying next to a body at the foot of the exit elevator. Although it was
probably relocated there so that the player could grab the PDA and bypass Kaczynski’s
work area, I much prefer it here. Besides, the security issue was reported by Nelson to be
here in Alpha Labs Sector 4 (Nelson’s station will be found nearby) and it is also closer to
Delta Labs than Sector 1. If the player simply decided to bypass Kaczynski and his lab and
skipped grabbing the PDA, they should also do the right thing and not use the information
that was on it, such as its door security code. One who will cheats never truly wins.
– Page 168 –
Reactor Junction 2.
After stepping through the door into a small hall space, Kaczynski will lock the
door behind you. This is good for him, but bad for you, especially because you
cannot return to restock from remaining stores. Near your feet is an ammo belt
near the large cargo container here. You can hear a Z-Sec pacing and a imp
yawning beyond a door to the right, plus the familiar clicking of trites in the
walls. Left of the container looks like a good RP (Rally Point), but avoid getting
stuck in a dip formed by the dislodged floor grate in the left corner during battle.
Grab the shotgun and face right. Beyond the door you will encounter an imp,
three Z-Secs, two of which are overhead snipers (missing in the BFG Edition).
This is followed by a clutter of trites. But that is just our battle downstairs…
Processing Junction 2.
This hall leads ahead for six paces and then elbows left. The footprints will then
continue. The woman whispers, “Come this way. Follow me.” Follow around
the corner to a locked door. She then whispers, “They took my baby.” You
suddenly have a bloody vision and hear a baby crying. Sadly, this hatch was a
direct route to Enpro. Bravo Team surely used it, considering how quickly they
got there from Sector 3. Jack Campbell likely disabled it after he and Swann
passed through, to block enemy pursuit. This setback will force yet another
delay. You now have to find a new route to EnPro. Return around the corner to
find armor shards, cells and a medkit in a previously hidden wall recess,
exposed by the energy surge that released its panel latch and brought the vision.
Now, head to the Reactor Processing door in the outer area and step through it.
Processing Junction 1.
This is a medium-length hall that ends in another double-door. As you advance,
MSgt Kelly radios you, its broadcast quality little better than the previous one:
“Marine, base schematics show all passages out of your area to be blocked. The
only way through is by traversing the EFR; a mechanical subsystem with two
possible routes through it. Activating the system will give you a direct route, but
it’s dangerous. Extending the service bridge is safer, but the lighting systems are
fried. Make a choice, Marine. Good luck!” The transmission terminates.
Consider your new orders and then tactically step through the door ahead.
EFR Staging
This is a dark expanse, edged by four high ledges along its outer walls, which all
feature unprotected drops to a dim floor two levels below. You also find a PDA
laying next to an active control screen on a nearby workstation to the right.
This little corner platform is level with another across a gap. Another is in the
far right wall, and another to its right. A huge round air pump column is attached
to this level's front-right corner. Beyond is a slenderer column with a tilted-up
bridge attached that seems able to rotate about between the three other ledges.
– Page 170 –
Grab the PDA (Henry Nelson). Nelson is a Plant Manager for Section 4. His
audio log concerns strange voices, dated 24 October. Your interest is peaked,
because you have been hearing enough of them, and because you recall reading
an email from him on Abrams’ PDA, where he requested a security sweep: “I
don't know how I should report this, so I'll just talk about what I know and what
I need. I've had quite a number of employees reporting to me that they heard
strange sounds, like voices talking to them, calling them... even when they were
alone. At first I didn't believe them. The guys down here like to kid around, but
they assured me they were serious. I ignored the stories at first, until one day I
heard something too. I was working on one of the lift-up service panels and I
distinctly heard the voice of someone saying, ‘Over here.’ I quickly turned to see
who was there, but the passage was completely empty. I looked around, but I did
not see another soul. I even checked the work logs and no one else was working
near that area. I don't want to sound crazy here, but my guys and myself are a
little spooked. Some of the guys were even talking about ghosts. So, to make
everyone, including myself, a little more comfortable, I'd like to request that a
security team make a thorough check of the EFR area. Thank you.”
You also see an email from Jeff Dickens of 24 October regarding the voices:
“Henry, I haven’t slept in three days and can’t concentrate on work. Ever since
Hal’s ‘accident’ everyone’s been pretty freaked out. I really thought the guys
saying they heard voices were full of shit, but lately I’ve been hearing them too.
I don’t know how UAC expects us to work like this.” However, another email,
perhaps an indicator of how these guys like to kid around, but also containing
useful information for you, is Greg O’Brian’s 13 November email: “Henry, The
tools in storage cabinet 064 were missing again today. I’m going to change the
combination to 651 this afternoon. Please do me a favor and don’t tell Seneca
the new combination. I believe he’s the one taking my tools all the time... the
guy thinks he’s a real riot.”
No matter which EFR route you choose, you can initially delay that decision so
you can first climb down a ladder to the right of the workstation and grab a
secret cache of ammo, though you will first have to fight off eight imps.
Interestingly, most guides tell you the stores from this secret cache is not really
worth all the presumed great effort or ammo you expend to engage these imps.
Though imps here are indeed plentiful, the truth is that they are actually
unbelievably easy to take out, and without much fight coming from them if you
implement the proper strategy. After this little skirmish, you will find a number
of useful items in a secret, well-lit chamber near where most of them will be
phasing in: a case of cells, a large clip, a chaingun magazine, and grenades.
To start, climb down the ladder. On a corner, you see a chaingun magazine and a
medkit. Grab the magazine and an imp phases around the right corner. Bury the
shotgun in its face. Behind you, by the ladder, another imp then phases in. Rush
it. If you cannot take the chaingun magazine due to your chaingun being filled to
max, then these two imps will not come to play (none in the BFG Edition).
– Page 171 –
Next, hop over the fat horizontal pipe next to you and run to the far side, ahead.
Continue around right, along the ample bay ledge until you are standing over armor
on the base level, below. Now, run off and past the armor (do not grab it yet) and
run right along the left side of a central round hub as two imps phase in behind you,
then hop onto, and race up the incline to safety (imps cannot climb this incline).
Next, hop onto the
central structure and
drop into the donut-
shaped recess in its
center. You might have
to dodge a fireball if you
are slow about it. This
position allows you to
snipe the imps with only
a very rare fireball being
tossed. If one is tossed,
simply shift sideways to
avoid it. As each imp
dies another phases in to
replace it. When the last
imp dies, a secret panel opens near a blinking yellow light ahead. You can slip over
the front lip of your battlement and safely drop to the inclined skirting below, and
then grab the secret cache. You will have expended just a very small amount of your
ammo. Alternatively, because grenades are here, plus there are more grenades where
you first faced the trites, my favorite strategy is to battle with grenades instead.
When you hit imps with a grenade, especially as they are phasing in, the explosion,
coupled with their transfer energy, tends to bounce their bodies high toward the
ceiling, satisfying some sick sense of personal entertainment. It costs you only a few,
fully recoverable grenades. Now, grab the booty out of the opened panel below on
the main floor and then return to the EFR console, up the ladder.
Now you need to make a choice. You can either activate the EFR system for a
more direct, but more dangerous route, or extend the service bridge for a longer,
darker route. By either choice you make, you can still recover a plasma rifle and
cells in secret locations (the “normal” secret locations where you can find one).
CHOICE 01: EFR.
If you activate the EFR systems, then you need to take
running jumps across a few gaps as you work your
way clockwise around this massive and deep space.
Wait for the rotating bridging platform arm to come
close, and then jump onto the arm. Ride it over to the
door you see to
its right side.
Passing through that door, you can
backup data on a computer there, thus
granting you access to an id Software
PDA near the end of the game, which
you (used to) only get if you manage to
backup all computers in the game.
– Page 172 –
EFR Junction 1.
Kill a shotgun Z-Sec you hear hiding next to some boxes to your left, down a
short passage. Just toss a grenade over and forego any introductory pleasantries.
While standing there, you might also notice a platform passing by between this
platform and the wall across the deep void dividing them. These transport
platforms is what you activated in the previous area on the EFR computer.
Approach the door behind the dead Z-Sec’s position, but do not open it yet.
EFR Storage PT 3.
Here you face three Z-Secs and two maggots. The Z-Secs are well positioned
with a shotgun to the right of the door, in a recess, an SMG behind some
shelves, straight ahead, and another shotgun to the left. Hugging the right wall,
open the door, pull back, and roll a grenade high to avoid a box and bounce it
under the shelves. This kills the SMG operator. Quickly backpedal to the
recessed wall on the left, using it for cover. If by chance a Z-Sec chases you, this
is your ambush point. Use the same tactic to take on the left shotgun Z-Sec.
Wait for him to back behind a shelf for cover and then roll a grenade to him.
Finally, shoulder up against the door jam on the right hall wall, bounce a
grenade on the right side of the opposite door jam, back to the shotgun Z-Sec
around to the right. The blast kills him, and the wall protects you from the blast.
However, you can also draw them singly, attracting the left one first, which is
easiest (besides, this is one that often pursuits you when you take out the SMG
Z-Sec). Hug the right wall and peek in as he peeks at you, then beat feet back to
your ambush point to, well, ambush him. Next, wait for the right shotgun Z-Sec
to stop firing, dip your nose in to make eye contact, and then fall back to your
ambush point to take him out. As you explore this area, a maggot will phase in
behind the door you entered. Blast it with the shotgun. As you round the shelves,
another maggot phases in on the other side. Rush it with the shotgun, or wait in
ambush, or blast it under the shelves. Because of EFR processing, the bridge that
is normally on the other side of the other door in this area is retracted, so the
door is locked for safety. Since you are not able to move forward, return to EFR
Junction 1 and prepare to jump onto one of the moving platforms.
– Page 173 –
EFR Main Conveyer.
Look to the place to the right where you see the
platforms emerging from. You should see a red
pipe lit by a dim blinking yellow light. If you take
a running jump onto one of the platforms as it
emerges, and then quickly jump onto that red pipe,
you will find some armor, a box of plasma
canisters, and a plasma rifle in a small alcove by
the pipe. After grabbing the loot, walk out on the
pipe and drop on the next moving platform. Watch out for big, fast-moving
welding machines ahead that track from the right and could knock you off.
Ahead you see a two-level clockwise rotating device, where each level sports
three long glowing arms, where you will be able to crouch under the high
spinning arms and jump over the lower spinning arms as you pass by on the
platform, which slips just under the lower-level arms. Crouch under an arm of
the approaching upper spinner ahead, then jump over the low spinner, though
you may need to again duck under a following upper spinner, or you might be
knocked off. Stay to the right-rear edge of the platform for a much safer ride.
EFR Junction 1.
A few trites attack, climbing up onto the ledge ahead of you. Deal with them as
you see fit, though you might like to use the pistol after backing up for a
distance so you can pop them as they emerge through the door. Once they are
dead, if you look over that ledge, you will see a bridge to the near left, making it
clear that you will need to access it through the door at the end of the passage
back to the left. As you approach that door, you hear Z-Secs chatter in the room
beyond it. Grab grenades and approach the door, but do not yet open it.
EFR Storage PT 3.
Here you face a trio of Z-Secs and a pair of maggots. The Z-Secs are well positioned
with a shotgun to the right of the door, in a recess, an SMG behind some shelves,
straight ahead, and another shotgun to the left. Hugging the right wall, open the
door, pull back, and roll a grenade high to avoid a box and bounce it under the
shelves. This kills the SMG operator. Quickly backpedal to the recessed wall on the
left, using it for cover. If by chance a Z-Sec chases you, this is your ambush point.
Use the same tactic to take on the left shotgun Z-Sec. Wait for him to step back
behind a shelf for cover and then roll a grenade to him. Finally, shoulder up against
the door jam on the right hall wall, bounce a grenade on the right side of the opposite
door jam, back to the shotgun Z-Sec around to the right. The blast kills him, and the
wall will protect you from the blast. However, you could also draw them out singly,
– Page 176 –
attracting the left one first, which is easiest (besides, this is one that often pursuits
you when you take out the SMG Z-Sec). Hug the right wall and peek in as he peeks at
you, then beat feet back to your ambush point to, well, ambush him. Next, wait for
the right shotgun Z-Sec to stop firing, dip your nose in so you make eye contact, and
then fall back to your ambush point to take him out. As you explore this area, a
maggot will phase in behind the door you came in. Blast it with the shotgun. As you
go around the shelves, another maggot phases in on the other side. Rush it with the
shotgun, or wait in ambush, or blast it under the shelves. Because EFR processing is
not active, the maintenance bridge on the other side of the door in this area is not
retracted and the door is unlocked. Head through the door (you may have seen the
bridge if you peeked around the ledge the trites came up before entering this room).
EFR Substation 2.
As you approach security armor on a workstation in a control area beyond the
maintenance bridge, a panel on the left wall there zips up, revealing an imp. A
shotgun takes care of its noise. That panel was totally expected when one enters
what is otherwise a dead end. But in that recess, you notice a ladder…
EFR Substation 3.
Grab the armor and get the willies when the wall next to you
suddenly retracts, but fortunately, sans adversary. If you look
with the flashlight, you see a passage in the shadows to the
right of this new recess. Enter that dark passage as you hear a
voice call out in a whisper, saying, “Over here.”
EFR Substation 3.
Cross the bridge. Watch out for orange crates crossing on an
overhead conveyor track that can easily push you off the bridge if
you are not paying attention. Each of them is marked as containing
12 live gorillas (its stamped text states, “12 Count Live Gorillas. Do
Not Stack”). Note that you will encounter gorilla skulls and remains
much later in the game in the bio-research area of Delta Labs.
Now, pass through the door ahead to enter an enclosed area.
– Page 178 –
EFR Master Valve.
Blast a maggot and a trite in here. The maggot phases in – so use the usual
shotgun solution. There is only one trite, so deal with it as you please. Use the
health station here if you need it. Grab the armor in the corner, around to the
left, and then climb the ladder. When you top it, you hear a Z-Sec approaching
on the other side of a door ahead. Ambush him when he enters. Storage locker
064 is also here, so use the code 651 to unlock it. Grab the clips, cells and armor
shards. Head through the next door, cross the bridge, and enter the area beyond.
EFR Junction 5.
Here, to the left, from a deck below the narrow one
before you, you see many busy shadows and the
hissing of trites. Ahead, a short set of stairs
descend to a raised deck that is edged by a few
open floor vents and a far stack of crates. A longer
set of stairs on its left descends to the lower, main
deck. A double-door further left provides an exit.
Next, head down both staircases and grab the medkit and armor shards hidden
behind the bottom stairs, then step through the door down there to the outside.
EFR Junction 6.
At the end of the passage to the left, a lone Z-Sec is revealed behind a sliding
panel. Take him out and run back to ambush another Z-Sec, who is winding his
way to you from another passage. Grab the medkits on top of the boxes up
ahead, armor behind some boxes, some adrenaline, and then turn around and
take the door at the end of the passage to your left.
END OF CHOICE 02: EXTEND BRIDGE.
– Page 179 –
ALL TOGETHER NOW.
EFR Junction 7.
Simply follow this path to the next door, which you will find at the top of a set
of stairs at the end of this passage.
EFR Junction 8.
When you come to the first corner on
the left, you will hear a pistol Z-Sec
approaching. Surprise him with the
shotgun. Through the next door,
through a window, you will see Swann
and Campbell fleeing this area, via a
transfer hatch, after Campbell first
impressively simultaneously destroys
a few trites with his BFG 9000.
EFR Junction 9.
Blast a lone imp hiding in a really dark alcove around a corner to your right.
Grab some clips from inside that alcove. Continue following the passage. Go
down the stairs for some more clips, an ammo belt, shotguns, some armor, and a
health station. Finally, take a deep breath and creep through the main hatch here.
All damage can be minimized if you just keep strafe-running to the Vagary’s
attacks, effectively circling her, but do not hug the walls so tightly that you get
trapped in one of the recesses in the irregular wall behind you. There is a
particular one halfway between the entry door and the presently locked transfer
access hatch, though you will find an adrenaline injector by it. It also has the
advantage of a body wrapped in webbing and hanging from the ceiling that can
conveniently be used to block flying pods. Even though the Vagary cannot get to
you into this little recess to let loose upon you her nasty talon attack, she can
still toss pods your way, though you will survive rather well there.
– Page 180 –
The Vagary will launch the pods at your current location, so if you are
constantly moving laterally, and especially at as much distance as possible from
her, the pods will fly to the spot where you were, not where you are, thus
significantly reducing the amount of damage you receive. Although the
chaingun does well in Doom 3, it fires at a reduced rate in the BFG Edition, so
some tend to disregard it, though target accuracy does increase as a result. Even
so, you want to inflict as much damage as fast as you can. Therefore, focus on
nothing but the Vagary’s head to kill her as fast as possible, and the only time
you should not be firing at her head is when you are reloading. Indeed, you may
tend to fare better using the SMG than you might with the chaingun against the
Vagary. But the plasma rifle makes much faster work of this beast’s noggin.
Be sure to immediately reload when the low ammo beep sounds, and do not ever
stop strafe-running, especially while you are reloading. If you do find yourself
getting trapped against a recess in the wall, switch to a fully-loaded weapon and
blast the Vagary to pound her back as you extricate yourself from the trap.
Once the Vagary finally collapses into a crumpled pile of death and stink, use
the active panel by the transfer hatch to cycle it open and leave this hell hole.
My best results have been to start firing immediately with the chaingun as I
strafe around left near the wall to grab the adrenaline injector. This allows me to
always run and avoid the things the Vagary tosses at where I was. When I run
out of chaingun ammo, I just switch to the plasma rifle, strafe-running back and
forth the whole time, keeping myself out of the reach of her severely damaging
talon attacks. By the time the plasma cell starts running low, she will be dead. I
come out of this in rather decent shape, though sometimes a bit banged up.
Even if you sustained significant damage, be thankful you are still alive.
Fortunately, you can quickly recover damage at the start of the next area where
you will immediately come upon Security Armor that adds back 50 shield units,
and a full Health Station that returns your health to 100 percent. If you need
even more armor to return your shielding level to 125, then you will be able to
pick up additional security armor and armor shards within minutes thereafter.
NOTE: If you hate facing the Vagary, I strongly suggest that you actually save the start
position so you can go through this encounter again and again. This might sound insane,
but the more times that you go through it, the easier it will become, until you may end up
doing it just for the fun of it. Considering that the Vagary is the weakest of the end-of-level
guardians, you really need to hone your skills until you find that you actually enjoy sparring
with the Vagary. If it kills you… So what? Laugh it off and try again. Remember, this is only
a game, the Vagary is not real, and she cannot reach through your monitor and grab you.
JUST FOR FUN, before meeting the Vagary, no-clip to the transfer tube and kill Jack
Campbell (he is REALLY tough to kill, requiring two SMG clips, but Elliot Swann is even tougher),
pick up his BFG 9000, return to EFR Junction 9, and then face the Vagary with that!
– Page 181 –
DOOM 3
LEVEL 2
Delta Labs
– Page 182 –
– Page 183 –
ENPRO PLANT.
The EnPro plant provides primary power to the Communications Tower and backup power to the entire Mars
UAC Facility. Plasma canisters are also manufactured here from the CRC power production byproduct.
Walkway To Enpro.
Bravo Team nears a garage airlock somewhere in the EnPro Plant. As they tactically
relay to it, hell-spawned imps doggedly ghost them via ducts and deep shadows. As
the Marines reach their goal,
the imps mount an attack in an
all-out blitz. The fire team
answers back with forceful
resolve, but for all their skill,
they are unable to master the
imp’s swelling numbers. An imp slays a Marine, but is
forced to retreat when concentrated weapons fire
responds. Slinking in the shadow of a column,
another imp pounces savagely on another Marine
at the rear of the team formation, crushing him to
the floor as its talons thrash ferociously, cleaving
his life. The Marine clenches his weapon’s
trigger in death, spraying SMG rounds wildly, and by chance piercing sensitive
pressure lines in a nearby utilities junction, triggering a series of cascading eruptions
of over-pressured line, each triggering ever more massive back-pressure explosions
down-line, breaching each subsystem layer all the way to critical components within
the facility’s energy production core, sounding a plant-wide alert. As you hear
distant but massive detonations and see everything around you fiercely quaver in
response, an automated announcement reports, “Warning: Coolant Rod Two offline.
Main reactor core temperature exceeding safe levels.” You immediately receive a
mission update: Reach Reactor Control Room and replace Coolant Rod 2.
You exit the transfer hatch to a long dim hall ending in a door. On a canister left of
the door rests shells and security armor. A health station is opposite it. Sarge radios,
his voice shredded by static: “Marine, Bravo Team is down. Their operational status
is unknown. They were carrying a military transmission card. It’s vital you retrieve
that card as it contains encoded data needed to send a distress signal to the fleet.
You’re the last hope to get reinforcements. Find that card and find it fast.” A
Military Transmission Card contains situation data dumps. Considering that regular
off-world Comm channels have been lost, this Sit-Rep to UAC Orbital Fleet
Command must be sent, as you had already much earlier guessed, directly from the
main dish array atop the Communications Tower. As a former Gunny, you can guess
that this distress call is for both tactical reinforcement and for survivor extraction.
Heartened by these prospects, creep through the door ahead to the area beyond it.
– Page 184 –
Entrance.
You emerge in a small foyer that opens to a
balcony, though the balcony is more of a
simple raised, grated, and railed platform. It
overlooks a room that is wide, but not deep.
Stairs at the front of the platform lead from its
left to its right, down by a thin column. A
storeroom door is down there on the right wall. Ahead is a double door. Left of
that is a Sentry Bot resting in a charging station. Up here, at your feet, you see
streaked blood trailing right to a small canister. There you can find a large clip.
Now creep down the stairs. As you descend, its lower-half’s stair slats fall away
at your feet, clearly weakened by the plant-wide explosions (it is easy to hop up
and crawl back up, if you need to). When you move toward the Sentry Bot, and
by that action activating it, an imp emerges from the storeroom behind you.
Activate the bot and then dodge a fireball as you let your new best little Sentry
buddy take care of this pestilent imp. You could also have turned around at the
base of the stairs and crawled beneath the damaged stairs to first get to the bot.
If you jump over the rail to first get to it, you will suffer minor damage. A quick
dodge of a fireball and the Sentry finishes the fight. Poke your nose into the
storeroom to check for stores. As you find two boxes of shells to the left, a fat
zombie emerges from the right. Either back out to let the Sentry take care of it
for you, or just shoot an explosive barrel over by the zombie, killing it with the
blast. Once the imp and the zombie are dead, gather the shells in the storeroom.
You should now be ready to advance through the double-doors down here.
Control 1.
Follow the Sentry as the black-shrouded passage, little more than a tunnel barely
lit by scant dirty foot-lights, winds in frequent turns, cutting left and right in no
predictable order, but generally leading leftward. Barely into this ebony passage,
a maggot shuffles from a corner ahead and challenges the Sentry. As the Sentry
takes it down, back by the door you just entered an imp phases in. Rush back
and shotgun-rush it or dodge and let the bot handle it. Carefully shoot a pair of
explosive barrels nearby (avoid damaging the Sentry) to get a large clip under
the barrels. Continue following the Sentry. When you get to a left turn where
you see a toxic barrel, another maggot approaches from the next right turn,
beneath a rotating red danger beacon. Let the Sentry handle it as well. When you
get past that corner, which finally opens up into a broader, long and tall hall, a
huge overhead pipe drops slightly over a sealed door at its far end, damaging
and disabling the door as shattered glass sprays loudly to the floor from the long
overhead skylight. Its protective shutters were thankfully closed, sealing the
breach. Afterward, two imps phase in; one close to the far end and the other
behind you, by the turn. Shotgun-rush the imp behind you as the Sentry kills the
one ahead. You still hear another imp, but its hiss emits from a raised office atop
some stairs to the right at the end of the hall. The Sentry ascends into that office
and quickly ends the imp in question. If you had been able to unseal the
damaged door here before it was ruined, this trip might have been much shorter.
– Page 185 –
Paul Raad is a Chief Technical Officer with General Clearance for the Enpro
Facility. He has two audio logs of interest, one regarding problems with the
coolant rods, and another regarding problems with the Sentry Bots. In the first
he says, “During my weekly inspection of the coolant system, I discover yet
another safety violation. As I’ve stated repeatedly, our service manuals must be
followed to-the-letter. Now this includes changing back filters for the coolant
system on schedule and not when maintenance gets around to it. As you know,
unclean back filters will create pressure inside the coolant system’s release
tube, and a minor disruption in a release tube can dislodge or destroy its
coolant rod, overheating the core, and possibly sending the entire facility up in
smoke. Let me be clear. If I see this again, the team responsible will be
transferred to Sewage Treatment before the day is over.” That is certainly
disturbing. With all the imps you have seen crawling from within the air ducts,
they could wreck havoc in this place quite easily. The second message, covering
problems with the Sentry Bots, strikes a chord, considering you have such a bot
with you right now. Raad reports: “I appreciate the UAC’s concerns following
the number of stress-related illnesses spreading throughout the base. However,
I don’t understand why we require such a large detail of armed security bots in
Enpro. You may disagree, but I trust my team’s mental condition far more than
whatever programming is running inside those bots, which brings me to the
reason for this report. Today, one of my best engineers, Patrick Thomas, was
nearly shot when a bot refused his clearance. That’s right, shot! Luckily, a
nearby team from maintenance caught up to it and smashed it with a pipe
wrench before it could chase Pat down. It’ll be days before he’s ready to return
to work, and I don’t think we’ll ever get him close to one of them bots again.
Our jobs are difficult enough as it is without worrying about getting shot. If we
are going to be treated like prisoners, I respectfully request that you afford us
the courtesy of being guarded by people instead of machines.” So Far, your
Sentry seems to behave just fine. You just hope your luck holds out…
– Page 186 –
To the right you find a
control panel on the wall
reporting that multiple
pressure leaks were detected,
and the automated systems
have determined that
rerouting transfer values 7
and 16 will isolate the leak. Select the panel to begin a valve routing procedure
that will shut down a fiery gas leak a little further ahead (you could crawl under
the blast safely without shutting it off, but it would
also inflict damage on the Sentry). An automated
voice reports “Gas leak stopped. Fire extinguished.”
If you remain a moment to examine the display, it
runs a system diagnostic and also reports the
following: Rerouting successful. Heat transfer leak
isolated and contained. Overload detected in Coolant
Rod sector. Additional pressure leaks expected.
When you advance, an imp phases around to the right, within an office recess.
The Sentry makes short work of it. The office holds a medkit and two clips.
Maintenance 1.
Head down the stairs behind the Sentry where the gas leak had been. To the left,
an imp phases in and does not stand a chance against the Sentry. Further around
to the left is another imp that fares no better. Around to the right is a dark
storage room up a couple steps. Get the attention of an imp therein and let the
Sentry take it out. You will still hear another imp hissing deeper within. Creep
up into that ebony room. With the flashlight, you see some shelving to the left
and you also hear an imp beyond it. Get its attention, and then leap over the
railing next to the stairs in order to get out of the way of the Sentry ascending
those stairs as it heads up and then kills the imp for you. You will find two clips,
a medkit, a cell, and an ammo belt in the shadows where the imp was hiding.
Now follow the Sentry again. As you come to a long corridor to the right where
you see explosive barrels, the Sentry turns to the left and blasts a maggot in a
side-passage in the wall in that direction. Step into that side passage, which
leads right and then down to a slightly lower level. Aside from the door that is
also the disabled door you saw before going up into the raised office, you will
see a plasma rifle and some medkits. When you grab the plasma rifle, a maggot
phases in near you. Use the shotgun on it. An imp also phases in up the short
steps. As the Sentry distracts it, blast it in the back of the head with the shotgun.
Follow the Sentry through the long passage that turns to the right and then curls
around left within a low recess area supported by two columns. Further along
this passage, in that leftward part, a maggot is alerted and the Sentry quickly
slays it. Meanwhile, further back where you had been, an imp phases in (you
would not know it if you went into this corner area too soon), but ignore it for
now, regardless – you have two big columns to hide behind. Go behind the right
column and head to behind the left one. As you do so, another imp phases in
– Page 187 –
front of you behind that column, while one more phases ahead in the leftward
part. Rush the imp in front of you with the shotgun. Use the right column here to
hide from the other imp further along as the Sentry will take care of it, and also
the one who came in from further back along the passage. As the Sentry
advances forward again, back in the outer passage area, in the corner across
from you, still another imp phases in. Rush it with the shotgun unless the bot is
there, then stay out of its way as it kills the imp, as otherwise the bot might fire
right through you to kill it. As the imp dies, another phases in further back on
the passage in this large open area. If the Sentry was not already there, it will
have arrived by then to lend you a hand. Only if needed, though it is not likely,
use short bursts on the SMG to pelt the imps and distract them as the Sentry
does the lion’s share of the work on this imp and three others that follow, who
phase in further and further back down the main hall, around the corner to the
far left as you remain near the loop. When they are dead, another imp comes
from further ahead in the passage from a door that way. The Sentry returns just
in time to kill it before it has a chance to see you. Now follow the Sentry again
around the corner to the left and then to the right, and through a door.
Once the Sentry goes through the door and parks itself in a readiness charging
station against a wall beyond it, grab two clips from the damaged shelves on the
right and a box of shells next to them on the floor before going through the door.
NOTE: Many Doomers claim that their Sentry is often destroyed before this time. It
appears that they are blaming the imps for its demise, but this has not been my own
experience, except only once, when all imps managed exceptional aim, though I have
most-often observed imps finishing them after they were seriously damaged by the
player. Many Doomers play with a tendency to throw gunfire wildly, and I have observed
most every time that it was the players themselves who were responsible for the majority of
damage wrought upon their Sentries, most especially if they tend to open fire on
adversaries from behind the Sentry, and most especially if they also have auto-aim turned
on, which tends to aim at the closest entity to their reticle, which will often be the Sentry.
Watch the cut-scene as the woman agonizingly turns to you and in a tortured,
haunting voice pleads, “Help… me…” Then, in a final moment of agony, her
eyes glaze as her forehead ruptures. A Lost Soul bloodily tears itself from her
skull and drops her lifeless body in a heap to the floor. Clearly, these were the
then-ethereal flying skulls you had seen back in Mars City, but now they have
become corporeal and far more dangerous, able to aggressively interact with the
environment, perhaps due to the stronger dark forces at work here as you slowly
make your way closer to its source in the Delta Complex. Another lost soul joins
the first. Use any weapon at hand to kill them quickly. Two blasts from a pistol
will destroy each one, but you really have to be quick about it. A shotgun is
faster and easier. The SMG is great in that it can push them back until they die.
The plasma rifle works best, but keep in mind that only two charges are needed
to stop and kill one. Once the lost souls are dead, grab the PDA (Theresa
Chasar) from the long workstation on the left wall, where she had been seated.
Chasar was a Weapons Analyst at the Enpro Facility. Examining her PDA, it is
obvious that likely no women, but only men work in this area, and clearly the
men are a bit too lonely for female companionship. More importantly, the model
of plasma rifle she is testing has been configured to store more energy. Her
audio log of 3 November goes as follows: “I’m pleased to report that the
preliminary tests on the ammo storage of the new Mach 3 Plasma Gun has far
exceeded our expectations. We’ve realized a full 50 percent gain in storage capacity
of ammo packs as a result of utilizing techniques engineered in the Alpha Labs
Molecular Storage Compactor. I believe with the ongoing compaction we will reach
our goal of three times the storage currently available in current ammo packs. I
would also like to mention that all of the employees here at the Enpro Plant have
been very helpful and quite eager to accommodate all of my requests. For security
reasons I have locked the plasma gun and the extra ammo in locker 063 with door
code 972.” Her email from Lloyd Renstrom from 2 November seems
professional enough: “Theresa, Please take a few minutes in the next day or so to
create an audio report based on your plasma storage findings. The board is looking
– Page 189 –
forward to hearing about your accomplishments. As you know, security has been
tight lately with all the accidents and as a result we can’t be too careful. Please
make sure you lock up your test weapon and add the cabinet code into your report.
Great job, Lloyd.” However, as little as three days later, his email on 5 November
is much different: “Theresa, Hope you like your new office. I think you’ll find it
much easier to concentrate on the plasma gun project without those dweebs in
engineering drooling all over you. How pathetic, right? Anyway I’ll be down there
from time to time if you ever want to talk or get something to eat. You’re probably
sick of hearing it, but I think seeing you every day is more valuable to me than any
amount of money I’ve gotten from working here. Believe me, being a supervisor I
make a lot! Your pal, Lloyd. ” This comedy of adolescent infatuation is capped by
a reply from Elizabeth McNeil over in Delta Labs. The exchange is priceless:
From: Elizabeth McNeil
Subject: RE: Lloyd is driving me nuts!
Date: 11-10-2145
-T.
I know what you’re talking about, when I was still there I felt like I was the only woman surrounded
by a bunch of drooling men. I miss the work but I don’t miss that place, I feel like I’m lucky to be out
of there.
Keep your eyes open for trouble; I don’t trust some of the executives up there.
I can’t wait to see you back on Earth when your research is complete.
Your Friend,
Liz
----Original Message----
Sent: 11-07-2145
To: Elizabeth McNeil
Liz,
Lloyd has really outdone himself this time. He’s moved me into the office next to the trench in
Enpro. Does he really think by moving me to the most remote office on this wretched base that I’ll
be more attracted to him? Wait… it might be working. Being isolated for this long is getting to me.
I’m a chatter-box whenever I get the chance to talk to a real person.
Ok, I’ve got to get back to work.
-T.
Next, open storage locker 063 near the door using Chasar’s code 972. Make a
note of the cells and the medkit within it, and then use the nearby monitor,
labeled Security Terminal Chamber 1 Access, to unlock doors and enable the
service bridge that provides access across the chasm to Chamber 1.
Step outside the office door. Three lost souls rise up from the chasm. Pull back and
stand in the left rear corner of the office. Use only very short plasma bursts on each
lost soul as they enter. This is much more effective than wasting an entire cell
dumping a panicked stream everywhere, but killing nothing. The shotgun at an angle
to the door also works quite well. Once dead, three more phase in above the chasm.
Reload and repeat this same process with them. At the end of it, you should suffer
little, but typically no damage. Next, grab the upgraded Plasma Rifle and anything
else from the cabinet, cross over the bridge that is activated and extended by the
tread-plate near the ledge, and finally creep through the pair of doors beyond it.
When the doors open, you see the central Power Core, which glows red rather than
what should be a pale blue neon, wrapped by parallel railed catwalks. Two lost souls
drift about it (sometimes one is hidden). When they notice you, back to the far end of
the passage, or even beyond. This will confine their direction of attack, which they
do in straight lines. This also makes them easy to destroy with the plasma rifle,
shotgun, SMG, or even the pistol (the plasma rifle is the easiest). Once gone
(sometimes one stays in the chamber, but it will arrive when you attract two or three
others). Cautiously proceed until a grating from somewhere overhead clatters at your
feet. You hear more lost souls. Backtrack and take them out as you did the others.
Once they are gone, carefully follow around clockwise the inner ramp. Two final
lost souls were patrolling the far side of the Power Core. Notice that you can squat
down and the railing will thwart their direct attacks. If you want to, you can race
back to the access hall and handle them like the others. Because they attack in
straight lines, they will miss you if they do try to attack as you run.
Follow the catwalk path to a Hazard Door. These double-doors
are presently auto-sealed thanks to the coolant rod accident. It
figures, because you require entry through this door to advance
toward Communications. Obviously, you must first resolve the
coolant rod issue in order to unseal this door. Therefore, move
on to the next double-door along to the right and step through.
Storage Hall.
Two rows of shelves on the right hold a clip, a medkit, and two cells. You know
you will need to return this way, so save them for later if you can. Notice the
explosive barrel and the toxic barrel left-center. Now, proceed to the next door.
Chamber 2
When you look into this massive space, you will first encounter an imp and two
lost souls. You next face a trio of imps. Halfway across, by two workstations,
you will find armor by one explosive barrel and a medkit by a second one. You
– Page 191 –
will finally encounter a maggot before you get to a lift that is found at the end of
this semi-circular trek, which can take you down to the Coolant Rod area.
Ahead, you see that the platform makes a great circle around a deep pit, wrapped
on the inner side by safety rails, ending in a dark recess in the wall at its 10
O’clock position, if you are at 6 O’clock. At 3 O’clock there are a couple of
workstation recesses. At the ledge directly ahead, you see a set of tall shelves.
Finally, ride the lift down. This trip takes some time. There are gas leaks billowing
flame along the way, so remain squatted and centered in the lift to avoid injury.
When the lift stops, step out and grab cells by boxes ahead. The boxes hold a
case of bullets. Beyond, three lost souls rise from behind a platform control
station extending out over a chasm. Take squatted refuge back in the lift. The lift
railing blocks the lost souls from easy attacks. One remains hovering by the
control station. Two well-aimed pistol shots will take care of it, or draw it closer
to you. You can also see a medkit on that station, but take care, because you can
also hear imps in a large dark recess in the wall to the right, beyond a nearby
explosive barrel. Toss a couple grenades in to soften the recess. If needed, clean
up with a fully-stocked weapon (actually, this should be most of them). Note, but
save the armor shards in the back of the imp recess. Next, open and stand in a
door you see at the far end of the walkway that leads beyond the recess.
Lower Storage Hall.
When you open the door to this room, a Wraith and imp
react. Back out, but be mindful of fireballs from the imp.
The wraith attacks first, phasing in the doorway, but a
pointblank shotgun head-blast finishes it. Use the corner to
ambush the imp. Save all the explosive barrels – do not
destroy them unnecessarily. When you try to go around
the shelves an imp steps in through the door ahead. Let it
follow around as you slip back outside, until you can take it out using the
explosive barrel just inside the door. Two other imps immediately phase in, but
a quick, direct confrontation or a tossed grenade ignites the barrels in that area
and finishes your work. Or, you can kill the left-most imp first by shotgun-
blasting the barrel next to it, and then do the same for the other. Once finished,
note the ammo cache on nearby wall shelves and proceed through the next door.
Chamber 1 Lower.
The core here is rung by four evenly-spaced Coolant Rods mounted on the
circular chamber’s outer walls. One, beyond a control room to the left, has a
breached casing and spews red flame. Move left along the core gantry ahead
toward the control room, which has a single door on its left and a broken
window on its right. Behind the door stands an imp, which you hear hissing.
When the door opens, the imp displays. Toss a grenade if you want to expedite
things, or use a favorite weapon. Once the imp is dead, enter the control room.
– Page 193 –
Reactor Control Room.
Notice all the ammo and the health station here.
As always, save these stores for later mop-up.
The screen on a workstation facing the window
allows you to replace the damaged Coolant Rod
2. Selecting it, you see a cut-scene showing the
rod replacement process. You also see Swann
and Campbell on a security monitor to the left,
showing the airlock area where Bravo Team had
been ambushed, which is a vehicle garage bay.
They search, but are not able to find Bravo
Team’s transmission card, and so move on and
climb into a pressurized humvee. This cut-scene
also reveals that there was a lone survivor from
Bravo Team, PFC K. Miller, who you had met,
along with PFC M. Marak, in the Common
Area/Kitchen back in Mars City, before you
reported to MSgt Kelly. Though badly wounded, Miller still manages to conceal
himself from Swann and Campbell, who Sarge had made it known that he distrusts.
Return to Chamber 1 Lower. When you near the gantry loop, you will attract six lost
souls and two imps. It is fairly easy to simply run a full circle around the central core
gantry counter-clockwise, shotgun-blasting the imp on this round ramp in the face
and racing on around to the control room again, ignoring the lost souls, though do
not hesitate to blast one in passing if it is in your way. This also disorganizes them as
they launch their attacks by making a beeline to the point where you were when they
started their attack, so keep moving to avoid them. You can also simply dip back into
the control room to delay facing one of the imps. Most guides tell you to squat in the
deepest back part of the control room, so lost souls will not all come at once through
the door, but piecemeal. This makes combat easier, though you will often take
damage if they bunch up. Recovery, however, is easy enough, both here and back
above. You squat because the window is broken and an imp outside can easily toss
fireballs through it if you were standing. Even better, you usually emerge totally
unscathed if you squat under the health station so to distance kill everything through
the door. Remember short plasma bursts on the lost souls, but be ready to saturate
the imp when it is in sight, or rush it with the shotgun. Once all is clear, grab any
loot and health, and head back to Chamber 2. Be sure to take on the imp at the
double-doors if you had just dipped back into the control room.
Chamber 2.
Here you will fight a maggot in front of you, who emerges from the console area that
the lost souls had earlier emerged near, and a wraith that comes up behind you. In
two-sided attacks, it is easier to take out the one in front of you first. Since it is a
maggot; go with the shotgun. Next, turn around and backpedal until you can
determine the location of the wraith. Hopefully you can nail it while it is phasing in.
The simplest strategy, though, is to just make a mad dash past the emerging maggot
and race onto the lift platform. Its railing will interfere with the maggot’s and
wraith’s ability to attack. You can squat and blast them with shotgun fire as they try
to negotiate the lift entrance with great difficulty. Once they are dead, head back and
gather what caches you held in reserve, then return and finally ride the lift back up.
– Page 194 –
At the top, after you make it halfway around the chamber, you will hear and see
a trio of lost souls phase in. Beat feet back to, and squat in the lift, dodging to an
opposite side of the ramp if you hear the familiar squeal of a lost soul on the
attack behind you. The lift will provide you with decent protection as you sort
out which lost soul to destroy first, which tend to drift slowly at the lift opening.
You can also hide behind canisters in one of the workstation recesses. After they
are all gone, make your way back around the chamber, gathering the medkit and
the armor if you need them. Finally, step into the storage hall.
Storage Hall.
Because you have already destroyed the imp and the maggot that traditionally
attack here at this time (according to most walkthrough guides), you can instead
relax and clean up any loose cache items, then head through the other door.
Chamber 1 Upper
Go rightward along the walkway and enter the hatch that had been previously
locked when the station emergency occurred, which you have now cleared.
Control 2 Hall.
Grab the shells and medkit on the left side, here, and then open the next door.
Control 2.
As you open the doors, you hear a maggot on the right. Back up, grab the
shotgun, and blast it in its faces when it appears. You then hear a wraith phasing
in and out. If it phases in front of you, blast it while it is helpless, otherwise
backpedal and dump a couple of shells into it. Enter the Control 2 proper and go
to the right. A wraith will scamper up a short flight of stairs there. When it
phases back in, blast it in the head. Before descending the stairs, clear your Six.
Strafe to the left of this semi-circular room. To the left you will see a wall rack
filled with large ammo clips and armor shards. In the deep shadows on the right
you will notice a recess in the corner, and you will hear an imp rasping from
within that nitch. Forget battle and just toss a grenade into the recess, killing the
imp. You will find an ammo belt, a medkit, and hand grenades in there.
Now head back to the right side. There are several toxic barrels at the base of the
stairs, so take care. Start down the stairs and a maggot reacts in the darkness to
the left. As it scampers toward you, back up the stairs and dump a shotgun wad
into its heads, or blast a toxic barrel and let the delayed explosion kill the
maggot as it passes by them. Go back down and to the left, into a dark recess. In
that dark are some armor shards. As you grab them, a panel in front of you zips
up and you see two pairs of glowing yellow maggot eyes staring at you from
that blackness. Blast it without hesitation (this is a natural reaction, anyway).
Look the other way along the bottom hall. At the far
end, on the corner, is a lone toxic barrel. Step up to it.
You hear both an imp and a maggot react. Shotgun-
blast the toxic barrel pointblank and backpedal. As both
the imp and the maggot struggle to negotiate the tight
gap by it, the barrel blows them both to pieces.
– Page 195 –
Return to the corner. You still hear a maggot to the left, so be on guard. This
maggot is hiding around a column at the base of the stairs, to its right, which you
can see if you inch over. If you ascend the stairs, the maggot will scramble and
then circle around the column to the base of the stairs. Give it lead poisoning. If
you explore the maggot’s hiding place, you will find clips and a medkit.
Plasma Control.
This area is dominated by busy plasma-oriented machinery, especially the area to the
left, which almost bisects this space. To the right is a bridge of sorts that allows
passage over the machinery, topped with a control console. As you open the door, a
fat zombie lumbers at you from the right, so pistol-blast him. Now follow the
walkway to the other side. Another fat zombie comes from behind stacked crates
along the wall to the right of the far door. Do him in. Jump the railing on your left
and crawl for some armor shards and a medkit. Now jump over the railing to the
walkway. Hmm… Someone must have put this explosive barrel by the door here for
a defensive reason… Line your back up to the stairway for speedy backpedaling,
then creep forward and open the door in typical tactical fashion…
Maintenance 2.
As the door opens, you hear, and then
see an imp stalk round from the left.
Ambush it here, or zip back to the
stairs, and then, as it draws to pitch a
fireball, blast the explosive barrel to
kill it. Now step through that door.
It is dark, but with the flashlight you can see a case of shotgun shells beneath the
landing in front of you to the right-front. As always, spare them and all the barrels
you find around here. Carefully proceed up the stairs. When you are halfway to the
door to Maintenance 3, a wraith emerges from a recess opposite that upper door.
You can back up near the top of the beginning of the first landing, killing the wraith
by blasting the explosive barrel on that lower landing, except if it is phased out,
which means you can cap it while phasing back in. Another wraith will phase in
below if you back up to the very start of the first landing. Blast away. Alternatively,
when you hear the first wraith, you can race down the stairs to the floor deck and
duck beneath the landing, slipping by and at first ignoring the wraith that will be
phasing down here, and cap both from this safe position, where they are helpless to
attack you (they have too much bulk to crawl under the landing). Finally, return to
the top deck and creep through the door up there, to enter the next area.
– Page 196 –
Maintenance 3.
After entering, pin about and blast a maggot you hear scampering behind. You will
next take on two lost souls and three imps. As you advance, the lost souls will phase
in ahead. Slip back through the door to the ante-room in Maintenance 2, in enough to
let the door close. Wait a moment and then open the door if a lost soul does not do
so. A lost soul will be circling beyond it. Blast it at close range before it can react.
Avoid hitting the explosive barrel below it. The second lost soul then approaches.
Kill it as it drifts through the door. Next, step again through the door and creep down
a short set of stairs to the left. To the right, you will see an imp phase behind a
column on a lower deck. Keep its attention so that it will follow you. Use the
explosive barrel you spared by the door to kill it. Another imp follows. Draw it in
and backtrack along the top deck stair railing to kill it with a barrel at the corner of
the deck (the barrel in the upper ante-room would do little damage). A third follows
close behind, and using the railing for protection, you can draw it near the last
explosive barrel and toast it. Alternatively, you can race down and crawl under the
upper deck to safely cap all the imps from there. Use the toxic barrel as you please.
Back in Maintenance 3, when you finally explore this large space and head down the
second set of stairs, there are armor shards and a medkit beneath the mid-landing.
There is also a Plasma Storage Room here with coded access. The code is not to be
found in this area. When you explore deeper, you will see a lower landing to the left
filled with explosive barrels. Destroy them all if they make you nervous, but it is not
necessary. Here you will also see a door. Also, on the landing with that lower door is
a storage area where you can find a large clip and a health pack (the BFG Edition
has Steve Hammer’s PDA here, not in the Garage). At last, step through the door.
Garage Exit.
Follow the tunnel to the left where you find another door. Step through it and
you will see a cut-scene of the last survivor of Bravo Team (well… other than
you), Miller, handing you the transmission card before a wraith creeps up behind
you both and kills him, and then takes an extremely interested look at you…
Blast this wraith away with the plasma rifle, if for no other reason than the fact
that it has just made you the last surviving member of Bravo Team. If you
advance into the darkness, another wraith starts phasing, so back up and give it a
nice send-off with the plasma rifle.
Before heading to the airlock you see
off to the left, behind you on the lower
deck by a crate near the stairs you will
find a PDA (Steve Hammer). Hammer
was a service technician, and an email
to him from Matthew Morton catches
your eye: “Steve, I’m still shaken from
that incident with Swensen. When I
close my eyes I still see that look on his
face in the instant between the impact
of the plasma, and when his head turned to blue vapor. I don’t think I’ll ever be
able to sleep again. I never liked him, I don’t know who was crazy enough to
give him a plasma gun, but no one should go that way. The worst of it is I’ve
– Page 197 –
seen a lot of folks who seem more on edge than Swensen was. Something needs
to be done. We should lock up the ammo in one of the storage lockers for
starters. You pick the code. Make sure you file a report too.” It was disturbing,
and especially because this madness seems to have engulfed the whole facility
so quickly. Hammer’s audio log is just as disquieting, but it does contain a code
you need to access the locked Plasma Storage Room you passed earlier: “Since
Private Swenson wigged out, shot out that drink machine and lit himself up with
a plasma gun, we’ve all been a bit nervous. All of us in Maintenance knew he
was losing it. Finally, when that darned drink machine wouldn’t accept his
credits – he lost it, started swearing up and down, and you had to l-laugh when
that drink machine lit up, but before any of us could react he fed himself enough
plasma to power an office building. There wasn’t enough head to clean up – just
vapor. It’s a bad thing to happen to anyone. Anyway, I know with all the psych
problems we’ve had lately we need the additional security, but when the guards
start going nuts… I-I don’t know. All this extra weapons and ammunition… I
mean, do we really need so much firepower lying around? Well, a couple of us
decided to lock up all the unsecured plasma rounds we could find. The code is
7-3-4. I think we’ll all sleep a lot better knowing it’s locked up.”
Head back to the Plasma Storage Room, select the panel, and use the code 734
to open it. As you find shelves loaded with plasma cells, a fat zombie inside
lumbers from the right. Grab your plasma rifle and do him up. Next, step in.
Plasma Storage
Load up from a store of more plasma
than you could ever carry. It almost
makes you wish you had used the plasma
rifle exclusively in this area because you
can easily fully reload your plasma
capacity. Once done, return to Garage
Exit and make your way to the airlock.
Garage Exit
Going outside is always a good time to bring out the heavy weapons, such as the
plasma rifle or the chaingun. Normally, I like the chaingun because I use it the
least, so it is always fully packed, but then again, both of these weapons,
especially the plasma rifle right now, should be fully stocked (plus, we will be
finding a secret stash of cells out in the Martian outdoors in the next section that
I do not think anyone else has ever made mention of, though an email reply to
Ron Ridge from James Holiday, found later on Ridge’s PDA, hints of it, and it is
very easy to get down to and back up from).
Now, use the panel to open the airlock and then step inside.
Airlock E1
Use the panel in here to exit EnPro Plant and finally enter Communications
Transfer.
– Page 198 –
– Page 199 –
COMMUNICATIONS TRANSFER.
Comm Transfer connects EnPro and Communications, and acts as a multipurpose facility for power
distribution, equipment repair, and cargo transfer to other base sectors. Due to the frequency of broken
pressure seals, oxygen tanks are well stocked in this sector.
Airlock E-1.
Use the panel here to cycle the outer airlock door. Once it opens, step through it
and into the hostile, oxygen-starved environment. Ah, fresh Martian country air!
Mars Surface.
As you step to the enshrouded airlock porch, through the opening ahead you see a
pressurized armored humvee racing off on a short roadbed, which starts parallel to
you, then cuts sharply right and across your path, and then left through a hatch to a
large tunnel in the next building directly ahead. The hatch quickly drops and seals
behind the vehicle. At your feet by a crate are armor shards and shells. To the left,
along a short blocking wall leading over to a few stairs, you find shards, a medkit,
and an air canister. Grab what you need and descend the short stairs beyond the wall,
revealing a vast open space. Ahead, near the left roadbed corner, is a guard rail. An
air canister leans against it. One more rests across the
road on another rail. Beyond the left corner, stairs
descend to a protected overlook for a colossal chasm.
Against its railing leans yet another air canister.
Above the overlook is a huge ugly round dinosaur-
like head with flaming breath, which introduces the
Cacodemon! It spits powerful, yet easy-to-dodge
plasma spheres. Blast it with accurate 7- to 14-round bursts. Notice you can easily
block its missiles with your fire, but try to maintain precise aim and do not waste
ammo spraying it madly. A couple short bursts and it will be sent back to hell.
But, by now you might need oxygen. Run down to
the overlook and grab the air canister there. As you
secure it, you might notice a trail across the rail to the
left, leading down into the chasm. Were you to hop
the rail to a right-front rock outcropping, you could
see the base of this yawning chasm, and you would
discover the glow from a distant case of plasma cells
and a medkit next to an enormous, dark vertical pipe.
Jump the rail to the left of the overlook and run along
the natural trail that winds down and to the left, then
forward, then veering right, then cutting left and
down, over to the base of the enormous pipe at the
bottom. With the flashlight, you will find a fallen
crate had burst open on impact and had spilled its
contents: armor shards, a pistol clip, a case of cells,
an adrenaline injector, a medkit, and two air canisters.
The ample plasma cells make this trip worth the effort if you
had used them on the cacodemon, but remember that you are
running low on air (your oxygen is probably down by half by
now). Grab one air canister, collect the other stores, then grab
the second air canister and start running back up the trail.
– Page 200 –
Thank goodness there was an adrenaline injector down here to give your running
ability a big boost for the time it takes you to get back to the top. Notice that you can
run the entire way (if you think you need to jump, you are likely panicking and
cutting the trail way too short), but the going is really quite easy. But by the time
you gain the top and hop back over the railing, you will only be half-full on oxygen
again. But there are plenty of air canisters up here and you can refill quickly by
grabbing a canister from the right side of either of the roadbed railings ahead.
The gate that the humvee sped through is sealed.
The only useful things down that way are a
couple air canisters. However, you also see a path
curling around the tall wall to this vehicle
entrance on the right. Follow the footpath around
it to find an airlock hidden behind its corner! Use
its panel to cycle it open and finally step inside.
NOTE: If situations like the above and those following give you anxiety, then I recommend
that you in fact replay these parts repeatedly, because you will soon find that they can
actually turn into a lot of fun as you become more comfortable with your surroundings!
Airlock CT-1
Use the panel here to cycle the outer airlock door closed and, once air pressures
equalize, cycle its inward door open. Now that you can breathe normally, maybe
you can relax for a moment. Beyond the inner airlock door you see a dark ready-
room with racks for canisters on the right, and a set of stairs leading up to a
chest-high landing, holding a large crate. The landing leads rightward to a door
on the wall. The neglected floor of the lower room is strewn with sundry items,
such as medkits and cigarette cartons. With the flashlight, beneath the landing
you also see a body lying there. Well… until it in time reanimates and crawls
out. Dang zombies are worse than cockroaches. Blow it away with the pistol.
Stepping forward, MSgt Kelly starts ragging over your Comm-Link: “Marine!
Get your ass to the Communications Facility as quickly as possible! You’ve
gotta get that message to the fleet!” He cuts out. Keep your pantyhose on, Kelly.
Service Room 1 A.
Moving in, you suddenly hear a Z-Sec approaching beyond the upper door!
Puppy-doodie! Waste no time. Rush ahead and dip under the landing, sliding
behind the stairs for better cover. Grab your SMG and rain bullets on the Z-Sec
when he gets below and stands nearby, next to the stairs, before he has a chance
to blast you instead. You will fare better if you hide under the stairs. Down here,
you will also find a clip, an SMG, some armor shards and a medkit.
Once things are quiet, an imp phases within the airlock. Great… Use the SMG
or high-toss a grenade. When it dies, you hear a wraith emerge from the door
above. Wonderful! Even better, another imp will soon phase in to join the fun as
you crouch under the landing. From this position of safety, dispose of all life
here except for your own. Gather up whatever ammo, medkits and armor shards
you require, to include another medkit on the air canister rack. By the way, what
the heck is making that loud banging? Like anyone who does not have a last
name in any horror movie that you can think of, you decide to check it out.
– Page 201 –
Head up the stairs and approach the door in standard tactical fashion – shoulder
to its left side and lean in to open it. Nothing happens. Whew! You see a passage
straight ahead, which then turns to the left. Step in. You hear a Z-Sec. Snap!
Quickly back out and wait by the door for ambush. When a shotgun Z-Sec steps
through, blast him with your shotgun and then grab his shells.
Service Room 1 B.
Follow the passage. Around the corner to the left and down the stairs, it is a
total bloody mess. And that banging is now really loud! Step down to the first
landing and look right. Below a nearby door on the main floor, awash in blood,
you see armor. The banging comes from the door. You should have called out
sick.
Grab the armor. Crikey! The door opens and a massive
demon head stretches through it as the sinister powers
from beyond that door try to twist your mind, likely
attempting to disable your higher brain functions and
transform you into a zombie automaton. Waste no time,
but zip up to the landing as far back as you can as it
leaves. The banging stops. Two imps then phase in. One
is on the main floor below, to the right, but the other is
directly in front of you on the landing. Blast the imp in
front of you in the back of its head with your shotgun.
Race up the stairs to give you distance from the other imp, who is now in
pursuit. Deal with it by ambush, as you did with the Z-Sec, or by distance firing
and dodging, or, just say hello with a handy dandy hand grenade. Once it is
dead, slip back down to the main floor. A medkit is under the stairs.
Alternatively, before going for the armor from the landing, step off the landing
through the gap by the wall, or go tightly around from the stairs, and dip under
the landing. The imps phase in shortly. When they do, quickly SMG the imp that
phases in down here. Next, wait for the imp that phased in on the landing
overhead to go up the stairs and through the entry door, though if it comes
downstairs, take it from here. If it went upstairs, go up and deal with it by
ambush, if it closed the door, or showdown. You can now go back and enjoy the
sinister vision in peace, but at least it will then shut off that head-splitting racket.
Here, you see the passage curls around equipment to the right and disappears
behind it. As you advance, an imp leaps out from behind the equipment. If you
still have a grenade in hand, race backward and then roll one to it, or else
shotgun-rush it before it can toss you a fireball.
If you examine the open case with the Thermal Recovery
Status monitor on it, you may notice that the screen is
interactive. Hmm. Something on it can be selected. Well,
it reports no scan, so try the Scan option. Click it to
watch it begin its business, logging and backing up data.
Where the imp came from, there is a low crawlspace. Grab the shells and clip
you see nearby to the left, then duck down and crawl along this narrow passage.
– Page 202 –
Maintenance Crawlspace.
Moving along, finally grab the medkit up ahead on your left, but only after you are
psyched by a shifting skeleton and disembodied chortling. Follow the passage
rightward and you will enter a low room with a central column. A Marine made his
last stand here. Dead, he now sits next to a shotgun and shells. Continue beyond this
room through another narrow passage with armor shards strewn on the floor. When
you finally come out into a small room where you can at last stand up, you see a
closed surface access portal in the floor. To the right of it, in the shadows, a zombie
is disturbed and staggers toward you. Kill it with the shotgun, reload, grab the shells
where it was standing, and then descend a ladder into the floor portal when it opens.
Below that is another hatch about two meters down. This is clearly an airlock.
Prepare yourself for losing oxygen and then continue down. Proceed slowly, so the
lower opening hatch will not pull you off to the side so you will have to drop to the
ground instead of using the ladder. No biggie if it does; you will sustain no injury.
Mars Surface.
This area can seem a bit stressful. You have to deal
with three clutches of trites that want to knock you
off a cliff near a lift. And this is not to mention the
fact that your oxygen is being drained as you fight
them off and wait for a pressurized lift that takes
its own sweet time to cycle its air pressure before
arrival so that you can take it out of this hell hole.
If this area makes you apprehensive, your instinct
may be to take the shotgun and run like hell through the passage, grabbing
armor shards, medkits and air canisters on your way, and blast any trite that is
directly in your path, making your way to any exit that you can find.
Get to the bottom of the ladder, then pause (you have plenty of air) to blast three
trites before following the only passage here in a double dog-leg left and over a
crest. Thankfully, air canisters are strewn along this path. Past the crest you will
see a deep chasm ahead. But even better, you see a call box for a lift here on the
right at its edge, though sadly no lift can be seen inside its empty shaft. So, as
soon as you get to it, hit the panel to activate and call the lift. Meanwhile, five
trites are cresting a ledge directly behind you, and to your right, over the crest
you just came from, five more trites are vying for prime dining positions.
If you choose to stand them off, use an automatic weapon and be sure to alternate
your direction of fire between clutches. You can also easily take out the rear clutch
of trites before reaching the first crest. Afterward, you can squat to grab a nearby air
canister, reload, go on to activate the lift, and then SMG the other clutch. If you do
not kill them, they will push you off the ledge, push you into the lift well and the lift
comes down to crush you, or they will kill you in a mad ball of teeth, acid, and legs.
However, considering how little fortitude these creatures have (a single direct fist
punch can destroy one), a hand grenade is a great defense. When you activate the
lift, toss a grenade to the trites massing at the ledge across from the elevator. This
usually kills four of the five (one tends to hang back), and another to the group
massing from where you just came from at the crest of the hill. This thins them out
nicely. Use the SMG as a follow-up while you wait for the lift to arrive behind you.
– Page 203 –
A less stressful strategy is to throw a grenade to the trites
across from the elevator, but ignore the other clutch for
now. Grab the SMG and breach the crest across from the
lift, killing any survivors. Follow the natural path beyond
the crest around to the left, and then kill a trite straggler
that often stands guard in a hidden supply recess. After
killing it, you can reload as you grab the shotgun shells,
medkit, and air canister in the recess, then spin around
and SMG the remaining clutch of trites that arrive in single file. You can
afterward trot back to the lift in complete peace, with lots of air to spare.
Enter the lift and select its panel to open the overhead airlock and raise the lift. It
rises and then pauses as it reaches a staging area beneath an upper hatch to cycle
air pressure and restores breathable air. While it cycles, grab your plasma rifle
(always the weapon of choice when you cannot identify foes by sound or
determine enemy presence, especially now that it is fully charged). Who knows
what you will face? Besides, after the day you are having, you probably do not
have the time or the patience to pussyfoot around with anything right now.
Service Tunnels.
As you finally rise up through the overhead hatch, turn right so that you will
then face a large open bay. To the left and right by the lift, you see narrow
alcoves. A maintenance zombie ahead is surprised by the unexpected, but
welcome company as a Z-Sec far back trots this way. Run into the alcove to the
right. There, find a cell case and a medkit. Next, spin around and blast the
zombie and an imp that is revealed by a retracting hatch within the other alcove.
Sprint into the alcove the imp was in (or just go there first with the shotgun) for
a medkit and shells as you see and hear a shotgun (or SMG) Z-Sec take cover
behind a crate outside the imp alcove, who had run from the far side of the bay.
Use your shotgun or SMG to ambush the Z-Sec as he gets up and follows you.
Creeping out the lift access, you see the far
side is lined with explosive barrels, with two
large stacked crates and a medium crate
roughly in the middle. Next to you on the
left is another medium crate, and beyond is a
ladder leading to a loft in the wall overhead.
The loft has two openings on its left and
right. To your right is access to a warehouse
area. If you want to, toss a grenade up the
ladder around to the left to kill a shotgun Z-
Sec you hear breathing rather loudly there, hiding behind the small partition
between the loft openings. Afterward, climb up and ambush or grenade an imp
you find in the far loft. You can also fight it from below by stepping back to
reveal yourself and then blast it or toss a grenade. Up there, if you go for the
security armor sitting on a small crate behind the partition, a cacodemon will
phase in at the far side of the bay. The chaingun can make easy work of it. You
have the partition for cover to avoid plasma ball damage, but do remember to
use just a couple short 7-14 round bursts for the best results and the fastest kill.
– Page 204 –
Return to the main floor, where there are armor shards and shotgun shells at the
far end. Next, creep toward the outer area. Peek around the left corner to some
stairs. Ambush an alerted shotgun Z-Sec trotting from there. To the right you see
a slightly raised but damaged and out-of-kilter vehicle bay door with just enough
space on its right side for you to crawl beneath. Duck under the door and notice
the two armor shards and a medkit in the back. Crawl out and head up the stairs.
As you advance, you suddenly see the humvee you saw earlier racing off to the right.
Afterward, you see swirling red plasma building up for something in front of you.
Do not hesitate, but beat feet back to the damaged bay door and slip under it as you
hear something launch a ball or two of plasma. For better cover, slide to the left.
A cacodemon! Peeking out,
you see not just one, but two of
them. Better, you get a bonus
cacodemon after one of these
two die. But no matter; these
fatheads can be taken out quite
easily and with little chance of
personal damage. From your concealment they have little chance to get licks in.
Grab the SMG (if your timing is really good, then use hand grenades instead),
and short-burst pelt them all to death. Once gone, it is safe to come out. Notice
that often one cacodemon may go down to the far left and get stuck in a
doorway (or in the room it opens to) that you will soon be going through. In that
case, you can sneak up on it from the raised ramp and blast it with the shotgun,
killing it easily. Sometimes you are lucky enough to get two in there. Other
times, when you advance, you find that one or two were just biding their time
outside that door and charge after you. Avoid fleeing in straight lines, but dash
back to the bay door, or be John Wayne and face off using an automatic weapon.
Looking through the door of the service room at
the base of the stairs at the far end of this raised
walkway, which wraps around the bay to the left,
you find a PDA lying on the floor next to a body
by a central column. Before venturing in to grab
it, first check this outer zone to ensure it is clear,
to avoid unseen assailants. Besides, the scientific
formula out of MIT citing that “ single_exit_room
+ tempting_bauble = TRAP” has yet to be disproved.
– Page 205 –
The bay hatch the humvee exited through is closed. Inspecting it reveals that its
control panel is now inoperable, but you do find a medkit back there. Move back
along the far wall to the explosive barrels and stack of crates. If you follow the
curve of the wall around to the right, then in the shadows to the left, beyond the
crates, you will find armor shards, bullets, and a wraith. If you do not kill the
wraith immediately, it scampers away and phases out. In that case, back out and
watch for it to phase in. You will see it is working around a row of crates and
crate-laden storage shelves, most holding shipments of
Mixom Beavertooth Industrial Chainsaws, and then back
towards you. When it gets close, shotgun blast it to be rid
of it. Notice that you can grab the cell on a crate nearby
without needing to climb to it. Just go up to it. More,
however, located on the shelves forming three lines in
this side of the bay, will require some climbing, which you can achieve by
pushing a small canister, or rolling an explosive barrel, to use to climb up.
Move to the heart of the bay, but not by way of the far side. Head back around
the crates by where you met the wraith. Look between the rows of shelves to see
a crawlspace in the far wall, where you will find bullets and armor shards. When
you near it, you will hear phasing far back of you. Grab the shotgun and race
beyond the scaffolding to rush a phased imp as it displays. Next, head back and
climb into the crawlspace and retrieve the loot. Climb atop other shelves to grab
cells or medkits as needed. Afterward, head back and enter the service room.
Here, you find a service lift transfer station that is inactive because Maintenance
PDA Clearance is needed, which you lack. You also get a new objective, which
is to use the service lift to reach an upper control room in order to unlock some
maintenance area doors. So, one can only hope that such a PDA might be around
here. Looking beyond the service lift control, it is easy to assume that the service
lift is that square lift platform thing on the plasma-charged tracks directly ahead,
with its bright light turned on and is presently scissor-jacked high into the air.
– Page 208 –
To the left of the transfer station you see a door. To your right, following the
safety rails, you see another door, and beyond, to its left, a small raised platform.
Grab the shotgun and follow right. The door there is locked, but you do hear a
zombie beyond it. Around to the left, the small platform there holds a shell case
and armor. As you grab the case, an imp begins phasing in back along the
platform. Race back and shotgun-rush it, or distance-kill it.
Now head back and clean up any stores, then try the door beyond the lift transfer
station. Across the exposed left-to-right hall you see an imp stooped over a body
within an open elevator. The imp turns, spots you, and then rises. Race back out,
run down the stairs, crawl back under the platform, and again hide behind the
stairs. The imp stalks out and comes down the stairs. Do not react, but remain
very still. It will move up the electrical tracks, stomping around, all pissed off.
Suddenly it will drop and die – death by
electrocution. Good safety demonstration!
Climb the stairs and open the door again.
Great – now you hear a wraith. Ready the
shotgun and blast it when it arrives. And
look; it has a buddy. Offer the same
service to this second wraith. Now, finally
step fully through the door.
PRC Maintenance.
Grab the PDA (Ron Ridge) you find lying next to a man's body leaning against
the left wall with his face chewed off. That PDA upgrades you to Officer Access.
Besides the email Ridge sent to James Holiday asking what to do with all the
chainsaws, which you may have already read on Holiday’s PDA, you also find a
reply from him: “Ron, I don't have any idea what to do with those things. Why
don't you throw them down the chasm near enpro like you did that other shit?”
That was the ‘shit’ you found at the bottom of the chasm at the start of this level.
Another email is from UAC Authority on unauthorized lift use: “We need you to
enforce Maintenance Lift Access Restrictions from this point forward. Several of
these lifts can be used to gain entry into areas that are off-limits to the
personnel that might only have maintenance access. Please see to it that this is
enforced.” This is useful, because now you know you can take it to places where
you might not normally be authorized, as might be the case if you bypassed
security by raising the lift to an overpass bridge that could circumvent security.
Ridge’s audio log is just a rundown of his new maintenance lift usage rules:
“Recent transport accidents are causing major headaches in both Supply and
Maintenance. Each accident causes an estimated one to three hour delay is
what are mostly time-sensitive shipments. It is becoming evident that certain
junctions need safety adjustment as well as recommitment to driving by all
personnel. The Enpro to Comm route has shown the biggest increase in
accidents over the past six months. Safety sign and approved lighting are
needed throughout the main junctions over this stretch of tunnels and paths.
Absolutely no recreational vehicle passage should be allowed during peak
hours, and personnel should use the monorail during peak hours to keep
shipments flowing smoothly.” The lift stations now accessible, call the lift to
your location. Once it arrives, ignore it a moment and go down the stairs. Under
the stairs is a medkit and armor shards. Now, hugging the left wall on the non-
conductive path alongside the electrified track, proceed on foot.
When you reach a track junction, you will notice the sighing of a Z-Sec behind
the large corrugated metal panel to your left. That would be a nice surprise if
you were on the service lift. Indicated by a painted up-pointing arrow on the
door, along with the words, SECTOR ACCESS, notice above your head there is
a ceiling lift opening. Hmm! Grab the SMG and continue on. Ahead and above,
you see a crossover bridge. Once you see the start of the crossover exposed by
the wall to the left falling back to a raised platform, you see a Z-Sec step up at
that junction, exposing his upper torso. Do not let opportunity pass. Dump a hail
of SMG lead into him, killing him; one less foe to think about. Go up the stairs
to the platform you see here to your left and creep through the door. Nobody is
home. The lift recess here is empty and the call panel beside it is disabled.
Phooey. Well, there is a cell and a medkit in here. Head back out. Across from
you, you see another raised platform with a door, but no stairs. On it you see
another cell and medkit up there. You may need the lift jack to reach that later.
– Page 210 –
Continue your trek along the outer perimeter. Round the corner and slowly slip
forward. Across to the right, you see an area open up that is really dark. Grab
the flashlight to peer in there… And you see an imp. Back up to avoid its
fireball, then grab a grenade and hurl it into that recess. Most times you will kill
the imp on the first try. You also see that this path you are on comes to a dead
end, though you do see around the left corner the locked exit to this lift area. So
close, and yet so far… However, from here you also see a door where the imp
had been, and across the electrified track you see a ladder leading below. Gather
your courage and leap (hold the RUN key down as well) over the electrified track
to the other side. Now take a leap of faith by leaning toward the ladder and walk
off the lip. You will land against the ladder. Now you can descend and collect
armor, armor shards, a clip, shells, and a medkit. When done, climb the ladder,
grab your shotgun, and approach the door you saw a moment ago. Step through.
PRC Maintenance.
Head out the door and notice Transfer Station 2 ahead. You made a loop! Pass
by it, pass through the door beyond it once again, and make your way back to
Transfer Station 1, where you found Ron Ridge’s PDA. Step onto the service
lift. Instead of selecting automatic destinations, run it manually. Rotate it left.
Move the lift forward. Rotate the lift right. Move the lift forward. Now you are
almost at the track junction where you heard the breather in the wall. Grab the
shotgun, move the lift forward again, and turn yourself left to face the wall. As
expected, the wall lifts and you find an SMG Z-Sec. Blast him. Once he is dead,
jump into his wall recess, grab his clip, the cell, the medkit, and whatever armor
shards you need. Now get back on the lift. This time simply raise it up.
PRC Maintenance.
Nothing to see here, save for the service lift tracks below, so advance across the
walkway and open the door at the other end. You hear and see a shotgun Z-Sec to
the right, who immediately races rightward, likely to take up a defensive position, so
quickly backpedal across the walkway and hide behind the previous door. Grab the
shotgun and ambush the Z-Sec when he comes back and through the door. Across
the walkway, on the other side of the door, an imp phases in and then opens that
door. Grab your SMG and do it in, or ambush it as well. Now, finally, reload and
step through that far door. There are two paths here; ahead and right. Try ahead.
Near a left turn ahead, you hear a chainsaw fire up, and then you find yourself being
chased by a chainsaw zombie. Backpedal and blast him. Once he is dead, move up to
where he came from. There, you have finally found the Upper Control Room.
Alternatively, if you feel your freak coming on, when you open the door across
the bridge and alert the Z-Sec, race back over the bridge and through the door,
and ambush the Z-Sec with the chainsaw, race across the bridge and buzz cut the
imp just as it is about to toss a fireball, and go straight ahead and left and fillet
the chainsaw zombie. You can also chase down the Z-Sec and then return to kill
the phasing imp. Not very believable, but it is still fun to do.
Unidentified.
Through this door it is rather disappointing, because the only thing there, other
than a disabled elevator, is a Health Station (unless you needed it).
PRC Maintenance.
Head back to the service lift. If you did not manage to kill the Z-Sec who was
trying to snipe you earlier from high on the crosswalk when you were on foot, at
some point you will hear him trotting up behind you on your way back. When
you hear him, use the nearest door or corner to ambush him.
On the way, notice that one of the crosswalks pass over the raised platform that did
not have stair access. Jump off the crosswalk onto its railing for a painless landing
and then grab the cell and medkit if you need them. The door does not function, so
jump from there onto the big crates below, and then onto the floor. Climb the nearby
stairs and head through the door there. Get onto the lift and take it up, and go out the
door to the right and get back on the service lift. Select the Go To Station 3 option
(if you went to Transfer Station 2, either going or returning, another cacodemon
would appear, but controlled steady bursts on the chaingun would terminate it
without injury to yourself). The service lift will finish the trip to Transfer Station 3.
– Page 212 –
Step onto the platform. Moving to the exit door, a cacodemon phases in behind
you, near the control room where you unlocked this door. Use the chaingun and
quickly do it in. Finally, pass through the Exit Lift Area door. You can avoid
fighting by just escaping through the door and sprinting down the hall beyond.
Service Room 3.
There is a chainsaw zombie off to the left.
Drop back through the door and down a couple
of steps. Stay below him and blast away. Also,
first blowing the explosive barrels in there
really helps to damage him when he passes by
them. Finally, cycle the airlock, grab your
chaingun, and step inside. Cycle the airlock
from in there to open outer access.
Mars Surface.
As you emerge into the thin, almost airless Martian atmosphere, you see the
pressurized humvee racing off ahead of you, disappearing beyond a large bay
door, which closes behind it. To the right you see a large open area, and at its far
end, next to a wall, you see a cacodemon that is eyeing you and revving for an
attack. Another cacodemon, presently hidden, is forward to the left and down
from this bridge platform that spans a shallow gulley before the mountain ahead.
Another strategy is to simply race like mad to the airlock (your shifting angle to
the cacodemons is usually sufficient to avoid strikes), unlock it, jump to a side as
you turn around (in case of attack), and blast the cacodemon directly behind you
as the airlock opens (the other will not have caught up, yet). Back in, strafe to
the panel side and hit the panel to cycle the door to leave this area, all pain-free.
Just beyond the tower on your left is a narrow gap before the safety fence that
runs the length of the bridge, which provides access to a path of sorts below the
bridge that is a short, painless hop from the gap to the gully floor below. There,
under the bridge, you will find an air canister and a medkit. Further along the
path toward the airlock you will come across three armor shards, along with
another air canister that is just beyond the shards, nearer to the airlock. Grab the
medkit if you need it, then the air canister, and then any armor shards you need
along the way as you head for the airlock. Finally, grab the final air canister, if
you think you will need it, as you waltz up to the airlock like it was a sunny
spring day. Hit its access panel to cycle it, check the time while you wait for the
airlock door to open, and then strut inside like you owned the place. Hit the
panel within to close the outer airlock door and exit this area.
– Page 214 –
– Page 215 –
COMMUNICATIONS.
The Communications Tower is the primary link for off-planet communications. Broadcast dishes are
aligned for communications directly with UAC-Earth and bridged for deep space communications via the
Phobos Routing Station uplink.
Communications Garage.
Use the panel on the right to cycle the airlock’s inner doors. As these doors part,
MSgt Kelly asks about your progress to the Communications Facility, because
he can no longer track you, thanks to the growing electromagnetic interference
you are experiencing as you draw ever nearer to Delta Labs. He barks with great
urgency, “Marine, are you at the Communications Facility yet? You've got to get
that message to the fleet now! And watch out for Campbell and Swann. Those
UAC suits don’t give a damn about what happens to any of us. Now get a move
on!” You receive a mission update: Locate Main Communications Room.
Outside the airlock, you find yourself in a large vehicle bay. Grab some armor
shards you find ahead, next to a crate. A raised, railed platform runs along the left
wall of this bay. Directly ahead, a set of stairs, halfway across the bay, leads up to it.
On the platform, an elevator door is on the left back wall. At its far end is a health
station behind some crates. Beyond the stairs you see an unmanned humvee. To its
right, nearer, there are several large metal hexagonal floor tiles kicked from their
footings, as if there had been an explosive event beneath the floor. Due right, near
the bay hatch the humvee had entered through, is a low, dark crawlspace. To top it
all off, you hear the distinctive, distant hum of cacodemon, but there is none seen.
If you use either of these latter strategies, you can even bypass going into the
crawlspace to gather the plasma case and other goods. However, the imps
without the company of cacodemons are easy to terminate from within it. And
besides, the plasma case and the armor in there are just too useful to ignore.
With adversaries gone, climb the stairs. As you do so, the airlock closes and its
locking mechanism breaks. Typical! To the right, use the health station and grab
armor shards, if needed. When you approach the elevator call panel another
cacodemon phases in across the bay from you, over the new hole in the floor.
With an automatic weapon and using short bursts, make quick work of it (you
can also use one of the mentioned hiding places). Finally, call the elevator, enter
it, and select Communications from the panel within (your goal. Besides, you do
not yet have security clearance to go to the lower Maintenance level).
Communications Access.
When you arrive, things are quiet. But, as you step forward, a wide panel on the wall
ahead zips up to reveal a viewing recess into a hidden room beyond it. There you see
an SMG Z-Sec. Shift to the left wall and slightly forward. You can still see him, but
he cannot see you, or at least he cannot fire until he shifts. Easily take him out with a
hail of SMG fire. Also, watch out for a zombie emerging from a zip-up wall panel
by the tech tower ahead. To the right of the elevator is a maintenance panel that will
open a hidden hatch on the forward wall, next to the door around the corner to the
right, which provides access to the hidden room beyond the wall. As you enter this
new passage a wraith attacks from the hall beyond the door. A shotgun blast to its
– Page 217 –
head ends it. Inside this space behind the wall, as you come to the wide viewing
recess, an imp phases over where you had been. Easy kill.
Leave the medkit and armor here for later. You can also
deal with the wraith and the imp at once if you pause by
the nearby dead Marine around the corner, who levitates
when Psi energy surges. As you grab his shotgun, the
wraith charges through the door. Blast it with the
shotgun. Step through the door ahead and the imp phases
in behind you. Race back and give it a shotgun facial.
Skyway.
Enjoy the desolate view of Mars through the windows on the left as you follow the
skyway around a corner, turning right. The power drops as you make the corner. An
automated voice reports: “Power fluctuations in main communications router 48-A6.
Attempting installation reroute.” In the new darkness, approach the door you see
ahead, beyond the turn. Through it you hear Z-Secs. Open it to hear a Z-Sec pacing.
Communication Lobby.
Get the attention of the patrolling Z-Sec you see on a short platform to the right, then
race back down the corridor and hide behind the previous door frame. Ambush the
two pursuing Z-Secs with the chainsaw (easier), and then return to the lobby. There,
you will find a reception desk on a short raised step platform to the right, a sealed
transfer hatch to the Monorail to the left, and a hall heading across to the right along
the far wall that leads to a door at its end marked Comm Center, which is locked,
though you can hear Z-Secs beyond it if you step up to it. Below the monorail access
panel you will find a shotgun. On a counter to the right you find an armor shard and
clip. On the desk, as power and lights return, you find a door access monitor and a
clip. The Monorail door will not unlock, but the door to Communications responds.
After the Comm Center door unlocks, a cacodemon shortly phases in as you hear Z-
Secs chatter to the right from the door you just unlocked. Grab a heavy weapon.
If you squat next to the data tower behind you, you
will survive the attack, but might lose up to 30
points of health. Focus on the cacodemon and try
to take it out as fast as possible before the Z-Secs
come around to play. Sometimes a Z-Sec will
remain down by the Monorail hatch. Protected by
the counter, stand and toss a grenade to finish him.
Alternatively, after unlocking the Comm Center door, you can leap over the leaning
file cabinet to your right and race rightward down the hall and through the Comm
Center door. Drill lead into the two Z-Secs there who are preparing to attack. They
will not stand a chance. Hide in there and wait for the cacodemon, which you can
kill quickly (it has trouble turning in there, just like the one by the Humvee).
My favorite strategy is to unlock the Comm Center door, grab the chainsaw, and
race back down the Skyway to hide on the other side of the door where you
ambushed the previous Z-Secs. Put the chainsaw on high, to melee the cacodemon
into puree in a second as it drifts through the door. Next, just hold the chainsaw out
chest-high into the doorway as the two Z-Secs soon run through. They will not have
time to know they died. You are very likely to suffer no injury using this strategy.
Now head back to the lobby and step through the Comm Center door.
– Page 218 –
Communications Access.
This is a small room with another door to the left. A health station is in front of
you. Below it is a shell case. To the right is a blank wall panel that is typical of
many of the hidden storage closets that are designed into this facility to keep the
walkways clear, but you hear nothing behind it. Use the health station here if
you need it, grab the shells, and then slip through the other door to the left.
Communications Hallway.
This is a rather large and dim hall that is more of a visitor viewing area. Foot
traffic is provided on a raised and safety-railed walkway that wraps around the
outer walls to an adjacent corner distantly to the right. The main floor below is
not far, maybe a meter or so. This walkway wraps around a large glassed-in
communications center filled with monitors and large consoles, enclosed within
huge viewing windows. The technical center is on fire. Even more, within it you
see both Swann and Campbell, and it seems that they are destroying the place.
As you emerge into this hallway,
Campbell is using his BFG to fry
communication consoles. As they
trot out of sight somewhere to the
near right, Campbell grates “Let’s
get this done.” Turn around and re-
enter Communications Access just
in time to see the suspicious wall
panel straight ahead pull up to reveal a hidden shotgun Z-Sec. Use the shotgun
to blast him in the face as he hesitates. You can also remain on the walkway, far
enough from the door that it closes, and you will hear that Z-Sec emerge from
his hiding place. Grab the shotgun when you hear this activity. Greet him by
stepping in and blasting him in the face when he opens the door. Afterward, you
hear yet another Z-Sec. This one is running your way from the far side of the
outer walkway. For cover, step back into Communications Access.
Communications Access.
When you peek out the door into the Communications Hallway, you will first
hear, and then see a shield Z-Sec trotting around the outer raised walkway
towards your location. Make sure that he gets a good look at you so he will
know you are in this room. Next, duck back behind the door, grab the chainsaw,
fire it up, and ambush him as he comes through, tearing through his Kevlar
shield like a hot knife through soft butter. You can also down him, but suffer
some trivial injury, by squatting and firing the SMG or plasma rifle at his feet
and legs beneath his shield, because if you were to instead fire a weapon at him
body-center, you would inflict no injury because his shield fully protects him,
even as his sidearm inflicts pain around his shield on you. Alternatively, he will
pause at the door if he did not first see you in here (you ducked too soon). In that
case, reveal yourself briefly to draw him in so you can slice-n-dice him, or you
can simply rush him with the chainsaw. Note also that tossing a grenade to the
Shield Z-Sec is also safe and extremely effective. Oh, to see his eyes behind
those infrared goggles… Finally, step out into the Communications Hallway.
– Page 219 –
Communications Hallway.
Beneath the catwalk, accessed by pipes beyond the railing, you can find two
clips and armor shards. The other end of the catwalk also has armor shards
beneath it. Grab from them what you need, climb back up by the pipes here, and
run around the catwalk and slip through the door on the other side.
Communications Access.
A sealed door marked Engineering is to the left. Pressing its access panel reveals
that only the Engineering Team, Seamus Blake and Roger Stenson, have authorized
access. To the right is a stairwell that leads back and down. Descend those stairs and
step through a door you find there into the destroyed communications center.
Communications Access.
Here, through the stairs, you see an imp. It stalks off to the left. Waste no ammo,
because you cannot hit it. Reaching the top of the stairs, you hear a shield Z-Sec
back through the door you had first entered this room through. He bangs on the
door very hard a couple of times. You can either wait for him to open the door
and toss him a grenade, or charge through the door with the chainsaw and nail
him before he can raise his shield up. This chainsaw is becoming pretty handy.
When you approach the Engineering door panel, a wall panel to the right pulls
up and a zombie comes out swinging. If you still have the chainsaw, have fun. If
you go into the recess to grab the armor shards and the medkit you see in there,
an imp will drop to the floor through a loose ceiling tile you might have noticed
around to the left near the stairs. Ambush it as it comes by. Once it is dead, scan
your PDA on the door’s access panel and the door will unlock. Step through it.
Whenever you see columns near walls, you should always suspect an ambush,
so be suspicious of the columns along the far wall in there, beyond the pit that
the imp emerged from. Grab the shotgun and creep into the room. You suddenly
hear a Z-Sec within, so quickly back out and hide to the left side of the door.
Ambush this shotgun Z-Sec as he emerges in pursuit from behind the columns.
Now call the lift up using the panel. Get on it. When you go down in a
precarious and potentially exposed way, it is best to squat to minimize your
target size, have sufficient firepower in case of a sudden engagement, and be
ready to raise the lift back up to safety by being sure you can turn and re-engage
the lift panel quickly. Each such situation is always a gamble. A very important
point to keep in mind is that squatting also tends to make you less noticed (this
will definitely be one example). So grab a grenade, squat, and lower the lift.
At the bottom, you can see in a red-shrouded recess across from you a black
shadow moving against a nigh-dark background, and from that shadow you will
also hear the sniffing and scraping of a crouched imp. Aim high to avoid hitting
the railing, which would give you a bad day, and toss a grenade over the rail to
kill it. If the imp instead leapt because you used a light-source, the railing will
block it. You can either raise the lift or dump firepower into it. If you raised the
lift, listen to find out if the imp is pacing beneath you or walking off. If it is
beneath you, lower the lift to crush it. Otherwise, lower the lift after a moment
and be ready to light it up with a weapon. You also hear a zombie to the left
around a cargo container. Step out and a fat zombie attacks. Kill it. In his recess
you will find a medkit, shells, and armor shards. Grab what you need, then head
down to the other end of the hall where you see a double-door. Open it.
– Page 221 –
This is a long room, and the footpath ahead makes a jog left to allow for a series
of lengthy, complicated pumping pistons and other devices stacked for almost
the area’s length. Three meters above the left wall, over a low bundle of long
conduits, separated from the walkway by railing, is a ledge from which an imp
howls threats and tosses fireballs. You also see a SMG Z-Sec trotting this way
from around the walkway at the far end. Back up so the door here closes, grab
the shotgun, and rush the Z-Sec when he opens the door. Back up after you kill
him to protect yourself from the imp’s fireballs. Inch over so you can barely see
the imp, so any fireballs will crash against the wall on the other side of the door.
Use the pistol and snipe it to death. At the other end you see a wide column near
the wall. That is a very good ambush position. Be prepared and enter the area.
Around this corner is another double-door. Move in towards it and open it from
the side in standard fashion. Ahead, you see a lone armor shard on the floor.
Beyond that is an ammo belt. To the left you hear an imp hissing, and to the
– Page 222 –
right, behind a corner you see the edge of a fat zombie. Ignore the zombie for
now and tempt the imp out by switching to the right wall and inch out until it
reacts. As it caterwauls a threat, toss it a grenade, or fall back to behind the left
side of the door you stepped through. There, either grab the SMG to dance with
it when it comes around the column at the far end onto this walkway, or just lob
it a grenade. Now you can focus on the fat zombie, who may have already been
alerted if you had by chance stepped forward too far. If not, get his attention by
approaching him. Kill him in your favorite zombie-liquidating fashion.
Step into the recess where the zombie had been hiding to
find a Flow Terminal. Select the Open Additional Area
Venting option and you will hear a panel to the right slide
back. Head over toward the entry door and you will find
a low open vent on the left wall now exposed. Crawl into
it and follow a trail of armor shards to a terminus, where
you saw armor shards and a medkit earlier from the other
side. When done, crawl back out of this vent tunnel.
To the left, beyond where the imp had been hiding, you see a column with an
armor shard by it. To the right, around the machinery, you see stairs leading up
and right to an unseen passage. Follow the rail and curl left around the column.
If you head for the stairs beyond another column, an imp leaps from the unseen
passage to a small corner dead ahead. Shotgun-rush it. As you do so, a zombie
might emerge from the column you just went around. Deal with it. If it did not
emerge from a hidden panel, you do hear it (it seems you must trigger it by
brushing past the panel's leading edge). So go up and trigger the panel to kill the
zombie. Regardless, grab the medkit and the shells from his recess.
Go to the armor shards on the left side of this area. You find nothing else there.
As you return, you hear the phasing and nail-clicking of wraiths. You can back
into a niche and blast the three of them as they each appear in front of you, you
can also shotgun-rush them as they phase at your feet, or you can jump the
railing and duck into the vent out of their reach and wait for them to pause in
front of you. If you jump the railing, be sure to leap between the large overhead
conduits, or else you will get nowhere. Next to the wall is a good spot to try.
Once all but you are dead, step through the next door at the top of the stairs.
A walkway leads out in front of you to the door of a storage room, with a
bisecting walkway leading right, where you see a medkit. Overhead there is an
upper-level gantry tracking straight ahead. Go to the intersection, where you see
a door at the far end of the branching walkway. The lights will dim red, which
by now is becoming a familiar indicator associated with demons phasing. Grab a
long-range weapon, like the SMG or the plasma rifle. The door down there will
open and you will see an imp. Rain pain upon it until it is dead and is phasing
back to the region of hell it came from. Now turn left and head to the end of the
main walkway, open the door to the storage room there, and peer within.
– Page 223 –
Comm Engineering Storage 1.
This is a cramped room with a large cargo container in its middle (how did that
get in there?). Armor is in the back left corner and two explosive barrels
(missing in BFG Edition) are on your right. A broken ladder, lying on the floor,
had once allowed access to an upper balcony that wraps the walls ahead and
right. Here, you will initially face two zombies. Two more will emerge from a
wall panel back behind the cargo container if you approach the body armor. You
will also face a leaping imp if you try to leave here through this door after it has
closed. Another imp will phase in on the overhead gantry behind you when you
head down the branching walkway where you had just killed an imp.
A popular strategy uses a take no prisoners approach. Blast the barrels (if present) in
the storage room, take out two more zombies by going for the armor here, and then
use the door edge to block a leaping imp you had heard hissing outside and take it
out. It tends to leap to the side, and so you will take some damage, unless you are
really fast, though standing straight-on to the door and blasting it square in the kisser
as it leaps takes care of business fast, and often with no injury to you, so be accurate.
My favorite (non-BFG Edition) strategy is to stand at the door and kill the fat
zombie who first comes at you. Next, step in, turn right, and push the barrels into a
zombie standing behind them. Reacting, it will lash out and hopefully knock one
barrel onto its side next to the cargo container. Ignoring the zombie, slip to the
armor, alerting two zombies in the back, hop on the downed barrel, jump onto the
cargo container, and then to the balcony. Finally, blast the barrels down below,
killing the zombies. Afterward, step out the door up here and rain bullets on an imp
below who tries to leap toward you, but instead slams into an intervening column.
You can also get to the upper ramp from the outside. This is handy in the BFG
Edition, where this is its only access. You can scale the machinery on either side
of the branching walkway to get to the upper level gantry. It is certainly useful
for later stores retrieval. This also results in an imp phasing onto the upper ramp.
In the lower level of the small storage room you will find armor, a medkit, and
bullets. The balcony area has armor shards and a medkit. At the far end of the
upper gantry out in the hall are armor shards and a case of cells.
Head down the branch ramp and an imp will phase in atop the upper ramp behind
you (if you are up there already, climb down the machinery toward the floor and it
will phase in). Blast it to kingdom come. If you need it, there are armor shards and a
pack of grenades on the sub-level floor beneath the main walkway. Use inclines or
pipes to get back up. Once done here, step through the door at the end of the branch.
– Page 224 –
Here, you will see busy cycling machinery that you had seen earlier through
upper level glass. It has many moving parts and sharp edges, some looking like
knife blades, able to inflict instant death. The passage leads around the wall in
front of you. A set of stairs from its middle on the right leads to an upper gantry.
Following the passage, you see and hear an imp become alert. Slip behind a
corner and ambush it. Over where the imp was, you will find armor shards and a
clip. Under and behind the stairs you see armor shards and a medkit. If you duck
under the stairs to get to those stores, a shotgun Z-Sec comes down the stairs.
Blast him hard and fast, otherwise you will need more medical attention than the
goods here provide. Or, you could push the explosive barrel (missing in BFG
Edition) from by the entrance to by the stairs, for defensive purposes, and kill
the attacking Z-Sec by blasting the barrel when he descends the stairs.
Climb those stairs to the upper ramp. Wait until the cycling machinery
intersecting your path has retracted to the right and a covering panel closes, then
dash across this momentary opening before its sharp drilling shafts again extend
back out up and to the left. Afterward, step into the room beyond the door ahead.
Here, you see a set of stairs to the right that services a raised railed level that in
turn follows around the curved corner to the right. Duck down and crawl under
the raised kevek, then follow it around. Down here, you find armor shards and a
medkit. As you make the corner, an SMG Z-Sec, above, posted behind a
rectangular machine, tries to blast you through the floor grating, but to no avail.
Grab the nearby PDA (Ben Wolfe), an Officer in Communications with General
Access clearance. His audio log reflects great concerns about unauthorized
bandwidth usage going on at this facility: “Recent, uh… unauthorized
transmissions have been discovered in the offsite redundant logs. These logs are
usually not validated, but, uh, an unscheduled audit has shown significant
activity. More investigating will be done to get to the bottom of this matter.
Particularly interesting are Transmission Blocks D44560 and DE3288, which
have no links to base systems. More to follow.” Aside from his junk email for
radar enthusiasts, he also has a reply from UAC Authority regarding his request
for upgraded Communications Security access, where he stated: “I hereby
formally request access to secure areas in the Communications Facility. As an
officer I feel this is necessary.” UAC Authority replied with “Your request for
Communications Security Access is granted. Officers are now allowed access to
Level 2 Security areas. Communication Cabinet Code is 246.” This is good,
because you now have such access by PDA proxy. Step through the door here.
– Page 226 –
Comm Engineering Unit 2.
The drone of two cacodemons wafts the
air, though none are seen (well, were
you to use a flashlight to peer down the
dim hall toward a door you see down
there, it will disturb them and they both
will immediately emerge from their
hiding places within floor pits around a corner on the right down there, so you
would have to deal with them before a shield Z-Sec, who you normally attract
first). If cacodemons were not enough, as you advance, a shield Z-Sec emerges
from the door ahead. Backpedal through the door behind you and use the
chainsaw in ambush, or just rush him with it (Z-Secs do not fire while they run).
There are several ways to deal with the cacodemons. One way is to draw them
out. This usually translates to “shoot one with the pistol”, or else “use the
flashlight,” though a pistol shot will allow you to draw them out one at a time.
Another method is to draw them down to the Comm Systems door and chainsaw
them from ambush behind the side of that door. Still another option is to draw
them into Comm Systems and kill them from under the platform, left of the
stairs. Taking them both at the same time in ambush from the door with the
chainsaw is so fast and easy it is almost no work. You might emerge from all
this only slightly bruised, but normally you emerge unscathed. Even so, there
are plenty of health and armor available nearby for any required recovery.
Finally, head down to the corner by the security office marked Security Unit –
K8. To the right is a sealed door to the Communication Annex. Open the door to
the Security Office. Inside you hear an SMG Z-Sec around to the right. Rush him
with the shotgun or chainsaw, or quickly backpedal down the hall into Comm
Systems as he gives chase, then ambush him from the door. Once he is dead,
grab his SMG and head back down the hall and enter the Security Office.
Security Office.
This office is cramped. Its only features are some sort of delivery tube in front of
you, a workstation on the right with a cell and shells, and at your right shoulder
is a health station and Storage Locker 054. When you approach the console,
MSgt Kelly hails you on your Comm-Link: “Marine, I believe the source of the
invasion was from the main portal here in Delta. After you send the
transmission, get here as soon as possible.” His transmission terminates.
– Page 227 –
Hmm. You have known since you ran into Dr. Ishii in Mars City Underground
that the source of the invasion was from the main portal in Delta Labs. Maybe
you forgot to pass that vital intel on to MSgt Kelly in the heat of all the
excitement since then. Perhaps it would be prudent to remain mum on having
prior knowledge of this the next time you two speak. After all, you both now
have the same information, and besides, while you have been racing around like
a mad loon just to stay alive, he was probably standing around, snarling at some
Marine to drop and give him 20. Besides, the one witness who would know
otherwise, being Dr. Ishii, has now been long deceased.
Use the code from the PDA (246) to open the locker and grab the armor, case of
shells, and hand grenades from inside. By the looks of the active screen on the
console, this is a Sentry Deployment Station. Select Activate Sentry on the
screen. A rack of dormant Sentry Bots extends out through the chamber in front
of you, and Sentry Bot Unit 167-A’s power, tracking, and weapon systems
switch to online. This Sentry drops from the end of the rack to the floor and
heads out the door. It returns to chirp at you if you do not follow after it.
NOTE: If by chance your Sentry is destroyed along the way, did you know that you can
return here and activate another Sentry to accompany you on the rest of your journey?
Though the door, you enter a room with two large pits in it. These pits are
supposed to be populated by a couple of cacodemons, but I do not know where
they go, because at Veteran difficulty there is only one of them (if you noclip
this level they are there, though I am starting to think that one (Veteran) or two
(Marine) phase to the Garage). However, the Sentry does take out an imp
around the corner to the right, and then a couple of Z-Secs down at the end (the
location where you heard the heavy breather through the grating). The Sentry
then unlocks a door and passes through. Follow your best little buddy.
– Page 228 –
Communication Annex.
Here, you find a hall with two cargo containers
placed near each end. Help the Sentry fight off an
SMG Z-Sec and two cacodemons. When you get
past the first large container and the Sentry takes on
a Z-Sec at the other door, two cacodemons phase in.
You can also wait behind the first container while the
Sentry engages the Z-Sec at the other door, then when
the cacodemons start to phase in, quickly duck back out
of the room and hide behind the cover of the door
frame, so the doors will close. The Sentry will take both
cacodemons out with ease, and then the little guy will
even come through the door to let you know the coast is
clear.
Sometimes a cacodemon will follow you out the door, but you can blast it while
the Sentry takes care of the rest of business inside.
You can even take on the cacodemons one at a time. When the Sentry takes on
the Z-Sec, do not advance to the first canister, but go into a wall recess to the
right of the door and squeeze yourself next to the column, to conceal yourself
from the cacodemon ahead. The Sentry will take care of the Z-Sec and the first
cacodemon. Though the fathead will wander by you, all of its attention is on
your aggressive little buddy, not you. Once it is clear, go around and duck
behind the first canister as the second cacodemon phases in behind you. The
Sentry will draw its attention before it can notice you and Rover will take it out.
My favorite strategy is, as soon as the Z-Sec appears and the first cacodemon
starts phasing in, to back out the room and hide around the corner. When the
cacodemon and Z-Sec die, re-enter the room. When the second cacodemon starts
phasing in, dash out of the room again and let the Sentry take care of it for you.
Though you know that you can replace the Sentry if it sustains damage beyond
its specification's limits, the Sentry has suffered virtually no damage at all
because the environment has so far prevented effective enemy attacks on it.
– Page 229 –
Thermal Control.
When you enter, you will find a clip around the container in front of you. To the
left is a hall that then hooks to the left. There are some odd vertical tubes in a
column-like structure at the end, in the center of an intersection down there. As
you approach that column, you hear a wraith phasing in the elbow hall to the
left, and something else phasing behind you. From the hum, it is a cacodemon.
Grab your plasma rifle and distance-blast it, or grab the chainsaw and wait
around a corner in ambush. Meanwhile, the Sentry will finish the wraith.
Alternatively, you can run around that odd corner column and take on the wraith
with the shotgun as it phases in, and let the Sentry take care of the cacodemon.
The Sentry then parks itself in a readiness charging station by the elevator, just
around the elbow turn. Use the panel to call the elevator and then step inside.
You enter into a rather dim and featureless anteroom. You see an opening ahead
to the right. Walk around through that opening. You complete your objective
here. To the right you find the control center. You also find security armor and a
cup of Joe on the near workstation. On the workstation further back you see a
Satellite Uplink station. Step up to it and the key card you had is inserted into a
yellow-banded jack on its right. An automated voice reports, “Manual uplink is
established.” The screen, after reporting that it is downloading data, reports that
the encrypted data has been loaded from the card. Select the Activate Decryption
Sequence option. Suddenly the monitor on the right above the card jack
activates, revealing Swann. As the decryption process goes on in the
background, Swann says, “Marine, ya hear me? Back off from that console. Do
not call for reinforcements. We don’t know what the hell is going on here. And
until we do, this area remains under UAC control. Cancel that transmission.” As
his screen fades, the computer voice reports “Satellite connection established.”
The monitor then gives you a choice of transmitting the Distress Call to Orbital
Fleet message, or canceling it.
If you initially hit the Transmit option, Swann angrily comes back on, saying,
“You fool! You have no idea what you just did! If the creatures get hold of those
ships, who knows what could happen? You might have endangered all of Earth.
I am going to Delta to stop this. Don’t get in our way.” When the screen blanks,
the automated voice reports, “Transmission successful.” MSgt Kelly comes on,
saying, “Excellent work, Marine! Reinforcements will get here soon. I’ll wait
for you here at Delta, so get there as quickly as possible.”
It really does not matter if you send the message or not, because everything will
play out the same, and you will get the same mission objectives. The only
difference is that Dr. Betruger will end up sending the message if you did not.
Thermal Control
When you arrive, your little buddy is still sleeping in its charging station,
oblivious to the world. And that is too bad, because as you head in, there is an
explosion and the roof caves in over the hall that led back to Communication
Annex. Worse – you hear a phasing wraith nearby. Grab the shotgun and kill it
when it phases back in. Now you have to find a way around this mess. So typical
is the way of this place! Step back into the elevator.
Because you cannot see the Z-Sec to the left from here, it is safe to assume that
he is hiding on the wall flush with the elevator. Therefore, grab a grenade and
toss it on an angle to the opposite wall to bounce it back to the left. Scratch one
Z-Sec. Toss another grenade down the hall to the right, so it will bounce left
from the far corner (hope you had time to play pool while pulling three years of
mind-numbing duty aboard Orbital Fleet). That woke the imp up. Or should we
say the imps up, because two imps are now advancing. Those who stalk human
prey together, die together, I always say, so toss them another grenade as soon
as you see them, before they can throw a clear fireball. Scratch two imps.
– Page 232 –
Communications Maintenance
Around the bend is a door and a medkit. Open the door. Two imps are on a long
black-shadow-shrouded ledge to the left. Straight ahead, some odd tracking
device cycles back and forth around the walkway over a chasm. What engineer
dreams up this stuff? Here, you will not only face these two imps, who you
could pistol-snipe, firing them up when you can see them as they draw a fireball.
Otherwise, if you do not need the armor they protect, you can ignore them, or,
simply because they are imps, after all, fry them up fast with the plasma rifle.
Now, ahead you will face an SMG and a shotgun Z-Sec in the room beyond.
Shotgun in hand, run across the walkway and through the door ahead. If you let
the imps live, their fireballs will miss you as long as you are running. Dashing
through the door, you find an SMG Z-Sec directly in front of you. Blast him
with the shotgun. Around the left turn in this hall, you can stir up a shotgun Z-
Sec at a workstation at the far end, and then ambush him using the corner. When
you go down to that end, past an elevator and stand near a health station, an imp
drops to the floor on the other side of the elevator. Rush it with the shotgun or
toss it a grenade. Grab all the shells you need from the weapons rack next to the
health station. Now, activate the elevator panel to call it and then step in.
Communications Access.
When you pass by the secret hatch you had opened much earlier, before stepping
onto the Skyway, you will see a quiet shotgun Z-Sec in the dim light, hiding in the
corner. Either rush him with the shotgun or pull back around the corner and ambush
him as he gives chase. Now head through the door to the Skyway.
– Page 233 –
Skyway.
There is still nothing much to see here, except for the view. Continue on around
the right turn in the skyway and once again pass through the door ahead to get to
the Communication Lobby.
Communication Lobby.
Use the now-unlocked panel for the Monorail Transfer Access hatch to open it.
If you need to, visit previously visited areas to collect any needed caches you
may have left behind.
Finally, enter the access hatch and select the panel therein to leave this area.
This will open up access to the Monorail Skybridge, which you can quickly walk
across to reach the Monorail, which you can in turn use for transport to Delta
Labs. Once there, you will be able to link up with MSgt Kelly and any other
survivors, where you all can impatiently await extraction. Hope somebody there
has a deck of cards and some rations.
– Page 234 –
Skybridge.
Your goal is the far end of this long skybridge corridor –
the monorail station’s access hatch. Through it you can
ultimately reach Delta Labs, link up with MSgt Kelly,
and await rescue. Moving ahead, hell suddenly breaks
loose. Betruger’s disembodied laughter erupts as the far
end of the skybridge is torn from the far building,
exposing you to the Martian elements as it collapses to a crumpled ruin, tilting the
corridor downward at your feet, becoming a twisted ramp to the ground. Retreat to
the Communication Lobby is now impossible; the transfer hatch had auto-sealed
against this atmospheric breach. With no spare air canisters in sight, you realize your
best chances can only lie in the ruins below. As you sprint down the wreckage,
through the shattered windows to the right you can see a ground-level airlock, even
as you hear the droning approach of a cacodemon outside this ruin, back to the right.
Outside.
You race down the skybridge remains, running along its right side, following a
narrow path of tiles, where you see fewer obstructions to hinder your hasty progress.
On the way to the ground, you hear the rumbling hum of the cacodemon growing
louder, even through the howl of the tearing winds and the hiss of your depleting
oxygen supply. At ground level, you can see a fresh air canister in a forward-left
corner of the rubble, at the end of a massive wall that runs parallel to the skybridge.
Looking rightward into the direction of the
airlock, where you need to get yourself to before
you run out of oxygen reserves, you see that any
direct route to it is blocked by megalithic natural
boulders, though a narrow path curling right and
then left further on is open, but the cacodemon
you heard is there. It might have already blasted
a wild plasma ball nearby. If you ran right, to
the end of the path, under the beast, which will
react by blowing a slow plasma ball that will
miss you, all you need to do is curl back around
the large tank you see at the end on the left to then have a clear path to the airlock.
Of course, by then a second cacodemon will arrive, complicating such a strategy.
– Page 235 –
One tactic is to head left by the air canister,
follow the length of the wall and skybridge
ruin, left at the end, under the raised part of
the skybridge to get behind the cacodemon,
and use the chaingun to kill it. Or, just race to
the airlock. If you take the cacodemon on, as
it dies, the other cacodemon wanders over to
check on the commotion from its perch
alongside the building. Dash back and grab
the air canister you had seen in the corner,
then step out into the main path and take this second cacodemon on in a showdown.
Another strategy is to ignore the first air canister and turn right at the base of the
ruin and take on the first cacodemon, then reload and kill the other one when it
arrives. Run up to draw it out if needed, but remember to use short well-aimed
bursts. Either way, the trip to the airlock yields two more air canisters: one at the
turn back to the airlock, and another left of the airlock in a recess beyond
vertical pipes by the wall. By then you can cycle the airlock in peace.
Another easy strategy is to take on the first cacodemon while still at the top of the
ramp, which will enter through a gape ripped in the right wall. Next, before the other
one arrives, sprint down the ramp, grab the air canister to the left, race out to take on
the other cacodemon, grab a nearby air canister, cycle the airlock, run over and grab
a third canister as you wait for the airlock to cycle, and finally enter the airlock.
A strategy I like to call the Wildman Run is where you ignore the cacodemons and
race for all you are worth along the main snaking path to the airlock. When you near
it, first run left of it, and then dash over to cycle it, and immediately backpedal (this
is all to avoid plasma balls that might be fired at you) before engaging hopefully just
a single cacodemon with a quick blast of chaingun fire to simply make it pause, and
then sprint into the airlock and slap the cycle panel without hesitation.
These strategies might appear tricky, though they are all actually quite easy. With
just a little practice you can make it through this mad hell with little to no damage.
NOTE: Security Armor can be found beyond the second air canister that is by the crate.
You can even re-cycle the airlock to return outside to retrieve it, if you need it and forgot it.
The outer airlock doors close and the inner ones open. Step out and into a passage.
Access Hall.
A long passage beyond the airlock leads left, but then cuts
right at its end. The airlock, disabled on this side, closes as
you advance past it. It cannot reopen. As you near the turn
in the hall ahead, breakers snap and lights fade. You then
hear a bull demon roar around the turn. The huge beast
appears at the corner, pauses, and roars again. Dump the
shotgun close as you dare into its face. As it charges, backpedal and blast again to
kill it. Beyond the corner, a zombie will emerge from a small fenced recess to the
right, holding armor shards and shells, and a maggot from up ahead. Use the shotgun
or chainsaw to kill them. Another zombie is ahead around a left corner. Kill it and
spin around to kill a maggot advancing from the airlock passage. Near you are armor
shards, two large clips and a health station. Gather what supplies you need and then
advance through the hatch at the end of this hall to enter the large bay beyond.
– Page 236 –
Storage 1.
A cut-scene plays, introducing a tall and ill-
tempered Revenant. Shoulder-mounted heat-
seeking rocket launchers make it formidable. It
stands on an elevated platform ahead, accessed
by several stairs. That platform wraps to a
higher ramp around to the left, disappearing
beyond the left wall into a short hall. Another
platform covers the revenant’s platform, but you see no access to it. The revenant
fires a pair of rockets that wreck nearby beams and suspension strapping, knocking a
long section of thick, heavy conduit to the floor to your left and a part of an
overhead catwalk to your right, tilting its rear end to the right, forming an inclined
ramp to the upper platform. Up there you see two explosive barrels that stand outside
a doorway.
A popular strategy is to blast the revenant with the plasma rifle or chaingun, which
can destroy any heat-seeking rockets it fires. This way, a second revenant, hidden in
the short hall around to the left, will not emerge until you choose to face it. You can
then mount the stairs to the elevated platform as you are reloading, circle around left
to face the hidden hall, and have a showdown with the second revenant.
To the right you see a small section of fence and an explosive barrel (missing in
BFG Edition). Beyond that is another door. Ahead is a short partitioning wall that
half-splits the room ahead, forming a dark recess beyond it, within which you can
hear a bull demon idling. One strategy is, from the safety of the door, to roll a
grenade to the dark recess to draw out the bull demon. It cannot squeeze through
your door. Use whatever weapon you choose to safely take it down. It may try to re-
hide behind the partition, but it usually remains exposed. An ammo-efficient strategy
is to grab your shotgun and spin right, behind the
barrel. Shotgun blast a fat zombie you find
emerging from a recess there. Meanwhile, the bull
demon charges, but it cannot reach you in that
narrow zombie recess, so use the shotgun to
quickly dispatch this nuisance, either blasting it or
using the explosive barrel to do so (you will receive minor damage from the blast,
but that can be easily recovered). An imp also hides in the dark recess beyond the
partition, which you can barely see as a darker shadow within the shadow. Reveal
yourself, and as it howls and lights up a fireball, feed its lust for death with a
grenade. Now enter the door to the right that briefly bolted open when the imp died.
Through the upper hall are two explosive barrels. Beyond that, in the far left
corner, is security armor. Around to the right are shells, a clip, and a medkit.
Grabbing the armor has a price, because it brings with it
imps. If you really need it, grab the chainsaw and then grab
the armor. Two imps phase in; one near you in this back
passage, and another at the other end of the upper hall.
Chainsaw the imp next to you, then use the corner to ambush
the second imp, who comes stalking. But this is not over.
From where you are, go over to the descending steps behind
you. Another pair of imps arrive in the same spots as the
other two. Again, chainsaw the one nearby, then again back
up and ambush the second one when it stalks through.
– Page 239 –
Once it is quiet, creep down the stairs to the lower hall. As always, be prepared
to zip back as you open a door. For good reason; an imp leaps from beyond it.
Let it bust its nose on the edge of the door. Either blast it away, or draw it up
and around into the upper hall and use the barrels to blow it away, or, what the
heck, you do have a chainsaw… Once it is dead, finally step through the door.
NOTE: If you go back to the elevators to collect saved caches, an imp will phase in at the
far end of that room. Administer the chainsaw as needed to relieve any tension you feel.
Continue around this hall, which wraps left around the colossal machine that splits
this room. Looking up at the turn, you might notice a blinking red warning light on
the back side of a control console up there. Around its far left side, you find a narrow
passage branching off into the wall to the right. Venture warily through that passage.
From the corner, beyond a short wall on the right, being more like a solid
column, the passage opens up into a large, but claustrophobic hall, blanketed in
a thick, steamy mist, populated on the right by several columns, some of which
have huge pistons pumping within them, forming a dark, shadowy space. Along
the long wall to the left is an explosive barrel, and beyond that is a large vertical
pipe. Next to the pipe, almost shrouded in mist, you can see shelving, on which
you can make out a large clip and ammo belt. Advance to
the end of the short, rightward wall. Another fat zombie is
alerted and attacks. Back out if you need to for more space
to dispatch him, but make sure that you do not blow the
explosive barrel. Once it
dies, advance once more
to your previous position. Hug the right wall
around to where the wall immediately elbows
left. Squatting in that corner, if you look very
carefully, you can barely make out the slowly
wavering hand of an imp behind the far shelving beneath a file box, and one of
its feet below. Roll a grenade under the shelves at the imp’s foot. If you did not
hit its foot it will survive, so slip back out and around the corner and let it stalk
closer so you can use the explosive barrel to take it out. Of course, most often
the grenade does score a direct hit, making this follow-up strategy unnecessary.
Kill a couple more zombies that emerge from a wide recess in the dark wall to
the right, amid the columns. If you head back into the passage you entered from,
a maggot will emerge from its other end. If you still have the explosive barrel,
you might want to use it to kill the maggot. Grab the clip and ammo belt from
the shelves, and shells and a cell case from the imp’s hidden recess behind them.
In the mist at the right side of the hall you can make out a set of stairs extending
up to the left. Move toward them along the back wall as you hear the revenant’s
growling grow louder. As you go, notice security
armor atop a big central pipe, overhead. At the base
of the stairs, a zombie lumbers at you. Take care of it
and grab the shells in the corner under the stairs. Not
knowing what is coming, grab the plasma rifle and
start up the stairs. Suddenly you hear an imp hiss.
Back down so you have room for dodging laterally.
An imp stalks to the top of the stairs. By then it should be bathing in the bright
aqua-blue of your plasma rifle. It dies quickly. Reload and advance to the top of
the stairs. Turn left. As you advance toward a small set of stairs ahead, you hear
a maggot scampering. Switch to the shotgun and blast it dead-on. From the
middle of the stairs, beside the small canister with a medkit atop it, you see a
dark recessed area to the right, and the sounds of the revenant waft from it.
Yikes! Toss a couple grenades into the blackness. If by some miracle it does not
die, then slip up and around so you can bathe its wounds in soothing plasma.
Follow the banister around to the left until a door comes into sight. To the right,
around a pipe, you will find a case of cells. Further toward the door, on the left,
you will see a large pipe over the rails that hold armor and a couple large clips.
– Page 241 –
Advance to the door to Central Maintenance. Open it, but do not enter. You
hear an imp to the left and a revenant to the right. When the door closes, slip to
the left of the door where you find a clip and shells. Notice you can get in close
to the door and hide there. A revenant is on a raised platform above a set of
destroyed metal stairs, so it cannot get down, but you cannot get up (obviously,
this means that you will need to get up there). Grab the SMG and inch over to
the edge of the door to open it. You will see the revenant, which you can pepper
with a few rounds and then hide as it launches its rockets. You can slip back out
again before the door slams shut to throw a few more rounds. Repeat this
process until it is dead. An easier strategy is to simply
inch over until you can see its shoulder, but it cannot see
your head (the only thing these things seem to be
interested in), and then just pelt it with rounds until it
collapses. Now grab the shotgun and draw the leaping
imp that is left of the door. It is easiest simply to stand in
front of the door and wait for it to stalk over to in front
of you. Rush it and vent its sinuses. Now, finally step in.
Central Maintenance.
Here, the upper deck is a control area with a maintenance ladder leading through a
ceiling opening. Turning to a door to the left, you hear a maggot approach from the
other side. Let it open the door, then blast it in its faces. Now pass through that door.
You are now back where you started, but finally above the broken stairs. To the
left, around the corner, is an imp, who hisses at you. Pull back and ambush it as
it stalks in pursuit. Now step over to the workstation that wraps the corner up
here from left to right. On it, you find a video disc that is a Maintenance Safety
Briefing, which basically explains that the green ooze you saw earlier is a
byproduct of the MFS Compressor process you saw back at the Enpro facility. It
is catastrophically toxic, but the fact that it is not radioactive seems to be the
good news. It goes like this: “Welcome to the UAC Safety Department. This
video will provide you with the necessary tools and information to do your job
efficiently and safely. A safe worker is a happy worker, and your safety is our
– Page 243 –
number one priority in UAC. Observe all signs and follow all procedures to
keep you and your coworkers out of harm’s way. Cleanup is one of the most
important aspects of what we do in Maintenance. This phase of our job keeps
everyone safe. And research has shown that working in a clean and toxic-free
environment has a positive benefit on overall productivity. Power generation on
Mars produces two byproducts: steam, and green gooh. We vent the steam all
over the base, through vents, floor grates, cleverly placed pipes, and pretty
much anyplace else. The gooh is a result of the MFS Process reacting with core
elements in the Martian soil. It is not radioactive, but it is quite toxic. Remove
all toxic spills at once. HAZMAT suits are the best way to protect yourself when
a spill occurs. And if you happen to come in contact with the gooh, report
immediately to a medical station for a scrub-down. After a few days in
confinement you should be ready to report back to work. Report any rule
violations to your immediate supervisor, and don’t forget to read your employee
handbook for additional rules and information.”
Use the health station you see here if you need it, then drop the service ladder
you see overhead at an open hatchway in the ceiling by using the nearby
Maintenance Access console, and then climb it to get into the overhead space.
– Page 244 –
Upper Maintenance Hall.
The space is confining up here. The way right is blocked by a half-wall. You can
see beyond it, but you cannot climb over it. As you approach the nearby corner
in the other direction, you hear imps approaching. Because the space is tight, but
you do have the range for personal safety, toss a grenade when you see an imp at
the corner. It is followed by another, so make sure it does not feel left out from
your gift-giving. Afterward, follow that passage around to the right.
You come to the end, which is a workstation that opens on the right to a wide
and deep space. This is a control station, but there are no accessible active
controls here that you are able to operate. Was the email wrong about it?
If you peer down over the adjacent ledge, you might recognize the area below as
being where you had previously dealt with three bull demons. Wow. To go so
far, just to move up a few meters. Across from you, you see a small flashing red
warning light on a control console you saw earlier from below. That is likely
where you need to go, but how to get there? If you look down from the ledge,
you see at your feet one of the pipes below that winds its way to that platform
across from you. Grab the chaingun or the plasma rifle and drop onto that pipe.
Advance to the platform ahead and move to the left, where you find shelves
loaded with cells, shells, clips, and a medkit. Now head to the front panel on the
control station. It displays an alert that a filter rupture was detected and reports
hazardous toxic levels. Select the Execute Emergency Shutdown option to fix the
issue. It first reports that it is sealing pipes 1-12. It next reports that it is draining
the toxic waste. Finally, it reports that the central pump is offline, and also that
the spillway is clear. This task accomplishes your current mission.
Follow along where the cacodemon emerged from, where you find a ladder.
Scale it and follow the tunnel around to the right, over a ramp, which was the
half-wall you could not scale from the other side. Once over, you are back at the
top of the extended ladder. Climb down to the platform control area below.
Central Maintenance.
Hop down the broken stairway. Even though you know that you need to make
your way back down to Toxic Waste Processing again through the door in front
of you, now might be a really good time to head back and gather cached
reserves. Were you to head back through the Secondary Pump Room to collect
them, an imp will follow you, emerging from the door you just came through as
you make the far corner. Ambush it from around that corner. If you go to the
bottom floor and enter the narrow passage where the fat zombie and maggot
– Page 245 –
assaulted you, you will face another maggot. Ambush it. If
you make it to the Main Tank and Pump Control, another
imp comes from behind. Ambush it as well. Once done,
return to Central Maintenance. Opening the door to Toxic
Waste Processing, an imp is standing there to greet you. As it
splays its talons in warm welcome, blast some buckshot deep
into its face, and then head down the stairs behind it.
If you need armor, when you made your way along the back wall in the
spillway, there is a dark recess in the wall with armor within it. Hop up into it.
The opening closes behind you and a panel on your right reveals a fat zombie
behind it. Kill it quickly, because the left panel opens a moment later to reveal
another zombie. Once they are both dead, the wall panel to the spillway reopens.
Secondary Level.
Follow the platform and up a set of stairs and enter the room beyond. You hear the
clickety-tick of trites. To the left is a small canister with a medkit on it. To the right
is a passage opening to a much larger area. Looking into that area, you see shelves
lined with cells and grenades within a recess in the left wall. Advance toward it,
keeping your eyes peeled. Suddenly, rupturing the quiet, you hear the quaking
timber of a bull demon’s thundering roar. From the reverberations of that deep howl,
a tech tower topples and blocks the doorway from whence you just came (though
tricky, you can actually jump atop it by jumping around the corner from atop the
small canister). After a moment, that bull demon reveals itself as it charges from the
recess holding the laden shelves. You could easily face off with the chaingun or the
plasma rifle (especially since you see spare
cells on the shelves ahead), but you can also
race back to the small canister with the medkit
on it. By jumping to the back of it, the bull
demon will not be able to bite you. Relax and
remember the good ol’ days as you dump whatever ammo you choose to expend,
even pistol rounds, into it from this safe haven. When the bull demon dies, its twin
seeks revenge, and charges in, angry and ready to rumble. Send it back to hell. Now,
explore the greater area that these brutes emerged from. Clear the shelves of any
needed cells, shell, and clips. Grab armor shards from the floor to the left of the
shelves, as well as the others below a health station you see on the far wall to the
right. Next, focus on the door you find in here to the left. From an earlier clue, you
should be expecting trites. When you open the door, you find webs lining the tunnel
walls. You probably hate it when you are so right all the time.
Underground Tunnel 1.
As you advance through the tunnel, a couple trites descend
from the ceiling ahead. Use the pistol and eliminate them,
and then reload. Advance a little further and you will get a
pair from both the front and the back; two breaching the
right corner ahead, and two emerging from the Secondary
level area you just came from. Address those back at the door first. Pop them
off, then turn around, backtrack, and pop the other two off, squatting as needed
to minimize their tendency to leap. Reload your sidearm. When you get to the
turn in the tunnel and mount the hump in the path you find there, two more trites
descend from the right wall, slightly ahead. Back up and pop them off. Reload.
When you approach the part of the tunnel that straightens out, a lone trite
descends from the ceiling. Pop it off. As you approach the large pipes extending
from the floor grating, a trite emerges from among them on the right, and then
an imp phases in directly ahead. Grab the SMG and do them at the same time.
When you advance to the fog by the pipes, two more trites arrive in front of you,
and one around the bend behind you. Turn around and take out the single trite
first, at a distance, then turn around and take out the other two, also at a distance
as you backpedal to make that distance. As you approach a left turn, which leads
to a green door, two more trites come to play. Backpedal and then pop them off.
– Page 247 –
Secondary Level.
This U-shaped space, curling around machinery to the right, yields a cell case,
clip, and a medkit. At the end, through an open door, you see a huge open space
filled with more toxic gooh. Approaching that doorway, you hear a revenant cur,
and you see a maggot scampering your way. Blast the maggot with the shotgun.
As you move to the doorway, you see a revenant on a central platform at the far
wall from the door, desperately wanting its rockets to seek your heat. Kill it
from a distance using pot shots from the SMG or even the pistol. Once it is dead.
Step to the doorway. When you do so, you hear two trites arrive around the turn
behind you. Squat down to retard their leaping, and then blast them as they come
around the wall corner. Grab the SMG and step through the door.
As you advance toward the left passage that has a rise in the floor that joins this
room with the next one beyond, meanwhile hearing an imp sighing to the right
in the area ahead, there is an explosion in front of you on the opposite wall,
knocking a tech tower over. A maggot leaps out from this jumble and scampers
towards you. Blast it with the shotgun. You now hear the imp pacing.
Outside.
Out in the brisk toxic elements, a revenant up high, paces
on an open walkway beneath a monorail bridge. Another
revenant is down below, unseen in a storage shed you see
to the right, at the end of a long fence that extends left.
There are air canisters scattered about and near the storage
shed by the ground revenant, below and right of the upper
revenant, and also inside the shed with a medkit.
Probably the most popular strategy that walkthrough guides offer is to initially
ignore the upper revenant and head over and kill the lower revenant, out of sight
of the upper one. They then have you step into the shed and climb over the piled
debris to kill the upper one. Ignoring cacodemons, they have you race madly to
the airlock. This is popular, but it can also easily get you banged up. By all
means, do dangerous things, but you should also do them as safely as possible.
– Page 249 –
The strategy I came up with results in
the least damage, is repeatable, and is
much less confusing for the player.
First, the plasma rifle will make
quick work of the high revenant on
the upper ramp. Just wait long
enough for it to stop pacing to the
left and take aim at you before you
start firing; otherwise you will likely
waste a lot of ammo that hits little or nothing. In respect to that, use that time to
run close to, but do not grab the second air canister you see (the one to the
forward-right). Aim for the revenant’s head and the rockets it launches should
be taken care of. All this and you will still have plenty of air left when it dies.
But go ahead and grab the fresh air canister you are standing next to anyway.
Now run near the left end of the fence that is also left of the shed in order to face
the ground-level revenant. Move to the left of, but not too close to the fence by
the storage shed to get the ground revenant’s attention, and then slip right and
initially out of sight. You will be able to kill this revenant simply by blasting the
barrels, but you should also be sure to wait until the revenant is actually
mingling among them (the revenant will start to kick them out of the way when
it is among them). Very short bursts will stop any rockets that might approach
you in the meantime. Notice that hitting the
nearest barrel, at the end of the fence, and
which is also not blocked by it, will detonate
all the other barrels, killing the revenant and
sending its body flying. Once it is dead,
switch to the chaingun and run to the left
toward a ground-level airlock for another air
canister lying on the ground (the airlock you
see that way is non-functional, so you will have to find another). Run into the
storage shed, grab yet another fresh canister of air, and then climb the debris to
the upper walkway (climb toward the right and you will not get confused among
all the mess). Be sure by then that your chaingun is full. At the far end of this
upper walkway, where the high revenant had been, there will be an airlock to the
right of an opening you can clearly see on the far side, directly in front of you. It
will come complete with an active access panel and another air canister. At last!
But before you get to the airlock, you first get to play with two cacodemons,
though both of them are actually quite easy to take down. Rather than ignoring
the cacodemons, as most walkthrough guides advise you to do (even though that
will quite often result in random, and sometime severe projectile injuries),
instead stand firm like John Wayne and face off with, and kill the first
cacodemon as it phases in front of you near the end of this upper walkway (you
can use the overhead monorail as cover, if that makes you feel better). Always
remember: short controlled bursts will kill faster and better than Billy-Blaze-
Everywhere. Reload as you sprint ahead to the end of the ramp, dropping
between two pipes that rise on either side of the walkway, landing on a protected
– Page 250 –
platform where you see the airlock at an angle to the right. As you hear another
cacodemon fire off a wild plasma ball at where you were at, dash over and cycle
the airlock, and then run over and grab the air canister to the left as you see the
cacodemon along the long passage straight out from the airlock hatch, behind
you. The other cacodemon is now in line for action. Pummeling it with short
controlled bursts of 30-cal armor-piercing rounds is a whole lot easier and faster
than trying to dodge it. It also buys you time until the airlock finally opens, by
which time this second cacodemon, your last adversary in this level, should
already be long dead. Even better, actually, because now there is nothing left to
stop you, so you can just strut inside the airlock like you owned the joint. Hit the
airlock’s cycle panel to leave this place as you occupy your mind with more
important things, like thinking about what you will have for dinner this evening.
Personal damage should be minimal, if any at all, but any injuries you might
have sustained can easily be remedied using the generous supplies you will find
in the next area.
This outside area is actually a whole lot of fun to run through, once you are
familiar with its layout. After a while you may even wonder what you ever
thought was so hard about it.
– Page 251 –
RECYCLING – SECTOR 2.
The Recycling Plant is key to survival on Mars, processing waste products into useable resources.
Sector 2 primarily refines and recycles chemical and biological waste.
Pumpstation1 B.
The light is heavily muted in this dingy bay, diffused like a sweaty, fog-shrouded
night. The air is laden heavy with a filmy green mist that stinks of oily dust and old
rags. The stench of petroleum-soaked filth reeks from every quarter, stinging the
eyes and throat. The open area ahead is cluttered by boxes, shipping crates, neglect,
and pools of blood. Overhead gantries line the front and left sides of this bay. A
hatch door is above, to the right on the forward gantry. Ahead below, a large tank
stands erect next to steel stairs for access to the upper level, but they now stand
twisted and broken, extending near to the floor, but its base is caste aside as if ripped
away by a powerful blast. To the left, waste recycling pumps sit unnaturally static; a
stark contrast to the constant activity their hot acrid metallic smells reek of. To the
right, you see an enclosed control room lined with consoles, sealed behind yellowed,
film-streaked glass, layered thick with soot and grime. Cautiously stepping forward,
to the left you see vertical pistons rigid, likely through lack of power, where three
spaced recesses allow entry between them, but otherwise provide no real intention
other than maintenance access and shadow. There is indeed active power here, made
evident by the numerous small wall panels and grime-crusted lights, but they now
serve no purpose beyond restrained nightlights in this tomb-like atmosphere.
At the stairs, it looks as though you could still climb them, but the attempt causes the
lower steps to peel away like petals of a flower, as if they had only previously
forgotten to fall; held in place only by dirt, rust and hope. A distant voice, clearly
that of Dr. Betruger, chortles like a dark echo on the air, amused by your failure.
To the right, in a dark and clammy corner, you find shelves that hold security armor,
but nothing else of value, save for a couple musty old cartons of Sotoxi cigarettes.
There, you also find a door to the enclosed control room. Standing wide open, it
allows free access to the normally secured area beyond. With care, you step through.
In the control room, all monitors are working, save for those connected to the
base interlink, which are offline. One monitor is for the systems pump control,
which indicates that pumping is suspended. Next to it is a PDA, and on the wall
to the left is a health station. Grab the PDA (Jeffery Moen). Moen was a Pump
Specialist here, and his PDA grants you general access privileges to this station
and its doors. The PDA itself contains little, save for two short emails. The first,
from Henry Varela of 4 November, regards pump malfunctions in Recycling
Sector 1, the area you had just emerged from after you had first tried crossing
– Page 252 –
the Monorail Skybridge: “Jeff, The main waste processing unit here in Sector 1
is running at a higher pressure level than it was rated for. I’m very concerned
about the stability of the whole system. One fault or stress fracture in any of the
lines could cause doom for the whole mechanism. The processing system here
was never designed to process that much waste but they keep shipping it to us.
We urgently need a new pump here before this one fails.” That much is already
painfully obvious to you. It was fortunate that you had been there to rectify that
issue before the entire facility became flooded with green gooh. The second
email, from Gregg Brandenburg of 9 November, concerns toxic waste storage:
“Mr. Moen, It is very important that you remember to store toxic waste barrels
in their proper locations. Having volatile substances so close to where people
work is very dangerous, especially around doorways and narrow passages. If
one of those barrels exploded it could cause a lot of
damage and someone might be seriously hurt, or
worse – killed! Please address this problem
immediately!” Humans being natural procrastinators,
you doubt that this task has been completed. Seeing
no other options, use the Primary Systems screen you
see here to attempt to reactivate the primary pump
systems. As you do so, the security door to this room bolt shut as dim red lights
across the outer bay blink on, warning of pending mechanical activity.
As suddenly, monitors here come alive to reveal Dr.
Betruger, who asks in a voice devoid of compassion,
“Making progress are we? And in such a hurry to find
us. To find… me. There is no need to rush. I am
everywhere, and everything here is… mine.” If you
had sent the transmission, he will thank you for
alerting the fleet, for warning them. Otherwise, he will
have sent that transmission. Regardless, it is all too apparent now that he has
been possessed by, and by consequence, is now in league with the legions
invading this facility, and that he does in fact want to do exactly that which
Swann had warned you about – these invaders are looking to take control of the
rescue fleet: “Though such a fool. They are racing here. Racing to us! And we
are waiting…” As he gloats, an imp slithers across the grime-filmed two plate
glass panels in front of you, quietly hissing. Grab your shotgun or plasma rifle
and be alert and ready for anything. Betruger continues with his rant, “Waiting
for them to fall into their worst nightmare! They will join my legion, and with
their ships I will bring this Hell to Earth. You won’t live to see it, and you will
die long before you have a chance to warn them!”
Knowing now a deeper truth, it is strong in your heart that the right thing to do
was as MSgt Kelly ordered and send that message to the fleet, no matter what
Swann warned you about and no matter what Betruger intends. Your faith in the
Corps runs so deep in your being that you know full well that no matter what the
Marines face, and no matter what their sacrifice to accomplish that mission, they
will adapt to and overcome this hellish adversity. In your turn, you can submit
no less effort and make no less sacrifice. It may take only a few Marines
resistant to their mind control to win the day, or maybe it will take only one…
– Page 253 –
Here, you will face three imps. The first will leap out from the hatch door. The
second comes from the locked door at the other end of this upper deck if you fire
any weapon up here. The third also emerges from the hatch door. With typical
caution, creep up and activate the door’s footplate, then zip back. Good thing,
too – an imp leaps out. As it stands erect, lean in and buckshot its skull. If you
are fast enough, you can charge the imp that comes from behind, dodge its
fireball (the narrow gantry does have maneuvering room), and blast a shell into
its face. A third follows the first. You can use the same tactics if you time your
approach back to the landing right. A better strategy is to take the first imp with
the shotgun, as before, but then run down the damaged stairs and hide below it,
allowing the other two imps to soon exit this bay via the upper hatch door after a
moment of stalking. Go back up using the piston as before and peek through the
door. An imp stands looking off into the distance, unaware, perhaps harking to
lost opportunities of times long past. A grenade is a nice opportunity to offer it.
The blast attracts the other imp. Hide around the left edge of the door and plant a
shotgun blast into its head when it emerges. You can instead toss the grenade to
the right of the imp to soften both imps. Further, you can take out the second
imp by escaping down the stairs, and later kill it with a grenade, like the first.
Things now relatively quiet, if you can ever get used to the mechanical cycling,
go back to the upper door that was locked, from which the second imp emerged.
Pumpstation1 B Closet.
This tight little closet is cluttered with a pipe and a couple of canisters. The
weapons rack contains a case of rockets, giving you 10 more, a few clips, and a
medkit. Grab what you need, then head back to the bay door and step through it.
Hall1 B.
As you advance into the hall, a ceiling panel at the far end clatters to the floor and
two lost souls emerge. Back up through the door for distance, then easily SMG them.
Afterward, move up to the door by where they emerged. Here, you hear a gurgled
blather of senseless sounds, like the acidic rant of a demonic baby possessed of hate.
Monorail Access.
Ahead, a panel of fencing forms a corridor, housing an explosive and toxic
barrel, and leads from this room off to another to the left. Beyond the connecting
corridor you see another hatch door. To the right, you see a rocket launcher on
the floor, next to an explosive barrel and storage cabinet 003. Beyond that is a
transfer access bay hatch that leads to the Monorail. Its marquee glowing in red,
it is obviously locked. As you move toward the rocket launcher, an automated
voice announces that due to contamination, hazard doors are sealed. That might
be an inconvenience to them, but your mission is to locate the entrance to the
Monorail. Well, here it is right in front of you, in easy reach, but by the
– Page 255 –
announcement, it seems you will first need to find a way to stop the toxic
contamination, which caused the hazard doors to seal. If you could just get one
little break… And look! Suddenly that becomes a secondary mission: Reactivate
Air Filtration System to Gain Access to the Monorail. You saw that one coming.
Open storage locker 003 with the code 483 that you got earlier from Nick
Sadowayj’s PDA. It reveals a case of cells, a case of shells, a few large clips,
and armor. Save them for later if you can. Obviously, you will be returning here.
The access panel to the transfer hatch reports what you already know: high toxic
levels were detected, and so the area is sealed. The other hatch is also sealed.
This leaves only the fenced corridor. Advance down it with typical caution.
As you venture ahead, an imp leaps to in front of you a few meters away. Before
you can rush it, you hear something phasing on the other side of the door you
entered this area through. Great! Ignore the leaping imp, fire the shotgun into
the toxic barrel, and then dash back to deal with the phasing threat, to avoid
being pinned on both sides. Open the door and blast the imp in the face you find
on the other side. If the exploding barrels did not manage to kill the first imp,
take it out here or run through the hall, through the door at the other end, and
ambush it from there. Finally, return to where you met that imp. Yet another imp
leaps out, but toward you. Rush it with the shotgun. Imagine what would have
happened if you had instead rushed the first leaping imp…
GasPump1.
Here, to the left, a large lateral
machine with two heavy beams
extending from its front corners
to the ceiling splits the room and
creates two narrow passages on
the left, the first of which
produced the two leaping imps,
and the far one, near a door on
the opposite wall, which holds a
health station. As you near the
opposite door, lights dim and
Betruger’s very annoying and power-drunk voice gloats, “You will never escape me.
Your soul will be mine!” As his voice echoes off and the door ahead opens to reveal
a fat zombie, you think to yourself, “We will just have to see about that!” Kill the
zombie with the shotgun and then grab the plasma rifle, because behind you, you see
a revenant phase in by the monorail access bay. Using a column by the machine here
for cover, dump plasma into the revenant. Take advantage of the explosive and toxic
barrels to help kill it if you did not use them on the imps. Then, switch to the
shotgun or SMG and back up into the passage with the health station (and the
choking green mist drifting down from above) and take out two lost souls that decide
to phase in and join the party. Alternatively, you can dip through the door the
zombie emerged from after killing it, back to the wall in there, ignoring the imp you
hear from deeper within, and take the revenant from there, using the edge of the door
for cover. This also makes dealing with the lost souls easier, because the doorway
restricts their movement, especially if you stand off to the left side. Now, if you have
not gone through the door the zombie had emerged from, step through it now.
– Page 256 –
Storagehall1.
Here, you are in a narrow hall that
opens up further to the left into a room
that is not much larger, and even that
is split by a shelf unit that stands in the
middle of it, perpendicular to you,
holding clips and a cell. A recess is on
the right, as is evident by the rasping
of an imp that way. You also see a
right-facing door on a jog in the wall
beyond the shelves. Grab the shotgun and advance. Dodge a fireball and then
rush the imp, blasting it in the face. Armor is on a canister within the imp recess.
As you near the far door, you hear distant baby howls again, this time forcefully
for its mama. Now that is creepy! Open the door and step through it.
Pipe Maintenance1.
Ahead is a narrow raised walkway. The main floor is far below, accessed by a
set of stairs to the far left. To the right, the area below appears to be an empty
runoff that continues through a narrow passage elbowing left. You see a door
below centered on the wall opposite you. As you advance, an imp drops from a
dislodged grate high in the ceiling to the walkway in front of you. Rush it with
the shotgun. As it dies, you hear the feline cur of a revenant as it phases in back
at the opposite door of Storagehall1. Grab the plasma rifle and move back to
stand in the door. Using controlled bursts and an upper level of the shelving in
line with its head as a targeting zone, make quick work of the revenant and any
rockets it might get past the shelving. A better strategy is to do something
similar, but from floor level. Take the imp on the walkway as before, grab the
plasma rifle, but when you go back to StorageHall1, squat down and fire at the
revenant’s shins beneath the shelving. This way it cannot fire back at you. You
may also notice that after a quick burst, it will often turn around and pace back a
few steps, giving you an opportunity to blast its shins again and again. Cease
firing when the hit indicator on your sights fails to register. If the revenant does
manage to make it around the shelves, dump plasma hard and heavy into its
head and shoulders to kill it fast. Go back where the revenant came from and
you will find a wall panel has now retracted, opposite the door, and it contains
two cells. Grab them and then return to Pipe Maintenance1.
Down here, the door you see in front of you is locked. An imp hides in there,
though you will not hear it. If you want to cheat, you can shoot the toxic barrel,
if still there, and run to the end of the spillway so the imp will be blown up when
it emerges. However, you can easily SMG the imp, rush it with the shotgun or
roll it a grenade. Just be sure to dodge any fireball it tosses. You can also dash
past it, avoiding fireballs, and run to the top of the stairs. It will pace beneath.
Use a grenade to blow it and the toxic barrel, if still there, up when it is below
you. In the closet you will find rockets, a medkit, and creepy baby sounds.
Going to the passage where the revenant emerged from, you see that it curls
back around to the right. You also hear a zombie mumbling, perhaps about bad
cell phone reception down here. That and a raspy baby voice off somewhere.
Grab the shotgun and inch ahead. As you are rounding the U-turn in the passage,
the panel on the end opens up and a fat zombie stares back at you. Blast him and
grab the shells in his closet. Advancing to the lip of the passage, where you can
see that it empties into another larger passage running parallel to you, you
suddenly hear another zombie and an imp ahead, and a revenant and yet another
zombie to your left, but all of them are advancing. Grab an automatic weapon
and take out the far zombie, imp, and the fat zombie that comes from the left.
You can now hear the revenant climbing steps and pacing closer. Grab a grenade
and toss a couple against the wall directly in front of you, bouncing them back
down the hall to the left. If that did not kill the revenant, finish it as it comes
around with the plasma rifle or the chainsaw.
– Page 258 –
Storage Room1.
Apart from the clips you have already seen on a shelf to the left and the medkit
on a box in the back, you will also find a large clip next to an explosive barrel
along the right wall, and in a recess there, where the imp had emerged from, you
will find armor. Open the door to the left in the back that the revenant had
entered through. Great! More green gas. You figure the EPA does not come out
this far, or more likely, they accepted bribes, being financed and fleeced by the
usual crooked politicians. Otherwise, they might havc designated these demons
as endangered species and try to bar the military from saving billions of lives by
stopping the demon's killing spree, whose evolutionary star has certainly faded.
Prepared for ambush at the door, grab the shotgun and creep through it.
Storage Room1.
As you reenter, two lost souls phase in near the ceiling to the right. Using your
freshly-stocked SMG, back up to the end of the short hall and use the lost soul’s
straight-line attacks against them. Slip back and grab any loose ammo clips that
were on the shelf and in this zone. Finally, leave this area through the fence.
Hazardous Material.
Here, to the left you see the raised chamber where
you had vented the gas from. Along the floor, you
see two explosive barrels together, and two toxic
barrels on either side, closer. Near the explosive
barrels, you see an ammo belt and a box of shells.
Beyond, you see another chamber door. Looks like
a trap. Grab the SMG or plasma rifle and line
yourself up for a speedy blind retreat. Run up and
grab the ammo and then zip back out the door. As
you grab the loot, a revenant enters the room from
the door on the opposite side. As you exit the door,
hit the explosive barrels to severely damage the
revenant. Hide behind the door frame from any
missiles that might have been launched. Then pop
back over to hit a toxic barrel, and then dive for cover. Seconds later, the barrels
explode, killing the revenant. Actually, if you do not blow the explosive barrels
right away, but dodge missiles behind the door and then blow them (they are
probably still in sight, so you can blast them from where you hide), it will kill
the revenant immediately. You should leave this engagement unscathed, and
both your health and armor should be full. Now creep through the door ahead.
– Page 261 –
Underground Hazard.
When you drop to the floor, you find armor shards and a medkit at your feet.
However, on a more disconcerting note is the weird, loud, rhythmic groaning,
much like my uncle’s famous thundering snores. Whatever it is, it is not a small
thing making it. Maybe it is time to test-drive your rocket launcher? Grab it.
Follow the passage as it winds around. You will find a box of shells and a clip
along the way. That moaning is getting louder. The passage finally opens up into
a huge underground area, supported by several vertical beams caked high with
piles of old mud and dust. This area is so huge and foggy you cannot see the full
extent of it. That will end up being a good thing, because fortunately your foes
will have similar trouble. As you step in, a cut-scene begins that introduces the
Mancubus. But, as though this one was not
enough of a challenge, there are in fact
three of them that you will face, though you
will only see two at a time (I cannot find
the third when either of the other two are
present) The missiles they fire pack a
powerful punch, but luckily they are dumb-
fire, not heat-seeking like the revenant’s.
The differences between Marine and Veteran difficulty are sharp here. Indeed,
Marine level is a walk in the park. Veteran level can have a lot of pain. Though,
having said that, I have often played through and ended up with little or no
damage. The key is to take out the first mancubus as fast as possible. Head shots
are most effective. You can easily dump 3 to 4 rockets in it before it fires back.
Reload as you strafe right to hide behind a nearby column. The other mancubus
soon follows, so pop in and out from the column to kill the first quickly. It can
take from 4 to 6 rockets to kill it. Once it dies, get distance between you and the
second mancubus. With distance, taking a mancubus out becomes easy.
– Page 263 –
Once the second mancubus is dead, reload and keep an eye peeled for the third
to show up from the back. It would also be a very good time to get your
bearings. The overhead ramp is adjacent to where you first came in. If ever
confused, head to the center of that area. The opening the first mancubus
emerged from points toward this upper ramp. There is also another ramp along
the right wall that extends from the main ramp, which will drop when the last
mancubus dies, so you afterward have easy access to get up top. Straight out
from that, on the back right wall, you will find a protective inclined recess made
of piled dirt. Keep this protective recessed location in mind for later. You
should be able to discern the sound and direction of the last mancubus, but
sometimes it seems to be a bit shy about showing itself, and may idle around the
back wall until you get its attention. However, once you see it, do not bother
waiting for it to see you in turn. Instead, immediately start dumping missiles into
its head until it returns fire. When it fires its rockets, take refuge behind any
available nearby column, reload, and then slide out to attack it again.
Once the last mancubus dies, four cherubs phase in, two at a time, near the side
ramp that suddenly collapses to form an incline. Make tracks to the inclined
recess beyond it to take them out with the chainsaw, though backtracking with
the pistol, SMG, or shotgun works great. Remember, if one lunges (slowly) at
you, just dodge and it will be momentarily helpless. Even 2 punches will kill it.
Once the four cherubs are dead, gather up any armor shards, medkits, rockets,
and cells that are located close to the inclined recess, and then head up the ramp,
even as you hear more cherubs within a passage into the back wall up there.
When you near the passage, two cherubs come to play. Grab the chainsaw,
squat, and do them in. Before opening a door you see ahead, slip into the alcove
to the left and you will find a weapons rack with clips and armor shards. There
is also a health station here. All healed up and chainsaw ready, open the door.
Sure enough, as the door to the elevator opens, your health points start dropping
fast as you inhale the thick, choking, and lethal toxins.
Ignore the loaded weapons rack to the right, packed with
cells, clips, and medkits. Noting the cells, make sure you
shoulder the plasma rifle if you do not have it already. To
the left, through the toxic mist, you see a curved fenced
area. There, you will find three stations that control Vents
1, 2, and 3. You must run around the arc and activate the
screens on each of these panels to vent out the toxic air.
You should already be running as soon as the lift gate opens! Stop at each
station just long enough to activate each panel (anywhere on their screen
activates them, so do not worry about hitting just the yellow “Cycle Vent” box).
Once the last panel is activated, after a couple of long seconds, your health stops
dropping. However, up ahead, at the top of a set of stairs, you see a revenant
phase in. Why are you not
surprised? Dump plasma
into its head, but avoid its
missile attacks by backing
around the bend in the
curved passage and using
the wall to block them.
Zip back out and blast
plasma in its head hot and
heavy and it should
crumble into a heap of
death. Once the revenant is dead, head back to the weapons rack and collect
from its bounty. Now, return to where the revenant appeared. Here, you find a
door that is surprisingly unlocked (its indicator panels are green). You also find
a dead man in coveralls, along with his PDA (Scott Johnson). Grab the PDA.
Johnson is the Plant Manager here. His PDA contains nothing but a single email,
which is a reply from Nick Sadowayj. The main body is the message Johnson
had sent to Sadowayj, which you had already read, where he gave Sadowayj the
access code (483) for storage locker 003, which you likely have already opened
by the monorail access hatch. The reply was simply: “Scott, That is an excellent
idea, we can’t be too careful around here...”
– Page 265 –
Open the door, and you hear another revenant. These guys are getting to be
worse than zombies, showing up all the time. Use the door edge for cover and
dump plasma into it, drawing it to the door. Dump fire into the explosive barrel
as it approaches it to damage the beast. The toxic barrel that was next to it
should explode just as the revenant is passing it. Often this will kill the beast. If
need be, back down the arched hall and use it for cover to finish it off. Once it is
dead, finally step through the door and back into Monorail Access.
Monorail Access.
Sure enough, you end up almost where you started. So-o-o typical. If you had
known from the start that this room was where you would be able to vent the
toxins out so you could enter the Monorail transfer access bay, you probably
would have chewed your way through the door to Main Environmental Control.
Head over to storage locker 003, which you may have previously opened,
though use the locker code 483, found on both Johnson’s and Sadowayj’s PDAs,
to open it if not, and finally grab anything you need from its contents to restock
your supplies.
If you left caches around, now is a good time to collect them. If you decide to go
through the level again, this time toxin-free, then if you did not kill the imp in
StorageHall1 after going to the lower level, when you open the door to that area,
it will be standing in front of you, looking off to your left. Blast it while it is
distracted, and now you can wander through the level toxin- and foe-free. Sadly,
you cannot go beyond the lower lift area, because a large overhead pipe will
drop before you, blocking your path down the stairs to the mancubus enclosure.
The environmental hazard issue now resolved, the panel for the transfer access
bay is no longer sealed, so use the hatch's access panel to open the hatch. Step
inside and use the panel found within there to leave Recycling – Sector 2 and
finally gain access to the Monorail. This also completes another mission
objective. For yourself, personally, your own private goal is to reach Delta Labs,
rejoin MSgt Kelly, and await the Marine rescue teams.
– Page 266 –
– Page 267 –
MONORAIL.
The Monorail serves as transportation between the low level access sectors of the UAC Complex and the priority
access research facilities. Have all identification and security clearance data prepared for inspection.
NOTE: This level has a lot fewer explosive barrels in the BFG Edition.
The transfer hatch opens, revealing a monorail boarding platform. Parked on its
broad single rail is a two-car MagLift train. Most surprising about it is the fact
that its left, longer car, straight ahead, has an open side-door. You half-expected
a more complicated means of access. The platform’s lighting is dim, but not
enough to make exploration difficult. You notice ladder well railings at either
end of the platform. These descend to the maintenance level of the track tunnel.
Were you to use either here, you would find nothing useful in that ebony depth.
Stepping from the hatch, you hear some disembodied woman quietly pleading,
“Help me…” Another woman’s voice faintly implores, “Lord, deliver us from
evil…” To the right you see lounge chairs, a health station, and what looks to be
an open storage locker. Moving closer to investigate, the storage locker is indeed
open, providing free access to a case of shells, a cell, two large clips, and armor.
Use the health station if you need it and grab a PDA (Sam Harding) you find
next to it on a chair. Sam Harding is an Engineer. Reviewing his PDA seems to
provide clues to why MSgt Kelly and many other Marines were not able to
return from Delta to rally at Marine HQ in Mars City shortly after the invasion.
His audio log is replete with dark news: “I have just completed repairs on the
magnetic locks and have significantly reprogrammed the pressure sensors on the
Monorail systems. My fellow engineers and I are confident that the accident of last
week will never happen again. The accident should never have happened in the first
place. The internal sensors led the computer to believe that there was a vacuum
inside the vehicle. Unfortunately, the computer decided that the only way to fix this
pressure discrepancy was to open all doors in an attempt to equalize pressure with
the outside. Been going over fifteen thousand lines of code today and see no reason
for this tragic event to have occurred, but the logs show the discrepancies as clear
as day. Honestly, this looks to me like another case of a solid system going to hell in
a hand-basket. I am confident that the layers of protection I added to the code today
– Page 268 –
will prevent any such occurrences from happening again. I am off to meet Jim
Torbin at the access doors to the Delta Complex Platform to try and troubleshoot a
faulty track sensor that’s been causing the door to stick.” That last part is troubling
because you must find a way to get to that Delta Complex Platform. His emails
are no better. James Torbin’s email of 23 October discusses monorail door
repairs and also artifacts being recovered from some ancient civilization: “Sam,
I completed the repairs on door A32 today it should open more smoothly. On a
separate note, did you see those artifacts that the science team recently shipped
into the Delta Complex? I don’t know what they were but I certainly don’t like
them being transported outside of the cargo crates, it just creeps me out seeing
them, knowing that we are working above some sort of alien ruins. Just the
thought of what might be lurking in those caves gives me shivers. I don’t know,
maybe I’m just over-reacting…” An email from Karl Cullen on 3 November
regarding Turret Gun Mounting Brackets is a forewarning of a new threat you
will likely face on your way to Delta Labs: “ Harding, I need you to check the
mounting brackets on the turret gun here in security, they seem to be rattling when
the turret moves.” Another email from Cullen of 5 November thanks Harding for
the above requested repairs: “Thank you for repairing that so quickly.” This was
in response to Harding’s email of 4 November that provided an update to
Cullen: “I fixed the mounting brackets this morning; it was those damn Mixom
bolts again. I really wish the UAC would find a better sub-contractor.”
Examining the train exterior, you verify that its rear
side-access door is sealed. If you mount the ladder
railing at the back of the train next to some crates,
through the train’s large rear window you will find a
man huddled on the floor, looking anxiously about.
There is no getting his attention, and the glass is
understandably thick, unbreakable, and soundproof.
Dismount the rail and enter the opened side-door of
the leading car, which is evidently the control cabin,
and it appears to be operational. Well, at least you
can get this thing rolling toward Delta Labs. Head
back and check the door at the rear that should open
to the passenger cabin. No luck. It is locked. Return
to the front and select the panel there to activate the train. Doing so closes the cabin
side-door and then the train surges forward. An automated voice announces, “Now
leaving the environmental reprocessing center. Next stop: Site Two.”
The train gains speed and traverses
various Monorail and Site 1 and 2
areas, as indicated by the locator
readout on your heads-up display:
MR Airlock 01, Debris Field S1-03,
MR Airlock 02, Reclamation
Grotto D-9, MR Airlock 03, Debris Field S2-06, MR Airlock 04, and ending at Site 2
Boarding Platform. As this journey begins, the door behind you opens and the man
you saw huddled in the passenger compartment, T. Ryan, stands there. He asks,
“Who are you? What are you doing?” When you approach him, he goes on, “I was
waiting here on the train for my partner. He went to investigate what was going on.
He never came back, and now, I don’t… I don’t know where he is. I don’t know
– Page 269 –
what the hell’s going on, but I’ll bet it has something to do with those artifacts we
were digging up at Site Two. I bet they’re somehow connected with those…
things… in the Delta Complex.” That is where you need to go! If you press him for
more details, he says, “The Delta Complex isn’t safe! You’re crazy if you’re going
there!” The automated voice interrupts: “Remember, safety first. Please, do not exit
the vehicle without proper environmental protection. In the event of an emergency
stop, Mars-Sec will be dispatched immediately for your safety. Have a nice day.”
As you enter MR Airlock 4, you notice the Monorail Signal Light set above the track
aperture is yellow. The automated voice soon reports, “Now Entering Site Two,” and
then, as the monorail brakes to a stop at Site 2 Boarding Platform, you might notice
that the Signal Light here is red. The automated voice
reports, “Warning: Airlock malfunction. Please contact
engineering to facilitate repairs. Thank you, and have a
nice day.” You then get a new mission: Manually
override the monorail airlock system. As the airlock
doors on the right side of the train cars open to the
platform outside, you try to take Ryan along with you,
because an immobile train could easily be a death trap. When you try coaxing him,
he says, “Look, I don’t think this train is safe, either. We don’t know what’s ahead.”
A final prompt yields, “I’m staying on the train until we get to Delta, then you’re on
your own.” Forget this guy. You need to get to Delta, and it appears that he is not
going to help you resolve the airlock conundrum, so leave him alone on the train.
Exiting the vehicle, you automatically pull out your shotgun as the train doors seal
behind you. There is little to see in the dim light here. Ahead is a hatch. Its overhead
marquee reports “Area Clear: Toxic Levels Nominal.” You hear a Z-Sec beyond the
hatch, but no activity. Perhaps he is unaware of your presence. To the far right, you
see a second story control room through a row of windows, but nothing more, save
for cascading wisps of steam from a ceiling vent. This arrangement implies a large
inner space, like a warehouse, which would be expected at an excavation site.
Between these two main features, on the floor by the wall ahead you see an SMG
and a medkit. If you grab the medkit, three trites will pay a visit. Two will descend
on web lines from vents in the ceiling by the hatch, and afterward another by the
right column. They are easy to take with the pistol from where you are, or you can
dash over to and descend the ladder you see by the rear of the train (the third trite
will be descending from, and still near the ceiling, and so is presently harmless). Let
them all self-destruct as you hang on the ladder just below the platform lip.
– Page 270 –
Just like the previous platform, you find maintenance
ladders at both ends, providing access to the base of the
tunnel. Using either of them, you will find armor, two
clips, and a medkit by a column. Return up top. Being that
you know there is at least one foe beyond the hatch, take
standard precautions and approach it from the side. You
can do this from its right because there are stacked boxes
and columns to use for cover that way, with your fall-back position being by the
ladder at the rear of the train. The left side of the hatch provides an excellent
ambush position, but the only way you can easily manage distance is to fall back
to the maintenance ladder directly across from the door, behind you.
The pistol Z-Sec that follows him offers no real challenge, though you may hear
more Z-Secs within when he dies. You have now faced the first easy wave. The next
wave, though much larger, is also piecemeal, and so it will also be easy. However,
this next wave simply involves just trying to get any kind of real distance through
the hatch into the Site 2 Transfer Area. You will become intimately familiar with
your shotgun and your comfy little ambush position to the outside left side of the
hatch. You may need to hide slightly further back to avoid being hit from an angle,
especially by shotgun Z-Secs. The chainsaw also works extremely well here.
– Page 271 –
Next, step further in. Notice that the upper walkway on the wall extends left.
The first SMG Z-Sec had come from there. Further to the left along the right
floor wall you will see a large recess. Step to the stairs and a shotgun Z-Sec will
step out from behind some crates in there. Back out and ambush him when he
emerges from the hatch. Now step back in and stand at the top of the stairs.
Looking left from where you grabbed the PDA, you see that the passage around
the column on the upper platform loops back around to the left. You also see
that the upper walkway on the right stops at the top of a long flight of stairs on
the opposite wall, descending to another raised platform, which runs
perpendicular to you. Head back up the stairs here and cautiously follow the
upper ramp around to the left, where you see that the raised platform on the
opposite wall follows a curve in the wall to the right, which will lead toward and
end at a closed vehicle bay door. To the right is a vehicle parking recess with no
exit. That was where the imp had been hiding. When you get around the hidden
corner you will see that this platform, after eight meters, leads down a set of
stairs ahead, where you see several explosive barrels (missing in BFG Edition)
and two crate storage scaffolds. More importantly, you see an SMG Z-Sec
standing in the far left corner. When he stops firing wildly for a moment, use the
pistol and hit the explosive barrels (if they are there) in front of him, killing him,
or you can let him kick the barrels out of the way (sometimes he cannot, for
some reason) and ambush him from this corner. But when he dies, you hear the
door to the boarding platform behind you open, a tentacle commando grunt, and
then you hear him running your way. Grab the SMG and jump onto the railing.
As he draws closer, drop to the base floor and duck into the recess a shotgun Z-
Sec had earlier emerged from. The commando will go back around to the stairs
and run down them. Drill lead into him to kill him, or else squat with the revving
chainsaw, and prove to him that Betruger was wrong about there not being any
death for him. You will also find a medkit and armor shards in this recess.
Now head back up the stairs and return to the same corner. You see explosive
barrels scattered about, both across the far side, and also in the gap between this
platform and the one on the opposite wall. As you advance on this upper
platform a little further, a panel will drop somewhere and another tentacle
commando will come running from near the bay door. If you are on the upper
platform, he will run across to the stairs ahead and come at you from that way. If
you approach from the floor below, he will attack from the floor, but that area is
too explosive. But if you advance and jump onto the outward edge of the railing
– Page 273 –
here and backtrack, he will come up beneath you on the lower floor, but he
cannot hit you. He will just run in circles, fruitlessly cracking his tentacle. Blast
him each time he leaps below. If he does reach the stairs, use an automatic
weapon to drop him before he gets to you or, if explosive barrels are near, blast
them as he runs by them, killing him, or just squat with the revving chainsaw.
Advancing down the stairs, an SMG Z-Sec will attack from the far end of the
other raised platform; beyond some stairs. He will first try sniping, but, because
he uses only lower brain functions, his aim is absolutely horrible. Duck back up
around a corner and wait for him to come running past it. Ambush him.
We have now finished with the last of the Z-Secs, but we still have six more
imps, three more commandos, and finally a clutch of eight trites to do battle
with. Head over to the far left corner beyond the stairs. There you will find
armor shards, a clip and a rocket launcher. Return to the open part of the floor.
You will now play with three imps, who come in sequence. The first will phase in to
the left of the far bay door, in a hidden recess beneath a blinking red light, opposite
from where the last Z-Sec came from. When it dies, the others phase in; one by the
base of the stairs on the other end, near the entrance, and the other near the door of
the entrance. You can race back to your old ambush point on the Boarding Platform
to take them all on. If you want to do battle, considering the distances and also
considering your ample supply of grenades, the grenades are the fastest and easiest
and safest way to fight them. As you advance toward the bay door, you see an imp
phase in (mostly out of sight, in a recess back there). Roll it a grenade, and between
that and the explosive barrel there, it is history. Run back to the stairs you were on
and roll a grenade to an imp that attacks from the corner up there. Next, back down
and strafe left to roll a grenade to the floor-level imp using the gutter below the
raised platform wall. All done and all dead, and all you had to do was dodge fireballs
and be mindful of your proximity to the explosive barrels around here.
As you advance once again toward the bay doors, you will notice on the second
set of scaffolding some out-of-reach armor. If you need it, you can push a small
canister from under the other scaffolding to behind this one, next to a crate. Now
you can hop onto the canister, hop onto the edge of the crate, and then hop onto
the scaffolding to get at the security armor, though you should save it for later.
Between the scaffolding and the bay door you will find three recesses in the wall
(there are others, but focus on those beyond the scaffolding). The first two are
empty (for now), but the third recess holds armor shards and a medkit. This last
recess is where one of the Tentacle Commandos had earlier emerged from.
– Page 274 –
Reload and go under the stairs that lead to the upper walkway. At the base of
this long staircase you see beneath it a low passage in the wall. Crawl through it
and find a large clip on the right side of a ‘T’ at the end, and armor shards and a
medkit at the left end. With all the really creepy sounds in the distance you hear
in here, you decide it is time to leave. Once out, climb to the top of the stairs and
start across the walkway. Through the far door up there, you hear the final
commando. Grab the SMG, which should be fully stocked, and backpedal and
fire as a tentacle commando emerges. Having nowhere to dodge, he dies
quickly. Now open the door to the control room (you saw its windows from the
boarding platform). As you start to enter, you hear trites out the window.
– Page 275 –
In this small control room you see a PDA on a counter to the right. You also see
storage locker 054 in the front-left corner, and to your left
you see a health station. On the console straight ahead you
see an active monitor, titled Monorail Airlock – Site 2. The
graphic and text report what you already know, that
Monorail Airlock Junction 4 is unlocked, but the next,
Airlock 05, is locked; sealed by the Administrator.
Grab the PDA (Charles Hollies). Charles Hollies is the Environmental Action
Plan (EAP) Director General for the Mars base facilities. His audio log covers
closure of Site 2 and the shutdown of environment processors there: “In order to
conserve current life support resources, effective October 1st, 2145, the council
has made a decision that all environment processors be brought offline in the
general area of Site 2. Tomorrow I will be sending out emails to all team
leaders asking for an update on their asset relocation program to Site 3. We feel
that we have unearthed enough useful material as it pertains to the project from
Site 2 and choose now to devote resources in the exploration of Site 3.” His most
interesting emails are both from Yon Brady. The email of 11 October regards
the Site 2 closure: “Mr. Hollies, I would like to report that the main tunnel
passage to Site 2 has been sealed. I will transfer the door codes to the
archaeological division today. For all practical purposes that dig site is now
closed for good.” His follow-up email of 13 October is more interesting and
more practical to your needs, regarding the storage of ammunition: “Mr.
Hollies, As you requested I’ve placed all remaining ammunition from the
security team stationed at Site 2 in storage cabinet 054 with door code: 142.”
Storage locker 054 is right here, so use the key code (142) from this last email
on it. When it opens, grab the shell case, rocket case, and security armor
contained within it.
You pass through several sections on this trip. As you begin your trek, an automated
voice announces “Now leaving Site Two. Next stop: Delta Complex.” Going through
MR Airlock 05 and MR MachineRoom A are non-eventful. In Site 2 Access Walkway,
however, you see a tentacle commando pacing along the left boarding platform, and
then another running toward the left across a tunnel overpass walkway, even as you
notice the train gathering considerable speed. The train begins to rattle as you pass
through MR Airlock 7, MR Storage 02, and MR Airlock 8, but you think this is OK,
because you see that the overhead Train Signal in MR Storage 02 was Green.
However, as you enter Delta Complex Walkway, even as you
hear the braking systems scream,
the signal here is blinking Red!
Crap! The airlock ahead is
stuck! Like a distant echo, you
hear a deep, throaty Latin
invocation. Not good…
From the door you see a locked Security door across the room ahead, and office
windows to the right of that door. Further right, you see a laser-based personnel
recognition scanner, and right of that is a baggage scanner. These both block and
lead to an inner secured area that in turn leads to a hatch for the Delta Labs. The
inner room beyond the scanners is dimly lit, given color only by the red rotating
warning lights on its ceiling as warning claxons sound.
But this is all academic, because after the hall door opens, a moment later a
tentacle commando within the office busts through its window as he makes you
its focus for mayhem. Rather than standing there staring, let go with whatever
weapon you have in your hands and put him down fast. To make matters worse,
an imp and a shotgun Z-Sec are trying to squeeze around a stubborn fat zombie
that blocks the body scanner to get to you, and to top it off, an automated voice
keeps repeating, “Warning! Automated Turret Gun is Online.”
Delta Entryway.
The transfer hatch aperture lifts to reveal a dim short foyer opening to a two-
level reception area, washed in the blood-orange glow of a sinking sun breaking
through a bay window to the right, filling the entire wall, bathing the lower-level
waiting lounge and slashing the deep-shadowed upper-deck with bold bolts of
light. The lounge is small, but the broader upper-deck reception area to your left
seems more enclosed, its center engorged by a huge, though structurally
requisite duct-service column. It is quiet as death, made all the eerier by
scattered and broken furnishings, pools of blood,
and a Marine’s body dumped near the column, next
to his rucksack. As you creep ahead, you hear not
one, but two imps around to the right. You then spy
one of them crawling across the outside of the bay
window, hopefully oblivious of you, but definitely
hunting. As you reach the end of the foyer, the other
imp hisses nearby, as if impatiently lying in wait, but you can find no sign of it.
You also hear what can only be described as animal-like yelps echoing to the
left. That way, resting on a shelf built out from the wall corner, you see armor
shards and a plasma rifle. Left of the column is the body of yet another Marine,
buckled behind a utility desk and chairs, all flipped to their sides and piled up to
form an emergency defensive barrier against whatever had come from a hall it
faces at the forward-left corner. Ahead, you see a lone armor shard lying on the
floor near the column. Beyond it and a set of connecting stairs joining these two
levels, you see yet another body, that of an administrator, flung face-down at the
far end of the room beneath the safety rails separating the two levels. On the
upper level, next to the body’s left hand, is a PDA. On the lower level, by its
legs, is a shell pack. Nearby, below the rails on the lower level, are more armor
shards. Meanwhile, an automated voice announces periodically, “Emergency
power only. All Delta operations suspended.” You also receive a secondary
mission after the first such report: Restore Power to the Delta Labs.
As you creep near the column, a utility panel blows from it and clangs down the
stairs to the lower level as a pressure line within it vents a sudden jet of steam.
– Page 284 –
You wonder if the fact that the power is down might be a good thing. If it is down,
then whatever device is opening these portals will also be down, trapping the
invaders here. This then becomes a operational recovery as the adversary numbers
are decimated by tactical attrition (little do you realize how right you are). However,
until you have all the facts to make an informed decision, orders are orders. You
only hope that those who do have the facts will also have your welfare in mind. It is
becoming clear that all these mission orders you are receiving cannot be coming
from MSgt Kelly, because he has lost the ability to contact or even track you. It
should suit Betruger for you not to follow them because he is trying to kill you. Nor
does Swann; he wants to coldly isolate the event. Clearly, someone at the UAC or
much higher has tech to track you, and they may be issuing your mission directives.
Saving the rucksack for later, collect any shells, armor shards, and plasma you
need, and then grab the PDA (Robert Price). When you pick it up, the body there
is suddenly yanked down and under the floor like an old rag, as an imp rasps
loudly below. The body was pulled into a vent under the lip of the upper floor
through a missing panel. Nothing else comes of it. Crikey! This place is creepy.
Make your way over to the opening of the far hall. It is of medium length and dark,
blanketed in shadow. The door at the far end, marked Delta Labs on its red access
panel, is clearly sealed, there not being sufficient power to service it. Before it, a
couple floor panels have blown from their footing and steam vents through exposed
pressure lines. A couple armor shards lay near them. To their right, you see a large
dark window in the wall. Perhaps you can shatter it to advance further? Creeping
toward it, you again hear Betruger chortling dimly. His voice is starting to become
like a warning, because something seems to happen every time you hear it. As if on
cue, as you advance, you hear a commando sigh distantly through that window. As
you come upon the armor shards, the commando sighs once again, and then a loud
breathy drone echoes like a gale of wind
and as quickly fades. This is
accompanied by the body of a Marine
crashing through the dark window,
tossed like a discarded towel to the hall
floor at your feet. Meanwhile, a ceiling
panel clangs to the floor behind you, this
side of the barricade. Looking back, no
vent duct is exposed and nothing comes
of it. Clearly it was a result of that sudden surge of energy stressing the building.
Peering through the shattered window, you see at the end of the passage beyond,
which leads down a few steps to a slightly lower level before disappearing
around a left turn, a wall missing some of its paneling. That exposed opening is
still barred by the usual conduits, hidden power cables, and facility pipes that
comprise most wet-walls. Through it, though, emits the periodic sighs of a
commando. Sadly, that direction also seems to be your only avenue for
advancement, so heave a sigh and then step through the window on its right side,
where a piece of window molding dropped, forming a convenient step. You arm
yourself with a heavy weapon, and switch between it and the flashlight as you
try to see your way through, yet ready for anything. But so far, the only things
you see, within the deep shadow to the right, are two clerical cubical recesses.
After an uneventful pause, go back and backup all three computers. You have
not seen these since Alpha Labs. You will also find a medkit by one of them.
Next, follow the passage as it snakes around. You soon come upon a door at the
end of the passage, but it is red-lit and locked, though you think you hear a
muffled under-floor hydraulic door pump faintly squeal, or was that a creature
trying to negotiate an extraordinarily tight space? You hate this place.
– Page 286 –
Apart from the locked door to your back, a similar door is left, also locked. If
you are correct, that door should be the Delta Labs door next to the pane you
stepped through. This is a small anteroom that
opens into a great hall ahead. Nearby, you see an
Information Island. In the left wall you see a
corridor disappearing around a right turn.
Ahead, you see two elevators on a slightly raised
platform, marked Research Labs Elevator
Access. Also on that platform, to the right wall,
is a large hatch marked CPU Processing Access
Bridge. Sadly, all are glowing red, indicating
they are also locked. As you hop out of the hole
and advance, you hear an imp take a slow breath directly overhead through a
missing vent panel in the ceiling, but nothing comes of it. Creeping forward, you
look up and see three thick glass panes forming a skylight, dulled by a thick
accumulation of Martian dust, no longer being auto-cleared by periodically
charging the building hull due to the power loss. With the floor streaked with
blood and human body parts cast about, this place has officially become creepy.
You decide to make this hole in the floor your new Rally Point, where you can
best fall back to more securely defend yourself. Examining the Information
Island, you find a map to this complex. You recognize all points north of this
Main Lobby, but it is clear that you have only seen a small portion of this place.
But little do you realize how small an area this public map actually reveals,
because it does no justice to the full breadth of Delta Lab’s layout.
Curious if you have sufficient clearance to use the elevators, which will grant
you access to other levels, step over to the yellow panel between them and tap it.
It stutters for a moment, goes dim, and then displays the message: Low Power.
Elevator Service Suspended. This was expected, because of your quest to restore
power to Delta, but you were hoping to see what level of clearance was required
for access. If you also try to access the panel for the CPU Processing door, it
reports that the only authorized personnel on file are for Science Team C6 and
Delta Authority. That was the kind of information you sought.
From referring to the Directory on the Information Island, you saw another
elevator to the upper level through the passage in the left wall, leading to the
Access Lobby, though you expect to fare little better there due to the power
situation. However, you also saw that the Access Lobby features a stairwell that
was located adjacent to the other elevator. That definitely holds some promise!
– Page 288 –
Delta Lobby Corridor.
Creep down the black, winding passage to the left. At its left turn, the walls
briefly glow with dozens of arcane symbols. A disembodied woman’s voice
whispers for help, while another prays “Watch us, O Lord…” At the right turn
ahead, the Access Lobby is revealed. You see six doors in all, three below and
three on a balcony above the right wall, but all are either locked, as signified by
red indicators, or disabled. The left-most door is on the left side of a raised
platform ahead, also holding the body of a man leaning against the wall, whose
face was chewed off. An adjacent door to the right-front, matching the directory
stairwell, is near a wrecked elevator that is mid-way on the right wall, with a fire
within. On the balcony is a door to the front-right, aligning to the stairwell door,
another elevator is mid-wall, matching the one below it. A third, recessed in an
open passage, is to your right. Stepping forward, you hear and see an imp crawl
above the skylight, outside the building. You wonder if this is the same imp you
saw earlier, and if it is in fact hunting you. That is a much better thought than
considering the more likely prospect of multiple imps hunting you.
Nothing left to do here, check your armaments for all being fully reloaded and
then leave this place. Head back to the corridor where you entered this zone.
Once you are ready, step through the door at the other end of this room.
Arming yourself, hop down to the warehouse floor and head right to investigate.
Standing at the Sector 2 bay door, you see its panel reports: Restricted Access.
Area Sealed. No going that way. You also notice the sound of the cacodemon is
stronger there. Go back to inspect the Sector 1 bay door where you can link up
with MSgt Kelly. As you head that way, a high reflective glint catches your eye.
– Page 293 –
It is from within a recess through a missing panel in the ceiling, reflecting from
your flashlight, on the far side of the track near the broken stairs. As you near it,
you see a lost soul descend from it. Grab your SMG. You could take it out from
here, but if you do so, another lost soul, emerging from a large panel you hear
dropping further down the bay on the right side would have then had time to line
up on you, and will usually get at least one lick in (you will see red/orange
flashing lights within that new opening). Instead, simply race for the damaged
stairs as the first lost soul shoots past you (attacking where you were), run up on
the conduit on the right side of the stairs, hop to the upper deck, and race
through the door up there to the other side of Delta 1 Service Area 2, and spin
around to use this narrow space to your advantage. Take any comers, and coax
in others that are wandering about in the warehouse, as safe opportunities are
presented, for a total of eight lost souls. Sometimes, however, one or two seem
to simply hover within the popped recess and not come out. Normally lost souls
are alerted if they see you or see another lost soul attacking something. But
sometimes they appear and they do not get that opportunity. Instead of drawing
them out, play a game of patience from the upper platform by the door. You
know that Betruger has something else planned for you because, so far, there is
no exit out of this large space except for the way you arrived from.
About five minutes after you saw the first lost soul (you can use the automated
voice announcements to count each minute), Betruger’s voice echoes clearly,
saying “Your friends are with me now. Soon you will join them!” His voice ever
a harbinger of bad things to come, grab your plasma rifle. And sure enough, at
this end of the scaffolding, between them, a revenant phases in. Bury its head in
plasma, killing it quickly. As it dies, Betruger chortles darkly. You may also
hear a panel pop out to the right. This likely presents an exit, or a new foe, or
both. But before you go to investigate, you should go down to the large popped
panel and ensure that there are no lost souls that might sneak up on you later.
Once they are gone, look back close to the Sector 2 bay door. You will see a
glint of red light from within a low crawlspace, exposed by a popped wall plate.
That is your exit. However, first go back up to the raised platform to gather up
armor shards or health as needed to repair any possible damage, as minor as it
might be, if at all. Down in the warehouse, scattered around it, you will find a
canister popped open and containing three SMGs, a large clip, a shotgun, a case
of shells, a couple medkits, an adrenaline injector, and several cells up on the
scaffolding, which you will have to push a canister over to the crates in order to
climb up and acquire them. There is also a medkit at the opening of the new low
red crawlspace where you will go once you are through gathering supplies.
Once the cacodemon is dead, grab the shotgun and climb up to the upper floor.
Nearby, where the cacodemon came from, you find storage locker 21D. Well,
this is Storage Room 21D, which you recall hearing about on an audio log on
Robert Price’s PDA in a disciplinary action report. There, you find the code 298
for this locker. Open it to find two sets of security armor, a case of rockets, a
case of shells, and a medkit. Save it all for later. For now, check out that weird
yellow panel. You just do not trust it. If you creep up to it, you hear nothing, but
your distrust of it is intense. Back away from it. As you near the door, the panel
zips up, exposing an imp, splaying and screeching (without a light, you still
know what it is). While it is busy howling, rush in with the shotgun. If by chance
you opened the door beside you, an imp outside may be alerted, so spin around
and ambush it as it comes through the door. Oh, and make sure you do not miss,
so you simply throw shot into the explosive barrels. Otherwise, go out the door
and the imp, visible but in the shadows of some crates to the right, splays and
howls. Rush it here, or slip back through the door and ambush it. Once the imps
are dead, stand on the platform outside.
Expecting anything now, reload and drop down the lift shaft to an upper side rail
on the lift, to your left (you will lose 10 points of health, but the medkit nearby
fixes that). Sure enough, a hidden imp in that blind spot reacts (it may not if you
land perfectly out of sight of it), drop to the floor and open fire, killing it before
it can get more than one fireball off, if any. Grab the medkit and the clip if you
need them, then go up the stairs, open the door, and step inside.
Advance along the branching ramp, and suddenly you hear a cacodemon.
Backpedal as it rises from low to the right, beyond the control room. If you
come close to the door so that you can keep the cacodemon restricted by the
wall with the control room window, you can easily take it down with the
chaingun. You can also back up near the ladder again and easily kill it from
there, or, you can duck through the door and ambush it with the chainsaw.
However you kill it, continue on to the branching ramp terminus. When you get
to the goods there, three lost souls come up behind you, on the far side toward
the control room. Duck down to use the railing to frustrate them, and pick them
off with the SMG or shotgun. You do not need to wait for them to actually
attack in order to fire on them, as they drift back and forth, slowly working their
way to you. Once they are gone, gather whatever loot you need and then head
back to the door by the control room and slip through it.
Between this level and the upper platform, you see behind the ladder a mid-
level. If you jump to peek over the top, you see a medkit and armor shards there.
If you want to get up there, you can climb the ladder and drop to it, or using the
railing to hop onto a narrow ledge and crawl around to it. There, you will see at
the left far end of this mid-platform a recess under the above walkway on the
right that looks good for concealment. You also see that the walkway above it
follows the wall, over to a double-door, which should lead back to the Delta
Reactor Room and to the top ramp you saw from the ramps down below. You
also see the upper platform is low, but high enough to hide under. Head back to
the higher ladder and scale it to the top. Nothing attacked, which is surprising.
Finding nothing of value among the crate, tech tower and large box stacked
here, make your way toward the double-door. As you pass the corner, two imps
will phase in; one by the double-door ahead, and the other to your left by the
ladder. Rush the near one with the shotgun as it is still phasing, and then rush the
other, dodging a fireball it tosses as you round the corner to get over to it. Do
not hesitate or it will crouch and leap at you. Of course, if you see that about to
happen, you can back around a turn in the railing and foil its leap attack by using
that railing to block it, and then rush in and de-brain it with the shotgun. Now go
and open the double-door. Ahead, you see the top level ramps, forming a U-
shape, leading toward the left and right sides of the spinning wheel. This looks
too easy. Step inside and approach the safety railing ahead.
– Page 301 –
Delta Reactor Room.
As you step forward, three
cacodemons will consecutively
rise up beyond the railing. Grab
the chaingun, back up to the
railing in the previous area, and
use controlled bursts to kill
whatever is in front of you (first
one, and then usually just two,
to start). Longer bursts are
actually OK here because if you
miss one, you will hit another.
Once the first one or two are dead, reload as you rush along the ramp to the
corner to your right, look back to the door, and dump lead as any survivors
follow you in. With this kind of distance, killing them is a snap. Another fun
strategy that works out really well is to simply back up to the rail and jump over
it onto the mid-level platform, run over to the ledge on the right, jump down
onto the lower part of the ladder that is leading down by the health station, then
turn and go into the control room. Back up to the monitor. The cacodemons will
come in, each in their turn, from the door on the right. Blast each one as they
come with short controlled bursts to kill each, reloading between them. An
easier strategy is to leap over the rail onto the mid-level platform and duck under
the upper platform, taking the first two cacodemons out from there, although the
last one usually needs to be coaxed out. Regardless of how you face them, you
should come out of this with no damage. If you do manage to scrape your
pinkie, there are more than enough medkits and armor shards lying around this
place. Once done, go back to the top level of the Delta Reactor Room.
From here, it almost looks like you wasted your time and ammo. To the left, all you
see is a large clip on a small platform spur. Go grab it, and then head around to the
other end, where you see a dead maintenance worker. Go check him out. As you
approach and find a PDA hidden behind him, you hear lost souls behind you (they
appear before you get to the body). As you grab the SMG, spin around and duck
down. You will see two lost souls rise up from below on either side of the back of
this area. The railing interferes with them, but do not hesitate to plink them with the
SMG as you back up and grab the PDA (Brian Mora). While killing these two, the
PDA updates your security clearance. That is a good sign. Checking his PDA, you
will see that his security clearance is Reactor Engineering. You also see that he is a
Delta Reactor Engineer. One of his emails is a reply to an email he sent on 9
November regarding how unsafe it is to take readings up here when the reactor is
online, where he said: “As the engineer responsible for the Reactor Upper Level
Maintenance, I feel it necessary to bring the current safety issues to your attention.
If we are going to be required to take readings from the upper level while the
reactor is online then there will eventually be accidents. I recommend remote
sensors be used for these readings and that the upper level be closed while the
Reactor is online.” The other email is a Martian Buddy ad offering him
bioengineered neurological drugs. With the insane day you are having, you feel like
you have been on those drugs all day.
– Page 302 –
Reactor Service Access.
When you open or cross in front of the exit door, you hear the heavy thump-
thumping of a commando. Backpedal to the dead maintenance worker as you
dump lead or plasma into the tentacle commando that comes charging out the
door. Of course, you could simply jump over the rail through the door onto the
mid-level platform. The commando cannot hit you from there, no matter how
hard he tries, but you can spray him with gunfire through the railing with perfect
ease, and even from right up against the railing. Of course, I have noticed that if
you do not cross the middle of the door, such as going through the door on its
left side, he will not appear, unless you step outside and then cross that line.
Interesting… Anyway, make your way back to the Delta Reactor Control.
Go up to the panel on the Reactor door. Per usual, do it from the side, though you
will have to do it from the right side this time because of the panel and it being a
wide door. Click the panel to scan your PDA with its upgraded authority and the
door will unlock. Move up to open it and the imp you heard behind the door much
earlier will leap from down the stairs beyond, but it bumps its nose into the door
frame. Grab the shotgun or chainsaw and administer immediate corrective action.
Back on the tunnel floor, advance toward the stairs on the opposite side of the
bay. Half-way across, two more cacodemons phase in; one in front at the far bay
door, and the other a moment later behind you (both behind you in the BFG
Edition). If you can accept damage, and with all the armor and medkits laying
around it is all too easy to repair, duck down behind either side of the double-
stacked crates and take them on one at a time, or do the same by jumping and
squatting behind a canister/crate combo on your right, or you can race up to the
top of the stairs you came down (as the second cacodemon is by then phasing
in), and take them both from there. Sometimes you can come out of this pain-
free, though you are usually a bit banged up, it all being a matter of luck and
timing. A fun strategy is to, facing the bay door, fire upon the cacodemon in
front of you as you charge from the left side and arrive at the bay door on the
right, all the while dumping lead non-stop into the cacodemon, even as you
rotate to always face it. This way you get around it while not also being an easy
target for the other cacodemon, whose plasma balls will fly to points where you
were. Use the crate at the bay door, next to the medkit, as cover from the rear
cacodemon as the first one dies. This also gives you distance to take on the other
cacodemon, John Wayne style. A better strategy, and also the easiest and least
painful, is to run back up the stairs, like before, past the plasma swirl, but
instead of facing them there, run through the door (hopefully you already killed
the commando that was heard here, otherwise you will be busier than a one-
legged man in a ass-kicking contest). Face them from the corralling confines of
the door, or from the top of the stairs, but your chances of injury are slight.
Go back for supplies, if needed. When you are finished gathering them, return
and head over to the other platform, climb the stairs, and move to the other door.
When you open it, you will see another tentacle commando ahead, pacing on the
other side of this wall. He starts out slowly, leaning and looking ahead as though
he needs his glasses to make you out, but do not dally. As he charges, squat with
the chainsaw or leap over the railing to the tunnel floor, backtrack, and then
drive SMG lead into his face once he gets to floor level, killing him fast.
Now advance again. At the end of the banks, you see small workstations on the
left and right, and ahead you see some steps down and a turn in a narrow hall
toward the left. On the left station, you see security armor and a cell. On the
right you see a large clip. A medkit rests at the top of the steps. Since there is a
cell here, choose to grab the plasma rifle. Grab anything you need, then step
down to the turn ahead. You will hear a commando say something. Backpedal to
the other end of the banks as a tentacle commando comes running. Dump
plasma into his head, dropping him fast. As you return and go around that turn,
as you see two wide columns dominating the next room,
you hear a guttural voice somewhere command, “Punish
this mortal!” A Chaingun Commando runs from behind
the right column to the left. Use the corner for cover and
toss a couple grenades his way between his firing bouts to
kill him, or accept some recoverable damage and use the
plasma rifle to snipe him. You can minimize injury by
only briefly firing as he steps out, until his chaingun winds
up to speed and he is able to fire again.
Now would also be a good time to rearm by working your way back through
previously visited areas, such as the warehouse, where you should find plenty of
ammo still laying around, such as clips, SMGs in a crate, and plasma charges on
upper shelves that you must move a canister nearby to access. The locker in the
storage room near the warehouse should also have one or two security armor
suits, clips, and rockets there.
Once loot is gathered, and not forgetting the rucksack at the entrance to this
level, go into the now-lighted Delta Lobby Corridor.
Once they are dead, you are free to leave this place. Go
back to the entrance of this level and grab the rucksack,
then come back to the elevator platform, where you are
notified that you current mission is complete. You still
do not have authority to go to the CPU Complex, but the
elevators are green and ready. Hit the elevator call panel
and enter the elevator that opens on the left. Inside, hit the panel to leave Delta
Labs – Level 1 and go down to Delta Labs – Level 2.
– Page 308 –
– Page 309 –
DELTA LABS – LEVEL 2 SOUTH.
Delta Labs Research Facility - Sector 2 South contains the Matter Transfer division focusing on human
experimentation and other biological testing. The prototype transfer platform is contained in the upper
research hall. Teleporter distance is limited, serving only to test biological effects of matter transference.
Elevator Lobby.
The elevator doors open to a modest, but disheveled lobby, which is really just a
slightly deepened space in what is otherwise a hall that encompasses a massive
square core, save that every wall corner is rounded to broad, smooth curves. The
facing wall sports a stylish concaved recess intended to permit additional
elevator loitering. Even a UAC Biological Research sign, etched into one of the
broad panels in the facing wall, has been torn away and now props against it. An
adjacent panel is peeled outwardly. Their heavy upper moldings are either
detached or dislodged. These are signs of a recent and violent in-wall explosion.
To the corner right of them you can see three armor shards scattered to the floor.
To your immediate left is a large clip lying next to the adjacent elevator door.
When you grab the clip, a woman’s voice whispers from beyond the elevator
door next to it, “Over here…” You open the door, but find nothing, save for a
deep and empty shaft, even as other voices whisper more things, though more
faintly and indistinctly. Peering up and down this very long and dizzying well,
you can find no sign of a lift car at all. Suddenly, something is phasing directly
behind you. Grab your shotgun, and as an imp materializes, blow its brains out
before it tries to force you down the shaft.
Now creep over to the armor shards at the corner to the right. Gazing beyond
them and the corner, to the far back side you discover a flatbed trolley that holds
security armor and a large medkit. As you advance in that direction, a floor
panel near your feet suddenly flips off to the side in a loud clatter. An imp then
pulls itself up from it as yet another imp stalks out from around the back of the
hallway (this sequence would have occurred on the other side of the hall if you
first advanced in that direction instead). Grab the SMG and aerate them,
dodging as needed, and ducking around the corner if you must reload, though
accurate fire to their heads needs none of it. It was not really much of a battle.
Heading around to the back, you find a double-door centered on the far wall. As
you near it, you briefly hear echoing yelps, like distant demonic coyotes yipping
of warning and threat. Open that door from its left, but you find no sign of life
issuing from beyond it. Peering within, you see a short foyer that then opens to a
massive lobby, with an upper-level balcony overhead, across the far wall. A
broad reception desk is centered beneath it, and four large round columns,
breaking up the room, are positioned out from the corners of the desk.
– Page 310 –
Main Lobby.
As you near the corner trim at the end of
the foyer, you can hear the sniffing and
throaty hissing of a crouching imp ahead
toward the left, likely behind the nearest
left column. If you want to, roll a
grenade low to the right of that column.
It sometimes blows an imp to cinders. If
not, finish it with a burst from the SMG,
or back around a corner and ambush it. Advancing, you suddenly get a short
vision of human skeletons littering the floor, arcane glyphs etched across the
walls, and blood dripping from everything. Afterward, another imp crawls down
the left front column to the floor. The first imp will also leap out from behind
that column if you chose not to toss a grenade. You should already have the
SMG in hand and plowing the imps under. If you decide to take them together,
you should step back, because one of them will quickly crouch and pounce,
though waiting in ambush from around the door using the shotgun or chainsaw
works really well. Note further that you can in fact take both imps out with a
single grenade, but you will have to wait for the one moment when they are next
to each other. When the column imp dies, even if the other lives, a tentacle
commando runs to the rail lining the above balcony and leaps over it and drops
to the floor in front of the desk. Nail him with automatic weapons or crouching
with the chainsaw as he charges. A single zombie then emerges up two steps
from a lower area on the right. Grab the pistol and practice your head shots.
Bathroom.
It is surprisingly clean by the sinks and urinals. In the back half, by the three
stalls, the lighting flutters. You also see a few armor shards scattered about the
middle stall’s door, which looks to be torn to the floor, being the only mess. An
eerie deep breathing emits from the nearest stall, which is closed and locked.
You can only imagine what weirdness is going on within. In the second stall is a
fat zombie sitting on the throne, perhaps contemplating unlife, but he will stand
and then attack if you come nearer. Blast him. Notice a shotgun is lying therein.
– Page 311 –
If you step into his stall, you will hear distant phasing outside. Approach the exit
from the safe side of the door (the right side in this case), and you will hear
imps, so immediately back up enough to let the door re-close. Wait near it with
the shotgun for an imp to open the door, and then rush it in order to dilate its
face. Another imp is behind it, so back up to use the modesty wall to block
fireballs, dodging as needed, then charge in when it is close enough and is
raising another fireball, or back around the corner to ambush it. BOOM goes the
shotgun. Be sure to also grab the shotgun in the zombie’s stall, if you had not.
You can also simply ambush these two imps by hiding in the far, handicapped
stall. Finally, select the elevator panel to call it, open it, and at last step inside it.
Elevator.
Select Level 2–Archives from the panel within, ride it up, and then step out.
Main Lobby.
This balcony hall, overlooking the main lobby, is featureless, save for a double-
door at the far end and a headless Marine to the left, next to the second column.
As you creep ahead, you hear a commando’s distant shout from beyond the far
door. Grab the plasma rifle or kneel with the chainsaw. As a tentacle commando
emerges and charges you, kill him fast. Advance to the Marine and notice a clip
and SMG there. To the right there you notice the familiar layered wall panels
that demark concealed facility storage space, next to another clip. As you move
past the point where the railing ends, the two outside panels of the three there
retract and an imp is exposed behind the left one. Explain your surprise to it with
your weapon of choice. Notice also that armor is hidden behind the central, non-
retracting panel. Now step through the door the commando had charged from.
Front Hallway.
This area is just a short hall curving to the right, ending at another door. Open
that door. Nothing leaps at you except for the echoing sound of disembodied
cherubs angrily grumbling. As that sound fades, you hear more than one zombie
groaning, but none approach. From here, you see a tiny lounge to the left, with
grenades and a medium medkit in the corner, near a toppled clerical chair.
Ahead, to the right, you see cubicles with workstations. Step through the door.
Records Office.
Moving in, two zombies shuffle from the far side. As you kill them, you realize
most of the groaning is emitting from nearby, to the right. Curious, step toward
the medkit in the tiny lounge and peer rightward. From there, you see more
cubicles that slowly level down to a lower floor at the far wall, ending in a
glassed enclosure, meant to contain a water reservoir for the hot data towers
– Page 312 –
therein, though this one is drained for some reason. The first cubical to the right
has a fat zombie standing therein. On the counter edge of the cubical left of it is
a PDA. Do the zombie in. As you take a step ahead, you hear something phasing
far off beyond the cubicles to the front and left, and then you hear a commando
grumbling something about “You will die!” Shoulder the plasma rifle, ready for
action. From between the cubicles ahead, you see a tentacle commando round
the corner and race your way. Fire him up with a couple short bursts, dropping
him fast, or else back through the door and squat with the chainsaw.
Grab the PDA (Peter Raleigh). He is a Medical Supervisor for Delta Labs Level
2 with general access clearance. His emails regard large shipments of anti-
psychotics and of the infirmary having a lack of beds for all patients. Medical
Technician Phil Wilson reports in an email, “We are filling up the available
infirmary beds faster then we can get patients released. I don’t see myself
releasing any at all actually. I am gravely concerned about where we expect to
put more men if the current trend in testing isn’t relaxed before we can
determine the cause of this psychosis.” Raleigh’s two audio logs are disturbing.
His first describes his observation of science personnel who have gone through
the portal: “We have exhausted all known forms of drug treatment in the hopes
of finding a way to abate this strange outbreak of dementia and I am yet to
receive any additional data from the psychiatrists back on Earth. Options are
quickly dwindling. Approximately 80% of all extra-planar participants exhibit
signs of mild neurosis within the first 48 hours after returning from their
expeditions. Within 72 hours 75% of patients exhibit extreme signs of paranoid
delusion and violence. We have isolated these cases in hopes of finding the
pathogen. As yet we can find no biological contaminants that would lead to such
drastic changes in cognitive processing. It seems that whatever this pathogen is,
it attacks higher brain functions and only leaves more basal functions in the
lower brain stem. We’ve witnessed a high percentage of subjects lose ability for
rational thought and communication skills and then the physical changes
become evident. Subjects in this group appear to atrophy - skin pales; muscles
become slack; bone, teeth and fingernails become almost translucent, veiny
sinews of their former selves. I have never seen anything like this in my career.
More observations to continue.” You assume the term ‘extra-planar
participants’ translates to ‘contractually-coerced volunteers’, and their having
been isolated to mean that they were incarcerated. His second audio log regards
the suicide of a Private Steve Jensen, who babbled about demon hoards feasting
on our souls. Raleigh decided to secure weapons in his office: “Patient 0432, a
Private Steve Jensen of the UAC Darklight Armoured Corp Division expired
today at 15:43 of a self inflicted gunshot wound. This is approximately 110
hours after his return from expeditionary missions. Private Jenson was suffering
from paranoid delusions and full blown dementia. Treatment was unsuccessful.
He was the last surviving member of his outfit. Four other squad mates who also
came back with Private Jensen expired from injuries suffered on that last
mission shortly after their return. Before his death Private Jensen was heard
screaming in both English and other languages, something about demonic
hordes feasting on our souls. The other language was later discovered to be
Aramaic. Due to security concerns in the area I have secured some armaments
within my office.” You wonder where you can find that office.
– Page 313 –
In the next cubical you see two clips. As you go for them, Betruger laughs
gleefully, and then you hear the heavy thumping of a distant commando behind
you. Go to the base of the ramp, spin about, and take the tentacle commando out
as he stomps through the entry door. Head back up and grab the clips if you
need them and notice that an empty cubical nearby also has some shells to offer.
At the ramp base, within the glassed-in compartment, you see that some of its
panes had been shattered, and so the liquid coolant normally contained within it
has completely drained out. There, you also can see a rocket launcher and cells.
To the left you find some loose boxes, which you could probably use to climb
through the upper broken pane (or break your own). Beyond that, you see two
storage lockers: 112, which is locked, and 113, which is open and next to
another door. To the left, you see a computer tower a zombie hides behind, and a
health station beyond that. Kill the zombie and then grab the bullets from the
open locker. Now turn your attention to getting the goods behind the glass. The
trick is to get a box angled up; resting on the lower window frame’s lip (a box
sitting flat on the floor will not work). Achieving this is a bit time-consuming. A
faster strategy is to employ a clerical chair. You will need to push it around until
it stands upright. This will happen quickly if you push against its top while it lies
on its side. Once upright, carefully push it next to any window
pane. If you cannot jump
onto the seat because it is
away from you, either
carefully push it to turn it,
or just push a box near it to
use that to get to the top
back of the chair. If the pane next to it is not
broken, break it with your fists and crawl
through to score the cells and rockets, and
then climb back out by hopping onto the
nearby toppled data tower. Otherwise, if you do not need all the plasma or the
rockets, squat down and break a lower glass pane and grab the case of cells
through it, though the rocket launcher is like gold. When you exit this glassed-in
space, two zombies stumble in from the door on this lower level, next to the
storage lockers. Work on your pistol marksmanship, then head through the door.
Office Hallway.
This short hall arches to the left, ending at another door. As you approach a
marine’s body here to grab his SMG and clip, Betruger feeds you more blather,
saying, “Making progress, Marine? Your journey is futile. You will die, and
your soul will be mine!” You suddenly realize he may be afraid of you,
otherwise he would not boast so bellicosely. Having hell’s legions at his call has
inflated his bravado, leading him to believe his actions are beyond reproach, but
it is clear he fears that you could take it all away. His threat is greater, so expect
a greater threat. Move near to the door. Do not open it, but listen. Beyond this
door is a long hall, trashed with debris, bisected by another short hall, and
ending in a security door. You hear a commando pacing beyond the door ahead.
Grab the rocket launcher, now packed with lots of ammo, but make sure
– Page 314 –
everything else is reloaded and ready to switch to if the expected fight gets
close. When he fades (walking away), open
the door. Once the chaingun commando is at
the hall’s far door, hurl a rocket before he
can run for cover in the left bisecting hall.
When he pops out, give him a second
helping as he waits for his chaingun to wind
up. If you catch him pacing away on this
side of the intersection, you can hit him with
a surprise rocket and kill him with a fast
follow-up as he fruitlessly runs for cover.
Also, even if he is near and facing you, by
firing immediately he will just turn tail and run instead of returning fire, making
him a sitting duck for your second rocket. Reload and then move forward.
Central Corridor.
As you advance, another chaingun commando
emerges from the door at the far end of the
hall. He will run up to, and hide behind some
low crates to the right, near the hall
intersection. Deliver rockets to be rid of him,
but wait for him to be running for the crates,
and then fire an intersecting rocket before he
can duck down behind them, and then a second
aimed to the floor, left of the crates, to take
him out before he can stand again and fire off a round. But do it fast, because a
revenant soon phases in at the far end of the hall. Dump a rocket on it while it is
phasing, and do not hesitate to fire a second rocket to kill it. If it does not die,
duck behind the narrow door edge as you reload to avoid its rocket attack, and
then deliver a coup de grace, even with the SMG. Once dead, advance to grab
the two dropped chainguns, plus the ammo belt you will find behind the second
commando’s crates. You will notice that the intersecting hall is short, ending at
a door marked Security and Bio Labs on the right, and another door marked
Operations on the left, but both doors are also currently locked, their indicators
glowing red. Advancing, you see that the restricted area door ahead, leading
ultimately to Sector 4, has a damaged access panel. As you stand there, it will
flutter between Red and Green status. Even so, it will open, so step through it.
Looking to the left wall inside this low passage, you notice a missing panel by
the STER-X box. If you peer within, you will find
armor hidden there. If you need it, crawl back under the
debris, hop onto an EXE file box that is next to the large
STER-X box, hop onto the STER-X box, then crawl
into the wall opening and creep atop the pipes within to
grab the armor. Once done, exit the wall and drop to the
floor. Head right to the Observation Room. Its door is
damaged and only partially opens, revealing nearby destruction and fire,
blocking the hall beyond. Unable to enter, turn and move back the other way.
A cut-scene starts. The man there, Ian McCormick, jumps up, and then sighs
relief that you are not one of “them”. He thought everyone else was gone. He
says that he was part of this: he helped them – the madness of opening another
dimension. He says that we do not have much time. They let it through – the
evil. The protective stabilizer on the portal failed after Betruger took the device;
an artifact they found in the ruins. He took it into the portal …and hell followed
him out. He says you have to help him. He is going to try
getting the teleporter systems running again. The areas
are destroyed around you, and it is now the only way
through this part of the complex. To do that, you will
need to find a working Plasma Inducer for him. That
inducer is all he needs to get the teleporter working
again. Look for it in Operations. He has
security clearance and he will open some
doors for you. He asks you to please hurry.
On cue, you get a new mission: Retrieve the
plasma inducer from the operations sector
server room. Before leaving, take a look at
the monitor with the device – the artifact.
This is the same image you saw on a monitor back in Mars City when you first
saw Betruger with Swann and Campbell through the Conference Room window.
Download the email from the artifact monitor. According to that report, filed by
McCormack, “I've been working on the Soul Cube for a few weeks now. It is a
fascinating artifact and as it turns out, it has some amazing properties. I wrote a
new glyph pattern query yesterday and let it run all night. With the new query, the
linguistics computer finally cracked the remaining glyphs! The Soul Cube is by
every definition a weapon, and it seems to have been built to repel whatever type of
creatures invaded this ancient culture. If I am reading them right, during a battle the
cube gains power with each life the wielder takes. When it is fully charged it can be
used to slay even the strongest of creatures. Even more impressive is that when it
kills a creature it transfers that creature's life force back to who is using the cube! I
know this sounds like magic and I have not been able to activate it to prove the
theory but this is what the glyphs illustrate. The glyphs specifically point out that
you must kill five creatures before it becomes charged and then amazingly it will tell
you it is ready. It is almost like a sentient being; this object is a fantastic find. ”
Looking around, you see a spinning video disc on McCormick’s left, which you
cannot grab, but you can grab the pistol beside him if you were low-life enough
to leave him defenseless. To the left, near Chamber 1, you see a health station.
Use it if you need it and then head over to Chamber 1 and step through its door.
Teleporter Chamber.
This small foyer has two open canisters holding armor and a number of SMGs.
Grab what you need and then step to the right into the main area. There, you see
a teleporter chamber, obviously a part of the huge thing filling McCormick’s
lab. An open, un-railed pit is flooded with brilliant aqua-neon light and electrical
humming. A circular chamber
is across the pit that is likely a
destination pad. Above and to
the right is an observation
gallery with rows of seats and
two bodies. The damaged
Observation door likely led to
it. Next to one body you see a
small yellow item that appears
to be a Key Card for a door you have yet to discover. File that away in your
memory. Boy, the busy-bodies at OCIA would have a field day here. The
– Page 317 –
teleporter’s control panel reports that a destination cannot be locked, as though
that was news. With nothing else to do, head back through the Decon Test
Chamber, into the smoky passage, and backtrack to the Central Corridor.
Central Corridor.
When you crawl back under the overhead debris, you will hear and then see a
chaingun commando enter through the door beyond the barricade. One strategy
is to hide behind the tall crates and toss a couple grenades over them at him.
This is safe and kills him fast, but he does not really like to stay in there if he
does not see you, so if you are not fast, he tends to run out and hide. Another
strategy is to blast him with two fast rockets as he enters, killing him. You can,
however, take advantage of his tendency to run out and just let him do so. Hide
yourself behind the stack of boxes and wait for him to leave. When he leaves, he
will hide around a corner in the intersecting hall to the left. You can climb over
the barricade, open the door, peek over until you see the edge of him around that
corner, and then fire a couple rockets at him to kill him. You can also draw him
out of there, so he attacks, and you can dump two rockets into him before he can
stop to fire. Use the edge of the doorway to block him if he does fire. You will
usually take some damage, though not very much, and all of it is recoverable
with the available health, plus all the armor shards and armor further back.
After the commando dies, a revenant will phase in the rear of the foyer. If you
are behind the crates, you can toss a couple grenades over them to kill it. If you
took the commando out from the foyer, for faster and safer results use the
plasma rifle and kill the revenant as it is phasing. Backpedal all the same in case
of rocket attacks, so you can use the plasma to disable them. Alternatively, you
can fire a rocket as the revenant becomes visible to kill it before it can react.
Once you have collected the dropped chaingun, grab your shotgun, leave the
foyer, and head back to the main hallway. Turn right at the intersecting hall to
find the door to Operations, where McCormick needs for you to go. Approach it
from the left side in standard tactical fashion. When the door opens, a crouched
imp within leaps, but bumps its head on the edge of the door. Pull around and
blast it. If you do find yourself opening the door from the middle, quickly
backpedal, so when the imp within leaps, it will miss you. You can then just as
easily rush back in and blast it in the face. Afterward, step into the short hall.
West Hallway.
The dead Marine here, whose face the imp had been chewing on, had left his
shotgun and shells lying on the floor. Since you should be fully stocked (save
one shell), leave them for later. Open the next door, and another imp leaps from
the left to the edge of the door. Come around and blast it in the face as well.
Delta Operations.
Ahead, beyond a wall of glass, you see a lounge. This outer hallway wraps that
lounge, leading left and right, and both ends turn at corners and lead forward, out of
sight. In the lounge you see a ramped access to the left, leading up to this hall. Creep
around the corner there and enter the lounge. As you creep down the ramp, you hear
a commando react and charging from around to the left wall. J-u-s-t great!
– Page 318 –
There are many strategies here. You can hide in a low recess behind the lounge
chairs, wait for him to hide in the outer hall, and then use grenades through a
broken-out rear corner of the glass wall to kill him as he hides behind a nearby
corner. You can also scamper atop the tech towers behind the chairs and take him
from there, but the easiest is to squat and use the chainsaw here, or else grab the
plasma rifle and backpedal to the longest part of the outer hall, just to gain distance,
and blast him to put him down fast. Once this commando is dead, you can return to
the lounge.
Leave the lounge and follow the hall to its other end. There, you come to heavy
glass doors. Specifically – locked glass doors. The first
office is marked Steven Rescoe. Through it you can see
armor, a cell, shells, a clip, and a medkit on and near a
desk. More importantly, you also see a PDA on it. You
will need to find a way to unlock these doors. However,
you also hear a zombie groaning to the right, locked
behind a door down the hall. Unlocking these doors will likely free it as well.
As you advance down the hall, a pressure seal behind the wall beyond the next door
bursts, blowing a small plate off as it vents a jet of steam, but you also hear
something phasing behind you. Spin around as an imp arrives. Rush it, blasting it as
it stands. Back at the next office, marked Matt Hooper, you see it had been
converted into a cell, likely to handle the overflow from the infirmary. Within, apart
from a cot, you see a zombie feeding on a body. The next, marked Mal Blackwell,
holds a dead Marine and armor shards. Like the others, this door is also locked,
though you do see another Marine’s body lying through the window to this cell.
Crawl through the broken pane, and apart from grabbing the armor shards, if you
need them, you also find a PDA (Frank Cinders).
His audio log reports: “As requested, the following
is my initial feedback on my first trip through the
portal. Private First Class Frank Cinders, dated
October 15th, 2145. I uh, hmm. I don't know exactly
where to begin. Obviously I survived the first trip
and feel no worse for wear. I'm not experiencing
any of the symptoms reported by others who have
gone in before me but I am at a point where I'm still
– Page 319 –
trying to process everything. Thankfully the place looks deserted and devoid of life,
but, uh, flames heat and the stench of the place. It smells of death, decay and burnt
flesh. Tomorrow we're going back in with some of the eggheads, um, science
division to start securing forward positions and we expect to start sending out the
mapping droids at the same time. I feel, I must admit, on a personal level, I've got a
really bad feeling about this. I don't understand what we are doing there or what we
hope to prove. PFC Cinders, signing off.” An email from Guy Harollson informs
him: “You left your lunch on my desk, again. I put it in the storage cabinet, number
112. The combination is 5-3-8. Try to remember to pick it up, last time you forgot it
was in there for a week, and that stuff stunk to high heaven. What the hell you got in
there? ;)”. At least you know now how to open that other locker back in the Records
Office. Climb back out through the window.
The next office, marked Christian Antkow, holds a zombie and a body. The
zombie, missing its lower jaw, stumbles to the door, but the door is also locked.
Across from this door are two sets of stairs leading up to a common landing.
You may notice recesses below the stairs. In a hidden tunnel back there, you will
find a case of cells and armor. Up those stairs is an office-become-cell marked
Jerry Keehan. At the door stands a fat zombie, banging his head against the glass
of the locked door. A dead Marine lies on a cot in the corner. Apart from the fat
zombie mumbling “Mmm, boy…” he also seems to have a lot of gas. Next to
this cell is another set of stairs. The stenciling on the wall reads Records
Storage. Unfortunately, the door, marked Operations, which is where you need
to go to find a plasma inducer in a server room, is sealed. To top it all off, you
are also given a new mission at this point, which is: Go to sector security and
terminate the ops lockdown. Great, now you have to explore through the other
door in the long hall. Well, at least you know the layout of this place, though
you are sure other antagonists are certain to be here upon your return. So, now
you need to start heading all the way back to the Central Corridor.
However, you will face two imps along the way. The first you will encounter
just as you reach the top of either of the twin stairs. You will hear an imp
approaching, so grab the SMG, back up, and dance with it when it sees you.
There is plenty of room to dodge, so it is easy to kill. The second will come
from the hall outside the lounge when you pass the first cell, marked Matt
Hooper. It is tight in there, but it is still easy to dodge fireballs as long as you do
not have your back against the wall, where you might get a little splash damage.
Central Corridor.
Back at the central corridor, before advancing through the door to Security and
Bio Labs, head back to the Records Office (to the right) and unlock storage
locker 112 with the code 538. There, you will find two cells, armor shards, a
shotgun, and a brown bag lunch with FRANK penciled on it. Grab what you
need, or save it for later, and head back to the Security and Bio Labs door in
Central Corridor. Open the door.
East Hallway.
This is another short hall, though much tidier than the West Hallway, being very
clean and corpse-free. Carefully step through the next door.
– Page 320 –
East Lobby.
For drama, an accenting
tone is played. Ahead in
this medium hall you
can see a zombie feeding
on a fat zombie. Your
presence disturbs them,
and both of them rise
and stagger towards you.
Notice the fat zombie
moves with a bit more speed. Use the pistol to kill them. To the left, you see a
dark recess with a couple of crates in front of it. From there, a zombie
administrator emerges from the shadow into the dim light. Kill it as well. Behind
those crates you will find security armor, grenades, and a medkit.
From here, you see through the large windows to the right what looks to be a
security office, but you also hear gas venting there, and see green gas cascading
from ceiling vents. If you check its door and panel, they confirm it to be
Security, and you find it sealed. An automated voice reports: “Warning: Halon
systems active. Access denied.” The door access plate glows red, and also
reports: Warning. Halon System Active. Security Lockout in effect. Contact
Maintenance. So, in order to access Security to disable the lockdown in
Operations, you must first disable the Halon system. Typical! God must hate
you. It seems there had been a fire here, because Halon is a liquefied
compressed gas used as a non-conducting fire extinguishing agent that quickly
evaporates without leaving a residue. Though regulation Halon is safe for human
occupants by preventing oxygen from reacting with a fuel source to feed a fire,
cheaper, original forms of Halon killed fires by binding with and thus
neutralizing all oxygen in a room. Clearly, UAC sought to save money and use
its archaic, original form to render the environment oxygen-free, but gave no
consideration for human occupants.
Turning around, you see another door, marked Bio Labs, where you also find a
clip to its left. Opening the door reveals a passage that immediately turns left
and disappears. The red blood streaks here follows the path of the passage,
trailing from the large puddle you are presently standing in. Enter that passage.
However you clear this area, once done, there is a large clip sitting on the desk
and shards behind the computer banks, so grab what you need and then move
around to the next door and open it. If you did not kill the fat zombie behind the
door yet, now would be a good time to do so, and then step through the door.
The corner zombie, a zombie lying behind the table, and two zombies emerging
from the far door attack. Kill them as you listen to an audio log on a computer
console to the left. The audio log, submitted by P. Raleigh, concern Private Steve
Jensen. This is the soldier you heard about earlier on Raleigh’s PDA audio log,
which you had found in the Records Office: Medical report 16-8 dated November
2nd, 2145. Patient 0432, a Private Steve Jensen of the UAC Darklight Corp Division
expired yesterday at 15:43. Private Jensen was suffering from paranoid delusions
and full blown dementia. Treatment was unsuccessful. Initial psychiatric interveiew
suggest mild psychosis, speech, motor activity and thought processes within normal
range, paranoia being the only psychotic element directly evident. Reference
interview G8A Private Steve Jensen on October 18th, 2145. “UAC psychologist Dr
Hooper interviewing Steve Jensen, male aged 27. Steve, can you talk to me about the
last few weeks please?” “I don’t wanna talk.” “Well, I’m here to help you Steve.”
“I’ve tried talking. They think I’m crazy. You think I’m crazy.” “They, your
colleagues aren’t doctors, let me help you.” “Help! Nothing can help us.” Cryo
sessions over a period of 72 hours revealed rapid deterioration of both the physical
– Page 322 –
and mental capacity with the behavior inconsistent with any known patterns. The
patient was responsive for brief periods and had to be restrained during interviews.
Reference interview H-3-2 Private Steve Jensen, October 21st, 2145. “Tell me what
you see Steve?” “I don’t wanna see anymore. I don’t want to feel it. They’ll be
here soon and then you’ll see it.” “Can you talk about what you see?” “[shudders,
cries]” “Steve? Patient not responsive, terminating interview.” We have exhausted
all known forms of drug treatment and hopes of finding a way to abate this strange
outbreak of dementia and I’ve yet to receive any additional data from the
psychiatrists back on earth. Options are quickly dwindling.
You can also read the October and November reports by accessing the monitor.
The 10-01-45 report states: We sent the first batch of volunteers through the
teleporter today. Subjects were administered a mild anesthesia to put them
under for the duration of the experiment. They reported no side effects when
awakened, and the only reported injury was subject #7 who had several
lacerations after recombination on the receiving pad. We have speculated they
were somehow self-inflicted during matter transference, but are unable to fully
explain how physical damage could be administered during an instantaneous
transfer. The 11-02-45 Reports states: Test subject 4 attacked an inspector
today. I want to know who was responsible for letting them into the rec area,
especially when it was known that non-UAC personnel were coming through
today. The last thing we needed was another accident. Betruger assured me that
no report would be filed, but until we block these inspectors from entering
secured areas we risk exposure. We have retired #4 and moved the remaining
subjects into the empty Sector 2 offices for closer observation.
In the dark corner where you saw a zombie standing, you find a glowing red
panel. On it, it reads “Open Security Hatch,” much as the hidden switch behind
the reception desk back in the Main Lobby. Press it and a hatch to your right
opens up, revealing a health station.
On the right side of the examination room you see imp body parts in the
specimen display cases. Creepy. Grab the shotgun and go through the next door.
Delta Junction 2.
This is a hallway that provides safe human passage around large internal system
resources, which might explain the wandering aspect of this hall. It makes an
immediate left turn, and then hooks around to the right to a set of stairs. When
you make the first right turn, an imp leaps left to stand in the corner in front of
you. As it is raising a fireball, rush it with the shotgun. However, as the imp
dies, you hear another imp phasing behind you (just
inside the door of this passage). Use the corners here to
ambush it as it comes around, or dash back and rush it
with the shotgun. Alternatively, when the first imp
leaps, run back down the hall and through the door and
ambush that imp when it stalks through in pursuit. The
other imp will now phase in with its back to you. Blast
it in the back of the head.
– Page 323 –
When you follow the hall around and climb the stairs, you hear an imp off
somewhere cry out, likely from within one of many vents, but nothing seems to
come of it. At the top, at the corner ahead, the hall turns right and leads up a few
stairs to a door. Creep up to the door and then cautiously step through it.
Hazardous Materials.
Entering this large space, the
first thing you notice is a
scientist’s body up ahead on an
upper ledge, hanging out of an
open vent next to a cell and a
rucksack. It is mostly noticed
because almost immediately
the body is pulled out of sight
through the vent when you enter this place. Straight ahead you see another door,
though it seems to be set a bit out of kilter with its frame. Even though it appears
to be unlocked, it is clearly damaged. To the left, the greater part of this spacious
bay seems to be dominated by a pit to the left that easily consumes two-thirds of
the floor space. The pit is separated from this level by yellow safety rails, broken
by a set of stairs leading down to the pit further left. Beyond the pit, you see
rows of numbered biohazard specimen pods on the wall, nine locations in all,
arranged in a large square 3x3 grid, occupying almost the entire wall, though
two pods are missing. These pods are apparently manipulated by the yellow
grabber contraption you see in the center of the room overhead on a T-track, and
likely controlled by the podium-type station ahead, next to a box and the railing
that surrounds the pit. If you look closer, you will see that a few of them contain
rotting gorilla heads (this explains the live gorilla containers you saw way back
in EFR Substation 3 in Alpha Labs 4). Around to the left, in the shadows of a
side wall recess, you hear zombies. Advancing around to the left to investigate, a
zombie and a fat zombie emerge. You can kill them here, but when the second
zombie dies, two imps will phase in. The first will appear near to the off-kilter
door, and that will be followed by another down in the pit, across from the
access stairs. You can rush the imp in the pit as a fireball from the upper imp
misses you. You can then grab the SMG and dance with the upper imp. Another
strategy is to draw the zombies up to the entrance door and take them out there,
and then ambush the imps from within the passage. A better and safer strategy is
to draw the zombies over by the off-kilter door, kill them there, then bushwhack
the first imp that phases in, now at your feet and facing away from you. You can
then take out the other imp however you choose, though going through the
entrance door, letting the door close, and then lunge-attacking the imp with the
shotgun or chainsaw when it opens the door is easier and safer.
Once the imps are dead, investigate the off-kilter door. It struggles to open about
one quarter, and then grinds to a stop, revealing a hall straight ahead that soon
turns left. Go back to the zombie alcove and find a clip, armor shards, and
rockets. When you go to check out the controls on the podium, you hear an imp
howl beyond the entrance door. Actually, there are two imps there. Grab the
SMG and dance with them there, though you should back up, because the
– Page 324 –
second imp likes to crouch and leap. You can also hide between the file cabinets
on the wall behind the podium and ambush the first from there, where you
should be able to block the second imp’s likely fireball attack by leaning against
the left file cabinet, though it is easier to just dodge and rush in, or, simply
ambush them both at the door with the shotgun or chainsaw.
Although this might be fun to play with, it can also be used to solve a problem
you presently have. You are unable to advance further from this point, but if you
were to ride one of these pods, you could get up to the vent on the upper wall
ledge. Select pod #3. Once it is on the floor, select #6 as the destination, then
jump onto the box and then onto the top of the pod on the floor. It will jack up.
The arm will then grab the pod and carry you back over to slot #6. You can
either wait until the pod is inserted in slot #6 to jump onto the ledge (but do not
stand close to the edge of the socket side or you might get hurt when it inserts),
or as it is turning and you are near the ledge. However you choose to get to the
ledge, grab the cell and the rucksack, and then crawl through the vent.
Office M. Abrams.
Just inside the door you will find a medkit.
Use it if you need it. To the left you see his
desk, but there is not much here. To the right,
you see the security case housing the BFG.
Looking left, on the wall is a UAC Research
security panel where you can hit the “Open
Chamber” option to drop the security housing
away from the BFG. Once the BFG is
exposed, grab it. Now leave the office and
head down the passage to the body where the
imps had been feeding. Around the corner to the right you see a door marked
Security, and, joy of joys, the access panel, marked Delta Labs Sector 3, is
Green. Step through the unlocked security hatch into the security office.
Delta Security.
This office looks to have been abandoned in a horrified rush, its contents pushed
aside and papers scattered madly about, all victims to human panic. A monitor
for an active computer is on a counter to the left, and a Fire Suppression
System terminal is on a desk to the right. Through the row of windows beyond
the terminal you see the Halon system is still active. If you check the door across
the room, which provides access to that area, it contains the same Halon System
Active warning that the door in the East Lobby contained. Indeed, you can see
that door, and the East Lobby, through the windows here. You also see Storage
Locker 116 in here, opposite the locked door. If you go back to the computer by
the entry hatch, you find a message: Report Filing Station. Access Last Report.
Selecting it displays a report for 11-14-45: Dr. Raleigh requested military
supplies placed in a storage locker in case of emergency. A security team
member delivered the supplies today and secured them in locker 116. The lock
code was set to 972. Step over to the storage locker and use that lock code to
open it. It reveals armor, a medkit, a plasma rifle, and a BFG cell. Life is good.
– Page 326 –
Grab the stores and then move over to the Fire Suppression System terminal.
Click the option Activate Oxygen Purge to purge the Halon from the area
beyond the glass and re-fill the chamber with enough oxygen to make the air
breathable. The automated voice reports: “Halon systems deactivated.” The
screen reports the same and leaves a note to contact maintenance to reset the
Halon system. The nearby locked door is finally unlocked, so step through it.
Ahead, in a slightly lower level, you see the control station that you saw from
the East Lobby. There are two monitors down there. The one on the right reports
that Sector 2 doors are open by a remote security override by B. Smith. Thanks
for that, Mr. Smith. The left monitor, with a med kit next to it, controls the
office doors. Presently they are locked and the area is sealed. On the monitor is
an option to both Unlock Offices and to Unlock Ops Archives. Now this is up
your alley. Ops Archives is going to lead to the Operations Sector Server Room,
where you must locate a plasma inducer. Select that option and the office doors,
as well as the Ops Archive are reported unlocked. After you make the selection,
you hear a combination of an imp and a revenant howl somewhere. The imp
sounds much closer. Looking through the outer window into the East Lobby,
you see an imp stalk through the Bio Labs door and is now heading toward the
Security door, which of course opens to this area. Simply slip up the steps here
and use the column on the corner there to hide and then ambush this imp. The
revenant, however, may be a little tougher, but that is where tactical approaches
to doors come in handy. Before leaving this area, notice that a plasma cell is in a
shadowed end corner of the left branch of the upper level. Finally, leave through
the now-unlocked security door and return back into the East Lobby.
East Lobby.
Turn left, grab your plasma rifle, advance, open the door ahead to reveal the
short and empty East Hallway, and stand in its doorway. Through the next door,
you will face an imp, which is itching to crouch and pounce, and a revenant,
who wants to show you its new collection of rockets. You may suffer some
damage as you pour on the plasma while backing up for distance so you can
better disable the rockets. However, you could also face off with just the
shotgun and take them both out,
suffering a lot of damage, but with all the
armor and health around here, you can
bring yourself back up to full strength
with ease. For fun, if you want to test-
drive the BFG, it will make instant mush
out of them, though the ammo is much
too valuable for situations that are easily
recovered from, and especially because you walk away from this with little and
usually no damage by using the plasma rifle. Now pass straight ahead through
the Central Corridor and the West Hallway doors to enter Delta Operations.
– Page 327 –
Delta Operations.
On entry, you hear the sounds of zombies from beyond the corridor to the right.
That has to be coming from the zombies you had seen locked up in the offices
earlier, but they are now likely making their escape from their newly-unlocked
quarters. Make your way to the first office, marked Steve Roscoe. From there,
use the pistol or chainsaw on the five zombies that make their way toward you
from around the corner further down the hall, comprised of two maintenance
zombies, an administrator zombie, a Marine zombie, and a fat zombie. Once
they are dead, notice that the previously locked offices are indeed now all
unlocked. Step into Roscoe’s office. In there, grab whatever you need of the
armor, medkit, clip, and cell. Also grab the PDA (Phil Wilson). On it, an email
from Peter Raleigh of 24 October asks Wilson for help filing all his paperwork:
“I am going to need you to help me next week with my work. I’ve got so many
files and reports to enter into the computer that I don’t have time to actually see
my patients. I will box up some of my paper work and send it over to you, if you
could enter the reports into the computer that would surely help me.”
Wilson’s audio log is disturbing: “I witnessed the third test to the teleporter in
three weeks that I’ve been here. Volunteers are becoming harder and harder to
come by and (heh) it isn’t difficult to see why. They all come back screaming
like loons about demons, pools of blood… Real fire and brimstone stuff. At first
I wasn’t paying much attention, just doing my job, but the last was Robert
Clayton. Now I met him on my first day here. This guy chews up rocks and spits
out gravel. He’s tough as they come. Having to sedate him and drag his
drooling body to the isolation room really freaked me out. I’m going to put in
for a transfer as soon as I’m able.”
There is nothing else here, so leave the office. Check out the other offices if you
want to, on the way to Records Storage, but there is nothing of value except for
the armor shards in the Blackwell office, if you had not grabbed them already.
Going through the door that leads to Records Storage, you find yourself in a
narrow corridor. At the left turn ahead you hear and see a maintenance zombie
in the distance walking across to the left. The hall here, and the larger office area
ahead, is strewn with lots of filing cabinets, stacked crates, and boxes. Worse,
the lighting is for crap. Eventually, though, the zombie will make its way toward
you, especially if you use the flashlight. Take it out with the pistol. Slowly
advancing, but still in the hall, you hear more zombie sounds ahead to the left,
where you see a set of stairs leading up to a slightly higher floor level, beyond
the tech tower presently blocking your view of that space. As you move nearer
the to stairs, two zombies from the upper area become agitated and advance, and
behind your left shoulder, from the bare wall storage panel that you had just
passed in the hall behind you, it zips up to reveal an emerging imp, ready to
attack. Use the stacked crates next to the imp to block it as you dump a shotgun
shell into it after easily dodging a fireball. Now turn and take out the two
zombies however you please. Afterward, grab the cell and the armor shards in
the recess the imp was hiding in, if you need them. Ahead, you will find a
medkit on the corner of one of the clerical desks.
– Page 328 –
To the left, you see that the upper
area, accessible by stairs, is
partially blocked by a tech tower,
which you find that you can
easily walk around. Behind it, the
floor above is bordered by
railing, and there are lounge
chairs on the other side of that
against the rails, servicing the
upper area. However, you can see that you can hop up to the upper floor lip, and
then onto the rail, and then the backs of the chairs. From here, four zombies will
come; two from within this area and one each from an office door and a Server
door, but you are out of their reach, so you can bide your time taking them out
with the pistol or chainsaw. If you stand atop the rails behind the seating, they
will all work their way down the stairs. If you stand on the actual backs of the
chairs, they tend to stay upstairs. Indeed, if you want to draw them back upstairs
in case they went down, you can stand momentarily on the seat of the chair.
That is like tossing chum to sharks. However, after alerting them, if you hop
down behind the tech towers, which they cannot squeeze through, and destroy
them from around these tech towers, this is safer and you have more light to see
them by. They want so much to meet you, so greet them with the chainsaw.
The area on the upper level has one office, assigned to Andy Chang. Inside that
office you will find grenades, a pistol, and a pistol clip. Nearby is a security door
marked SERVER to its right that is unlocked (after all, a zombie did emerge
from there). Around the other side of the office is a short passage that leads to an
unmarked door. Head first to the Server door and open it.
Turn your attention to the servers. Step up to the open server and you will grab
the Plasma Inducer. When you do so the server will power down. Now leave
here and move down the passage beyond Chang’s office, noting that there are
armor shards hidden behind the flatbed trolley in the corner, and open the door.
– Page 329 –
Delta Operations.
This opens to a dim balcony area, above the
departure lobby. Around to the right of the balcony
area you see the upstairs elevator. Sure enough, a
file box is blocking the door from closing. This
was what caused its operation malfunction.
However, you also hear zombies from the left and
front. Step in to draw them both to you, then take
them out as you please. To the left of the elevator
you will notice armor in the shadows.
To use the elevator, go up to the box and push it into the elevator. The elevator
now returns to service and the displayed malfunction is cleared. Enter it.
Elevator.
Here, select the Lobby level. When the doors open, exit into the lobby.
Delta Operations.
Head up the ramp to leave the lobby and work your way around and right,
toward the West Hallway. When you near the door there, three zombies emerge
from beyond it. Take them out as you please, and then pass through the door.
West Hallway.
When you step through the door ahead, you hear a commando off to the right,
toward the offices. Grab your plasma rifle or chainsaw and backpedal. Kill not
only the tentacle commando that charges around the corner at you, but also the
one who follows after him. Duck to avoid tentacles. Now head back and gather
any ammo caches you left behind before returning to the Central Corridor. As
an experiment, I raced back through the hallway, turned right, ran to the upstairs
elevator access, using the absolutely shortest path possible, and I managed to
evade them (the hall filled with debris slowed them down). Instead of using the
elevator, I was forced to simply leap over the balcony onto a light fixture, and
then slip to the floor because the commandos had still been right on my tail and I
would not have had time to use the elevator. However, after a minute, they will
manage to make their way back to you, though you can face off with them in a
place of your own choosing, such as the cluttered hallway, but it was still a lot of
fun. Of course, you could simply run over to the Central Corridor and make your
way back to Ian McCormick’s lab (left turn), thus not needing to fight them at
all, or, fight them from behind the barricade that leads to McCorick’s office.
Central Corridor.
Head for the restricted door and make your way back over to Ian McCormick in
Teleporter Control Lab.
– Page 330 –
If you stop to review his log on the video disc, he reports the following:
My name is Ian McCormick and I am a research specialist stationed on Mars, working
for the UAC. My primary job is, or rather was to assist Dr Malcolm Betruger in a variety
of experiments, though for the past year we've been focusing almost exclusively on
teleportation. I don't know if I'll make it out of here alive, so I'm recording this video log
to let someone know what happened, and with that knowledge prevent it from happening
again.
Initially the teleportation experiments were amazing. We were creating a new science
and the prospect of it changing our way of life were, well they were outstanding. I was
proud to be associated with such an amazing project and someone as talented as Dr.
Betruger.
We noticed early on, probably before we had completed maybe a dozen successful tests
that there was a variable delay during the teleportation. The objects are broken down at
the quantum level, transported and then reassembled. Each stage of the process should
have been instantaneous but it wasn't and we didn't know why. We sent a video droid
through and were shocked at the images it sent back. Just a few frames of video right
before the droid came back through, showed what appeared to be several sets of eyes
looking directly at the probe. We had just found a living breathing creature that was not
human.
Betruger immediately sent out a request for volunteers. He specifically wanted UAC
security force members because he wanted to capture one of these creatures. [Sigh] I've
made a lot of mistakes but I am most ashamed in my involvement during the next phase.
To get medical clearance to send human subjects through the device, I… I doctored up
several of our reports to indicate that we had performed living tissue experiments. I did
not regret it at the time, but a few days later when our third test subject came back… he
was chewing off his own fingers. It seemed he was clinically insane.
We started sending teams in about once every two days. The teams reported nightmarish
experiences and sightings of things that ultimately made us conclude that the other
dimension was not just another dimension. It was Hell, and the creatures we were
bringing back – demons.
And then Betruger, he went through the portal himself. I don't know what he was
thinking. It was an unscheduled trip and he just went and we couldn't stop him… And
when he came back, he had changed. He sounded and looked the same, but he just…, I
don't know, he was just… different. And then he did the unthinkable: He took the Soul
Cube, the device that was discovered in the ruins, into the portal. The portal stabilizers
just started to fail and then… living hell erupted into the base.
– Page 331 –
Oh, we were stupid for not destroying the portals as soon as we realized what was on the
other side. Oh God, forgive me. I blame myself for my part in this. Please, someone…
never let this happen again. Uh, I'm sorry. Ian McCormick.
Now head through the Chamber 1 door, pass through the Decon Test Chamber,
pausing there for a moment to be deloused, and then continue on into the
Teleporter Chamber. There, step onto the teleporter chamber platform.
Teleporter Chamber.
This chamber is designated Teleporter Station A. You
see that the control panel now has a Control Station
Selection Destination set to Primary Receiving Pad
A, which you assume to be the circular enclosure
across the neon-aqua plasma-washed pit behind you.
Too late to wonder if you made the biggest mistake of your life, you are no
longer in Delta Labs – Level 2 South. The confusion complete, you no longer
know where you are. You only know that you are elsewhen. The universe then
fades to black…
– Page 332 –
– Page 333 –
DELTA LABS – LEVEL 2 NORTH.
Delta Labs Research Facility - Sector 2 North contains the Biological Research division, focusing on
studying various specimens from matter transfer tests. All specimens are catalogued and stored locally.
Teleporter Chamber.
As the ebony void yields slowly to first
perception and then lucidity, you find
yourself gazing across a plasma-washed
pit to the teleporter chamber where you
had only stood but a moment ago. As
you watch its twin matter containment
field generators retract to their standby
positions, their task complete, you also
see twin arched plates of heavy glass slide around and meet from both sides in
front of you. Spinning about, you realize they were not encasing you, but rather
they were providing release. Turning to your right, you peer again into the dark,
glass-shielded observation gallery, where you had seen what you were sure was
a key card some time ago when you first visited the Teleporter Chamber on the
other side of the pit. Now closer, you confirm that
this thing is indeed that, resting on a seat next to a
headless corpse. You just have to find a way to the
door you see at the rear of that theatre to get to it.
Other than this platform, there are no other features
to the space this side of the pit, save for a door
several paces to the right. Grab your shotgun and
creep to it, open it, and stand in its doorway.
A short dim hall lay ahead, which quickly elbows behind a wall to the right,
where you see the foot of stairs. The floor and walls here are drenched in blood,
laid thick by battle. A branch in that hall breaks left, where you see the body of a
med-tech collapsed next to a medkit. Creep closer to that branch.
Research Entrance.
Here, you see that this branch is actually a short
foyer to a security door, marked Biological
Research Div. Its access panel is sealed, requiring a
BRD Key Card to open it. You hope that the card
you had seen through the window to the observation
gallery back at the teleporter chamber is indeed that
requisite key. You are near to that gallery, which
should be just up and around the corner to the right.
Creep toward the stairs. As you do so, a sudden but
brief jet of steam blasts from a rupturing pressure
line within a retracted wall panel beyond the foyer.
At the corner, you see that the stairs there ascend only a few steps to a slightly
raised but straight hallway. At its far end, a damaged door is blocked by debris
and fire, prohibiting passage through it, which should lead to Ian McCormick’s
lab. Within the debris, a gas line torn from its junction blows unchecked flame.
Beyond the stairs, around to the right, you see a box of shells. Climb the stairs.
– Page 334 –
Observation Access.
Next to the shells you see an alcove
filled with blowing flame from a
burst gas line. Just as you notice a
small foyer branching beyond it, a
flaming zombie lunges from the fiery
alcove. Blast it in the face with the
shotgun. You may notice that within
that burning alcove you can also see
security armor, but how to get it is anyone’s guess.
Moving beyond, you see that the foyer ends in an
unlocked door. Creep up and open it. As you stand
there, a headless zombie, slumped for so long in the
front right row, reanimates as your flashlight disturbs
it. It stumbles after you. Kill it. Now slip over to
where this zombie arose to find the key card you seek.
Teleport Observation.
There, on the front right seat, you find the BRD Access Key Card. Grab it and
then leave this observation theater.
Observation Access.
As you step from the
gallery, two of the
wall panels across
from you zip down,
revealing a pair of
imps; one ready to
toss a fireball, and the
other, crouched, is
already pouncing. You can kill them using the plasma rifle, though if you do,
you might first want to run left, past them and down the stairs, turn around, and
battle them from there, where you can best them one at a time, because the near
imp will block attack from the imp behind. A better strategy is to take them with
the shotgun by quickly backing into Teleport Observation and stepping to the
side to ambush them in the side of the head as each of them stalk through the
door. Once they are dead, you can leave here in peace. Notice that you will find
a large clip, armor shards, and a medkit in the recess where they had emerged.
Note further that if you decide at some point to go back into the Teleporter
Chamber, perhaps in an attempt to find a control to stop these gas leaks, an imp
will phase in on the destination pad (it is a good thing to do this, too, as you will
soon see, when you later dance here with commandos). Rush it with the shotgun.
Now make your way back to the sealed Biological Research Div door.
Research Entrance.
Use the BRD key card on the door panel to unlock it. When you open the door,
you see a narrow passage beyond that turns left ahead. Step into that passage.
– Page 335 –
In the dark ahead you will face a tentacle and chaingun commando. As you
come to the left corner in the passage, next to a liquid-cooled chamber for rows
of hot data towers, you see on a slightly raised level to the right, blocked by
columns and rails, a pacing tentacle commando. He walks away to the left past a
door (where a chaingun commando soon emerges), but he will spot you when he
returns. The usual strategy is to grab the plasma rifle, back through the door,
plant your back to the hall wall, and fry them when they charge. Another is to
grab the chaingun and stand in the door. When the tentacle commando arrives,
open fire and backpedal, killing him quickly, and then use the plasma rifle on
the chaingun commando. Use the corner on this side of the door for cover. Some
prefer to face him in the Teleporter Chamber (watch out for the imp, if you did
not kill it). Either way, you will take damage, but nothing that you cannot easily
recover from. The problem here is that sometimes the chaingun commando
attacks first. A more reliable strategy is to grab the rocket launcher when you
see the tentacle commando walk past. When he returns, he will stop and stare for
a moment, due to poor eyesight. Immediately fire two fast rockets, high enough
to missing the rails between you. The first hits him. The second hits a chaingun
commando, responding from the door behind the first (often it also kills the first
commando). Turn tail and run to the far end of the Teleporter Chamber and
squat. As a commando arrives at the door, fire a rocket. The other commando
follows and you can fire another rocket before the door closes. If he or they do
not die, then fire another when the door starts reopening to end the battle. This
strategy works for whoever arrives first. Sometimes the first rocket here kills
both. You should emerge from this with only minor injuries, if any.
Returning to the Data Control Terminal area, slip around the left corner. To the
right is four steps that lead up to the raised level and also to an unlocked door
the chaingun commando had emerged from. To the left, you see a locked storage
room, where you can hear a zombie quietly groaning. Go to the
raised area and turn left, near where the safety rail separating
levels has been knocked off and dropped to the floor of the
lower level. Here, you find an active Supply Storage Area
terminal. Select the Unlock Storage Area option to unlock the
Storage door. Step off the upper platform, head over to the storage door, and
open it. It is black in there without a flashlight. It is narrow, but wide, and to the
right you still hear the zombie with their usual bronchial problems. Step in.
– Page 336 –
Service Area.
Looking right, you see a health station. Beyond that, at the far end, and next to
armor, you see a maintenance zombie. The flashlight agitates him and he drags
himself toward you. Take him out as you please. Now turn around. The other
way, beyond the door, you see a case of rockets. Grab them. Also within this
space, what you initially believe to be rhythmic machine noises, you imagine
that this sound could also be the slow deep, rumbling breath of a really massive
creature. That wakes you up faster than four cups of light roast Espresso, though
it is most likely the massive air circulation system pumping throughout this
titanic facility. Leave and head to the door the chaingun commando emerged
from, marked ‘4’. Opening it reveals an unlit corridor arching to the left. Step in.
Maintenance Corridor.
Reaching the arch ahead, Betruger chortles. Beyond the arch, a tentacle
commando is charging your way as you also hear a wrench banging on metal
nearby to the left. Use the chainsaw to kill him here, or grab the chaingun and
backpedal down the hall. Dump lead into the commando as soon as you see him,
backpedaling all the way back to the storeroom to stay out of reach. Once he is
dead, return to the arch. Around it, you see the left wall is not arched, but simply
rounded. Beyond it is a large recessed,
lower-level room. Within it is a fat zombie
who had been swatting the wall with his pipe
wrench, and he now wants to swat you with
it. Kill him as you see fit. When he dies, an
imp will phase in the arched hall curve
nearby. Rush it with a shotgun or chainsaw.
Now clear the other end of the hall. It rounds right and back to a sealed security
door, marked “Central Access”. Select its access panel. It reports Dr. Meyers,
Dr. Betruger and Francis Erikson are the only authorized personnel on file.
Return to the recessed room, which looks to be a maintenance shop, with storage
locker 103, a tall tool chest, a filing cabinet, and a tidy desk. Grab a PDA
(Francis Erikson) you find on the desk. Your security clearance updates to
Central Access. Erikson’s email from the Delta Security clerk is a reminder that
additional supplies will be sent for the Central Security Team, so please put
them in locker 103 and change its code to 259. An email from Corbin Hues asks
Erikson to go online and find out how to open one of those Martian Buddy
lockers they received. He says that he will have the guys put it into one of the
upstairs storage rooms. Step to the storage locker here and open it with the 259
code you found, which reveals two boxes of shells, two cells, and a medkit.
Gather what stores you need and
head down to the far end of the
dark hall, back to the Central
Access door. With Erikson’s
PDA, you now have access! Step
to its panel and scan your PDA.
– Page 337 –
The door opens to a large room. On its far side you see a tentacle commando.
Another is on an upper-floor balcony, wrapping the room, and both are walking
away, oblivious to you (unless you point a light at them!). Less oblivious might
be the imp that will leap from around left, through the doorway and into your
face if you step beyond it. Of course, if the commandos are still present, you
must in one go kill the imp, the floor commando, and then the upper one soon
arriving by the floor passage ahead (if you flee, or just go back around the
corridor, you meet yet another imp phasing in front of the maintenance recess).
You can minimize confusion and the foe count by simple patience. When you
open the door, let the floor commando disappear down the passage. Once he
disappears, he will not return this way. The upper commando will end up
spotting you and run away, but he will wait for you to enter the room before
attacking. You can then approach the door in standard tactical fashion, from the
left, and the leaping imp will be delayed by the door frame. It still leaps through
the door, but not as far, especially if you zip back as soon as you hear its
familiar warning hiss. This buys time to grab your favorite imp-killer and blow
it away as the balcony commando returns through the passageway straight
ahead. Take him down with the chainsaw or an automatic weapon. Afterward, a
wrench-armed maintenance zombie lumbers toward you from behind the data
towers lining the left wall. Kill him as you see fit to kill any lone zombie.
Central Processing.
The room is lined with four
workstations on the right and three
data towers on the left. Armor is on
the second workstation. In the front-
left corner, by the passage, you can
find a medkit and two clips. Above,
the room is wrapped by a red-railed
balcony. If you look up and back
above the entrance, you can just see an over-door
marquee: “Level 3 Access.” Your current mission is to
reach the main portal, which you know from meeting Dr.
Ishii to be in Level 4, which is likely through Level 3.
In the balcony area somewhere above, you hear a strange low shuttering breath,
like a distant exotic bird cawing in a jungle. Whatever it is, this cannot be a good
sign. Grab whatever supplies you need, then creep into the passage ahead.
Common Area Access.
This passage makes an immediate turn right, and then turns left much further on.
The far end is a mess with blood spilled and gore splashed everywhere. You also
see two bodies dropped to the floor there. Cautiously creep to the turn in the
passage ahead. As you near that turn, a body goes flying from the room beyond
and slams into the right wall of the passage, and then falls like a sopping wet rag
to the floor, as a howl that you would have associated with some prehistoric
beast is let fly from the left, though similar enough with the cawing you had
been hearing to associate them as possibly coming from the same throat. Your
hair still standing on end, you edge to the corner and cautiously peek around it.
– Page 338 –
Common Area.
This area is in total shambles as
though a great battle was waged,
costing everyone their lives; their
guts, bile, and blood painting all
surfaces with rancid crimson decay.
The raised floor that dominates this
space is littered with bodies, chairs,
and tables that were tossed about as
though leaves on a gust of wind. No one was spared. The mechanical noises of a
functioning installation persist, but underlying that you can just discern the slow,
heavy breathing of a commando to the right and above, likely on the balcony
that wraps this great room. To the left, you see a kitchen bar, but it conceals any
hellish sights that might be beyond it. To the balcony, most of the forward
railing has been ripped from its moors, twisted and scattered below. Beyond the
above balcony, a passage leads from it straight ahead and then left.
As you step into the room, a chaingun commando, who you heard above, races
forward to the upper passage ahead, as a tentacle commando runs to it from the
left. Breakers snap, the power drones down, and then the entire building shakes
as something pounds against metal. As the mad chortling of Betruger infests the
air, a tall, thin and white hominid creature, bearing
bulbous red paws, like living electrical nodes, phases
in on the balcony near the passage. This introduces
the Archvile. As it phases, its bulbous talons glow
with spheres of plasma as it shouts to the sky. You
hear more phasing behind you, down at the end of
this long hall, as if invoked by this creature. It was an
imp. After killing this imp, another imp phases below
the archvile, clearly invoked by
this new creature. After a long
half-minute, the archvile stalks away, down the balcony
passage, but not before invoking more imps as long as you
keep killing them during its stay. A common strategy is to
ignore the archvile and shotgun-rush the imp at the end of
the hall, then race back, but out of sight of the archvile, to
ambush two or three more imps at the corner to the Common
Area (depending on how long it takes the imps to stalk over before the archvile
leaves). Thus, you end up killing three or four imps, but it should all happen in
relative safety. A better strategy is not to kill the archvile’s minions so quickly.
Until the archvile stalks off, it will replace any lost minion a moment after one
of them dies. So, after you ignore the archvile and shotgun-rush the first imp at
the end of the passage, turn left and run through Central Processing and into the
Maintenance Corridor. Let the door close behind you. If the new imp replacing
the last one does not come through after half a minute, grab the SMG and go
hunt it down and kill it. It should be in Common Area Access. The archvile will
be gone, and so this lone creature will not be replaced. Even though the archvile
is no longer present, you can still hear an archvile somewhere off in the distance.
– Page 339 –
NOTE: Some players are so busy taking care of imps that keep phasing in that they may
never realize the archvile is even present. They may only know that they hear some
strange creature, but are at a loss at what it was, because by the time the dustup settles,
the creature is either gone or they might only catch a glimpse of it as it stalks off.
Once it is quiet, return to the Common Area. Climb the short set of stairs to the
raised level. Useful resources are severely lacking here. Head around to the
kitchen/bar area. To the right, you see a long hall that ends in scattered flotsam
of battle and a venting flame from a ruptured gas line. To the left, behind the
bar, it was not as dire as you had imagined, as badly awash in death as the outer
area was, though even this has blood and gore, yet confined to the body of a
singular poor soul, perhaps starting his day thinking that the worst thing that was
going to happen today was the usual idiot customer senselessly upset over some
none-issue that one always seems to get stuck with in any retail operation. Next
to him lays an adrenaline injector and a medkit.
Nowhere else to go, head back to the door with the access panel. Perhaps your
PDA can provide clearance? As you near it, you hear a commando on the other
side, and then the door beeps as it is unlocked from the inside. Grab the SMG
and backpedal fast down the corridor toward the Common Area as a tentacle
commando breaches the door and bounds after you, looking to whip you and to
kick your teeth in. Although you can drop him without injury, you can delay him
more and give yourself more room by stepping over the molding on the floor
and standing near the medkit and armor shards. His massive body cannot
negotiate debris, so he will go around the column. As he is doing that, run the
other way and down the corridor. You can now drop him with plenty of space.
Or, you can save lots of time and ammo by just squatting with the chainsaw.
Climb out of the hole, tap the call panel to bring the lift back down, board it, and
hit its panel to raise it back up and ride it to the upper level.
The upper level is a corridor devoid of life. There are a couple of stacked boxes
here, but that is it. The passage turns left, then left again. As you make this turn,
you hear the loud shuddering voice of an archvile somewhere ahead. You make
the final right turn in the passage, and then you see the balcony in front of you.
Ventilation Duct.
This tight passage quickly turns right, and then a left that goes on for a while.
Halfway to the end you may get startled by a scream and other weird sounds. At
the end, well… what appears to be the end, you see a few armor shards on the
right, and you hear someone to the left, saying in a contemplative tone,
“Interesting…” Going left, you look down through an open ceiling vent to see a
scientist in a biohazard suit leaning over the body of an imp that is laying on a
cadaver slab with the dermis layers and musculature of its abdomen pulled back
by surgical retractors to reveal the contents of its abdominal cavity. To the left,
on the wall, you can see a health station, and directly below, you see a box that
you could safely drop down onto. How convenient! So hop down onto the box.
– Page 342 –
Specimen Research Lab.
The scientist, Dr. Michaels,
looks up, startled. It was
your turn to scare the
b’jesus out of someone. He
says, “Ah! You surprised
me! I’m glad to see you. I
would have hoped they
would’ve sent more than
one guy, though. I’ve been studying one of the specimens we brought back to
see if there was something physiological that would be a weakness; a way to
stop them. I’ve found nothing, so far. I haven’t had enough time. I’m going to
stay here and keep looking. It’s the only thing I can do. There’s combat supplies
in the storage cabinets in the next room. The code is 6-2-4. I hope you can use
it.”
If you press Dr. Michaels for more information, he says, “I’m going to stay here
and keep working. I’ll upload my findings into the database… Look, I can’t go
with you. This is too important for me to leave… You should get out of here.
Get some help and tell them I’m still down here.”
The rest of the room features display cases; two hold imp
body parts. Lab monitors display CT (Computer Tomography)
Scans and X-Rays of imp heads and bodies. This guy is really
into his work. Behind you is a locked door. If your bearings
are correct, this door is near Supply Lift Access, blocked by
debris. At the other end of the room is a right passage that is barricaded by
boxes, crates and file cabinets. A left passage leads into another room.
Going into that other room reveals two storage lockers, 216 and 217. Open them
both with the code 624. Locker 216 yields a case of cells, a case of shells, and a
case of bullets. Locker 217 offers up armor, grenades, and a BFG cell. Yippee!
Going back to the main room, it seems the only way out is over the barricade. It
is easy to climb over, and even to get back. The passage is U-shaped, turning
around to the left. Around the corner, between two filing cabinets and an upper
wall panel flipped out, with a burning gas line above it, it creates a squeeze-
space, making this location a great Rally Point. As you move toward this narrow
gap, you hear a loud bang behind you, and then of steam venting. Turning
around, an upper wall plate fell loose and now blocks you from returning to Dr.
Michaels. Accept this, turn around, and walk through the gap (you must walk
between the leaning wall plate and the dropped hoses; otherwise you will need
to crawl). You will hear an imp around to the left, pacing. If you wait long
enough, you hear that it stalks in a large circle, and part of that involves moving
behind a wall of some sort, where its sound disappears for several seconds. Peek
around the corner, if it is stalking away, you can take it down with the SMG or
roll it a grenade. You can also wait for it to come around and discover you.
– Page 343 –
When it does, it goes through its splay and howl routine, during which time you
can drill SMG rounds into it, roll it a grenade, or, pull back and then ambush it
(avoid rushing it – see Research Control, below). If you do not see it, you can
slide over to plant your right shoulder against the opposite wall. As it comes by,
it will discover you (it is blind to you on Marine difficulty). Roll a grenade to it
along the wall and be rid of it, though ambushing it conserves ammunition.
Research Control.
The lab is dim. The wall to the left has a row
of varied equipment monitors. A containment
tower is to the right, housing heavy pipes and
conduits, encased by protective glass panes,
though dingy and brown, as if a fire broke out
there recently. Next to it is a flatbed trolley
holding stacked boxes. Above, there is a
balcony with intact railing along the left and forward walls. You hear an archvile
up there somewhere. Grab a favorite heavy security weapon and creep forward.
When you enter the room, breakers snap,
the power drones down, and Betruger
chortles. This combination is becoming
an archvile cocktail. You then hear large
talons clicking against the above floor,
and then you see an archvile stalking
along the balcony from the right. After
stopping directly ahead, it summons an
imp, which phases to the floor below it.
The most common strategy is to kill the archvile fast, ignoring its summoned
minion. The reason for this is because if you kill its minion, it will simply
invoke a replacement for each one that dies while the archvile is present. Kill the
archvile and no more minions. To this end, most people either drill the archvile
with the chaingun or plasma. If you use the rocket launcher, it typically takes
two or three rockets to kill it because of the protective railing, and in that time it
will have summoned its minion, which you can SMG or ambush, as you may
have done with the last imp. However, archviles have a short attention span.
They tend to get bored after about thirty seconds, and then they leave. As such,
when the archvile arrives, duck under the debris in the
passage to return to your Rally Point. Wait there. The
imp will often pace into the other side, but if it throws
any fireballs, they are blocked by the overhead debris. If
you squeeze out of sight, the imp will get bored and walk
away, hiding to the right, behind the containment tower.
You can then crawl back and peek around the corner. If
you can still see the archvile, make sure you can only see
part of it, and it will not do anything. It will soon walk away or it may already be
gone. Now, you have just one imp to deal with (well… you will also get to play
with some tentacle commandos, but they are marshmallows from your new Rally
Point, where adversaries cannot touch you, or, just use the chainsaw on them).
– Page 344 –
Once the archvile is gone, grab your shotgun or SMG
and go find the imp. Step into the main part of the
room and look right, where you see the other half of
the lab and a locked door along the adjacent wall. If
the imp is standing there, deal with it there, or go back
to ambush it, or go to your RP and safely shotgun or
SMG it. Normally though, it is around left of the
containment tower. In that case, you can creep around
the corner of the tower and shotgun-rush it.
If you go up to the locked door on your right, it will beep its refusal to open and
you will hear a commando sigh. Creep back to the passage and head around the
tower from the left side. As you near the balcony, where you can see a door up
there to the right, you hear a tentacle commando shout. Slip to your RP and grab
the SMG as you hear him running. He will leap over the balcony from the upper
door and race about on the far side of the RP passage. Gun him down in safety.
Once the commando is dead, you can creep back in and wander around. But be
alert and ready to run. After some time, you will hear a commando beyond the
door muttering non-nice things as he fumbles for his door keys. You can speed
this up by just going over to the door and lean against it to make it beep. Race
back to your RP as the door unlocks and a tentacle commando emerges from it.
Perform the same funerary services that you provided to the last one. If he does
manage to leave, he will return to stand just behind the door he emerged from.
Once this commando is dead, and before you go into the room beyond the door,
the lab table in front of the door holds a couple medkits if you need them.
Stasis Chamber.
When you enter, an introductory video automatically starts on a monitor in front
of you, explaining the research on the extra-dimensional beings that are
displayed in this part of the facility. The audio presentation goes like this:
Welcome to the Delta Complex Stasis Chambers. This facility was constructed to house and
study the extra-dimensional beings which were recovered during some of the first teleporter
tests originating from Delta Level 3. While little is known about their native environment, the
specimens appear to be carbon-based life-forms with extremely high heat tolerances. The
epidermal tissue is extremely resilient to abrasion or incision, which has complicated internal
studies. Observational studies have shown incredible strength and agility, as well as the
ability to manifest and control cohesive plasma masses. The method by which these plasma
masses are created is yet unknown. It is believed that the specimens possess a rudimentary
intelligence and social structure, as was demonstrated during the first tragic expeditions
through the portal. While the cost in human life has been great in acquiring these specimens,
we hope to one day complete genomic mapping and begin to answer the many questions we
have about these entities.
Maintenance Area 4.
This small closet space is like most others, containing a breaker box and not
much else. Here, though, you see a ladder descending to a sub-floor on the right.
Climb down. As you reach the bottom, you hear the guy again, pleading. “No!
No! Oh, God! No!. Ah-h-h!…” The sound of an imp attacking tells the rest of
the story. Grab your shotgun and swap it with the flashlight in order to see in
this blackness (the flashlight mod or the BFG Edition pays off big-time here).
This area makes three left turns and then a right. Ahead, you will see a fenced
wall, and through it blood paints the far wall and the floor, likely from this guy’s
sudden demise. And you just put yourself in the same place with the guilty
party. To heck with it; it is time to deal a little justice for that guy. When you get
up to the fencing, you see that the open passage goes right and then left, clearly
going in a loop around this central square structure. That also means that the
beast is likely around the second left turn ahead after you make this right.
Creep along right, then left. Before making the next left turn,
which heads back toward the fencing area, you hear an imp
sniffing around to the left. Normally, when you hear an imp
sniffing, it is crouching, meaning that it is going to pounce.
And yes, this one will pounce, and around the corner. The
usual strategy is to simply toss a grenade around this corner,
which will easily kill it. Another way to deliver the grenade is
through the fencing. If you look at the fencing, you see that
there is a gap on the left side, and especially at the top and
bottom corners. However, you first have
to ensure the imp is there, because it will
not be if you toss a grenade before
approaching the corner where you will hear it sniffing. Once
you hear it sniff, go back to the fencing. You will also be able
to see the imp’s hind-quarters and legs in a crouched position.
Toss a grenade through the upper-left opening for a sure kill (the lower-left
corner does not always land close to the imp, so it is often non-fatal ), and at an
angle to bounce it back to the imp. However, if you want to save your grenades,
you can take the imp out with a single shotgun blast. Go up to the corner where
you hear it sniffing. Grab the
shotgun, then step forward to
expose yourself, and then zip
backwards fast, all the way to
the wall. The imp first howls,
and then it pounces around the
corner, landing at your feet. As
it is rises from a crouch, knock
it back by blasting it a new cranial orifice, or give it a trim with the chainsaw.
– Page 347 –
Once the imp is dead, finally go around the corner. At
the end of the passage, below a couple of large breaker
boxes, you see the body of an administrator lying
there. Grab the PDA (Jacob Stemmons) next to his
body. His first email informed him that the code for
the storage locker near stasis transfer has been
changed to 371. The other email is a reply to an email
he sent to maintenance, complaining about the power
fluctuations that are making it extremely frustrating to
work (he is an Analysis Supervisor for Delta Level 2 Special Analysis).
Maintenance responded by informing him that they are presently dealing with
several power issues throughout the Delta Complex, and it would be a great help
if he could check some of the circuit breaker boxes in Maint-04 to determine if it
is simply a breaker issue. He is further asked to file a report with the help desk
and they will be out to his department as soon as possible.
To your right is a ladder going up a small landing overhead. Climb the ladder to
find a case of cells, a large clip, armor, and a medkit. Grab what you need. The
door up here is locked, so head back down the ladder and make your way back
through the passage and up the ladder to the Maint-04 door.
Once the imp is dead, try again to enter the door to Stasis Transfer.
Stasis Transfer.
This is one of the darkest places yet.
You stare at a wall, but with the
flashlight you realize it is a partition
and that you stand on a small raised
platform embraced by railing. To the
right, four steps descend to the main
floor. There, to your left, you see a
strange rounded square contraption built of heavy glass and metal frames with a
large port-like orifice in the center of its floor. It foots a track on its far open side
that leads further to the left, down a long tall dark passage lined by recesses and
crags, following the track, which clearly seems integral to this device. A nearby
control panel is a Chamber Deployment Station. By the image on it, these
chambers apparently transport specimens, and specifically imps. Being that a
– Page 348 –
specimen chamber could easily restrict passage through its narrow confines, you
decide to ensure the area is clear before engaging it. All you need to do is follow
the track. Grab your plasma rifle, which is handy for lighting a target while you
fire, then switch to the flashlight to light your way. You will follow the track,
paying attention to all recesses and passages that lead from it.
You will encounter eight imps here in the dark. The first
is met in a moment. The next you will see far down a
right turn. One more is near where that second imp came
from. Two more are hidden in a trap floor right where the
second imp was. One more is near the end of the track,
and two others later appear near the trap. The track forms
a large, squared question mark; going straight, turning
right, turning left twice, and then going straight again to
a terminus, where there is a platform and a door.
Shortly after you start, to the right you will see red
railing that leads to a side passage formed by pipes and
conduits. If you approach it or attempt to go past it, an
imp will emerge from there. Switch the flashlight for the
plasma rifle and do it in there, or run back to hide behind
the lighted conveyor device to use it for cover and to see, and snipe with plasma.
Reload and switch back to the flashlight and check out the passage where the
imp was hiding. There, you will find two large clips. Go back to the track and
follow it to the first right turn. Follow right and head down toward the end,
where you see the track turns left. To the right of this left turn you will also see
two cells. When you are next to them, behind a column ahead, an imp will howl.
Backtrack to the previous turn. This is easy because you can see the track in
front of you. Switch to the plasma rifle and use the imp’s plasma light to help
you set your aim. Or, you can draw the imp up to you, where you can go back to
use the light by the conveyor device to use it for cover, light, and sniping.
Go back to the turn with the plasma cells. From there, you can see around the
column the imp was hiding behind a small canister holding a plasma rifle. This
is an obvious trap, which you will spring later. Right now you should be more
concerned with clearing out any free-roaming foes. To the left you see the next
left turn. Beyond that, you see more red railing forming another passage.
Approaching the second left turn, an imp down that passage will be alerted. Go
back up to the first turn and deal with it there, or at the lighted conveyor device.
Now go check out where the last imp emerged. You will find a case of cells and
armor. Definitely save those for later. Now head up toward the end of the track,
where you see a semi-circular recess in the metallic wall ahead. Move toward it
until you hear an imp howl from the right. Head back to your favorite combat
area, or, just face off with the plasma rifle right there. There is plenty of room,
and between you and the imp you will both be producing plenty of light.
– Page 349 –
Next, go to the stairs near the end of the track. When you get there, an imp will
emerge by the last turn in the track behind you. It will howl. Turn around with
the plasma rifle and zero in on the orange glow of its plasma fist and fireballs.
Now we need to coax the sixth imp out. Go back to where the plasma rifle is
laying. Go along the back wall, making sure not to grab the rifle. The next imp
will magically appear on the other side of the column (actually, exactly like, and
where the last one appeared, though it is to be assumed that they dropped from
the ceiling). Depending on which side of the column it tries to come at you on,
you can run up the opposite track, grab your plasma rifle, and trade plasma.
Once that imp is dead, you can play with the two in the trap. It is kind of a cheap
trap and is really easy to get out of. Go back to the double-turn in the track and
go back near the canister with the plasma rifle on it. When you grab the plasma
rifle, the floor will fall and a recess behind you under the floor releases two imps
(assuming you are facing the conveyor track). While they are busy howling
behind you, you can be busy using your flashlight to find either of the ladders
located on the left and right sides of the column (actually, you will be standing
right next to one, and in fact facing it), to race out of there and away from
fireballs, which you can avoid by running laterally. Next, spy each trapped imp
over the ledge of the pit and roll a grenade to each one to kill them (this all
sounds scarier than what it really is, because it is actually a lot of fun to do).
Once the imps are dead, descend back down into the pit. Behind an under-floor
column further back you will find armor shards, a medkit, and a case of cells.
Now climb out of the pit, go and grab any loot you need
that is still lying around, to include the armor shards and
large clip hidden beneath the stairs at the end, which
you can actually hold off on until you get ready to leave
here. But first, go back to the start of the track, go to the
control panel, and select the Activate Conveyor option
to start the conveyor. Now you have a nice light that
you can use to see by and look around at everything as
you make your way back to the far end of the track.
At the end of the track, grab the large clip and armor shards under the platform
if you need them, then climb the stairs and step into the room through the door.
When you are ready to leave, grab the shotgun and open the far door. As you
start to step out, you hear an imp howl, so zip back (this is why I insisted early
in this document that you run-creep at all doors). An imp leaps from the outside
and lands just inside the door. As it is standing up, demonstrate to it how much
you dislike being startled like that by showing it the business end of the shotgun.
Stasis Transfer.
Stepping from the door, you find yourself on a
small raised platform skirted by safety railing.
To the left you see the continuation of the
yellow in-floor conveyor track. It wanders into
darkness ahead from a portal in the wall on your
back. Its layout is simpler than the previous
track; turning left up ahead, then right, and
finally ending at another portal. The air is black
as pitch, broken only by a faint glow at each end
of the track. An advantage to activating the
specimen conveyor is that you can now exploit
the florescent glow of the containers, especially because the passage enshrouding the
track is much broader, allowing for freer movement around them.
You will encounter four imps on this short stretch of track. Three, if you do not
walk the track, but all extremely easy to deal with. In fact, if you can time things
right, you can even use the conveyor to kill one or two of them for you, or at
least to obstruct them as you kill them (at the first turn, for example, the
conveyor can crush them, or you, against a column by a turn in the track).
Again, here is where the flashlight mod or the BFG Edition really pays off. Grab
the flashlight and descend the stairs at the end of this platform, close to the
yellow track. As you step away from the stairs, an imp will emerge from the
door you came from, likely from the first half of this Stasis Transfer area. Run
around left and back. Duck under the platform end (notice that there are also
shells and a large clip under there at the far end, below the door). Slide back
enough from the edge of the platform so the imp will not toss a fireball. It will
pace back and fourth from the start of the track to the left turn ahead a couple of
times. If you want to, you can use the SMG when it is near the start of the track
and safely mow it down, though if you wait, it will give up and hide around the
corner ahead at the first left turn in the
passage, looking away, which makes it very
easy to sneak up on, even with the flashlight.
Go right up to it and blast it in the head with
the shotgun. Take advantage of the glow
from the periodic specimen cylinders if you
do not have a flashlight mounted on your
shotgun, or just do it for more light.
– Page 351 –
As the imp dies, another imp howls from around the broad support column,
behind the three round columns by the right turn in the track. If you retreat back
under the platform, it will pace back and forth, where the first one had,
sometimes continually, but often only twice, and then
stops at the corner, in the path of the conveyor. If so, the
next specimen cylinder will push it to the right turn in the
track and crush it against a metal column at the corner.
You can also wait for the conveyor to bring another
specimen cylinder to bring more light so you can use the
SMG and kill it. You can also go
back up through the door into Stasis Transfer Control and
ambush it from the door. Most often the imp will emerge
from the left of the columns, especially if you advance in
that direction after killing the imp on the corner, and if the
conveyor is also moving toward the right turn, just as
shown in the image of the first imp. The conveyor often
crushes this imp by pushing it into a column at the turn, or
runs over the imp if it steps down into the track.
If you go against the right wall after the left turn in the track, you will find a case of
rockets and a large clip. If you walk around the right turn along the track, another
imp will appear from behind the big column, next to the three round ones. You can
SMG it here, race back and ambush it, or you can SMG it from under the platform.
There is a door at this end, and dimly lit, but best of all it is unlocked. Grab your
shotgun and open it from the left side in standard ambush posture. There is an
imp that is standing about two meters from the door, which will immediately
crouch down and leap. By staying around the edge of the door, it will crush its
face flat against the side of the door. It had tried to perform a little experimental
surgery on your face, so return the favor and let it emerge through the door,
nursing its wounds. Use the shotgun to file away its over-prominent right cheek
bone. Now stand in the doorway. This hall extends to the lift lounge you saw
from the other side of the glass in the Stasis Control
Junction (near the MAINT-04 door). The lift and the
glass are straight ahead. To the right, branching off
from this hall is another short hall that ends in a
locked door. As you step into Lift Access and come to
the branching hall, another imp leaps out by the lift
from the left and raises a fireball. Back out and
around the door. Ambush it as it comes out after you.
Once it is dead, step through the door.
– Page 352 –
Lift Access.
Step into the branching hall to the right, to stand at the locked door. Examine its
green access panel. This security door plate authorizes those with General
Access clearance to use it. You have such clearance, so select its Open Door
option. The door dutifully unlocks, its red in-door indicators turn green, and then
the door pulls open, revealing the Stasis Chamber. Grab any stores you saved.
Back up and advance deeper into Lift Access. To the left, on a lounge chair is a
video disc, and beside a chair is a cell on the floor. Grab them. The video disc,
labeled Stasis Chamber Museum, is the same video you had seen when you had
first entered Stasis Chamber. Nothing else is of value here, so step onto the lift,
which completes your mission to find an alternate path to access the second
floor. Select the panel on the lift to in fact raise it to that second floor.
The upper area contains a few lounge chairs and a Thirsty-Burst vending
machine, but little else. To the left, you see a short hall that turns left. The one
thing that you find a bit odd about this is that the wall at the end, in the corner,
seems to recess further than the rest of the wall, which leads left. This seems to
indicate in-wall storage space, as is so common at this base, minimizing the
clutter that would otherwise be common. By now knowing how imps and
zombies like dark, confined spaces, you should be on your guard. With your
shotgun in hand, advance down the short hall, but be ready to sprint backward.
Analysis Corridor.
As you come to the corner of the turn, the wall in front of you zips down and
you see an imp crouched. You should have already been backpedaling. It leaps
out and then stands. As it is standing, you should be rushing it with the shotgun
and blasting it in all of its many eyes, or, just wield the chainsaw and cleave its
hard hide. From the space from which the imp leapt you see three armor shards.
If you approach the shards, the right wall in that recess zips up. Backpedal to
avoid anything emerging. If you delayed any amount of time, another imp leaps
from there and tries to get into your face. Backpedaling should prohibit such
contact. If the imp did not leap, you will hear within that new recess an imp
sniffing, indicating a crouched imp that is ready to spring. In that case, go back
up and briefly expose yourself, then zip back to avoid talons massaging the
insides of your skull as an imp leaps out after a very short pause. Rush back at it
with the shotgun and blast its skull off, or lube the chainsaw with its blood.
When you enter, a couple monitors above your head to the left begin playing a video
concerning research conducted on a strange device called U1. It goes like this:
“What you see before you is a relic code named U1 or simply Soul Cube. It was
discovered in 2104, located in a geographic region where UAC researchers have
unearthed evidence of a long lost civilization. We know nothing of this civilization
other than they existed and that they were all wiped out in some type of cataclysmic
event, according to what we’ve been able to decode from stone tablets found
throughout the ruins. What clues we’ve been able to piece together reveal a
culturally advanced society, whose technology can only be described as mystic, as
evidenced by U1’s strange characteristics. Efforts to further examine U1 have been
futile. Mass spectrometer and radiation scanning methods have failed to provide
reliable identification of the molecular makeup of this artifact. The object cannot be
weighed and in all tests we’ve been unable to determine its mass. All attempts to
physically manipulate or open the artifact have been met with no success. We also
have had no success in deciphering the symbols adorning U1. What we do know is
the thermographic readings are constant, unwavering temperature of 98.8
Fahrenheit. Our research continues and we hope that with continued investment and
research we can one day soon learn to exploit the technologies that make up U1.”
You recall the artifact email you downloaded back in Ian McCormick’s lab,
within which McCormick reported that the remaining glyphs were only just
decoded, and that “the Soul Cube is by every definition a weapon, and it seems
to have been built to repel whatever type of creatures invaded this ancient
culture. If I am reading them right, during a battle the cube gains power with
each life the wielder takes. When it is fully charged it can be used to slay even
the strongest of creatures. Even more impressive is that when it kills a creature
it transfers that creature's life force back to who is using the cube!”
As you near the door at the end of the balcony loop, you hear
a commando pacing. Opening the door, you see an oblivious
chaingun commando heading left into a middle corridor to
your right. That area is a large rectangle, broken up by a
huge columnar structure ahead and an open balcony to the
right, exposing the main floor of Central Processing below,
as is evident because you also see the access door to Level 3
in the wall far to the right. There are also a couple of doors;
one on the adjacent wall, and another on the opposite wall.
There are two strategies that keep injuries minimal. The first is to simply fire a
rocket into the chaingun commando’s back after you open the door, and follow that
with a second as he returns fire. However, firing the first rocket immediately after he
is out of sight will minimize your injuries even more. Next, switch to the plasma
rifle or chainsaw, back down the balcony, squat, and take the tentacle commando out
when he comes through the door. Note that if you choose to use a rocket to take out
the tentacle commando, his health level is abnormally low, and so a single rocket
kills him. The other strategy is to squat behind the near corner of the big rectangular
column just enough to offer some protection, but keeping the corner of the far
balcony visible. As the chaingun
commando is rounding that corner,
fire a rocket. An immediate second
rocket will kill him. Next, quickly
switch to the plasma rifle to deal with
the tentacle commando, or use a third
rocket or a grenade to take him out.
– Page 357 –
Central Processing.
There is a cheap trick on you here. The featureless back passage in this area has
a concealed supply closet on the left outside wall filled only with a crouched
imp. There is actually nothing to gain from springing the trap, so most people
ignore triggering it, though it becomes a pain if you have to flee what you face
later and happen to run by there. The easiest way to trigger it is to, from the
door, simply sprint through and run right at the corner. The door will spring
open behind you and the imp will leap out, hitting only air. You can then use the
shotgun and ambush it from around a corner on the huge columnar structure.
Another is to creep in with your back to the
wall of the columnar structure. As you slowly
strafe rightward, a wall panel directly across
from you will spring down and you will see an
imp crouched. Blast it in the top of the head
with the shotgun without hesitation, killing it
before it leaps into your face.
Once this denizen of death has died, you are free to explore this upper area. Of
the three doors up here, the Level 3 Access and the Storage 07 doors are locked.
The only door not locked is the office for Elizabeth McNeil. Go into that office.
Leave McNeil’s office and go across the way to the Storage 07 door. Select the
Enter Access Code option in its access panel and punch in the 725 code when
you are prompted. The door unlocks, panels turn green, and then the door opens.
– Page 358 –
Secure Storage.
In the entryway, you see a Martian Buddy storage
locker on the right wall, and a health station straight
ahead. The larger, fenced area of this room contains
three large shelf units containing file boxes, three cells,
a clip, a large clip, a case of rockets, a case of shells,
and armor. Save all this loot for later. Turn around and
face the Martian Buddy locker. Try using the 0508 code
you used on the previous Martian Buddy locker you
came across way back in the Administration section.
Sure enough, it opens it up, revealing a BFG 9000 and
security armor. Save these for later as well.
Leave the storage room and head over to the Level 3 Access door.
Central Processing.
Select the Enter Access Code on the red access panel and punch in the 463 code
when you are prompted. The door unlocks, panels turn green, and then the door
opens. The lounge ahead is one of the bloodiest messes you have seen so far.
The floor is fully painted crimson and the air is saturated with the pungent sweet
iron stink of rotting flesh. A broken gas line in the ceiling burns with a steady
and searing flame. It looks as though a lot of people had tried to pass through
here, and every one of them seems to have been killed by something. You
wonder two things: is that ‘something’ still here, and are your armaments
powerful enough to fend it off if it is? Grab the chaingun or the plasma rifle. So
tempting, the elevator door to leave Level 2 stands there on the opposite wall.
You are going to face an archvile in the room ahead. It will immediately
summon a minion, which will be either an imp or a tentacle commando. The
minion will phase in behind you, across the balcony in the middle passage. Now,
step into the next room.
The easiest strategy against the archvile is to use the chainsaw. When the
archvile phases in, drive into it with the chainsaw revving full-bull. The archvile
will be too busy invoking a defending minion, and so it will be totally unable to
defend itself or even to attack you. There is no need to squat. The archvile will
die as the door you just entered closes behind you and as you hear the minion
phasing in outside.
Once the archvile dies, move away from the door to the other end while
reloading, and then prepare for its minion. This minion, either an imp or a
tentacle commando, not seeing you when it phased in, will most-often not enter,
but position itself outside the door, usually to its right (the side of the balcony
Elizabeth McNeil’s office is on). You will be able to hear which kind of creature
it is from its idleness sounds. If it is a commando, grab the chaingun, the plasma
rifle, or the chainsaw. If it is an imp, grab the SMG or the shotgun. Either way,
the minion will wait outside, though sometimes it may instead walk around the
perimeter of the balcony.
When you are ready to face it, zip up to open the door, zip back, and as the
minion comes around the lip of the door, you are ready to dump a little hell of
your own into it. If a tentacle commando, you just need to squat and rev the
chainsaw to slice it up when it attacks. If an imp, an automatic weapon is
convenient if it needs to stalk, if it walked around the balcony. You can also
easily ambush it from the side of the door using the shotgun or the chainsaw.
Once the minion is dead, go back and collect caches of ammunition, armor, and
health. This place should still have enough lying around to supply a small army,
but do not forget about the BFG 9000 in the Martian Buddy locker.
Once you are fully stocked and reloaded, head up to the elevator and access its
panel to open it, noticing that Delta Level 3 is the Teleportation level. When the
door opens, step inside.
Elevator.
Select the panel within the elevator to finally leave Delta Labs – Level 2 and
move on to Delta Labs – Level 3.
– Page 360 –
– Page 361 –
DELTA LABS – LEVEL 3.
Delta Labs - Sector 3 contains the second generation transfer platforms, able to teleport variable distances to
small portable receiving platforms. Test chambers must be reserved prior to experimentation. All access is under
security observation.
This level is dirty, gritty, bloody, and painful. There are lots of antagonists here whose sole goal is to
inflict catastrophic injuries upon your person in order to please Betruger. But it also has plenty of health,
armor, and ammo. You are also going to learn some slick new tricks to make it much less painful.
Level 3 Entrance.
The rising elevator finally comes to a stop
and its doors draw open. Ahead you see a
medium hall, ending at a door 10 paces in. A
window slightly ahead on the right looks to
be for a security station, indicated by the
small, black, round, in-window intercom
centered on it, standard to all UAC security stations, though you see no foot
access to it here. Left, short safety railing runs the hall's length below a row of
two huge and dusty window panes, extremely thick and extremely heavy,
slanted upward to the ceiling, overlooking a perpendicular hallway, its floor a
full 6 meters below you. Beyond those windows you can hear a commando sigh,
clearly from that lower hall, near to your immediate left.
Creep from the elevator and cautiously peer
down through the slanted windows. Below,
you see a chaingun and tentacle commando
marching away, following Dr. Malcolm
Betruger, all three ignoring or oblivious to
your presence. Hop over the rail onto the
thick glass to get a better view, though they
still do not react as they continue on their steady trek, steadily pacing down that
long hall, disappearing from sight.
Now turn around and look through the heavy window mounted on the right wall.
It is indeed a security station by the fact that Security
Station 1 is stenciled in white on its inner facing wall.
Two filing cabinets and a monitor block most of your
view of the small space, though you do see between the
window frame and the file cabinet on the right a
workstation with an active control console, which looks
like it could be used to unlock a door that provides
teleport access. That might be where you need to go –
your primary mission is to reach the main portal.
The only thing putting a damper on this prospect is the Z-Sec chatter you hear
beyond the far hall door. You will face three Z-Secs and a tentacle commando in
this first encounter. However, you are going to find that facing them can be a lot
less painful and a lot less difficult than most guides describe. Granted, you can
stand there with the plasma rifle and blast all comers through the door, switching
to other arms as needed, but grenades or the SMG also work surprisingly well if
you implement fast thinking and combat tactics. As a bonus, you can even delay
battle with one of the two SMG Z-Secs until a time of your choosing.
– Page 362 –
When you open the door at the end of the hall, you hear a bustle of Z-Sec and
commando activity beyond it. A shotgun Z-Sec is the first to greet you, followed
by a tentacle commando and then two SMG Z-Secs. If you use the plasma rifle,
then stand near the door and ambush the shotgun Z-Sec, who emerges from, the
unseen security office door just to the right. A moment later a large panel on the
opposite wall, slightly right, slides down and a tentacle commando lunges out.
Backpedal and cut him down. An SMG Z-Sec then emerges from the security
door, and finally yet another SMG Z-Sec pops out from behind large vertical
pipes in the exposed wall recess the commando charged from. By remaining
against the right wall in this entry hall, you are out of sight of the Z-Sec in the
recess, and he can be dealt with after you take care of the one emerging from the
security door. Keep in mind that with distance, the SMG Z-Secs, using only
lower brain functions, have hideous aim. You can take care of the Z-Sec in the
recess by slipping out and blasting him when he stops to reload, or you can grab
the shotgun, run to the left wall adjacent to his recess as he reloads, and then
ambush him when he runs out. If you prefer to use the SMG/Shotgun, as soon as
the door opens and you see the shotgun Z-Sec,
blast him with your shotgun, grab the SMG and
back yourself up to the top of the slanted hall
glass (squatting can back you up even more, if
you prefer), planting your left shoulder into the
wall adjacent to the door. This gives you initial
cover and makes dealing with the commando a
trifle because he cannot reach you no matter how hard he whips his tentacle or
leaps. This also hides you from the SMG Z-Sec in the wall recess. If you
initially ignored the shotgun Z-Sec, now focus fire on his head when he races in,
preventing him from firing as he tries to shift around to get out of your line of
fire. Ignore the commando to start, reload, and take care of the SMG Z-Sec that
soon follows. Next, grab the shotgun and wait for the commando to jump
directly below you to head-blast him. He should die after anywhere from 2-4
hits, depending on how accurate your head-shots are. Once he is dead, grab the
SMG and wait to see if the final Z-Sec runs in. If he does, kill him as he enters,
but if he starts firing at the closed door from the other side, you can use your
ambush tactic as outlined above. For better results, you can use grenades
instead. When you see the shotgun Z-Sec, roll him a
grenade as he pauses for a brief moment to figure out if
you are a zombie or not. Be sure to have stepped back a
little to avoid splash damage – zombie stains are so hard to
scrub out of new security uniforms. Now run up the glass
and toss another grenade to the SMG Z-Sec when he
enters, ignoring the commando. Use a grenade or the
shotgun to finish the commando off, plus the final Z-Sec in
the recess. The best results come from doing this window
tactic with the plasma rifle, especially if you kill the initial shotgun Z-Sec at the
door. Although you can emerge from these other strategies with little or no
injury, I have always emerged from this last strategy, using the plasma rifle and
no hesitation without a scratch. When finished, step through the hall door.
– Page 363 –
Chamber 1 Access.
This is a short hall that continues the previous hall, but leads to the right. Facing
the door at its end, there is another window to the lower hall behind you. To the
right you see an unlocked door to Security Station 1. As you move up to
examine the security panel for the hall door ahead, you hear Betruger’s voice,
commanding, “Destroy the bridge!” and then, after a moment, you hear an
explosion to the left (heard louder from within the recess). The whole building
shakes for a moment. Now, what? Just as unfortunate, the security door, where
you could probably check out that explosion, marked Chamber 1 Access on its
panel, is locked, but at least you have already seen the panel you can use to
unlock it within the security station. To the left, the exposed recess in the wall
hides a case of cells and armor behind the pipes. Save them for later if you can.
Knowing there is lots of plasma available, grab the plasma rifle, if you do not
already have it, and step into the security station.
Security Station 1.
A full health station is on the right just inside the door. That can be useful.
Beyond it, by the window and against the far wall is an elbowed workstation.
Ahead is the security console and the camera feed you saw from the other side
of the window. According to the data on the
feed, Security Camera 3 is active, wherever
that is, but you do see on it what appears to be
a PDA resting on the near corner of a medium
table about center of frame. So you guess you
would look for a hall with what seems to be a
leftward unlocked storage room and a lower
rightward level room with blinking lights, a
table, and stairs up to another door.
Use the health station, if needed. Now leave this office and open, and then stand
in the door to the right. Here is another hall, of a length the same as this last one,
ending again in a door, but the door ahead is fortunately unlocked. Here, though,
the floor looks as if it had been mopped with thick clotted blood. To the left, you
see a glassed-in gallery extension that appears to be an overlook. To the right
you see a lavatory door with two armor shards at its base. Step into the hall.
– Page 364 –
HST Observation.
As you step in, two vent cover halves pop off the ceiling and clatter to the floor
right in front of you and the lavatory door, and then a disembodied man
whispers, “Help me…” Cautiously you peer up with the flashlight, but you see
nothing except a tall square shaft,
though this does not quiet your distrust
of it. This cannot bode well. Turning
left, you take a look through the
Hydrogen Storage Transfer overlook.
There is a metal bridge, melted in the
middle as though a sheet of chocolate
under the sun, its steel smoldering and glowing a fiery yellow and red, with
sparks still popping from it like it was drizzling fireflies. Chances are good that
you will need to cross that thing. So typical!
You want to check the lavatory, but main hall doors often tend to hold surprises
(if you do check the lavatory first, a tentacle commando, standing behind the
hall door, attacks after you kill a shotgun Z-Sec within the lavatory, but the
commando is very easy to deal with). Approaching the hall door ahead, you hear
Z-Sec chatter beyond it. Ready the plasma rifle and open it. There stands a
tentacle commando. Backpedal as you open fire, dropping him quickly. As the
smoke clears, and before the door ahead closes, you recognize that place. It is
the upper area you saw on the video feed of Security Camera 3 in Security
Station 1. Knowing now from what you heard that there is a Z-Sec that way, but
really needing to safeguard your Six before advancing to take that Z-Sec on, you
decide that your present best course of action is to first clear the lavatory zone.
Level 3 Lavatory.
Peeking from the entry, you see this room is long, divided down the middle from
front to back by a wall, wide on this end due to a modesty partition hiding most
of the interior. You can also see wash stations on both sides and stalls to the
back. This usually means that the dividing wall is used to mount urinals. For
cover purposes, you work your way to the right. You suddenly hear a shotgun Z-
Sec in the back that way, near the stalls (he will come from whichever side you
choose to advance from). Either drop to your knee, grab your SMG and take him
down from this position, or back around the wall and ambush him. If you did
not yet check the hall door, you will hear a tentacle commando running. Run to
the far end of the lavatory, spin about, and kill him as you please.
Once the Z-Sec is dead, explore the rest of the lavatory. Apart from there being
signs of bodies being dragged in blood at the entrance, the rest of the place
seems fairly tidy, though the floor looks dirty and in a frightful need of
hydrogen peroxide. The stalls are clean, though the handicapped stall on the left
side contains armor, a large clip, and a box of shells. One thing you do notice
about this place is the oversized modesty wall, as though it was actually used to
conceal plumbing, a large number of conduits, and other necessities embedded
within habitat structures. The area around the left side, by the first urinal, looks
like an ideal ambush position, as does the lavatory doorway itself. Keep these
locations in mind. Seeing nothing else of value here, leave the lavatory.
– Page 365 –
HST Observation.
As you step out of the lavatory, an imp drops right in front of you from that
stupid hole in the ceiling. You knew not to trust it! Blast the imp in the face with
the shotgun. Now turn your attention back to the hall door to your right.
Standing in the doorway, you are positive that this is the place where you saw on
the camera monitor, because you can just see the PDA on a table around the left
corner, down some steps to your right. In the one office that you can see down to
the right from this angle, you can make out a large clip and a medkit on a desk.
Directly ahead, at the end of this blood-splashed hall, is a locked door, but in
front of it is a small circular portable station, which you can only assume to be a
teleport destination pad. This means that a teleport portal is likely nearby,
because all those portals in this sector had been verified short-range. This
particular station has a number 4 on it, which could be used for a mapping
reference, such as Destination Pad 4. This could be useful intel.
Stepping further into the room, the lights go dim as you see an imp phasing ahead,
directly in front of pad 4, and meanwhile you hear Z-Sec activity and chatter to the
right. In this case it might not be wise to shotgun-rush the imp. What is happening is
an SMG Z-Sec is emerging from below the Security Camera 3 outside the blinking-
light office, who you may have just got a glimpse of due right, and a Shotgun and
SMG Z-Sec from the office you saw holding the large clip and medkit. After all
these denizens die, two more imps will phase in, one in the blinking office (its
phasing charge disables Security Camera 3), and the other in the Level 3 Entrance
hall. But this is all academic digression, because you should already be beating feet
out of here! Although most people fight these things from an ambush position
between the window and the door in the HST Observation hall using the plasma rifle
to minimize the usual appreciable personal injury they might otherwise receive
fighting this way, you may discover that you can come out of this without a scratch
by taking them all on from within Level 3 Lavatory, though you could just rush the
imp by pad 4 and then ambush/snipe/battle the others from the column by the stairs.
When the lights dim and orange plasma swirls over where the imp will appear,
the Z-Sec are already reacting. Immediately race out of here, run into the
lavatory and hide behind the left modesty partition, next to the urinal, a grenade
in hand, in case the imp actually saw you enter. If the imp gives chase, roll a
grenade against the wall ahead to bounce it back around the corner to kill the
imp and an SMG Z-Sec trying to get past it. Grab the shotgun in case anything
survives and ambush them here. If you hear a SMG Z-Sec coming in, grab the
– Page 366 –
shotgun and ambush him. Or, ambush both with the shotgun. If the Imp did not
enter, grab a grenade and zip up to open the door, zip back, then roll the imp a
grenade as it enters as you dodge out of sight behind the modesty partition. If
you already killed the imp and the Z-Sec is still alive but did not enter, toss him
a grenade or shotgun ambush him.
Normally, if you open the hall door, the final SMG Z-Sec remains in his hiding
place, as will the imp arriving in the blinking office. However, if you instead
simply remain in the lavatory, you will hear them come up to stand beyond the
hallway door, which remains closed. To draw them in, assume ambush posture
and zip up to open the door and then zip back. They will file through the door.
Ambush each as they enter. The only time you should sustain injury is if you do
not ambush a Z-Sec squarely. If you want to conserve arms, you can use just the
shotgun and just from your ambush post by the urinal for all of these foes with
equal effectiveness and results, though you will of course have to still draw the
foes in and then race back to your ambush post.
NOTE: I have noticed that if you squat when you ambush foes using the shotgun, even
with the more durable imps, you never fail to get a kill from a single shotgun blast.
Apparently, firing upwards at a foe guarantees a headshot. Even so, I still like to step in a
little with each ambush to add some Umph to my shotgun blast.
Now leave the lavatory and turn left to go back to Chamber 1 Access, to safely
inspect results from the security camera from the security office. As you enter
the hall, the door leading to Level 3 Access opens and an imp stalks out. Grab
the SMG and dance with it, or rush it with the shotgun or chainsaw.
Ah, the pleasant sound of silence. You are now free to go back and explore the
Lower Terminal Office area. There, pad 4 offers nothing of interest except a
couple of armor shards, although you did hear a Z-Sec voice issue from the
office in the lower level holding the clip and the medkit. However, that is only
an audio trigger, for those who will typically try to rush the imp that phased in
by the pad. But it is a great psych, anyway.
Step over to the Storage D3-1 door up here. It is damaged, but
it will still struggle as it slides open a bit. You will see three
things of interest within. The first is on the right side of the
storage room, where you can see pad 3. The second is above
the pad, which seems to be a popped vent panel, allowing
access to a crawlspace. You loathe
crawlspaces. They remind you too
much of Tom Skerritt as Captain Dallas inside the
ventilation ducts in the 20th Century Ridley Scott movie
Alien, especially right about now. The third is on the left
side of the room where you can see Storage Locker 317.
Grab the PDA (Frank Cerano) and ammo belt from the desk in the lower level.
Notice the two laptops here showing an inverted pentagram (Sabbatical Goat; a
symbol used by an ancient Hebrew monk sect, the Nazorite, when taking annual
leave–a sabbatical–from their asceticism, when they were allowed to eat goat
meat, being more common than lamb). The office with the blinking lights offers
nothing, and the next office has just the clip and medkit that you saw earlier.
– Page 367 –
Frank Cerano is a Doctor with General Access clearance. His audio log, dated
19 September, was most interesting: “I have been brainstorming on Betruger’s
thoughts about achieving sustained uninterrupted transference for the
teleportation units. Currently, our system can only build enough of a charge to
open the portals for approximately 10 to 15 seconds. That is enough to get a
team through, but not enough time to send in some of the heavier equipment.
Engineering in the Enpro facility inform me that we can theoretically boost the
active portal time to 45 seconds quite easily, but, this will require rerouting
power from central processing, and we just can’t afford the down time. The
power requirements of the system are astronomical. We’re sucking power from
three veins in Enpro just to power Chamber 1. I have no idea how we can
sustain transfers for longer than 60 seconds without giving serious thought to
reorganizing the teleport power grid. I’ll sleep on this… “
The emails Cerano has on his PDA are both from Delta Control. The first, dated
23 October, requested his assistance in Delta Level 3 to help tend to cases of
irrational behavior in patients involved in the teleportation experiments, stating,
“Dr. Cerano, recently, Delta science team members have reported serious cases
of irrational behavior and insomnia. They believe these issues are directly
linked to the recent teleportation experiments. Please report to Delta Level 3,
ASAP, and assist with medical needs.” The other, dated 2 November, is a
response to Cerano’s request for additional medical personnel, stating, “We
currently cannot process your request for additional medical personnel in Delta
level 3. As you are aware, the medical staff has experienced serious HR
shortages within the past two weeks and cannot take on the additional
workload. There are surplus medical kits located in storage room D3-1, across
from the lower terminal offices. The code to storage cabinet 317 is 841.” Well,
you already know where locker 317 is, but how to get to beyond that stuck door?
You realize that it will likely involve teleporting to pad 3. But then how to get
back out with that jammed door… But maybe that is where that crawlspace in
the Storage D3-1 might come in handy. Ugh! This leaves you with the door at
the top of the short steps in front of you. Get ready for anything, so grab your
plasma rifle, climb the stairs, and open the door.
As Betruger walks off to exit through the door off in the back left corner of the
balcony, the chaingun commando steps up to stand over the security door
directly in front of you. From the balcony decon chamber, a tentacle commando
runs up to the railing, leaps over and through the frame of the missing glass to
the floor, and charges after you even as the chaingun commando fires up his
weapon. Most strategies have you back down through the door into the Lower
Terminal Office, all the way to the wall behind you as you plaster the tentacle
commando with plasma until he is dead. This part is quick, easy, and safe. Just
remember that it only requires a couple short bursts of plasma to kill him. You
do not need to drown him in it, much as my sister used to do with a can of Raid ®
on a wasp, even though a quick mist would have killed dozens of them. The
trick with this strategy, though, is afterward dealing with the chaingun
commando. Most strategies have you charging back in and take him on,
accepting a moderate amount of damage (there is plenty of armor and health
around already, after all). However, there is a much safer and pain-free way to
deal with this guy. Grab the pistol and creep up on the door on the left side,
hugging the wall. When the door opens, he is still out of sight to the left. Creep
over until you can just see him. Continue to creep over until you can just see
most of him, but not his chaingun. He will be
triggering his weapon, winding it, but not firing,
because you are still hidden from the line-of-sight
of his chaingun. Now just use the pistol and pick at
his exposed shoulder. He will soon drop dead, and
without him firing a shot. An easier strategy is to
simply run over to the elevator anteroom to the left
when Betruger orders you to be destroyed. When
the tentacle commando hits the floor, kill him with
a couple short bursts of plasma, or just squat in
there with the chainsaw. Next, grab the pistol and
slide over until you can see the chaingun
commando, but you will remain hidden from him
by the metal framing on the overhead glass panes.
Pick away at him until he dies, though it will take
an initial three shots to break the heavy but broken
glass corner that at first shields him from you.
– Page 369 –
Once these commandos are dead, you are free to explore, but there is not really
much to find. First, the Chamber 1 Lower door is sealed and the elevator is
disabled, its access panel non-functional. However, you are able to enter into the
unlocked security office, so head in through its door.
Chamber 1 Control.
This office is longer than most, but narrow. There is a health station on the wall
to the left of the door, which you can use if you need it. Turning right to look
down the narrow office, to the right is the security console. On it you see a PDA.
Grab it (Hann Lee). Lee is an administrative assistant here in Delta Labs Level
3. He has two audio logs that deliver nothing but bad news. This seems to be a
trend, lately. His first, 16 October, covers the Expedition Teams: “Why is it that
I keep getting the crummy jobs. Armor Corp, First Platoon and First Science
Team were completely wiped out this morning on their second excursion and I
am the one in charge of writing up their reports and sending this information
back to Earth next of kin. (Sigh). So here I am. First cup of coffee for the day,
five hours of sleep the night before, no shower, and I have 20 dead bodies to fill
out paperwork on. I haven’t seen their actual corpses, but word coming down
from the grapevine says it looks like they have been hacked up pretty good. This
has everyone on the base spooked. Betruger is nowhere to be found and there
are a lot of questions being asked and no answers from anyone. Last I heard
they are suiting up the next outfit with BFG’s. Sounds like they aren’t taking any
chances on this next trip with them packing that kind of firepower.” No wonder
they have been forced to ‘volunteer’ people. Is what they are finding so valuable
that they are willing to send so many people into that meat grinder? It might be a
little different if those in charge were required to accompany them. If that had
been the case, chances are you would still be kicking back watching porn in
Orbital Fleet. His second audio log of 20 October is worse news regarding the
loss of BFGs: “Just when I thought this job couldn’t get much worse, it did.
Delta Science sent another group of researchers through the portal two days
ago and they failed to return at their scheduled time. Radio transmissions to the
research party have gone unanswered, even our LZ tracking systems can’t find
them. We fear that they are dead. Losing lives is one thing but losing our
proprietary technologies is another. The team was equipped with the newest
BFG weaponry. We fear those guns may have fallen into the hands of those who
killed them. We don’t know who or what is behind that portal, but until we find
out where our guns are I’m suggesting we suspend operations through the
portal. Thank you. End of log.” For as powerful as these BFGs are, for the team,
apparently armed with several, to be lost anyway is disturbing. But maybe the
science team, said to be just a bunch of researchers, went in without any sort of
military escort? What would they know about fighting and tactics? It is not like
some convenience store arcade game, and not every scientist knows how to toss
some brass like Dr. Gordon Freeman over at Black Mesa back on Earth. If Lee
has any good news, it is in his single email from Delta Security on 23 October:
“Due to the incident last week, the Delta Security Team will be storing
additional supplies in cabinets 386 and 387 near the first teleport chamber. We
will update the access codes to 836 as soon as the equipment arrives.”
– Page 370 –
There is nothing to do here but wait to be deloused until the door ahead unlocks.
When it unlocks, step up to open the door, but do not step through. Ahead is a
lounge. On the left is a Robo-Cola machine, and ahead, slightly to the right, you
see a row of three lounge chairs. Behind the chairs is a large wide window.
Through it you see a Teleport Portal in the bay beyond, not far away on the back
wall. In front of that portal you see a tentacle commando. He looks at you for a
moment with a “What the…” look on his squinting face. Finally he growls and
then charges. As you arm yourself and get ready for combat, you hear a door
open and then him stomping about to the right, but he does not come into view.
Of course, that might be due to also hearing an imp around to the right, and it is
probably blocking the commando’s path, preventing him from getting to you.
– Page 371 –
Thanks! So, as you stand there wondering what to do, you listen to an imp
rhythmically hissing and a commando stomping around back and forth. If you
step through the door, as soon as you step on its outside footplate, the door
behind you slams shut, trapping you, and meanwhile the imp will leap and slam
into you, and then a tentacle commando runs around in the room waiting for his
turn to get licks in. Most strategies involve getting hurt as you hurl raw
firepower back at them until they are dead. If you like having the crap beat out
of you, maybe that is fine, but I usually like to not limp away from my battles.
Since you can see the right corner of the room, you can estimate the location of
the imp, and as such you can take a grenade and roll it to the leg between the left
and middle lounge chairs to bounce it right and back to what is certainly a
doorway, hopefully killing the imp and damaging the commando. After tossing
the grenade, grab the plasma rifle and back up to the left-rear corner of the
decon chamber and squat down as the door ahead closes. Whether the imp dies
or not, when the door reopens, hurl plasma and kill anything that comes to the
door. If the grenade killed the imp, a quick burst of plasma is usually all that it
takes to fry the commando. Regardless, you should suffer little to no injury.
Now that they are dead, you can finally enter the lounge beyond the chamber.
T1 Observation – Lower.
There is nothing else here, not even loose credits lying around to grab a cola to boost
your sugar and sodium intake. However, you do hear another commando sighing,
though it seems to be above you. Through the window, to the left you see a control
area, probably for the portal, and above that a once-glassed balcony, though you do
make out a locked door and what appears to be a destination pad in front of it. You
do not see a commando, so it is certainly overhead. Head through the door on the
right where the commando came through, where you find two storage lockers.
T1 Access.
This is simply a small ready-room that leads left to another door. Use the code
from the Lee’s PDA (836) to open lockers 386 and 387. Between them, you now
have access to two large clips, a case of bullets, an ammo belt, grenades, a case
of rockets, armor, and three medkits. Once you grab what you need, and
cautious of the commando, you grab your plasma rifle and open the next door.
Teleport Station 1.
Standing in the door, you see the portal to the left front. In front of you there are two
crates. Beyond those, on the back wall, is an unlocked door to the right of the portal.
On the right wall, in the shadows, you see what appears to be a very large
destination pad; probably a prototype model, before the portable models were
developed. As you step forward, a commando huffs, and then the door ahead opens
and a tentacle commando charges out. Back up for
distance, or go back into the lounge for more
distance, squat down, and fry the commando in
plasma, or squat in place and use the chainsaw. If
you go back to the lounge to look up through the
window at the balcony, you will now see a
chaingun commando stationed up there by the
small destination portal.
– Page 372 –
Step back to the door to Teleport Station 1 and creep
forward at the edge of the door until you see the chaingun
commando. As long as you cannot see his chaingun, he
will not open fire, though he may play with the trigger
and cycle it a lot. Grab the pistol and snipe him to death.
Now move to the unlocked door by the teleport portal, grabbing the ammo belt
you find on the right side of the crates as you pass by. Opening the door reveals
a short hall that turns left. At the corner is a dead Marine leaning there with a
shotgun and a box of shells. Go to the corner, but grab nothing.
T1 Stairwell.
Around the corner to the left, you see a short set of stairs leading up. Go up
them. The other stairs you see beyond are blocked by the oozing red growth that
is taking over the base, though you do see that they wind around and would end
up at the locked door you saw on the balcony next to the small destination pad.
Go back down the stairs and grab the shells. If you can grab any (if you have
less than 320 shells on hand), an imp phases in behind you atop the short stairs.
Grab the shotgun and rush it. Take the remaining shells here and then leave.
Teleport Station 1.
Go to the opposite side of the room, to the control area. There,
behind the long console, is an active monitor for a Map
Central System (MCS) Uplink, which seems to allow control
of which destination portal you want to use from the teleport
portal. There is an option to Transfer MCS Access Permission
to Control Station. This is that control station, so select that option.
The world pushes away and you find yourself flinging through a wormhole of
plasma as before. Suddenly it fades and you find yourself standing in the center
of the prototype destination pad, looking across the room to the control area.
Well, this thing works. Maybe now you can get overhead to the balcony, so
return to the console and select Pad 2 Balcony this time. The portal fires up
again. Again step into it and select the Activate Portal Sequence option.
T1 Observation – Upper.
You find yourself on the destination pad on the balcony above the control
console. On the lip of the pad, you see the number 2. Ahead, at the end of a hall
you see a door marked Chamber 1 Upper, and to the right of that – a medkit.
When you step forward, you see plasma swirling in front of that door. Grab the
plasma rifle and begin firing as a revenant phases in, focusing on its head and
shoulders, killing it fast. Rockets also work well. Though your chaingun is full,
you will likely suffer at least one rocket hit, though it is minor and the health
cost can be recovered with the medkit by the door ahead. Armor damage may be
only 4 points. However you reduced the revenant to a pile of cinders, afterward
advance to the door ahead and pass through it into the decon chamber.
This is the upper balcony area. You have already seen everything that is up here.
You half expected the elevator up here to be functional, but alas, it is also
disabled on this level. Looking over the railing to the left, you see that if you
needed to, you could safely drop to the crate below, in front of the security
office. To your right, on the wall, is a medium crate, useful for cover.
As you take a step forward, the door ahead opens and you see a chaingun
commando. Quickly slide to the right behind the crate as you launch a rocket
into his head. He may start firing standing up or kneeling down. Be ready for
either. A direct hit to his head will kill him. If he does not die, fire a fast follow-
up and he will die. You will likely suffer some minor injury from a bullet strike
or two, but nothing to really sweat. Like John Wayne, you will only laugh it off,
because, as he would drawl, “It’s just a flesh wound!” However, if you managed
to suffer a much more significant level of injury due to a goofy miscalculation,
you can climb over the rail and drop safely to the crate below. You can then
seek out armor shards, armor, medkits, or health stations to mend the degree of
damage you suffered. Once healed up, make your way back to the balcony and
then approach and open the storage room door, D3-2, on the wall to the right.
– Page 374 –
It is dim within, but to the right of a health station you see in the back behind a
couple of shelf units the head of an SMG Z-Sec with his familiar infrared
goggles. Either step in or shine your flashlight on him to get him to react, then
back out around the edge of the door and ambush him with the shotgun when he
gives chase. Once he is dead, step into the storage room.
Chamber 1 Storage.
To the right, behind the fencing of the entryway, you see armor. To the left is
another shelf unit with two cell cases. You see nothing else of value here. If you
go back by the health station, an imp will phase into the room by the door. Grab
the SMG and drill bullets into its head and kill it fast. Go for the head and it will
die before it has a chance to toss a fireball. Gather what goods you need and
leave. As you open the door, if the body of the Z-Sec was lying out here, it will
‘fall’ against the ceiling and back to the floor, but nothing more comes of it.
You will first face an SMG Z-Sec, then a revenant, and then two imps here. The
Z-Sec is in the security station. The door to the security station is around the
right corner, at the end of the hall. The security station interior then loops ball to
the wall at your right shoulder. Step into the room ahead. As you do so, the door
closes behind you and locks. Great…
– Page 375 –
Chamber 2 Access.
When you step in and look around to the right, you see the door to Security
Station 2. As you advance toward it, you hear Betruger chortle darkly, and then
say, “Look around, Marine. All your friends are dead, and soon you will join
them!” You also see and hear through the security window to the right an SMG
Z-Sec trotting forward on his way to the door ahead. Grab the shotgun and meet
him there, standing left of the door, angled to the right. When he opens the door,
you are staring right at him, so step forward and head-blast him. Now grab the
plasma rifle and slip through the door to use it for cover, because the lights go
dark, and then behind you, back by the security window in the middle of the
room, a revenant phases in. Do not wait for it to finish phasing to begin dumping
plasma into it, and then its head and shoulders once they are visible, using the
doorway to block any rockets that might be let fly. However, most times the
plasma kills the revenant so fast that it never has an opportunity to launch a
rocket. But if it does, the plasma destroys them. As soon as the revenant dies,
two imps phase in. One is on the far side from you in the lower area, through the
passage left of the entry door. The other phases in on the other side of the glass
in the lower area left of the vending machine. Duck around the door frame, grab
the shotgun or chainsaw, and as the lights finally come back up and you hear the
imps stalking toward you, ambush each as they walk through the door.
Security Station 2.
There is a shelf unit to the left of the entry door that holds large clips. In the
main part of the station around to the right, you see a health station on the left
wall, and across from it, on the workstation by the window, you see an
adrenaline injector. Next to that is a Security Terminal 2 console, which controls
Teleport 2 Access. Do not activate it yet, but explore the outer area first. Start at
the end to the left of the door you entered this place through.
You are about to face a chaingun and tentacle commando. The chaingun
commando will come from the entrance door, and the tentacle commando from
the door to Chamber 2. To begin, regardless of how much damage you sustain,
it is all recoverable, not only from within this area, but from previous areas that
are once again accessible. Having said that – here are three useful strategies you
might want to try to minimize the damage one might normally receive here. If
you want to use the chaingun because it has been full for a while and it is
understandably frustrating to come across ammo belts and not be able to grab
them, you can minimize injury by squatting yourself at the left side of the open
security station door, where you are actually peeking through a recess in the
door frame. This will block most incoming rounds. Bury the chaingun
commando in hot lead as soon as he comes around the corner far ahead, and try
to nail his head to kill him much faster. As soon as
he dies, instead of reloading, switch to the plasma
rifle, because the tentacle commando is coming up
the stairs to the right. Back up and stay crouched as
you pour the plasma on and end him. He seldom
gets a lick in. You will fare much better using the
rocket launcher against the chaingun commando,
where you can nail him as soon as he comes around the corner, and then kill him
with a fast second rocket before he can get but a few rounds off. Switch to the
chaingun or the plasma rifle and deal with the tentacle commando as outlined
above. Finally, you can just squat and ambush both of them with the chainsaw
by the door. The chaingun commando cannot fire at angles within the doorway,
and the tentacle commando has trouble doing anything there. Most time you will
walk away with very little or even no injury. Most boo-boos can be quickly
patched with an armor shard or two and a quick hit from the health station.
However, go back to previous areas for supplies in cases of more dire injuries.
Once you are patched up, head up the stairs to the Chamber 2 Access door and
open it. Ahead, the walls are bleeding, much as you have often seen in your
– Page 377 –
periodic visions. The floors and walls are painted in blood, and the way ahead is
encrusted by residue that forms like skeletal ribbing. You can see the door
ahead, surrounded by this encrustation, is still passable. To the right you see a
conference room, walled on this side by glass, with a doorless opening between
the panes for traffic. The long table and soft chairs around it are in place, but
you see an SMG Z-Sec standing ready in the far corner of that room.
As the door opens, you can hear a nearby imp hissing ahead. A hall extends in
front of you, after dropping to a lower floor from four steps, for about ten paces,
before turning right. The left wall holds two offices with no doors; only glass on
either side of their entries. The right side is occupied by a glass-encased, liquid-
filled cooling chamber housing data towers that probably run pretty hot. At this
end of the hall, the hall further on also turns right before turning again left after
about three paces and it is grown over by the organic red growth that is taking
over, but it looks as though you can creep through the blood-washed floor.
You will face six imps and a chaingun commando, although you can easily
avoid bringing in the commando, because there is no real point to trigger him.
The door will also lock behind you as you step through. It is possible to draw in
two imps before you step through it, but there is no advantage to it because these
imps are easy enough to deal with. Grab a grenade and step forward.
Terminal Processing.
As you step through the door, it quickly shuts and locks behind you as breakers
snap, lowering the lighting in this area, although it is still navigable. Betruger’s
chortles echo sinisterly on the air as you hear an imp react, and then leap out
from behind a wall at the base of the stairs. As it stands and warms up a fireball,
roll it a grenade. As it dies, another imp phases in at the far end of the hall. Toss
– Page 378 –
long, but wait a moment for cinders of the previous imp to de-phase, otherwise
they might ignite the grenade if it collides with them. Now grab the shotgun and
go down the stairs to the first office opening. Looking in, you see two desks. On
the left desk you see grenades, and on the right desk you see a cell. Grab what
you need. When you exit the office, as you just move past it, an imp phases into
the middle of this office. Slip back in and brain-blast the imp before it can act.
Now go back up the steps and check out the part that is overgrown. As you look
ahead to a door to a decon chamber that is blocked by the growth, about forty-
five seconds after the last imp phased in, another phases at the corner, where
going comes to a stop. Brain-blast it as well, and then duck down and check out
the mess at the end of the passage, crawling as far as you can.
Go down to the second office at the end of the hall. There is a medkit in there on
the floor by the right desk. However, if you go into the area of the left desk,
where there is obviously nothing there to grab, anyway, a chaingun commando
comes running from by the door you entered here from. I say ignore it and leave
that side of the office alone, but squat and use the chainsaw if you do.
At this corner, you see the hall turns right and then, after four steps up, turns right
again, clearly leading to the hole in the floor you saw from the debris from the other
side. As you near the stairs, an imp leaps across the upper floor to the corner ahead,
and then begins to crouch again to leap once more toward you. Instead of standing
there admiring its feline grace and speed, grab a grenade and back around the corner
and down the hall. When it makes the corner and raises a fireball, apparently
wanting to play catch, oblige it by tossing it a grenade, killing it. Advance to the
steps. As you get to the base of the steps, by a medkit, you see the hole in the floor.
You can either roll a grenade into it, or slowly advance until an imp crawls out, and
then back up and roll it a grenade (if you did not already kill it). All six imps are now
dead. Step up to the hole and drop down into it and duck down in the low space.
Processing Subfloor.
This is a hodgepodge of branching dead ends, although you can generally work
your way left to find another hole in the floor to exit from. When you pass by a
blinking red way-light, you hear someone run overhead (you are beneath a
security station – you have already seen its window). When you finally find a
hole in the floor, pop your head out.
– Page 379 –
Chamber 2 Terminal.
Here, you will face a tentacle commando, one imp, and two revenants. You will
face another imp in a storage room if you go for the armor in there. Sounds
dangerous, right? Actually, they are all quite easy to handle from your new RP,
which is this hole in the floor, and you will likely not even suffer a scratch.
You will see three unlocked doors (a fourth is hidden around a corner), and one
door that is blocked by the overgrowth. This blocked door, next to a thick red
oozing vine of creepiness, leads to the same decon chamber, but from the other
side, that you saw a few moments ago. The unlocked door to the right of it
would logically be the security office – the same one you heard someone
running overhead in. The door to the right of that is a storage room, marked
Storage D3-3. However, your concern should be the room where you heard the
running. Grab the plasma rifle in case of dire encounters, and climb out of the
hole. Approaching the nearby unlocked door, make sure you can blindly fall
back and drop back into the hole, er… RP. As you near the door, you hear a
commando mutter some curse, like “Die!” Race back to your RP in the floor and
simply squat down to fully insulate yourself from his attacks. A tentacle
commando charges out, but he cannot hurl his
tentacle low enough to hit you, and although he
might trounce over your head, you, being a big
tough Marine, can take that and laugh it off
without injury. Grab your shotgun or chainsaw
and nail him as he runs overhead. If he leaves,
stand to draw him back, and then squat back
down to finish the job. After he is dead, go into
the room he emerged from.
Chamber 2 Control.
The control room is tiny. There is a console here, and opposite it is a
Decontamination Chamber workstation, indicating the decon chamber must be
recycled. You doubt very much that it works, but you select the Cycle Chamber
option anyway. As warnings are posted on the screen, an automated voice
reports, “Warning: Chamber malfunction.” The window here shows the debris
in Terminal Processing. You also find a rocket case and grenades near the
monitor on the floor. Grab them, and then leave and go into the storage room.
Chamber 2 Storage.
As you enter, you hear a Latin invocation, and then some dark chortling. To the
right side, you find a health station, a shell case, a rocket case, and a cell case.
The left side holds nothing, but in the rear are a couple of explosive barrels in
front of armor and two large clips sitting on a back shelf. If you want them, you
will have to blow the barrels, because you cannot roll them out of the way.
Stand back by the door and shoot a barrel with the pistol a couple of times.
When they explode, an imp phases in front of you, with its back to you. Grab the
shotgun or chainsaw while it is phasing and crack the back of its head, grab
whatever you need from this room, and then leave.
– Page 380 –
Chamber 2 Terminal.
By, and partially in your RP is a body. Use your fists or flashlight to disintegrate
it, to get it out of the way. Next, go past the RP and head left. At this end of the
room, you find a door on the right, which you have seen before, and a door on
the left, which you had not previously seen. Open the door on the right. You
hear a revenant pacing. Grab the chaingun or the plasma rifle. Step into the room
and wait until you see the revenant and it sees you, then race back down into
your RP. Back down into the hole until you back into the wall in the tunnel
beyond it, and you see a slit of the hole above and
ahead of you. This is all you want to see. When the
legs of the revenant come into view, open fire, but
stop if they move out of view. Most of the time the
revenant will pace in place, not knowing which way
to go, but sometimes they will leave through the
door they came in from. In that case you need to dash up, open the door and
already be racing back down into your RP, because it has hot rockets with your
name on them. Sometimes the revenant may fire a rocket when you are backed
up against the crawlspace wall, but they will harmlessly strike the floor
overhead. Once the revenant dies, another revenant phases in beyond the door.
Go up, open the door to get its attention, and then dash back down the RP as it
descends some steps to come through the door. Kill it in the same way. Once it
is dead, grab the SMG and step through the other door to the left.
T2 Pad 1.
Here is a very short hall that turns right and descends a set of stairs to a lower
floor. As you start down the stairs, an imp jumps across to the base of the stairs.
Pour on the lead as it raises a fireball and tosses it, and hopefully you have the
sense to dodge it. As it prepares a second helping, it should have died. Down
there is a large and very dark space. The far end is filled by a prototype
destination pad. To the left, you find some shelves with two large clips on it. To
the right, under what used to be a ladder platform, but whose ladder is now
collapsed on the floor here, you find three pistol clips, armor shards, and a
medkit. Grab what you need, leave here, and then head through the door the
revenants came from, to enter the space that you see above you from below.
Teleport Station 2.
You ascend a few steps to the main floor. The space here is mostly-filled by a
transport portal. A control center counter is to the right. Its layout is similar to
the previous one, but in reverse. Go to its MCS Uplink monitor and select the
Transfer MCS Access Permission to Control Station to bring up a Control
Station 2 – Wide Focus Beam monitor, and then select the Scan for Active Pads
option on it. The portal lowers its matter containment field generators and the
system scans for available destination portals. At last it finds three: Pad 1 Main, Pad
2 Hallway, and Pad 3 Storage. These seem to be longer range, hence the name
change from Narrow to Wide. Pad 1 is likely the prototype pad you had just seen.
Although it is a gamble on which other one to select, Storage sounds like something
that has supplies. Hopefully it will not have an exit door that unlocks from the
outside. So, select Pad 3 and step into the portal as it fires up. Hit the Activate
Teleporter Sequence option. You pull out of space and zip through the crazy tunnel.
– Page 381 –
Lower Storage.
You are clearly in a storage room, filled with shelf units, warning cones, and crates.
Scattered around, you can find a cell case, an ammo belt, two large clips, and armor.
Ahead is a door with a green access panel. Select the Open Door option on it. The
door next to it unlocks. Now grab whatever you need and leave here.
You hear commandos and a Z-Sec sighing (the Z-Sec is missing in the BFG
Edition). The area ahead is split-level, where the upper level is a zig-zag hall
separated from a slightly lower level by four tall panes of glass. The corners are
marked by columns. To the right you see a set of four steps down to the lower
level, around further right of which you hear a chaingun commando hiding (in
deep shadows). Unseen because of the column beyond the opening, a SMG Z-
Sec stands there ready to serve some pain from behind a serving bar, next to a
health station, but you clearly hear him down there. The hall turns left, runs
along the four glass panes, and then to another column. To the left of that
column is another set of stairs to the lower area. Because you see a left wall
there, you can assume the hall turns right, out of sight, beyond that wall. You
also hear another chaingun commando down to the left. You will save the SMG-
Z-Sec for last, like a dessert treat from his concession stand.
When the tentacle commando patrolling the upper deck sees you (well, he often
sees you as soon as the door opens), quickly back down to the hall wall behind
you, squat down, and kill him. He might get a chance to hurl his tentacle once,
but it will crack harmlessly over your head. The SMG works very well here.
– Page 382 –
About one minute after you stuck your nose through the door, two imps phase
into the room. One arrives near the commando heading to the right in the lower
area, and another behind a column at the left set of steps. It is not unreasonable
for them to arrive as you are working up a strategy to face the commandos.
Sometimes it takes that long just to work up a plan of action that does not
involve personal injury. Regardless, they are easy to deal with. If you choose to
wait, you can easily kill them both with grenades. When they phase, they will
immediately begin to stalk toward you, so grab grenades and back up to the hall
wall. As they open the door, roll a grenade to the first one. Sometimes you are
lucky enough to kill both with the same grenade, but do not count on it. Be
ready to dodge and roll another. You can also take them down with the SMG,
but that can involve dodging double fireballs. A rocket will kill them both, but
that is a bit excessive, and it might disturb the nearby hiding commando.
You next focus on the chaingun commando around to the right. Grab grenades
and toss a couple of them in quick succession to the column forming the opening
to the stairs on the right. This bounces them back to the commando. Often this
kills him, especially if you toss both grenades at the center of the column instead
of just rolling them, but do not bet on it. Immediately grab the chaingun or
plasma rifle and back down to the hall wall behind you, squatting to minimize
your target size. If the commando lived, when he comes into sight, pour on the
firepower. You had injured him significantly with the grenades, so he will die
very quickly, maybe getting only a round or two off. You can alternatively grab
the shotgun and flee to the storage room, hiding just around its narrow edge and
ambush him from there. He might get one round off before he dies.
Your next order of business is to deal with the other chaingun commando to the
left. To do this, actually step through the door, just inside the next room.
Once the revenant is dead, you can take the chaingun commando around to the
left out with just the pistol. Grab the pistol and then move out just enough to see
him down at the end of the hall on the left, but not his chaingun. Snipe his
shoulder until he collapses, due to a sudden onset of death.
– Page 383 –
When the chaingun commando dies, you have only the Z-Sec left. When you
start to descend the stairs, you hear the Z-Sec react and start throwing SMG
rounds wildly. You can toss a grenade against the wall near the health station to
bounce it back and kill him, or you can quickly back up so he can see you on the
other side of the column, to incite him into pursuit, and then step back in and
ambush him with the shotgun as he comes around the corner.
You are free to explore, but there is little to find other than the health station
down by the bar and chainguns dropped by the commandos. Go back to the
storage room in the hallway you entered from and gather up any needed
supplies, and do not forget about the case of shells and the medkit in the hall.
When you are finished, follow the hall around to the left and find a door at the
end after the hall turned to the right. When you open the door, an imp drops
from the ceiling to the floor in front of you. Rush it with the shotgun.
Here, you see the melted bridge ahead of you, and beyond that, a transfer access
bay hatch. A railed platform along the right wall arches around to an unlocked
door. Above, you see a hole in the ceiling the imp dropped from. Remember this
hole, because you will be dropping through it soon. Follow the arched platform
toward the door ahead by the Chamber 3 signing. As you near it, something
starts phasing in front of the door, so backpedal fast to hide around the corner by
the door. As you duck out of sight, you see that a revenant had phased in. Grab
the rocket launcher, slip out, fire a rocket at its head, and then slip back to cover
as it launches its own rockets. As its rockets slam harmlessly into the wall you
are hiding behind, and if your rocket did not kill it, then slip out and deliver
another rocket to bring it down, or use the plasma rifle to finish the job. Once it
is dead, grab the shotgun, or something less potent than rockets, and approach
the door ahead again. As always, approach the door tactically, from the left side.
The door opens to a short hall, but nothing is there to greet you. Step in.
Chamber 3 Access.
Like with the previous door, approach the next door tactically, from the side.
This time an imp within leaps, but crushes its face into the frame of the door.
Slip around and damage its face even more with the shotgun, or dance with it
using the SMG, or go all Bruce Campbell on his ass and use the chainsaw. Once
it is dead, step into the next area.
– Page 384 –
Chamber 3 Terminal.
There is Security Station 3 in front of you. To the right, the hall turns left and
descends a flight of stairs to an unseen area below, but around that way you hear
another imp. Grab the SMG and slip around and rain bullets into the imp’s head
from above. It will react and then stalk forward, allowing you to kill it without
needing to dodge fireballs. When it is dead, you see that it had been standing in front
of a locked door. If you go down to the door, two more imps will phase in (missing
in the BFG Edition). One appears at the top of the stairs, and another up by the
security office door. However, it is worth going down there to see if you can hear
anything beyond it. When the imps phase in, use the SMG or toss them grenades to
get them out of the way. It will only require one reload and dodging a couple of easy
fireballs. You hear nothing through the door, although you do see that it is a decon
chamber, so the third teleporter portal should be through
there. Done here, head back up the stairs. Looking
through the security window, you see four things of
interest; there is a destination pad marked with the
number 2 within, there is a case of cells next to it, there
is a PDA on the console, and the Decontamination
Chamber control panel is not active, showing an idle
screensaver. Go through the windowed door to the left.
In this very short hall, there is a door to the left and the right. The right door is to
Security Station 3. Even though the panel reports this door is unlocked, the light
bars on the door and the panel indicate otherwise. Trying the door confirms that
the door is sealed. Likely, the triggering mechanism is faulty, or, more likely,
you do not have sufficient clearance. Grab the shotgun and open the left door.
This dim area is a raised platform, forming a narrow passage from left to right.
Nothing is to the left, but to the right leads to another locked door with a
disabled access panel. Next to you on the right you see a ladder well descending
to below. Standing by the ladder, you see that it descends to a dark floor.
Beyond that, on the far side from it, is another raised platform, though below
this one, ascended to by stairs on their left that service an unlocked door. You
also hope that it is those hooded venting ducts you see below making that loud
rhythmic breathing sound. Descending the ladder will incite an imp to drop in a
corner below to your right-front (from the ladder). Of course, you can delay this,
as well as avoid using the ladder and then back up some stairs to get to the door
– Page 385 –
on the platform by simply jumping onto the railing that wraps around the ladder,
hop onto the support beam nearby, hop onto the hooded venting duct by the
door, and then drop onto the platform. Step through the door.
Chamber 3 Control.
Stepping into the control room, which is an alternate chamber control room, is
also accompanied by the appearance of the imp in the dark corner. Hide around
the door inside the control room and ambush it with the shotgun once it enters.
You could also step back out onto the platform and toss it a grenade while it is
still in the corner, or take it down with the shotgun or the SMG. Of course, you
could have simply descended the ladder, but when it appears, to then scamper
back to the top. Because it will now stalk beneath you, you can stand over by the
disabled door on the upper platform and hurl a grenade at the wall adjacent to
the lower door and bounce it back to kill the imp.
Inside this tiny control room you find two packs of grenades, a case of rockets,
armor, and a health station. On the console you also find an active
Decontamination Chamber control monitor. Select the Cycle Chamber option.
An automated voice reports, “Decontamination Chamber sequence initiated.”
Grab what you need from here and step out the door.
Decon Chamber 3.
The decontamination process starts up OK, with the automated voice reporting,
“Decontamination process started.” The decontamination misting starts as red
lights make it glow crimson, but then it suddenly stutters and stops. The
automated voice then reports, “Primary system failure… System shutdown…
Backup systems online.” The lights then come up and the door ahead unlocks.
But this is not the end. There is a chaingun commando further to the left of
where the tentacle commando had come from. When you reopen the door down
there, you see the chaingun commando running across to the right. Let him
disappear, and then backpedal. This will allow enough time that he will not stop
there and wait for you to return. Grab your favorite chaingun commando killer
and wait at the top of the stairs, using part of the turn in the wall as cover. You
can also squat at the top of the stairs, backed up to the wall, and dump chaingun
fire on him. He will die, and hit you only a few times, but the damage will not
be severe. Show no mercy as you trade rounds. Once he is dead, instead of going
back to previous areas and collect health and armor and ammo, make sure the
area ahead is indeed clear. Step through the decontamination chamber.
Teleport Station 3.
Here, you see some tech towers to the left and some crates scattered about.
Around to the left, you find a shell case and a large clip. To the right you find a
cell case and a medkit. Looking at the glass wall in front of you, you see there is
an opening on the right side, clearly where the commandos had accessed this
area from, which is a small connecting hall to the main portal zone, this place
clearly being an observation area. As you come around the connecting passage
toward the portal, where you see that its control console is over on the left of
this area, you hear a revenant in a dark recess to the right of the portal. Most
strategies have you back out and snipe it using plenty of available cover as you
work you way back through the decon chamber. However, I have found that
grabbing the plasma rifle and dumping fire into the beady red/yellow glow of its
eyes in that blackness kills it very fast, disabling most, if not all of its rockets,
and you come out of it with minimal damage, if any.
If you go toward the dark recess the revenant came from, you will see a wall
panel back to your right, in the corner, snap down and reveal an imp. Face off
here with the SMG, or hide behind the steel vertical girder and ambush it (even
though you can see through the steel ribbing on this girder, apparently it is
dark enough behind you that imps cannot). Now go toward the control console.
As you step in front of the portal, you see another imp emerge from the decon
chamber. Go back and ambush it from the girder, or dance with the SMG.
From the monitor, select Pad 2 Security. The portal charges full. Step onto the
portal platform and hit the Activate Teleporter Sequence option. The world pulls
away, you tunnel through space, and finally you reappear at…
Security Station 3.
When you can see again, you find a locked door and access panel. Scanning your
PDA on the panel denies access, but it does report that the PDAs of Dr. Betruger and
Dr. Shultz are on file. At your feet is a cell case, and to your left on the security
console you see a PDA. Grab it (Marten Shultz). It also reports that your security
clearance has updated. Checking the PDA, you see that it has a single email from
Frank Cerano on 10 November regarding teleportation transfers: “Marten, Our
systems can only build enough of a charge to have the portals open for
approximately 10 to 15 seconds. Enough time to get a team though, but not enough
time to send in some of the heavier equipment. Do you have any idea how we can
route supplemental power from the stabilizers into the converters? I think if we can
increase the hold field by 13% we could achieve full transfer power and open the
field for a longer amount of time.” This seems to reflect pretty much what Cerano
had reported in his audio log. Shultz also kept an audio log: “We need to amend the
operating procedures to ensure all target teleport markers are properly set and
locked before engaging the systems. We had a tragic accident today in chamber 1
that led to the death of Susan, one of our female chimps. She stepped onto the
platform during the calibration phase and an electrical short engaged the system
and literally split her in two. The torso appeared at the destination marker while her
lower extremities remained in place on the source pad. I’m not sure how we’ve gone
this long without this problem appearing sooner but it seems like we’ve been having
nothing but difficulties getting these systems to work. I don’t know where Betruger
finds the energy, he’s been busy slaving away in the labs for 16 hours a day trying to
debug these latest problems. What’s he trying to do, make the rest of us working
stiffs look bad? Regardless, we have our work cut out for us over the next couple of
days going over all the systems logs to see exactly what went wrong with this round
of tests. Dr Marten Shultz signing off, hoping to report better news next time.” This
news makes you nervous, but you really do not have much choice in the matter.
After all, if the spawn of Hell are coming through the portals, how far are these
portals capable of reaching, anyway? It seems that you may have misjudged
Betruger. Previously, he was a shining beacon in the science division, though
perhaps a bit of a rogue cowboy if the initial conversation you heard between Swann
and Campbell is correct. Whatever he is now is probably him possessed by some
denizen from Hell.
Go scan your updated PDA on the panel again. It unlocks. Make your way back
to the control console at Teleport Station 3.
Teleport Station 3.
This time, select Pad 3 Storage and step onto the portal platform and select the
Activate Teleporter Sequence option. The world pulls away, you tunnel through
space, and finally you reappear at…
– Page 388 –
Go up to Storage Locker 317 and use the code you found in Frank Cerano’s
email (841). Within, you find armor, two medkits, two large clips, a case of
bullets, and a case of rockets. Grab what you need. Now, you can leave here and
make a long trek back to Teleport Station 3, or you can climb the crates in here
and get into the exposed crawlspace overhead.
Vent Shaft.
Follow the shaft as it zigzags around to a single exit, and drop through it.
Teleport Station 3.
This time, crossing your fingers, select Pad 1 Exit, step onto the portal platform,
and select the Activate Teleporter Sequence option. The world pulls away, you
tunnel through space, and finally you reappear at…
To your right you see the transfer access bay hatch, and before that you see a tall
hallway branching off. Looking down the hallway, you recognize it as the hall
where you had seen Betruger leading a chaingun and tentacle commando when
you first arrived in this level. Go up to the transfer hatch.
Teleporter 4 Access.
Select the Open Bay Door panel beside the hatch to open it, and then step inside
the blood-soaked transfer bay, looking as though numerous bleeding, and likely
still living and fighting bodies had been dragged through there. The elevator at
the end of it is marked locked, and its access panel is broken and disabled.
Transfer Bay.
Entering the Transfer Bay, select the panel here to leave Delta Labs – Level 3
and transfer to Delta Labs – Level 4.
– Page 389 –
DELTA LABS – LEVEL 4.
Delta Labs - Sector 4 houses the third generation transfer portal. All teleporter destination research is
classified. Only top level personnel have access to the central control room and activation grid for the
primary test chamber.
Delta4 Junction 1.
Waiting within the closed transfer chamber, Betruger’s voice echoes all around,
“You will never find the thing you seek. It is trapped in Hell forever!” Deadbolts
cycle and the hatch lifts open, revealing a long hall saturated in thick layers of
reds and blacks as though inundated by a rotting flood of clotted lumps of blood
and viscous gore. The air assaults you with the repugnant stink of putrefaction
and with noise of hissing and odd mechanicals, drowning out most other sounds.
Messages are scrawled across the walls above the gore, written in blood and
filth, reading Die, Suffer, Burn, Succumb, and so on. Follow the right-turning
gore-retched hall ahead. Around the turn is an unlocked door. Opening it reveals
another hall leading left, with a door to the right. That door is locked, and
probably to the consternation of the three bodies piled against it, stripped to
nothing but bone. As you stand there, off in the distance, almost inaudible, you
hear a chainsaw idling. Grab a heavy weapon and step through the door ahead.
Delta4 Junction 2.
Turning left, another hall extends forward and arches right, the hall saturated in
more gore, like the previous hall. As you stand there, a chainsaw zombie
sporting a conical party hat lurches around the corner ahead, vomiting grunts
and breath as though spit and hate. Use your weapon to put him down. Notice he
was more durable than other commando-like zombies, exhibiting easily twice
the endurance that you had seen in previous such vermin. Even though this
zombie is now dead, you still hear a chainsaw faintly in the background. You are
almost not sure, due to the hissing and humming noises assailing your ears.
– Page 390 –
Looking back to the locked door, amid the skeletons you find a PDA. Grab it
(Jack Gilbert). Gilbert is a Security Specialist assigned to the Delta Main Portal
with General Access clearance. His PDA contains a single email from Paul
Downing, dated 5 November, which states: “Jack, Just a little reminder, they
changed the security clearances again today. The new code for locker 104 is 5-
7-9, though I doubt you will need to use it.” This can be useful if you can only
find that storage locker. …And if Jack had not already used it.
Follow the hall around to the right to another unlocked door. Reloaded and
ready for action, open it. Ahead is a short hall, splattered in gore and filth like
the others, ending in another unlocked door. The left wall is lined by three
window panes, revealing a security station. Within you see consoles and
monitors along the windows, with a lone skeleton still seated behind one of the
monitors. Behind, to the left you see a storage locker, along the back wall are
three data towers, and on the right you see an unlocked door. Everything within
is coated and splattered in blood and rot. Open the door ahead.
The hall comes to a dead end, but another hall branches from the left wall. You
figure the security station door opens to that hall. You also hear the mad breath
of a chainsaw zombie around that turn. On the right wall is an unlocked door.
Oddly, next to the skeleton in a right corner ahead is a message written next to
it: “You laugh, it works.” Ready for action, strafe over to face the hall to the left.
Delta4 Security
Use the health station you find next to the seated skeleton if you need it. Notice
that of the two monitors at the console, one of them has a message on it: “SET
CMD ID LOCKER 104 579.” Handy! If you had not found the PDA, you could
have still opened the storage locker. Open storage locker 104 with the code 579.
Within, you will find an ammo belt, rockets, and armor. Grab what you need and
then leave this place.
– Page 391 –
Delta4 Main Ready Room.
Head right to the door ahead. Open it. Within, you see that all the blood and
gore you had seen, all the way from transfer bay, leads to the main portal on the
left between two control consoles, apparently transporting hundreds of bleeding,
fighting bodies to some distant hellish place. So much of your mission had been
focused on getting here, having known of it since you met Dr. Ishii back in Mars
City so long ago. But now that you are here, it all seems almost unreal.
The large bay ahead is mostly occupied by a raised platform that provides access
to the portal on the left. To the right is a slightly lower floor, separated by railing
and a set of stairs on this and the far side of the bay, providing access to the
lower area. On the far wall, you see three numbered power lines that are
connected to the Enpro plant to power this portal. To the left of them, through a
window above, you see a darkened observation room. Being this is the main
portal, your sense is something very nasty is nigh, so grab the most powerful
weapon you possess, which is the BFG 9000, and finally step into the bay.
Typically, most players turn on their GOD mode just to get through this
encounter. This fight and those that follow in Hell are, well, hell. However, it is
possible to take these two hell-knights on and not suffer a scratch, even with just
the shotgun, though typically you will get a couple of bumps and bruises,
usually from their much more powerful fireball’s splash damage, which can be
easily mended in the next section you soon will be visiting.
The trick here is to take advantage of the lower level. The hell-knights travel
together, so you can keep distance between you and them by letting them follow
you around the loop created by the railing and stairs. Do not worry about using
up your precious BFG ammo because you are about to lose it, along with all of
your other weapons, as you are soon to be teleported to Hell.
As soon as the cut-scene ends, blast the hell out of the hell-knights with the BFG
as you back up to one of the sets of stairs or else simply back straight up and hop
over the railing backward. Never take your eyes off the hell-knights. They will
periodically toss hot blue fireballs at you, but they are as slow as the less potent
fireballs of imps, so they are easy to dodge. Remember that if you hold the fire
button down, the BFG accumulates charges, and so may fire two, three, and
sometimes four charges each time. Just be sure to release the fire button to
actually release the charge, especially before it overcharges and french-fries you
and not the hell-knights, and always aim toward their heads for maximum effect.
Truth is, these hell-knights are easy to defeat, and if you replay this part a few
times, it starts becoming fun. Indeed, after a while you may resort to other
weapons, such as the plasma rifle or the chaingun. I have even done it with
grenades to satisfying effect. If you really want to hone your lunging shotgun-
attack skills, this would be a great opportunity (especially because later you will
have to fight a hell-knight with nothing but a shotgun).
With the BFG, the hell-knights die all too quickly. Once both of them are dead,
the main portal, activated by Betruger in the upper control room, powers up and
its light washes over you, literally grabbing you and transporting you to Hell…
– Page 393 –
HELL.
For the great day of his wrath is come, and who shall be able to stand?
This level is tough. Another way to put it is that it is Hell. However, with strategic planning, military
tactics, environmental awareness, and using the skills you have developed since you arrived on Mars,
you can actually make it through this ruinous level in perfect health and in full armor.
You are in the core of a massive crimson pit lined by raw stone kilned by hellish
fire, its broad basin bathed in a viscous molten lake of fiery magma, save for the
small flat scab of hard baked earth you find yourself on at its center. Ahead, a
crude mound bridge of scorched clay trails to a far shore, above which you see a
pointed shaft of aqua-neon light shouting from a platform atop a long stretch of
corrupted stairs, reaching toward the red sky within a gothic arched pentacle
frame of carved stone, crowned by a massive basalt skull that commands the
view above it. To the left, breaching this angry lake of liquid rock, you see a
megalithic horned skull, as large as a house, looking as if it was just cast to the
side. You cannot imagine the manner of being able to best that foul leviathan.
You stand in the heart of a broad aqua-neon circle, its pattern thick with glowing
arcane, angelic symbols (you think this odd for hell). Behind you, a teleport portal
lays in semi-functional ruin, though its control panel still reports it is seeking a
destination. One containment field generator is suspended in space to the left; held
aloft by an electrical superconductive force that easily defies the pathetically weak
pulling of gravity. It appears to be functional, and periodically arcs with grounded
metal crates below (the BFG Edition also has a canister with an SMG and clips in it
here). Another field generator lays to the ground behind you to the right, seemingly
spent. Nearby, the limp corpse of a scientist lies entombed in a biohazard suit. You
wonder if this person had delayed the death of the scientist you had seen fleeing
through the portal when the two hell-knights attacked? To the right of this body you
also find an open canister containing a shotgun, a pistol, and two pistol clips. By the
canister you find a rucksack, two medium medkits, and two suits of security armor.
The distant shaft of light fades. You then hear what might be Betruger’s voice, or the
voice his has slowing been waning toward, warning of calamity and death:
“Welcome to my domain. Behold the shape of things to come! The time has come
for the forces of Hell to escape their prison and drive Mankind… into darkness!
Your darkest fears will soon be realized as your soul burns in Hell. Everything is
mine here! I am everywhere, and you will never find the thing you seek!”
– Page 394 –
Your domain? Was it possibly never Betruger at all who spoke in your mind?
You wonder if he has been possessed by the foci of Mankind’s darkest intent. Is
that massive discarded horned skull part of the spent shell of the being that now
possesses him, hijacking his body as its new corporeal temple when Betruger
and his team first visited this place? This day just keeps getting better…
As the distant shaft of light reignites following the boisterous rant, grab the
medkits, armor, pistol, clips, and the shotgun to your right. Notice that as you do
this, the body of the scientist is lifted away to near the far stairs, and then it is
cast into the molten lake. Taking a breath to shore up your courage, arm yourself
with the shotgun and then carefully make your way across the earthen bridge.
At its end, you stand at the base of a long flight of stairs leading up to the shaft
of light. Though the two stone gargoyles stationed at either side of the base of
the stairs animate to a position of attention when you near them, they pose no
threat. Climb the stairs, taking care of the sections that have been broken away.
At the top, you see the light shaft emits from another arcane circle of aqua-neon.
Nowhere else to go, you can only assume that this is a portal of sorts.
Swallowing hard to stifle your apprehension, take a cautious step into the shaft.
Unknown.
You find yourself suspended in a broad shaft of coarse granite, its air thick with
crimson fog. From the walls, some stones project like chunks of mountain, while
others look as if hand-cut, forming a deep well, its base lost in the red mist.
Attracted as if by magnets, segments of a cage slowly pull in and clang together,
ensconcing you. And then, with the speed of fear, they plunge you downward…
Once these minions of Hell are dead, you will hear stone blocks reforming to the
left. Make your way back to the place where you arrived here to find a bridge
has been shaped from the forward wall, extending to a passage below a horned
stone skull within the rock face of the basalt mass beyond. Watch your footing
when crossing – a false step here and you will fall to your doom. Do not forget
to grab the shotgun and shells on the glowing glyph where you arrived.
– Page 396 –
You will face a hell-knight here, and your passage back will be blocked as the
steps will retract to form a wall that you cannot scale. In the left passages you
will find two cherubs. These twin passages form a single loop, where you can
also find security armor and a shell pack, and this passage can also be useful for
taking on the hell-knight. The far passage on the right wall is blocked, but holds
a chainsaw and medkit. This makes the remaining single open passage, where
you will meet a cherub and an imp, a deathtrap. It also contains two medkits and
a shell pack. Avoid the open wall passage to the right, and also hold off on
grabbing the chainsaw until after the hell-knight is dead.
Once the hell-knight is dead, you hear a wall reform. What is happening is the wall
behind the hell-knight entrance reopened to reveal a hall beyond it. Go near its
entrance, now the opening to another room, and grab the chainsaw and shells from
the blocked side passage. Using the chainsaw, go into the other passage on the right
wall to draw out the cherub you hear within, and then kill it from a corner. Once it is
dead, return to find the imp. It will drop into a black break within the left wall of the
room. Dodge a fireball if you are not fast enough to attack it before it can toss it.
Once it is dead, grab the two medkits and the shell pack in that dark space, and then
head back to grab the armor and shells in the passage in the other wall.
At the far end you find a chaingun and two ammo belts on an aqua arcane circle.
When you grab the chaingun, the walls will pull back slightly, revealing small pits
containing two medkits in one of them and two ammo belts in the other. At this end,
you also hear more distinctly the voice of a woman, periodically whispering “Life!”
Go to the other room. At its far end, you find nothing, but you do notice that the
glowing yellow glyphs on the walls differ from the stylized “A” glyphs in the other
passage. That, and aside from the ethereal weeping you hear within, a periodic voice
of a woman whispers “Death!” When you cross the back end of the room, the walls
here also expand, but provide no bounty, and then an imp phases next to you on a
glowing red arcane circle, and another at the entrance to this room. Take the one at
your feet with the chainsaw, and then use the column here to hide and wait to
ambush the other, which stalks after you. Once both of them are dead, you hear the
walls outside reforming, and afterward you hear the wail of lost souls.
Two lost souls soon drift through the entrance. Use a column near the entrance to
narrow their movement (the left side of the column is easier) and point the chainsaw
directly at them. If you can take them as they drift, they will be vanquished without
attacking. Once they are dead, step out the entrance and gaze rightward. You see that
the bricked-up passages are now open, revealing a vast space beyond. You also see
more lost souls drifting there, who are immediately alerted to your presence. Pull
back into the room and again use the column to easily take on four more lost souls
with the chainsaw. Who said chainsaws were not useful?
– Page 398 –
Creep over to the new passage. Beyond, you witness a surreal sight. A loose
bridge across a red void to a mountain cave, built of ill-shaped flat stone, is
suspended in space, with gaps that sometimes broaden as the stones drift slowly
up and down. Amidst it, to the sides, great spiraling globular masses, like great
slugs of ruin, swim up from below to the sky. You find glowing glyphs
embedded on some of the drifting stones of the bridge. You have seen many of
these since arriving, perhaps used as indicators of a path, and thus form two
paths across this treacherous gap.
Also, you are beginning to notice that arcane circles that glow aqua blue contain
angelic symbols and seem to be used to help you, but arcane circles glowing red
contain demonic symbols and herald conflict. Patterns are starting to develop…
You step out on a stone ledge, much like an entrance to a terrace. When you step
further out onto the drifting stones, the stone in the entrances behind you will
reform to block any retreat. However, you will also find a shallow notch-space
to the left of the left sealed passage where you could take refuge, if needed.
Now, ready for anything, follow the glyphs on the stones. When you near a
stone where you can see medkits, if you step on the third glyph, a Death Glyph,
you will hear it hiss, and then you will hear phasing somewhere to the right
ahead. You may witness a lost soul phasing in, but you will definitely hear the
wail of more than one. Race back to the shallow notch and use the chainsaw to
take on two lost souls that seek you out. Afterward, return to the bridge. If you
do not step on that Death Glyph, then no lost souls will appear.
Follow the Life Glyphs; the stylized “A” symbols. If you step on the stone with
the glyph that looks like the letter combination “VZ”, a new Death Glyph, two
lost souls will emerge from the passage ahead, so avoid that stone. However, if
you do hit it and they emerge, simply make a run for the passage ahead. Their
aim will no longer be true and they will miss you. Use a turn in the passage
ahead to prevent their straight-on assaults, and take them out when they drift by.
– Page 399 –
This caging makes you nervous, so grab the chaingun. As you pass the right
corner, the wall behind you reforms as the passage you came from is blocked by
bars. You first hear, and then see a hell-knight emerge from a new black breach
in the stone behind you. Saturate its head in a focused stream of lead as you
backpedal. Be sure to dodge or blast its blue fireballs. If you focus only on its
head, it will die before your ammo belt is spent. As it dies, three imps will phase
into this loop. Two at each end and another in a wall recess close to your right,
near the far turn in the loop. Grab the shotgun or chainsaw and destroy the imp
in the recess when its stands, where you also find a case of shells, a chaingun, an
ammo belt, and two medkits. Now attack the other two imps, dodging fireballs
and running in fast to deliver a blow to their heads before they decide to crouch
and leap. However, if you wait at the near corner, the imp in the far passage will
stalk by, where you can ambush it. You can then draw out the other imp and use
that same corner to ambush it. If they do try to leap, backtrack for distance and
charge in to deliver a dose of death. You will find two medkits at the far end of
the loop. You also find armor in the recess the hell-knight came from (you could
see it through a hole before the wall opened up).
Once the imps die, the gating to the inner area retracts. Within, you see along the
right side, beyond a small dividing wall, armor shards on the floor. An ammo
belt is on its left side. Beyond, you see another room with two medkits and a
cell. Near them you will find a plasma rifle on an aqua arcane circle. When you
step in, you will face three cherubs that will attack from the outer loop. Another
will phase in if you kill the first three. You will also face a mancubus that comes
from behind the dividing wall. The cherubs are twice as durable as others you
have met, and they are also doubly savage. The mancubus is slow and its rocket-
fire is easy to dodge. You can wait to let foes get near, or bide time by going to
the outer passage near the blocked entrance to blast the cherubs and wait for the
mancubus to slowly draw nearer, then run around to the inner room beyond the
dividing wall, grabbing the shards and/or ammo belt if you need them, then
cross to the left side at the end to grab the cell and medkits, and then to the
plasma rifle. This also allows you to automatically dodge any mancubus rockets.
When you grab the plasma rifle, caging suddenly encircles you, trapping you in
that room, but it also protects you from foes. A moment later you and the floor
slide down a very long and deep shaft. As you descend, Betruger gloats: “Death
– Page 400 –
will not be your end. Your soul will burn in Hell forever!” The floor soon settles
for a moment. One end of it then tilts down to drop you to the misted gray fog of
the floor below at one end of a broad and low cavern, which is supported by
many, many thick stone columns. Note that you could have stepped to the side
before the floor tilted down, but there is really nothing to gain from doing that.
When you are ready, grab the berserker helmet. Your vision might be blurred, but
you will also be invulnerable and also devastatingly powerful. You will also know
that three imps are phasing in around you. Quickly seek them out to punch them to
mush (one is close to the right, and the others around left of the wall here). Once the
third imp dies, even though two others will soon phase in, run over to the wall by the
shards. It will open like a gate, releasing the hell-knight behind it (two imps are
further beyond). Before the power-up runs out, quickly punch the hell-knight to
death, and then grab your chainsaw. Within the leftward part of the cavern you will
find two more imps. None of the imps seem to mass, so find and kill them one-on-
one with the chainsaw, using the columns for cover. When you go into the far area
where the hell-knight emerged, the other hell-knight will be released. Just be ready
to grab an automatic weapon when it stomps near and bury its face in lead or plasma.
Once this second hell-knight is dead, seek out surviving imps, if any, and kill them.
In the back of the area where the first hell-knight emerged you will find a
number of items beneath a hanging skeleton: a medium medkit, armor shards,
two plasma cells and an ammo belt. Scoop up what you need of them.
When the second hell-knight died, a previously unseen trail of myriad glyphs
appear on the floor that lead from the entrance of the second hell-knight wall to
the opposite wall, which are both now open. Beyond the opening opposite the
hell-knight wall you will find a tall gothic door and loot to its right in the form
of two open containers that provide two medkits, armor, two cells, an ammo
belt, and two rocket launchers. You also find a PDA (Simon Garlick). Simon is
a Research Specialist, and his PDA contains two emails and two audio logs.
– Page 401 –
Simon’s first email is from Heather Elaine, dated 6 August, regarding expedition
expectations. It states: “Simon, As you know, you have been assigned to
Expedition 14A-2. There are several goals we hope your team will be able to
meet while on expedition. Since you are familiar with the discovered tablets, we
would like you to find cooperative evidence on the other side of the Main Portal
- similar writings of any kind should be photographed and collected. Primarily,
we are looking to capture several more bio-specimens. Having already collected
many of the smaller 'Imp' creatures, we would like to bring back one of the
larger ones, described by others as a 'Hell-Knight'. Previous expeditions have
reported seeing them at the Main Portal destination, where you will be arriving.
You will have several weapons with you, but we ask that you attempt to use non-
lethal force, we would really like to have a live specimen if possible. Finally,
traveling through the portal has caused varied reactions. For our records we
would like you to keep an audio log of everything you experience for us to later
analyze. I hope you have a safe trip.” Wow! Talk about grandiose expectations!
The other email, from Research Scientist Earl Besch, also dated 6 August,
regards dimensional uniqueness: “Simon, In preparation for your 'jump' next
week, I wanted to inform you of another tasklist item we need to cover. Since the
Main Portal has not been operational for a few weeks, we have not had time to
follow up on some of the physiological reports. While on the other side of the
portal, pay close attention to your stamina while working and moving around.
Many individuals have reported a lack of being tired, and some work constantly
without the need for rest. One of the teams has called it 'the hercules complex'.
Anyhow, to help us further our study, please record any additional information
related to this phenomenon. Thank You, and good luck next week!”
Simon’s first audio log is sad, reporting his state of mind when he finds that he
has become separated from the rest of his team, but still has hope that he will
catch up to them: “This is the audio log of research specialist Simon Garlick,
dated August 8th, 2145. It seems that I have misplaced the rest of the Science
Team. I don't know how it happened. This place… well, I don't know what this
place has done to me. One moment there I'm taking samples, and the next thing
I know, I turn around and… and everyone's gone. There one second, turn
around and they're gone. I can't raise anyone on the Comm-Links and the only
signs of the team I can find are tools and other personal effects that seem to be
left behind, almost as if they had stopped working midway through one of the
experiments. This place does funny things with your eyes and your perception of
time. Hopefully, they just went into the next sector and they're waiting for me to
catch up. I'm going off to find them now. This is Simon Garlick signing off.”
His second audio log from a couple days later is more disheartening. He is still
separated from his team, and now fears demons are tormenting him. Worse, it is
clear that this place has severely affected his sanity: “This is the audio log of
research specialist Simon Garlick, dated August 10th, 2145. It's been two days
now since I've seen any of the team members. I don't know how I've survived
this long and how I got away. They were just, um, torn apart. They could only
be described as demons. I have never seen such a big thing move so quickly. Oh
dear God, what has happened to us. The teeth – that’s the last thing I remember
– Page 402 –
seeing. Teeth. The sounds; words cannot describe. I'm sure it's just a matter of
time before they find me again. I’m convinced they are toying with me, allowing
me to stay two steps ahead of them. I... I can see them in the shadows
sometimes, why do they taunt me, I’m not sure how much longer I can... I’m
shooting at shadows here. At any moment I feel them creeping toward me. Oh
God, oh God, we should never have...” The audio log cuts off there.
Now you are really nervous. Grab a weapon that makes you feel more
comfortable and then step up to the doors here, which split to reveal a caged
outer room to a small cavern. Nothing jumped out, so step through the door.
This outer room contains two areas on either side of an opening, both empty, lit
faintly by candles. The opening in its center leads down an earthen bridge that spans
a great pool of magma below. The bridge slopes downward to the other side, where
the path then leads back up and rightward into a passage in the wall. The bridge is
actually split by a gap, where the near side is above the far side, so simple running
would clear the gap. Centered on the bridge is a glowing red arcane circle. Directly
above it is a massive stone column that is much narrower at its base, looking like a
giant piston. On either side of the bridge, attached to the walls, you see two rough
ledges formed of stone blocks. On the near ledge to your left you see a couple
medkits and armor shards. On the ledge beyond it, against the far wall, you see more
armor shards and two ammo belts. The ledges on the right side offer nothing. The
left ledges are much too distant to leap to. Above on the far wall you see a ledge
running its length. It is open at the center, and is blocked by bars on either end.
Here, four mancubus will phase in on the four side ledges, one at a time, based upon
your progress. When you advance toward the arcane circle, three things happen.
First, the stone behind you reforms to close the passage, preventing escape. Second,
the great stone column begins a periodic pounding on the arcane circle below, just
like a slow piston. Third, a mancubus phases in on the near right ledge. If you use
the rocket launcher, you will require four direct hits to kill it, and you have limited
room to dodge. After it dies, if you advance toward the stone piston again, mancubus
phase in on both left ledges. The last mancubus will not phase onto the far right
ledge until you get across the bridge and the others are dead. When you get across
the bridge, you will hear and then see two lost souls emerge from the passage ahead.
A shotgun blast takes care of them quite nicely, though you must be both fast and
accurate. Otherwise, use a quick burst apiece from the plasma rifle to kill them. Just
do not dally there. Remember, a mancubus could be pointing a rocket at your back.
– Page 403 –
Battling the mancubus here can be quite painful if you are not quick to dodge or you
are crap with your aim. However, there are much easier ways to deal with them.
Grab the shotgun or the plasma rifle and run up to the arcane circle. The piston will
pound down as a mancubus phases in on the near right ledge. Back up to the new
wall that now blocks your escape as the mancubus fires off a rocket, thus
automatically avoiding it, and then run back to the piston as it begins to retract. You
will be able to run right beneath it, so race across the bridge to the other side, even as
you hear phasing as two more mancubus arrive. Run into the passage on the far side
and take out the lost souls. Accept what little damage these lost souls might give
you, if any. It is small in comparison to a rocket in your back. I usually come out of
this unscathed. To panic is to make errors, so remain calm, focused, and pragmatic.
Now you can take the mancubus out from here, or from above. Both tactics are
rather easy, but from below is the absolute easiest because it requires much less
dodging and most of the mancubus will not be able to see you, and, as a bonus,
the forth mancubus will not appear (it will appear if you do battle from above).
Using a left turn in the passage for cover, you can strafe out and send a rocket to
the far mancubus to your right (formerly left), near the entrance. It will be the
only one you can see from here. Dodge back for cover when it fires rockets.
Repeat this until it is dead. Four rockets are required to bring its demise. The
other two are even easier because you will be able to see them, but they will not
be able to see you. Use more rockets or even use the plasma rifle to kill them.
The passage here turns left and inclines upward to another left turn. This ramp
looks as though it had once been a flight of stairs, but had since been crushed
into shards and dust, perhaps shattered due to the banging of the piston. A
remainder of those stairs is found at the top, approaching a left turn there.
Around that turn, you see a flight of stairs that reaches the upper ledge. There are
sparse candles along them. As you advance, you hear an imp howl. You might catch
a glimpse of it above you on a ledge along the stairs. It will come around to the head
of the stairs. You can take it with a burst from the plasma rifle from the length of the
stairs, or ambush it from around the turn at its base. Once the imp is dead, ascend to
the top of the stairs. There, you have a commanding view of the scene below. At the
top, the bars at either end block any rocket attacks if you chose to battle the
mancubus from here, but do not stand so close that you get hit by their splash
damage. On the other side of this ledge, behind the other bars, you see an ammo belt,
two medium medkits, rockets, and three cells. To the left, you see a large recess that
leads around a column to a set of stairs, which lead up to a narrow passage.
At the near right edge of the opening to the cavern here, you see a break in the
wall where you can climb down to the ledge below and grab the armor shards
and the two ammo belts. You can then jump to the far ledge where there are
medkits and more shards. You can finally jump back onto the bridge. Use timing
to run beneath the piston and finally return to the upper ledge. You can also
simply lean against the piston after it hammers down, and wait for it to rise.
When you start for the medium length stone stairs that lead to a higher passage in the
wall, an imp stalks from around the column on your left, emerging from a hidden
recess around that way. Use the chainsaw or shotgun to kill it, even as another imp
stalks down the stairs. Retreat to use the column in order to ambush the second imp.
– Page 404 –
Unidentified – Passages.
At the top of the stairs, you see a short passage that then turns left. As you step
into the passage, an imp leaps from the left to the wall directly ahead. Either
retreat to the column to ambush it, or charge it here. When the imp dies, even as
you notice a gothic door to the left, you hear multiple phasing beyond it. Grab
the plasma rifle and cautiously approach the door. Through an initial wall of
flame that quickly fades, you see three lost souls (two in BFG Edition). Retreat
fast around to the stairs or in ambush at the left edge of the door, and take them
from there with the shotgun or with micro-bursts from the plasma rifle.
At the door you see a narrow passage ahead that empties to an earthen bridge
leading up to the right. Beyond the door are recesses to either side. When you
step through, two imps are in the blackness of both recesses and howl, raising
fireballs. Retreat to the passage and take them quickly with the plasma rifle.
When you step through the door again, a final imp (missing in BFG Edition)
emerges from the left recess. Back up and do it in.
Step through the door again. Notice a small medkit is in the left recess. As you near
the bridge, you will hear the distant howl of lost souls. You might also notice
through a gap to the right of the bridge you can make out two cells, armor, and a
plasma rifle below and beyond the bridge. The wails of the lost souls are from the
left and right. To the left, you see a break in the wall that is filled by darkness. To
the right, the bridge crosses over a small lake of glowing magma. You can step up
until the lost souls see you, and then back up to the door to take them straight on as
they attack. You can usually kill them both in one blast. You can also hug the left
wall, creep up until you see a lost soul (missing in BFG Edition) hovering over the
bridge to the right, and send a couple plasma pulses or pistol shots
to destroy it. You can then go to the opposite wall and do the same
for the lost soul that is hiding within its ruptured wall.
Once the lost souls are gone, you will find a medkit at the
entrance to the break in the wall and stairs leading down to the
right, beyond the bridge, to the magma. But at its base you will
see a stone platform, and upon it you will see armor, a plasma
rifle, and two cells. Grab them and then return to the bridge.
The bridge ends near a spiral ramp slatted by wooden planks (where do they find
wood in Hell?). More slats provide a ramp from the earthen bridge, which ends, to
the base of the spiral ramp. When you cross the ramp you will hear a lost soul howl
overhead and the ground shakes, but you see nothing. Climb the ramp to its top.
Ahead, you will see a passage that turns left. Around that left turn are two lost souls.
Retreat to the top of the ramp to take them on. Once they are dead, advance to where
they came from. To the right you see a gothic door, and to the left you see armor
shards spread to the floor, a medium medkit, and an ammo belt. When you grab the
ammo belt, five zombies will attack (missing in BFG Edition). Three will emerge
from the gothic door, and two others along the way back. Though they are formed in
a manner similar to the imps and hell-knights and they are a bit more durable, taking
them on with a chainsaw directly to their heads does them in fast. Use the chainsaw
to cleave the two zombies in the passage you came from in sequence as you run back
that way, and then turn around and do the same for the three that emerged from
beyond the gothic door. When all is finally peaceful, return to the gothic door.
– Page 405 –
The door opens to a medium passage that features a side passage on a slightly
lower level to the right, divided by a thick column. Here, you will take on two
hell-knights and two lost souls. Using the chaingun, it is not as hard as you
might think. For sport, some people prefer to take on the second hell-knight with
the shotgun, though it requires much more dodging and is also a much slower
process. Even though it does expend less ammo, this is not really an issue
because you are getting rather close to the end of the Hell level.
The other hell-knight stands behind the door at the far left end of the passage.
Open that door and then backpedal to the lower passage as you plow the hell-
knight’s face with lead. Using the column dividing the two-level passage as
cover, reload, and then pour on the lead to kill it as fast as possible. Try to keep
the dividing column between yourself and it. Once it is dead, gather up any
remaining armor shards, and grab the two small medkits on the upper passage.
Now open the door the hell-knight emerged from. Through it, you see a
cavernous area, broken by a huge stone column slightly to the left. Due left, at
the corner, you also see armor shards and a medkit. That way forms a looping
passage around the large column. Ahead, a wall blocks the view beyond, which
is a vast expanse of red haze. When you step further in, two imps, one around a
hidden corner ahead to the right, before the wall, and another, from around left
of the great column, are alerted to you. Back just to the outside left of the door
and ambush them with either the shotgun or the chainsaw as each stalks by.
– Page 406 –
Once they are dead, creep in again. You will now do battle with yet another imp,
three hell-knights, four cherubs, and five lost souls. Even so, this is not as tough
as you might at first imagine. Sneak around the column through the left passage,
but be careful, and do not advance forward too far, because you can also hear an
imp breathing ahead. In the distance, between a smaller column ahead and the
wall to the right, you see a ruined gated area to a ledge. There, you will see an
ammo belt, plasma cells, medkits, and a BFG cell. But, do not get too excited
and go after them just yet. Previous experience would indicate that they are bait
for a trap. To the right, on this side of the
damaged gateway, you will also spy an imp
that is mostly hidden behind a broken corner of
the wall. If you step out to get its attention by
letting it see you, the point you pass, which is
beyond the great column, will also cause a hell-
knight to phase in on the other side of the door
you just came through. It will then enter this
area and complicate an otherwise very easy battle with the imp. Granted, you
can hit the imp with a pistol round to incite it to come your way, but since you
have such a clear and easy shot of the imp through a missing stone block in the
wall’s corner, why not instead use the plasma rifle to simply make quick work
of the creature? As always, be sure to reload your weapon after it dies.
Next, either move around the column to face back to the door because you hear
something big phasing that way, or go back around the column and then head
down toward the wall that way until you hear phasing. The roar you hear makes
clear that it is a hell-knight. When you hear, and also see phasing below the lip
of the gothic door, begin pouring on the plasma into the hell-knight’s face when
that door splits open to reveal the beast. Keep the stream directed straight at its
head. This should also disable the fireballs it hurls, but always be ready to dodge
to clear them and their splash damage. Stepping forward for a moment will also
help keep you clear of splash damage zones. If your plasma cell is spent and the
beast is not yet dead, take advantage of the column for easy cover as you reload.
Once it is dead. Creep back down to the edge of the wall, even as you hear
another hell-knight idling around the wall to the right. Peeking around, you see
nothing, though you do see a medium passage that then turns right, and it is
quite apparent from the sounds that the hell-knight is back around that corner.
Divert for a moment and go grab the ammo belt and the cells you see near the
open ledge. When you get close to the BFG cell, you will see phasing on this
side of the smaller column to your right. Be sure your plasma rifle is reloaded,
because another hell-knight is phasing in. Run past the phasing area and back
toward the gothic door (that door, and the one beyond, are not locked during
any of these battles, so you could use them to block and hinder an opponent, but
this is not really necessary, especially with the very convenient column here to
dodge around). Again pour on the plasma, but you may require a reload because
you are shifting position and may miss your target a bit if you forget to release
the trigger if you are one to panic in battle, or, just switch to use the chaingun.
– Page 407 –
When you grab the BFG, two lost souls will phase out in space behind you. You
can use the plasma rifle to kill them here before they can knock you off the
small ledge to your doom (kill the closest one first), or you can take them on
back by the columns, using the columns to break up their straight-line attacks,
which also tends to confuse them after a fruitless charge.
When the lost souls are destroyed, ready yourself for facing the hell-knight you
hear down the short passage. Armed with the plasma rifle, the chaingun, or, if
you want some sport, the shotgun (avoid the BFG; it is not worth the two rounds
required to kill it), and start down the short passage. When you hear a hell-
knight stomping your way from around the corner ahead, back up and pour on
the firepower. If necessary, use the wall or the columns for cover and reloading.
When the hell-knight is dead, return to the corner. At its far end you will see a
single lost soul phase in, even as a cherub approaches from a hiding place down
that way. Return to the open area. This will slow the cherub, which is twice as
durable and vicious as those on Mars, and allows you to concentrate on the lost
soul. For simplicity, you can jump onto a low part of the barrier wall at the edge
of the overlook and run along it to the wall on the left, where it is more elevated.
Cherubs cannot reach you there, and they and lost souls have lots of trouble
negotiating the space between the small stone column and the barrier wall.
Indeed, with patience, from there you can easily pick them off at your leisure
with the pistol. There will be four cherubs in all, which will arrive one at a time.
Sometimes you will need to briefly return to the corner, just to draw them out.
NOTE: If you snug right up the wall on the left while atop the barrier, for some reason
cherubs and lost souls cannot find you. Also, if a cherub gets past the space between the
column and the barrier, it will drift out the gothic door and no more cherubs arrive, each
likely triggered by the previous cherub's demise. If you then need supplies beyond that
door, you must vanquish the cherub behind it, which will then trigger subsequent cherubs.
Once all cherubs are dead, creep back around the corner and down the passage.
Another lost soul will phase in as you creep down the passage. Another will phase in
when you near the corner at the end. Backtrack to the start corner and take them
down, dodging and then counterattacking while they are momentarily confused.
This passage twists to the left and right, and then, where you find some armor
and armor shards, it goes up a short flight of broken stairs, then turns right,
through a rupture in the wall to a small open area where you find a grander set
of stairs that leads up to a desolated raised platform, torn asunder by battle,
explosions, or both, and strewn with sundry flotsam, and centered by a really
massive column. Unfortunately, you also hear a mancubus behind that column.
– Page 408 –
In this area and the room just beyond it, you will face three mancubus, four
cherubs, and finally a hell-knight. When the hell-knight is dead, you will have
killed the last of your foes before you are able to go do battle with the Guardian.
Cautiously ascend the stairs. At the top, you will hear the mancubus advancing.
To the right of the large central column, near the right wall, mixed among loose
stone blocks, you can see two ammo belts, a case of shells, and armor shards.
Use the chaingun and drill into the mancubus, easily dodging rockets as needed.
Use the column for cover. This creature will die without great effort.
Behind the column, where the mancubus was hidden, you will find another
medkit and also a short set of stairs that ascends to a wide gothic door at the top.
Reload and approach the door from its left side. When it opens, there is a
mancubus on the other side. Jump off the staircase to the left into a tight space
between the stairs and the wall. The mancubus will lower its weapons. Run out
of there and to the open area beyond the column. Take on the mancubus from
there, taking it down as fast as possible as you dodge out of the way of rockets.
Once it is dead, enter that door it emerged from. Around to the left, in the dark
entrance, you will find an ammo belt and a medkit. There is a small round space
ahead, also corrupted with debris and two floor gas vents that can burn you. There is
a single passage leading left from it. When you move in a little further, a mancubus
will emerge from that side passage. You will also hear cherubs phasing. Run out the
door and squat in the narrow gap between the stairs and the wall on the right. Grab
the shotgun or plasma rifle and take on the cherub that comes around to its opening.
By then the mancubus will have retreated from the door above and it will close. Get
up and head back to the entrance to this large area, past the column to the stairs. You
can see another cherub at the base of the stairs that leads up to you. Take it at a
corner at the top of the stairs with the chainsaw. When it dies, another cherub phases
in directly at your back. Greet it with the chainsaw before it can do anything nasty.
There is one cherub left, which follows behind the one remaining mancubus.
Knowing that the mancubus is standing behind the wide door, rearm with the
chaingun and go up and open that door, blasting away as you open it, dodging
any rockets by quickly descending the stair behind you. You can also drop down
to the narrow gap by the stairs to stall its firing. Regardless, run over and past
the large column and take the mancubus on, finishing it just as you did the
others. Notice that it is followed by a cherub. Do it in however you please, but it
is easiest to dodge its straight-on attack and then blast it with the shotgun or the
chainsaw while it is momentarily lying immobile at its landing point.
Once the cherub is dead, all you have left is the hell-knight, which you will find just
beyond where the last mancubus emerged. Reenter the gothic doors, armed with the
chaingun, plasma rifle, or even the rocket launcher, whichever makes you feel more
comfortable. The passage the mancubus emerged from is short, which then opens up
to pass through a wider area. From the shadows in the left part of the wider area is
where the hell-knight will emerge. Back up and pour on the firepower, but be
watchful of the gas vents. As such, you might want to take the fight outside if you
are afraid you will accidentally fry your heels, though the hell-knight is usually quite
dead before you get back that far, but favoring the right wall helps guide you safely.
– Page 409 –
Once the hell-knight is dead, you have no more foes to face here, so you can
now take time to retrace your steps and gather up any useful stores that you
might have held off on grabbing as caches. You are now free to follow the
twisting and turning tunnel to its end.
As you follow the winding passage, when you approach a gothic door ahead,
you will hear Betruger hail a warning: “For every step you take… your soul
moves closer to me…” Shortly thereafter, when you round a turn with a bright
gas vent, around which reveals a short set of stairs, Betruger again gloats:
“Suffering and pain… wait for you…” Thanks! I feel better already.
Grab the BFG and the cells. You now have a truckload of BFG charges (twelve
total charges in original Doom 3, but twenty-four total charges in the BFG
Edition). You can wreck some serious havoc in Hell with this Bio Force arsenal.
Grab your BFG and make your way back to the arcane circle. Saying a prayer
from every religion you can think of, plus a few pagan rights for luck, step
through the opening in the circle barrier and into the brilliant light shaft…
– Page 410 –
Unidentified – Guardian.
You arrive in a black, featureless and unlit field, walled by dark
stone blocks, where a dim red- and yellow-smoked sky offers the
only light. A small intelligently-designed form with three gyrating
blade-wheels appears to you in a vision, speaking telepathically in
countless fused whispers: “Save us!” Instinctively, you know it is the Soul Cube.
You have several advantages here. The first advantage is that you can run
without losing stamina (recall Simon Garlick’s emails regarding the “Hercules
Effect”). Therefore, you should have no problem keeping distance between you
and the Guardian, especially because the Guardian is not usually swift. The
Seekers, however, can stay right with you. But that turns out to be yet another
advantage. Although each emits a bright beam of light on you so the Guardian
can find you, it also makes them very easy for you to find them, and you can also
use their light to also find what little loot there is here. Even so, they tend to stay
together, especially when you run in a straight line. And, as you run around the
outer rim of this place, you will find that it is a very large square, so running in a
straight line near the outer rim is easy. Also, ruined walls on the inner corners of
this outer rim provide aid in the form of medkits, rockets, and a rucksack. You
will find a total of six rocket packs and three medium medkits, along with a
rucksack nearby to the medkits. In various places, you will find the rocket packs
in groups; as a three-pack, a two-pack and a one-pack in various locations.
– Page 411 –
The typical strategy is to get distance between you and the Guardian, then turn
and blast its Seekers. The chaingun works really well here, as does running
backward while taking them on. This also helps in keeping an eye on the
Guardian’s projectile attacks. When all three seekers are dead, the Guardian
projects its soul as a blue orb and generates new Seekers. During this short time,
you can usually fire off two rockets in furious succession into the blue orb. Do
not hesitate! This technique requires ten rockets to take the Guardian down.
Be careful if the Guardian takes a shortcut across the massive court in an attempt
to cut you off. If you are slow about hitting the glowing orb, immediately kill
the still-bunched-up and freshly generated Seekers above the Guardian, and then
blast the blue orb when the Guardian again activates it after a couple heartbeats.
Note that when the normally blue-glowing orb glows red, it means that the
Guardian is taking heavy damage, but do not let up until the orb is actually gone,
because you can continue damaging it as long as the orb, blue or red, is present.
However, there is an easy way to kill the Guardian if you are in a hurry.
Although the above strategy can in time become a lot of fun (well, once you get
the routine down), the fact is that you have 12-24 charges in your BFG. Why not
use them to full effect? Charge the BFG up as much as you dare, firing a 4-
charge blast directly into the blue orb just as the Guardian starts generating its
blue orb immediately after the cut-scene ends, and you can often kill it before
the battle even begins. On Marine level, this is enough, but on Veteran level,
you will have to hit the Guardian with a follow-up triple-charge… if your aim is
true and directly into the orb, otherwise you will need another. Thus, a single
reload allows you to kill the three seekers with the first of the four charges ( just
hit and release the trigger), and then direct a three-charge blast at the Guardian.
Once you have the Seekers bunched up, sending a single BFG charge to them to
kill them outright is easy. In fact, after they die, you should immediately be
building up the triple-charge blast, because the blue orb will shine within a
second or two. If you are really patient, you can also kill generated Seekers with
the triple-charge, thus keeping the shining orb active longer so to deliver more
damage. Granted, doing this makes taking on the Guardian not really much of a
challenge at all, but if you hate the hell out of the Hell level, this is your ticket.
Once the Guardian collapses into a pile of death, the Soul Cube is released from its
charge and drifts between you and the beast. Grab it. It then speaks to you in its
many joined whispers. “We are Many. We are One. We are the Premienthor. You
know us as the Soul Cube. Free us from our eternal prison and we will help you.
Vanquish our enemies and we grow stronger. Listen for our call and then free us…
to smite down the Evil.” It then transforms to a more cubical shape; one that you
recognize from previous display monitors you saw back in the Mars City Facility.
– Page 412 –
You finally have the Soul Cube in hand. A moment later, a shaft of aqua-blue
light appears next to you within a large aqua arcane circle. It finally becomes
clear that these aqua circles and lights are generated by the Premienthor, and the
red circles are generated by Hell. Go find any medkits you need in this arena,
and then return to step into the shaft of light so to be whisked away from here…
Unidentified – Entry Portal.
You find yourself back on the platform in the area where you had first arrived,
standing on the arcane circle at the top of the long stairs above the molten lake.
Below, across the narrow earthen clay bridge, you see the portal where you first
teleported in. Descend the stairs to head back to the distant portal control panel.
The Soul cube again speaks as you advance: “Destroying evil gives us life and
makes us stronger. We will pass the life-force of those you slay to you. We foresee a
great battle. The outcome is not clear. We are the only way to destroy Hell’s
mightiest warrior.” What this amounts to is that when you have killed five foes, the
Soul Cube is activated (your heads-up display will show a Soul Cube icon). You can
then grab the Soul Cube by tapping the ‘Q’ key and then use the fire button to
release it at the enemy you aim at. Because its remaining life energy is then passed
to you, it is best to smite foes that you have not previously damaged. It also means
that, by what the Premienthor have said, you can only use the Soul Cube to defeat
the final adversary in this adventure who guards the Hell Hole portal you seek.
When you return to your arrival point, you will see that the arcane circle is gone.
In its place you see a circle of scorched earth, with a slow, weak counter-
swirling soup of energy at its center. You assume this is due to electromagnetic
interference from the now-active portal device. Grab any remaining armor and
medkits as needed. Stepping over to the teleport control panel, you see that the
screen has found a destination, reporting “Activate Teleporter Sequence.”
Select the panel. You will immediately be pulled away from here…
– Page 413 –
DOOM 3
LEVEL 3
Central Processing
– Page 414 –
– Page 415 –
DELTA COMPLEX.
The Delta Complex is the most advanced research facility on Mars. The complex is divided into three
main sectors each serving unique purposes and one smaller sector that houses the main test portal.
Access can only be gained through the Monorail or CPU Complex.
This level is full of powerful enemies, such as thirty ticks, two chaingun commandos, numerous tentacle
commandos, five archviles, and two revenants, but it is in fact possible to make it through the Delta
Complex to the CPU Complex both easily and in complete health by applying quick thinking and always
being prepared for action. Plus, it is always useful to implement some sneaky evasion maneuvers, and
you are going to discover that your most powerful weapon against archviles is the simple old chainsaw.
You are back at the portal in the Delta Complex where you had been transported
to Hell. At first you had suspected Betruger sent you there, but from what you
now understand, it seem that it was an act of necessary intervention by the
Premienthor, diverting Betruger’s intent to send you straight into the Hell Hole.
Spears of red light, formed by energetic proton collisions, emit from the portal,
moving beyond you like a halo of crimson rain. Now you understand why non-
physicist astronomers had once assumed such collisions indicated truly
outlandish (and wrong) red-shift recession distances for galaxies and quasars.
As you step forward, the streaming lights cease. You then hear Betruger’s voice
echo through your mind: “You are too late. Hell no longer needs that portal to
enter this world. The invasion you saw was only the first wave. The Hell Gate is
capable of sending millions of my children into your world. Soon the fleet from
Earth will be here, and with these ships we will bring this Hell to Earth.” His
voice trails off, chortling deeply and darkly. Good luck with that plan, pal.
To your right, you see two open supply canisters. They contain two pistols, two
medium medkits, and three SMGs. Grab everything that you are able to carry.
You see that the entrance door to this chamber you had previously entered here
through is now locked, trapping you here. However, on the lower deck, to the
left, where it seems you had only recently battled your first hell-knights, you see
that a floor grate has been popped off, perhaps due to a pressure line break or to
explosions in this chamber, made apparent by the destruction you see around
you, or was this simply the aftermath of the earlier hell-knight attack? Peering
down into the opening, you spy a flashlight. Drop down in there and grab it.
Sub-Floor.
Squatting and using the flashlight, you will be able to see that there is a service
duct down here to the far side, in the direction of the wall housing the overhead
gallery. Make your way over to the opening of the passage and creep into it.
– Page 416 –
Service Duct.
Around the near right turn you see armor shards sprinkled sparingly at the next
corner, which turns left. The shards form a trail to the next turn, leading right,
where you find a pack of grenades. Looking around the corner from there, you
see a longer passage filled with steam that rises through the floor grating. You
also find a clip and a large clip along it to the right. Grab them, and then move
on to the next turn, which leads again to the right. At that corner you see another
longer stretch of tunnel that then turns left. As you make that far corner, you see
an overhead opening into a curved hall, and you also hear a door open and a
commando pacing overhead from your left. Peeking out, you will see a chaingun
commando on patrol. He will patrol back and forth. Once he sees you, he will
step back to near the corner, ready to fire on you if you pop out. If you used the
flashlight, he will notice you sooner, but he will still station himself at a ready
position to the right of the turn you see up there in the hall, though hopefully
now unseen; if he can see you from there, he will fire and you will take damage.
If you stand and use the SMG, you will take damage, but you will be able to
recover most of it back from where you came, in this service duct, and above.
However, if you grab a grenade and roll it over the lip about 1-1/2 meters to the
right of the turn, you will score a direct hit on him, damaging him severely. You
can then either deliver another grenade to kill him without suffering injury, or
accept a little damage by crawling forward enough where you will be able to
stand and immediately fire off rounds into his face. You can recover from this
damage using supplies you have already encountered.
Looking back around the corner in the other direction, you see that the door to
the Teleporter 4 Entrance hall is unlocked. Grabbing your SMG, cautiously step
up and open that door. Through it, the area ahead is little changed from the last
time you were here, with the skeletal remains of human victims strewn about
and pressed against the locked door to the right, clearly desperate to escape
before dying. You also hear a commando sighing and muttering around to the
left. Your SMG reloaded and ready, step in and look around the left corner.
Teleporter 4 Entrance.
To the left, at a right arc at the end of the hallway, you see a tentacle commando
squinting at you. Squat to avoid his tentacle and bury his head in lead as he
charges. He will not get far before he collapses from a terminal case of lead
poisoning. And to think Betruger promised them that death was not for them.
– Page 417 –
Once the commando is dead, reload and advance to the corner. You will find a
locked door, but you will also find armor, an ammo belt and a chainsaw near it.
Grab the goods, especially the chainsaw, and head back to the transfer bay.
Teleporter 4 Access.
As you run by the tall hall opening, you see spidery creatures emerging from the
vent, but they are not trites! They look exactly like giant wood ticks, but with
long spindly legs, and thus are introduced the Ticks. They are a bit smaller,
though more aggressive than trites, but they still die just as easily. Sometimes
the first tick tenses and quickly attacks as you run by, hurting you, so for safety,
fire a quick burst to stun or kill the two you will see as you run past them.
From your perch on the cool railing, you are safe from ticks. Thirty of them will
meander down from the hall, and it will take time for all to come, but they will each
try to get to you by stepping onto the searing hot foot-panels of the bridge, which
kills them (it would also severely damage you if you stepped on it). You should also
grab the pistol and kill a few ticks in order to charge the Soul Cube, but do not waste
the Soul Cube on these little vermin. They will all die without you lifting a finger.
Once ticks stop coming and are all crispy-fried, you can return to the entrance to
the tall hall. Down at the far end of it at the disabled elevator, you see that its
door is crushed inwardly, perhaps blown in by a powerful explosion of energy.
You will next face a tentacle commando down below, who is posted at the far
end of the tunnel, to the right. Additionally, you will also face off with two
archviles and their tentacle commando minions. You may suffer some injury
during this dust-up, but even so, at the end of it all, utilizing available medkits
and armor, you should soon find yourself in perfect health. At the end of this
area, I will describe an alternative strategy where you can do this whole tunnel
battle with just the chainsaw, and yet emerge in great health!
NOTE: If you are playing the original Doom 3, you can go ahead and let the chaingun
commando continue his patrol and enter the door on the far wall. He will wait on the other
side, but, unlike the BFG Edition, he will emerge when you take on the tentacle commando.
Finally, with all weapons reloaded, drop down the hole to the crate on the raised
platform below without suffering injury from the short fall.
Once he is dead, grab the goods from the busted crate nearby. Now, all you have left
are two archviles and the two tentacle commando minions they summon. The first
archvile will emerge from the far bay door, and the other from the door here that the
commando exited from. Advance toward the stairs at the end of the platform. When
you get more than halfway to the stairs, the far bay door will slowly rise and you
will hear the feline growl of an archvile. Your Soul Cube already charged up,
quickly grab it by pressing the ‘Q’ key and then point and fire it when you see the
feet and legs of the archvile below the lip of the bay door. You may also see the
telltale yellow glow from its bulbous paws. The Soul Cube immediately flies at any
foe you point to and kills them. The archvile will collapse in death before it could
summon a minion. You will also notice that you have gained all of its health, finding
your health again at 100 percent, even if you were near death. If you had not been
fast enough to fire, grab the chainsaw, squat down and take out its minion, coming
from behind, though you may never see this happen – the archvile will die that fast.
Now you have one last archvile, but your Soul Cube is spent. This is no problem.
There are two easy strategies that will quickly kill the archvile and its minion, and
leave you with no injury. But first, grab any loose ammo lying around and then peer
into the short recess the bay door reveals. At the far end, at another bay door, which
is closed and disabled, you will see armor shards and a couple of plasma cells. Save
them for later. For now, grab the chaingun or the plasma rifle and climb the stairs to
the platform here. Move toward the door along the railing (if the chaingun
commando is still alive and is behind the door, walk on the railing so you can un-
ass the platform fast). When the door opens, if the chaingun commando is there with
the archvile, definitely drop from the rail to the tunnel floor. Squatting there, out of
reach of the archvile, you can take on the chaingun commando and a series of
minions until the soul cube is recharged so you can kill the archvile with it.
Otherwise, begin blasting hard and fast at the emerging archvile. Before it dies, it
will have time to summon a minion, which will appear near the base of the stairs.
Turn to face the stairs, grab the chainsaw, squat, and take the charging tentacle
commando out fast. If you were on the railing, drop to the platform first. You should
emerge from this with minimal injury. However, an even easier strategy is to take
them both out with the chainsaw. Instead of projectile weapons, grab the chainsaw,
rev it up, and run down to the door and aggressively slice up the emerging archvile.
There is no need to dodge or squat. The archvile will die very quickly, though not
before its minion is summoned (because it is summoning a minion, it is not able to
attack). Then, just turn, squat, rev-up, and kill the charging tentacle commando.
– Page 420 –
However, an easy strategy to take the chaingun commando, the tentacle commandos
and the archviles is to use just the chainsaw. Drop from the hole to the crate when
the chaingun commando is just beyond it (they are deaf, remember?), slip to the
floor with the chainsaw revving and plow into him. He might hit you with a round or
two if you hesitated or dropped too early, but you can quickly recover in this area .
Next, slip down to the main tunnel floor and take on the tentacle commando as
outlined above. Finally, running forward, charge into the archvile as the bay door
reveals it. Of course, you will also have to turn around and deal with the tentacle
commando the archvile was busy summoning, but you can take that commando out
like you did just like the previous one. You can then top the tunnel battle off by
using the chainsaw to take out the final archvile and its minion, as already described.
This chainsaw-only strategy is fun, and you suffer injury from the chaingun
commando only if you jumped the gun on the attack or hesitated when you did
attack him. All things considered, in dealing with the chaingun commando, it is far
faster, easier, and less painful to kill him with the Soul Cube. Being that you make
five subsequent kills using the chainsaw, afterward the Soul Cube is fully recharged.
You will need to use the Soul Cube soon for another archvile, where you can fully
recover any yet unrecovered health and armor, if you had made some serious errors.
Once all needed loot is gathered, step through the door the last archvile came from.
You find Elliot Swann propped up against the reception desk, lacking glasses
and looking beaten and near death. Squat to render comfort. Swan says weakly,
“Still alive? (cough) It looks like you might be… (cough) on your own. Sarge is
gone. They’ve got to him. I don’t know how long he’s been working against us.
He’s no longer human. Campbell went after him. He’s got to be stopped!
(cough) Hell is breaking through in the Caverns. If that portal isn’t closed before
the ships arrive, Earth will be destroyed. Earth… That’s what they’ve always
wanted. They were there once. Lost in the dawn of time… now it’s so close they
can taste it. It’s up to you now. Take my PDA. It’s got what you need. Good
luck.” If you ask him for more details, he says, “I’m too beat up. I’ll only slow
you down…I’ll try to make it out on my own… It’s up to you now.”
Grab his PDA, which updates your security clearance to CPU Complex. His
PDA contains three emails and two audio logs. You also have two missions:
“Stop Sarge”, and “Use Swann’s PDA to gain access to the CPU Complex.”
The first email, from the UAC Board Chairman, dated 23 September, regards his
posting to Mars Research: “Dear Counselor Swann, The Board has unanimously
approved a resolution for a full operations review of the Mars Research Facility.
You’ve been designated as our official representative in this matter and we suggest
full preparation begin today. We expect a complete appraisal of all research
developments. Both current and future directions must be brought inline with the
Board’s expectations. We must be able to control Dr. Betruger. His extra-
dimensional research is a potential risk to the teleportation experimentation, which
we can not afford. The Board considers teleportation the UAC’s single most
important scientific endeavour and is not willing to jeopardize it’s dominance in this
area of research. Anticipate a formal briefing and itinerary in the next few days.”
The second email, from Liz McNeil, dated 2 October, regards her looking
forward to his arrival on Mars: “Counsellor Swann, I was pleased to hear of the
Board’s decision to have you investigate the current state of the UAC on Mars.
I’ve become more and more worried about Dr. Betruger’s research direction
and my hope is that this intervention will bring much needed changes. I’ve also
learned that I’ve been reassigned by Dr. Betruger to a post back on Earth.
Although this is disappointing, I do fear for my own safety and sanity if I were to
stay here. I hope your intervention won’t be too late. I look forward to meeting
with you back on Earth once your visit is concluded.”
– Page 422 –
The final email, from Malcolm Betruger, dated 3 October, regards the UAC
Board Review: “Counselor Swann, I’ve been extremely patient with my Board
to date, but the decision for a full operations review is hard for me to stomach.
There is no need for you to come to Mars and there is no need for this review.
All I need is more money and more time. The research being conducted here
will change mankind in ways no one can imagine. Our research is beginning to
yield amazing results which I cannot allow to be compromised. Don’t waste
your time coming here, Swann. You will only get in my way and impede the
outstanding work we’re doing here.”
The two audio logs are brief, but telling. The first, titled Heading to
Communications Facility, states: “This is the audio log of Counselor Elliot
Swann, dated November 15th, 2145. This entire research facility is in chaos.
There’s at least a 90% death rate among civilian personnel. Whatever Betruger
unleashed is literally consuming the base. People have been turned into some
sort of undead creatures that are relentless. Campbell and I are making our way
towards the communications facility. We must stop all communications. If a
distress call leaves the base, then everyone here and on Earth is doomed.”
The second audio log is more disturbing. Titled Heading to the Caverns, it
states: “This is the audio log of Counselor Elliot Swann, dated November 16th,
2145. Campbell and I were unable to reach the main portal in the Delta
Complex, but that portal may be inconsequential to a more disturbing discovery.
We have uncovered reference to another portal, created by the demons
themselves. A passageway between Hell and Mars. We suspect it resides within
the cavern somewhere near the archeological dig. The fleet is on its way.
Campbell and I will attempt to move there and somehow either shut it down or
destroy it. That… that Hell Hole must be closed before the fleet arrives.”
There is nothing more you can do for Swann, so grab the three clips you see to
his right. No other stores here, step through the only other unlocked door in this
area, which is beyond the far end of the reception desk, to the left.
Looking around down below, if you back into the service duct, you will see that
the area where access to the entrance to this complex is now blocked by the
oozing red growth (you are looking at the pit from which you had much earlier
faced a bull demon). What is interesting about it is that a branch of the growth
has formed a loop, which you could use as a barrier from foes. You also see
armor within it. That would make for a great RP while you are down there.
When you go below, once you step away from the ladder, as your luck would
have it, the ladder will retract. Stupid engineers. What also happens is that to the
right (from facing the ladder), where the oozing growth blocks access to the
original entrance to this complex, an archvile will phase in and invoke a tentacle
commando minion by the CPU Processing Transfer Bridge door. Actually, after
it calls in its minion, yet another archvile will phase in to the right, who will also
invoke a tentacle commando minion to the left of the Delta Research elevators.
This is not really a difficult predicament. With the strategy I will provide, doing
battle here is so easy it is almost stupid. We will start with the chainsaw…
– Page 424 –
NOTE: Some players will kill Swann if they need to finish charging up their Soul Cube. Not
only is this morally wrong, but a Marine would never do such a vile thing. Besides, if they
need one more life to recharge the Soul Cube, which is the situation if you used it on the
first archvile in Delta Service Tunnel 1 ( though using the chainsaw is easier ), then it will be
recharged by the one needed life when you kill the next archvile, as outlined below.
Grab your chainsaw and scamper down the ladder. When you hit the floor
below, rev the chainsaw because you see something phasing in front of your
new RP. Run to it as you hear the ladder retracting behind you and tear into the
archvile that appears and is too busy to fend you off or even to attack as it
invokes a defending minion. It will die in a second. Immediately jump over the
looping vine of your RP and move to the back end. This will keep you safely out
of reach of a tentacle commando’s whip. It will also keep you out of reach of the
other archvile that phases in off to the right as you were hopping over the thick
vine. You now have an archvile and two tentacle commandos stalking around,
all pissed off and looking to punish something, though they basically ignore you.
Bring up the Soul Cube by pressing the ‘Q’ key. Next, wait until the archvile is
clearly in your reticle and press the fire button. The Soul Cube will launch out
and immediately kill the archvile, giving you its health if you needed it, and then
the Soul Cube will return to your inventory like a boomerang.
Use the shotgun or SMG to take care of the remaining commandos. They will
run back and forth, but periodically they will run to and from the elevators. That
is a good time to drill them with lead. Or, you can draw one in by briefly
stepping forward, and when it approaches to whip you with its tentacle, step
back or squat to avoid its tentacle and dump shrapnel into his head from the
shotgun. Once the commandos are dead, you are free to explore.
To the left of your RP, in a very dark corner, you will
see a severed human arm there, and by its palm you
will find a PDA (Bruce Jackson). Bruce has CPU
Authority clearance. He also has no audio logs. One
of his two emails is junk from Martian Buddy,
offering him money for sending email from his
computer. The other email is from Michael Abrams,
dated 14 November, regarding a new security
assignment: “You have been reassigned to the CPU
complex effective immediately. We've had numerous reports of computer break-ins
and security breaches there in the last few weeks. I've placed a rocket launcher in
the cabinet near the security checkpoint. The door code is 571. I know a rocket
launcher might seem excessive but people tend to listen when you point it at them.
Be careful over there and remember the report anything odd immediately.”
The only other things you will find around here, other than the armor in your
RP, are a medium medkit and a clip on lounge chairs to the left of the Delta
Research elevators. Reload any spent weapons, then grab the plasma rifle and
head over to the CPU Processing Transfer Bridge door. Select the red door
access panel there and the panel will turn green, thanks to both Elliot Swann’s
and Bruce Jackson’s PDAs, and then the door will open. Step through it.
– Page 425 –
CPU Access.
This room is U-shaped, passing traffic around the wall in front of you. To the
right you see a rail. If you walk straight over to it, you see that there is a gap
beyond, and you could hide down there if you wanted to, complete with a couple
canisters down to the left to climb over so you can climb back out. In fact, this
would be a good place to do so when battling the revenant you are about to
meet. However, sniping from around wall corners is a whole lot easier.
When you move around the turn in the room, you will hear a revenant’s
reverberating snarl from the transfer bay door as you look that way. Do not hesitate,
but generously dump firepower, preferably plasma, into the shadows as the revenant
slowly emerges. When it launches rockets, either raise your fire a little to disable
them, or dip momentarily back around a corner to crash them in the wall, and then
immediately step back in to deliver more firepower. The revenant should be dead by
the time it gets to the first corner. Once it is dead, you will notice armor and two
large clips on a lounge chair to the right of the portal, and a medium medkit on a
lounge chair to the left of it.
To the left of the transfer hatch, there is an Information Terminal with the
notice: “Points to remember when opening sacrificial portals.” If you download
the email, titled “Valuable Sacrificial Pointers”, it states: “When opening
sacrificial portals, it is important to remember: Virgin blood is best, Goat blood
must be no older than 3 days, Entrails must be removed and apportioned either
before death, or no later than 30 min, Candles must be sorted by tallest in back
to shortest in front - never the other way around! Most important - pentagrams
must be drawn from the center to the outside and left to right.” Funny.
If, for some reason, you need to go back to Delta Main Lobby, such as to get the
medkit, armor or the clip, be aware that you will also get a bonus archvile. However,
for some reason this one will not invoke a minion. Players typically make a stand at
the railing and bury lead or plasma into it to kill it as it tries to work its way up to
you. However, it is more economical to jump the railing and race over to the safely
of your RP and kill it from there. I prefer using the RP because I can usually kill this
archvile with just 4 solid shotgun blasts as close as possible to its head, rather than
almost emptying a cell or a magazine to kill it. Notice that you can stand and fire
from very close to the outer loop of the vine, just out of the archvile’s reach, to give
extra umph to each blast.
Once you are finished on this level, head for the access panel for the transfer bay
and select it to open the portal hatch. Once it is open, step inside and select the
panel within to leave Delta Labs and move on to the CPU Complex.
– Page 426 –
– Page 427 –
CPU COMPLEX.
Central Processing houses the control systems which are used to process data for experiments, archive data,
and manage the CPU overhead for security and regular day-to-day operations of the entire outpost on Mars.
Entrance Checkpoint.
In a cut-scene, Jack Campbell, eyes scouring every shadow and crag, is on the
hunt, armed with a safeties-off BFG, ready to rumble. He creeps into a dim hall
from a door marked CPU Commons, entering what you will soon learn is Lab A
Lower Floor. “Where are you hiding?” he seethes darkly under his breath…
As the panel in the transfer bay reports “Transfer Successful”, the tumbler on the
outer hatch cycles to spin out its deadbolts. As the hatch rises, air briefly whistles
through separating polymer seals to equalize pressure. A dim, grimy hall is revealed,
arching left in a slow turn not far ahead. A small jet of steam quietly vents from a
ceiling release valve nearby. Some of the lights here blink, in need of maintenance.
As you hear several distant thumps, the walls quiver in time. This is accompanied by
muffled death cries of cherubs, trites and imps. It is not until it is over that you
realize that those distant thumps had been BFG discharges. Because of that, you can
only hope that it is Campbell. You may be just behind him! Remaining vigilant,
cautiously creep toward the turn in the hall. Around it you find a large double-door
at the end of another short length of hall. Its access panel, reporting Central
Processing, is red and its display stutters, indicating it is not just sealed, but also
inoperable. To its right are a couple of lounge chairs set within a wall recess. A
couple armor shards are also there. On the left wall is a large bay window to a dim
room beyond. As you pull around to peer through it, noticing a door on its forward
wall and a health station to the left of it, lights dim as an imp then phases within,
shattering the bay window. Grab the shotgun or rev the chainsaw, but charge through
the new opening to end it. As it dies, you hear phasing back at the hall turn outside
the bay window. Run out to the turn and kill another imp, ending it before it can toss
a fireball. If the first imp delayed you, you will need to dodge a fireball from the
other, or just ambush it from around the window. You could also run back down the
hall and easily take both imps from near the transfer hatch as the first one arrives.
– Page 428 –
Now quiet, return to the checkpoint office and explore it. To the left you find
storage cabinet 452. Referring back to Bruce Jackson’s email from Michael
Abrams, you find a reference to it and the cabinet code 571. Use this code to
open it. Within is revealed a rocket launcher, rockets, and a pack of grenades.
Grab all you can carry. At the workstation to the right, you also snag a shotgun,
a case of shells, and an ammo belt. One of the display consoles there is marked
Secure Locker Access. The option on it reports “Open Security Locker”,
followed below by the notice: Secure Locker items are for emergency use only.
Considering your present dilemma, to your mind this is such a qualifying
emergency, so go ahead and select the option. A square panel on the wall to the
right, but to the left of the health station extends a tray from the wall, like a file
cabinet drawer. Within its bed you will find security armor.
The Central Processing door in the hall outside being disabled, try the door
within the security checkpoint instead. It slides open and you immediately hear
the now-familiar trill of a wraith. Revving the chainsaw, squat just inside the
doorway and wait for it to scamper over to you, letting it annihilate itself on
your blade in its vain attack. When it is dead, step out through the door.
With the chainsaw ready, cautiously advance left toward the corner where you
hear the unseen feisty cherub. Suddenly, you hear it wail an alarm. Quickly back
away and squat just inside the checkpoint office door at an angle, with the
chainsaw revved up and extended out. Destroy three cherubs that try breaching
this door, attacking from the left, right, and from the growth straight ahead.
Head right to clear the reception area. The counter has no glass barriers, but the
gap between the counter and its overhead flashing, wrapping a large space with
main walls ahead and right, is too narrow for you to hop through. However, you
do notice that at the center of the counter, there appears to be an open overhead
space under the UAC – CPU – COMPLEX banner, and you will be able to hop
to the counter lip and then crawl through. The door at the back is unfortunately
– Page 429 –
locked, which is too bad, because were it unlocked, your visit to this level would
be a whole lot shorter. Apart from the health station, you will find to the right by
the counter a pack of shells and three armor shards dropped to the floor.
Nothing else here, leave this place the same way you came in and head back to
the corner the first cherub came from. You see that, apart from the door you saw
that way, there is another further down the wall, just before the hall turns left.
On the right wall, across from the second door, you see another bay window, but
you do not see much detail within from this angle. Armed with the chainsaw,
cautiously approach the first door from a tactical angle. Quickly slip up to open
it and then zip back. An imp was behind the door! Let it stalk out and then tear
into it with the chainsaw, killing it. Now step through the door.
Office1.
There is nothing to gather here, though you can rest easier knowing that there is
one less hell-spawn to worry about. Leave this office and move down the hall
and open the other door in a similar fashion. Nothing within reacted, so step in.
Office2.
Here, you find a weapons rack. Grab what you need of the cells, armor shards,
the large clip, and the ammo belt. You feel better, but you also see nothing else
of value to gather here, so step back out into the hall.
Security Monitoring.
Through the door you see that Hell is merging into the base. Through the grating
underfoot you see an oozing lava-fall spilling to a molten river below it. Ahead,
you see the creeping red growth everywhere. The actual walls of the hall are
missing, as are many floor panels. The remaining panels lack a foundation, but
levitate in place! Avoiding the larger gaps, you can easily walk across them.
As you cross, you hear a throaty voice, but it is not Betruger’s. It is the voice of
Sarge, hollow, deep, and slow: “Sarge is waiting for you…” You wonder how
long he had been turned. Perhaps he was possessed by a Hell-spawn from the
very beginning, though you want to doubt it, considering that many of the things
he told you seemed against Betruger’s wishes. But upon reflection, Betruger did
want the fleet deployed, which the message you sent to them triggered. Were
they truly in union, or just of common purpose for different ends? You realize
now that Elliot Swann’s solution might have been viable, though a bit too
clinical; to sacrifice all life on Mars to prevent the invasion and take-over of all
life on Earth, like cutting off a gangrenous leg to save the body. But to you,
innocent life is Just. You will accept no innocent loss as ‘collateral damage’.
In the remnants of the hall across the bridge is an unlocked door. Stepping up to
it, it opens to a small anteroom. Creep in. Through the two grimy glass panes
ahead, comprising its opposite wall, you see a couple of command stations on a
slightly lower level to the right side of the area beyond. Hanging over them are
huge monitor screens, called data-boards. The near one is washed out, but the
far one displays a red arcane circle that is filled with demonic symbols, common
to those used by demons when they phase in, unlike those used by what you now
know to be the Premienthor, the ancient inhabitants of Mars, whose circles are
aqua-blue and filled with angelic symbols. The upper area, on the same level as
this one, is dark and mostly featureless, save for a number of data banks along
the back wall. To your left is the access door to that inner area. Step through it.
It is dark, dank, quiet, and spooky. It is all the creepier because the dark ethereal
warning you heard from Sarge as you crossed the levitating bridge is still so
fresh in your ears. Damn nerves! Your adrenaline is really pumping right now.
You slowly creep forward. As you notice there is a recess beyond the wall to the
left, you hear an imp howl near the wall straight ahead, and followed by the
throaty hissing of trites. Yikes! As you see trites descending from above you,
turn and race back through the anteroom and across the levitating bridge.
– Page 431 –
Your Soul Cube having been charged for some time, now would be a good time
to use it. Hit the ‘Q’ key to bring the weapon up. The trites will gather at the
edge of the bridge, but they will not step onto it, it being too narrow for the wide
space they require. Fortunately, this is also the case for imps. However, an imp
can still throw fireballs. Wait for the imp to emerge from the door behind the
trites, and then point at the imp and fire the Soul Cube, killing it (I have noticed
that the Soul Cube tends to go after the most powerful foe in sight. For example,
you could be pointing at a trite, but if the imp is present, the Soul Cube will go
after the imp). Once the imp is dead, you can walk back most of the way across
the bridge to take on the trites almost pointblank. Squatting and using the pistol
is easiest, requiring two rounds apiece to kill them. Four trites will have
gathered here. Step through the door and you will see three more through the
window, now incited to give chase. Head back to the bridge and take them on.
Often, one of them will straggle behind and you will have to go back to entice it
with a tasty human. Your Soul Cube again recharged, it is once more ready for
action. Move back through the anteroom and into the control center again.
When you advance, you hear the familiar low hissing breath of an imp around to
the left, beyond the corner to the recessed room. Grab the Soul Cube again and
peek around that corner. When you see the imp, whether it sees you or not, fire
the Soul Cube, killing it. You could also use the chainsaw or the shotgun by
enticing it and then do an ambush from around the corner.
Once the imp is dead, step fully around its corner. Beyond, you see the full
recessed room. On the wall opposite you is a weapons rack holding two cells,
three pistol clips, and on the floor in front of it lies a pack of shells. Grab them.
To the left, at a workstation, you hear a twanging electrical noise, like the harp
of a neon light that is on its way out. At that end, you find another Secure
Locker Access monitor. Its option reports “Open Maintenance Storage Hatch.”
Select it. Not knowing where that hatch is exactly, you will need to find it.
Step out, turn right and move to the control stations on the lower deck. There,
you will find a Security Scanner screen where you can view various security
video feeds. A separate menu screen offers the feed options for Entrance
Checkpoint, Main Maintenance Hall, Lab A Meeting Room, Lab A Entrance,
SecMon Entrance, and Elevator Access Hall. To the left of each of these options
is a colored dot. All are green except two; for Main Maintenance Hall and
Elevator Access Hall. Those are reported offline. If you go ahead and select the
Main Maintenance Hall, a trite will climb out from behind the selection monitor
and drop to the floor. Step back and fire a couple quick pistol rounds to kill it.
The Lab A Meeting Room option displays an image of a data-board, with the
numbers 627 prominently displayed on it, plus a tentacle commando walking by.
Looking left, you see a new square hole in
the wall you had not noticed before. That
must be the sought Storage Hatch. As you
head over to it, you hear phasing distantly
behind you. Looking back, you see a
tentacle commando phase in the anteroom
– Page 432 –
(actually, he will phase in whenever you move past the entrance to the upper
recessed room). Grab the chainsaw, return to the upper level from the stairs on
the far side of the control center, near where the first imp emerged, so that you
are looking back to the door from between two columns, squat down, rev up,
and let the commando run right into the saw blade and kill himself. When he
dies, yet another tentacle commando phases in to your right. Waddle over to him
as he is still phasing and kill him while he is in that immobile and helpless state.
As you notice a few armor shards scattered to the floor here, turn around and
crawl into the exposed hatch on the wall behind you. It is dark in there, rancid
with a number of body parts, but you also find a shotgun and a PDA (Tony
Bates). Tony is stationed at Central Processing and his title is Mars Security IT.
His PDA has 3 emails and two audio logs. The email from Martian Buddy
informs him that he can increase his penis size, which seems to be a rampant
insecurity non-issue with a lot of guys. The other two are more important.
The email from Brian Franko, dated 22 October, regards security concerns: “Mr.
Bates, I am concerned about the lax security measures that you have
implemented in Lab A. I have received numerous reports now, about your team-
members flagrantly disregarding security procedures, and posting the daily
security codes on the data-boards. With corporate bringing by so many
investors lately, you need to stay more vigilant in maintaining security in the
lab. The last thing we need is more people wandering around, unsupervised,
with all the odd goings-on lately. Thank you.” That is definitely an
understatement, but that 627 you saw on a data-board might prove useful later.
The email from Edward Sorrenson, dated 8 November, regards testing results:
“Tony, I've had a chance to run the formulas you provided us. The results have
been uploaded to your mailbox. Please pay particular note to page 12, section
F, part 2. The left side of the graph is showing unusual spikes over the last 3
weeks, which can only be explained by unauthorized access to the EnPro power
grid. It's not possible to attain the figures you have shown without exceeding
power limits for your areas. This should probably be reported to Dr. Betruger at
once.” Ha! Betruger would have ignored it, since he seems responsible for them.
His two audio logs are more interesting. The first, regarding the Lab A security
door is of particular interest: “This is the audio log for Tony Bates, Mars
Security IT Division, September 25th, 2145. I spent the last four hours going
through the code for the door systems here in Central Processing. Man, this is
proving to be a real bitch of a glitch to work out. I've traced through every
system I can think of and access to Lab A continues to be problematic for the
time being. All the regular access codes seem to be working fine, but the
database won't allow access rights to be granted to new visitors. In the
meantime, I'm adding a backdoor code into the systems for IT staff and the
eggheads, so if they need access to Lab A while the systems are on the fritz, they
can use the code 627 to bypass door security. End of log.” Well, that explains
the 627 code a bit more clearly. It is the door access code to Lab A. Hurray!
– Page 433 –
His other audio log, though mundane, is telling of the security breaches you
noticed in other emails and audio logs: “This is the audio log for Tony Bates,
Mars Security IT Division, October 15th, 2145. I've resumed my investigation
into Case A-10982, the systems intrusion that took place in the CPU Complex
yesterday. All network traces seem to originate from an old system located in
Site 2, Office S2-038. What is truly troubling is that engineering informs me
electrical systems have been offline in that section for years, and were only re-
activated this morning in order to prepare more storage space. I'm completely
stumped on this one. How does a hack originate from a section of the base that
has been out of commission for so long? I will make another report once I've
personally investigated the suspect office in Site 2. End of log.”
Nothing else to do here, make your way all the way back to the Main Entrance
Hall that is across the levitating bridge.
Lab A Entrance.
Ahead, you see a security camera mounted high on the wall. To the left, you see a
gas line blowing a searing jet of flame. Beyond it, the hall that had been there is
destroyed. Stepping closer to the edge along the wall, you peer out at another space
where Hell is merging with Mars. To the right, you see the other end of the curving
hall. Drifting flat stones extend out from that end into space, out of your reach,
where on the highest stone you see a rocket launcher, armor, and an ammo belt.
If you did not bother to view the feed for the Lab A Meeting Room, you will also
hear a commando sighing to the right (if you saw the commando walk by on that
video feed, then he will not be found there). If you hear him, then if you slip past
the flaming gas line (the BFG Edition prevents you from moving beyond it ) to
look deeper into the far hall, you will see a tentacle commando standing there,
looking off somewhere, biding time. If he is there, hit him with a round from the
pistol and he will run out of sight and through a door that he was actually
standing behind. A few moments later he will come running around from the left
turn at the opposite end of this hall. You should squat to avoid his tentacle. Drop
him with the SMG if you want to as he runs back and forth. Or, if you crawl to
the other wall (an easier pistol shot was possible from there), he will leave
through the door you had just come from. The door will close and he will wait
behind it. Once he has left this area, you can grab the chainsaw, rev it up, crawl
up to the door, and then tear into him when the door opens.
Once the commando is dead, or if he was not across the gap, head to the other
end of the hall. When you near the left arch in it, sections of its walls, suddenly
painted with arcane symbols, drift away, exposing a section of Hell, and leaving
only a few levitating floor panels, which you will have to hop across around the
– Page 434 –
left curve in the now-lost hall. Hop across the levitating panels however you
choose, but when you reach solid flooring around the turn ahead, you will see
that the oozing growth is starting to take over that part of the hall. At the end on
its left wall, you see a large unlocked door. Cautiously step through it.
To the left there is a section of wall that is clearly holding a storage closet, but it is
still closed. Expecting an attack, remain vigilant as you move past it. Sure enough,
the panel there zips open and a cherub emerges. Kill it quick and then dip into its
recess as you hear other cherubs barking, clearly on the offensive. Squatting within
the recess and facing out, extend the revving chainsaw and kill three more cherubs.
Carefully move forward to the left turn in the hall, ready to use any of the many
open closets for cover. In the corner, its two adjacent open closets would make a
great defensive position. Looking around that corner to the left, you see some
armor shards sprinkled in front of a still-closed closet. That is not a good sign
(there is an imp within). Ignore it if you want to. If you grab a shard, the door
will pop open and an imp will swat you at least once, unless you were squatting.
Advance to the next turn, which is also to the left, just past the armor shards.
Like the previous turn, the two adjacent open closets in the corner make for a
great defense post. Facing around the turn, you see a data-board screen straight
ahead at the end of the hall above a control station, and a health station down
there on the right wall. The screen is the one you saw on the surveillance video
for Lab A Meeting Room. Step forward. You suddenly hear the familiar phasing
of a wraith ahead and the howl of an imp to the left. Back straight up into the
corner closet behind you and rev up your chainsaw. As the imp comes to the
corner, step out and slice it up, then step back just inside the closet, squat down,
and let the approaching wraith you see ahead kill itself on your revving blade.
Lab A Entrance.
Looking to the right, you see that you are on the other end of the dismantled
hall, standing where you may have seen a tentacle commando. This part of the
hall is overrun by the hellish growth. Beyond the edge, above the river of lava,
you see levitating stones, forming a path up to a huge stone that holds a rocket
launcher, armor, and an ammo belt. Climb up and grab the stores. When you do
so, you also hear that distant voice again: “Sarge is waiting for you…”
Stepping back into the Lab A Meeting Room, you hear an imp and a commando
off to the left, and on the offensive. You could take them here, but you can also
easily take damage, and you typically expend too much firepower doing battle,
though you can get lucky with the chainsaw. An easier tactic is to race back up
to the highest levitating stone and stand at its right-most end. That way, the imp
and tentacle commando will enter the hall, but you are not in easy sight of either
of them. Use the SMG, your most loaded weapon, to end their visit to Mars.
As you turn to leave, across from the health station, over to the right on a work
center, you find a large clip and a PDA (Charlie Haskell). Charlie is a Delta
Labs Technician with general clearance. It would seem that he might have been
here because he was spying on the CPU Security station, probably sneaking in to
acquire the door code for Lab A because it was being posted on its data-board.
One email is an email-not-sent message from the System Administrator, dated
13 November, that failed to be delivered to Rbrody@ua-corp.com due to the
host name being unknown. The subject was MFC Failsafe failure, which does
not sound good at all, but there is nothing left of the message body. The other
email is from John Bianga, dated 15 November, which simply asks Charlie how
– Page 436 –
he has been doing, but it does contain very important information: “Charlie,
How have you been? I hear things are getting pretty busy over there. Rumors
are flying that you guys are on to something big. BTW I left you some goodies in
locker 669. The combination is 468. Sorry, I had to take back the pr0n video
disc! Take care mate!” That cabinet code could come in handy.
Charlie has one audio log regarding a request for system time: “This is the audio
log of Charlie Haskell, Delta Labs Technician, dated September 23rd, 2145.
We’re making good progress and increasing the max range of Chamber 3 in the
Delta Complex. We’ve been crunching numbers all night and feel that with a
few slight modifications, we should be able to boost output to cover all of Delta.
The latest schedule changes are wreaking havoc on our current systems, and it's
not uncommon to see system utilization at 99% for days at a time. We
understand that Lab A has finally received the Enrex 6809 systems. Please
consider this a formal request for a block of two hours to run our latest
formulas at the soonest available time.”
Done here, head back to the elevator near the entrance. On your way, notice an
open closet just past the health station with armor shards within it. The imp
likely had emerged from that place.
Lab A Entrance.
As you near the elevator, you hear cherubs ahead. Slip into the closet opposite
the elevator, fire up the chainsaw, squat, and take out the two cherubs that
attack. Once they are dead, select the call panel for the elevator and step in.
Elevator1.
Inside, select Level 2, CPU Banks K-T on the panel. The door closes, the
elevator rises, and then the door opens again up on level 2. Step out.
Here, you will face an archvile, its cherub minions, and a wraith that comes
from around a corner down there on the left. Some people like to use the Soul
Cube as soon as the archvile phases in at the intersection ahead, but the archvile
will have time to call the cherub, which will be right at your back. An alternative
is to attack it with the chainsaw, slip into the shallow wall recess behind it, and
take on the cherub and the wraith using the chainsaw or an automatic weapon.
– Page 437 –
Once they are dead, creep around the loop to ensure everything is clear and that
there are no more adversaries to sneak up on you. You find a few vents along
the way back to the entrance elevator, and it would not have been pleasant if you
were not aware of a safe place like the cubical to defend yourself. Head back to
the other elevator and select its call panel. When its doors open, step inside.
Elevator2.
Select the Level 3 – Routing option on the panel within. The doors close and you
ride to an upper floor. You may have noticed this floor in the Lab A Lower
Floor if you looked up in some of its open areas and saw windows high above.
When the elevator stops, the doors open. As you step out, you hear cherubs, so
step back into the elevator and let the doors close. This is a fine pickle. You hear
multiple cherubs out there, and in a moment you also hear an imp huffing (if it
saw you exit, which was hiding behind a column ahead). Wonderful! A total of
four cherubs are on the prowl, along with a stalking imp. A really good strategy
is to grab the plasma rifle, squat down and wedge yourself under the elevator
panel, and then look up to select the Open Door option for Level 3. As foes
come into sight, fire with short bursts, but drill into the imp when you see it. It
might be able to get a fireball off before it dies, but most times it either does not,
or the fireball strikes the door of the elevator. Finish remaining cherubs with the
shotgun. Once all attackers are dead, finally step out of the elevator.
Advancing further, there is sort of a cheat here that I think is pretty lame. You
can look within the cubical, to include easily looking over the top edge of the
partition, and it will appear to be totally clear, but once you get beyond the edge
of its opening, an imp is magically in there and leaping at you (this is kind of
like the magically-appearing wraith if you had climbed onto the box outside the
cubical on the lower floor, where you defended yourself from trites). My
solution to this is to run-creep next to the glass wall on the right. When you hear
the imp huff, immediately backtrack. The imp will slam into the partition. Grab
your SMG and dance with it when it emerges, or charge in with the chainsaw or
shotgun. Within that cubical you will find three SMG clips on the workstation to
the left, and you will find a case of shells on the other workstation to the right.
Grab what gear you need and then step through the door adjacent to the cubical.
– Page 439 –
The hallway leads left, and then turns left again. Ahead, to the right is an outer
office space that is dimly lit. Access is ahead to the right, and then there is a
glassed-in corner, though one of the panes is broken out, and then an opening
beyond, around the corner. That corner is obstructed by a thick vine with huge
thorns jutting through the floor; part of the growth taking over this base. More,
you hear a commando around that hall turn. And if that was not enough, on
either side of the hall, before the opening to the lower area, you see wall panels
that are slightly recessed, indicating storage closets. What joys might you find
within them? Grab your SMG and creep down the very middle. As expected,
when you come to the recessed panels, they pop open, each exposing an imp.
Immediately backtrack through the door into the previous hall and then dance
with the imps, drilling them with SMG fire, but do not fire until you get into the
previous hall, otherwise the commando you heard will join in this dust-up.
When the imps are dead, creep again into the hall. Step forward until you see a
tentacle commando around its left turn. Let him see you, then backtrack in the
hall for both distance and to be out of reach of his tentacle, rev up the chainsaw,
squat, and slice up this commando when he charges.
When the commando is dead, creep into the outer offices. There, to the right, you
will find a weapons rack containing two cells, two shell packs, and an ammo belt on
the floor. The other way, you see a few armor shards scattered to the floor, and also
a shell pack on a workstation around the corner. As you creep around the corner, you
see phasing ahead of you. A moment later there will be phasing behind you near the
opening. Instead of fighting there, unless you are really fast with the chainsaw or the
shotgun, race back out the door, grab the SMG, and dance from there with the two
arriving imps. Once they are dead, you will hear a door open and close somewhere,
and then a cherub beyond the door you escaped through. Kill it however you like.
Return to the offices and grab all available resources, then move on around the
corner of the hall and open the door at the end. Cautiously step through it.
The room is spacious, though it will soon feel rather cramped. To the left wall
you see a workstation. In the front left corner you see a missing floor vent cover.
Seeing that immediately brings to your mind the thought of trites. Directly in
front of you are a couple of large boxes; one low enough to jump onto, and
where you could then step to the higher one, though either looks to be a safe
refuge to face any trites that might come to play. To the right front corner you
see a couple more large boxes with a medium medkit on one, but they are right
next to a slightly recessed panel in the wall, with yellow light behind it, bleeding
out from around its edges. It might not be healthy to take refuge there if it is in
fact a closet, as experience has clearly demonstrated. To the right of the boxes is
storage cabinet, 669. Right of that is another open floor vent, and finally, beyond
that is an open storage cabinet, 009. The open storage cabinet has a shiny plate
on its upper shelf that periodically brightens, and it looks to be the replacement
door access panel that you have been seeking!
You will face seven trites and one imp during the first leg of the coming battle.
If you move near to the open cabinet, even if you do nothing else, like grab
something, you will suddenly hear trites hissing. Immediately scoot back to the
short box and hop onto it, and then to the taller one. Grab the plasma rifle for
fast work because the recessed panel also lifts and an imp will step out. Bathe
the imp in plasma, and then kill the trite with the pistol or tiny SMG bursts.
Once they are all dead, slip over to cabinet 669 and refer to John Bianga’s email
to Charlie Haskell to get the code for that cabinet. Open it with that code (468)
and grab the grenades, two cells, and the armor found there. Next, step over to
the open cabinet, 009, and grab what you need of the two medium medkits, but
also be sure to grab the replacement door access panel.
You are now about to face an archvile and one or two cherubs (the archvile will
have invoked both of them). This will be an easy battle. When you start to leave
after grabbing the replacement access panel, you hear an archvile from outside
the exit door, so race back and jump onto your boxes in case it brings with it a
minion or two, especially if of the ankle-biter variety. It will, because the first
cherub will phase into this room right next to the boxes with the medkit. Safely
out of reach of cherubs, ignore them at first. Grab the Soul Cube. When the
archvile arrives from the entrance door, fire the Soul Cube to kill it. Next,
terminate the cherub or cherubs however you like, though the SMG works well
when the one or both of them move toward the entrance.
– Page 441 –
Once all foes are vanquished; it is finally safe for you to leave this place. Head
back out the entrance door and advance toward the elevator you arrived here on.
Once they are dead, you will find that you have an event-free journey back to
the Level 3 elevator at the entrance to this level. Make your way to it through
the Lab A Upper Floors, open the elevator, and step inside.
Elevator2.
Inside the elevator, select Level 2 – CPU Banks K-T on the panel within to
return to the floor below. Once the elevators stops descending and opens its
doors, step out.
At the Level 2 elevator for floors 2-1, select the call panel to open it and step in.
Elevator1.
Within the elevator, select Level 1 – CPU Banks A-J from the panel. The doors
will close and you will descend one level. When the doors open, step out.
Lab A Entrance.
Hop across the abyss on the levitating floor panels and make your way back to
the Main Entrance Hall.
Office3.
This office is narrow but long, being really two rooms that are separated by a
single doorway, almost as wide as the room. In the back room you will find a
medium medkit, but nothing else. On your way back, a trite will descend from
the ceiling near the exit door. Pop it off with the pistol or use the edge of the
door to take it out with the chainsaw. Once it is dead, return outside.
When the doors open, two imps within react with howls and fireballs. Back up,
grab the SMG and dance with them, using the doorway to narrow their options
and make them bunch up as you hurl lead into them and dodge any fireballs they
might think to toss at you. Once they are dead, step through those doors.
Elevator3.
Here, select Level Sub 1 – Main CPU on the panel within. The doors will close
and you will descend for quite some time for several floors. If you look out the
little window, the view will wax from boring to disturbing as you witness a
section where Hell has been seeping through in a major way. When you finally
get to the bottom, not knowing what you are going to find, grab a powerful
weapon to help calm your nerves. When the doors open, step out.
Underground.
The way left is blocked by a massive knot of the oozing growth. To the right, the
hall takes a right turn around the elevator well. Slowly strafe around, ready for
action, but you find nothing. When you finally make it around to the back of the
elevator well, you see that the space there opens up to a larger area, where you
see a transfer bay hatch at the end to the left. There are two support beams
splitting the area, behind each on the right you see doors, but their access panels
are disabled. That area has also been mostly overgrown by red organic masses,
but the way to the transfer bay is thankfully still clear.
– Page 443 –
In among the mass of overgrowth, next to the first vertical support beam, you
see Jack Campbell collapsed there, lying against the growth, next to where a
panel had been pulled from the floor and propped against another support beam.
His left arm is scored by several deep tears in his flesh and the whole arm is red
with seeping blood, as though the BFG he had been sporting all this time had
been literally ripped from his arm. He looks to be in extreme distress, barely
alive. Step up to him and kneel down, prepared to render whatever aid you can.
Campbell sees you. Weakly, he speaks with great difficulty, struggling for every
word: “Sarge! Find him! Gotta find him… My gun… He’s… got my gun…”
With a grown that retches up from the very core of his being, he expires.
Campbell can only mean that Sarge now has his BFG 9000. You lost yours in
the depths of Hell after taking out the Guardian. Man! Does this suck, or what?
As you mull this over, you hear Sarge’s voice echo through your mind: “I killed
that pathetic bodyguard… And now I will kill you…” Well, Sarge, we will just
have to see about that. Marine Command did not reactivate me for nothing…
Standing, you think that it is too bad you cannot see what is behind these two
doors. Maybe they hold supplies? However, to you left, your consider the plate
pulled from the floor and leaning against the other support beam. This reveals a
vent beneath the floor. Move to it, drop in, and squat down. Under the floor, the
way left is a dead end, but to the right, toward the two locked doors, which are
opposite two other locked doors across the hall from them, behind you, you see
an armor shard. Enticed, but cautious of a trap, crawl over to it. There, you see
an overhead opening. Looking up, you cannot see or hear a threat. So stand up,
ready to pop back down. But you find no foe, so climb out.
In this room, you see two sealed doors behind you. Armor shards are scattered
about the floor. Here, you also find a medium medkit, an ammo belt, a large
clip, a case of rockets, a case of cells, and two shell packs. Grab all you can
carry, and then drop back into the hole in the floor and return to the other side.
Head over to the transfer bay hatch and select its access panel to open it. Once it
finally opens, step inside.
Within the transfer bay, give one last solemn nod to Campbell and then select
the panel there to exit the CPU Complex and enter Central Processing…
– Page 444 –
– Page 445 –
CENTRAL PROCESSING.
Central Processing houses the control systems which are used to process data for experiments, archive
data, and manage the CPU overhead for security and regular day-to-day operations of the entire outpost
on Mars.
Many players hate this level because it is battle-intensive with very powerful foes. But not just powerful
foes, but powerful foes who attack in packs. As such, many Doomers often resort to playing this level
with GOD mode turned on, not meaning to cheat, but just so they can survive and get past it. However,
you can actually make it through this level not by the skin of your teeth, but fully healthy, fully armored,
and fully armed. Indeed, you will even discover how to take on Sabaoth, formerly Sarge, the end-of-level
guardian, with ease, and require nothing more than an armor shard to fully recover from that encounter.
CPU Complex.
The transfer hatch opens, revealing a gritty, dark hall, cloacked by shadow, lined
by battle-soiled strapped steel pilings, three to a side. Coagulated, tracked blood
is mopped thickly across the floor in dry crimson and black. Its foul, iron stench
chokes the air, its rot burning the nostrils. To the left, you see a full health
station on the wall. To the right, the oozing growth, aged and grayed, consumes
most of the wall. At the end is a crossing hall, centered by more pilings.
After making sure all your weapons are fully loaded, creep forward, listening for
the slightest hint of threat. Along the way, you hear the guttural voice of Sarge
in a slow, grated and hollow echo: “I am waiting for you… Waiting to kill
you…” Thanks, Sarge. You should be a motivational speaker.
As you reach the end of the hall, you see that the narrower cross hall looks to be
making a large rectangular loop forward. Down both directions, each the length
of the entry hall, you see that they are centered by three steel pilings and that
both ends cut forward, disappearing from sight. At both of those ends, you see
there are three doors apiece. All locked, as indicated by the red status indicators
on their joists. If you listen very carefully, you can hear the extremely distant
sighs of imps, commandos, and revenants from behind those doors. This is not a
good sign. You can only expect they house foes that lie in wait for intruders.
At the cross hall intersection, you find a horrific battle's aftermath. Here, a lone
Marine, making his last stand, was reduced to but a blood-soaked skeleton, and
is now collapsed against the far wall. A rocket launcher and armor lay alongside.
Grab the rocket ammo, but save the armor. Considering this Marine's use of a
rocket launcher, it seems prudent that you at least arm yourself as powerfully.
Grabbing your own rocket launcher, turn to face the left end of the cross hall.
You pray your own rocket skills exceed those of this poor fellow.
Advance slowly near the center beams from their right sides to afford the best view
ahead. Suddenly, the rightmost door opens and an imp emerges, turning to come up
next to a steel piling in the turn hall that blocks a clear view of that door. Unseen,
another imp emerges from the first, rightmost door at the other end of the hall,
though presently it is blind to you. As the imp ahead howls and draws up a fireball,
launch a rocket into its face, killing it outright. Quickly turn left and make your way
to the entry hatch, which you see is now closed, disabled, and dark. Using the steel
piling near the health station for cover, send a rocket into the second imp’s head as it
appears at the corner to the cross hall, tossing a fireball. While you dodge the fireball
and the imp returns to Hell, the center door at the right end of the cross hall releases
a chaingun commando. You hear his heavy footfalls as he makes his way nearer.
You also hear and then see two trites at the end of this hall. Using the column for
cover, grab the Soul Cube and launch it as soon as you see the commando come into
view, even if he is behind a piling down there. As the Soul Cube flies, duck back
behind cover and grab your favorite trite killer to eliminate the two that are now
approaching. As the commando dies, you are awarded his health, if you needed it.
Once the two trites die, this seems like the end of the battle, but it is not. Some
guides tell you to next explore the other side of the cross hall and draw out three
more armed foes and a couple of trites, but that is a mistake. It would be prudent
to first clear the left end of trites and, at the same time, recharge the Soul Cube.
You can do so here, even if you were forced to kill the last two trites ahead of
the commando. To attract more, collect the commando’s chaingun ammo and
run down to stand at the corner near the three doors at the left end of the cross
hall. As you listen to a commando through the first door and a revenant through
the second, you see a trite down at the far end of the left side hall emerging from
around a right turn there. Take them from here or make your way to the transfer
hatch, which will soon be relit, but still disabled. Squat with the pistol for better
aiming and kill the trites when they arrive. Once dead, slip back to the left side
hall to check for more. Finding nothing, head back to the cross hall and move
toward the other end. By the time you reach the far column of that hall, two
more trites will emerge from around the corner ahead. Head back to your
transfer hatch RP or else just backtrack, but safely pop them off.
– Page 447 –
Satisfied the Soul Cube is now recharged (or one life shy), you consider that the
foes in the fully expected second stage of the battle will use similar attack
tactics, releasing a foe from the farthest door, then the nearest in the other hall,
and then the middle. A revenant will emerge from the far door at the right side
hall and a commando will emerge from the near door of the left side hall, who
will likely put a round or two into your back as you take on the revenant, who is
ultimately more dangerous. After killing the commando, a second revenant
behind the center door of the left side hall will be released.
My favorite strategy is to line up from the corner turn in the hall and point head-
high at the left-most of the three hall doors. Make sure your rocket launcher is
reloaded, then creep straight toward that door until it opens. As soon as it opens,
even without seeing the enemy within, though you hear something on the prowl
in there (a revenant), go ahead and dump two fast rockets into the opening, even
as you backtrack to the entry hall for cover. You also hear chaingun fire from
behind at the cross hall's other end. You might get nicked by a round or two, but
that is far better than getting rockets in your back. Turn around and dip back out
into the cross hall to see a commando approaching. Fire a rocket and zip back to
cover before he can stop and open fire. After the explosion, dip out again and
fire a second rocket to kill him. You can also easily take him from your RP,
using the left rear column for cover as you snipe out to fire rockets. If the
revenant did not die for some reason, use the last rocket in the clip to end it, or
just use the SMG. When it is dead, a couple of trites (there are three, but the
last one lags behind) come to the entrance even as you hear another revenant
slowly making its way toward you. You could wait to kill the trites after the
revenant is dead, but that can sometimes involve some creative hiding. It is
much easier to simply use the pistol or mini-bursts from the SMG to kill them
first. The revenant will afterward arrive. Grab the Soul Cube and kill it, being
sure to block any of its rockets using the column by the health station. By the
time you move up to the end of the entry hall, the third trite should round a
corner to the right. Use the pistol and take it out. Once it is dead, head down to
the right end of the cross hall and you will see three more trites emerging from
the far left turn in the side hall. Kill them there, or first back up to your RP and
then kill them. The second stage of battle in this area is finally complete.
The next battle takes place at the far end of the looping hall, in a large data bank
room beyond. You will face another revenant, an imp, and two archviles, along
with their wraith minions (each archvile will invoke two minions, which seems
to be the new trend as you progress). Though some guides will describe this
battle as difficult, it is actually quite easy and painless, as you will soon see.
– Page 448 –
Gather any supplies you find in and near the cross hall, leaving medkits and
armor unless you really need them. On this long stretch, you will find grenades,
two cells, a large SMG clip, two medkits, and an adrenaline injector.
Once all needed booty is scooped up, approach the far room through the left side
of the cross hall. When you make the arched corner at its end, you hear the voice
of Sarge again: “I look into your soul… and I see fear…” Sorry, that is a self-
preservation instinct, pal. Even if you kill me, the ethereal morphic field that is
my soul will detach from this interactive interface, freeing me. But I also have
cohorts coming that might be just a little pissed off that they have to come all the
way here and do battle rather than the fun things they normally like to do.
Twin rows of data banks fill the center of the large room ahead, with a passage
down their middle from left to right. On the left side of the room you see a
locked door that is clearly your exit. The right wall is lined by more data banks,
but in their middle you see an open space. On the far side, near the other end of
this wrapping hall, you see a dark recess in the wall. It cannot be deep due to the
hall beyond. It is easy to assume another is to your right, adjacent to the far hall
opening. Were you to make a bet, you would wager that demons creep within.
Instead of running around here and drawing everything out, making you busier
than a shopaholic at a 99% off sale, break the battle into stages. Because of the
space, grab the rocket launcher, reload it, and keep an eye on the suspicious far
recess. As you slowly advance, you see the red plasma swirl of phasing in that
recess. Dump two rockets head-high as a revenant phases in, killing it. Nervous,
expect the same from the twin recess you can now see over your right shoulder.
Back out. Use the cross hall to get to the hall opening on the far side of this
room, fully expecting another attack from the other recess. Advancing, red
plasma swirls within the recess and an archvile appears. Most players use the
Soul Cube here, but that can involve more work later. Others will dump two to
three rockets into it to kill it as it first manages to invoke two wraith minions,
and one of them will phase in right behind you. An easier solution might at first
sound insane, but it makes taking the archvile and its minions out very easy, and
that is to use the chainsaw. Grab the chainsaw and sprint to the dark recess you
see on the other side, fully expecting a response. Nearing it, red plasma swirls
within. Rev the chainsaw up, and as you charge into the dark recess you will
suddenly be nose-to-nose with an archvile. Tear it to pieces with the chainsaw as
it desperately invokes minions to help it. As the archvile dies, spin around as
you hear two wraiths phasing. Though you can squat down in this recess and
safely take them out from here, you can also go to meet them when you see
them phase out, and then tear into them as they are phasing back in. Normally,
they will appear at about the same spot, thus making your work even easier.
– Page 449 –
Once the minions are dead, you have one last battle here with an archvile, two
wraith minions, and an imp. This battle will begin when you approach what
seems certain to be the area exit at the far end of this large room, presently
locked. Approach that door, with chainsaw in hand, from the left corner around
the data banks. You will see a red plasma swirl that is high enough to indicate an
archvile (if not something worse, like a hell-knight), so grab and immediately
launch the Soul Cube. As you automatically rearm with the chainsaw, the
archvile appears and is made very dead by the Soul Cube. Even so, if you are
not fast enough, two wraiths will be invoked before it breathes its last. But you
also hear an imp phase in toward the head of the room, in the area between the
data banks that is opposite the door to the left. If wraiths were invoked, one of
them will phase in right at your feet, so tear into it with the chainsaw. Now you
have just a wraith and an imp to deal with. As you hear the nearby door unlock,
you can race down the passage on the other side of the room and lead these foes
to corners where you can ambush them, or else use the SMG from a distance. If
the wraiths did not phase in, you can battle the imp right there near the
unlocking door with the SMG or by ambush with the shotgun or chainsaw.
On the corners of the room adjacent to the exit door you will find a case of
shells, an ammo belt in the left corner and a medium medkit in the right corner.
On the opposite end, where the imp phased in, within the area between data
banks, you find a skeleton. Around it you will find armor, grenades, an ammo
belt, an adrenaline injector, and a medium medkit. Grab the loot, but try to hold
off on the armor and the medkit unless your armor or health are really down.
Now you are ready for the next battle. All set, open the exit door and step through it.
Central Bridge.
At the end of a short hall, near four armor shards, you come to a gigantic open space
that is extremely broad, extremely high, and extremely deep, at the bottom of which
is a massive drain of lava. At the hall end, there is a CPU Bridge Call Station panel
to activate an access bridge. Select the Call Bridge option. From
high above, the towering narrow structure hanging from the
center of the ceiling slowly descends, turns, and folds down an
arm to your platform. An automated voice announces, “Warning.
Security Bridge in motion.” The bridge then further unfolds two
leaves to form a railed ramp to a panel you see on the far end.
– Page 450 –
Here, you will have an easy battle with three cacodemons. Easy? It is hard to believe
that battling cacodemons are now thought of as being easy. It was not so long ago
you may have been rife with fear of their bites and searing yellow fireballs. Now that
you have had experience with them, and especially after having also battled hell-
knights, cacodemons can seem child’s play, now being no more than a nuisance.
As you advance across the long extended bridge to the central tower, phasing is
seen in the distance near the far wall, high to your right. There, a cacodemon
appears. Quickly backpedal to the safety of the door you had just come through.
The cacodemon spits a fireball as it approaches, then tries to breach your small
hall. Keep it at bay with short bursts of automatic firepower until it dies. You
have ample room for dodging here behind the door. Use the chaingun or the
plasma rifle to take it on. Once it dies, two more will phase in on either side of
the bridge, unseen but not unheard. Reload and wait for them to appear on the
bridge, and then take them out. Sometimes one of them will hover by the door
opening, against the wall. You can carefully creep out with the SMG and easily
destroy it with about 30 rounds as it does nothing but twitch and complain.
Storage Hall.
This is a short hall that begins at an unlocked door to your left and then
disappears around a long left arc to the right. As you stand there, you hear the
sigh of a commando from around the turn in the hall. Great. Creep in that
direction so you can peek down that turn. You suddenly hear the now-familiar
huff of a tentacle commando, and then of him running. Grab the chainsaw, rev it
up, and squat. The commando comes tromping around the turn and whips his
tentacle above your head. Keep the blade pointed at his boots, in case he tries to
kick you. When he dies, advance further until you can peek around the turn. Just
around it on the left wall is a door. The hall extends ahead a little further, and
then comes to a dead end, though you do see a case of shells down there. Slowly
advancing, you see the door open, so squat down with the chainsaw and rev it as
you see another tentacle commando emerge. His tentacle also cracks overhead
as you render his kicks powerless. But that is not the end, because another
tentacle commando emerges. Kill him the same way.
– Page 451 –
Main Storage.
Stepping into the room the commandos came from, you find no one, but you
definitely hear revenants. To the right, a large part of the room is behind a cage
barrier, though there is a nearby central opening in it. Ahead is a separate caged
partition, forming a recess. Between it and the wall is a canister with a small
medkit and a BFG cell on it. The strongest sound of a revenant emits from there,
likely from behind the wall. However, it will not emerge from the wall panel it
hides behind if you do not grab the medkit. There being plenty of health
elsewhere, such as back at the CPU Bank, just ignore it. You can, however,
safely grab the cell. Within the main caged area you find a door on its back wall.
You also hear a revenant behind that door, though less vocal than the one hidden
in the outer wall. If you open that door from its right side and remain out of
sight, you will definitely hear it in there. Let the door close before retreating.
That room is likely the area’s primary storage space, so you will have to figure
out how to take that revenant out. Using the Soul Cube is an option, but
considering your recent bouts with revenants and archviles, you have to assume
they may be working in teams. Step out and grab the case of shells at the end of
the Storage Hall and then move back to the other end, by the door yet unopened.
NOTE: If you want to take the small medkit (15 health points), then it is possible to kill the
revenant exposed by a retracting wall panel near to it using the chainsaw. Fire it up, rev it,
and back up to the medkit. When the panel opens, charge in fast, squat down, and often
you can kill it without injury, but that is a lot of work and a potential for grievous harm if you
hesitate even the slightest bit, when so much health can be found elsewhere. However,
when you are in that close to a revenant, they will thankfully not fire off their rockets.
Storage1.
Open the door here. No foe within, step inside.
Here, you will find an explosive barrel, armor
shards to the right, and two ammo belts on the
shelves to the left. As you move deeper into that
room, you hear phasing behind you. Grab the
chainsaw and charge as an imp phases into the
outer hall. Slice it up before it can attack. If, by
chance, you killed it from the confines of the
storage room, then another imp will phase in at
the entrance to that room. Use the chainsaw so we
can save the explosive barrel for later. The barrel
would seem really useful for taking out the
revenant you heard behind the door in the Main
Storage room. If you were to toss a grenade to the
revenant with the barrel nearby, the explosion,
coupled by the barrel, could easily kill it.
– Page 452 –
If the archvile survived, I have noticed that it does not leave the room because it
is too tall for the entrance. However, the door blocking its passage is little
comfort, because as long as it lives, it will continuously respawn terminated
minions until you can bring about its ultimate demise. Therefore, before it has
the time to check the door clearance, drive in quickly with the chainsaw, or else
dump weapons-fire or roll it a grenade as you backpedal out to the hallway.
Afterward, take the wraiths down however you choose, though using the
chainsaw at the doorway works really well.
Once nothing other than you is alive, step back into the caged area and finally
step through the door the revenant had emerged from.
– Page 453 –
Armory.
Here, you will find a plasma rifle, plenty of cells, pistol clips, large SMG clips,
armor, a case of rockets, a case of shells, and a few ammo belts. Grab all that
you can carry and then leave here, keeping in mind remaining supplies, and
return back to the access bridge outside in the large open space.
Central Bridge.
When you move toward the control panel at the far end of the bridge, you hear
something phasing behind it, and then you see a cacodemon drift out from the
left near the far wall. You could battle it here, but that usually uses up too much
ammo. You can instead retreat to the Storage Hall door and take it from there
using the plasma rifle (because you can easily restock from plasma cells still in
the Armory). If you are lucky, it will simply hover against the near wall by the
bridge. In that case, you can edge out until you can see it and kill it with a few
bursts as it simply takes the punishment while loudly complaining about it.
Once the cacodemon is dead, return to the control panel at the far end of the
bridge and select the blue Server Bank option. The bridge spins slowly counter-
clockwise until it stops at the passage marked Server Bank. Hopefully, you will
locate access permissions for the Central Processing sector in that place.
Walk across the bridge and step into the short hall beyond it. This is like the
entries to the other areas. Open the door ahead and stand in its doorway.
Serverbanks Entrance.
A short hall extends ahead that quickly arches left to a door. To the near left,
through frames where two large panes of glass had once comprised the left wall
of the hall, is a control office, and beyond that you see another, narrower door.
As you step forward, you see the swirling of plasma around the turn in the hall,
so grab a grenade. As an imp arrives, quickly roll the grenade to it, even as you
– Page 454 –
hear yet another imp howl beyond the narrower door. Toss a second grenade
over the workstation through the opening to the left, to the imp that just opened
that door, killing it. Stepping through the left wall opening in the corner, thanks
to the missing glass pane, you find a case of rockets and a large clip. Grab them.
You are able to step through either door, but you like the narrow door because it
can confine a foe's approach. Open that door and peer beyond it.
Serverbanks.
You see that the dim area beyond, where you also see a medium medkit just
ahead, is a side area to the main passage to the right, which then turns right
further ahead, where it ends at a door in its left wall. The right wall of the
passage is made of large glass panes, which overlooks an area below, but it also
allows you to see the door down around the turn. Near that door, you see a
tentacle commando squinting at you, but it as suddenly lunges into action when
it determines that you are not a comrade. Grab the chainsaw, squat down, rev up,
and be sure you are slightly inside the door frame. When the commando attacks,
its tentacle cracks overhead and it is so busy trying to negotiate the door that it
does not have a chance to try kicking you. Once he is dead, look to the right,
where you saw that the right wall of the main hall is mostly windowed, though
you do see that some panes are missing and one at the end is even cracked.
Advance to the first window pane, nearest the door behind your right shoulder.
Serverbanks Control.
You find yourself on a platform atop a set of stairs
that leads a few steps down to a landing to the right.
Right of the landing you see the entrance to a tiny
dim office. That landing is also the upper deck for a
set of longer stairs descending left, out of sight. The
little light there is in this area is provided by a
fanned vent these stairs wind around. Over the rails
opposite the door, you see a hall below leading left and right. There is little time
for speculation, however, because your moving to the rails alerted three trites
that emerge from the tiny dim office. Use SMG mini-bursts to silence them.
Now ready for anything, grab the chainsaw and descend the first set of stairs. As
you reach the landing, to the left, at the next lower landing, you see phasing, and
then an imp appears. Tear into it with the chainsaw while it rises, killing it. Now
head back up and inspect the tiny dim office. There, you find a large clip and a
case of shells on a desk around the left turn in the wall. As you grab these items,
you hear more trite activity. A single trite comes from downstairs and another
from upstairs. Use the shotgun or mini-bursts on the SMG to kill them. Though
you could use the chainsaw, they are so agile they can often strike around it by
suddenly leaping before dying, inflicting injury. Once they are dead, creep down
the stairs to the landing where the imp phased in. From there, the stairs take
another flight down to the left, ending at the hall you had seen from above.
– Page 456 –
Advancing to the corner there and peering around the turn to look down the hall,
you see that it ends at a door. Midway, by a blinking light, you see an opening in
the hall, and the sound of the idling imp is definitely and loudly coming from
within it. Instead of inciting it to battle, just toss a grenade against the wall
opposite it, so it ricochets back and splatters the hidden imp. Once it is clear,
peer within the recess. It was a tiny area, but you do find a medium medkit.
Afterward, step over to the door at the end of the short hall and open it.
Serverbanks (Lower).
That area is small, and, as was apparent from above, it is a passage leading to
the right, left to ahead, and then left again, forming a ‘U’ shape. On the far side
is the office where you saw the information terminal and PDA. To the left, at the
start of the passage, you see a few armor shards. However, when you actually
step into the room, an imp will phase in to each end of the passage. You can use
the chainsaw to kill the one that phased in to your left, and then toss a grenade
around the corner when you see the other imp approaching. You can also easily
do battle with one or both of them from the other end of the hall.
Once they are dead, advance to the other side and into the far office.
Just inside the office door, on the right wall, is a weapons rack containing two
plasma cells and two large SMG clips. At the workstation to the left, you see a
medium medkit and a PDA. To the left of that, you see an information terminal. It
begins playing a video covering the BFG 9000. Its audio track goes like this:
“Representing the pinnacle of UAC research and design, the BFG 9000 is the most
advanced firearm ever designed. Fully self-contained and deployed as a handheld
platform, it is capable of an excessive amount of fire power. The BFG 9000 contains
sophisticated friend or foe technology that discriminates targets in real time. Each
projectile contains a small but very powerful computer core that actively maintains
targeting and delivers a stream charge down each beam to soften targets before
detonation. The detonation stage of the projectile is devastating. Targets within 15
meters of the flashpoint are not likely to survive. While not recommended for small
quarter combat, the BFG 9000 is ideal in the field and against movable targets. The
only foreseeable defense is small arms ballistics. If the projectile is destroyed before
exploding, the computer core cannot process the final fusion reaction, resulting in a
less than optimal detonation. For more information contact the UAC's Advanced
Weapons Department.” Now that was very interesting and informative.
– Page 457 –
So, small-arms fire can disable the computer core of the BFG projectile, which
can weaken or disable its primary detonation because it can no longer
effectively initiate a fusion reaction. This is especially important intelligence
information, because Jack Campbell told you that Sarge took his BFG and will
likely try to use it against you, once you finally reach Central Processing.
Grab the PDA (Steve Tooloose). Steve is a Central Processing controller and his
PDA upgrades your clearance to Central Processing. Excellent! The PDA
contains no audio logs, but it does hold 2 emails. The first email, from Henry
Bielefeldt, dated 4 November, regards a storage problem on the server: “Steve,
I've been noticing a steady degradation in filesystem performance on server
A12. Could you please head up to the third floor and look into the problem? I'm
working on matter transference problems for the guys in Delta, and all my data
is stored on that server. If we have backups from last night, could you please
restore them to server A17 if it's not in use? I can patch into that server to
continue my work. Thanks, Henry.” His other email, from Brian Franko, dated
14 November, regards the BFG information video: “Steve, Corporate needs the
new BFG video I placed in your office uploaded to the server and placed on our
internal web site. Don't forget to convert it to a .uacmov so it'll play on all
terminals. Fire me an email when it's up, I can't wait to see it. -Brian.”
Grab whatever available supplies you need here and leave. As you are heading
for the stairs, you can hear the grated voice of Sarge: “I can smell your fear…”
Yeah, buddy? I’ve got something you can smell right here. You have a BFG and
I do not. But now I know exactly how I can disable your charges!
Climb the stairs until you finally get to the window you broke out. The trick to
jumping this gap is to run, but jump when you get past the window ledge (well,
not so far that you just fall down below). You will land safely on a fallen data
bank if you do not make the lip of the ammo platform, so you can return up top
to try again. It might seem impossible to some at first, but after a few tries, you
can do it with ease as you develop neural pathways that will be fine-tuned to the
required timing. Running straight-on toward the landing target also helps.
Finally loaded with ammo, as you start to leave, as you get past the corner in the
upper hall, an imp will phase in behind you by the door to the stairwell, and a
moment later another imp will phase in next to the narrow door to the entry
office. You can use the chainsaw on the imp that phases in behind you, and then
run through the door there and down the steps to the small dim office so you can
ambush the other imp with the chainsaw from there. Once they are dead, you
can leave this place. Be sure to pick up any reserved caches before leaving.
When finished with this task, return to the Central Bridge.
Central Bridge.
Advance to the control console across the bridge and finally select the Central
Processing option. The automated voice reports: “Security Clearance accepted.”
The bridge then lowers as it turns counter-clockwise and stops at the lower
Central Processing opening.
– Page 458 –
When you cross the bridge to the Central Processing passage, you will hear
phasing to your left and right, above you. Two cacodemons are phasing in
within the mammoth space here. Run through the inner door and use the
chaingun or the plasma rifle to fend them off.
CPU Access.
As a sort of pep talk, you will hear Sarge droning: “I am waiting for you…
Waiting to kill you…” Sure, sure. Heard that song before. But now you have a
new trick up your sleeves. You can disable charges on his powerful BFG 9000.
Once the cacodemons are dead, feel free to return to previous locations and
accumulate as much ammo as you can carry, plus any health and armor you
need. After all, you are about to face Sarge, and you want to have some ammo
and health left over after you hopefully defeat him. Also, do not forget about the
small alcove in the right wall of this CPU Access hall. There are two ammo
belts, a case of rockets, a large clip, two medium medkits, and a video disc. The
video disc is the BFG 9000 presentation that you have already seen on the
Information Terminal back at the lower level of Server Banks.
Once you are ready, step into the next room. Sarge is waiting…
CPU.
Here you face Sarge, or Sabaoth as he is now known, after he was possessed by
a hell-spawn, likely named Sabaoth, and biologically merged with a tracked
mechanical monstrosity bearing a motorized arm of razor-sharp talons that also
spins like a drill, capable of inflicting great harm. Since his defeat of Campbell,
he also sports a shoulder-mounted BFG that he will frequently discharge.
When you enter the great hall, the area here has a large central square platform
raised above a very large, deep and deadly pit (so try not to fall off the edges).
Four small unprotected bridges lead off from each side to doors. Behind the left
and right closed doors you will find health and armor, which you can also hide
within. Around behind the huge metal pillars at the corners of the central court
you will find plasma cells, a medkit, and an adrenaline injector, but do not dally
around them when Sabaoth is close, because he will make them mechanically
separate as the columns become electrically charged, inflicting grievous harm.
– Page 459 –
Sabaoth will navigate the outer perimeter of the great hall, swinging hidden
platforms into place as he approaches open pits so he can easily traverse them,
but he will also retract them once he moves beyond them. He will sometimes
tale a shortcut to cross the middle of the central platform, such as at the
beginning of your encounter with him when he emerges from his storage area.
Also, if he is in close to you, he will attack with his drilling talon arm. Even
though he will not use his BFG when he is in that close, the pain inflicted by that
weapon is not worth it. When he is close enough to one of the four metal pillars
on the corners of the central platform, he will energize it and cause portions of
the flooring around it to drop away briefly. As such, never hide behind a column
that Sabaoth is near. Run away and be ever watchful for the green haze that
clearly means he is preparing to discharge his BFG. Fortunately, those charges
do not move very fast, so they are rather easy to disable using accurate
firepower.
Some players prefer doing battle with the chaingun. With it, one can
significantly slow Sabaoth down, it can disarm the frequent discharges of his
shoulder mounted BFG, and it can inflict great injury upon him, especially if it
is directed at his head. Indeed, you are able to defeat Sabaoth using nothing but
the chaingun and/or the plasma rifle, and maybe a few rockets to add some
umph. The rockets in fact inflict a tremendous amount of damage, although he
might not outwardly appear to show it. It must be one of those macho things.
Of course, if you would rather just get past this encounter, you can in fact kill
Sabaoth with incredible ease, and suffering little to no injury. Indeed, I usually
come out of this encounter without a scratch. To do so requires fast reflexes,
because Sabaoth’s tracks move him rather quickly, but you do in fact have time
to stand your ground (though backing to the now-closed entrance is acceptable).
When you enter the great hall, arm yourself with the rocket launcher and make
sure that its clip is fully stocked. Your Soul Cube has been fully charged for
some time, and now would be a really good time for you to make use of it.
With the rocket launcher ready, step forward across the small platform to reach
the central stage. As soon as the door ahead of you opens to reveal the bottom
tracked half of Sabaoth, begin firing rockets as fast as they can be launched (for
distance safety, you might also want to backtrack to the entry door). Do not stop
firing until you have launched all five rounds. Once the door retracts, be sure to
direct the rockets at his head (by the time your second rocket is chambered and
ready to fire, you can see his head). He will try to fire his BFG as soon as he
sees you, but your rockets will disable it as they explode in his face. As soon as
you fire off the last rocket in the clip, do not waste time reloading, but
immediately bring up the Soul Cube and fire it. It will stop him cold, raise your
own health up to 100 percent if it was by chance down by any amount, and
Sabaoth will be defeated. A cut-scene will then play of his academy award-
winning performance as he groans in death agony, and finally expires.
– Page 460 –
When Sabaoth dies, his BFG dislodges from his shoulder mount and tumbles to
the floor in front of him. Step up and grab it. You then pause for a moment, to
remember Sarge as he had been previous to all this. You mourn his falling
victim to the corruption that twisted his flesh and replaced his soul. The doors
around the bay open, revealing armor and health kits. Run around the pillars and
grab the plasma cells, plus any health and armor you may require. Finally, step
into the bay that Sabaoth had emerged from, which his corpse is now facing.
Sarge’s Garage.
The floor here is smeared in blood. You first notice a popped panel thrown to
the floor. Then, off to the left, you see an opening in the wall where that panel
had been torn from. Crawl into that opening and follow the passage beyond.
Sub Level 9.
This tight space finally gives way to a large open area beyond. You drop onto a
wide pipe that is high on a wall. Below and to the left you see a raised platform
lined by railing. The left end of it terminates at a storage room door that seems
to be disabled, but there you also see a case of shells, two SMG clips, and a
spread of armor shards. The other end turns to its left and then disappears down
a short set of stairs, hidden behind a thick grated column. The pipe you step onto
slants down ahead to bring you close to the level of the raised platform. Slide
down its slope. From below, you see that the stairs lead to an elevator. Hop
across another pipe and over the railing onto the platform. Step over and grab
the shells, clips, and any armor shards you require, and then turn and head the
other way, descending the stairs to the elevator.
At the elevator, select the call panel to open its doors, and then step inside. Once
inside, select the panel there to leave Central Processing and enter Site 3.
– Page 461 –
DOOM 3
LEVEL 4
Archeological Dig
– Page 462 –
– Page 463 –
SITE 3.
Site 3 is the ground level access point to the original subterranean Mars base structure. Research
objects from the lower levels are analyzed and studied in this facility.
This level is highlighted by two-sided attacks. Quick reflexes, boldness, and intuitive use of the Soul
Cube are the keys to success. This level also involves retracing one’s steps and remembering places
you have been; otherwise this level might seem overwhelming and appear more than a little confusing.
The elevator opens to a narrow, dim, and deep hall that is being slowly warped by
the spreading red hell-spawned vines. It creeps and expands within every gap behind
every panel in every floor, ceiling, and wall, making impassable many base sectors.
Within the short but wider foyer beyond the elevator, a health station hangs on its
left wall. On the left in the hall beyond, two windows provide limited exterior views,
but they are also crossed by creeping vines. At the far end of the hall, a large wall
panel is missing, exposing the saturated red growth that popped it from its mooring.
You will first face a hell-knight, two wraiths and an imp here. You will be attacked
from both sides, but the trick to making this battle simple is to man-up and be
willing to advance on the hell-knight to gain distance from the wraith that will phase
in behind you just as the hell-knight dies. An imp will also phase in by a locked door
ahead to the right, but it should pose no great threat. The final wraith is just dessert.
Expecting trouble, arm yourself with a fully-
loaded chaingun and creep forward. Stepping
beyond the foyer, Betruger chortles darkly as a
short cut-scene plays of a hell-knight breaking
through the floor at the far end of the hall, while
this sudden stressing causes numerous panels all
along the floor to fly from their mounts. Waste no
time. As soon as you can, begin drilling a hail of
hot lead into its face as you advance at least one third the distance down on one side
of the hall. The closer range makes your weapon far more effective. As the hell-
knight slowly tromps forward, stand firm. When it hurls a fireball, strafe to the
opposite side of the hall to safely dodge it. As soon as the hell-knight collapses, grab
the chainsaw and spin around as you see a wraith phasing in by the elevator. You
also hear an imp phasing far to your back. Being careful not to get stuck in popped
floor panel dips (just hop free if so), bury the chainsaw into the wraith and then
quickly assume an ambush posture by the foyer corner next to the health station. As
you hear the imp approach, rev the chainsaw and jump out to nail the imp with it,
ending it before it has any time to react, except to maybe look a bit surprised. In the
aftermath, the short calm is broken by another wraith emerging from the door at the
far left of the hall. Step out and attack, using the chainsaw to end its assault.
– Page 464 –
Proceed to the far end of the hall. Where the hell-knight burrowed through the
floor you see a slow swirl of the living, oozing growth there, though you can
safely walk across this dip. This ooze saturates all of the under-surfaces, as you
can see through gratings, popped floor panels, and the ruptured walls. There are
two wide doors here. The door to the right, marked LAB, requires security
clearance and its indicator lights are red. Nearing it, you get a new objective:
Gain security clearance for all Site3 areas. Click its access panel. It first
informs you: Access Denied. Invalid Security Clearance. A moment later it
reports: Authorized Personnel on file: Pierce Rogers. That is the kind of
information you seek. It looks like you will need to find this Pierce or his PDA.
As you begin to enter, the lights dim. To your immediate left in the hall an imp
is phasing. You also hear a cacodemon phasing within the room ahead. Using
the chainsaw, make fast work of the imp and then switch to the plasma rifle.
Back down toward the elevator as a cacodemon emerges from the door. Use
short bursts to both conserve ammo and to make quick work of this slowly
drifting demon. Dodge or neutralize any fireballs it might blow at you.
Reload and again advance to the door. But, because beyond it you can hear yet
another cacodemon phasing in nearby, do not open it. Stand in the oozing dip
where the hell-knight broke from the floor. Remembering the explosive barrel
just inside the door to the left, you can use it to severely damage that beast.
Move up to open the door, and then quickly step back. Against the wall in the
alcove beyond the barrel is the other cacodemon. As it advances and nears the
barrel, dump a quick burst of plasma into that barrel as you dodge and fall back
to the other door, devoting a stream of plasma to this foe, which very quickly
dies, sometimes immediately. Once it is quiet, advance yet again to the door, but
this time go ahead and step through it, though still exercising great caution.
– Page 465 –
Site3 Hub.
The barrels here can make you nervous, but depending on how you want to deal with
any foes you might face, you may want to use them to make faster work of them. To
the right is a cracked window to an enclosed area with pipes and such. Though you
can break its glass, there is no access through it, but standing there, you can hear
something very big and very vicious somewhere, which seems to be tromping
heavily about. Or is it just air pumps? Around to the right, along the wall moving
forward is a door with GARAGE stenciled on it. Around the corner beyond that is a
recess with another wide security door that is locked, as your luck would have it.
However, there is plenty of ammo around here,
plus a health station. Yet, just as you notice the
security door, you see a high plasma swirl,
indicating something very tall is phasing in. It
will be a hell-knight. Killing it is easy using
the Soul Cube. Just fire it and hide from the
fireball it will try to toss at you. The hell-
knight will drop dead in its tracks. Be cautious
of fireballs, because if you want to stay in sight to watch the show, the fireball the
hell-knight tosses might hit a nearby explosive barrel instead of crashing harmlessly
into the wall. Using the chaingun instead is kind of fun, taking turns firing on the
hell-knight and the barrels as it nears them, and while you make sure that you are out
of sight any time the great beast raises a fireball. Once the hell-knight is dead,
restock with any of the available ammo you need. On a shelf left of the security door
you will find an ammo belt, a large clip, and two shell packs. To the left of that you
can find security armor. On shelves to the right of the security door you will find a
large clip and two cells. On the wall opposite that door you will find a health station.
NOTE: If you go back to the Site3 Entrance Hall, such as to use the health station there, you will
encounter an imp phasing in halfway down the hall. Killing it will clear that area of any further foes.
Artifact Receiving.
As you mount the stairs to a raised walkway, you hear Betruger chortle. You also see
that this room has strange magic. A few candles drift on the air. At the far right
corner you see a set of stairs ascending from the main floor to the raised walkway,
which wraps left around the room back to you. There is a door beyond the stairs that
is blocked by the oozing growth until an archvile, which soon arrives, dies. You also
see a medium medkit down by a stack of boxes on the main floor to the left and
armor shards beyond the far stairs. If you choose to advance along the raised
platform, the platform will collapse and then an archvile will phase in to the right by
the large bay doors as many more candles appear, with several at points on segments
of the oozing growth extending through the floor plates, its thorns and stem looking
very much like candelabras. It will then invoke first one imp, and then another.
Many players hate this battle, though it is actually quite easy to win. One strategy is
to remain on a narrow strip of walkway next to the railing, which will not collapse.
From there you can use the plasma rifle or two blasts from the rocket launcher to kill
the archvile as it is busy invoking its minions. Just avoid any firewall. If you need to
– Page 468 –
dodge imp fireballs or the archvile, move along the railing, or return to the entry
stairs. Another strategy is to simply run to the right-front corner and crawl under the
stairs over there, which will not collapse, and it is safe from firewalls. You can kill
imps in order to charge up the Soul Cube, or kill the archvile using the plasma rifle,
rockets, or grenades from here. Surviving imps usually climb the stairs and step
through the door revealed above after the archvile dies. You can then climb out and
roll a grenade over the lip of the platform to them, but be sure to duck any fireballs.
Once everything is dead, grab the medkit by the burning stacked boxes on the
floor down here and the armor shards in the gap beyond the stairs if you need
them. Next, climb the stairs and carefully approach the wide door ahead. As it
opens you will hear a revenant up to the right within, where you see two sets of
stairs – both leading right. Beyond the wall corner here on the right you see the
first stairs leading down, and beyond that you see a second set leading up.
Lab Section1.
You will do battle with a revenant, a maggot, an imp, and two wraiths. Grab the
rocket launcher and creep in until you hear the revenant react and start pacing.
As soon as you see it emerge from beyond the corner on the upper platform, fire
a rocket into its head over the railing and duck back out of sight as it launches its
own rockets. After the explosions, immediately slip back out to fire a second
rocket into its head, which kills it. Grab the chainsaw or shotgun and advance
slowly to the corner by the stairs leading down, meanwhile noticing a health
station on the wall inside the entrance. As you peek around the corner, you see a
maggot crouched below in a small storage area used to keep canisters and
pressurized tanks. Kill it as it scampers up the stairs. You could have also tossed
a grenade down there, and between it and the pressurized tanks, it would be
made very, very dead. Down in the small storage area where the maggot was
hiding you will find an ammo belt and a clip. Afterward, return to the main
floor. The other stairs lead up to a small platform. Up there, you see a door to
the right. As you reach those stairs, the door behind you opens and an imp stalks
in. You can grab the SMG and beat it to death with bullets, or you can duck into
a gap beyond the tall tech tower that stands just beyond the stairs on this
platform and ambush the imp from that place using the shotgun or the chainsaw.
Once the imp is dead, climb the stairs. As you open the door, you will find a
wraith just beyond it. Kill it fast (I usually already have the chainsaw at the
ready). If you back down the stairs to gain time to switch weapons, another
wraith will phase in back by the door the imp had come through. In this case,
you might want to crouch in the gap beyond the tech tower to take them on with
– Page 469 –
the chainsaw. You could also kill the second wraith first by charging it, and then
spin around to take on the wraith that follows from up the stairs. Or, race past
the second wraith and through the entry door into Artifact Receiving, and then
take them from the platform or even from under the stairs where they cannot
reach you, but timing is critical. However, by opening the door armed with the
chainsaw or shotgun, you can make quick work of the first wraith, and then
incite the second to appear when you are ready by starting down the stairs. Once
the wraiths are dead, step through the upper door into the narrow space beyond.
Lab Section2.
There is nothing here except a ladder at the far end to the left that descends into
darkness below, though you can see an opening beyond the ladder to its left.
After you descend the ladder and start to step through the opening, you first hear
phasing, then the howl of an imp and the slathering of a wraith. Grab the
chainsaw, rev it up, and back near to the ladder, allowing you to just peek out
the opening. The wraith will enter first, and after you get a glimpse of the imp
stalking by, it enters. Holding the chainsaw out by revving it does them both in.
Further to the right you see a couple of workstations in the front corners of this
lower area, and then, between them, stair access to the raised platform, where you
see a huge wall monitor and a primary control station. On the floor below it you see
a PDA. To its right is a shelf unit containing a medium medkit, an ammo belt, and
two shell packs. As you head for the short set of upper-level access stairs toward the
primary control station, an imp stalks in from the door at the higher platform around
to the left and paces along the railing of the upper platform. Using the ladder well
housing for cover as the imp makes its way to the access stairs, sneak around and
back into the ladder well, chainsaw ready and revved. As this imp enters the well
and dies by your blade, another imp will phase in by the primary control station and
also stalk around to the ladder well. Kill it the same way as you did its companion.
– Page 470 –
When these imps are gone, head up to the primary control station and grab the
PDA (Richard Davis). Richard is a Site 3 Archaeologist with general clearance.
His PDA contains three emails and one audio log. His audio log, titled
Discovery in the Ruins, sheds some interesting light on the possible link between
the ancient civilization here, called the Premienthor, and humans, and that they
might be our ancestors. It goes like this: “This is the scientific journal of Dr.
Richard Davis, dated August 8th, 2145. We've just broken through to a new
chamber, and I think I've found the map alluded to on one of the tablets. The
artifact is constructed into the ceiling and it is a magnificent find. It appears to
be made of some crystalline material, and even after all this time, it is still
emitting a soft glow. The markings on it were strangely familiar when I first
observed it, and after digitizing it and analyzing it, I'm certain this is a map of
our solar system. It seems to show a connection between Mars and Earth. My
current working theory is that the last survivors used the teleportation
technology to escape to Earth. The ramifications of this are overwhelming. This
may end up proving that we are actually descendants of this race, and what we
are exploring is our own history. I am going to report my findings as soon as we
finish the excavation, and they should show up in Corporate within a few days.
These are truly exciting times. Log out.” Hmm! If you can just find that map…
Richard’s first email is from Malcolm Betruger, dated 10 August, and it regards
Richard’s discoveries in the ruins: “Mr. Davis, I received word of your
discovery. Very impressive start, but I am not yet convinced. Do not lose sight of
the bigger picture. We still have a lot of work to do before any of these findings
will be ready for distribution or publication. Analysis must continue on the
remaining artifacts. Your audio reports in the future need to be more analytical
and less emotional. It is important that we all maintain our professionalism and
do not become biased or too attached to our work. I do not want to remind you
of this again. Continue to forward me your findings, and I will help you manage
like reports so as not to give Corporate the wrong impression.” Betruger may
not have yet been possessed, and his manner is becoming of a top scientist, but
there is a hint, as with all bureaucrats, of double-speak and political agendas.
His second email, from Lowell Foshay, dated 16 October, details some safety
concerns: “Hey Dick, The structural integrity of the Ruins is deteriorating. Our
initial rock form and in-ground analyses prior to deep ground exploration
inferred no immediate dangers. In fact, the Ruins structure itself was determined
to be very sound. As you already know, expansive underground digs of this
nature are an engineering nightmare. The heightened pressure to open up the
primary dig site was a dangerous oversight. Just recently, one of our engineers,
Peter, got crushed by a falling brick – yup, those huge stones lining the entire
wall and ceiling of the Ruins! Some of the guys are mumbling about the walls
being alive or something, but you and I know it's just the horizontal stretching of
the regional tectonic stresses. Heh, stones... alive... spoooooky. I think we all
need a long vacation. Anyway, watch your step and don't forget to look up once
in a while. Foshinator out!” This is a good warning of what is in store as you
venture ever deeper into this place. There are probably critters crawling on them.
– Page 471 –
Richard’s final email, from Pierce Rogers (the guy, or his PDA that you seek), dated
10 November, reveals that the tablets referred to are very important: “Richard, I
thank you for your industrious support of the work being conducted here. I've been
compiling your data along with mine and have made some startling new discoveries.
I firmly believe your work with the tablets are the key to solving the mysterious
relationship between the Soul Cube, the Ancients, and us. I am sending word to the
Executive Council for an immediate increase of our research budget. I have a
strange feeling that we must find the answer soon or... no, I dare not to say it just
yet. I will contact you post-haste with any news regarding our funding.”
Nothing else here, walk the upper platform along the railing to the stairs at the
end and step through the door there. The hall beyond the door is long and turns
right at the far end. Before that turn, you see a branch hall leading left.
As you advance, you suddenly hear a revenant howl beyond the right turn ahead,
and then you hear it pacing. Run back to the entry door as you hear phasing
beyond it. Grab your chainsaw and grind it into the maggot that phases in on the
other side. Next, grab your rocket launcher and dip back into the upper hall to
fire a rocket into the approaching revenant’s face, and then hide from its own
launched rockets through the door. Immediately after the explosions, dip back
out to send a second rocket into the revenant’s head, which will kill it. However,
if you can hit the revenant’s head with the first rocket just as it fires its own, the
combined explosions will kill it, negating a need for a second rocket.
As you advance further along the hall, you hear the distinct, but distant hiss of an
imp down the corridor that branches off to the left. As such, grab a grenade and
slowly strafe over to look down that branch. Toss a grenade toward the imp you see
reacting down at its end, killing it. If you strafe a little further, to get a better look
down that hall, you will notice that it also has a branching opening halfway down to
the left, plus another imp will react around to your right where the revenant came
from. Back down the outer hall toward the door you came through and roll a grenade
to the imp when it steps out from the corner. You will need to dodge its fireball.
After these imps are dead, head around the corner the imp had emerged from.
– Page 472 –
This branch is short, leading down a few steps to a security door, marked LAB,
which is, as expected, locked. However, back at the end of thr\e hall, where you
saw the imp hiding in the shadows, not only is there armor and a couple small
medkits, but also a ladder on the left wall that leads
to a dark space overhead. Climb that ladder. At the
top, the dark passage there is lit by the dim red glow
of steaming machines behind large wall grates, but
with the flashlight you can see the passage turns left
at a corner ahead, and then it ends at a drop-off. Even
so, down below it you see a small ledge on its right
side that you can safely drop to, and then to a lower ledge below that. Do so.
Artifact Research.
Just as you drop to the lower ledge, you hear an explosion off to the left. It
seems to be a pressure line that was backed up and then cleared suddenly,
releasing a heavy cough of pressure. After squatting so that you can squeeze
through the low opening and hop to the floor below, you see that you are on a
raised platform in a recessed area that extends forward, ending at a wall. The
raised platform branches along the main area’s rear wall to the right. At the
intersection is a set of stairs that leads down to the main earthen floor ahead.
– Page 473 –
Behind, you find a locked security door. It is no doubt the Lab door you had seen
moments ago. Advancing near to the head of the stairs, another explosive cough
from the ceiling pipes rocks the area to the right. Along the raised platform that way,
you see at its end a large box, and in front of it you see grenades. Creep over and
grab them. Beyond the box, you also find armor in a tight recess. Standing there, you
see that you can hop behind the railing and slip up the sloped footing of the wall,
giving you distance above the railing. This might prove useful with all the maggots
and wraiths that seem to be around. Ahead, in the middle of the earthen floor, you
see a huge red-glowing arcane circle etched in demonic figures. This is a dangerous
sign. Beyond it, you see windows to a lab and
an access door to the right of them. Justly leery
of the big demonic circle, grab the Soul Cube.
As you come up to this evil circle and hear
narration from an overhead speaker, a vortex
of red plasma appears high above the circle.
Bad news! Backtrack to the stairs as a hell-
knight phases in. It wastes no time raising a
blue fireball. As a maggot phases in behind it
and another far to the right of the stairs, fire the Soul Cube and kill the hell-knight
even as you backtrack up the stairs to dodge the fireball. The maggots give chase.
Turn and race along the upper platform to jump the rail and get behind the box,
squeezing against the back wall. Grab the chainsaw or the shotgun and kill the
maggots. If you had slid next to, or even hop back over the rail to where the armor
is/was, you could squat there and also easily destroy the maggots.
Once the maggots are dead, you can return to stand near the four ancient tablets on
display. Notice that the left-most tablet depicts the cover-design for the original
game of Doom. Overhead, a speaker plays an audio report regarding these artifacts.
It goes like this: “Setting new standards in both archaeological discovery and
analysis, the UAC is proud to showcase the latest findings of four unique and
fascinating artifacts. These tablets were originally discovered at a dig site that has
become known as Site 3. Subsequent examination of the surrounding area and
carbon dating of the tablets brought UAC researchers to the conclusion that the
tablets belonged to a civilization that existed millennia ago, and were placed in a
holy burial ground of some sort. Utilizing the best minds in linguistics and UAC
proprietary software, the tablets were exhaustively examined. What we found was
fantastic! The first tablet provided us with a wealth of scientific data specifically
detailing the mathematical concept behind teleportation. UAC researchers used this
information as the cornerstone for building the Delta Teleportation Devices. The
second and third tablets illustrate an epic story; a story of war and how, faced with
impossible odds, the ultimate sacrifice of an entire race to achieve victory. The
fourth tablet details how the essence of each individual was captured and placed in
the artifact we now refer to as… the Soul Cube. This device was wielded by their
mightiest warrior and with it he banished the invading hoards forever. Our
researchers are still analyzing a recently-found hidden section of the fourth stone
and some related fragments. It goes into detail on the invading force, and indicates
the remaining survivors may have teleported somewhere. Where, we do not know,
although it seems to reference a map we have yet to locate. To date, there remains
no evidence of any type of invasion at any of the sites. Our assumption is that time
has removed all but what we now see.” The narration will continuously cycle.
– Page 474 –
Once you have finished examining the fascinating details on the displayed tablets,
head to the right and open the lab door. When it opens, you are nose-up to Pierce
Rogers (you could have seen him there if you looked through a window from
between a couple of the tablets). Gadzooks! You almost shot him in the face! “Are
you sure you killed them?” he asks with great trepidation. “What! You have the Soul
Cube! Just like in the carvings I’ve been researching. If I’m correct, that cube is our
only chance to stop this. No time to explain now. You need to get to the Caverns
quickly. Take my PDA. It’s right there on the desk,” he says, pointing to your right,
where you see it on the indicated desk. “It’s got security codes for the area… and my
research logs on it. It’ll help. I can’t go with you. I need to finish my work here.
Good luck!” He then turns back to working at his console. If you try to engage him
for more information, he says “I’m locking the door after you leave. Good luck…
I’m so close to discovering everything. I can’t leave… I’m staying here to continue
my research.” Stay here then. I hope you do survive! If you were a dickweed and
killed Dr. Rogers, an archvile will phase in outside the door as retribution.
Grab his PDA. Pierce is the lead archeologist at this site. His PDA contains an audio
log and three emails. The audio log recounts their findings here. It goes like this:
“This is the audio log of Dr Pierce Rogers. I don't know if I'll make it off the base
alive. I don't have much time, so I'll sum up what I have quickly and upload the rest
of my finding into the data bank. I hope someone finds them. It was all on the stone
tablets, all the answers. I can't believe we never saw it. It was as plain as day. If we
had only slowed down the development of the teleporters and tried to really learn
what the tablets were trying to tell us; trying to warn us. The ancient people battled
the same demons that are attacking us now. The demons came through the
teleporters that they built, just like now. They created the Soul Cube and used it to
stop the demons, to drive them back to Hell. I don't know how, but that must be the
answer. That is why that artifact was left behind, left for someone to find if
something like that ever happens again. I can't reach Delta from here, I won't make
it. I truly hope and pray someone finds the Soul Cube, and it helps. Lord help us.
End of log.”
The first of his three emails is from Richard Davis, whose PDA you had just
recently picked up, dated 17 October, regarding scanner results: “Pierce, The
scanner results for the ceiling carvings are back and I can say without a doubt
that this is a map of our solar system. There's a very clear indication that Earth
may have been a possible teleport destination for the survivors of this race. If
the dates on these artifacts are correct there's a distinct possibility that we could
be descendents of this race! I can barely comprehend how immense this is. All
the struggles we've had in the past year have suddenly become trivial.”
– Page 475 –
His second email is a personal note of thanks from his nephew, Timmy Rogers,
dated 2 November: “Uncle Pierce, Mom says we're going to get to see you next
month. I can't wait. You've been away for so long. I hope your project is still
going well. I know you can't tell me about it, but your work always sounds so
exciting and mysterious. Working on Mars must be really cool. Thanks for
sending me the video games for my birthday. Have you tried these? The new
Quake-43 blows my mind. It is even better than Super Turbo Turkey Puncher. I
haven't played that since I got these new ones from you. I love you, and we miss
you lots!!! Timmy. P.S. Mom says HI!” Quake-43?
Pierce’s last email is actually a returned email send back from the server
because it was unable to link to an orbital communication satellite. That, or
Swann had by then over-ridden it, because it is dated 15 November, the day you
arrived, and also the fateful day of the invasion of Mars by the hoards of Hell. It
was an email intended for Elizabeth McNeil: “I can now only beg your
forgiveness. You were right about everything. I wish that you had been wrong
and that this had somehow been a nightmare that I will soon wake from. Now I
can only pray that this message reaches you. Betruger is mad and things have
gone worse than you could have imagined. Now your banishment from Mars has
become a blessing in disguise. It has likely saved your life. You must get the
word out. The answer is the Soul Cube object. It always has been. Listen to my
report. I will upload my findings to the databank. Warn them all. You must not
let this spread to Earth. God Bless You.”
It seems clear now that Elliot Swann was indeed doing the right thing, in turn
making the hard decision to sacrifice everyone on Mars, including himself, to
stop the invasion from reaching Earth. It was not ambivalence to the death of
innocents on Mars that led his actions, but his way of separating himself from it
so he could execute this terrible deed to save everyone on Earth. But regardless,
he failed, because the fleet is on its way. You double your resolve to stop Hell.
As Pierce types away at his terminal, you see beyond him in the back of the room a
video disc, and beyond that a shelving unit with three cells and an ammo belt. On the
back wall you see a health station. Grab the video disc and whatever else you can
nab, because this guy is going to lock you out once you leave. That is great for his
own personal safety, but the way your luck is running, that also means some bad ju-
ju is about to happen. Well, at least your plasma rifle and chaingun are fully stocked.
The video disc is a log that Pierce had prepared, and it provides some interesting
exposition on the research going on within the Caverns regarding the ancient
civilization and the artifacts they left behind. It goes like this: “This is Dr.
Pierce Rogers, lead archeologist currently stationed on Mars. As the
preliminary report had suggested, we have made some amazing discoveries here
on Mars. Life on Mars has long been theorized but we never imagined anything
like this. The initial chamber was discovered in 2115. It leads into what is now
known as Site 1. Site 1 is the largest of the sites and we are still actively working
there. It is made up of a series of chambers and connecting tunnels. All of which
are covered in glyphs and symbols. Using the UAC pattern processor, we have
– Page 476 –
found we have been able to understand some of the glyphs and from them here
is what we have learned. The ancient people looked like us, at least to the extent
that they were bipedal and were similar in shape and size. Their level of
technology was astounding. For instance, the glyphs at each site were carved
into the rock by some sort of machine, and each one is precisely cut from the
stone. It far exceeds the precision of anything we can do. They have a social
structure that seemed very aristocratic, with a lot of emphasis on social stature
and structure. Site 2, is a much smaller set of chambers, mostly containing
burial sites, temples and various amounts of individual artifacts. This site has
been photographed and cleared out and all material is back on Earth for study
and review. Site 3 produced our prized artifact, what we call the Soul Cube. If
you have read or seen the other material, you probably know that this once
grand civilization was attacked by some unknown force. And if we can believe
what was written in stone, they sacrificed much of their society to drive the
invaders back. There are official reports filed on the Soul Cube, sent to the
administration. We also recovered several other device-type artifacts. They are
not as ornate as the Soul Cube, but each appears unique. We are still learning
how to interpret all of the glyphs, and hopefully once we have that completed,
the science teams can provide more detailed information on their technology.
These are truly unique and special times for archeologists.”
Nothing else here, leave Dr. Rogers to his research and leave the lab. Stepping
from the door, it closes and locks. As predicted, you are now trapped out here.
You note the respectable distance between where you stand and the door beyond
the stairs that you now have access clearance for. As you approach the arcane
circle, you receive another objective: Locate the freight loader control tower to
unlock the entrance to the Caverns. Certainly, someone is definitely monitoring
your progress and is clearly helping you. It is positively not Sarge, as you had
surmised earlier, and especially now that he is unquestionably dead, and the fact
that you had also previously received orders based on your progress even when
he could not possibly track you. But this also gives hope, because they have not
given up on you. If only they would share their plans with you. But, like most
challenging quests, we might never have taken the first step toward it if we had
known of the great trials we would have to face on that path so to achieve it.
When you near the stairs, a maggot will phase in to the right end of them at its
base, and another to the left wall. You can rev-up the chainsaw and race back to
squat between the locked door and the nearby upright canister to take on the five
maggots that will phase in (first two, then two more, and then another). An imp
will appear at the door beyond the stairs with the last maggot. Use any weapon
you choose on the imp, though a couple bursts from the fully-stocked plasma
rifle or chaingun is a good choice. Some players like to use the now-charged
Soul Cube, but that is a big waste on a fight easily solved by a chainsaw. You
can also race up and past the phasing maggot to the raised platform, and then run
left, over to your position behind the box where the armor is/was. Squatting in
there with the chainsaw revved up, you can then kill the maggots easily, though
once you have killed the last of them you should immediately race forward and
off the platform ledge in order to give yourself some distance from the imp that
had phased in with the final maggot, so you can more easily take it down.
– Page 477 –
The maggots and the imp now dead, finally make your way up to the locked
security door. Select the red access panel to scan Dr. Roger's PDA. The panel
turns green. Open the door and step through it.
Lab Section2.
Sure enough, this was the locked Lab door you had previously seen. Slip up the
stairs ahead to the branching hall. To the left you see the ladder you had recently
climbed. Hopefully, there are still medkits and armor there. But do not grab
them yet if there is, because you doubt that heading back to the door to your
initial entry point can be so easy. As you move back to the entrance of the
branching hall, something phases beyond the right turn of the main hall, toward
the door ahead. Grab the rocket launcher because it is a revenant. If you can
blast it in the head at the moment it stands erect, you can also detonate its
rockets and kill it immediately. Otherwise, after shifting left so its rockets
detonate in the corner instead of you, step out and send an easy second rocket to
kill it. Alternatively, you can race back to the ladder and zip up it, even as you
hear rockets zeroing in on you, though they will detonate against the ceiling as
you dodge out of sight up there. You can then turn around and toss about three
grenades down the well to kill the revenant as it approaches, turns around, and
starts to leave, though watch out for any rocket attack. Alternatively, stay up top
without dropping any grenades and wait for the revenant to leave. It will hide
itself in the branching hall to the Lab door. Drop a grenade at an angle against
the wall down there to hit the beast. You will then hear it pace back to the main
hall (sometimes it will not hide in the small branch, but you will be able to hear
whether it stopped there or not), turn right, head down to and through the door
at the end, then hide by the near corner of the main control station. Be patient,
remain totally out of sight, and simply listen. When it seems to sound like the
revenant is again coming back down the hall, it is actually coming back on the
other side of the wall, and you are hearing it through the open window gaps.
Once the revenant is dead, return to previous locations to gather up any saved
supplies you need. Once done with that task, return to advance around the right
turn in the main hall and head up to the security door. Select its access panel to
scan Dr. Rogers' PDA. Once it unlocks, open the door. Sure enough, this is the
hall you arrived at on the elevator. What a loop. Step through the door.
– Page 478 –
Site3 Entrance Hall.
As soon as you step through, you hear an imp phase in beyond the door across
the hall, which opens to Site3 Hub. Use the plasma rifle to eliminate this threat
when the imp opens the door. Now advance to stand in that doorway.
Site3 Hub.
As soon as you poke your nose through the door, beyond the toxic barrel at the
corner you will hear the cur of a revenant. It is easy enough to use the plasma rifle
and dodging to kill it here, or you can hide down by the health station by the elevator
to snipe it from there (hopefully you had already killed the imp that would show up
halfway down, though the chainsaw makes easy work of it). You can also use the
toxic barrel on the corner and the one to the right on the wall opposite you to really
soften it up. As soon as you see the revenant emerging, hide back around the corner.
If it launched rockets, let them explode against the wall, then slip back out and hit
the toxic barrel at the corner. As the revenant stands next to it, it will explode,
damaging the tall beast. Stay out of sight while keeping the door open, and then hit
the toxic barrel on the right. Just as the revenant is coming into view, blast the
revenant as the barrel explodes, killing it. If you did not kill the imp earlier or now, it
will come up behind you as you move around in Site3 Hub. You can also divert to
the Garage to restock on supplies. Of course, if you had left anything alive in there
because you simply fled through the exit, that visit will be a bit more interesting…
Approach the locked security door where the hell-knight had once appeared.
Gather any available supplies and select the door’s panel to scan your PDA so to
unlock it. As soon as the door opens, you hear an imp breathing to the left,
above you, but unseen. The medium space ahead is a raised grated floor above
the oozing growth that has consumed most of the under-floor and wall spaces in
this facility. You also see an elevator ahead, and to the right is a ladder well
leading down. Looking up, you see that the oozing growth consumes the left
side of the ceiling. Creeping slightly forward, you see a tubular opening in the
growth above the door to the left, and an imp stands in it, and may even howl at
you. Using the door for cover, send firepower its way to kill it. You can also
remain out of its sight and send SMG fire up to kill it without it tossing fireballs.
Elevator Access.
Once the imp is dead, head right to the ladder access. As you approach it, a maggot
phases in by the elevator. Grab the chainsaw and take it here, or climb out of sight
down the ladder and let it leave through the entry door. Once the doors close climb
back up and melee the maggot with the chainsaw when you open that door. Now
climb down the ladder. Down below is a small unlit storage space. Using the
flashlight, you find a shelving unit that contains a case of shells, an ammo belt, and
armor. Grab what you need and then return up the ladder to the elevator. Select the
elevator access panel to open the door and step inside.
– Page 479 –
Site3 Area.
Inside the elevator, select Level 2 – Maintenance on the control panel. The doors
close, the elevator quickly rises, and then the doors again open. As you poke your
nose outside the elevator, you hear maggot slathering and a wraith phasing. Back up
to let the doors close. This is a fine mess. Grab the chainsaw, select the Open Door
option on the elevator panel, and squat between the opening doors to take down the
wraith and maggot that have come to play.
Once they are dead, you might finally notice
that there is a window in the back of the
elevator. Through it to the right you will see
a track bed leading to a closed gate in a
mountainside ahead. The tracks certainly
lead back to the Garage area of Freight Cart
Transfer. Above, to the left, you see a
control center of some sort in a bubbled dome. Were you to guess, that is the Freight
Loader Control Tower that you are seeking. Now exit the elevator.
Maintenance2 Access.
This is a narrow hall of medium length. To the left, at the dead end, you find a
few armor shards scattered to the floor. To the right, at the end, is another door.
On the right wall is a rare scenic view. Creep over and open the door at the end
of the hall. There are no threats beyond, but the passage ahead, which quickly
turns left, is consumed by the oozing growth, but it does have a tunnel, much
like the tunnel you had just seen an imp standing in. Step into this passage.
Maintenance2.
Make your way through this slimy, oozing tunnel. After it turns left, it inclines
slightly upward to a working air circulation pump station. There, the tunnel turns
right and leads over to a circular opening in a wall. Standing at the lip opening,
you see this tunnel empties into a hall. Just to the left is a single-panel door, and
to the right you see a tech tower and a wider space beyond, around a right turn in
the hall about as far away as the door is. As you hop out of the opening onto the
floor, you hear a revenant growl behind the door to the left and an imp howl
around the turn to the right. The first time I played through, I expected a trap
because it was clear that you could not hop back into the hole in the wall once
you dropped down, so I had rolled a grenade rightward against the opposite wall
from the opening, bouncing it around the corner, which killed a hidden imp. A
typical strategy is to rev up the chainsaw as soon as you hear the revenant and
charge through the door, burying the blade into it, killing it fast. Squatting really
does help, because a revenant normally flails its claws straight out in a defensive
reaction, often completely missing you. Your injuries will typically be light.
Spin around and roll a grenade to the imp that will by then make its appearance
from around the turn in the wall. Another good strategy that usually results in no
injury at all is to, as soon as you hear the revenant and imp react, charge around
the right turn with the shotgun and blast shrapnel into the imp’s face, killing it.
Next, using that corner for cover, grab the plasma rifle and make quick work of
the revenant, slipping behind cover each time it fires rockets. Once the revenant
and imp are dead, step through the door the revenant emerged from.
– Page 480 –
Maintenance2 Closet.
This is a storage space. Here, you find three plasma cells and a medium medkit.
Grab what you need and return to the hall.
Maintenance2.
Around the corner where the imp was hiding, you find a flight of stairs leading
up left to a raised platform. Climbing to the top, the platform leads left to
another short set of stairs tskrd you up to a place that looks to be consumed by
fire, but it turns out to be a narrow lava breach in the middle of the far wall. As
you just start to climb those stairs, a cacodemon phases in to the right of the
breach. If you use the plasma rifle because of plenty of ammo about, be sure to
use only short bursts, which often incites the cacodemon to turn away, giving
you an opportunity to drive more plasma into its back without worrying about it
spitting fireballs. Longer bursts tend to only spend the charges and miss most of
the time. If you do not want to pussyfoot around, grab the rocket launcher and
kill it with a couple of rounds. You can also back up on the raised platform for
distance, or even run down the stairs to fight from the hall.
But this is not the end. Around the top of the stairs,
right of the lava breach, you find a wide door. As
you approach it, the air turns dark red as another
cacodemon phases in to the left side of the breach. If
you open the doors in front of you, you will see an
imp squat down, pounce, and land at your feet. Sure,
you could blast it with the shotgun and then flee
from the cacodemon through the door, but another
imp around to the left will slow you down, making
your back a target for electric cacodemon spitballs. As soon as its starts getting dark,
you can flee back down the stairs and go to the hall beyond where you entered this
area. If you want, simplify your work using the Soul Cube on the cacodemon and the
plasma rifle on the imp, which follows the cacodemon in pursuit. However, I have
found that if you accept whatever damage you might get from the cacodemon by
first ignoring it and tossing a grenade at the imp as you back up, and then run past
the cacodemon to the lower hall, you actually suffer little, except for a little splash
damage from the grenade. On top of that, by using the Soul Cube on the cacodemon,
you can fully recover whatever health you had lost. Most times, an armor shard or
two is all that is requisite to fully recover your shielding.
Once the cacodemon and the imp are dead, return to the breached room and step
through the door up there that had revealed the pouncing imp.
– Page 481 –
Head over to open the wide door on the right wall of the supply area. It reveals a
narrow passage up a couple of steps that ends at the housing for a ladder leading
down. There is a window beyond, revealing the outside. As you step up to it,
you see that you are above the Freight Control Tower station. Climb down the
ladder. Out the window, below, you see the tracks you had seen earlier, and to
your right you see the elevator and hall you had arrived on this level in.
However, because the cacodemon phasing in behind you is arriving under a low
ceiling, you can actually use the revved-up chainsaw to charge into it and kill it
before it can do anything. Then, slipping around the nearest steel piling, you can
ambush the other cacodemon as it comes along and is also suddenly confined
below the low ceiling in the storage area, or use the plasma rifle to do battle with
it, taking advantage of the greater length of the adjoining room at this end.
Once the cacodemons are dead, gather up any other supplies you need to restock
your weapons and increase your armor and health, then return to the middle
platform where the floor was ruptured. If you battled both cacodemons above,
the floor of the middle platform will rupture when you reach the short stairs.
Maintenance2 Lower.
This area is extremely dark. Using the flashlight, you see that the walls are fully
intact down here. After a few steps, the passage turns left. Standing at the corner
and looking beyond, the area ahead is broader, of a much longer length, and it is
lit in dim red through a couple large pieces of floor grating. Halfway along there
seem to be recesses on either side of the passage. At the end, the wall is
completely covered in the oozing growth, though as you stare at its mesmerizing
swirls, you realized that the odd shape you see within it is actually a tunnel that
turns right. Even better, you see that it is large enough for you to slip through.
Not taking any chances, grab the chainsaw and run to the passage ahead. As you
run, you hear a maggot in the shallow recess to the left. As you enter the circular
passage, you hear an imp phase in behind you at the far corner. If you do not
need to recharge your Soul Cube, then continue along the passage and drop out
– Page 483 –
the other side. If you pause before making the turn into the oozing passage, you
can get the maggot to follow you in, where you can turn around and show it how
you can re-sculpt its body with the chainsaw. Otherwise, you will need to return
near the entrance to incite it to follow. If you return to stand in the opening, the
imp will see you and react, even as a wraith appears in the right recess (now left)
and comes after you. Back down the turn, but remain close enough to get the
wraith to follow. Take it out, and by then the imp stalks into the passage and
pauses at the turn. Rush in and kill the imp before it can toss a fireball.
Elevator Access.
By now the Soul Cube is recharged. If you are a little low on health, there is a
small medkit in one of the recesses. Finally, follow along the passage to its other
end. You come back to the Elevator Access. Drop down from the opening to the
railing below, and then to the floor of the platform. If you need more supplies,
head down the ladder across from you to the storage area below. Once you are
ready, step through the unlocked security door here on the right.
Site3 Hub.
You can retrace your steps to pick up any supplies you left laying around as
caches, because you will not be returning here. Once you are ready, head around
and enter the door marked Garage and past the short hall to the garage area.
You see the Freight Loader that had moved across the tracks now parked in the
terminal. Slip around and climb the stairs to the loading platform. From there,
step inside the cabin of the vehicle. Inside, step up to a Freight Loader Control
panel so the cabin door will close and seal. Next, select the Transfer Freight
Loader option that displays on the panel. The loader moves forward into an
airlock, the gate shuts behind you, and then the gate to the outside opens up and
you move across the open surface. On the other side, the gate ahead opens and
you move into a large bay. Once the door behind you closes, the loader’s door
opens. Now able to leave, step outside the freight loader onto the platform.
Pit Elevator.
You are on a platform above a very deep pit. To the right is a chain-link-walled
elevator. If you walk around to stand behind the elevator, you will find armor, three
clips, two cells, and a small medkit back there. Head back around and step inside the
elevator. Select the panel within to exit Site 3 and enter the Caverns-Area 1.
– Page 484 –
– Page 485 –
CAVERNS - AREA 1.
Caverns Area 1 is the location of the original Mars Base. While all research has been moved to newer
structures, this aging facility still serves as the primary material transfer point between Area 2 and Site 3.
This level is highlighted by archviles and chaingun commandos, along with the expected trites, imps,
wraiths, cacodemons, and hell-knights. This level is not anywhere near as difficult as some players and
guides make it out to be… if you use the appropriate tactics, and then it can actually turn out to be fun.
The lift finally leaves the confines of the constricting shaft after a long descent and
settles at the base of a broad man-made cavern, blasted from the hard black basalt.
Here, you see an upper-level platform held in place by strapped steel pilings, skirted
by hand-rails, holding living quarters and offices made by welding together cargo
shipping containers. A few barrels are scattered about, some explosive, and loose
stone of various sizes, broken from the cavern ceiling, likely a result of the frequent
quakes you hear rumbling distantly, no doubt a cause for the reports you read of
instability and danger. Just ahead is a flatbed trolley holding a canister, with another
canister leaning against it. A large stone is to its left. Near it is a medium medkit and
several armor shards scattered to the floor (an SMG lays on the other side of it), plus
several additional shards beyond, toward a wide bay hatch to your right-front. The
hatch is tilted ajar, leaving a hand-high breach beneath it. Your instincts shout trites.
Behind, you see a stairwell; a long ascent to a corner platform above and leftward,
and then a short set of stairs turned further left, rising to the upper platform.
You will have three separate battles here. In the first, you will face ten trites when
you step off the lift. The second is with a single imp down by the quarters when you
start up the second flight of stairs. The final battle is with two wraiths. At the end, I
will show you how to combine these short battles into one easy, pain-free exercise.
When you step from the lift, you hear Betruger chortle and then the distinctive
hissing of trites. They will emerge from the gap beneath the bay hatch, from the
left end of the stone wall to the left, and from a loose grate beneath the stairs.
Some players like to back into the lift and fight from there with the SMG. If you
squat, this will minimize their tendency to leap longer distances. Reload
whenever there is a slight break in action, or easier, switch to another weapon. If
you squat in the right-rear corner of the lift you will often come out of this with
no injury. You can spend less ammo and minimize injury by hopping onto the
canister that sits fully on the trolley. Squat down and favor the side of the
canister toward the lift. Ignore the trites to the left by the rock wall; they cannot
– Page 486 –
breach the narrow gaps between the support pilings there and must come around
by the bay hatch. Keep an eye on that hatch. Blast any trite with the shotgun that
tries to leap from next to it (rare). If they leap from a shorter distance (most
often), they will self-destruct without harm, but from a longer distance such as
by the hatch, they can explode above the level of the canister you are on and
knock you from your perch. In that case, retreat to the lift bay, squat, and finish
the battle from there. You can also run up to the top of the first flight of stairs
behind the lift, squat down, and use the shotgun to blast one or two trites at a
time. Try to take advantage of the explosive barrel out from the foot of the stairs
if any trites bunch up by it. Reload when you have a pause in action, or just
switch to the SMG and use mini-bursts of 2-3 rounds on each of them.
A slick trick that might only appear to be difficult is to climb onto the piling left
and halfway up the stairs. To actually do this, it is easiest to simply hop onto the
start of the stair railing from the ground at the stair's base and walk up it to the
piling, then slip over onto a narrow flat brace on the piling to get a safe distance
from the railing (there is a low overhead light fixture here, so you must crawl).
There, you will be safe from the trites as they bunch up below and on the stairs.
Pick them off however you choose. Once the trites are all gone, grab the SMG
and the large clip from the far side of the trolley and then look under the
stairwell where you will find a dislodged utility plate, grenades and armor.
The second battle is easy. As you reach the upper deck, an imp stalks out from
around a metal piling at a left turn in the platform ahead. Roll it a grenade or use
the SMG as you dodge its fireball. This second battle is as suddenly over.
The third battle is also easy. As you navigate around the U-shaped upper platform,
when you get to the bottom of the ‘U’, notice through a narrow window a BFG cell
under a workstation, and then continue on around. When you come up the other side
you will hear the distinctive slathering of wraiths; one ahead, and one behind. Grab
the chainsaw. The far end of the shipping-container quarters is illuminated. Beyond
it is a stack of crates. An ammo belt is on a corner of the outer crate ( grabbing it
brings four more wraiths, so save it for much later!). If you walk to the left side of
this crate, a wraith has time to emerge from behind them. Drive the chainsaw into its
face while it is still confined between the crate and the railing (it will still be behind
it if you ran), killing it, then spin around, squat half-behind the crate, rest its outer
rear corner into your shoulder as you point the blade 45-degrees to the right. The
other approaching wraith will simply rip itself to death on your revving blade.
NOTE: Save the ammo belt until after you kill a hell-knight later to recharge the Soul Cube.
– Page 487 –
Combining the Initial Three Battles.
Combine these battles by ignoring the
trites, run to the stairs, walk up them,
roll the imp a grenade as it emerges,
grab the chainsaw, walk around the loop
to the crates, kill the wraith ahead, squat
about half-behind the back outer corner
of the left crate and let the other wraith
and the trites die on your revving blade.
The trites will not leap if your view is
not dead-on to them, so do not lean out
too far. Once they are dead, you can slip
below to collect any needed stores and then return to the nearby door.
Open the now-unlocked door to the quarters (it was locked during the battles).
You see nothing within but wall lockers, benches, a sealed canister, and a couple
windows. There is another unlocked door on the wall ahead. As you move up to
it, you hear something phasing beyond it, so quickly open that door, chainsaw
already revving, and kill an imp that is phasing just beyond it.
When the imp is dead, take a look
around. To the left you see a health
station on the wall. Ahead-left you
see two cells on a toppled file
cabinet. Below them are two SMG
clips lying on the floor. In an open locker ahead-right you see rockets, and on
the floor below them is a shell pack. Notice that if you needed to, you could slip
into the corner beyond the toppled cabinet. Wraiths cannot reach you there.
They will phase out in front of it and remain phased out. Slip out with your
chainsaw ready and take down any wraith that phases back in as you approach.
An unlocked door is on the right wall. It is strange how welcome such things are
now. On the previous level, most of the doors seemed always to be sealed. Open that
door and peer through it. You recognize the workstation as the one you had seen
from the outside with the BFG cell under it. Another unlocked door is on the left
wall. As you step further through the door, you hear wraiths phasing outside. Squat
down with the chainsaw, using the doorway to narrow the attack angle of these two
wraiths. You can also use the corner beyond the toppled file cabinet in the previous
room. Once this is done, it is again quiet, so head behind the workstation and grab
the BFG cell. The skeleton of some poor soul is slouched in the chair, a bony hand
still on a keyboard. Looking at the blood-splashed monitor above the keyboard, you
see that the person had been typing a desperate, but unfinished message:
MARKED URGENT - PRIORITY 1 SECURITY REQUEST
Base1 Junction 1.
Open the door, rev the chainsaw, and as several black stones fall along the
passage, drive the blade hard into the chaingun commando’s back, killing him
before he can turn and fire a shot. Once he is dead, advance to the intersection
ahead. There, a wraith drops from the ceiling in front of you. Yikes! Because
there is a chaingun left by the commando here, backpedal as you grab your own
chaingun and dump lead into it, along with the three others that join in, when
they can be seen. You can instead use the chainsaw by backing through the
doorway behind you and use it to confine their attacks. When they are all dead,
return to the intersection. To the right, that passage is blocked by fallen rocks,
but if you explore among them you can find a shell pack. Back the other way,
where you see a door at the end, you will also find a shotgun lying along to the
left, near the skeletal remains of people. Finally, step through the door ahead.
Base1 Junction 2.
This is a tiny connecting room, joining doors left and right, though the passage
left is now blocked by a rock fall. The door to the right is fortunately clear. Slip
up to and open it, and then step through when you hear no activity beyond it.
Containment Monitoring.
Standing at the door, it is dark beyond. The workstation ahead, past gray barrels
and a file cabinet, is dimly lit. Its monitors are off. On its counter is a medium
medkit. This would be a huge room if not for the large block housing in the
middle, probably concealing a lift shaft, air ducts, or both, which makes this
place more of a looping passage. Around to the right, the passage turns left,
where you see descending stairs. At the top of those stairs you see an adrenaline
injector and a shell pack. Creep over there to peek around the block housing.
You see a lower, broad floor accessed by two steps. On the far corner of the
housing you see stairs leading up to the workstation area. By those stairs you see
two cases of plasma cells. On the right wall there is a lighted passage.
This place makes your skin crawl. Creep the other way on this upper level. As you
near the workstation, lighting goes dark as all doors lock and a glowing red arcane
circle appears on the lower deck by the stairs. Grab the Soul Cube because a red
plasma vortex is swirling near the ceiling, so you can expect an archvile… or worse.
– Page 489 –
As it shows the first sign of taking shape, fire the Soul Cube. An archvile arrives and
immediately dies. If you are fast enough, it will not even have a chance to invoke its
minions; two imps and a wraith (though firing too soon will render the Soul Cube
ineffective). If you hesitated, grab the plasma rifle or chaingun and hurl fire as you
do your best to dodge imp fireballs from below and around the corner from the entry
door. If you are lucky, the archvile only had time to invoke a single imp around the
corner. But kill them fast, because this battle is just getting started. In fact, after a
later battle with cacodemons, I will then describe a strategy so you can battle
commandos, imps, cacodemons, and trites all together, and it can actually be fun.
Here, you see that the lit passage on the lower level is short and ends at a door,
locked and red-lit just like the entry door is now. After the archvile dies, the door
indicators will turn from red to yellow as the room lighting comes back up. Still-
locked doors and quiet are not good signs. You will face two chaingun commandos.
There are two easy strategies for dealing with them, and both involve the rocket
launcher. Grab the rocket launcher and station yourself near the stairs off to the left
of the entry door (back along the wall adjacent to that door). You can also position
yourself straight out from the door behind the two gray barrels and use the cabinet to
partially block the left door. Squat down to minimize your target size and to also
minimize injury. Pointing to the door, wait for the light indicators on it to turn green
(the other door will also unbolt). You will hear growls from commandos, and then
the door ahead opens. Immediately fire a rocket through it, but do not let up, but fire
again when you see activity. It usually takes just three rockets to kill them,
especially if you were looking down the entry hall from behind the barrels, where
you can send two fast rockets, and then wait a beat to let the other commando,
already gravely injured, come into view, and then finish him. Doing it this way,
often neither of them will have a chance to fire a shot before they die. You can also
use a BFG round if you want to, but that is some serious firepower for a relatively
easy battle. Be sure to grab the ammo from the two dropped chainguns if it is needed
(dropped weapons tend to disappear after moving a few locations beyond them).
Once the commandos are dead, were you to return to Base Junction 1 in order to
grab armor from the entry lift area at Base 1 Materials Transfer or use a health
station along the way, you will hear wraiths phasing in the passage to the right.
Back up to the door and use the chainsaw to deal with the two wraiths that will
arrive, or head up to meet them, to catch each while they are phasing in.
Your next battle involves an imp and nine trites. Because you can employ the
door they have to pass, which funnels their attack, this ends up being a rather
easy battle. Grab the plasma rifle and open the door in the short passage on the
lower level. Through the door you see an imp on the far side of the room, up on
a short raised and railed platform, stooping over a skeleton still wearing armor.
– Page 490 –
Stair access is on its right half. Trites emerge from a gap below the lip of the
platform and from a wide floor vent on the right wall. Pull back for distance and
use two pulses to kill each trite, but devote more to the imp, or simply start by
firing a stream into the imp to kill it as you fall back, because it will otherwise
toss fireballs. Once all are dead, grab one of the nearby cell cases to restock your
plasma and then finally step into the room beyond the short passage.
Base1 Junction 3.
Here, you see a door on the left wall, and on the wall over your left shoulder you
see a health station. Ahead, on the raised platform where the imp had been, you
find usable armor, still worn by a skeleton that lies up there, an SMG, and two
large clips. Once you are stocked up, tactically open the next door.
Peering out, you see a lift transport junction, made apparent by the large wedge
cut in its right side and that wedge lacking safety rails. Heavy yellow-painted
steel girders support the floor platform, the container quarters across from you
and those overhead. They also form a skeletal frame shrouding the loading area.
Heavy Transfer Lift 1.
As you creep through the door, you also get a
new mission: Activate the Service Lift to reach
to the lower Caverns. How typical. Go and peer
over the platform ledge to the right. You see the
shaft is very deep and very long, tracking down
at a steep angle to far below, out of sight. Bright
light from below washes out all detail from
there, as small as any might appear. However,
on the right side of the platform is ladder access to a short platform below the
lip. This leads into a low under-floor tunnel that loops around in a recess under
the floor, coming out the other side on another
short platform, which is actually a part of the
track that then tilts down into the bright abyss
below. If you crawl into the passage, you will
find a skeleton surrounded by armor, an ammo
belt, and a chaingun. If you go to the far side of
the main platform, the door there is locked and
– Page 491 –
its access panel reports: Restricted Access – Area Sealed. A service lift control
panel is on a support piling nearby, next to the recess cut in the platform, but it
is non-functional. It reports: Lift Access Offline. If you tried to simply walk
down the long ramp to the abyss below, you will get a severe electrical shock
from the wide transport track, so it seems you will need to use its lift platform.
Around the corner of the building by the lift panel you will find a maintenance
ladder to the roof. The ladder is presently raised and the maintenance access
panel next to it reports that it is closed. The option on it reports: Extend Access
Ladder. That seems like a good idea, so select that option. The ladder dutifully
lowers. Climb it and step off. When you take a step forward, two cacodemons
will phase in; one on the wall over to your left, and the other on the wall to your
right. Some players choose to do
battle up here, but that usually
results in a lot of injury. If you
are allergic to pain and suffering,
you can safely run right off the
edge of the roof to the left, to the
main platform below, slipping
through the gap before the metal skeletal frame that is next to the upper office to
the right, which you can see through some windows. This way you can take the
battle below, restricting foe movement. Further, you can run through the door
back into Base Junction 3 to restrict their movement even more, and even
ambush them from within there using the chainsaw.
Storage 2D.
This is a supply room that seems to have been cluttered by battle. In the front
left corner you see a large square hole in the floor. Next to it, on the wall across
from you, is a lift control panel. To the right is a fenced area with open access in
its middle. Within you see ammo. As you step forward, you hear scampering in
the walls to the left, and then a loud bang, but nothing comes except a chill up
your spine. In the supply area you find a large SMG clip, three shell packs, a
BFG cell, and some Sotoxi cigarette cartons. Grab all the ammo you can carry.
Finally, after peering down the lift shaft and seeing nothing but the lift down
there, select the lift control panel to raise the lift back up to this level. As the lift
quickly rises, something in the wall here knocks something else over. Clearly,
there are trites in the walls. Get on the lift and select its panel to lower it. Note
that you could have simply hopped safely down the opening to the lift below.
Living Quarters 1 A.
These are definitely living quarters, but there is little left. This floor level
empties to a slightly lower level on the far side of the room where you see a
number of disheveled bunk beds and footlockers. The unlocked door on the right
wall should lead out to the Transfer Lift area. Against the right wall on this
upper level you see a couple plasma cells. On the far side in a wide recess you
see rockets on a box between two bunk beds, and a couple shards below. A
skeleton still lays in one of the lower bunks. Another bunk is to their left,
outside the recess they are in, and another toppled bunk is to their right. On the
left wall you see a computer console, likely used for reports, schedules, email
and probably media entertainment. It presently shows a Cargo Transfer Log:
SHIPMENT MANIFEST DETAILS
----------------
This shipment contains various small artifacts packaged in the lower level research
area. Items were packaged quickly due to the shutdown deadline however damage should be
minimized.
----------------
Authorized by Transfer coordinator Bill Kirtley.
If you grab the rockets from the box, you will hear trites hissing. They emerge from
a gap beneath the upper floor level and from the lift well. There are ten trites in all.
Though climbing atop the bunk bed by the box seems like a good idea, trites can
leap-attack you there. Instead, you can race outside and easily take them from there,
or quickly jump on the toppled bed to the right. Go to its back corner for protection.
You can shoot them from here using the plasma rifle, considering there are two cells
in reserve on the upper level, or you can grab the chainsaw and drop inside the bunk
bed. Creep forward until you can just barely scrape a trite with the revving chainsaw.
This way they cannot attack, but you can still slowly kill all of them. Afterward,
gather any needed local supplies and leave this room through the door here.
– Page 493 –
Combining All the Previous Battles.
Instead of taking on the chaingun commandos in Containment Monitoring, you can
instead employ a really fun scenario I call Mad to the Max. Arm yourself with the
plasma rifle and lean against the other door, waiting for it to unbolt. When it opens,
the imp on the upper platform in Base1 Junction 3 reacts and a trite emerges from
under that platform by the door to the left. Blast the trite with a couple charges to kill
it as you race through to the left door, and run into Heavy Trasfer Lift 1. Run to the
maintenance ladder across the platform, ignoring the sound of trites and the imp
tossing fireballs at your previous location. Hit the ladder access panel and start
climbing before it fully extends, even as you hear the chaingun commandos joining
the party behind you. Jump across to the lift housing girders, go in through the
unblocked upper window, duck behind the lower workstation as the cacodemons
blow plasma, and select the Unlock Cargo Lift Controls panel to unlock the doors.
Use the plasma rifle to take on the cacodemons as they drift by, but try to hop back
up into the unblocked window frame while the other foes are still running around
below. If you stop by the door up here, the cacodemons tend to hide outside the left
wall of this room, allowing you to focus more on the other foes below. From the
window frame, you can see that the other foes tend to collect near the ladder you had
scampered up. You might even see the heads of a commando and/or imp beyond the
girders. Toss grenades onto their heads, or drop a grenade through a small gap in the
ribbing by the window and bounce it over to them. This often kills all but one
commando. Any survivors in time collect back in Containment Monitoring.
Sometimes you can get a couple foes to battle each other, which takes one or two out
for you. Next, deal with the cacodemons until they are both dead. Go through the
upper door and collect ammo in Storage 2D. Hop down the lift well to the lift below
in Living Quarters 1 A (no need to raise it). Arm yourself with the Soul Cube, which
is charged by now, Go back to the door to Base1 Junction 3. If any trites are within,
draw them into the living quarters. Take the lift up. If a chaingun commando
accompanied the trites, let him park himself under the lift and then, regardless, lower
the lift while jumping off to remain on the upper level. Stay away from the opening
because trites can jump up and then explode, hurting you, though you may need to
tempt them onto the lift (sometimes a cacodemon will enter the room below and
come up the well). If a commando, imp, or cacodemon remains outside on the
transfer lift platform, step out the window onto the lift housing ribs and roll grenades
to them (they are unable to see you). Repeat this process until no more trites emerge
from the junction room. Other survivors, if any, are by the workstation in
Containment Monitoring. You will be able to hear if any living thing is in there.
Open the door to that area and let fly the Soul Cube. If a commando is in there, the
Soul Cube will go straight to it, ignoring less powerful foes. If it kills an imp, then
that means no commandos remain. So if a trite is killed, the imp is already dead.
Take any survivors using the plasma rifle or the SMG. Ammo reserves should still
be in these two rooms. Once you have completed this, you can go on with the rest of
the adventure, such as recharging the Soul Cube using the trites you can incite back
in the living quarters by grabbing the rocket ammo there, or the wraiths further back
toward the caverns entrance.
NOTE: Some might complain this scenario is unrealistic because it assumes the player has
foreknowledge of features, such as the ladder, the control room, etc. (even though, at the
same time, they seem to assume the events in Doom 3 could actually happen), the truth is a combat
team seldom executes a mission on unknown terrain, but has intimate awareness of at
least the key features of any A.O. (Area of Operation), or at least one team member is
responsible for securing operational maps, or they have such details committed to memory.
– Page 494 –
Heavy Transfer Lift 1.
Looking over at the lift control panel on the support column to the left, you see
that it now reports: Call Cargo Lift. When you select it, and the automated voice
announces “Service Lift called to station,” you will bring Hell. First, an imp will
phase in between the lift control panel and the roof ladder about three seconds
after you hit the panel. A hell-knight will then phase in three seconds after that
on the opposite side of the platform by the junction door. That is followed by a
second imp in the back middle of the platform, who appears a couple moments
later. This, on top of all the doors locking, and if you run over to the roof ladder,
you will see that it is not just raised, but its access panel is disabled. D’OH!
There are two very easy strategies here; both fought from the platform (a popular,
but tedious strategy fought from the passage below the platform is an exercise in
patience and dodging. You might want to try it on your own, but I will not detail it
here because such situations are excessively fluid). The two strategies are very
similar; one using the Soul Cube, and the other using the BFG. Select the lift panel
and then go to the roof ladder. When the imp phases in, kill it with the chainsaw,
then quickly switch to the Soul Cube and fire it at the hell-knight, killing it as you
dodge its blue fireball. Kill the following imps (only one additional imp arrives in
the BFG Edition) that phase in at the back center of the platform however you like,
though rolling grenades to them is easiest. You should come out of this without a
scratch. The second strategy is similar, except that you use the BFG. Chainsaw the
first imp, as before, then grab the BFG as you dodge the hell-knight’s fireball. Step
back out, hold the trigger to accumulate a couple of charges, but when you fire it,
make sure that the primary charge hits the stalking hell-knight dead-on. This will
kill it and the imp phasing next to it. A third imp will then arrive at the same spot as
the one killed by the BFG. Roll it a grenade or beat it to death with projectile fire.
As the lift far below continues its slow ascent, go collect whatever stashes you
have in reserve, because you will not return. If you used the Soul Cube, you will
need to recharge it before using the lift. But, that is easy because there are four
to six wraiths in previous areas that you might not have fought yet (if you were
psychic, you could have delayed the recent trite battle to do so). Head back to
the very beginning to Base 1 Materials Transfer. If you had not yet encountered
the two wraiths in Base 1 Junction 1, you can count two lives there, on top of
the one or two imps you killed after taking down the hell-knight. When you exit
the quarters into the open space above the entry lift, hopefully the ammo belt is
still sitting on the corner of a crate up there. If your chaingun is fully stocked,
then you cannot grab the ammo belt, so blow off at least one round from the
chaingun and then pick up the ammo belt. When you grab it, you will hear and
see four wraiths ascending the stairs from below. Take up a defensive position
behind the crate or in the door you just came from and kill the four wraiths with
the chainsaw. By then the Soul Cube will be fully charged. Once this task is
completed, head all the way back to the transfer lift in Heavy Transfer Lift 1.
Once you are ready, the large transfer lift platform will have by then arrived, so
get on the lift and go to its Lift Access Control panel at its left-front corner. Its
option is: Transfer to lower Caverns Level. Select it. The transfer lift will begin
its long and slow descent back down into the bowels of Caverns 1.
– Page 495 –
Main Transfer Lift Shaft.
There is nothing much to do here but bide your time. However, the first thing
that threatens you down below will be a chaingun commando, posted at the end
of a long and narrow railed maintenance platform that extends toward you from
the right side of the lift tracks and a docking platform, up above a massive
magma swamp. Though some players battle him with the chaingun or the BFG,
you can actually take him with just the pistol, and not get hurt in the process.
When you near the base of the shaft, you will hear Betruger chortle, and then, as
the view ahead is being revealed, massive black boulders break from the broad
cavern roof as a powerful quake shakes everything violently. Stones crash into
the track leading to the docking platform ahead, across a long and broad swamp
of stone and hot magma, destroying the track and dropping large portions of it
into the swamp. The lift stops at the shaft opening, unable to complete its final
trek across the searing swamp below. You will also hear a chaingun commando
firing. Quickly hide by ducking down behind the lift’s control console here
before you get hit. The transfer lift console will also be reporting a warning. At
first it displays the message: “LOCKING DOWN LIFT CONTROL. Transfer
Track damage in lower bridge. Automated repair request submitted.” Moments
later it will then report: “TEMPORARY LOCKDOWN. This lift is currently
locked due to track damage. Please use alternate transfer lift.” Too late now!
Sub Chamber 2.
When you reach the shaft bottom and the
chaingun commando no longer can see you
because you had ducked behind the control
console, he will run from his position on the
maintenance platform to assume a post to the
left at the lift docking station, directly ahead.
There, you can peer at him through a narrow gap between the control console and its
podium, where he just stands idle. Using the pistol, you can slowly dump nine
rounds into his head and kill him. Once he is dead, you then have to figure out how
to cross the magma swamp. Looking down from the front lip of the lift, you see the
track that broke away is crumpled below, bridging the magma, and you can use that
to easily cross the magma stream there. But you doubt it will really be so easy. You
are now close to Betruger’s domain, and he means to stop you. You will expect no
less than a very powerful response for your having breached so far.
– Page 496 –
Were you to make a bet, it would be a symphony of archviles, hell-knights, imps,
and cacodemons; anything that can hurl plasma fireballs. That was what I expected
when I first played this area. Fortunately, it is not quite so calamitous.
Peering down from the lip of the lift, you can see the remains of the right lift track
makes a ramp that you can drop from to the collapsed track lying on the floor of the
cavern. Ahead, through the thin fog, you can make out the faint green glow from a
couple medkits forward and to the right, across the swamp. You wonder what other
useful items you might find over there? You carefully slip down the remains of the
right track that slopes down just below the lip of the lift and then drop to the broken
track segment crossing a magma stream. Great! Now you cannot get back up. If ever
there was a time for an attack, it is now. So, grab the BFG and then switch to the
Soul Cube, because you fully expect a very powerful response. This way you will
automatically rearm with the BFG after firing the Soul Cube, or you can quickly
switch to the BFG by hitting the ‘Q’ key if you decide to use the BFG instead.
As you creep forward, a tall red plasma vortex appears at the end of the
maintenance platform. As an Archvile arrives there, the railing at the end of that
platform is destroyed. It then invokes two minions at random locations. These
might be wraiths, imps, cacodemons, hell-knights, or any combination thereof.
You will typically see at least one hell-knight. If you are lucky, they will just be
wraiths and/or imps, and if you are unlucky, it will be two hell-knights. They
advance on you fast, so you must be very fast. Fire the Soul Cube at the archvile
to kill it first. In fact, the first few times I played through, I never knew what
minions it brought with it because I had always fired the Soul Cube as soon as I
saw the plasma vortex appear. By the time the archvile arrived, so did the Soul
Cube, killing it immediately. Thus, I saw no minions being invoked. It was not
until I later played again just to see what they were that I found out.
– Page 497 –
If minions were invoked, you can usually fire a double-charged BFG at the more
powerful of the two. This typically kills both of them, even if the other one is a
cacodemon located off somewhere far above. Because hell-knights toss fireballs
first and ask questions later, step forward on the railing when it does. This
causes the fireball to fly harmlessly overhead and it also gets you clear of the
magma underfoot, to permit lateral strafing in case one or both somehow
survives. If you manage to get two hell-knights and you also want to test your
skills, you can try racing straight ahead past them to the left-most pilings under
the broad upper docking platform. There, you will find on the right side of the
middle piling a glowing access panel that is for a ladder that you might notice
swung up flat against the ceiling here. Select the panel and the ladder swings
down as a hatch above opens by it, then race up to be clear of the hell-knights.
Once the archvile and minions are dead (if the minions even arrived, depending
on your speed) your injuries should be slight or none at all. But, behind the
extremely tall metal column to the left, a cacodemon phases in high above. Fire
a BFG charge to its vicinity to take it out. Though it will fire an initial fireball
when it first sees you, once it is being tickled by the BFG charge beam it will
not fire again but instead will suffer a nervous tick until the charge kills it. You
can also take the fight under the pilings to limit its movement and kill it there.
Once the action is over, you can explore the lower area beneath the pilings.
Across the magma swamp you will find a medium medkit to the left. Ahead and
left you will notice a glowing access panel on a metal piling. Near that, to the
right, in a corner, you will find a rocket clip. Around to the front is a round tube,
next to which you will find another medium medkit. Around right of that, by a
corner of the building, you will find armor. Forward of that, by a crack on the
ground, you will find three armor shards behind a piling. When you have
gathered whatever you require, in case of any injury, head back to the access
panel on the column. It reports that it is a maintenance access for a hatch. Select
the Open Access Hatch option and a hatch overhead opens as a ladder, which
you might have seen fastened up against the ceiling on a hinge, swings down.
Climb the ladder. But, as soon as you get to the top, a wraith phases behind
some stacked crates back and left of you, left of an unlocked door. Grab the
chainsaw and rev it into it to kill it once it phases back in. If you look behind the
stacked crates from whence the wraith emerged, you will find a BFG cell and a
case of shells. Slip around and open the door, which has an explosive barrel next
to it on its right side, but do not enter, because first you hear an imp hiss off to
the left, beyond the door, and then you hear the telltale phasing of a wraith
ahead. Grab the chainsaw or the shotgun, squat down, and wait for the wraith to
scamper from the passage ahead through the door. Kill it. Once it is dead, you
will hear the imp sniffing, which is a clear indicator of it being in a crouched
position, ready to pounce. With the shotgun ready, quickly dip in and back out
the door. Sure enough, the imp first howls and then leaps right through the
doorway and lands just this side of it. Back off for safety and blast the explosive
barrel next to it to kill the imp as it stands, or blast its teeth out with a pointblank
head blast. Once it is quiet, step through the door, though you might want to first
scoop up the dead chaingun commando’s ammo nearby.
– Page 498 –
Environmental Monitoring.
This room is of medium size, though made smaller by the rectangular electrical
machine busy running in its middle. Overhead, through a railed rectangular
opening in the ceiling, you see an upper floor, and above the middle are two
vibrating contraptions with red electrical sparks arcing between them; a result of
colliding charged ions in a process to create breathable oxygen. To the left you
see a health station. To the right, in an open crate atop two other crates, you see
armor. In the far left corner you see a lift. Go over to it and step in. Inside, select
the panel to ride it to the upper level. As you reach that upper level, you hear
Betruger chortle. The lights dim, but then come back up. Expecting something,
grab a weapon and be ready. Ahead, you see the two arcing machines over the
railed opening in the floor, processing plasma. Ahead, there is a security door on
the left wall in the corner. Another security door is to the front-right corner, but
it is unlocked! Just outside the lift, to the left, is a large recess in the wall, with a
crate and some boxes on it. If you peek around the left corner of the lift into the
shadows, you see an imp hiding. Found out, it howls. A trite will also land at the
right wall in the near corner. Get back into the lift and hit its panel to lower it.
Both mount the elevator roof. Fortunately, the roof is screened, so the imp
cannot toss a fireball onto your head. The imp and the trite will dally a moment,
and then the trite will explode, apparently stressed by the imp, or thinking you
were close enough to damage (it was wrong). When it dies, another imp phases
in by the middle of the right wall
overhead. Wait to watch it exit the area
through the far right door, and, as the
first imp paces overhead, raise the lift to
crush it. Once its body disintegrates, its
legs sticking out and twitching, the lift
will finally return to its full-up position.
The other imp will soon emerge from
the unlocked front-right security door.
Let it see you so that it will stalk toward
you, and then lower the lift again. When you hear it pacing overhead, raise the
lift once more to crush it between the lift roof and the top of the lift well.
– Page 499 –
Once clear, go to the door to the left-front. When you approach it, as you notice
that it requires an access card, you get a new objective: Locate the Security Card
to gain access to the dig site. Move over to the other security door, which is
unlocked. Through it you can easily hear the rhythmic hum of a cacodemon.
Open the door and see a cacodemon in the distance to the front right, who reacts
to your presence. You hear a second, much closer cacodemon further to the
right, though sometimes it is below the lip of the platform here. Back to the wall
opposite the door, grab the plasma rifle, and kill the cacodemons as they come to
the door and disable any fireballs they spit. Sometimes you will need to coax the
second cacodemon to action, or use the Soul Cube, though first stepping out the
door can usually alert both of them. Once they are dead, step through the door.
If you do not want to dally around, and because your BFG cell count is up, after
all, you can kill all five cacodemons with just two charges. To do this, grab the
BFG and strafe to the far end of the narrow platform, facing toward the nearby
cacodemon to the left. This cacodemon will react, but hold your fire. It will
move away from the wall where it had been idling, and as it does so, two other
cacodemons emerge from the far corner of the building. Fire a single charge into
the first cacodemon as you strafe left to dodge the fireball spit by it. Your charge
will kill all three cacodemons. Strafe back to the right end and you will see
another two phase in around the far corner. When you see both of them, fire a
charge at one of them and strafe to the door as they approach. Sometimes one of
them manages a last desperate fireball, so be prepared to dodge.
Battling with the plasma rifle instead is best done by squatting just inside the left
frame of the door. Simply poking your nose out the door excites them (no need
to see them). Reload when they are idle. Hide to calm them. Disable their
fireballs as you whittle away at them. I usually come out of this without injury.
Using the SMG also works really well. If you slip out the door and strafe left and
squat against the left wall behind the railing, the cacodemons tend to remain low.
Plinking them with rounds also drives them down if they drift too high. Better, if one
drifts to the other side of the ramp, you can plink them right between the far rails to
drive them back to the left side (plasma charges are too broad to do that). They will
not hurl fireballs unless they are high enough to blow a fireball over the railing, so
hitting them with lead keeps them down. I usually come out of this without injury.
– Page 502 –
Once all the cacodemons are dead (if there even were any), hop over the railing
and drop safely below on the exposed roof to either side of the narrow platform.
In the darkness toward the above door there are two plasma cells and a plasma
rifle. To get back down to the ramp below, go to the right side and drop onto the
safety railing and then to the platform. Otherwise, if you drop directly to the
platform itself, you will lose ten points of health. Once down, head around the
corner to the door. When you open that door, you see a wraith over to the right,
who immediately phases out of sight. Grab the chainsaw and step through the
door so you can do it in when it reappears in front of you. Imagine its surprise
when it thought it was being very clever and sneaky.
Environmental Monitoring.
Once the wraith is dead, move over to the other security door to the right. Prior
to scanning your access card, lean up against it. It will beep, indicating it is
locked, but you will also hear trites hiss. In fact, you can hear a trite just on the
other side of the door. So grab the chainsaw and select the panel to scan your
access card. As it is accepted, the door unlocks and then opens. Step to the left
side of the door and kill a trite from there. Two more come trotting along, so kill
them at an angle to the door. This keeps them from leaping. Step into the room.
B1 Conference Room 1.
This is a disheveled room, as though someone was packing things up when they
were attacked. A skeleton lies on the conference table, as does a PDA. Grab it
(Robert Cody). Robert is a maintenance worker with general clearance. His
PDA contains an audio log and two emails. His audio log, titled “Dangerous
Conditions in the Caverns”, is quite concerning, considering you are heading
deeper into the caverns as you seek to close the Hell Gate, and you have already
seen rock-falls and the aftermath of others. The audio report goes like this:
“Audio report regarding dangerous working conditions in caverns below Delta.
This is Bob Cody. Today is October 18th, 2145. My crew’s been rewiring the
generators as ordered for the last several days. We can't finish the work. We're
stopping after today. This job ain't worth dying for. We'll be collecting our gear
and tying down what we can. We call them howlers, because that's how they
start. First the howling gets louder, the screaming, then shaking Earth-, er,
Mars-quakes, throws everything around. Makes walkin' on the catwalks
impossible, and workin' with voltage well, stupid. The noises have some of the
guys spooked, and, and I don't blame 'em. Nothing natural about what we've
heard. If someone can figure out what's causing the howlers, I'll get the crew to
finish the job. 'Til then, well, we'll be available for a new assignment tomorrow.”
His first email is from Maintenance Control, dated 7 October, regarding the need
for general repairs: “Mr Cody, Several crews working in the caverns have
reports of at least a dozen generator failures after the recent seismic activity.
Please assemble your assigned team and report to Maintenance Supervision for
the detailed report. We need those generators operational as soon as possible.”
His other email is from Mark Robertson, dated 8 October, which is an apology
for him being assigned generator duty: “Hey Bob, I see that you've been
– Page 503 –
assigned generator duty again, good luck down there with the 'howlers'.
Remember to try and keep your team focused, I was assigned down there last
month, so I'm very aware of how difficult it can get, especially with all those
tremors! Anyhow, give me a shout when you get some free time, we can hit up
one of the common areas and down some suds. Talk to ya soon.” So mundane…
and so-o-o unaware.
There are five armor shards around the other side of the table, and there is a
large clip in a recess in the left wall. To the left of a large wall monitor there is a
shutter control panel you can use to open the room shutters to view a new
portion of Sub Chamber 2 you have not visited yet. The wall monitor itself
yields useful information. The text details the artifact transfer process and
notifies everyone that the facility is being shut down. Its map actually provides a
roadmap for the rest of your journey up here. Once done memorizing it, grab
what you need from this room and then step through the door on the far wall.
Once you have snatched up everything that you can grab, crawl back outside and
climb down the ladder to the passage floor.
But this is not the end of it. As you stand where the second imp had landed, you hear
wraiths phasing behind you (missing in the BFG Edition). Grab the chainsaw and
spin around. Wraiths are working their way to you from the dark passage. Squat
down, rev the chainsaw, and wait for them. Grind their bones when they approach.
Once these wraiths are dead, continue over the crossing and follow the platform
around to another door.
B1 Sub Junction 1.
A medium tunnel burrowed through basalt is ahead, which turns left. Cables
hang loose and are pinioned to the wall at intervals, carrying power for lights.
When you round the turn, you find an explosive barrel next to a short set of
stairs, accessing a lower-level platform suspended around a thick stone column,
where one side leads ahead and then right, and the other right and then left,
joining at the far corner to a passage leading right. Worse, as you make the
corner, a heavy quake causes many rocks to break from the roof of the cavern,
bouncing against the steel plates comprising the platform and loosening them
from their footings. If you proceed ahead and then right, four panels in all fall
away, three of them on the passage straight ahead (one already). At the corner
ahead, where you see a medium medkit, a wraith will drop from the ceiling in
front of you. Back up a little and kill it with the shotgun or the chainsaw. If you
take the safer passage right and then left, you will notice at the corner that the
safety girding is missing there, and as you advance to the left, you will catch a
glimpse of an imp’s shadow that is crawling on the underside of the platform,
and it then will climb through the opening. Brain-blast or chainsaw it before it
can stand. However, keep in mind that these foes are just the appetizers, because
no matter where you are, you can hear a commando and imp somewhere ahead.
You are about to face two imps and three chaingun commandos. However, if
you break this up into little battles, first involving an imp, then a chaingun
commando, then another imp, and finally two chaingun commandos, you will
fare really well by the end of it all.
– Page 505 –
Being one to keep all options open, always ensure that any area is cleared of all
foes before exploring others. First, deal with the imp that crawls up through the
opening, and then deal with the wraith, mostly because you want access to the
medkit in the corner in case you need it. When you head down the main passage
toward the corner, to avoid falling, simply walk down the center of the passage,
right on the footing seam that divides the plates comprising each side of it. Thus,
when a plate falls into the pool of magma far below, you will not inadvertently
do bungee-jumping without the bungee. The attacks at the corners were totally
expected, though you might not have known what would be attacking, but just
kept your chainsaw ready and reacted proactively with extreme prejudice. Also,
to help, you will hear an ethereal woman gasp just before each corner attack.
Allow yourself to just see a part of the stairs ahead (much less than shown
above), so you will know when the commando is ascending them, though you
might need to dodge briefly if he stops below to try firing upon you. When he is
charging up the stairs, fire a rocket at the explosive barrel so that it explodes just
as he comes alongside it. The combined blasts will reduce him to ash.
Back by the big column, if you had accidentally stepped too far ahead so that the
crouched imp around the corner reacted, you will also hear a commando beyond
it curse. In that case, simply fire a rocket at the imp to kill it, and then race back
to hide around the entry corner and deal with the commando as outlined above.
– Page 506 –
Creep back to the intersection of the paths, using either direction, and approach
the point where the imp had been hiding. If you creep forward along the left
wall, as you notice rockets and a small medkit on a crate in the corner, and the
shell pack below them, to the right you can see the arm of a crouching imp
around the right turn. Toss a grenade to it and take it out of the battle equation.
Were you to have simply raced over to the left corner, ducking between the
crates, using the cabinet for cover, often the commando behind the crate will
give chase. In that case you can gun him down with the chaingun without
sustaining too much injury. Otherwise, you will need to snipe with the rocket
launcher whenever he pauses to reload. Fire a rocket at the burning gas cylinder
behind his exposed head. Sometimes it takes two rockets to kill him. Once he is
dead, the other commando is injured, so when he stops firing, step out, and as he
steps back in, fire a rocket to kill him. You might have caught a few rounds, but
the injuries are fully recoverable with resources you left behind.
However, an easier strategy is to remain behind the rocky corner. You can edge
over just enough to barely see the other corner the commando on the left is
firing from. When you see him hide behind the corner to reload, dip out slightly
to throw a rocket when he is stepping back in, and then hide again. Two rockets
will kill him and it will also seriously injure the other commando on the right.
Simply wait for the second commando to kneel as he reloads, then dip out and
fire a rocket at the burning cylinder to kill him. Most times I sustain no injury
using this strategy, though any inadvertent boo-boos are easily recoverable.
Once this battle is over, grab the rockets and shells from the corner, plus anything
else you need, to include the chainguns the commandos had dropped. Remember,
there are armor shards back in the conference room, and there should be armor and a
health station, in case of more dire injuries, available in previous areas. Once you are
ready to proceed, go around the corner to find an unlocked transfer bay hatch. Select
its panel’s “Access Cargo Transfer Bay” option. Step through after it slowly opens.
– Page 507 –
B2 Material Transfer Lift.
The loading dock you find beyond the hatch is typical, where it is common to
see stacks of shipping crates and barrels piled all over it, and the usual towering
dock crane used to load and unload platforms of material onto transports. During
your time in the service you have seen plenty like it, both here on Mars and on
Earth. But the features on the cavern walls make it surreal, especially the
massive growths all across it. Unlike the oozing growths and the thorns you
have seen breaching the floor and walls previously; these are on a colossal scale,
indicating a much older and more mature breaching from Hell. They have grown
so massive that they have now completely sealed off any heavy transport access
to this area. Walking up to the railing on the left, you see that there is a very
deep chasm below, where you can see magma pooling at its base. You also see
the remnants of a crossing bridge that fell from up here, which had once allowed
foot traffic from this side of the loading platform to the Personnel Transfer
Station on the other side. With that gone, you do not see any immediate way to
get yourself across this gulf of space, though as you explore, it becomes all too
clear there is no safe and obvious way to advance.
Walking among the stacked crates,
you make your way to the right side
by the rock wall. Ahead are a pile of
crates in the middle of the area, and
another stack of crates on the far side,
beyond some gray barrels. Standing
against the wall, from there you can
make out a shifting shadow beyond
the right side of the far crates. Inching
further, you can see that an imp is
crouched back there. Grab a grenade and step forward. Suddenly the imp stands
erect and howls. As it stalks out, roll a grenade to kill it. Once it is dead, notice
that armor and an adrenaline injector rest on the far side of the middle stack of
crates, and there is a small medkit below them on the deck. Going over where
the imp hid, you find a bounty of ammo. There, a crate is busted open. On it you
find three large SMG clips. Within the crate and spilled out of it you find five
SMGs and a case of plasma cells. Grab from the SMGs if you need the ammo.
– Page 508 –
You are about to take on two chaingun commandos (the second commando is
missing in the BFG Edition) and then five cacodemons, but these battles are not
as intense as you might first imagine. Indeed, you will likely come out of it with
only minor, easily recoverable injuries. You can use any number of weapons, to
include the Soul Cube, to quickly kill both commandos, and the SMG to take
down the cacodemons from your new RP, which you have decided will be inside
this open crate. The commandos will appear one after the other, but far enough
apart that you can take them both down without endangering yourself.
Coming to the realization that the only way across this chasm to the Personnel
Transfer Station is by using the dock crane, where you see ladder access to it on
this side of its main piling, you know instinctively that something is likely to
transpire to hamper that. Always keep in mind your proximity to your new RP.
There are a few ways to deal with the fully expected battle to stop you. One way is
to start with the Soul Cube. As you near the ladder to the dock crane, over by the bay
door, behind the crates near the railing, you see a plasma vortex. You can fire the
Soul Cube and then grab a heavy automatic weapon as you race back and left to go
directly into your RP, or just race to your RP (healthier plan). As a chaingun
commando appears down there, you will be out of his line of fire if you did not use
the Soul Cube (he will be dead if you did use it). As you duck within your RP, you
will see a second chaingun commando phasing in by the wall at the point where you
were when you took on the imp. Backed inside the crate, you hear the commando
huffing and running. He will run past your position, so fire the Soul Cube at him
(recommended) or else open fire to both confuse him and make him try to dodge
your fire. Keep on him if you used an automatic weapon and he will render only
slight damage before he dies (none if you used the Soul Cube). You can also use the
chainsaw to kill the second commando as he phases in, though you may need to
squat to avoid the other commando’s fire, but this is cheating a little too much, not
really knowing in advance where he will show up, and though this commando may
get a couple rounds off into you, it is still pretty cool. Either way, if the first
commando is alive, you can squat to stay below his fire as you crawl along the wall
until you get behind a pile of crates that protects you from him. If you still have a
charged Soul Cube, simply point it in his direction (you can actually fire right
through the crates), and then race back to your RP because two cacodemons will
arrive at both ends of the chasm. Alternatively, you can take the second commando
with the rocket launcher. Wait until he kneels down to reload, then slip out and hurl
a rocket when he is standing back up. Two rockets should kill him. Once he is dead,
be sure to race back to your RP to hide from the two cacodemons. I like to start my
fight with them using the chaingun, spend two belts of ammo, and then use the
SMG. As cacodemons drift by, slam lead into them. Once they have been hit, they
are less aggressive, so they tend to throw fireballs less, but do not count on it, though
I have often done this and they did not fire at all. As each cacodemon dies, another
will phase in, until five of them have arrived. Once all are dead, your Soul Cube is
recharged and you can crawl out of your RP to gather up any free ammo, armor, and
medkits. Be sure to pick up the ammo from the dropped chainguns. You can also slip
back through the unlocked bay hatch to gather previous supplies.
Once you leave here, there is no returning, so be sure you are fully stocked up,
and then head over to the ladder on the dock crane and climb to its top.
– Page 509 –
In the cabin of the dock crane, you have left and right rotation controls in the center
of the control box. Controls on its left handle how near or far on the arm its load can
be extended. The right control, used for raising and lowering the cargo, does not
work. If you try to use it, it reports a winch error. Frankly, you are surprised that this
thing even works at all! If you look outside the cabin, on its right porch, you find a
ladder there where you could climb to the roof and walk atop the arm of the crane.
You could then hop to its cargo platform below and then drop to the other side.
Being the best plan you have, slip back into the cabin.
The rotation angle presently is 15 degrees. Select the large right arrow and rotate
until the rotation limit of 105 degrees. The trick here is, you need to use the crane to
reach the other side, but there is no point if you break your leg or fall to your doom
from the cargo platform. Where it is resting now is toward a stack of three huge
metal tubes used for drainage and air ventilation. You need to extend the load out
near them so you can drop to the top tube. Using the extension control on the left,
select the up arrow until the needle is about 2 marks from the top on the gauge. This
places the load just off-center from the stack of large pipes on the other side for a
less painful and easier landing. Once sone here, exit the cabin and climb the roof
ladder. Walk out on the right side of the tensioning arm that stabilizes the crane and
attaches to the middle of the end of the arm. Once you are directly above the load,
carefully drop onto one of the flat metal strips extending out from the central crate
on the load. When you land, you might hit a little hard and lose 10 points of health.
No big deal if you do – you are about to as quickly get it back.
The three metal tubes are below on your left, and lucky you, there is a small
medkit near the outer end of the top tube. That is now your target. Drop off the
flat strips onto the top tube, meanwhile grabbing the medkit and recovering from
any falling injury. As you do so, you see an imp climbing up the edge of the
dockside near the far end of the tubes. If you grab a grenade and drop it to the
imp from here, you will also be injured because its blast cone is up and out, so
slide down to the deck and then roll the grenade to kill the imp. As it dies, a
cacodemon appears at the far end of the chasm (missing in BFG Edition). Duck
into the tube that contains armor shards and grab your plasma rifle. When the
cacodemon comes to the near end of the tube by the rock wall, shoot plasma
hard into it. This will severely wound it and also chases it away. It will drift off
and go over to the chasm, drifting sometimes high, but usually down low. Peek
out the other end of the tube to see if it is in sight. If so, snipe it to death.
Otherwise, exit the tube and locate it. Battle should be short, sweet, and easy.
When it is dead, restock with the two plasma cells in the other bottom tube.
After this dust-up, because you cannot find any other useful items in this outer
area, to include below on the access ramp where the crossing platform is now
missing, step inside the door of the building. Though most of the essential
electronics have been removed, across from this door are grenades resting on a
workstation. Advance to and open the other door on the left wall.
Left of the stairs is an open pit to magma below. Two pipes descend into it, though
one if them is disconnected and leaning against the upper-level rails. Beyond it is a
gray barrel and two stacked crates (all barrels on this deck are missing in the BFG
Edition). Beyond is a disconnected heavy workstation. These items are positioned
between heavy steel support columns here on the left, looking as though someone
had constructed a defensive barrier. As you move ahead, where you see an open
cabinet with a case of shells and a large clip inside, you notice through an opening in
the left “wall” some armor shards behind it. So go back and move the gray barrel, or
just push it into the adjacent pit to get it out of the way. Now you can access the
back area by ducking under the upper walkway. Back there, you find not only six
armor shards, but also a case of rockets. Grab them. This place will be your new RP.
Step out of the RP and move to the far side beyond the stairs. Another pile of
crates near the right corner forms a wedged fortified position. On an outside
crate you will find an ammo belt. On the other, protected side, you find armor.
Back there, you notice that on the right side of the right wedge, next to the
horizontal pipes on the wall, you can hop up on a lip of the lower crate in order
to look over the top of this position. This would make for a great secondary RP.
The largest part of the room is a big block with three bay hatches on its left,
right, and front, with narrow passages on either side for side hatch access. The
access panels on the side hatches are locked and report: Sublevel 1 Lift Access
Controls Located at Station 2. The bay hatch in the front or middle is marked
Shaft 2. A nearby sign on the hatch warns of an elevator shaft. The access panel
for the hatch reports: Open All Sublevel Security Doors. Its indicator is red, but
you can access the panel, thanks to Robert Cody’s PDA, so select it.
When you select the panel, breakers begin popping in sequence as the lights in
this area start blinking out. Betruger will then chortle as all three hatches slowly
rise open. Fully alert, run over to your RP beneath the upper level. Three imps
and two wraiths will phase in. Soon, two chaingun commandos will phase in,
back in the upper level passage. From your RP, this battle will be easy.
– Page 511 –
Use whichever weapon you want to kill the imps and wraiths, though the
chaingun kills them all very quickly. This way, you do not have to worry about
them when the chaingun commandos come along. As long as you are at least
half-hidden behind the right rear corner of the column in your RP, the imps will
seldom, if ever toss fireballs. Indeed, the chaingun commandos tend also not to
fire when you conceal yourself so. If you kill the imps and wraiths quickly, you
can switch to the rocket launcher and fire a rocket between the rails at the turn at
the top of the stair when a commando rounds that corner, killing him as an
explosive barrel up there also blows. If the commandos are bunched up, they
will both die, but two rockets can be used to take out the second one. If a
commando or both of them go back up the stairs and run back down the passage,
they are going back to the entry door. If you let this happen, you will need to
coax them out because you do not want them to be coming back when the hell-
knight arrives, which they will do. To coax them out, climb up on a corner of the
lower crate of the stacked crates between two metal columns by your RP. This
way you can look over the upper railing and back down the passage to a point
very near the entry door. Fire a rocket down there. That will definitely bring
running anyone down that way. Drop back to your RP and fire rockets through
the gap between rail bars at the top of the stairs when they near that point.
Once the imps, wraiths, and commandos are dead, you can prepare for the hell-
knight. Leave your RP and go to the front bay hatch, which is, like the other
two, fully open. You see a caged freight elevator shaft. Standing next to it, if
you listen patiently, you will hear a hell-knight down there idling with its
labored, loud breathing, sounding like it is in the elevator. Do not worry; this
battle is very easy, and even without using the Soul Cube (we will use it later
down below). Select the access panel to raise the elevator to the current level.
As the elevator makes its long trip up from below (as far down as the chasm
outside is deep), use your flashlight to make your way over to your secondary
RP in the right corner. Behind the wedge-shaped crate stack, standing where the
armor is/was found, climb on the right edge of the crate that is next to the wall.
This way you can stand up there and look over the top of the secondary RP.
Notice also that the overhead space here is low, and you are also about hell-
knight eye-level. When the freight elevator finally arrives, its doors slide open
and a hell-knight will emerge and starts slowly stomping around. Surprisingly,
you also notice that it seems to pay you no mind. This is because this overhead
space outside the bay hatches is too low for it to be able to toss fireballs at your
present height. Further, its poor vision cannot find you in the deep shadows here.
– Page 512 –
Use whatever weapon you want to kill the behemoth, but I strongly suggest that
you do not use the Soul Cube. Five rockets or a belt of chaingun ammo works
quite nicely. Note that you could also take it by hiding in the upper passage, but
it is a more difficult to kill it there, and it will also toss numerous fireballs.
Once the hell-knight is dead, gather up any local supplies, because you will
likely not be returning (although you can, because the elevator will still work
from below). When you are ready, select the access panel for the freight elevator
to open its door and then step inside. Inside, select the panel there to transfer to
Sublevel 1. The elevator then makes the long descent below. Because there is no
tacky lounge-lizard elevator music to entertain you while you wait, instead you
can enjoy the soothing chorus of cherubs and other creatures in the background.
When you reach the bottom and the elevator doors finally open, step out.
Materials Handling.
The elevator access platform is raised above the crude main floor, which is
carved out of the stone. The platform is skirted by safety railing, though a set of
stairs leading down to the dirt floor is to the left. This small cavern is scattered
with stacked crates and barrels. A tall column of stone is ahead, and a passage
around it is carved into the rock. To the right is a passage, but you cannot see
into it. On the right of the elevator are explosive barrels. Beyond them, in the
back corner, you see a small crate with a large SMG clip and grenades sitting on
it. Hop onto the small crate next to the railing on the right side, then hop over
the barrels and grab the ammo. Climb back over the barrels to get back out.
Considering all you have faced so far, the only thing missing from this mix is the
archvile. Indeed, the first time I played this area, I fully expected it to show up. As
such, I armed myself with the SMG and then selected the Soul Cube. This way I
would rearm with the SMG after firing the Soul Cube, or being able to quickly
switch to the SMG if I chose to not use the Soul Cube. Always select high ground
when you can, so you can see more around you and better detect danger. If
something attacks, it is easy to drop down and take a concealed position. As such, in
front of the elevator is a stack of crates that you can hop over the railing and climb
onto. It is protected on its left and front by other stacked crates. Hop over the rail
onto the crate whose top is flush with the top of the rail. As you mount the crate, a
tall red vortex of plasma will form to your right. Blast the Soul Cube into it as
something starts to appear. As expected, it was an archvile. If you hesitated, it will
summon an imp at a random location, but if you wait too long and want to suffer a
lot of damage, it will summon a second imp. If an imp arrived, even as the archvile
dies, determine where in this small cavern the minion arrived at and react
accordingly. Regardless of where it arrives, the battles should be quick and easy.
Once it is again quiet, explore the area. Behind a row of crates beyond the stairs
you will find two medium medkits. In the corner to the right of the stairs, if you
hop over the crates, you will find an ammo belt. There is nothing else here, so
creep toward the passage that is on the right wall. It is short, and comes to a ‘T’
almost right away. When you near the intersection, you will hear a wraith off to
the left. Back up and either use the chainsaw, or blast the explosive barrel next
to the intersection to kill the wraith when it phases in (it might even bump it).
– Page 513 –
When the wraith is dead, return to the intersection. To the left is a dead end. To
the right you see an unlocked door, but you also see a passage carved into the
left wall and shrouded in shadow, fog, and black stone. What a great place to
hide. You are betting that something else had already thought of that. To test
that speculation, poke your nose beyond the opening. As you hear an imp draw
up a fireball, and its tell-tale fire lights up the side passage, back up, and then
ambush the imp when it stalks out. When it is dead, check out its passage. It is a
dead end, but you do find five armor shards on a crate in there.
Now carefully open the nearby door. Nothing attacks, so step through it.
B2 Material Transfer Lift (Lower).
Here, you stand on a railed porch that has a short set of stairs down to a metal-
plated floor. The passage beyond is carved from the stone and it opens up to a
grand cavernous space to the left. Looking around the stacked crates at the left
of the stairs, you see the wrecked crossing ramp that had fallen from high above,
which looks as though you can use it to cross over the molten rock in the basin
below that clearly had swallowed the continuation of this metal floor, likely
having been a material-storage plaza at one time. Across the pit you see a large
stack of crates and beyond that a door. You can just see part of the stairs leading
up to the door. The base of the dock crane is also there on the right side.
As you creep forward toward the crumpled access bridge, you see the half-
hidden door on the other side open. That is not a good sign! Race back to the top
of the stairs and use the stacked crates there for
cover as you see that a chaingun commando had
ran out the door and has taken up a position to the
right of the far crates. Notice that if you stand in
the doorway, you are beyond his limited eyesight
and he will not fire, though you can clearly see him
over the top of the crates. Grab the pistol and dump
nine rounds into his head to kill him. Once he is
dead, advance again, but once you get just a little further, you hear the crackle
high above of cacodemons phasing (all missing in the BFG Edition). Indeed,
there are three cacodemons high above, on their way down, and they might
already be blowing fireballs your way. Race back through the door and use the
passage to narrow their attacks. Take advantage of the plasma rifle or the
chaingun to kill them quickly. Go back to gather supplies, to include using the
elevator to return up top if need be, and then come back to cross the crumpled
bridge. Hop on the rail to get to the floor above on the other side.
– Page 514 –
On the other side, grab the ammo from the abandoned chaingun and then mount
the stairs. Step through the door at its top.
Once you have snapped up anything that was not tied down, select the access
panel for the freight elevator to open its door. Once the door opens, step inside
and then select the panel in there to leave Caverns 1 and proceed to Caverns 2.
– Page 515 –
CAVERNS - AREA 2.
Caverns Area 2 is the primary archaeological excavation site. All items are processed and transported to
Site 3 for evaluation and analysis.
This level is said to be tough. It is short, though fraught with hell-knights, archviles, imps, vagaries, and a
generous helping of wraiths and trites. Many players have told me, “If ever there was a goof reason to
use the god mode…” However, though it might surprise a great many, you will soon learn that it is in fact
one of the easiest levels to play through. It all depends on strategy and its tactical execution.
Sub Station 3.
You descend slowly to the base of the elevator shaft. Its gate opens. Stepping
out, you see that this gray concrete-block room is large and square. A few crates
are here, seen in the corners. The only useful items in sight are two small
medkits on a crate to the right. To make things worse, you also see red-lit floor-
level open wall vents to the left and right, bringing to mind trites. Looking back
through the metal meshed elevator walls, you see a locked security door on the
left wall in the front-left corner, and another straight ahead, which seems to be
unlocked. However, instead of giving you a sense of relief to think there is a
viable exit, it gives you consternation. This seems just a little too easy, because
the forces of Hell are bent on stopping you by any means possible. As such,
fully expecting the wrath of Hell, arm yourself with the BFG, and then grab the
charged-up Soul Cube. A good thing too; you are about to face an archvile and
its two hell-knight minions. This large area is about to feel a whole lot smaller.
Most guides will tell you to save your game now, but this battle is actually easy,
and you will likely not suffer a scratch, unless you panic. From looking back to
the elevator and standing to the right side of it, advance straight ahead to the
vertical buttress rib you see embedded in the wall to the right of the center door.
Doing so, Betruger chortles and you see the door indicators turn red. Back up to
the wall with your back to the buttress behind you as an archvile phases in by
the left security door. Be very careful because it throws firewalls if it is head-on
to you when not in range for a talon-attack. Just fire the Soul Cube right through
the elevator cage, or fire a BFG charge when it rounds the cage, killing it before
it can get a clear view of you. By then a hell-knight phases in near the left door.
– Page 516 –
It will stalk to the right in order to get an open view of you. When it nears the
right corner, build up a double-charge on the BFG, but make sure that you fire
directly into it, to give it the full impact of the BFG charges, otherwise it will not
die and you will feel like someone just walked in on you in the bathroom with
your trousers down. Where you stand is where the second hell-knight would
normally phase in. The first time I played, I thought at first there was but one
hell-knight. However, the fact that the door ahead was still locked told me that
this was not the end of the fight. Reload the BFG and move toward the door
ahead, which looks like a good defensive position, or to the crates with the
medkits. Instead, you hear phasing behind you, so race around a corner of the
elevator to use it as a shield, because another hell-knight is phasing in right
where you had been standing! Imagine the excitement in that suddenly small
room if both of them were there, and accompanied by an archvile. Take this
hell-knight down just like you did the previous one.
Once the hell-knights are dead, the previously unlocked security door is once
more unlocked, as reported by its access panel, and so you are now free to
explore. You still do not trust the floor vents and still expect a trite attack. The
locked security door panel, requiring a key card, also reports the area is on
lockdown. That means those vents are likely also sealed in case of toxic airborne
agents. You further notice three armor shards strewn in front of it, hidden behind
a crate to the left of the door. Cautiously step out the unlocked door.
Once all the wraiths are dead, you are free to explore the supply cavern ahead.
Beyond a couple crates to the right is a medium medkit, and further on, resting
on a pallet with a jackhammer, you find two plasma cells and six armor shards.
Once you grab what you need, continue along the tunnel, which curls around to
the left beyond a column. As you come up to two explosive barrels on the left
wall, you see the passage veers right and opens up above a huge cavern.
Main Excavation.
The cavern is like an outer court area, up against a long-buried limestone temple
structure with a tall grand entrance to the right end that is skirted on both sides
by modern scaffolding. The packed-soil main path to the left makes an even
descent to the floor, where you see a work table, and on it is a key card! You
also see armor shards, a small medkit, and an adrenaline injector there. To the
right there is a path, though cruder, beyond a power junction box on the floor.
That way, you will find armor sitting below in a rock crag. You can also make
your way to the top of some scaffolding ahead from there, where its top is
against the wall on its right side. There, you can drop to a lower platform to the
left side of it and find rockets, shells, a clip, an ammo belt, and a case of cells.
– Page 518 –
Remember to head over to the table at the base of the ramp and grab the keycard
if you have not yet taken it. It will report that it is for Storage Room 11.
You will face a number of battles here. You are really surprised there have not been
any already. Near the stairs to the grand entrance of the temple you will find a 10
kilowatt Hudda-brand portable generator. Its status screen indicates that it is used for
lights. The option there is: Power On. You had read earlier about power down here
being cut off. Most players say they do not turn this generator on because there is
already ‘plenty’ of light down here. Yeah, right! The real reason they do not turn it
on is that when they do turn it on, two hell-knights phase in, one behind you and one
at the top of the dirt ramp, plus two cacodemons high in the air ( a third appears
when one cacodemon dies – but no cacodemons appear at all in the BFG Edition).
Worse, if you try to flee them by running through the grand opening, you bump into
an archvile that phases in right in front of you, who will invoke two imp minions
behind you. Even worse, if you then turn on the generator right where you met the
archvile to have better light to flee by in the blackness, you will suddenly find eight
trites attacking from within the passage ahead. However, you can turn this seriously
confusing and nerve-wracking free-for-all cage match into three separate battles that
are individually quite easy to win, to include skipping one of them altogether.
Because Marines verify their A.O. is clear before un-assing it, you should not
immediately turn back to use the key card on the locked security door, as most
guides suggest. A Marine makes sure nothing here or reasonably beyond might
later attack their rear if they just turned tail. Ignore both generators, to start,
because light has a tendency to attract things you might not want to attract...
right away. Besides, though it is dim beyond the grand opening, it is not so dim
that you need a flashlight as the dark passage makes turns at corners. After
finally reaching a left and right turn, you are satisfied of inactivity.
Expecting anything and especially something powerful from Hell by now, grab the
BFG and carefully proceed into the grand opening. As you come near a dimly lit
power generator on the left wall, illuminated by its own status screen, something tall
is phasing directly in front of you. Step back a few paces and fire a BFG charge into
it, killing an archvile as it begins taking corporeal form. Normally this kills it before
it can invoke its two imp minions. If you decide to take it with the chainsaw, the
archvile will die as it invokes its minions in the outer court. Use whatever weapon
you like to kill them with, though rolling grenades to them works quite well.
– Page 519 –
Not truly knowing the generator draws hell-knights and cacodemons, but its
noise should draw something. By its cabling, this generator provides power to
the lights overhead on the light-ropes suspended along the tops of the
scaffolding to light up the walls. There are several good strategies you can use
here. A popular one is to accept damage and race to the far side of the scaffold
to your right, climb to its top, then drop behind the crate. That is a great
defensive position because fireballs from the cacodemons just crash against the
outer frame of the scaffold. You can suffer much less damage if you kill the first
hell-knight with the Soul Cube right after you turn on the generator, and then
race over to climb that scaffold. You can fare far better, suffering not even a
scratch, if you Soul Cube the hell-knight, fire a BFG charge up to a cacodemon
phasing in overhead, killing both cacodemons as you run and climb the scaffold.
As you top the scaffold to drop behind it to the crate below, the third cacodemon
will arrive, which cannot get to you. Fire a double-charged BFG directly into the
second hell-knight when it turns toward you at the base of the ramp. This charge
also kills the third cacodemon. Another strategy is even easier. When you
activate the generator, turn and run into the temple as a hell-knight phases in and
tosses a fireball, which will impact behind you as you race away. There is a left
turn down the passage, and then further down a right turn. After making the left
turn, you can spin around and send BFG charges back down to the hell-knight
standing at the entrance to kill it and at least one of the cacodemons, or you can
go down past the right turn and wait for the hell-knight to stop at the left turn
(the lower overhead there prevents it from advancing). You can kill it with the
Soul Cube there, but you will have to take on all three of the cacodemons as
they come, which are able to advance further than the hell-knights. Use the
chaingun or the plasma rifle on them for fast and effective termination. Kill the
second hell-knight (or even both) with a double-charge from the BFG. Many
variations or combinations of these strategies are possible here, so have fun.
Once the hell-knights and cacodemons are dead (if you chose to battle them) you can
turn on the generator that is just inside the grand opening. The lights in the passage
ahead will come up. As you advance to check for activity ahead, you will see the
shadows and hear the tick-ticking of trites to the left of some scaffolding and fallen
blocks. There are six trites in all, and they are currently disappearing down a turn to
the right. In the meantime, look to your right. There, you see an SMG and a clip on a
crate. You can squat behind this crate to protect yourself from leaping, exploding
trites when they come back shortly, blowing any away with the SMG that are trying
to leave back around the corner, or you can go to the grand entrance, swing around
left and back to climb atop the three blue crates there. This way the trites will all
self-destruct without harming you. You might need to coax out any stragglers.
Once all six trites are dead, advance around
the left turn and then the right turn in the
passage. Ahead, at the end of the passage,
which turns down a wide staircase to the right,
four large blocks tumble from the ceiling as
the ground rumbles. It is getting a bit
dangerous here, so head back out to the outer
court and climb up the ramp to get above.
– Page 520 –
Main Dig Junction.
After re-entering the cave passage, as you approach the supply cavern, an imp
phases in on this side of the rock column ahead. You can rush it with the
shotgun for a pointblank blast to the face, you can back out and roll a grenade,
or you can back up to blast the explosive barrels nearby to kill it. But it was not
alone. Beyond the right turn in the cavern you hear wraiths. There are two of
them. You can take them with pointblank shotgun blasts to the head if you squat
down and let them scamper up to you, or you can attack them as they phase in.
Once they are dead, continue through the passage and enter the door at the end.
Sub Station 3.
You are back at the elevator area. Head right to the locked door and select its
access panel so it can scan your key card. The door unlocks as the panel reports
that the scan was verified and that the area lockdown is disabled. This is both
good news and bad news. The good news is that this door is unlocked. The bad
news is that rescinding the area lockdown unblocks vents that normally seal to
prevent the spread of toxic gasses. They are likely no longer sealed. Your
concerns about trites just tripled. Open the now-unlocked door and step inside.
Station 3 Storage.
This is a general storage area with an armory behind fencing in the back, but
fortunately it is not gated but has an access gap in its middle. On the right wall is
a health station. Left of it, between a skeleton and an explosive barrel, is a
shotgun. To the left wall are three explosive barrels and three gray barrels. In the
armory you find three shell packs, two cells, grenades, five large SMG clips, a
BFG cell, and several armor shards. An open weapons case in the right back
stores a case of rockets. To the left on the floor are two ammo belts. Grab
whatever you require and then leave this storage room.
Sub Station 3.
Verifying that nothing else is here, grab the flashlight and head out the door to
the left to return to the passage. As you step down the stairs, you hear more trites
hissing ahead through the passage, and, if you are not mistaken, you also hear
the hum of a cacodemon (missing in BFG Edition). You can back to outside a
near corner of the elevator cage. I like the right side because I can use the corner
to prevent leap attacks, and the cacodemon has a more difficult time lining up on
you. The SMG or the chaingun work very well here. Some players like taking up
a position in the armory as they had the previous clutch of trites. Just be sure to
nail the fireballs from the cacodemon. My favorite is in the far corner of the
room, where the two small medkits are on crates. Hop onto the crates and
squeeze back. Squatting there, the trites will not leap at you, but shuffle about
like mall-trolls. This way you can focus all your fire on the cacodemon.
However, a Soul Cube will go after the most powerful foe, so as soon as the
trites open the door, you can fire the Soul Cube and it will fly out the door and
kill the cacodemon, leaving you to deal with the six trites however you choose
(three in BFG Edition). Indeed, you could have fired the Soul Cube as soon as
you heard the trites react, before you even heard the cacodemon, and the Soul
Cube would fly right through the cave wall to the cacodemon. You could then
take the trites from right here, or wherever you like.
Main Excavation.
Head down the sloping ramp and enter the temple. Advance to the point where
you last saw the four limestone blocks fall at the head of some stairs.
Chamber Junction 1.
There is nothing among the fallen
blocks here, so carefully creep
down to the base of the stairs. On
the way down, it becomes obvious
why the blocks in this temple are
falling, and indeed, why the whole
caverns area is now crumbling; the
oozing growth is massive in this
place. Overhead, all along the
stairwell to above the rubble and
the damaged scaffolding at the left turn in the hall ahead, you see a long vein of
the growth cutting a breach through the ceiling and down the right wall. Dirt and
rubble have built up along the wall beneath the growth, forming a domed
mound. As you continue down, more rubble falls behind the scaffolding ahead.
– Page 522 –
Levitation Site.
Beyond the left corner, a great hall with three egg-shaped objects levitate above
their base. A fourth, in square formation with the others, is damaged and
collapsed within its base, inert. You can imagine the damage to these devices
may be what allowed Hell to once more encroach on Mars, perhaps operating
like automated sentries. In that case, and considering the recent reach of Hell
beginning in or near this area, it was likely damaged as scientists tried to glean
its secrets, maybe by disassembly or by managing to cut its power supply. As
you advance, far ahead in the dim passage beyond this great hall you see three
wraiths phasing this way. Back onto the rubble mound and against the wall.
Grab grenades and let the wraiths get closer. When they phase in, roll a grenade
to destroy them. As each dies, an imp phases in to replace it, one at each
entrance to the passages, and one to the left, each facing toward the center. Kill
the nearby imp while its back is to you. Wait until the one to the left stalks out to
the middle of the great hall, or the far imp gets to within fireball-tossing range,
to roll grenades. Dodge as needed. Catch the wraiths as you can. Rockets make
this job super easy, but do not let the wraiths phase in too close; try to catch
them at a distance. Do not hesitate to reload if you have the chance, and
remember that accurate aim is critical to success. If you fire a rocket over a foe’s
shoulder, who is it going to hurt? Use splash damage at their feet if you need to.
Once the wraiths and imps are dead, you are free to explore the area. On the
right side, where a makeshift work table is made from scaffolding, you find
among the testing equipment armor, two large clips, a shell pack, and two video
discs. The left disc is Pierce Roger’s Ancient Civilizations report, which you
already have. The right disc is the video version of the Tablets audio
presentation you may have heard back in
the Tablets chamber, where the stone
tablets were on display. It is worth
viewing because, although the audio is the
same, the video portion adds additional
details, in particular it shows what the
sacred burial chamber entrance looks like.
Once finished here, advance to the other passage at the far side of the great hall.
Notice near this other passage that an inert health station lies face-up on the
floor. Were you to follow the heavy cable that extends from it, you will find the
cable attached directly to a generator in the next great hall, which, by turning it
on, will power the health station and enable it. It will then be set to 100 percent.
– Page 523 –
Chamber Junction 2.
This passage leads around to the left. Beyond that corner you see another great
hall. When you step beyond its entrance, stop to examine your surroundings.
Room of Stars.
To the left, you see that the
cable that you had seen
attached to the inert health
station is ultimately connected
to the generator you see on the
left wall. Beyond it are
disassembled scaffold frames,
and beyond that is a missing
wall block along the floor with three armor shards near it. On the right wall you
see another missing wall block against the floor. Your brain thinks vents, which
then thinks trites. Near a column to the right ahead you see a crate, and next to it
is a weapons case with an open lid, containing an ammo belt. At the far end is
yet another passage. Above, a balcony surrounds this great hall. Centered in the
ceiling is a glowing convex circle, like glass. The image on it would appear to
be a map with four circles and five orbs placed on it. If the center orb were the
Sun, then the next orb on the first circle would be Mercury, the orb on the
second circle would be Venus, the orb on the third
circle would be Earth, and the orb on the fourth circle
would be Mars. Four straight lines extend from the
Mars orb to the other three planets and the Sun.
Complex swirls connect Mars to the other three planets,
and thick straight lines connect each of the inner planets
to some point outward from it, but only Earth’s
connector lines up perfectly with the orbit of Mars.
Fire the Soul Cube at the hell-knight as soon as you can (I prefer to do it while it
is still up on the balcony, though anywhere is OK). This way you can back down
the passage, out of sight of imps, and focus solely on the trites that come after
you. Back up however far you want and then use mini-bursts on the SMG or
double-pulses in the plasma rifle to kill each trite, which also recharges the Soul
Cube with their lives. I like to do it from around a corner. That way they tend to
line up so I can take all eight trites out using only about half a clip.
– Page 524 –
Once the trites are all dead, you can then take on the imps. Because you have an
abundance of rockets in stock, you might as well use them because it will make
killing the imps so much easier. Stay to one side so only one imp stalking
forward and backward above can see you. When it stops to toss a fireball, fire a
rocket at it to kill it, and then dodge the fireball. Do the same for the other imp.
When both imps are dead, you hear a deep angry voice bellow, “Destroy him!”
To the left center of the hall a hell-knight phases in. Ignore the Soul Cube as you
reload the rocket launcher and make your way back to the far end of the
Levitation Chamber, where the egg-shaped objects are. At each far corner, turn
and dump two or three rockets into the lumbering beast. It takes five rockets to
kill it. Also, the passage opening beyond the Levitation Chamber, by the stairs in
Chamber Junction 1, is too low for a hell-knight to pass, so you can take refuge
on the stairs if you need to. The hell-knight soon walks away because it cannot
advance. Allow it some distance before you return below to fire upon it again.
Once the hell-knight is dead, return to the Room of Stars. There is a bit of a
mystery here how two more imps and another hell-knight arrive in this room,
but I think I have figured it out. If you go by the armor shards on the left wall,
next to the opening where trites had emerged earlier, an imp will phase in by the
nearby columns. It is close enough that you can spin around and deliver the
chainsaw or a pointblank shotgun blast to kill it.
The other imp does not appear at the trite hole
on the opposite wall until after the other hell-
knight arrives, which in turn appears when a
small stone block lying near the open weapons
canister is moved. It moves easily, and it is
most-often moved by the player just shuffling
about, or later by a vagary, which often comes
this way, that might use it to throw at you. It is safer if you go ahead and bring
the hell-knight now, and it is easier if you push it toward the center of the room.
When you hear phasing behind you – run! Five rockets will end its tantrum.
Now you can return to explore the Room of Stars. If you go over to the generator
and turn it on, it will power up the health station lying on the floor in the
previous great hall. Go back and use it if you need it. When you head back to
check on the health station, you find out that turning it on has a cost in the form
of two wraiths and an imp. They come down the stairs at the far end of the
Levitation Chamber. I move in rather close, and when the wraiths phase in, I use
the chaingun. It also makes quick work of the imp. Do not forget about the
armor on the makeshift workstation to the left, or any of the ammo by it.
Chamber Junction 3.
This passage just slowly curves right. However, you notice along the way the
prickly pods that you have not seen since you last faced off with a vagary. This
most certainly cannot be a very good sign. Actually, you are going to face two
vagaries, but unlike the last encounter, you will have lots of safe places to hide.
– Page 525 –
The Gallery.
This place has seen more than its share of ruin. Ahead, you see what remains of the
wall that used to cover the far side of the grand hall. The scaffolding that had been
there is now a pile of poles, almost blended with the
crumbled stone they lay upon. Now just a few stacked
blocks remain. To the right of it, a great trunk of the
oozing growth has corrupted much of the far right side
of this place, and no doubt destroyed the wall beyond.
The wall to the right is only about 2-1/2 meters high;
too high to climb, and it has fogged space beyond it.
Using the flashlight, you can make out the door to the tomb you seek up there.
In the near corner to your right, you see the scaffold is collapsed into shambles,
but amongst it is a space behind an angled bar you could safely hide within, in
case a suspected vagary arrives. To the left you see a scaffold that is still intact
on a firm wall. You could crawl behind the rear crossbars and safely hide there.
Ahead right, if you shift over and look beyond a pillar, next to the oozing
growth is a small pocket between the ooze and the ruins of stone where you can
safely hide. There is also the passage behind you to flee down. Like the hell-
knights, a vagary is too large to advance beyond the levitating egg room.
When you move around, you hear a shrill scream of alarm retched from ahead. It is
the cry of a vagary, but not of just one, but two of them, accompanied by eight trites.
Keep in mind that a single Soul Cube attack will not kill a vagary. They are far
tougher than hell-knights. Two hits apiece are needed. But, you do have other
weapons. Notice also that if you fire the Soul Cube as the vagaries descend from
their nest above and behind the far wall, the Soul Cube will instead attack the great
– Page 526 –
oozing growth to the right, so hold off on using it. Run to a place to make a stand in
one of the pictured places shown or lead them back to the stairs past the Levitation
Chamber. My favorite hiding place is to the right, squatting in the tumbled scaffold.
That is the only place where the trites that accompany the vagaries also cannot get to
you. It is also a place where trites can easily get around the vagaries to get in close
so you can pop them off with the pistol. The other places are good, but you will have
to fend off any trite that sneaks around the vagaries and come at you. After you have
fired the Soul Cube twice, you can finish the vagaries off with whatever weapon you
like, but they should die soon because the Soul Cube has already done a serious
number on them. If you were careful with the Soul Cube so it was not killing trites
as you try to attack the vagaries, and you did not kill either of the Vagaries with the
Soul Cube, but hit each of them once with it, the Soul Cube should be recharged
when the last creature dies. Sometimes a vagary will go down the entry passage and
hide in the previous great hall. Tempt the vagary back once the trites are dead.
Finally, climb the new set of stairs. On the landing before the door you will see
some crates along the right wall. Behind the crates in the corner you will find a
hidden BFG cell. Afterward, move up the next short set of stairs to the golden
doors. As you reach them, they grind open. Beyond them, you see a large
industrial transfer lift surrounded by crates and barrels. Step into that place.
It is dark here once the doors close behind you. Use your flashlight to find a
generator to the left of the lift and turn it on, bringing the lights up. To the right
side of this room you will find an open weapons canister that will contain three
SMGs. On the back wall you will also find a case of rockets and a case of cells.
Once you have gathered everything that you can carry, step onto the lift and
select the panel on it to leave Caverns 2 and descend to Caverns – Primary
Excavation.
– Page 527 –
CAVERNS – PRIMARY EXCAVATION.
The primary excavation site houses the ancient burial chamber. The discovery of this chamber
unearthed the stone tablets, soul cube, and many other valuable artifacts.
The freight lift descends quickly, smoothly and, happily, uneventfully. The rock
facing surrounding the lift as it descends finally gives way to an open space similar
to the storage area you had left above. As you take in this new zone, a deep, resonant
voice grates through your mind: “You have made it this far…” As the lift comes to a
stop, you see that this place is fully stocked with every kind of weapon, health, and
armor supply that you could hope for, from cases of bullets to a BFG. There is a full
stock of armor, and even two medium medkits on the scaffolding to the right. To the
left, a generator provides power for the light-ropes strung overhead and portable
light fixtures. On the left wall you see a tall carved archway to a passage. Grab
everything that you can possibly carry and then creep into the passage. It is very
short and simply dumps into a longer cross-hall. The end of this short passage, like
the ends you see to the right and left, are marked with intricately-carved granite
icons set high on the wall. They appear to represent the egg-shaped objects you had
seen previously. They are displayed in a manner of great honor, clearly depicting
something of reverent importance. Were you to venture a guess, you would imagine
that those icons are the representations of sarcophagi of this ancient civilization’s
heroes, and are depicted to honor them in this lower area.
Sub Level 4 Junction 1.
At the intersection, the left and right passages extend a medium distance and
then turn forward after descending a flight of stairs. The left passage is open and
clear of debris, but the right passage is in ruin, filled in to almost full with
crumbled stone. But even so, it still appears to be navigable, if not with some
difficulty. Climbing and jumping over the fallen stone blocks and mounds of
crumbled limestone, you can see that its passage left is filled in with a wall of
black stone, but around the corner you do find a BFG cell. Grab it if your BFG
still has the capacity and then head the other way down the flight of stairs in the
clear passage. At the base of the stairs the right turn here also descends another
flight of stairs. At its base the passage turns right again down yet another flight.
High on the wall at the end of each turn are more icons. You make your way
down these stairs along the drop cables that fortunately power the portable light
units set along the path, and finally come to a tall, medium-sized room.
– Page 528 –
Heroes Antechamber.
There is scaffolding assembled here on the wall to the right and the adjacent
wall to the left. Part of the scaffold on the right has been set up as a workbench
and holds an electron microscope. The wall there is covered in ancient script of
apparent great importance to the scientist who had been working here. Past a
scaffold to the left you see a tall passage; a stairwell that descends into a
grander, more intricately-carved room, so tall you cannot see its ceiling.
Here, the carvings in the limestone are more carefully crafted, and the icons are
grander. Embedded in the walls to the left and right are what you can only assume to
be actual tombs, looking like the other egg-shaped objects, but set within wall
housings. Four such tombs are on each side, and alongside each is a stone tablet.
Four of those are totally obliterated; crumbled to dust and shards, but the four others,
one to the left and the three others on the right, are in a salvageable state. These
intact or semi-intact tablets seem to be the originals of the tablets on display much
further back in the tablet chamber; those others likely being replicas, because these
tablets are carved from the very stone of the walls, yet their defects are duplicated in
the replicas. A display monitor on a scaffold table to the left, between two medkits
and an electron microscope, plays a copy of the Tablets video disc you found earlier.
Unidentified.
When you approach the rucksack, the wall beyond disassembles and then lifts
away and fuses into the hard lava-stone of a crude tall passage beyond. From
that passage you hear a roar of some great beast, bellowing like the challenge of
a red-enraged bull. Tense and ready, you finally relax when nothing comes of it.
The crude, rough passage ahead is illuminated by candles along its way. There is
nothing else to do but follow the dirt-floor path as it slowly bends and descends,
until you come to a block wall. As you near it, the wall splits and parts like two
great doors to a square room beyond. Cautiously step through the new opening.
– Page 529 –
After stepping through, the wall re-closes behind you. A moment later, the entire
floor, made from crudely-fitted blocks with red light seeping through, descends
to a level far below. In the distant background, you hear Betruger chortling.
At the bottom, just as you notice there is no exit, a portion of one wall splits to
reveal a passage, and from which you hear the distant wail of a cherub. Taking a
deep breath and stepping through the new opening, you find a crudely formed
passage, narrow, ancient, and ill-fitted. The blocks in the floor give way to hot
stone in places, and dust constantly falls from the ceiling as something overhead
tromps slowly with titanic weight. You also hear something grunting, which you
at first assume is emitting from whatever is thumping overhead, until you realize
it is a still-alive human torso hung on the wall.
Follow the narrow passage, turning as if the walls of a maze, twisting and
turning, sometimes almost in on itself. As the passage gets tighter, it descends
ever deeper as the overhead thumping resounds much more powerfully. Finally,
you come to a floor. Here, you can make out passages to the left and right.
Unidentified – Cyber-Demon.
Make your way out to the base of the passage. The way right from there is
barred by a block wall. Step toward it and a cut-scene plays of the wall giving
way and your avatar stepping through the gap. Looking up, he mouths the word
“F---!” Towering over you, you stand between the legs of a truly megalithic
creature, the Cyber-Demon. It is almost as surprised to see you as you are of it.
But as soon as you gain control of your character, fire the Soul Cube at it and
then run like demons from Hell were after you (which is true in this case). You
want to put as much distance between you and this great beast, because its right
arm ends in a dumb-fire rocket launcher, and you do not want to get hit by that.
– Page 530 –
The plateau you find yourself on is massive and round, but like a donut because
at its center is the broad Hell Hole, which is a deep and molten portal into the
depths of Hell. You definitely do not want to tumble down that thing, or off the
outer edge. But if you can keep the Cyber-Demon on the opposite side of the
circle from you, its rockets are less of an issue, especially if you can stand
behind the tall stones that line the lip of the
Hell Hole. What is an issue are the maggots
and the imps that crawl from the Hell Hole
as you run around the plateau to keep the
Cyber-Demon ever opposite you. As such,
it might be best to strafe facing the Hell
Hole to keep an eye on foes that emerge
before and after you pass. You can kill the
maggots easily with the shotgun or the
chainsaw. This is important, because a
maggot can outrun you. Imps are killed
quickly by running at them with an
automatic weapon so your aim is more
accurate, or blasting them with the shotgun or even the chainsaw. Use rockets if
you have distance and time to aim. Always reload when you have a brief
moment. Be ready to sidestep when an imp crouches. If a number of vermin
gang up on you, the BFG will quickly clear the area of all of them – just fire it
into one of them so the main charge triggers all discharges faster. As soon as
you have recharged the Soul Cube, and as soon as you have a brief free moment,
fire the Soul Cube in the direction of the Cyber-Demon. It will find the beast.
It takes four Soul Cube hits to finally kill the Cyber-Demon. Only the Soul Cube
can defeat this gargantuan monster. The Cyber-Demon is wholly invulnerable to
any other weapon, and, sadly, this also includes the BFG 9000. Once the Soul
Cube hits the Cyber-Demon for the fourth time, the great lumbering behemoth
will finally collapse into ruin in an academy award-winning performance as the
Soul Cube rends limbs and spews crimson gore from Hell’s most powerful hero.
– Page 531 –
Once the Cyber-Demon is dead, the Soul Cube raises high into the air and then
plunges with immense force down into the depths of the Hell Hole. Almost as
suddenly, great spouts of magma blast upward with massive force from the Hell
Hole like a violent volcanic eruption, towering high into the great space above.
Quickly, this liquid stone settles and pools to fill the Hell Hole to its brim, and
then quickly grows cold and hardens, finally sealing this portal to Hell.
A cut-scene plays of sentry-bots and a Marine Recon unit breaching the Mars
City facility. The Marines, tracking organic electromagnetic field readings, zero
in on your position. Navy Corpsmen quickly move in to render medical
assistance, applying field dressings in order for you to be safely evacuated.
Finally able to regain your feet, a Marine supports you as you limp out of this
place while an Infantry team maintains heavily-armed perimeter security.
In the background radio chatter, you overhear that Elliot Swann had been found
dead. You are sorry he did not manage to make it out on his own. He could have
easily been the hero of this adventure, though it would have meant the sacrifice
of all life on Mars in order to keep the people of Earth safe. Swann had
underestimated the will and unrelenting perseverance of a single Marine among
thousands, which ultimately spared the lives of the many Mars City survivors
who were immune to Hell’s psychic will, and ensuring that Mars would not once
again become an outpost of Hell.
The whereabouts of Dr Betruger, however, remain unknown.
A final cut-scene plays of Betruger, now transformed into a sleek winged
gargoyle perched high atop a rocky cleft over a lake of magma. This great foul
creature spreads its wings and pushes off from its roost and flies deep into the
red foggy mists of Hell. This adventure, it would seem, might not yet be over…
THE END
– Page 532 –
– Page 533 –
Spawn Demons.
EFFECT CODE
Archvile.................................................................................spawn monster_demon_archvile
Bull Demon (Pinky)...............................................................spawn monster_demon_pinky
Cacodemon..........................................................................spawn monster_flying_cacodemon
Cherub..................................................................................spawn monster_demon_cherub
Hell-knight.............................................................................spawn monster_demon_hellknight
Imp........................................................................................spawn monster_demon_imp
imp crouching.......................................................................spawn monster_demon_imp_crawler
imp used for arm through door.............................................spawn monster_demon_imp_crawl_armdoor
Lost soul low to ground........................................................spawn monster_flying_lostsoul
Maggot..................................................................................spawn monster_demon_maggot
Mancubus.............................................................................spawn monster_demon_mancubus
Revenant..............................................................................spawn monster_demon_revenant
Tick demon...........................................................................spawn monster_demon_tick
Trite demon...........................................................................spawn monster_demon_trite
Wraith....................................................................................spawn monster_demon_wraith
Spawn Zombies.
EFFECT CODE
Flaming Zombie....................................................................spawn monster_zombie_bernie
Chainsaw Zombie.................................................................spawn monster_zombie_chainsaw
Chaingun Commando..........................................................spawn monster_zombie_commando_cgun
Commando...........................................................................spawn monster_zombie_commando
Fat Zombie............................................................................spawn monster_zombie_fat
Fat Zombie 2.........................................................................spawn monster_zombie_fat2
Fat Zombie with pipe wrench...............................................spawn monster_zombie_fat_wrench
Fat Zombie eating.................................................................spawn monster_zombie_fat_eating
Zombies (Miscellaneous):
.................................................................................spawn monster_zombie_boney
.................................................................................spawn monster_zombie_zfem
.................................................................................spawn monster_zombie_base
.................................................................................spawn monster_zombie_jumpsuit
.................................................................................spawn monster_zombie_maint_bald
.................................................................................spawn monster_zombie_maint_no_jaw
.................................................................................spawn monster_zombie_maint_nojaw
.................................................................................spawn monster_zombie_maint_wrench
.................................................................................spawn monster_zombie_maint_skinny
.................................................................................spawn monster_zombie_suit_neckstump
.................................................................................spawn monster_zombie_suit_bloodymouth
.................................................................................spawn monster_zombie_suit_skinny
.................................................................................spawn monster_zombie_labcoat_neckstump
.................................................................................spawn monster_zombie_labcoat_limb
.................................................................................spawn monster_zombie_labcoat_skinny
.................................................................................spawn monster_zombie_labcoat_pipe
.................................................................................spawn monster_zombie_labcoat_hanging
.................................................................................spawn monster_zombie_tshirt_bald
.................................................................................spawn monster_zombie_tshirt_blown
.................................................................................spawn monster_zombie_maint_flashlight
.................................................................................spawn monster_zombie_jumpsuit_old
.................................................................................spawn monster_zombie_jumpsuit_influence
.................................................................................spawn monster_zombie_maint
.................................................................................spawn monster_zombie_maint2
.................................................................................spawn monster_zombie_maint_fast
.................................................................................spawn monster_zombie_morgue
.................................................................................spawn monster_zombie_sawyer
Spawn Z-Secs.
EFFECT CODE
Pistol Z-Sec..........................................................................spawn monster_zsec_pistol
Pistol Z-Sec (fires slowly).....................................................spawn monster_zsec_pistol_slowfire
Shotgun Z-Sec......................................................................spawn monster_zsec_shotgun
Shield Z-Sec.........................................................................spawn monster_zsec_shield
SMG Z-Sec...........................................................................spawn monster_zsec_machinegun
Spawn Characters.
EFFECT CODE
Armed guard walking............................................................spawn marscity_marine_helmet_p90_walking
Betruger................................................................................spawn char_betruger
Campbell...............................................................................spawn char_campbell
Campbell holding bfg............................................................spawn char_campbell_bfg
Campbell holding his bfg case.............................................spawn char_campbell_bfgcase
Man in hazmat suit...............................................................spawn char_hazmat
Marine in chair, Asian (from Common Area).......................spawn char_marine_asian_chair1
Marine in chair (from Common Area)..................................spawn char_marine_young_chair1
Person placeholder...............................................................spawn char_poppy
Sentry Bot.............................................................................spawn char_sentry
Sentry Bot with flashlight......................................................spawn char_sentry_flashlight
Swann...................................................................................spawn char_swann
Scientist, Black in labcoat....................................................spawn char_labcoat_black
Security Guard with goggles and pistol...............................spawn char_security_goggles_pistol
– Page 537 –
Spawn Environmental Items.
EFFECT CODE
Airlock Door..........................................................................spawn env_airlockdoor
BFG Case.............................................................................spawn env_bfgcase
BFG Overcharge..................................................................spawn env_bfg_overcharge
Bodies:
.................................................................................spawn env_ragdoll_boney
.................................................................................spawn env_ragdoll_mummy
.................................................................................spawn env_ragdoll_mummy_fixed
.................................................................................spawn env_ragdoll_hazmat
.................................................................................spawn env_ragdoll_commando
.................................................................................spawn env_ragdoll_gibbable_base
.................................................................................spawn env_ragdoll_fatty
.................................................................................spawn env_ragdoll_zmaint
.................................................................................spawn env_ragdoll_imp
.................................................................................spawn env_ragdoll_revenant
.................................................................................spawn env_ragdoll_archvile
.................................................................................spawn env_ragdoll_hellknight
.................................................................................spawn env_ragdoll_pinky
.................................................................................spawn env_ragdoll_maint
.................................................................................spawn env_ragdoll_lab1
.................................................................................spawn env_ragdoll_lab2
.................................................................................spawn env_ragdoll_lab3
.................................................................................spawn env_ragdoll_lab4
.................................................................................spawn env_ragdoll_suit1
.................................................................................spawn env_ragdoll_suit2
.................................................................................spawn env_ragdoll_suit3
.................................................................................spawn env_ragdoll_marine1
.................................................................................spawn env_ragdoll_marine2
.................................................................................spawn env_ragdoll_marine3
.................................................................................spawn env_ragdoll_marine4
.................................................................................spawn env_ragdoll_marine5
.................................................................................spawn env_ragdoll_marine6
.................................................................................spawn env_ragdoll_zfem
.................................................................................spawn env_ragdoll_poppy
.................................................................................spawn env_ragdoll_zscientist1
.................................................................................spawn env_ragdoll_zscientist2
.................................................................................spawn env_ragdoll_zscientist3
.................................................................................spawn env_ragdoll_cherub
.................................................................................spawn env_ragdoll_sentry
.................................................................................spawn env_ragdoll_tentacle
.................................................................................spawn env_ragdoll_zsecp
.................................................................................spawn env_ragdoll_zsecs
.................................................................................spawn env_ragdoll_zsecm
.................................................................................spawn env_ragdoll_marine_helmet
.................................................................................spawn env_ragdoll_marine_stump
Body Gibs:
right upper arm stump................................................spawn env_gibs_ruparmstub
Left Arm......................................................................spawn env_gibs_leftarm
Left leg........................................................................spawn env_gibs_leftleg
Right lower leg stump................................................spawn env_gibs_rtlolegstump
Right upper leg stump................................................spawn env_gibs_rtuplegstump
Torso..........................................................................spawn env_gibs_torso
Spine..........................................................................spawn env_gibs_spine
Buggy....................................................................................spawn env_buggy
Buttons:
.................................................................................spawn env_orangesteampipe_128
.................................................................................spawn env_xianbutton_1
.................................................................................spawn env_xianbutton_2
.................................................................................spawn env_xianbutton_3
Ceiling Turret Chaingun.......................................................spawn monster_turret
Ceiling Turret Chaingun, Smaller.........................................spawn monster_turret_light
Chain.....................................................................................spawn env_chain
Crane....................................................................................spawn env_crane
Crane Platform.....................................................................spawn env_craneplatform_caverns1
Curtain..................................................................................spawn env_curtain
Drag Test..............................................................................spawn env_dragtest
Evil Meat...............................................................................spawn env_evilmeat
– Page 538 –
EFFECT CODE
Grenade exploding in hand..................................................spawn env_grenade_explodeinhand
Hell Cage, Long....................................................................spawn env_hellcage_long
Hell Cage, Medium...............................................................spawn env_hellcage_medium
Hell Cage, Short...................................................................spawn env_hellcage_short
Hell Chain.............................................................................spawn env_hellchain
Jug Lamp..............................................................................spawn env_juglamp
Locust...................................................................................spawn env_locust
Pipes:
.................................................................................spawn env_hires_steampipe
.................................................................................spawn env_bluesteampipe_128
.................................................................................spawn env_greysteampipe_128
.................................................................................spawn env_steampipe_a
.................................................................................spawn env_steampipe_b
.................................................................................spawn env_steampipe_c
.................................................................................spawn env_cage_corpse
.................................................................................spawn env_skullgate
Player and all guns...............................................................spawn env_playerandallguns
Reactor.................................................................................spawn env_reactor
Rope.....................................................................................spawn env_rope
Severed Zombie...................................................................spawn env_severed_zombie
Skeleton, bloody...................................................................spawn env_ragdoll_skeleton
Skeleton, clean.....................................................................spawn env_ragdoll_skeleton2
Storage Locker.....................................................................spawn env_storagecabinet
Storage Locker with open back............................................spawn env_storagecabinet_openback
SwingLights:
.................................................................................spawn env_swinglight_round
.................................................................................spawn env_swinglight_long
.................................................................................spawn env_swinglight_long_fixed
.................................................................................spawn env_swinglight_long_wbulbs_32
.................................................................................spawn env_swinglight_long_wbulbs
.................................................................................spawn env_swinglight_long_wbulbs_fixed
.................................................................................spawn env_swinglight_long_wbulbs_128
.................................................................................spawn env_swinglight_long_wbulbs_192
.................................................................................spawn env_swinglight_sl128
.................................................................................spawn env_swinglight_sl128_fixed
.................................................................................spawn env_swinglight_sl64
Webbing................................................................................spawn env_web
Wire A...................................................................................spawn env_wirea
Wire B...................................................................................spawn env_wireb
Wire C...................................................................................spawn env_wirec
Test Maps.
MAP CODE
Room with every PDA and Video Disk................................map game/pdas
A simple square room..........................................................map testmaps/test_box
Large room with massive amount of enemies.....................map testmaps/test_lotsaimps
Tall room with domino effect boxes.....................................map testmaps/test_boxstack
Multiplayer Maps.
MAP CODE
Tomiko Reactor....................................................................map game/mp/d3dm1
Delta Lab..............................................................................map game/mp/d3dm2
Frag Chamber......................................................................map game/mp/d3dm3
The Edge 2...........................................................................map game/mp/d3dm4
Lights Out.............................................................................map game/mp/d3dm5
– Page 542 –
Give PDA (add to inventory).
CODE
..............................................................................................give pda admin_banks
..............................................................................................give pda admin_dorweiler
..............................................................................................give pda admin_moses
..............................................................................................give pda admin_simons
..............................................................................................give pda alphalabs1_berger
..............................................................................................give pda alphalabs1_krietman
..............................................................................................give pda alphalabs1_lipsitz
..............................................................................................give pda alphalabs1_smith
..............................................................................................give pda alphalabs2_chin
..............................................................................................give pda alphalabs2_connors
..............................................................................................give pda alphalabs3_abrams
..............................................................................................give pda alphalabs3_lamia
..............................................................................................give pda alphalabs3_nelson
..............................................................................................give pda alphalabs3_poota
..............................................................................................give pda alphalabs4_kaczynski
..............................................................................................give pda caverns1_cody
..............................................................................................give pda comm1_blake
..............................................................................................give pda comm1_finch
..............................................................................................give pda comm1_wolfe
..............................................................................................give pda commoutside_holiday
..............................................................................................give pda commoutside_ridge
..............................................................................................give pda cpu_bates
..............................................................................................give pda cpu_haskell
..............................................................................................give pda cpuboss_tooloose
..............................................................................................give pda delta1_mora
..............................................................................................give pda delta1_price
..............................................................................................give pda delta2a_cinders
..............................................................................................give pda delta2a_raleigh
..............................................................................................give pda delta2a_wilson
..............................................................................................give pda delta2b_bullman
..............................................................................................give pda delta2b_erikson
..............................................................................................give pda delta2b_mcneil
..............................................................................................give pda delta2b_stemmons
..............................................................................................give pda delta3_cerano
..............................................................................................give pda delta3_lee
..............................................................................................give pda delta3_shultz
..............................................................................................give pda delta4_gilbert
..............................................................................................give pda delta5_jackson
..............................................................................................give pda delta5_swann
..............................................................................................give pda enpro_chasar
..............................................................................................give pda enpro_hammer
..............................................................................................give pda enpro_raad
..............................................................................................give pda hell_garlick
..............................................................................................give pda hell_hebert
..............................................................................................give pda marscity2_caseon
..............................................................................................give pda marscity2_duncan
..............................................................................................give pda marscity2_stanton
..............................................................................................give pda marscity2_tyson
..............................................................................................give pda mc1_berneche
..............................................................................................give pda mcunderground_baston
..............................................................................................give give pda mcunderground_delahue
..............................................................................................give give pda mcunderground_ryan
..............................................................................................give give pda mcunderground_young
..............................................................................................give give pda monorail_cullen
..............................................................................................give give pda monorail_harding
..............................................................................................give give pda monorail_hollies
..............................................................................................give give pda monorail_ross
..............................................................................................give give pda recycling1_garza
..............................................................................................give give pda recycling1_sadowayj
..............................................................................................give give pda recycling2_johnson
..............................................................................................give pda recycling2_moen
..............................................................................................give pda site3_davis
..............................................................................................give pda site3_rogers
– Page 543 –
Give Videodisc (add to inventory).
CODE
..............................................................................................give video bfg
..............................................................................................give video chaingun
..............................................................................................give video demon_museum
..............................................................................................give video epd
..............................................................................................give video hydrocon
..............................................................................................give video ian_report
..............................................................................................give video ipn_news
..............................................................................................give video mfs video plasmagun
..............................................................................................give video recycling
..............................................................................................give video soulcube
..............................................................................................give video tablets
TRIVIA: Did you know that every map contains a separated room that holds all the items in your
inventory, to include your PDA? They are often difficult to find for those who just want to “NOCLIP”
around and discover such things.
– Page 544 –
– Page 545 –
Because the MartianBuddy.com website is no longer up, but simply redirects you to the
Bethesda.com website, the parent company of id Software, creators of Doom 3, below is
a screen capture of the old MartianBuddy.com website:
– Page 546 –
– Page 547 –
About the Author.
David Ross Goben is an independent researcher
who is obsessive about details, a professional
software engineer, and author, living his life in
glorious anonymity. As a software engineer, he
has been expected to think entirely out of the box
and use intuitive perception to develop solutions
to problems that were often assumed impossible.
He says that he has been designing software
solutions since dinosaurs walked the Earth, being a systems designer, language
designer, and a compulsive developer (oh, and he has also painted houses, built
them, and moved people's furniture across the country). He has written
professional code in FORTRAN, C, C++, VB, Forth, COBOL, Pascal, various
assembler languages, and others he wants to forget, and some he has
successfully forgotten.
Of Jewish descent, he has extensively explored Biblical history, ancient cultural
thinking, and ancient slang for over three decades, which had resulted in his
seminal work: A Gnostic Cycle: Exploring the Origin of Christianity. He has
written numerous books, manuals, and magazine articles, many not credited, or
authored under pen names.
His interests include the bio-mechanical origins of life, analyzing patterns that
are indicative of intelligent construction, Climate Change Myths, The Electric
Universe, Expansion Tectonics, Electron-Positron Lattice Technology, Quartz
Technology, the real truth of history, exploring the ancient practice of Dream
Walking, exploring the glaring flaws in current Darwinian theory, Mendelian
Inheritance, Cosmology, Quantum Physics, Particle Physics, Astrophysics, and
Nuclear Physics. His goal is to become as close as he can be to a Universal
Scholar.
David Ross Goben
Kissimmee, FL, USA
david.ross.goben@gmail.com
– Page 548 –
– Page 549 –
Four ready-to-read PDF documents are available for both online viewing and
free downloading from Google Docs. They are:
Open Letters Sent to Advocates for the
Electric Universe and Expansion Tectonics
Theories, and Exploring How These Theories
Connect (155 pages). Since their initial
proposals, gathered evidence has only
strengthened the Electric Universe and the
Expansion Tectonics theories. In spite of this,
each time additional evidence for either of them
surfaces, or another of a fast-growing body of
scientists, especially those of important and
augustly respected note, dares to declare favor
for one or the other, select advocates for
presumed ‘standard’ theories pop up, like South
African meerkats alerted to an impending
threat, and respond with typically scripted
salvos of protest, too frequently droning the
same old and practiced slogan-laced retorts like
Gregorian Chants, as if their need to deny the
public’s access to, or worse, their acceptance
of such ideas was a matter of personal or
professional survival. And it may be no wonder.
In these last few decades, tenures, funding, and
reputations have often been decided wholly
upon which ideas, real or imagined, are accepted by the general public. We will compare
the evidence between the Electric Universe and the Gravity-Based Universe, and between
Expansion Tectonics and Plate Tectonics. We will also explore the long-held Prime Matter
(Aether) theory that can strengthen the liquefacting sand upon which Particle Physics now
finds itself, and which also strongly links the Electric Universe with Expansion Tectonics
and makes these two models all the more plausible. So, prepare yourself for a Gnostic
rollercoaster ride through an extremely thick ocean of information and history, a great deal
of which had in the past often been intentionally obscured.
This book explains how we can EASILY restore diminishing Testosterone, HGH and many other
hormones to peak levels and quickly lose excess body fat naturally, and end up looking, feeling,
and PHYSICALLY BEING much younger, using just short exercises and a healthy diet, extending
our lives and getting the lean body we had, or should have had in our 20s! This is based on
actual scientific research and PROVEN results, not celebrity opinions, rumors, or “fad” diets!
Instead of needing to spend endless hours at the gym, you can devote but 1/2-hour each day, 4
or 5 days a week during a 12-week period following an inexpensive third-party exercise and diet
program ($39.95 to $97), with no equipment except for a pair of dumbbells, in the privacy of your
own home!
You will lose actual fat, not muscle-weight, as you normally lose during reduced-calorie or low-fat
diets. Reduced-calorie and low-fat “fad” diets actually force your body to stop burning fat and will
in fact add more body fat, so your body is instead forced to burn off muscle for fuel! This
document will also explain exactly why this happens and how to correct it.
You will lose all this fat-weight without “miracle” supplements, “wonder” gizmos, expensive pills or
therapies, without going on a low-fat diet, without drinking tiny shakes, and without having to eat
what looks like meals for hamsters. You will do it through simple and short anaerobic resistance
exercises and a more sober and educated understanding of your daily diet and how it and
exercise actually acts upon your physiology. You will learn how to properly fuel your body and
your metabolism, which will give you the day-and-night-running fast metabolism you may have
previously just envied in others, allowing you once more to enjoy steaks, pizzas, hamburgers,
and even cheesecake, as most of us could do guilt-free in our 20s. You will in fact burn it off
before it can get to your waist. And, by naturally elevating our Insulin and carbohydrate
sensitivities, the sugars and other carbs we consume will once again properly fuel and maintain
muscle, as they should, instead of being directed to our fat cells!
This book is free to everyone, and you are free to post it online and you can distribute free copies
or links to it as you choose. It is stored as a PDF file to minimize its size, so adding it as an email
attachment will not take much time to upload or download.
You can also download a PDF version, and you are free to link or distribute that, from:
https://drive.google.com/file/d/1HxhSddeBTOnmll68lO-nlksOxD3o-vdC
– Page 553 –
The Hebrew Bible was written to build self-esteem, not to record concise history.
King David was based upon Pharaoh Thutmosis III.
King Solomon was based upon Pharaoh Amenhotep III.
Moses was based upon Pharaoh Akhenaten (Amenhotep IV).
Joshua (Ye-ho-shua) was based upon Pharaoh Tutankhamun (Amenhotep V).
Joshua was the son of Moses, not of Nun, and lived only until he was 19, not 110.
Jesus was named for Joshua, because it was believed he was his Second Coming.
Jesus was a dynastic king; a direct descendant of the Scythian Anointed Kings.
Jesus married Mary Magdalene, a Royal Princess, and their offspring live today.
The Apostle John Mark was actually Mary Magdalene; the Beloved Disciple.
Simon Zealot was of the Magi, and was one of the most brilliant men of all time.
Lazarus raised Jesus from the grave after his crucifixion.
Judas Iscariot was hung on a tree (ancient slang for a crucifix), not from a rope.
Mary Magdalene was the first Pope of the Church Jesus personally established.
Christianity and Judaism are polytheists, worshipping to this day multiple Gods.
The Holy Spirit is the Jewish Shekinah (Presence of God); the Mother Goddess.
The Father in Heaven (Hebrew Adon) and Yahveh are two competing deities, from
ancient Mesopotamia, and are separate to this day in the Hebrew Bible.
Women are not half the value, but are in fact twice the value of a man.
The Jerusalem Church was actually located in Qumrân, by the Dead Sea.
Original Christian doctrine comes from Chapter 6 of Numbers, from the Hebrew Bible;
rules governing the Qumrân Nazarite (pronounced “Nazareth”) Order.
The Apostolic Church has tried for centuries to exterminate Jesus’ Family Line.
True royal blood has different genetic markers than the common population.
The Eucharist is an ancient ceremony, using bread mixed with white powder gold.
The reason we think non-precious metals like gold and silver valuable is spiritual.
The Antichrist was born 8 years after Jesus, yet his sway is more powerful today.
This 712-pafe book is available from your favorite book seller, or directly from
Authorhouse or Authorhouse UK Ltd., for either $17.50USD or for £13.90UK:
www.authorhouse.com/Bookstore/ItemDetail.aspx?bookid=33204 (ph: 1-888-519-5121)
www.authorhouse.co.uk/Bookstore/ItemDetail.aspx?bookid=33204 (ph: 0800-1974150)
630-page free PDF download (complete, but compressed) is available at
https://drive.google.com/file/d/1flgr95WRtF6KW6qJGf_XXyvbYSHPcUvy
– Page 554 –
Gobalist Symbolism:
https://drive.google.com/file/d/0B_Dj_dKazINlY2ZYb3NVdnlLNDQ