text:
Doom 3
r;i777XXXX77r7i i7r7;rrrrr777; r77XX7XXX7rXXi :;r777X7, 7X777r:
M :MM MM: . ,Wr XB rMW:M: M M S
W i:X;,;ii., . 7 S . iSir;i.,; i Z W :... .. 8 r. ,i ,8 Z ,:;i; S
0 7 i;r; a i i X: r 2 W 8,X Za ir; i M :,,rX7.; M W :;ri; X
M , ; @MMMMZ 8.Sr8 X MMM@MZi. 7 B Z ZM; W@M@MZ ..S @ XS2.,: i2 ;r..: : 7 Z
M . S a.Xa,a 72X Z S . i ZiX7.2 .iZ.@ B 2i7 M,SXia.Z X @ ;i7.i, X2 @Z ,. a
@ , i 8 : 8 a 2 , , B ;, 0 i 8 Z X,2 W W W X M X7 ;XXr S ,: ,. i 2
@ 2SB W Z ,ri a a :Xr M 8 i.W.@ 0S.:7 @ M :a @ 27;rr SZX X;.. .7 a
W i,7 B a7iir Z Z r;r M 8 i i @ a,.SB B M , X @ 2. X . ;;: 7:i2Xr72 S
M : 7 W X.air Z X iiX M: a i, M Z.7 M M a 7 @ Z:iX S rX 7: i i X S
M ; r B aX::; a ai2SX @i 2.r 8 B 2 X.a M rM a X @ 8,.. B a7iX;:i r S a
W @X7 B: 7 .r; B ; . @. S:a Z B Z X:a M XW ;2 W Z.iZ: M :a ;ia X:0 Z
@ ;:M a. Z.;X2 M X7XS7 @r S S,X W a 7.X @ Xa Xia 0 8 .: X: 7:r. ::Si Z
@ r:r 0 S ,i M r.:;X 8. 7 ;,S @ 2,778 @ 0 Z S 0 Z 2ir; @ : ir X. rX Z
W :2 0 aS2rZ M r.rrr 8 r;r;a 0 X ::S B B S:2 8 S ;;i; Z Xii, M ,:7 Z
M ;2 W 8 ; M r. ; M rXS;S B Sirr8 B @ 7;X.8 2 r,,r ;i :2 a i2 8
@ .7 B 88 ;;; @ 7iX;Xi.Z2 .,riZ 0 2:XiZ 8 a7 ;; ;.8 2 277r Z X2 WX i; Z
M r7 M2S ; X iX 0 ; : ;r2.aSi.2X0 W 7,8ra 077 rZZr2@ 2 Z 8,a; :M ;r.;X :X Z
M .;. X :ri ..ai Z M i;XXSi7;S7 M @ rr;7ira22;S2 M S ZrZi ,Wi B B .i a
@ 7i,28:,;2r2aZ M. MZ;7,i8aSSa2 M0a,8M. i:XSSii7 MB ;M. rZ; W0 .,:@ ,i; 2
B ;r07,ii78a2: MM. rMM..i;Zi MM8 ,.XMi X22i.iM8 iSM . aM M iW :.:S
W aX:iiX8ai MM. MM, .MMS iSM, rMS .@MM. :0W; ;@ i:;S
W i raSr rMZ: @MMMX ,:0MMi iM, WM iW :iXa
W S:2Zi 0MMi X .8 .,X
B rX MMB, X.Xr;8
8 MMS http://gamerips.gamemusic.us :7MM. Z
MMMa Doom 3 Guide by Grawl aMMr;
:M: grawler (@t) gmail (d0t) com ZM
08/27/04 - Version 1.17
It seems thousands of players enjoy my guide, seeing the countless mails I
receive. This makes me very happy, since it means my guide actually has some
use ;p I'm planning to do a guide for Half-Life 2 when it gets out, but as
you'll all understand, there won't be a guide without the game. So I'm asking
you, if you're enjoying this guide, could you perhaps donate some money? Heck,
I'll be happy with your 2 bucks you were going to spent on a cheeseburger
later ;p Thank you!
This guide is written by Grawl (grawler (@t) gmail (d0t) com). Every question,
feedback, comment etc. can be mailed to the address. Put "Doom 3 Guide" in the
Subject, so I can pick out the mails easily. Thanks! Also add where you found
the guide, if possible, so I know what places attract the mainstream.
Don't mail me with:
* Stuff that is covered in this FAQ
* Where to get Doom 3
* Complaining how bad the game is according to you
* Asking for the rest of the guide
* How to beat this or that when it's not in the walkthrough yet, but you know
it'll be added in the future
* If your PC will run Doom 3
If I get any of these mails, I'll ignore them, no matter how harsh it sounds.
Do mail me with:
* Stuff that is not covered in this FAQ
* Comment, questions, feedback and fan mail
* Asking if you can put this guide on your site
* Asking for the latest version, I'd love to attach it for you. HOWEVER, I am
NOT a newsletter. Don't ask me to send the guide when part x is added, or
whenever a new guide is out.
I'm not related to id software. This FAQ has been made for fun, not to make
any money out of it. Don't use this FAQ on your site/magazine etc. without
my permission. Copyright (c) 2004 by Grawl. If you are reading this guide
outside of the following sites, please let me know:
Also, parts of this guide will be used by http://www.edimensional.com for a
Doom product.
This guide contains spoilers where needed. If you don't want to know what
happens, find a spoiler-free guide, or just try a bit harder yourself.
You might wonder why there is a guide needed for a linear game like Doom 3. I
can give you various reasons:
1 - Some players may like to know where to find enemies or where visions will
2 - Some players may like to know where to find every PDA
3 - Some players may like to know where to find ammo, health, armor
4 - At some points the game will let you give 2 decisions, and some may want
to know what'll happen when you select one.
5 - There are a few parts of the game where players tend to get stuck, so with
this guide they can get past that point.
6 - Etc.
To make searching easier, I added search-codes in the TOC. Just press CTRL + F
and enter the code to jump to that part immediately.
Table of Contents [D3.00.00]
* Table of Contents.................................................[D3.00.00]
* History & Next Version............................................[D3.01.01]
* Story.............................................................[D3.02.01]
* Weapons, Monsters and Bosses......................................[D3.03.01]
* Walkthrough (Hints and Tips)......................................[D3.04.01]
* Cheats and Secrets................................................[D3.05.01]
* Tweaking (aka Speeding-up Doom 3).................................[D3.07.01]
* Compare Dooms.....................................................[D3.08.01]
* Modifications.....................................................[D3.09.01]
* Conclusion........................................................[D3.10.01]
Table of Contents (Expanded) [D3.00.01]
* Table of Contents.................................................[D3.00.00]
* History & Next Version............................................[D3.01.01]
* Story.............................................................[D3.02.01]
* Doom (1993).....................................................[D3.02.02]
* Doom III (2004).................................................[D3.02.03]
* Doom II (1994)..................................................[D3.02.04]
* Final Doom (1996)...............................................[D3.02.05]
* Weapons, Monsters and Bosses......................................[D3.03.01]
* Weapons.........................................................[D3.03.02]
* Monsters........................................................[D3.03.03]
* Bosses..........................................................[D3.03.04]
* Other Items.....................................................[D3.03.05]
* Walkthrough (Hints and Tips)......................................[D3.04.01]
* Mars City.......................................................[D3.04.02]
* Mars City Underground...........................................[D3.04.03]
* Mars City Re-visit..............................................[D3.04.04]
* Administration..................................................[D3.04.05]
* Alpha Labs Section 1............................................[D3.04.06]
* Alpha Labs Section 2............................................[D3.04.07]
* Alpha Labs Section 3............................................[D3.04.08]
* Alpha Labs Section 4............................................[D3.04.09]
* EnPro Plant.....................................................[D3.04.10]
* Communications Transfer.........................................[D3.04.11]
* Communications..................................................[D3.04.12]
* Monorail Skybridge..............................................[D3.04.13]
* Recycling - Sector 2............................................[D3.04.14]
* Monorail........................................................[D3.04.15]
* Delta Labs - Level 1............................................[D3.04.16]
* Delta Labs - Level 2 (South)....................................[D3.04.17]
* Delta Labs - Level 2 (North)....................................[D3.04.18]
* Delta Labs - Level 3............................................[D3.04.19]
* Delta Labs - Level 4............................................[D3.04.20]
* Hell............................................................[D3.04.21]
* Cheats and Secrets................................................[D3.05.01]
* Cheats..........................................................[D3.05.02]
* Level Select....................................................[D3.05.03]
* Video Discs.....................................................[D3.05.04]
* Monsters and Weapons............................................[D3.05.06]
* Thank You Mails.................................................[D3.05.07]
* Martian Buddy...................................................[D3.05.08]
* Sites...........................................................[D3.05.09]
* iddqd...........................................................[D3.05.10]
* Rude Marine.....................................................[D3.05.11]
* Super Turbo Turkey Puncher 3....................................[D3.05.12]
* Cabinet Codes...................................................[D3.05.13]
* Soulcube on Nightmare...........................................[D3.05.14]
* Unlock Nightmare................................................[D3.05.15]
* Demon Mail......................................................[D3.05.16]
* Skip Into.......................................................[D3.05.17]
* Face on Mars....................................................[D3.05.18]
* Nigerian Scam...................................................[D3.05.20]
* Custom Flashlight, Music etc....................................[D3.05.21]
* Magazines.......................................................[D3.05.22]
* QuakeCon........................................................[D3.05.23]
* Billy Goat Burgers..............................................[D3.05.24]
* id Grin.........................................................[D3.05.25]
* Gorillas........................................................[D3.05.26]
* Tweaking (aka Speeding-up Doom 3).................................[D3.07.01]
* General Tweaking................................................[D3.07.02]
* Unpacking .PK4-files............................................[D3.07.03]
* Editing config-file.............................................[D3.07.04]
* Triple Buffering on 64+ MB Video-cards..........................[D3.07.05]
* Optimize FPS....................................................[D3.07.06]
* Compare Dooms.....................................................[D3.08.01]
* Modifications.....................................................[D3.09.01]
* Doom 1 to Doom 3................................................[D3.09.02]
* Other Modifications.............................................[D3.09.03]
* Conclusion........................................................[D3.10.01]
History & Next Version [D3.01.01]
Version 1.0 (08/03/04) - First version, everything is new ;p (40KB)
Version 1.1 (08/04/04) - Added more info to the walkthrough, corrected a few
spelling mistakes, added the FAQ section, added a few cheats and secrets.
Basically this was a quick update to fix a few things here and there. (47KB)
Version 1.2 (08/04/04) - Again fixed a small mistakes here and there, also
made the walkthrough bigger, added a Tweaking-section. (71KB) +24KB
Version 1.3 (08/05/04) - Small fixes here and there again, expanded the
walkthrough, added more cheats, changed the weapons info, edited the FAQ,
added more monsters and weapons. (92KB) +21KB
Version 1.4 (08/05/04) - Added a tweak, expanded the walkthrough, added a
secret, edited the video disks a bit. (105KB) +13KB
Version 1.5 (08/06/04) - Added more weapons, corrected a lot of spelling
mistakes. I'm terribly sorry there were in the guide in the first place. Also
edited the config-tweak. Added a vision-tag in the walkthrough and expanded
the walkthrough. Story also updated. (144KB) +39KB
Version 1.6 (08/07/04) - Corrected a few things, edited a few cheats,
expanded the walkthrough, checked the config-tweak, expanded the story, added
a monster. (161KB) + 17KB
Version 1.7 (08/08/04) - Attempted to be funny in the Doom 95 question in the
FAQ, changed a small detail for Vagary, re-did the order of the stories,
expanded the walkthrough (also with new PDAs), added a secret, added a few
monsters and added details for weapons. (178KB) +17KB
Version 1.8 (08/09/04) - Fixed some mistakes, added a counter to the
walkthrough-section, expanded the walkthrough, added a few cheats, added an
items section, added the Tick to the monsters. (200KB) +22KB
Version 1.9 (08/12/04) - Added a few cheats, added a compare chart, edited
the emulated CD question, expanded the walkthrough, added a monster, added a
secret, added a FAQ. (207KB) +7KB
Version 1.10 (08/14/04) - Added and merged a few cheats, added more details
about weapons and monsters. A big update coming in a week. (213KB) +6KB
Version 1.11 (08/18/04) - Back from my vacation, added more hints and details
here and there on demand, few cheats added, FAQ edited, more secrets added.
Version 1.12 (08/19/04) - Fixed a small mistake in the last version update
(the irony burns), fixed a few mistakes in the monster/weapons section, and
finally expanded the walkthrough a bit. (240KB) +17KB
Version 1.13 (08/20/04) - Added a FAQ, added the description of adrenaline,
expanded the walkthrough, changed some enemy tactics. (264KB) +24KB
Version 1.14 (08/21/04) - Added a few FAQs, added a few tactics, expanded the
walkthrough, added secrets, expandend the walkthrough, changed the level
cheats, changed the skip intro secret, changed Doom compare-chart, added more
info to weapons, enemies and bosses, added a mod-section, added a few tweaks.
Version 1.15 (08/23/04) - Added more secrets, added a new TOC, fixed some
mistakes, added a donations section on top, expanded the walkthrough.
Version 1.16 (08/25/04) - Fixed a few mistakes, expanded the walkthrough,
updated level cheats, edited the FAQ-section, added level details. (363KB)
Version 1.17 (08/27/04) - Removed a few details on demand, fixed some
mistakes, expandend the walkthrough, added some info the the enemies, fixed
level cheats. (379KB) +16KB
Next version expected: 08/27/04
In the next version(s) I hope to have the following added/update. Everything
except the walkthrough will most likely be updated/added when the walkthrough
is done.
* Where to find the code for the cabinet in the room with the Plasma Inducer,
in Delta Labs 2A.
* Walkthrough, obviously
* Multiplayer section
Story [D3.02.01]
Doom 3 is a re-make of the original Doom, story-wise (this is said by Todd
Hollenshead in an interview), that's why I placed it after the story of the
first Doom.
The story of Doom, Doom 2 and the Final Doom are taken from the manual in
Doom: Collector's Edition. The story of Doom 3 is taken from the Doom 3
Doom (1993) [D3.02.02]
You're a marine, one of Earth's toughest, hardened in combat and trained for
action. Three years ago you assaulted a superior officer for ordering his
soldiers to fire upon civilians. He and his body cast were shipped to Pearl
Harbour, while you were transferred to Mars, home of the Union Aerospace
The UAC is a multi-planetary conglomerate with radioactive waste facilities on
Mars and its two moons, Phobos and Deimos. With no action for fifty million
miles, your day consisted of suckin' dust and watchin' restricted flicks in
the rec room.
For the last four years the military, UAC's biggest supplier, has used the
remote facilities on Phobos and Deimos to conduct various secret projects,
including research on inter-dimensional space travel. So far they have been
able to open gateways between Phobos and Deimos, throwing a few gadgets into
one and watching them come out the other. Recently however, the Gateways have
grown dangerously unstable. Military "volunteers" entering them have either
disappeared or been stricken with a strange form of insanity babbling
vulgarities, bludgeoning anything that breathes, and finally suffering an
untimely death of full-body explosion. Matching heads with torsos to send home
to the folks became a full-time job. Latest military reports state that the
research is suffering a small set-back, but everything is under control.
A few hours ago, Mars received a garbled message from Phobos. "We require
immediate military support. Something fraggin' evil is coming out of the
Gateways! Computer systems have gone berserk!" The rest was incoherent. Soon
afterwards, Deimos simply vanished from the sky. Since then, attempts to
establish contact with either moon have been unsuccessful.
You and your buddies, the only combat troop for fifty million miles were sent
up pronto to Phobos. You were ordered to secure the perimeter of the base
while the rest of the team went inside. For several hours, your radio picked
up the sounds of combat: guns firing, men yelling orders, screams, bones
cracking, then finally, silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the planet on your
own. Plus, all the heavy weapons have been taken by the assault team leaving
you with only a pistol. If only you could get your hands around a plasma rifle
or even a shotgun you could take a few down on your way out. Whatever killed
your buddies deserves a couple of pellets in the forehead. Securing your
helmet, you exit the landing pod. Hopefully you can find more substantial
firepower somewhere within the station.
As you walk through the main entrance of the base, you hear animal-like growls
echoing throughout the distant corridors. They know you're here. There's no
turning back now.
Doom III (2004) [D3.02.03]
You are a marine, one of Earths toughest, hardened in combat and trained for
action. Shortly after reporting for duty at the Union Aerospace Corporations
Mars research facility, a massive demonic invasion overwhelms the base,
leaving chaos, horror and uncertainty in its wake. As one of only a few
survivors, you must use overwhelming firepower and all of your combat skill to
battle through the demon hordes, find out what went wrong and prevent the evil
from spreading. Only you stand between Hell and Earth.
Doom II (1994) [D3.02.04]
Back at last. After days of hard fighting in space, you've returned home on
well-earned leave. You're one of Earth's crack soldiers, hard-bitten, tough,
and heavily-armed. When the alien invasion struck Mars, you were the first on
the scene. By killing, killing, and killing, you won. You stopped the
invasion, saved Mars base, and became a war hero. What they don't talk about
so much is that you were the only survivor.
But that's all behind you now. You've quit the military, and are heading home.
Your drop pod lands with a crunch. You open 'er up, and look out. Damn! The
city ahead is on fire. What the devil is going on? You stagger forward,
clutching at your sidearm. Packs of refugees are fleeing the flaming
metropolis. A band of them shriek in terror. You squint. What's that? Someone
is attacking the refugees. You rush up and blast away, killing the
troublemaker. It looks like a human, but something's wrong. His mouth is
filled with half-chewed flesh, and he's all messed up, like a zombie from a
bad horror movie. Hell, not again!
You can feel it. It's all starting again, just like on Mars. First, people are
taken over, turned into cannibal Things. Then the real horror starts, the
deformed monstrosities from Outside. But now it's on Earth.
It turns out that the invaders are all over. Monsters range from Tokyo to
Timbuktu, from Stockholm to Scranton. Billions are dead. Some people have been
transformed into flesh-eating mutants, but a few, a very few, are still alive
and fully human. The wise men of humanity have evolved a plan to save what's
left of the human race. They have built enormous ships to carry the remaining
people into space, safely away from the ruined world.
Unfortunately, Earth's only ground spaceport has just been taken over by the
demons. They've instituted a sort of force field flame barrier over the port;
no ships can land or take off. You gotta go back into action. The pathetic
remnants of Earth's soldiers are making an assault on the invaders at the
spaceport. If you win, you might be able to turn off the barrier, so that the
ships can leave, and Homo sapiens may not go extinct just yet. If you lose,
that's it. Humanity is history.
You and your comrades make their attack. Soon, brave men drop like flies. You
lose track of your friends, though sometimes you can hear them scream when
they die, and the sounds of combat echo from deep within the starbase.
Something hisses with rage from the steel tunnels ahead. They know you're
here. They have no pity, no mercy, take no quarter, and crave none. They're
the perfect enemy, in a way. No one's left but you. You... and Them.
Final Doom (1996) [D3.02.05]
Though all the top management of the UAC were dead, and so were most of their
personnel down to the janitors, the corporation survived, now under strict
government supervision. The UAC still sought the secret to matter apportation,
and continued its experiments under vastly increased safety measures.
The UAC's base was set up on one of the moons of Jupiter, hoping that the
increased distance would enhance Earth's safety if something went wrong.
Marines were stationed at the base, ready for anything.
Soon after the UAC opened its first Gate, the minions of Hell made their first
attack. Suddenly, through the Gate flowed spiked, fanged, dripping
techno-terrors. Meat machines flailed their armored limbs and slavered with
bloodlust, seeking soft bleeding manflesh to rend. But in their seeking, they
found only death. The United States Space Marine Corps was prepared for such
an event, and they poured molten death into the hordes of Hell. More demons
massed, hoping to overwhelm the defenders by their endless numbers. But mass
alone was no match for the marines. Set up in defensive positions around the
gate, the marines were able to slaughter the monsters by the hundreds, taking
few losses.
As suddenly as it had begun, the invasion ended. The last flaming skull
screamed through, was hit by twenty simultaneous shotgun blasts, and the
chamber was silent once more, except for the dripping of blood. Hell had
The research went on, more boldly, and less cautiously. All the marines
received the Silver Star from a grateful government, and the UAC made an
enormous contribution to the Veteran's Fund. The defensive positions were
strengthened, and the marines watched closely for another attempt, all their
attention drawn inward towards the Gates. They were looking in the wrong
Hell knew more than one trick. Months after the Gate incident, the yearly
supply ship came ahead of time. On radar, the ship looked far larger than
usual. And it was coming from the wrong direction. Strange, but not
inexplicable. The lax radar operators reported the ship's approach, and
personnel went out to the landing field to meet it. But it never landed.
Instead, it hovered over the base, miles in the air. The men and women looked
up at it, and saw that something was terribly wrong.
The ship could not have come from Earth. It was huge, kilometers long, and was
built of bone, steel, flesh, corruption, and death. It was a
bio-mechano-magical construct from the depths of Hell and It had come through
space for its vengeance. Enormous doors, large as football fields, irised open
and hideous demons poured out, plunging to the ground and blanketing the
entire base with their throbbing, pulsing bodies. They were everywhere at
once. The marines' defenses, set up to prevent an attack from the direction of
the Gate, were worthless. The monsters poured through the sewers, the air
vents, the hallways, everywhere, rampaging, corrupting, and feasting.
Once more, the surviving humans were left as zombified brain-dead
monstrosities. existing only to kill and kill and kill.
Only one man escaped death or zombification. The marine commander. You. You
weren't at the base when the skies opened and devastation poured from the
stars. You were miles away, enjoying a walk across the moon's rough-hewn
landscape. Then you heard a snortling gurgle behind you, whirled, to face one
of Them. The beings that still haunted your nightmares. Your reflexes weren't
dulled by your expierences, and you pulled out your pistol and blew the imp to
gory shreds.
Hot-footing it back to the base, you saw it all and realized what had happened
in a flash. The demon ship still floated above the infested base. Your boys --
the men you'd trained to fight and kill and die as no fighting man had ever
been trained before -- were dead. You were not there when it happened, to die
with them.
Unlike the ancient Samurai, who chose to die with their men, you cocked your
pistol. You were going to kill for your men. And if you died trying, well, you
were going to die anyway, some day. Death at the fangs of demons might be the
very worst way to die, but if they did manage to get you, Hell would know it
had been in a fight.
After Hell's catastrophic invasion of Earth, the United States took steps to
prevent such an invasion from recurring. The old UAC corporation was
refounded, under completely new management (since the old trustees and
stockholders were all dead, this wasn't much of a problem), and sent to
research tools and technologies to prevent such an incursion from happening
ever again.
Though the invasion had been stopped, and the remaining demons were gradually
being exterminated by mopping-up squads, it was clear that the powers of Hell
remained strong. While the Spider Mastermind and Baphomet seemed to no longer
threaten, who knew what else lay Outside? Waiting. Watching. Preparing.
The new UAC began working on quantum Accelerator devices, intended to close
interdimensional gates at a distance and so prevent future incursions forever.
The project began innocently enough. Naturally the scientists, in order to
learn how to close Gates, had to relearn Gate technology first. This ability
was rapidly regained. Perhaps too rapidly.
Soon, beings from Outside had their dire attention drawn to the new
experiments, and then, one day, a Gate opened in the heart of the research
complex. Unnatural horrors from the pit poured in, ravening for destruction.
But the UAC scientists had learned their trade. The Quantum Accelerator
Device performed perfectly in its maiden test -- the invasion Gate was closed
instantly and permanently when the Accelerator flicked on. A cyberdemon,
halfway through, was snipped in two when the Gate closed. Earth would now be
safe from literal invasion by Hell. At least, once the technology could be
set up around the globe.
The next day, a ring of seven Gates opened, throughout the base, and a
monstrous legion rampaged through. The Quantum Accelerator began putting out
the Gates at once, and within an hour, six were closed. But the hellish army
was now too strong, too numerous. The marines fought like mad dogs, but were
finally pulled down by the enemies' claws. The scientists, marines, and
bureaucrats were all slain or transformed into undead mankillers.
The Quantum Accelerator and its prototypes are deep inside the ravaged
complex. A demon Gatekeeper guards them and mans the last Gate of Hell. The
government, frantic that the Quantum Accelerator will be destroyed or used in
some alien fashion upon us, has ordered all marines to the site at once,
regardless of their location.
You were on leave at the beach, only a few minutes from the complex, when you
got the word. You suited up, grabbed a pistol, and raced your pickup truck to
the complex. When you arrived, flashes of light, howls, and chanting could be
heard from the interior. Corpses were scattered everywhere. Obviously the
Gatekeeper was doing something inside -- something that would soon reach some
kind of awful climax.
You know that within an hour or two, an entire division of marines will arrive
to assault the base with full artillery and air support. You also know that
they will be too late. Far too late. The airplanes will be plucked from the
sky by floating terrors, the cannons melted by diabolic rockets and fireballs,
the soldiers blasted to shreds as they charge into the armored shell of the
UAC buildings. In an hour or two, the monstrosities inside will have finished
their awful task, and will be prepared, once more, to take on the world.
It's up to you. You have to enter the complex and stop the Gatekeeper. Alone.
Weapons, Monsters and Bosses [D3.03.01]
What is a shooter without its fair share of weapons, monsters and bosses? You
tell me!
Weapons [D3.03.02]
Some parts of the stats contain (SP) and (MP). SP means Single-Player, MP
means Multi-Player. Then a small note on the Firing Rate part, let's say it
says 1/6. This means it takes one second, for 6 bullets. 4/1 means 4 seconds
for 1 bullet etc.
* Fists - These can't run out of ammo ;p Good for you. When you are out of
ammo, or find yourself in a confusing situation, they'll sure come in
handy. They are extremely powerful in combination with the berserk power-up
- Holdable Ammo: N/A
- Direct Damage: 20
- Headshot Damage: 40
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/1
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: N/A
- Bind Command: bind x "_impulse0"
* Flashlight - Not only the most important tool you'll use, but you can also
swing with it in close combat. If you really need to use a weapon in close
combat, use the flashlight, not your fists, since it'll do more damage.
- PDA: UAC Standard issue light source. This model utilizes a static
transfer power supply, so battery replacement is unnecessary.
- Holdable Ammo: N/A
- Direct Damage: 40 (SP), 20 (MP)
- Headshot Damage: 40
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/2
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: N/A
- Bind Command: bind x "_impulse11"
* Pistol - The first shooting weapon you'll get. However, you can shoot fast
enough to do quite some damage in a short time. According to Type6 this is
meant for medium to long ranged targets. I said close combat -____- I'm
sorry. You can use it to weaken enemies at longer distance, then switch to
a better weapon.
- PDA: All UAC Security and Military personnel are supplied with this basic
projectile side arm.
- Holdable Ammo: 12
- Direct Damage: 14 (SP), 15 (MP)
- Headshot Damage: 30
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/3
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse1"
* Shotgun - A weapon that probably will become your favourite. That is, if
you don't run out of ammo for it. According to Skippy this is meant for
close combat, because it'll do the most damage this way. Silly me for
giving wrong information.
- PDA: The shotgun deals considerable damage at close range, however the
wide spread limits long range effectiveness.
- Holdable Ammo: 8
- Direct Damage: 182 (SP), 195 (MP) (13 pellets)
- Headshot Damage: 195
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1.3/1
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse2"
* SMG (Sub Machine Gun) - A fast shooter, that's great for times you find
yourself being overloaded with enemies. Don't confuse SMG with Sarah
Michelle Gellar. Wouldn't it be great if you could use a Slayer to kill
enemies? *cough*
- PDA: The MG-88 Enforcer delivers a high rate of fire and dependable
accuracy when fired in short bursts. Standard Marine Infantry issue.
- Holdable Ammo: 60
- Direct Damage: 9 (SP), 12 (MP)
- Headshot Damage: 24
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/10
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse3"
* Chaingun - Automatic gun that's great for taking out enemies quickly.
- PDA: The Chain Gun's 0.30 caliber armor piercing round delivers
substantial damage, but heavy recoil reduces accuracy.
- Holdable Ammo: 60
- Direct Damage: 20 (SP), 30 (MP)
- Headshot Damage: 60
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/6
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse4"
* Grenades - Just throw the grenade, keep the pin, not the other way around.
Great when you are outnumbered by enemies.
- PDA: The infantry issue fragmentation grenade is activated by a twist
detonator. Fire delay is 3 seconds, with an injury radius of 30 meters.
- Holdable Ammo: 50
- Direct Damage: 150 (SP), 75 (MP)
- Headshot Damage: N/A
- Splash Damage: 150 (SP), 75 (MP)
- Splash Radius: 175 (SP), 150 (MP)
- Firing Rate: N/A
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse5"
* Plasma Rifle - Good rate, good damage and it's able to stop missiles.
- PDA: Energy based weapons developed in the Mars weapon facility. Unit is
powered by plasma canisters manufactured in the EnPro facility.
- Holdable Ammo: 50 (SP), 30 (MP)
- Direct Damage: 16 (SP), 30 (MP)
- Headshot Damage: 60
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: 1/8
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse6"
* Rocket Launcher - Guess what this is =p
- PDA: A portable self-propelled rocket designed for demolition and debris
removal, this model has been modified for use as a military weapon.
- Holdable Ammo: 5
- Direct Damage: 170 (SP), 100 (MP)
- Headshot Damage: N/A
- Splash Damage: 150 (SP), 100 (MP)
- Splash Radius: 175 (SP), 125 (MP)
- Firing Rate: 1/1
- Switch Time: N/A
- Multiplayer: Yes
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse7"
* BFG 9K - Stands for "Big Fucking Gun". This is the strongest weapon in the
game, the longer you hold the trigger, the stronger the blast. If you hold
it too long, you'll kill yourself. The blast created by the gun kills all
enemies in sight of the blast. According to JoyRider I had to tell everyone
id Software intented to name this gun "Big Fraggin' Gun" ;p
- PDA: This prototype fires a threaded variable energy charge. UAC
technicians have warned of stability issues at full power.
- Holdable Ammo: 4
- Direct Damage: 200
- Headshot Damage: N/A
- Splash Damage: 100
- Splash Radius: 150
- Firing Rate: 4/1
- Switch Time: N/A
- Multiplayer: No
- Multiplayer Respawn: N/A
- Bind Command: bind x "_impulse8"
* Chainsaw - The best weapon from the original Doom. Vroom vroom!
- PDA: Self powered chain-blade cutting tool. Part of a shipment incorrectly
routed to the Mars dropship distribution centre.
- Holdable Ammo: N/A
- Direct Damage: 50 (SP), 60 (MP)
- Headshot Damage: N/A
- Splash Damage: N/A
- Splash Radius: N/A
- Firing Rate: N/A
- Switch Time: N/A
- Multiplayer: No
- Multiplayer Respawn: 20
- Bind Command: bind x "_impulse10"
* Soul Cube - After you have killed 5 demons, you are able to use this weapon.
It can kill any enemy in your line of sight, then drains the health of the
enemies and gives it to you.
- PDA: An artifact discovered in the caverns excavation site. Research of
the Cube's origin and function are ongoing.
- Holdable Ammo: N/A
- Direct Damage: 1000
- Headshot Damage: N/A
- Splash Damage: 40
- Splash Radius: 100
- Firing Rate: 4/1
- Switch Time: N/A
- Multiplayer: No
- Multiplayer Respawn: N/A
- Bind Command: bind x "_impulse9"
Source: http://ucguides.savagehelp.com/Doom3/weapons.htm (parts)
Enemies [D3.03.03]
For this section I'll tell you the weapon of choice. I created my own
catagories for this:
- Close Range: Shotgun
- Long Range: BFG, Rocket Launcher
- Rapid: Plasma Gun, Chaingun, SMG
- Weak: Pistol, Chainsaw
- Power: Grenades, Soulcube
Ofcourse, when 5 Imps attack, throwing a grenade will be more efficient than
shooting them off one by one with your shotgun. Use your own brains too.
* Arch-ville - This enemy will summon Imps and Wraiths, plus it'll shoot
fireballs and hit you. The tactic for this enemy is to kill him first, and
then go after the summoned enemies.
- Health: 425
- Claw Damage: 12
- Firewall: 20
- Flamewall: 20
- Incinerate: 20
- Weapon of choice: Long Range
* Cacodemon - These flying creates have a very big head, and are easy to spot.
They are not all that difficult, since their attacks are easy to dodge. Just
keep shooting at it. They spit out fireballs at you.
- Health: 200
- Fireball Direct: 12
- Fireball Splash: 5
- Fireball Splash Radius: 48
- Melee: 20
- Weapon of choice: Rapid
* Chainsaw Zombies - A Zombie with a Chainsaw, kill them fast, since they can
do quite some damage. They are a big stronger than the normal Zombies too.
- Health: 125
- Chainsaw: 15
- Push / Kick: 12
- Melee: 20
- Weapon of choice: Rapid, Close Range
* Cherub - Half creepy baby, half winged grub. Not hard to kill, but they are
irritating anyway. They make an annoying noise, but that makes them easy to
- Health: 50
- Claw: 5
- Leap Attack: 15
- Melee: 20
- Weapon of choice: Rapid, Close Range
* Commando-Zombie - A Commando that turned into a Zombie. Stay away from it
and shoot with long-ranged weapons. It comes with a Chaingun or tentacle and
are harder than your average Marine-Zombie. Never use a shotgun against
them, because this'll take too long. When you are facing a Commando-Zombie
with a tentacle, the tactic is to wait till he is going to hit you with his
tentacle and quickly crouch. This way he'll miss and that gives you the time
to finish the fight.
- Health: 225
- Melee: 12
- Chaingun: 20
- Push / Kick: 12
- Tentacle: 12
- Weapon of choice: Rapid
* Fire-Zombie - This Zombie enjoyed walking in the fire. They walk like one
of their legs is broken, but they manage to move faster than the average
Zombie. The fact that they're on fire and making an irritating noise doesn't
help much.
- Health: 150
- Melee: 12
- Weapon of choice: Rapid, Close Range
* Hell Knight - A huge demon, apparently with small eyes or none at all. Can
easily break you in two pieces and extreme firepower is recommended when
encountered. Their plasmaballs can do lots of damage, and when they toss you
around it can be nasty too.
- Health: 900
- Plasmaball: 30
- Plasmaball Splash: 45
- Plasmaball Splash Radius: 120
- Smash Splash: 100
- Smash Splash Radius: 20
- Claw: 25
- Bite: 30
- Weapon of choice: Rapid, Long Range, Power
* Imps - The classical Imp... This beast will hide everywhere, perhaps even
under your bed. Might want to check that. Nevertheless, they are tougher
than Zombies, and faster too. They crawl behind you, jump at you from the
front (making your view shock, making it even harder to hit THEM instead of
your leg), or decide to use the air vent and attack from above. Not only
that, but they also shoot fireballs.
- Health: 130
- Fireball: 12
- Fireball Splash: 5
- Fireball Splash Radius: 50
- Leap Attack: 8
- Claw: 8
- Weapon of choice: Rapid, Close Range
* Lost Soul - Not really an enemy, but as soon as you see a golden skull
pass, make sure your gun is loaded, because I can assure you at least one
enemy is going to attack you in less than 10 seconds. Later in the game
these pesky skulls will be able to hurt you and hunt you in packs, just
like Trites.
- Health: 20
- Melee: 12
- Charge: 12
- Weapon of choice: Rapid
* Maggot - A creature that has 2 heads, and is extremely fast. However, they
aren't that hard to beat.
- Health: 80
- Claw: 6
- Leap Attack: 16
- Weapon of choice: Rapid, Close Range
* Mancubus - A demon with rapid-fire rocket arms. Can take quite a lot of
hits. They are fat, and move slow, but the damage they can do (especially
when they work together) is devastating.
- Health: 1000
- Rocket: 20
- Rocket Splash Damage: 20
- Rocket Splash Radius: 40
- Stomp: 40
- Weapon of choice: Rapid, Long Range
* Marine-Zombie - A "parody" on the original Zombie. These enemies have guns
to damage you. Sometimes a pistol, other times a SMG.
- Health: 110 max.
- Machinegun: 3 per bullet
- Pistol: 4 per bullet
- Shotgun: 24 (3x8)
- Weapon of choice: Rapid, Close Range
* Pinky - A fat half-robot/half-demon enemy, you most likely saw in
screenshots of Doom 3. It's just like a fat dog. Don't get cornered by this
beast, and keep your distance.
- Health: 220
- Melee: 10
- Weapon of choice: Rapid, Close Range
* Revenants - Skeletons with plasma rifles/rocket launchers on their
shoulders. Hide when they shoot their rockets, then shoot them full bullets
and just repeat that. The missiles can be taken out with your Plasma Gun.
- Health: 272
- Missile: 10
- Missile Splash Damage: 10
- Missile Splash Radius: 30
- Claw: 16
- Melee: 16
- Weapon of choice: Rapid, Close Range, Long Range
* Tick - These Spiders will explode. They often come in packs and try to
surprise you.
- Health: 20
- Explosion: 50
- Explosion Radius : 100
- Weapon of choice: Rapid, Power
* Trites - Little Spiders that'll come out of all kind of places to kill
- Health: 20
- Leap Attack: 20
- Bite: 8
- Explosion: 50
- Explosion Radius: 100
- Weapon of choice: Rapid, Power
* Wraith - The Zerg from Starcraft makes its return. Well actually not, but
they remind me or the Zergs =p Pretty easy to kill. Think of it like an
Imp without the fireballs. They can teleport though, so watch out.
- Health: 130
- Claw: 8
- Melee: 8
- Weapon of choice: Rapid, Close Range
* Zombie - The easiest enemy, and they most likely won't be able to damage
you, because you'll simply be faster. They come in different forms... fat,
skinny... GET YOURS NOW!
- Health: 150 max.
- Melee: 20
- Wrench: 20
- Weapon of choice: Weak
Source: http://ucguides.savagehelp.com/Doom3/enemies.htm (parts)
Bosses [D3.03.04]
* Vagary - A big Trite-like create, that is the Queen of Trites or something.
She attacks using telekinetic and by hitting you.
- Health: 1300
- Pincher: 12
- Melee: 12
- Objects: 12
- Weapon of choice: Rapid
* Sabaoth - Just don't get hit and use rapid fire and power-weapons. They can
hurt you by pushing you around or riding over you, so watch out for that.
They also shoot with a BFG, so keep your distance.
- Health: 1750
- Melee: 40
- BFG Splash Damage: 100
- Splash Radius: 150
- Weapon of choice: Rapid, Power
* Guardian - Take out the seekers. Once these are out, the Guardian can't spot
you. At least try to avoid the search light.
- Health: 800
- HeadButt: 30
- Smash: 20
- Smash Splash: 20
- Smash Splash Radius: 100
- Pound Ground: 20
- Charge: 30
- Weapon of choice: Long Range
* CyberDemon - Kill the "small" enemies to charge your Soulcube, then use it
against the boss. That's the big tactic here.
- Health: 4000
- Stomp / Smack: 400
- Rocket Direct: 40
- Rocket Splash: 40
- Rocket Splash Radius: 40
- Weapon of choice: Power, Long Range, Rapid
Source: http://ucguides.savagehelp.com/Doom3/enemies.htm (parts)
Other Items [D3.03.05]
* Armor - Armor comes in two forms; Shards, which are small pieces of armor,
and suits.
* Ammo - Ammo also comes in different forms; Bullets (Pistol), Shells
(Shotgun), Cells (Plasma Gun), Chaingun Belt (Chaingun), Clips (SMG),
Energy Cell (BFG) and Rockets (Rocket Launcher).
* Health - Comes in three forms; small medkit, large medkit and adrenalin.
The first two are straight forwarded. The adrenalin will give you unlimited
stamina for a short while.
* Power-ups - Two power-ups can't be found in the single-player part, but
only in the multi-player; Invisibility and MegaSphere (increase health). For
single- and multi-player there is the Berserk power-up, which'll make you
invincible, speed you up and boost the damage you can do.
* Backpack - Allows you to carry more stuff at the same time.
* Key - Open certain doors that would otherwise be closed.
* Oxygen Tank - Gives you oxygen when you have to venture outside.
* PDA - Personal Data Assistant. Your most important tool next to weapons. Use
it to view mails, Video Disks, view user data and to open door.
* Video Disk - Gives you a video that shows you information.
Walkthrough (Hints and Tips) [D3.04.01]
You are about to start an adventure you never encountered before. It may look
like Half-Life and Unreal at some points, but it's still a good story to
follow. Let's start with some advice:
* Save often, except when you're low on health. This is your key to surviving.
* Get to know the controls before you enter Mars City Underground. If you are
just standing still like a puppet the monsters will slay you easily. If you
know how to move it'll be a lot harder for them.
* You might want to set the brightness of the game a bit brighter, since the
game is pretty dark.
* Talk with everyone you can, interact with anything, read anything, listen to
anything and watch everything.
* Re-load your gun when you are not into combat to assure you don't have to
reload when a group of zombies want to taste your leg and brains.
* In combat, don't stand behind something that can explode.
* In combat, aim for the head.
* Listen carefully, since you can hear when enemies are nearby.
* Use the right gun for the right situation. Don't use your plasma gun on one
Trite, and don't use a pistol against a boss.
* When entering a new room, equip the shotgun in case something is waiting
for you.
* Don't use a Health Stand when you have 99 health. You'll gain one point of
health, the machine loses 10. Get my point?
* Let Sentry Bots do the dirty work. It can't run out of ammo, and it'll spot
any nearby enemy for you.
* Don't shoot glass unless needed. Who knows what's behind it, maybe even
an area with oxygen, which forces you to go faster through an area because
you'll run out of oxygen if you aren't fast enough.
* When you have enough health, and you see a medkit, leave it there. Maybe
you need it a few rooms later.
* Set the Flashlight to the right mousebutton. It's used by the jump button
otherwise, and jumping with the keyboard is faster, easier and just works
better. And it's easier to use the right mousebutton for the Flashlight,
so you can switch easy without watching what you're pressing (that is, if
you don't know that).
* Use your flashlight to find goodies you wouldn't find if you don't use it.
* Save ammo, don't shoot a dead Zombie. This isn't Doom 2.
* Keep your distance whenever possible. Some enemies are nasty when they
are close. If you are sure you hurt the enemy enough you can also get closer
and make a nice headshot with your shotgun.
* Your feet are further behind you than you think. If you need to do a leap
jump, jump a bit later then you would normally do.
* Cover during fights (or when reloading during fights). It's an easy way to
dodge a rocket from a Mancubus or Revenant.
* Shelves offer great cover. Fireballs, for example, can't go through, but
your bullets can.
* Pillars are great for covering too. You can keep firing at a Pinky, while
going around and around and around the pillar.
* Enjoy the game! The most important part =)
Sean submitted two tactics to fight the evil:
Shooting Monsters - You'll run into countless imps throughout the game, more
than any other monster except maybe zombies. Maybe I'm just slow, but it took
me a long time to learn how to dodge their fireballs. This is probably the
most significant skill in the game. When you first see an imp, you need to
start shooting and immediately try to find some open territory. Hallways are
bad places to fight imps. Open rooms are good as long as you stay away from
obstructions like furniture. If I'm in a confined area when I spot one, I
like to retreat to the nearest open area and the imp usually follows. DO NOT
advance into unknown territory during a fight, or you will activate more
enemies. When the imp cocks his arm to throw the fireball, dodge to the left
or right. Start your dodge earlier if you're closer to the imp. If you're
farther away, you can wait til the fireball approaches then dodge. These
tactics (return fire, find an open area, and dodge) apply to other monsters
who use missile weapons like Revenants. You have to choose between fighting
up close or creating distance. If you're going to stay close, you may be able
to dodge the monster's shots, but don't get close enough for it to use its
melee attack. The Shotgun works well at close range because of its increased
damage and because you can dodge without trying to hold the reticle on
target. The SMG works well for fights at a distance, because you can hold the
reticle on the target and hold the trigger down. I like to use the plasma gun
against Revenants because hitting one rocket of a two-rocket salvo seems to
consistently blow both rockets up
Non-Shooting Monsters - You need to use the opposite tactic when fighting
melee monsters. These include flying monsters like Lost Souls, and charging
ones like Pinky's. If you find yourself in an open area, these monsters can
dodge your shots and attack from the left or right. Flying monsters can swoop
down from above. These types of attacks make the monsters harder to hit, and
require you to shift aim to engage multiple enemies. Therefore you should
retreat to a hallway so the monsters all have to come from the same
direction. If you're good, you should be able to use the Shotgun, and you may
kill more than one enemy with one shot. Because of the reload time, you'll
need to time your shot for the last second. You need to learn to fight all
monsters with the Shotgun anyway, because it's the only weapon for which ammo
is consistently available.
I'm using a few tactics myself to venture through a room or hall;
Baby-tactic - Walk really slow, and when an enemy attack you'll be sure to
shoot before it can even attack you.
Hero-tactic - Run through a room, turn around and shoot anything that showed
Fast-tactic - Run, run, run, ignore everything that you encounter.
If you find anything that's not covered in this walkthrough, please let me
know. I'll add it, together with the credits you deserve.
Playing on a more difficult level won't change the storyline or anything, just
how hard the enemies are etc. Also, on Nightmare your health will drop to
25% (drops 5 every 2-3 seconds). Also there are no medkits, only Health
Total levels: 27
Levels Completed: 19
Complete: 70%
Last but not least, this guide isn't made for every piece of ammo, health or
armor in the game. Only if the goodies are out of sight I'll mention them. I
don't see a point in telling you where something can be found that's in front
of you, right?
Items found: 2x PDA, 2x Video Disk
You'll get some short information about what's going on; you are going to
Mars City on behave of the UAC. Your ship lands, and you step out of it. Also
two other man set their first step on Mars, talking about how bad the city
is. That's not a very good start, is it?
Go to the reception.
Very hard objective, isn't it? It's probably the hardest in the game, so
beware ;p Anyway, it's pretty straight forward. Just walk up the stairs, and
enter the doors. You can also talk to various people here. The most people
you'll encounter will just say "Hey you're new here, right?" or something like
that, but others may give hints or tips. The man sitting on the bench will
tell you how much he wants to leave Mars. His reasons are unknown, but you'll
find out soon enough.
Enter the door, and you'll end up at the scan-section. You'll have to step
on a square, and wait till the bio scan is finished. You're fine to go. What
a surprise! Enter the door that'll be unlocked.
You'll end up in some bigger room. Listen to what the man tells you through
the intercom. The Mars Facility is the best, and this and that. We'll see
about that soon enough! Listen to his speech if you want, or just enter the
door that's in front of you. Whatever you do, just go to the door to enter
the room where the reception is.
The man behind the desk will give you a PDA, and tells you not to lose it.
He'll also give you a new objective.
Perform all your duties in a Military Manner.
A bit more information about your PDA. This is your most important device in
the game, next to weapons. It'll show the current objective, weapons and
items. You can read e-mail, listen to audio logs, watch videos and read
information about the facility, combat etc. The PDA also functions as a key
that'll unlock doors for you. When you encounter a PDA of someone else, you'll
download his data on your PDA and gain more access, and you'll be able to
read his mail and view/listen to his logs, which often gives away security
codes or information that might be of use. Also there are various stands
around Mars City where you can download information from.
| User Data
| Name: Grawl (for me at least ;p)
| I.D. Number: 381 9x-22
| Location: Departure Lounge
| Rank: Marine Security
| Security Clearance: Marine HQ
| User Mail
| From: Director W. Banks
| Subject: Welcome Message
| Date: 11-15-2145
| Body:
| Welcome to Mars Marine.
| I would like to take a brief moment of your time and welcome you to what we
| call our 'home away from home'. We will make every effort to make your stay
| here as pleasant as possible, and if you need something, please feel free
| to contact your supervisor for immediate assistance. I hope that you can
| find the time to take advantage of some of our great staff amenities. As a
| reminder, we engage in technical, highly secure testing and research here,
| please refrain from wandering into unauthorized areas. Any security team
| member will assist you if help is needed.
| Sincerely,
| Director William Banks
| User Mail
| From: Sergeant Kelly
| Subject: Report to Marine HQ
| Date: 11-15-2145
| Body:
| Marine,
| Report to Marine Command as soon as possible. Don't waste any time getting
| here. We're short on troops and I need you out on patrol as soon as
| possible.
| Sergeant Kelly
| Video Disk
| Title: Marine Command Briefing
| Creator: Marine HQ
| Date: 03/11/45
| Description: Standard Operating Procedures on Mars
| Shown: This is just a "we are the best" movie.
Report to Marine Command
Walk back to the previous room (although the guy at the reception tells you
to visit the chief immediately). There is such a stand here, Walk to it, and
press the "download" button to get yourself a new mail.
| User Mail
| From: Safety committee
| Subject: Safety Awareness Month
| Date: 11-15-2145
| Body:
| Safety is critical to everything we do on Mars. We will review all standard
| safety protocols during the month of November - Safety Awareness month.
| It is mandatory that you schedule time to attend each of these valuable
| workshops.
| Proper Plasma Handling: Review of the proper storage of plasma, how to
| handle plasma leaks and the best ways to treat plasma burns.
| Emergency First Aid: Learn the location and correct use for all of the
| Health Packs placed throughout the facility. Special attention will be
| given to waste prevention methods. Health resources are squandered if a
| large pack is used when only a small pack is needed.
| Storage of Weapons and Ammo: Special lecture on the safe storage of
| weapons and ammo. Fred Nilsson will be giving hands-on lessons in
| proper targeting and strafing.
| Emergency Loss of Environment: This lecture will focus on what to do is
| you are faced with an air leak, structural failure, or airlock failure.
| Special care will be paid to the locations of emergency air tanks.
| See postings outside UAC HR for times and locations.
Walk (or run, I don't care) back to the reception. On the table there is
a video disk. Pick it up.
| Video Disk
| Title: Welcome to Mars Research Facility
| Creator: Human Resources
| Date: 03/05/45
| Description: For additional help please see your UAC representative
| Shown: Pretty much like the previous video you saw
A little further in the room, is another stand, where you can get yourself
yet another mail.
| User Mail
| From: UAC Security
| Subject: Code-Black: Missing Staff
| Date: 11-15-2145
| Body:
| Dr. Jonathan Ishii from the Delta Science Team is missing. Security is
| concerned that he may be injured and unable to respond to pages or return to
| his post. Please keep an eye out for Dr. Ishii and report to UAC Security is
| he is located.
| He was last seen in Mars City Underground approaching the airlock leading
| to the old communications array.
Now this is where the trouble starts, a missing scientist... Follow the path
and you'll encounter a cutscene.
You'll see your little friends from the intro again. He'll tell some
guy he wants to check out stuff. The scary man seems a bit troubled by
that. Is he telling lies?
Follow the left path until you encounter a door that's in your way. Don't
enter the door yet, but go right, into the cafeteria. Stand at the counter and
watch the news that's on TV. It seems that the base where you are, are missing
various people. You can also watch the rest of the news, but it isn't that
much important. Plus the guy couching is irritating =p Anyway, there are
various things you can do here. You can talk a bit, close the windows, play
the best Arcade-game ever (it's fun, really =D) and pick up a PDA from someone
else. When you do so, you'll download all the info onto your own PDA.
| User Data
| Name: Adam E. Berneche
| I.D. Number: 8321 -1 4
| Post: Mars City
| Title: Maintenance Tech
| Security Clearance: General Access
| Audio Log
| Title: Maintenance Update
| About: Adam tells about what he did, and he says he's feeling rather
| uncomfortable when he was working in the Underground area. Everyone there
| looks weird and creepy, and he expects that he gets attacked. He also tells
| the code 396. which is for a cabinet. Now that's what we were looking for...
| Well not really, but you'll need it later ;p
| User Mail
| From: Ethan Peterson
| Subject: Lost PDA
| Date: 11-08-2145
| Body:
| Adam,
| Please take more caution in securing your personal data assistant.
| It's turned up in lost and found three times this month. As you know,
| your base security clearance are stored on that and it becomes a
| serious security issue any time a PDA is lost. Failure to secure your
| PDA could eventually result in your termination.
| Mr. Peterson
| Maintenance Supervisor
| User Mail
| From: Ethan Peterson
| Subject: Maintenance Report Needed
| Date: 11-10-2145
| Body:
| Adam,
| Your report is long overdue. Record an audio log for what you've done
| today on your maintenance shift and send it to me immediately. I know
| you recoded the cabinet today, and it is imperative that I update my
| master list with the new code.
| I do not want to tell you again how important it is to record those
| codes.
| Mr. Peterson
| Maintenance Supervisor
| User Mail
| From: Delta HR
| Subject: Volunteer Services
| Date: 11-13-2145
| Body:
| Mr. Berneche,
| I have some great news for you, your name came up in our last
| management meeting as a possible candidate for our Delta Labs outreach
| program. As you have probably heard, we are conducting some very
| exciting and important experiments here in Delta. Your supervisor
| recommended you as a good candidate and in fact he insisted you
| would be perfect for the job. I've reviewed your file and I agree with
| this assessment, you will make a perfect test Subject. Our work here
| is very important to the UAC and you should feel privileged that you
| have a change to be part of it.
| Mr. K. Clearsky
| Delta Future Systems
| p.s. Remember, volunteering is the best choice! I'd hate to invoke
| clause 12.A of section 5443 of your employment contract; which if you
| are not familiar with, allows us to appoint volunteered.
So we got the cabinet code for the Mars City Underground area, and we found
out Adam was a bad worker and his current supervisor wanted to get rid of him
Anyway, when you got enough of punching turkeys, go to the door I told you not
to enter yet. Enter it now. You can overhear a conversation of 2 men.
Apparently some guy complained and got transferred right way. There is a new
stand here, so check it from yet another bullshit mail.
| User Mail
| From: HR Coordinator
| Subject: Volunteer to earn extra credits
| Date: 11-15-2145
| Body:
| Delta Labs is looking for individuals to fill critical positions. You can
| help with our exciting break-through work and earn credits at the same time.
| Volunteers are needed in the following areas:
| Teleportation: We're looking for test Subjects to stress-test the new
| teleporters. Experience tomorrow's travel technology, today!
| Medical Research: Our advanced pharmaceutical team needs volunteered to
| participate in exciting medical studies. Help us find cures to everything
| from the common cold to Ebola 7.
| Specimen Handling: We need volunteers to help handle and track the specimens
| gathered through Delta Labs experiments. Health test and liability waiver
| will be required.
| For more information about any of these opportunities or to post openings in
| your department, please see an HR Coordinator.
There is only one way to go, and that's up to the steps, to the right. Follow
the path, and some marine will tell you what way to go. Be a bad boy (or girl,
for that matter) and go left to see what happens to volunteers. Whatever way
you go, you'll end up in front of some steps. Don't go up yet, but enter the
door that's to the opposite side to it to get yourself another Video Disk.
| Video Disk
| Title: Series 3 Plasma Gun Briefing
| Creator: UAC Advanced Weapons
| Date: 07/28/44
| Description: Informational Video on the Series 3 Plasma Gun
| Shown: As description says...
Now just follow the path, and you'll end up in the HQ.
You'll get your first real objective. You have to find the missing scientist
you read about earlier. Follow the bot to get to the Underground Passage,
which is where we need to go.
Search for the Missing Scientist. Locate Maintenance Entrance.
Just follow the bot to end up where you should be. There is a cabinet here.
Enter the code you found before, 396, to get yourself some bullets. Enter
the lift here.
The Mars City sublevel was one of the first multi-purpose installations built
on Mars. Housing storage, environmental systems, localized energy production,
communications arrays, and rudimentary research systems, the aging facility is
vital to keeping Mars City operational.
Items found: 3x PDA, 3x Oxygen Tank
Enemies: 8x Imp, 15x Zombie, 8x Marine-Zombie
When you enter the room, you'll get yourself a pistol, more bullets and armor.
After that the guy will take a radio test to make sure it works. Now enter the
next door and we'll search for the missing scientist.
Reach Old Com Building.
In the room with the Crane, there is a guy operating the crane. Shoot him in
the head to get his PDA.
| User Data
| Name: Daniel M. Young
| I.D. Number: 8946-55
| Post: Mars City Underground
| Title: Crane Operator
| Security Clearance: General Access
| User Mail
| From: Frank Delahue
| Subject: Tired of working the crane?
| Date: 11-15-2145
| Body:
| Daniel,
| I'm considering a promotion for you if you're interested. I'm down an
| engineer in Reclamation and I think you would be the perfect replacement.
| Give it some thought over the next days and let me know what you think.
| Frank Delahue,
| Engineering Manager
Seraphim submitted this:
"When you exit the room where you get your pistol and flashlight from the
cabinet there is a room with a large chasm, a crane, and a locked room on the
other side. If you press the controls for the crane you can rotate 90 degrees
in one direction. After you do that head towards the door you use to exit this
room. Just before the door look to your left. There is a tiny ledge with a
medpack on it. If you jump onto the ledge over the railing and look to your
left a little bit with the flash light you will see a rope that goes all the
way across. Do some tightrope walking and you can get over there."
It's all pretty straight-forwarded. Just follow the path. There is one weird
guy down in "the dungeon" who tells you about the scientist, but suddenly
stops talking. He doesn't want to tell you anything else. Veech told me 2
pieces of armor could be found under the stairs.
Two rooms later (it's the room where some guy says through his radio "Why
don't you get your fat ass down here and do it yourself?") you can find a
cabinet, plus a PDA.
| User Data
| Name: Grant F. Baston
| I.D. Number: 2781 -61
| Post: Mars City Underground
| Title: Services Supervisor
| Security Clearance: General Access
| Audio Log
| Title: Unexplainable Things
| About: Grant tells about reports of unexplainable things. The reports are
| pretty high and people are frightened. Power losses etc. don't help either,
| and about every day people call in sick.
| User Mail
| From: T. Brooks
| Subject: You're not gonna believe this :)
| Date: 11-13-2145
| Body:
| You will not believe this... actually you probably will. The late night
| security detail couldn't figure out how to open the security cabinets
| from the security office?!?! I spent the next morning walking them
| through the steps in the security panels. They didn't realize that you
| could open both cabinets from the one security panel. Where do they
| find these people?
| -Brooks
| User Mail
| From: UAC Security
| Subject: UPDATED SECURITY CODE
| Date: 11-14-2145
| Body:
| Unit Supervisor,
| November Security Update for your area, UNDERGROUND MAINTENANCE, has
| been completed.
| Please update the security cabinet code in the Energy Stabilization
| Unit to 531.
| Thanks,
| UAC Security
According to Synnystr you can walk along the walkway, but jump over the left
railing before you would turn to continue along and go through the next door
and you'll find a whole bunch of armor and bullets under the walkway.
Use the code from the mail onto the cabinet to get more armor and shells. Now
continue your little journey. There is only one way to go through, so you
shouldn't have any problems. There's a broken panel and a guy who gets scared
when you sneak up to him (remember the panel he is controlling though). In the
next room the lights will power out. Time to use your flashlight to navigate
through. You'll need this tool pretty much from now on, so get used to it.
Follow the path, and you'll encounter a guy. Grab the bullets on the box, and
shoot the Marine off to get his PDA. Open the airlock.
| User Data
| Name: Mark B. Ryan
| I.D. Number: 9368-41
| Post: Mars City Underground
| Title: Security Officer
| Security Clearance: General Access
| User Mail
| From: T. Brooks
| Subject: Got a new guy on the way
| Date: 11-15-2145
| Body:
| Hey Mark,
| We had a new marine just come through the security checkpoint. He's gonna
| check out the old comm building for that missing scientist. Can you make
| sure doesn't get lost... last thing we need is another missing person.
| Thanks Bro
| -Brooks
Now go outside and quickly go through the other airlock. Don't take too long,
since you won't have infinite oxygen. According to Czar, instead of crossing
the bridge, you can also go right, and grab some oxygen and ammo here.
In the new door, use the lift to go up one level. Follow the path and you'll
find the missing scientist.
Also Synnystr provided me with this:
Once you close the second airlock (after your quick dash across the terrain),
you end up in a storeroom of sorts. To your right are some boxes and shelves.
If you go around the back of the shelves and jump up, you'll find some more
armor and bullets.
The scientist will tell you "they" need to be warned, and that time is
running out or whatnot. If you watch the monitor, you'll see that there
is some kind of portal open. A portal to hell?
From here on monsters will appear. It's no more mister nice guy.
The scientist will turn into a Zombie, go kill him off with a few shots from
your pistol. Out of the door will come a Marine-Zombie, so kill him off too.
Yes, Anarchy is ruling Mars City. If you watch the monitors you'll see what
happens. All kind of lost souls will enter the bodies of people, and they
will turn into a Zombie. For now, you'll only encounter 2 types of Zombies;
the normal Zombies, which don't have a gun and will just try to kill you
with their bare hands. There are also Marine-Zombies, which will shoot at
you. For now, this room is safe from Zombies, so look around a bit if you
want. Click on the monitor at the panel to see how a Zombie kills a Marine.
After a short while, you'll get a new objective.
Go back to the Security Checkpoint.
This security checkpoint is the part where you did the radio test and got the
pistol and armor. Not that much of a walk you say? Well with Zombies around, I
can assure you it is ;p When you are done in this room, get the medkit and
bullets if needed. Then leave the room.
Just around the corner there is another Zombie. Shoot it off. Not a problem,
right? You might wonder where the hell they come from though ;p Also, at this
point the game will also be known as Flashlight 3 =p Yea yea, I'll shut up
and on with the show.
Enter the lift you entered before. The lights will go out, but don't worry,
there will be no monster that'll attack you (like the Skaarj did in Unreal 2).
Go outside using the airlock, and take the short walk outside again. You'll
see another one of those lost souls once inside, and a Zombie will be
waiting for you to kill it. Give him what he wants ;p Remember the Marine
that helped you before? He wasn't too lucky, since he got killed.
When you go up the stairs, and you enter the door, a Zombie will attack you,
so open the door and step back. Kill him off, and climb up the stairs. This
is the room where you used the flashlight for the first time. Just enter the
new room. A Zombie will be climbing up the ladder, but you can take it down
before the poor lad even got a change to attack you. Go right, and you'll see
a claw that tries to attack you. Make it your pet if you want, and call him
Charly. However, Charly is a bad pet and walks away. When you jump down where
the Zombie tried to climb up, you can find some shells. Remember that panel
I told you to remember? Operate it now to make a bridge, since the door where
you met Charly is blocked.
ZZ submitted a small thing: "Left of where the guy was there's a ladder
leading down into the area with the machinery. Down there you can find some
ammo and armor in two corners."
Cross the bridge, and kill the Marine-Zombie that jumps out of his little
hiding place. Grab the stuff there, and enter the new room. Yet another
lost soul will take over a body. Another Marine-Zombie is created. If
children were created just as fast, we would have a serious problem. He'll
run behind a box and shoot you from there. Keep distance and kill him, or
just run to him and kill him. Just make sure he doesn't move and it's fine.
Don't go down yet, because there is a Zombie hiding somewhere in a small
shaft. Turn the light on him, then shoot him. However, if you shoot him
before you walk down, a skull will go in the shaft... WHAT THE HELL DOES IT
TAKE OVER THEN? THE SHAFT? Well just beware of the evil shaft then =p Just
walk to the desk there, and grab the stuff, including the PDA.
| User Data
| Name: Frank A. Delahue
| I.D. Number: 8397-68
| Post: Mars City Underground
| Title: Engineering Manager
| Security Clearance: Engineering
| Audio Log
| Title: Power Demands
| About: This man is the manager, and he lets everyone work 12 hours a day.
| Good he's not my boss. He tells about the power demand, which is extremely
| big. Also, the rumors seem to make people awkward.
| Audio Log
| Title: Fire Blast Precautions
| About: He tells about problems with the "main progress". People seem to get
| injured because of it. He just gives precautions to bring the number of
| injuries down. He mentions the code 842.
| User Mail
| From: Brian Mora
| Subject: Party in the Delta Labs
| Date: 11-13-2145
| Body:
| Yo Frank,
| Don't forget that we're starting the party early this time... 8:15
| --BMora--
| User Mail
| From: UAC Security
| Subject: RE: Request Security
| Date: 11-14-2145
| Body:
| UAC Employee,
| We have received your complaint and will consider your request. Safety is
| important to us and will do everything to insure security throughout the
| Sincerely,
| UAC Security
| ----Original Message----
| Sent: 11-12-2145
| To: UAC Security
| I'm becoming increasingly concerned for the safety of myself and my
| co-workers down here in Underground. We've had guys getting stuck outside of
| the airlock that leads to the old comm building and there seems to be a
| build up of tensions over the past few weeks. I've seen friendly co-workers
| change...
| I formally request additional security as well as an investigation as to
| what's causing all the angst.
| -Frank Delahue
Nice stuff eh? Anyway, walk up the pipe in this room for more supplies. With
the new PDA info, you can access the other door in this room, that wouldn't
open before. Death submitted you can move boxes and grab some health and armor
above the evil shaft.
As soon as you enter it, you hear something scream "PLEASE HELP ME AAARGH!".
Aaargh is when his head is separated from his body. Look up to see who did
this. Kill the zombie now, or just do it in a few minutes when you actually
get to that area. It's all fine with me. Around the right corner is another
Zombie that seems to dislike you. Get rid of him, grab the stuff behind the
crate, and enter the door that's on the opposite side of the crate. According
to Krayzie the guy can be saved. If you do so, he'll open up something for
Nothing wrong in this room... yet. There is a crate on some kind of platform,
with armor on it, and some stuff around. Walk to that spot, to get yourself
a shotgun. Your favourite weapon for a while. The platform will go down, and
you have to kill 3 Zombies'. They just don't stand a change. Climb up using
the ladder. If you are in need of more supplies, crawl under the big pipe for
a little area with stuff, otherwise continue through the only other door.
There is a dead body over there. As soon as you walk through it, something
will explode. Don't cry, he won't hurt you. He even has some nice goodies for
you. When you walk up the stairs, however, a horde of Zombies (including a
Marine Zombie) will cross the corner, and they will hurt you... or die
trying (I certainly hope they die). They will, however, come one at a time,
so nothing to worry about. The bad part is the light will go down, and it's
time to switch between flashlight to see where the enemy is, and
shotgun/pistol to shoot. When you go around the corner two times, a Zombie
will attack from the left (he's hiding in the dark), and another one will be
coming towards you from the hallway. Finish them both off. Near the door is a
health machine. Keep using it till you are back to health, although I don't
think you lost much health yet. Enter the next room.
Onto the next room. On the left is a flame. If you want some stuff, you can
crawl underneath it to get some stuff. If you want to enter the right door,
be sure your gun is reloaded.
An Imp will crawl out of a little space and attack you.
Shoot the Imp down, and enter the new room. This is where the scientist is
that was killed before. An Imp will come around the corner. I'm not completely
sure if it's your pet you just killed, but in case it was, don't worry, you'll
get another one. Enough, actually. Let me be honest with you, you'll be able
to get more Imp pets than you want. Egh, I'll just shut up now about the pets.
I'm wasting space here =p So before you continue down the corner the Imp came
from, observe the control panel of the first valve, which is malfunctioning.
Remember Frank Delahue's audio log? That's right, the code is 842. Now you can
go back, past the spot where the flame used to be, to get some health, armor
and ammo. After you're done, continue from the point of your last encounter
with the Imp. There is a ladder there, but if you go down, you'll just end up
where you already have been, so don't do that. Just walk down the hallway to
find another Zombie. When you find yourself on top of stairs, look in front of
you. In that dark space is a Zombie hiding, so watch out. Kill it, then enter
that dark space to find some goodies. An Imp will appear from where you
already have been (the stairs, that is), so take care of that too. Enter the
door to the next room.
Don't worry, nothing here that'll attack you. You can see the bridge you made
earlier. And where you met Charly. Aaah the memories! :') So enter the next
room, walk down the stairs, and follow the path. An Imp and Zombie will attack
you. You know the drill, next room sir! Yes, you are right, this is the room
where Charly tried to make friends. He isn't around anymore though. Hurts,
doesn't it? You can make yourself feel better with some shells when you crawl
under the floor (do so by going right of the door, and crawl). When you are
done, enter the next room.
Nothing dangerous in this room, but the next room will have an Imp that'll
jump at you right away, so ready your gun. This is where you got the PDA
earlier, but if you don't have it yet, you can get it now. The medkit that
was in the cabinet may come of use now. However, out of nowhere will appear
a Marine-Zombie, so get ready. When you dealt with him, continue the walk.
Go down the stairs, where the guy was complaining earlier. Watch out, because
an Imp will drag you down and try to kill you. Enter the next room when you're
Another room that doesn't have anything that can harm you. But a dead Zombie
will fall down and someone will whisper "Help me... help me...". Just walk
through the next door. An Imp will appear from underneath the stairs. Kill it
and walk further.
See the explosive barrel? Walk to it, then walk back, shoot at it, and kill
the Imp because of the explosion. When you try to walk up the stairs, some
junk will fall down, so be careful. When you are done being scared, walk up
the stairs. See the door with the green panel next to it? An Imp will come out
of that. When it's killed, enter that room yourself. Kill the Marine-Zombie,
before it's able to stand up. Grab the stuff here, use the Health Machine if
needed, and then use the computer to unlock a door. Also, and Imp will found
out that glass isn't breakable ;p Return back to the previous room. There is
another Marine-Zombie here, so take care of that soldier. The door that was
locked before is open now, so enter that one.
The Imp that tried to break the glass earlier is still waiting for you. Kill
it off, and be happy, because the objective is done. Well actually there's
nothing to be happy about.
Return to Mars City.
According to Cobra and Erik, it's possible to get the guns behind the glass by
going into the control room and unlock the glass. Nevertheless, open the door
to the lift, kill the Marine-Zombie and enter it.
Jeff submitted all the information you need to get the remaining goodies near
the crane: "To get the stuff up in the crane cab, the crane has to be working
so you can rotate it the 90 degrees (otherwise the ladder is blocked at the
top and you can't get into the crane cab). The crane is broken on the way
back, so you have to do this on the way out. You rotate the crane (you can
do this from either side), cross the chasm, and then you can climb the
crane's ladder and get the shells and armor.
On the other hand, to get into the little maintenance shed (without
noclipping), you have to unlock its door, and you can only do this on the
way back because on the way out there's no way to get into the security
office. You unlock the door from the same panel where you unlock the exit
door and the little cabinet with the smg. So you basically go into the
security office, kill everything in there, unlock the exit door, smg
cabinet, and maintenance shed, and then go back, cross the chasm, and you
can get into the shed."
Mars City Re-visit [D3.04.04]
Mars City is the gateway to all of Union Aerospace's Mars Base. All arriving
personnel are processed here before moving to their assigned posts. Mars City
houses the primary Marine Operations control room as well as the main
administrator's office.
Items found: 5x PDA, 1x Keycard
Enemies: 6x Imp, 14x Zombie, 38x Marine-Zombie
Don't think you can take a break now. You'll get a new objective, and a
Marine-Zombie is shooting at you with his shotgun.
Return to Marine Command.
Walk around till someone drops a ladder. Climb up, and he'll tell you he has
no clue what happens. Some kind of shockwave passes through the building and
everyone changed. He's asking you to get help, and he's too scared to come
with you, so just walk further and leave him alone. You have to crawl through
the shaft. You can find some armor here, and a way down. When you do so, jump
down, and run to the room. Turn around, kill the Zombie here, and also kill
the Zombie that comes through the hall. There is a PDA waiting here for you.
| User Data
| Name: Marcus C. Stanton
| I.D. Number: 591 2-24
| Post: Mars City
| Title: Manifest Controller
| Security Clearance: General Access
| Audio Logs
| Title: Undocumented Cargo
| About: Marcus is talking about the cargo, and someone preventing him to get
| all the data on the cargo. The man is pissed.
| User Mail
| From: David Robbins
| Subject: Would you believe - chainsaws?
| Date: 11-12-2145
| Body:
| Marcus,
| Those morons at Mixom have done it again. I requisitioned a crate of
| jackhammers. What we got were several crates of chainsaws and no jackhammers
| at all. What the hell were they thinking? Chainsaws serve no purpose on
| Mars!
| I'm sending these back as soon as I get the time. Meanwhile, I would
| appreciate if you could lodge another complaint with Mixom and expedite my
| jackhammers when they do arrive.
| David Robbins
| Industrial Complex
| User Mail
| From: Ray Gerhardt
| Subject: Farewell for now
| Date: 11-14-2145
| Body:
| If you've received this e-mail, you are someone I worked with while here on
| Mars and have made an impression on my life. I want you to know I'm leaving
| Mars and UAC to pursue other opportunities after one last assignment
| tomorrow in Delta Labs.
| I will miss you terribly and will think of you often. I'm sure the
| friendships I've made here will last the rest of my life and I will be sure
| to keep in touch. As soon as I have a new address I will forward it along.
| I hope you will join me in the Mars City kitchen for a drink tomorrow
| evening. My shuttle leaves first thing on 11/16 and I'd hate to miss my last
| chance to see you... until next time.
| Ray Gerhardt
| User Mail
| From: Duncan Mathews
| Subject: FW: Farewell for now
| Date: 11-14-2145
| Body:
| Any idea who this guy is? I think he may be the funny looking dweeb from
| Alpha Labs, but I always thought his name was Alan.
| Are you going to go have that drink with him? I wouldn't normally... but if
| he's buying and other people will be there, it might be fun.
| ----Original Message----
| Sent: 11-14-2145
| To: Duncan Mathews
| If you've received this e-mail, you are someone I worked with while here on
| Mars and have made an impression on my life. I want you to know I'm leaving
| Mars and UAC to pursue other opportunities after one last assignment
| tomorrow in Delta Labs.
| I will miss you terribly and will think of you often. I'm sure the
| friendships I've made here will last the rest of my life and I will be sure
| to keep in touch. As soon as I have a new address I will forward it along.
| I hope you will join me in the Mars City kitchen for a drink tomorrow
| evening. My shuttle leaves first thing on 11/16 and I'd hate to miss my
| last change to see you... until next time.
| Ray Gerhardt
So something is wrong with the cargo. I don't even care, that FW mail made me
laugh =p The hallway the Zombie came from contains a few bullets, but I don't
think you'll really need them. Just enter the next door.
A Marine-Zombie will run at you, so shoot him off. Go to the left and try to
access the door. Something will bump onto the metal... hard...
Obtain an ACO Key Card for access.
Go to the door the Marine-Zombie came from, to find out another one is coming
at you. But you're lucky, because you can grab his SMG when he's killed. There
is another Imp behind the glass who finds out it's not breakable, so he just
climbs up. There is an AGO card here however, so grab it and return to the
door, then enter it.
If you use your SMG, it's better to use short burst, because it'll be easier
to aim. There are a Marine-Zombie and normal Zombie (with gun though) here, so
kill them off, and then watch what happens behind the glass. That little bot
seems to kill every enemy for you. So we are going to find this little guy,
so he can help us a bit. Enter the next room. Nothing is here, so enter the
next room again.
Watch your back, because a Zombie will come from behind to attack. There are
also a few Zombies in this room, so search around. There is also a Zombie
without a head that walks around like a... Zombie without a head -__- There
are 2 ways from here; there is a hall you can walk through, and a door. First
go through the hall. There are 2 Marine-Zombies here, kill them, and grab some
stuff, then enter the door.
Walk a bit forward, and a Zombie-on-Fire will attack you. Bam bam! End of
story for this guy. Enter the next room, and kill of the 2 Marine-Zombies.
There is a little area on the left, where a fat Zombie is hiding. Kill him,
and enter his hiding place for goodies. Walk to the doors in the hallway, and
kill the Imp that'll appear. On the right isn't much to do, so enter the left
door to enter the Alpha Lab.
Walk to the desk to get a PDA.
| User Data
| User Name: Marcus T. Caseon
| I.D. Number: 1 394-39
| Post: Mars City
| Title: Doctor
| Security Clearance: General Access
| Audio Log
| Title: High Incidence of Psychological Reports
| About: Mark will talk about incidents and injuries happening.
| Audio Log
| Title: Patient Attack
| About: Mark talks about a patient that attacks everyone with a scalpel
| because of his medication. He carved three symbols in his arm. He gives the
| code 347.
| User Mail
| From: Jordan Kennedy
| Subject: RE: Patient Attack
| Date: 11-09-2145
| Body:
| Mark,
| Thank you for sending me the audio report. I wish the news was better.
| I will coordinate with our colleagues here on Earth to find additional staff
| and resources to assist. Given the situation there, it isn't going to be
| easy. You may be on your own for a while.
| My advice to you, continue to document everything you can, attempt to find
| the root of the problem, and for goodness sakes, stash weapons and medical
| supplies for yourself in case things get worse. I'm glad to hear you've
| already taken some precautions by locking some supplies in that cabinet. I
| hope it is enough. I appreciate you including the code in your report and
| will keep it secure.
| User Mail
| From: Sarah Holsten
| Subject: Leaving?
| Date: 11-15-2145
| Body:
| Mark,
| I hear that you're leaving Mars. I'm happy that you'll be able to spend more
| time with your family, but I am very worried about the deteriorating
| situation here. We're short staffed already. Your departure will be a big
| loss.
| Speaking of which, I've noticed that Zach in Operations has been behaving
| more and more erratically. Since talking with you I'm not sure if I'm being
| overly sensitive, or if he has caught the bug going around. IO swear he
| tried to bite me today.
| In your absence is there anything I should do?
| -Sarah
Open the cabinet with the code 347. Enter the next room and kill the Zombie,
and the Marine-Zombie that walks in. You can find some stuff here, including a
stamina-boost. Open the door, and a Zombie that's on fire will come at you
("mwhahahaha etc."). Go to the left, crawl under the flame, and walk further.
The door won't open, but you'll find a PDA.
| User Data
| Name: Sergeant Bill Tyson
| I.D. Number: 7488-89
| Post: Mars City
| Title: Staff Sergeant
| Security Clearance: General Access
| Audio Log
| Title: General Troop Morale
| About: The general talks about the morale of the troops. Guess what, it's
| getting lower. However, his man are the best -_- For the rest, nothing new
| you hear.
| Audio Log
| Title: Troop Deployments
| About: The general talks about the new troops that will arrive. He just
| brags about what he'll do with them etc.
| User Mail
| From: PFC Hagar
| Subject: Sentry Bot Security
| Date: 11-02-2145
| Body:
| Staff Sergeant Tyson,
| I have been a major supporter of putting Sentry Bots on routine patrols. In
| the past, they have proven to be very reliable. That changed today.
| I witnessed two of our guys doing maintenance on a bot in Mars City. While
| having it only partially assembled, they activated its sensors to test their
| repairs. All of the sudden, the Sentry locked onto one of the marines as an
| enemy and began firing at him. If the ammo had been loaded, that marine
| would have been killed. Thankfully the other marine was able to immobilize
| it quickly.
| The Sentry Boy is powerful - but maybe too powerful. why do we need that
| much firepower in Mars City? Except for the odd report of individuals going
| a little crazy, we don't have many problems. Do we really expect the Sentry
| Bots to know the difference between someone having a bad day and someone
| gone mad?
| I hope you can talk to Sarge about this before something worse happens.
| -PFC Hagar
| User Mail
| From: Sergeant Kelly
| Subject: New Arrival
| Date: 11-10-2145
| Body:
| SSgt Tyson,
| We have a new troop inbound to replace Allen. He will be arriving on the
| next transport.
| Be sure to get the manifest filled out for his first issue.
| Sergeant Kelly
| User Mail
| From: Central Security
| Subject: Security Code Change
| Date: 11-11-2145
| Body:
| SSgt Tyson,
| Due to the upcoming personnel transfer, we will be changing the Weapons
| Storage code in Marine Command to 584. The change will be take effect on
| Nov 15, 2145.
| Thank You,
| Central Security
So we got yet another code, 584. Walk back to where you came from, and this
time take the other way, right that is. Kill the Zombie that kills a person
here. Go straight ahead, and go left. Remember where you found that Video
Disc? Go into that room, then enter the code 584 to enter the room. Get
yourself loaded with armor and ammo. Then leave the room and walk to the panel
to talk to Sgt. Kelly. You will get new access. Hooray.
Join up with Bravo Team.
So now we have to get to the Alpha Labs. We have to pass through the
administration. Go back, and take the left passage. You can now unlock the
door here. There is quite some killable stuff here. First off, there is a
Marine-Zombie that just requires to be shot. Do so. There is an unlocked door,
but don't open it yet. Go left there, and kill the zombie first. Now walk
back, open the door, and kill the horde of Zombies. Listen carefully to be
sure it's safe. Then go left into the cafeteria. Kill the Zombie with the
flashlight, and walk to the Arcade Machine. It's broken ;_____; Get the
medkit, and then kill the Zombie with the shotgun that appears. Walk back to
the hall, and enter the toilet.
Shine with your flashlight into the mirror and you'll see yourself surrounded
by flames.
Follow the path to find yourself a bot. Follow it, because he'll basically
find every enemy and kill it. Help it a bit though, or it'll be destroyed
before you will reach the hallway. Just follow it till it doesn't move
There is a small shaft here. Enter it and climb up the ladder. You'll end up
where the Imp was. You can find some goodies here, but also a PDA that'll give
you more access.
| User Data
| Name: Duncan A. Mathews
| I.D. Number: 691 7-38
| Post: Mars City
| Title: System Analyst
| Security Clearance: Analyst Office
| User Mail
| From: Ray Gerhardt
| Subject: Farewell for now
| Date: 11-14-2145
| Body:
| If you've received this e-mail, you are someone I worked with while here on
| Mars and have made an impression on my life. I want you to know I'm leaving
| Mars and UAC to pursue other opportunities after one last assignment
| tomorrow in Delta Labs.
| I will miss you terribly and will think of you often. I'm sure the
| friendships I've made here will last the rest of my life and I will be sure
| to keep in touch. As soon as I have a new address I will forward it along.
| I hope you will join me in the Mars City kitchen for a drink tomorrow
| evening. My shuttle leaves first thing on 11/16 and I'd hate to miss my
| last change to see you... until next time.
| Ray Gerhardt
| User Mail
| From: UAC Security
| Subject: RE: Equipment request
| Date: 11-15-2145
| Body:
| 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 fulfil 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
| ----Original Message----
| Sent: 11-15-2145
| To: UAC Security
| Please requisition to my department armor and one plasma gun with ammo. With
| all that has been happening around here, I don't feel safe. I haven't been
| able to sleep and it has been difficult to work.
| If it would be easier, I could always just help myself to some of the armor
| I've seen security leave carelessly around the base.
You can walk back a bit, grab some armor, ammo and health if needed. There
should be one Zombie wandering in the main hall, but that's it. When you are
done here, go back to the area where the bot dropped you and enter the lift.
Administration [D3.04.05]
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 date
archives and a global network access station.
Items found: 5x PDA, 1x Video Disk
Enemies: 20x Imp, 2x Pinky, 6x Zombie, 10x Marine-Zombie
Another area/level. Yeeha! As soon as you enter the room, you'll have to view
a cutscene.
You'll see the two little friends talking again. Apparently they know what
they're talking about. It's not an accident, it's an experiment!
There will be a Zombie-Marine shooting at you. Kill it. See the screens in
front of you? Watch them for some "break taking" messages. Alpha Labs
blablabla =p Continue down the hallway, and kill the Imp and 2 Marine-Zombies.
Enter the small room here, kill the Zombie, and grab the PDA and Video Disc
| Video Disk
| Title: Alpha Labs Introduction
| Creator: UAC PR
| Date: 01/15/41
| Description: Alpha Labs: Past, Present and Future
| Shown: The same video you saw before
| User Data
| Name: Alan E. Dorweiler
| I.D. Number: 8321 -1 4
| Post: Administration Complex
| Title: Controller Spec.
| Security Clearance: General Access
| User Mail
| From: Ethan Person
| Subject: Armaments in the cabinet
| Date: 11-12-2145
| Body:
| Alan,
| 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.
| Ethan
| User Mail
| From: Etan Peterson
| Subject: UAC Corporate
| Date: 11-14-2145
| Body:
| Alan,
| 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 that are
| exceptionally low now.
| I'll keep you posted if anything goes down.
| Ethan
| User Mail
| From: martianbuddy.com
| Subject: Lightspeed Pharmacy
| Date: 11-14-2145
| Body:
| Mr. Dorweiler,
| Online Pharmacy - No Doctor visit needed.
| We believe that ordering medication should be as simple as ordering anything
| else on the Net. We can ship drugs anywhere in the galaxy.... Embargos,
| Banned Pharmaceuticals, NO PROBLEM!!
| Goto: www.martianbuddy.com for my details.
Use the health machine, and open the cabinet using code 586 for armor, ammo
and grenades. There is only one door you can open in the area, so open that
one. An Imp will jump out, so be careful.
Continue the walk. A fat Zombie will throw a barrel at you, so avoid that and
try to kill him. There's a injured Marine in the room left of the room where
the fat Zombie threw a barrel at you. Talk to him, then open the lock here.
Or try so, you'll get a new objective.
Hannover_Phist told me the following: "The second two are in the
Administration section on your way into Alpha Labs. The first of which you get
to near the end of the level where the Fat Zombie chucks the barrel at you
through the doorway. Don't bother shooting the zombie, he just walks away and
disappears. Instead, nudge the barrel up against the busted out windows
looking in on the funky science equipment. Hop up on the barrel and duck
through the window. In here you'll find a crapload of Armor a couple of large
medpacks and a backpack. The backpack is your friend. In it is a crapload of
ammo. You get a couple of clips each of pistol, shotgun, assault rifle, and
plasma rifle amunition."
Gain entrance into the Alpha Labs.
Walk back to the area where you found the other PDA. There is an Imp waiting
here for you, so kill it off. Return to the main hall of the Administration. 2
Imps will open the door for you. How nice of them. To thank them, kill them.
Enter the new area, and walk a bit further. The lights will go out, and 2 Imps
will drop down. One in front of you, and one behind you. Continue to walk
further, and kill the 2 Marine-Zombies on your path. Explore a bit for more
stuff, then open the only other door in this area.
There is nothing here... yet ;p Enter the small office, grab the stuff and
access the computer to open a door.
A new Pet! A Pinky will try to attack you.
The Pinky will try to break the door, then figure out it doesn't work and go
through the glass. However, easy come, easy go. Just shoot it off with your
shotgun. An Imp will appear from the unlocked door. Kill it, then enter the
door yourself.
Walk a bit through the path. A Pinky and Marine-Zombie will appear in front of
you, and an Imp behind you. Kill them off, then go to the right to find
yourself a PDA and a cabinet.
| User Data
| Name: Jonathan A. Moses
| I.D. Number: 2463-21
| Post: Administration
| Title: Asset Coordinator
| Security Clearance: General Access
| User Mail
| From: martianbuddy.com
| Subject: Free Stuff!!
| Date: 10-09-2145
| Body:
| Mr. Moses,
| Congratulations, You have been selected to receive one of our free
| promotional storage cabinets loaded with useful things that we think you'll
| like. To access your new storage cabinet visit us on-line.
| Martian Buddy
| ---and remember: You're always a winner with Martian Buddy!
| User Mail
| From: Jim Bowier
| Subject: Storage Cabinet
| Date: 11-07-2145
| Body:
| Mr. Moses,
| We've recently received your storage cabinet from Martian Buddy, where would
| you like us to put it?
| Thank You,
| Jim Bowier
| Shipping Authority
| User Mail
| From: Jim Bowier
| Subject: RE: Storage Cabinet
| Date: 11-08-2145
| Body:
| Mr. Moses,
| Thank you for the quick reply, we will have it delivered to your office by
| the end of the week.
| ----Original Message----
| Sent: 11-07-2145
| To: Jim Bowier
| Excellent, I can't believe it showed up so soon. Please have someone deliver
| it to my office in the North Hallway of Administration. I can't wait to see
| what they've sent me.
| -Jonathan
Check the Martian Buddy-section of this guide to find out how to open the
cabinet. You can get yourself a Chaingun this way. From here, walk straight
ahead, facing the hall, and follow the path here. You'll walk on the upper
floor. Enter the door that you encounter.
Once again, and Imp will try to sneak behind you while you walk through the
hallway, so watch your back, and show him how your Chaingun works. Down the
stairs is a simple Zombie. Enter the door that says Executive Office. Be sure
to enter the one that is on top of the stairs. You'll notice a conversation
between your 2 friends again. Walk further when they're done.
There are currently 2 enemies here. A Zombie, and a Marine-Zombies. You can
find the room of William Banks, the guy you needed the PDA of, but he isn't
there. However, when you walk a bit further, you'll see a pentagram on the
floor, plus the PDA. Grab the PDA, and get ready, because 2 Imps are summoned.
When you walk back outside, another Imp will appear from out of nowhere.
| User Data
| Name: William L. Banks
| I.D. Number: 91 34-21
| Post: Administration
| Title: Director
| Security Clearance Alpha Labs
| Audio Log
| Title: Missing Personnel
| About: William will talk about missing personnel.
| Audio Log
| Title: Energy Deficiencies
| About: Williams tells about power outputs and whatnot.
| User Mail
| From: Malcolm Betruger
| Subject: Religious Artifacts
| Date: 10-02-2145
| Body:
| Director Banks, I need your urgent attention of this matter.
| It is very important to my research that all crates containing religious
| artifacts arriving from earth, with a co-sign for Delta Labs, go directly
| there with no interruption or delay. I can't have my previous cargo sitting
| around the hangar waiting for your personnel to process it. I expect your
| immediate attention on this matter.
| Dr. Malcolm Betrugger
| User Mail
| From: Matthew White
| Subject: Missing Person
| Date: 11-08-2145
| Body:
| Director Banks,
| Research Assistant Eric Raffel has not reported for work all this week. I've
| called his quarters repeatedly without response. No one has seen him in days
| and I don't know what to do, he is normally a very reliable individual. I've
| contacted Mars Security with hope that they will try and find him. There
| aren't a lot of areas to go on this base... man, I hope he's alright.
| If I hear anything I'll send word.
| Thank You,
| Matthew White
| User Mail
| From: UA-Corp.com
| Subject: New Web Site
| Date: 11-10-2145
| Body:
| Director Banks,
| We're happy to report the roll out of the new corporate web page. Please
| take a moment of your time to review it.
| Thank You,
| UA-Corp.com Web Team
Leave the room, kill the Imp, and leave this room too. You can either go down
the stairs, and enter that door to go back, or you can walk all the way back
using the upper floor, then into that big hall where you met the Pinky... If
you take the last route, you'll encounter another Pinky. Whatever you do,
please go back to the Marine you talked to earlier. On your way you'll
encounter 1 Zombie, 2 Marine-Zombies and 1 Imp. At those times you'll love
your new Chaingun. Open the lock here and click on the panel that's inside
the room.
Skywalker submitted this: If you walk back using the lower floor, and re-enter
the place with the health machine and an already opened cabinet (The code is
586, cabinet No.13), you can now enter the place beside the cabinet which only
granted William Banks access. Inside, u will see a medikit beside a ladder
going up (which I can't seem to get past) and a door. Go through the door and
you will be at the place where our 2 friends were talking just now, with the
causeway where you were looking at them right above you. There's a PDA by Paul
M. Simons here. Try going to the network station where your 2 friends were
trying to access and you should get a network error. Otherwise exit this room
and head back to the place where you met the injured marine.
Death submitted you could climb this ladder, but you'll only find some shells.
| User Data
| Name: Paul M. Simons
| I.D. Number: 2463-21
| Post: Administration
| Title: IT Specialist
| Security Clearance: General Access
| Audio Log
| Title: ADMIN: Network Security Status
| About: Paul talks about problems with the network.
| User Mail
| From: IT Security
| Subject: Network Breach
| Date: 11-02-2145
| Body:
| Mr. Simons.
| We have been unable to find any problems with the network test that we ran
| on your system. Everything checks out on our end, your firewall seems to be
| functioning properly. Other IT managers have reported similar intrusions in
| their networks. Whomever is doing this must be good or someone with very
| high level of security clearance. We will continue to scan the network and
| if anything odd appears we will inform you immediately.
| Central IT Security
| User Mail
| From: Russell Weilder
| Subject: Email Spam
| Date: 11-13-2145
| Body:
| Paul-
| The email spam lately is getting out of control. The worst company is that
| Martin Buddy place -I can't believe all the things they send me. I don't
| know how they got my email address. Can't you do anything to stop the spam?
| I spend all morning deleting junk from my inbox.
| Thank You,
| Russ
Alpha Labs Section 1 [D3.04.06]
Alpha Labs Sector 1 houses the Elemental Phase Deconstructor and Hydrocon
systems, a revolutionary new technology that transforms raw materials native
to Mars into useable resources. The primary EPD reactor feeds into the
Hydrocon processing system for transport to Sector 2 MFS refinement and
Items found: 3x PDA, 2x Video Disk
Enemies: 18x Imp, 17x Maggot, 23x Zombies, 17x Marine-Zombies
There are quite some Zombies here, so run around, then go stand in a corner
and let your weapon do the talking. When you're done killing, look around for
a Health Stand and press the Panel to unlock the door.
Enter the door, and kill the 2 Marine-Zombies here. Walk down the path, kill
the Zombie and enter the door. Death submitted you can go back to the previous
room, where a trapdoor has openened with a Zombie and some goodies.
Enter the door, and an Imp will jump at you. Also 2 Marine-Zombies will try to
kill you. Shoot them off. You can just jump into the room to the right, but
watch out for the 2 Imps that are waiting for you. Cross the room, and enter
the room here. Kill the Marine-Zombie and Zombie, and grab the Video Disk and
| Video Disk
| Title: Elemental Phase Deconstruction
| Creator: UAC PR
| Date: 04/15/45
| Description: Information on the EPD system
| Shown: A video about the EPD system, that is also shown on the video at the
| beginning of the room.
| User Data
| Name: Kyle C. Berger
| I.D. Number: 7861 -84
| Post: Alpha Labs. Sector 1
| Title: Research Supervisor
| Security Clearance: General Access
| Audio Log
| Title: EPD Accident
| About: Kyle talks about an accident in EPD. The guy heard someone talking
| and got distracted. He also gives the code 752.
| User Mail
| From: William Landow
| Subject: EPD Status
| Date: 11-04-2145
| Body:
| Dr. Berger,
| Everything is going exceptionally well as we prepare the EPD for its next
| round of tests. Roy Patterson is setting up the baseline now and we should
| be able to start testing later this afternoon. If your schedule allows
| please feel free to join us down here in the lab around 2:00. Should be
| exciting!
| Bill Landow
| User Mail
| From: UAC Maintenance
| Subject: EPD Collection Chamber status
| Date: 11-102145
| Body:
| Dr. Kyle Berger,
| The maintenance team has just finished cleaning the EPD collection chamber.
| All bio matter has been scrubber from the area. Deep scan also confirms a
| clean sector as per your request. 14 collection cones and 5 trays have also
| been replaced. Please be sure to stop by Maintenance as we will need your
| signature for the parts requisition form.
| Thank You,
| UPC Maintenance
Go to the cabinet and open it to get more armor, ammo and grenades. Now walk
back to the room and walk towards the corpse.
An Imp will scream, and things will start to fly around. After the vision, an
Imp will come inside the room.
Enter the door here, and kill the Imp. Someone will whisper "follow me". Grab
the armor on the right, then go left and access the panel. Be aware of the
Zombie-Marine that'll shoot at you from a distance. Now enter the passage
where the beam shoot at. Duck when it shoots to not get hurt. There is a
button there. Press it to enter the small shaft. Kill the Marine-Zombie while
you're at it and crawl out of the shaft. "Help me"...
There is a Zombie here that doesn't enjoy having you around. Walk down the
stairs to the left, and kill the Zombie here. Enter the door here.
Grab the medkit on the left if you want, then follow the path. Kill the
Imp... Suddenly the light goes out, and a man will laugh. Walk further, and go
left, but not down the stairs yet. Shoot the corpse you see to attract 2
Zombies. Now shoot these off. Jump down on the left, and a fat Zombie will
come after you. Go to where the Zombies came from, and you'll enter a new
area. Run to the stairs, kill the Zombie that's there, then look down the
stairs and kill the 3 Zombies that will come towards you. On the left of this
platform will be a panel, plus a PDA. Use the panel to stop a gas leak, then
grab the PDA.
| User Data
| Name: Jack T. Smith
| I.D. Number: 1 538-49
| Post: Alpha Labs. Sector 1
| Title: Benefits Analyst
| Security Clearance: General Access
| Audio Log
| Title: HR Accident Report
| About: More accident happened...
| User Mail
| From: Brian Jenkins
| Subject: New Safety Protocols
| Date: 11-11-2145
| Body:
| Mr. Smith,
| In light of the recent increase of work-related accident in the Alpha Labs,
| we feel it is necessary to implement a buddy system when routine maintenance
| is being performed on some of the heavier equipment. We feel this should cut
| down on some of the claims being filed in your department. Please get back
| to me if you have any other ideas on how to keep Alpha Labs as safe as it
| can be.
| Thank You,
| Brian Jenkins
| Safety Coordinator
| User Mail
| From: Ari Braden
| Subject: Buddy system?!
| Date: 11-13-2145
| Body:
| Jack-
| Please tell me the UAC Corporate is kidding. How the hell is a buddy system
| going to do anything with accident claims except double them? Tell me how a
| buddy system would have prevented Joe 'TorsoBoy' Moss from having his arms
| and legs hacked off by the Albuquerque Capacitator? Maybe his buddy would
| have heard the thing growl and engage without power or a CRF module? Maybe
| his buddy's hair would have burst into flames instead and saved us the
| trouble of needing to run and find water to put him out.
| Next thing they'll do is try to fix the problem by having us fill out more
| MAR forms or reforecast our ODF.
You can explore here for some stuff (and 2 Zombies), but when you are done,
walk back to the room where the light went out.
Enter the door you see here, walk around the corner and kill the Marine
Zombie. A door will open, where an Imp and Marine Zombie will shoot at you.
Kill them, grab the stuff, and then go back and jump down onto the lower
platform. Grab the armor, turn around, and kill the Imp. Climb back up and
enter the door.
Grab the stuff and walk a bit further.
There is a Zombie on the roof that appears to be in a world of pain. You'll
see Maggots appear from everywhere.
Kill them all off with your shotgun. Then go down the hole you see there,
because there is no other way. Just crawl further, you are safe for now,
because whatever tries to attack you, it can't reach you. When you can
choose to go left, or straight ahead, go straight ahead first, grab the stuff
there, then crawl back and take the other way. There are still 2 living
Zombies here, so kill them off. Grab the stuff, and walk down the path and
open the door.
Just shoot at a barrel to get rid of the enemies here. Then go inside, and go
right. Kill the Marine-Zombie. Walk further. Someone doesn't seem to like you
because you'll get a few barrels on your head if you don't watch out. Walk up
the stairs and kill the Maggot and Marine-Zombie here. Enter the door.
There is a small panel here, which you can click on to shut it down. In the
area with the high pillars, grab the goodies and an Imp will attack you, so
get rid of it. Then go up the stairs and enter the door.
The rooms that are behind that glass will catch fire and you can't move.
2 Imps will now be summoned, so kill them off, then look around for a small
panel so you can open the locked glass to grab some stuff. Then enter the door
on the other side of the room.
There is a Zombie hiding on the left, so don't get surprised by it. There is a
door you can't enter yet, so go into the left door. First grab the Video Disk
| Video Disk
| Title: Hydrocon
| Creator: UAC PR
| Date: 04/15/45
| Description: Information on the Hydrocon system
| Shown: A video-file about the Hydrocon. It'll solve the problem of fuel and
| water that we are losing more and more.
Kill the Maggot here before it can see you. Then go into the other side of the
room and kill the headless zombie. Shut down the little panel and kill the Imp
that'll appear. Then go up the ladder. You'll meet a scientist that tries to
get things under control. Run to the other side, when the big thing doesn't
come down. You can find armor and other goodies here, but also a new PDA.
| User Data
| Name: Bernie Lipsitz
| I.D. Number: 3902-21
| Post: Alpha Labs. Sector 1
| Title: Research Assistant
| Security Clearance: Hydrocon Access
| User Mail
| From: John McDermott
| Subject: Time off
| Date: 10-24-2145
| Body:
| Hey Bern,
| Some of the boys and I are headed over to Mars City tonight after the
| shift for some beers. You, as always, are welcome to come along with us,
| buddy. I WILL see you there!
| John
| User Mail
| From: Frederic Anubus
| Subject: Hydrocon O2 leak
| Date: 11-14-2145
| Body:
| Lipsitz,
| A siphon hose in the oxygen displacement valve is forming a leak due to the
| lowered temperature required to boost production in the Hydrocon Labs. If
| this hose were to rupture, it would cause severe instability in the Hydrocon
| systems and could result in a very dangerous situation. It should really
| be replaced.
| Dr. Anubus
You can also kill the scientist to get another PDA (thanks to Death for this
| User Data
| Name: George Krietman
| I.D. Number: 6903 -50
| Post: Alpha Labs, Sector 1
| Title: Research Assistant
| Security Clearance: General Access
| User Mail
| From: Dr. Pat Harvey
| Subject: Lost PDA
| Date: 11-13-2145
| Body:
| George
| I seem to have misplaced my PDA with my security clearance. I was
| adjusting the oxygen intake on the Hydrocon the other day and recall
| using it at that time but I can't seem to remember where the heck I put
| that thing. If you see it around while on your shift could you put it
| someplace safe for me?
| Thank you,
| Dr. Harvey
Drop down the hole, and use the PDA to open the lock on the door. Enter it and
kill the Zombie and Marine-Zombie here. Walk further and you'll hear a monster
scream. When you walk down the stairs, your 2 friends will run there. However,
you better start to take care of the 2 Maggots here. After that, enter the
next door.
Shoot at the barrel to get rid of the enemy. Then stock up with goodies, heal
yourself and enter the next door. The path to the left is blocked, and to door
in front of you leads to a place you can't enter yet, so enter the right door.
Pass through his path, and kill the Maggot. Also beware of the Marine-Zombie
behind you. Go down the hole for goodies, then enter the next door.
Run to the other side of the room, then turn around to kill the 6 Maggots that
come out of nowhere. Look around for armor and health, and then enter the
Alpha Labs Section 2 [D3.04.07]
Alpha Labs Sector 2 processes and stores hydrogen fuel through the facility's
primary system, the Molecular Fuel Storage Compactor. The sublevel section
houses the coolant control system needed for proper hydrogen fuel refinement.
Items found: 3x PDA, 1x Video Disk
Enemies: 15x Imp, 7x Maggot, 23x Trite, 5 Zombies, 6x Marine-Zombies
As soon as you walk around, you'll see a corpse float away. When you walk up
the stairs, 2 Imps will be summoned. Kill them off and enter the door.
When you enter the room, the plate on the ground will jump up for a second,
and you hear someone walking around. Just enter the door on the right.
Maybe you expect a vision here, right? Don't worry, nothing will happen.
However, there is a Zombie near when you enter, so shoot it off. When you
walk into the room after the hall, the light will go out, and various monster
will attack. A fat Zombie, and 2 Maggots. When they are killed, look around
and climb up the ladder. Someone will ask for help, and is nearby. We'll
have to look for locker C7.
Enter the shaft. When you have to choice between the left or right path,
go right first. Grab the stuff, kill the Maggot, then go to the left path and
go there. On your way through the shaft, you'll see a Zombie eating a corpse.
When you leave the shaft, an Imp will attack you from behind. You can only
go one way, since the other one will leave to the door that was jammed before.
So anyway, go that path and kill the Imp. Then enter the room to the right.
This is where you saw the Zombie eat, so kill it off, then grab the PDA.
| User Data
| Name: Andrew Chin
| I.D. Number: 11 98-31
| Post: Alpha Labs. Sector 2
| Title: Research Team Leader
| Security Clearance: General Access
| Audio Log
| Title: Treatment of Research Team
| About: Andrew just talks about the UAC being rude to his staff members etc.
| User Mail
| From: martianbuddy.com
| Subject: Play Uanet's DracoWyzard now!
| Date: 10-11-2145
| Body:
| 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 alost and strike back! Join Uanet's hottest RPG
| DracoWyzard today for only 29 credits per month!
| User Mail
| From: Walter Connors
| Subject: 8 sides die
| Date: 10-12-2145
| Body:
| Dear Chin,
| I am writing in regard of the 8 sides die you borrowed from me. If you are
| not going to invite me in the game, then I would like my 8 sides die back.
| It has been 2 weeks and I am very irritated.
| Walter Connors
| User Mail
| From: Erik Reeves
| Subject: The E-Rock Has Landed
| Date: 11-08-2145
| Body:
| Andy,
| Just got in. That ride sucked. I flew in with the new systems analyst,
| Jaime Mendoza. He was always getting into it with these two security goons,
| Jim Daly and Mark Walters. They would argue for hours (and sometimes days)
| about ANY topic. A month and a half in that sardine can will make anyone
| bug out after a while.
| Anyway, let's get some lunch. I need some real food!
| -Erik
| User Mail
| From: Brian Wellington
| Subject: Storage cabinet 038
| Date: 11-12-2145
| Body:
| Mr. Chin,
| the repairs to storage cabinet 038 have been completed. The door is no
| longer stuck and we pilled 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.
| Maintenance
So we got the code 409. Hooray! You can also watch the cameras around the
building. On the last camera you can see the guy that called for help
before. Let's go find him. Leave the room and enter the big door. If you
want armor, first crawl into the hole. In the next room, enter the other
big door, since there is nothing else to do.
You'll be in a room where you don't have oxygen, but at least there is
light =D Kill the Maggot and Imp, then enter the next room. Kill the Imp here
and enter the next door.
Kill the Marine-Zombie here, and watch the video if you want. If you are
done, enter the next room. You will see a whole load of Marines pass by,
but they don't seem to see you. Too bad, just follow the hall and enter
through the door. No monsters... bit unrealistic, right? Don't worry, all
out of a nowhere a Maggot will appear, plus 2 Marine-Zombies. That's better.
You'll also get a new objective.
Hear through engineering and find the entrance to Alpha Labs Sector 3
Grab the video-disk, and PDA.
| Video Disk
| Title: Molecular Fuel Storage Compactor
| Creator: UAC PR
| Date: 04/15/45
| Description: Information on the MFS system
| Shown: As description says
| User Data
| Name: Walter I. Connors
| I.D. Number: 371 0-66
| Post: Alpha Labs. Sector 2
| Security Clearance: General Access
| Audio Log
| Title: The Success with the MFS Compressor
| About: Walter talks about the MFS Compressor. The guy has a bit of an ego.
| User Mail
| From: Walter Connors
| Subject: Collection
| Date: 10-12-2145
| Body:
| Note to self:
| 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
| friend.
| User Mail
| From: Walter Connors
| Subject: Note to self
| Date: 10-16-2145
| Body:
| Note to self:
| Need to remember the code for cabinet #039 - 102.
| User Mail
| From: Derek Wayland
| Subject: MFS Compressor Numbers
| Date: 11-02-2145
| Body:
| 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 :)
| -Derek
Yes kids, that'll happen when you play RPGs too much! Also you'll get the
code 102. Behind the big machine is a cabinet. It's the cabinet that was
in the previous PDA (opened with a wrench ;p), so open it with code 409. You
can also use the panel where you found the PDA to access a ladder. You'll
get to the spot the Imp was shooting at you a few minutes ago, for armor
and health. When done go through the next door. Walk down the hall and enter
the door here.
Lyta submitted this: "Before you go through any doors after killing those
marines, there's a secret panal in the floor by the machine with the blue
tubes. You'll have to attack some portion of the floor to find it though (it
is pretty close to the machine end). I found it cause I hurled a grenade while
in a fire-fight with the zombies. The blast was enough of a catalyst to knock
the grating from the floor and expose the secret way. It's nothing special
down there, but is is a secret. ^_^"
killer_storm submitted the correction for that, because he found it a bit
misleading: "Before you go down on lift, you can find a secret plate on floor
(it has scratches on it, located near the end of machine with blue tubes). hit
it and it will go down. there's some stuff and imp. note that there's further
passage blocked with barrels."
In this room, 2 Marine-Zombies are shooting at you, and an Imp will be
summoned. Grab the medkits here, then use the lift. A Maggot will see you,
and as soon as you are down, it'll attack. An Imp wants to check your
inside too. Kill them both, then enter the door here.
Talk to the man, and follow him around. You'll be attacked by 3 Imps and 1
Maggot during the journey, so beware. When you reach the exit, an Imp will
attack and the man will be killed. Kill the Imp before it gets you. I
suggest you walk all the way back using your flashlight to find ammo, armor
and health. There are no more enemies around anyway. When you are done,
climb up the ladder. You can see a cabinet here, that'll open with code 102,
but it only contains armor. Just enter the next room.
Walk to the locked door. Now look around. I can assure you this isn't done
by Spiderman. Jump down and enter the shaft. Follow the shaft. You'll end
up in a big room. Press the panel to bring the ladder down, ready a gun
and kill of the Trites that'll come at you. Not a few, but a lot of Trites!
When they're killed, climb the ladder, then kill the Trites here and unlock
the bay door. Enter it, press the panel here, and visit Alpha Labs 3.
Alpha Labs Section 3 [D3.04.08]
Alpha Labs Sector 3 contains the secondary coolant control system for the
Molecular Fuel Storage Compactor. Waste material from the MFS system is also
processed here, and sent to the Recycling plant for post-refinement and
Items found: 3x PDA, 1x Keycard
Enemies: 11x Imp, 7x Maggot, 3x Pinky, 24x Trite, 7 Zombies,
21x Marine-Zombies
Leave the lift, and on your way through the hall kill the various enemies
(2 Imps, 3 Marine-Zombies). Take the left path when you have to choice.
Kill the Maggot and Trites here. You'll find out the door here is locked
and a card is needed, so take the other path for now. Don't enter the door
yet, but first kill the Maggot and Trites, after that, enter the door. Grab
the PDA here.
| User Data
| Name: Mark B. Lamia
| I.D. Number: 2452-76
| Post: Alpha Labs. Sector 3
| Title: Operations Coordinator
| Security Clearance: General Access
| Audio Log
| Title: Incompetent Employees
| About: The guy seems to be from Russia, and the way he talks and what he
| says was funny enough for me to listen to it 4 times =D He'll
| complain about his employees. He also gives the code 123.
| User Mail
| From: George Poota
| Subject: Won't be in today
| Date: 10-28-2145
| Body:
| Mr Lamia,
| I am not feeling very well today. I don't think I will be able to come in to
| work today. Could you get someone to cover my shift?
| Thank you,
| George Poota
| User Mail
| From: Graham Fuchs
| Subject: Storage lockers
| Date: 10-31-2145
| Body:
| Mr. Lamia,
| What is the code to the storage lockers here? I know you told me a few days
| ago, but I can't remember. None of my usual codes work.
| By the way, I believe I'm going to be late with my Q4 Analysis. I had a late
| start this morning due to that party in Mars City. I should have known
| better than to drink that much during the week.
| Graham Fuchs
| User Mail
| From: George Poota
| Subject: Doctor appointment
| Date: 11-02-2145
| Body:
| Mr. Lamia,
| I am feeling under the weather again today, and have an appointment with the
| base physician this afternoon and won't be able to make any shift. Could you
| find someone to cover for me?
| Thank you,
| George Poota
| User Mail
| From: Dusty Welch
| Subject: Crates moved
| Date: 11-12-2145
| Body:
| Mr. Lamia,
| I just want to tell you again how happy I am to be working here on Mars in
| your department. I don't usually go on like this, but I'm just so excited by
| this opportunity. My last employer didn't appreciate my skills the way you
| do.
| I've taken the crates from your office to your quarters as you requested and
| I organised your closet to your specifications. I'd like to add that you
| have excellent taste in music.
| One again, please let me know if there is anything I can do to better serve
| the UAC.
Use the panel here to operate the claw. Get rid of the barrels with the
green smoke. Basically, lower the claw first, then bring it to the right
position. Press the 'close'-button, then press the button in the lower left
corner. Do this with both barrels to get rid of toxic gasses. You'll get
a new objective.
Locate the entrance to Alpha Labs Sector 4.
When you leave the room, a Marine-Zombie will be waiting for you. Shoot it
off, then enter the room where the toxic gas was. You'll find a keycard here,
so grab it. Enter the door.
Nothing here yet, except for a lot of barrels. Walk up the stairs and call
the platform. 2 Marine-Zombie will come up, but with a shot at the barrel
they'll be gone soon enough. Open the cabinet with code 123. Then go on the
platform for some armor. Now return to the locked door you couldn't enter
before. On your way you'll come across 4 Marine-Zombies, so get rid of them.
There is a PDA here, so grab it.
| User Data
| Name: George Poota
| I.D. Number: 4450-86
| Post: Alpha Labs. Sector 3
| Title: Waste Management
| Security Clearance: General Access
| User Mail
| From: Mark Lamia
| Subject: Hours of operation
| Date: 10-28-2145
| Body:
| George,
| It has come to my attention yet again, that you did not show up for your
| shift on Wednesday. This is the fourth time this month that you have missed
| a shift. I am getting tired of your pathetic excuses. You had two prostate
| exams last month and I will not hall for that excuse again! Consider
| yourself on notice, Mr. Poota.
| Mark Lamia
| Operations Chief Alpha Labs, Sector 3
| User Mail
| From: martianbuddy.com
| Subject: ++FIRE YOUR BOSS!!++
| Date: 10-28-2145
| Body:
| Tired of your boss getting you down? Do you want to make your own hours?
| Looking for the chance to double or even triple your income?!! Well here's
| your big opportunity! It's as easy as logging onto www.martianbuddy.com!
| Come find out how easy it is to work from home making the BIG$$$$!
| www.martianbuddy.com
In this room there'll be a Marine Zombie, Imp and a few Trites. Get rid of
them all. There is another cabinet here, which can be opened with the code
123 too. Walk up the stairs and enter the door. You can also crawl into
the area with the pipes if you want a medkit.
A Maggot will come out of the door, so ready your gun. In this room an Imp
and Marine-Zombie will be waiting for you. Try to open the locked door, then
run to the other side of the room and kill the Trites. A Marine-Zombie will
come out of the locked door. Enter this door.
Kill the 2 Zombies here. If you are in need for more goodies, run (yes, run!)
into the path too the left, all the way till the end, and grab the armor.
Suddenly you are overwhelmed with Zombies and Imps (2 Imps and 5 Zombies I
believe). Kill them off, then look around for goodies. When you're done
return back to the previous room and enter the door here.
killer_storm submitted this: "in "boiler room monitoring" to the right side
from the door there is a computer panel, there's button "open ventilation
access gate 3" there. click it. it will open vent gate in room where you came
from ("boiler room"). go to ventilation to find medkit. go further - one of
gates blocking path there can be removed with hit, so you can reach pipes near
ceiling. go on this pipes to find some armor." Death submits even more "From
those armor shards walk back to where the pipes turn, jump onto the red and
green pipes, then make a jump onto the purple pipes, turn right, walk to the
end of the purple pipes crouching the last part of the way, and there is a
plasma gun.".
Reinheld submitted some additional information on this part: "When you get to
the pipes above the room and get the armor shards, go back to the area over
the main room and you will see some blue pipes. Get over to them and you will
berewarded with a plasma gun that is at one end of the pipes(above the storage
cabinet on the floor below). You can also get to this set of pipes by jumping
on the handrail for the stairs and across to the skinny pipe on the right.
Walk around so that you are between the red and blue pipes and it is an easy
jump to the blue pipes. Beware because falling here costs 10-20 health. Also,
right below the stairs in this same room, there is a set of pipes you can walk
around on. Go all the way to the end to find health and some SMG ammo."
In this room, you have to kill some Trites and a Zombie at the upper level.
Use the lift to get down. 1 Imp and 4 Maggots will be summoned. When they
are killed, enter the big door.
When you reach the end of the room, 2 Pinkies will attack you, and an Imp
will be summoned.
This isn't as bad as the others, but the screen with turn a bit red, and then
the glass will break.
Go to the next room using the broken glass. You can open the cabinet using
123. Unlock the bay door to leave this section of Alpha Labs.
Alpha Labs Section 4 [D3.04.09]
Alpha Labs Sector 4 seals and prepares shipments of processed hydrogen fuel
for dropship distribution to UACC bases and subspace platforms. The system is
fully automated and personnel access is limited due to open machinery hazards.
Items found: 3x PDA, 1x Video Disk
Enemies: 1x Vagary, 23x Imp, 8x Maggot, 71x Trite, 27x Marine-Zombies
As soon as you enter, you'll get a new objective.
Reach the Enpro Plant as quickly as possible.
Death mailed me the following - "At the very beginning of the level, don't
move and let the sergeant finish talking over the comm. Looking straight ahead
you will see 2 yellow eyes, they will even blink. When you move foreword you
will hear a female gasp, and the eyes will move back and behind the boxes.
Behind the boxes are some armor shards."
Look around here a bit for more ammo and health, then enter the door.
There is a panel here, and a person inside. You can do two things now;
1 - Active the chamber, the person will get killed.
2 - Open the doors, and he'll open a lock later with goodies
When you kill the guy, 2 Marine-Zombies will come in. Whatever you do, enter
the door and take the lift down. In case you saved the scientist, you'll
be able to enter a door. Grab the PDA and Video Disk. Unlock the glass to
get yourself a whole load of ammo and armor.
| Video Disk
| Title: Mach-2 Chain Gun Briefing
| Creator: UAC Advanced Weapons
| Date: 03/20/42
| Description: Informational video on the Mach-2 Chain Gun
| Shown: As description says
| User Data
| Name: Michael G. Abrams
| I.D. Number: 6734-51
| Post: Delta Security. Level 2
| Title: Security Chief
| Security Clearance: General Access
| Audio Log
| Title: Security Report
| About: Michael talks about the Chaingun and problems in the Delta Labs.
| He gives the code to his door; 901.
| User Mail
| From: Henry Nelson
| Subject: Security Sweep Request
| Date: 10-26-2145
| Body:
| Mr. Abrams,
| 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 of 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.
| Henry Nelson
| User Mail
| From: Human Resources
| Subject: Personnel Request
| Date: 11-10-2145
| Body:
| Security Chief Abrams,
| 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 safety.
| Expect the new rotation of personnel in about 10 working days.
| Director Kellsie Krisch
| Human Resources....'We make working on Mars feel like home'
| User Mail
| From: I.T. Security
| Subject: Invalid Number in code
| Date: 11-15-2145
| Body:
| Mr. Abrams,
| 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 advice if this causes
| a problem.
| I.T. Security
If you are evil, kill the man to get his PDA too =D
| User Data
| Name: Larry Kaczynski
| I.D. Number: 3492-40
| Post: Alpha Labs. Sector 4
| Title: Chief Researcher
| Security Clearance: General Access
| User Mail
| From: David Carter
| Subject: Chamber Calibration
| Date: 11-1-2145
| Body:
| Dr. Kaczynski,
| I checked the chamber calibration as you requested, and at first found
| everything to be within acceptable limits. As I was leaving the chamber
| though, I started to hear a low whispering sound that seemed to be emanating
| from the main coupler. Though when I stooped down for a closer look the
| sound stopped. This happened every time I was leaving the chamber. You may
| want to check into this matter yourself as I can't seem to pinpoint the
| source of the sound. As far as everything else is concerned, it all seems to
| check out. All graphs are running at 2.4 or higher so I don't foresee any
| other problems.
| David Carter
| User Mail
| From: John Okonkwo
| Subject: Hello
| Date: 11-9-2145
| Body:
| Good Day
| I am DR.John Okonkwo. Civil Servant in the Ministry of Health. I know this
| proposal will come to you as a surprise because we have not met before
| either physically or through correspondence. I got your contact from our
| chamber of commerce here in Nigeria and have no doubt in your ability to
| handle this proposal involving huge sum of money. My father Chief Isama
| OKONKWO. (Mow Late) was the Royal Head of my community, ELEME (an oil rich
| town) in Nigeria. My community produces 5.8% of the total crude oil
| production in Nigeria and 0.5% of the Dollar value to each barrel is paid to
| my father as royalty by the Federal Government. My father was also the
| Chairman of ISAMA Special Oil Trust Fund. In his position as the Royal head
| and Chairman of the Oil Trust Fund, he made some money which he left for me
| as the only heir to inherit.
| The money is Eighteen Million, Five Hundred Thousand US Dollar (US$18.5).
| This money originated from the accumulated royalties between 1976-1998. Due
| to poor banking system in Nigeria and political instability as a result of
| past Military rules (1985-1999), he deposited this Money in a Strong
| Room/VAULTS with an open beneficiary in a security company pending when he
| would finish arrangement to transfer it abroad. He was planning this when he
| died late last year of Heart Attack.
| Just before my father died he called my attention to the money and charged
| me to look for a foreigner who would assist me in the transfer/investment of
| the funds abroad. So I would be very grateful if you could accept to help me
| achieve this great objective. I promise to give you 25% of the total funds
| transferred to your vital bank account as compensation for your assistance.
| Five percent (5%) has been sent aside to take care of all expenses we may
| incur during the transaction. To indicate your interest, contact me urgently
| and confidentially for more information and the roles you will play in this
| business.
| All the legal Documents concerning this Money will be sent to you as soon as
| we agreed together. Please I will appreciate that you send your
| telephone/fax numbers to enable me contact you immediately for discussions.
| Yours faithfully,
| John Okonkwo
Let me tell you, that mail was not funny to type =p So anyway, leave this
room, go right, go past the chamber you unlocked before, enter the door
there, then wait in front of the next door, read my tactic, and continue
through the door.
As soon as you enter, an Imp will appear. Shoot it off, then run to the end
of the room, go up the stairs, run all the way through the doors, and when
you can't run any further, grab your Chaingun and shoot every enemy that came
after you, and I'm sure that are a lot of enemies =p Either this, or you
do it step by step. Whatever you do, make your way onto the stairs, back
into the room with 2 doors. I prefer to use my Chaingun for this situation
by the way, because there are really a lots of enemies to kill. Look around
for a lot of ammo, armor and health. When you are done, enter the big door
that leads into another hallway, then goes around the corner. Stand near
the big locked door.
A woman will say "they took my baby" and you'll hear a baby cry.
James provided me this:
"Also, I discovered something cool in the "they took my baby" vision in Alpha
Labs 4. Wait outside the corridor where the vision occurs after all enemies
in the area are dead, but before triggering the vision. You'll see some bloody
foot prints appear on the floor, and a female voice saying "follow me, there
isn't much time". The footsteps will walk up to the door, and pause until the
door gets opened, in which case they'll continue onwards. Follow them into
and down the bent corridor, and you'll get that "they took my baby" vision
and the baby crying (a prelude to the cherubs, perhaps?). Also, an
interesting fact here is that I found my mouse sensitivity dropped
dramatically during the vision, making it difficult to look around."
Go back (grab the goodies on your way back) and enter the other door. Walk
to the end of the path, enter the door here, then grab the PDA.
| User Data
| Name: Henry Q. Nelson
| I.D. Number: 7977-87
| Post: Alpha Labs. Sector 4
| Title: Plant Manager
| Security Clearance: General Access
| Audio Log
| Title: Strange Voices...
| About: Well what do you think eh? ;p It's about the voices again that tell
| people to come over somewhere. The man talks about his own
| experience.
| User Mail
| From: Jeff Dickens
| Subject: Strange Voices
| Date: 10-24-2145
| Body:
| 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.
| User Mail
| From: Greg O'Brian
| Subject: Missing tools
| Date: 11-13-2145
| Body:
| 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.
| Thanks,
| Greg
Use the Panel to operate the bridge. If you select the first option, the
bridge won't be made, and you'll have to jump, but no Marine-Zombies will
come to shoot at you. If you select the second option, you can just walk
to the other side, but 2 Marine-Zombies will come out of the big door.
Whatever you do, go to the other side. When you try to cross the other
bridge, the doors behind you will open, revealing a few Imps and Trites.
Kill them off. Cross the bridge now. A Marine-Zombie will appear, so kill
that one. Enter the big door here.
Daniel submitted the following:
"In the "Alpha Labs Section 4" inside the room where you can use the panel to
activate/deactivate the bridge, if you look to your right, just after entering
the door, there is a ladder that takes you to the bottom area of the room.
There are a few imps down there, an armour and some more goodies.
Also, I don't know if you notice it already, but if you decide not to activate
the bridge, and enter the small room via the rotating bridge. There is another
terminal which you can use to activate the "floating conveyor belt" in the
following area. Is just another way to get to the exit, you have to jump a
lot, change platform a few times, and I think is shorter -I prefer the one you
use in the walkthrough, anyway-. And yes..., you can find another "hidden"
plasma gun this way; it's just next to the pipe behind of the first moving
platform. You'll have to do a tricky jump to get it."
A few Trites will appear, so watch out. The lift is broken, so take the other
way. Enter the door here. Kill the 3 Marine-Zombies (I'm pretty sure id
'borrowed' this from Valve -___-). When you go to the other way of the room, a
Maggot will be summoned. Enter the door here.
Walk to the other side of the bridge. An Imp will open up something, so
kill the Imp, then go up the ladder. Follow the path. Make your way to the
other end. On your way 2 Maggots and 1 Imp will be summoned, and another
truck of Trites will show up. Go down the ladder when you walked through
this small area.
Grab the armor here, and... wow.. something will open. However, no one is
there, but someone will keep whispering "over here". Follow the voice to
find a Plasma Gun. Of course, another load of Maggots and Imps will be
summoned, so take care of that with your new gun. Leave this 'secret' area
and then kill the Marine-Zombie and Zombie. Walk to the other side of the
bridge now.
In here, a Maggot will be summoned, and just one Trite will appear. Use
the health stand, grab the armor, then climb up. A Marine-Zombie will come
out of the door, so kill that off. Also, use the cabinet to get more ammo.
The code, as stated in the mail, is 651. Then go to the door, and to the
door you find there.
Run down both stairs, then quickly run back and kill all the Trites. When
this is done, look around for health and ammo, then open the big door.
There are various Marine-Zombies in this area, but because of the barrels
they aren't hard to beat. There are about 5 Marine-Zombies here. When you
killed them, enter the only door you can find.
There is only one Marine-Zombie here, so kill it, and enter the door. Now
this doesn't look good, does it? Look around if you want, the enter the
next door.
There is an Imp hiding in the dark (it's been a while, right?). So kill that,
then continue your walk. Whatever happened here isn't good too. Grab the
armor, heal yourself, then go to the door into the Trites nest.
The first boss will appear =) Vagary is her name.
This boss had 2 kind of attacks. The first one is just running at you and
hitting you, the other one is telekinetic. She'll send various objects towards
you using this trick. You can avoid this by moving a lot, and
jumping/crouching at random intervals. When she's destroyed, enter the lift
EnPro Plant [D3.04.10]
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.
Items found: 4x PDA
Enemies: 45x Imp, 14x Maggot, 8x Wraith, 31x Lost Soul, 4x Zombie
Bravo Team will get killed... ;_____; All the trouble for that?
Locate the Military Transmission Card.
Reach Reactor Control Room and Replace Cooland Rod 2.
Go to the health stand for health, then grab the armor for... armor... Now
enter the big door. When you walk down, a bot will be waiting for you. Follow
it (and help it too) and get rid of lots of Imps and Maggots. When it stops
moving, go back all the way. On your way you'll meet 1 Zombie, and an Imp or
Maggot here and there, just get rid of it. You'll be able to find quite some
goodies, and a PDA.
| User Data
| Name: Paul E. Raad
| I.D. Number: 31 26-66
| Post: EnPro
| Title: Chief Technical Officer
| Security Clearance: General Access
| Audio Log
| Title: Cooling Rods Replacements
| About: Problems with the Cooling Rods.
| Audio Log
| Title: Sentry Problems
| About: Problems with the Sentry ;p
| User Mail
| From: martianbuddy.com
| Subject: The New Taboo!
| Date: 11-10-2145
| Body:
| New Clone Porn movies posted daily! Is this the new taboo? Come and see what
| everyone is talking about. See gorgeous identical clones in action.
| Only 15 credits per month!
| User Mail
| From: Social Committee
| Subject: Ice Cream Social
| Date: 11-12-2145
| Body:
| All Staff,
| As a reminder, tomorrow is our Ice Cream Social in the Mars City Kitchen. We
| will have the typical flavors of vanilla, chocolate, strawberry,
| blueberry... and a few surprises.
| I really hope you'll be at this event. The Social Committee is working hard
| to find fun things for us to do on your meager budget. It is a real downer
| when people don't show up.
| I mean, c'mon... only 7 of you came to our pizza social last month. If
| you've got better ideas for the Social Committee, please forward them along.
| We hope to see you tomorrow!
When done, walk back to the bot. When you are in need for armor and ammo, go
left, follow the path, jump over the railing, then go down the ladder and
follow the narrow path. When done, go back to the bot and use the ladder on
the other side. Climb up, follow the path and enter the small room here.
A woman (the first one in the game so far =p) will ask for help, then a
Lost Soul will come out of her head.
Kill the Lost Soul, then grab the PDA.
| User Data
| Name: Theresa M. Chasar
| I.D. Number: 0368-05
| Post: EnPro
| Title: Weapon Analyst
| Security Clearance: General Access
| Audio Log
| Title: Weapon Research
| About: The woman talks about how good the Plasma Gun is. She also gives the
| code 972.
| User Mail
| From: Lloyd Renstrom
| Subject: Plasma Storage Capacity
| Date: 11-02-2145
| Body:
| 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 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
| User Mail
| From: Lloyd Renstrom
| Subject: Your Work
| Date: 11-05-2145
| Body:
| 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
| User Mail
| From: Elizabeth McNeil
| Subject: RE: Lloyd is driving my nuts!
| Date: 11-10-2145
| Body:
| 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 change to talk to a real person.
| Ok, I've got to get back to work.
Open the cabinet with code 972 to get a Plasma Gun and cells. Then go to the
panel here and activate it. Open the door, and get ready to kill a few
Lost Souls. These guys are a pain in the arse -____- Walk to the bridge,
then cross it and open the door. Then walk to the other door and open that
one too.
When you enter the new room, 2 Lost Souls will attack you, so kill them.
Follow the path until you find a door you can enter. On your way you'll
encounter another 2 Lost Souls. Then enter the door, then enter the other
Kill the Imp, and then kill the 2 Lost Souls. Go back into the other room,
and kill the 2 summoned Maggots here. That'll save work later on. Return
back to the other room. Walk to the other end of the room. On your way
a few Imps and Maggots will be summoned, so take care of those. Also watch
behind you. Use the lift that's here to go a long way down.
Leave the lift, and walk a bit further. Kill the 3 Lost Souls, then walk
a little bit further and kill the Imp. Enter the door that you'll find
at the end of the room.
Kill the Imp that's here, and watch out for the Maggot that gets summoned
behind your back. Walk a bit further and kill the Imp, then watch out for
the 2 Maggots behind you. Then enter the door here.
Walk to the small room that's on your left, and kill the Imp. Then enter the
room here. Use the health stand if you need, then use the panel.
Your Marine will replace the rod, and see how your 2 little friends are
planning to cancel the transmission.
Leave the room and get attacked by a bunch of Lost Souls and Imp. Kill them
off before they got you. Might want to use that health stand again after this
battle ;p Leave this room through the door you entered before. Get rid of the
Imp that comes out first.
Leave this room too, then run to the lift, this'll prevent some enemies
from even seeing you. Kill the Maggot and the Wraith that appears, then use
the lift.
Go to the other side of the room, and kill the Lost Souls that get summoned.
There as a door that wouldn't open before, but since it's unlocked now,
enter it, then follow the hall and enter that door too.
Kill the Maggot and Revenant here. On the left is an Imp hiding, so kill it
and get the goodies here. Then go to the other side of the room and follow
the path there. A Maggot will appear from the lift, so kill it off, then
grab the ammo here and kill the other Maggot. Now go to the other side of
the path to enter a room. 2 other Maggots will be waiting here for you, so
welcome them. Then enter the door here.
When you enter, a fat Zombie will attack, so kill it. You can also see another
Zombie that's waiting for you at the other side of the room, so shoot it too,
will help later ;p Go to the other side of the room and enter the door.
Kill the Imp that's waiting here, then go up the stairs. Kill the Maggot
that'll appear. Enter the door here, then kill the Maggot that runs up
behind you.
2 Lost Souls will attack, so watch out. When you walk a bit further 2 Imps
will be summoned. One to your left, so just shoot a barrel to get rid of
it. One will be summoned in front of you. Then go down the stairs here. There
is only one door that's open, so enter that one and enter the new room.
One of Bravo Team members will give you the transmission card, then gets
attacked by a Wraith.
Kill the Wraith, then find the PDA by some crates.
| User Data
| Name: Steve L. Hammer
| I.D. Number: 2671 -93
| Post: EnPro
| Title: Service Technician
| Security Clearance: General Access
| Audio Log
| Title: Plasma Ammo Code
| About: Steven tells about how a guard to mad at some machine and went nuts.
| He gives the code 734, for a storage room.
| User Mail
| From: Mathew Morton
| Subject: More on Swensen
| Date: 10-25-2145
| Body:
| 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 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.
| User Mail
| From: Eric Grossman
| Subject: Lets help this poor girl!
| Date: 11-15-2145
| Body:
| guys..... this isn't a chain letter, but a choice for all of us to save a
| little girl that's going to die of a serious and fatal form of cancer.
| Please send this to everyone you know...or don't know at that. This little
| girl has 6 months left to live her life, and as her last wish, she wanted to
| send a chain letter telling everyone to live their life to fullest, since
| she never will. She'll never make it to prom, graduate school, or get
| married and have a family on their own. By you sending this to as many
| people as possible, you can give her and her family a little hope, because
| with every name that this is sent to, the UAC will donate 3 credits per name
| to her treatment and recovery plan. One guy sent this to 500 people!!!! So,
| I know that we can send it to at lest 5 or 6. Come on guys.... and if you're
| too selfish to waste 10-15 minutes and scrolling this and forwarding it to
| EVERYONE, just think it could be you one day....and it's not even your
| credits, just your time. Please help this little girl out guys, I know you
| can do it!! I love you guys!
Now open the door here with the code 734, grab the goodies inside, then open
the airlock.
Communications Transfer [D3.04.11]
Comm Transfer connects EnPro and Communications, and acts as a multi-purpose
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 stock in this sector.
Items found: 3x PDA, 17x Oxygen Tanks
Enemies: 17x Imp, 4x Pinky, 13x Trite, 6x Wraith, 11x Cacodemon, 25x Zombies,
5x Marine-Zombies
Press the panel to open the airlock. Outside are various oxygen tanks, so
you should never get out of oxygen. However, a Cacodemon will attack. Kill it,
then run to the other side and open the airlock. Enter the new building.
A Zombie and Marine-Zombie will attack you, so kill them. Grab the stuff on
the shelf.
Some stuff will start to float around, then an Imp and Wraith will be
Kill these 2 little buddies of you.
Another Imp will be summoned, so kill it. Enter the door here, and kill the
Zombie-Marine. Go down the stairs and walk to the door.
A tentacle will pop out of the door, then goes away. Some guy speaks Latin
on the background.
No go to the other side of the room, and a few Imps will be summoned. Kill
them, then use the panel. Crawl down the small shaft.
See the skeleton? Suddenly it'll move for a bit. The guy that spoke Latin
before starts to laugh.
Go further down the shaft, until you enter a small room. Kill the Zombie
here and go down the hole. Ready a gun that can shoot fast. The best is to
run through this area, because you don't have infinite oxygen. Just jump over
the Trites, and find a panel that will lower a lift. Press that, then
kill any Trite that followed you. When the lift is there, step on it and
go up.
Kill the 2 Marine-Zombies in the room in front of you, then enter the small
room to the right. Turn around to find an Imp. Enter that area to find some
more goodies, then go into the room. An Imp will shoot you from the upper
level, so kill it, then climb the ladder. Kill the Zombie here, and also kill
the Cacodemon that appears. Grab the goodies around, then go into the next
Kill the Marine-Zombie, then kill the 2 Cacodemon that appears. There is a
small opening in the garage door, so crawl in the room there to find some
goodies, then go back. Follow the path. There is a small room with ammo.
Enter it, and kill the Imp that gets summoned. Then walk towards the door
that's on the steps, and kill the 2 Wraith. There is only one room that
you can enter, so go through that door.
Pick up the PDA here.
Suddenly, 2 Zombies with Chainsaws will come out of some hidden areas. Get
rid of the quickly, because they can do a lot of damage. Then grab the
Chainsaw and kill the 2 Zombies out of the room (hehehe). Go back to get
some stuff, then read the PDA.
| User Data
| Name: James A. Holiday
| I.D. Number: 7085-64
| Post: Communications Transfer
| Title: Transport Controller
| Security Clearance: COMM Transfer Access
| Audio Log
| Title: Artifact Transport Concerns
| About: James will tell you about transport problems. Also his PDA seems to
| be broken.
| User Mail
| From: Ron Ridge
| Subject: Those Damn Chainsaws!
| Date: 11-13-2145
| Body:
| Hey James,
| What are we gonna do with all those chainsaws? We've got two shipments of
| excess medical equipment coming in very soon and we're gotta need the space.
| I can't believe someone mis-shipped those things. I can't think of a more
| useless piece of equipment than a chainsaw on Mars?!? Anyway you gotta help
| me get rid of these Beavertooths.
| Thanks,
| User Mail
| From: Shipping Authority
| Subject: Site 1 needs
| Date: 11-15-2145
| Body:
| The UAC has terminated all research at site 1. This includes the McNeil
| Projects. Arrangements for transportation and storage of useful equipment
| should be made immediately.
| -Shipping Authority
Enter the door that was locked. Watch out for the Zombie with a Chainsaw
The whole room will display weird symbols.
There is a Zombie in the area on the right, and one will come at you after
a while, so get rid of them. Just follow to where the symbols are coming
from. An Imp will try to kiss you, so get rid of it. Also and Pinky will
be summoned. After everyone is killed, the light will go on. Try to call
for the lift.
Well apparently the lift doesn't have enough power, so you'll have to take
the only door in this area. An Imp will shoot at you, and a Wraith will
try to kill you too. Kill them off, then take the door here. First kill
the Cacodemon though.
Well it seems Hell really is breaking lose here. Climb the ladder and a
Cacodemon will be summoned. Aim for the head (HAHAHAHAHA... *cough*).
Use the service lift to reach the upper control room in order to unlock the
maintenance area doors.
Walk a bit around, and kill the summoned Imp. Before using the service lift,
enter the door that's open. Kill the Imp and 2 Wraiths here, then enter the
small room.
Go into the left path (seen from when you first entered the room) and go into
the room. Kill the Pinky that'll be summoned, then grab the goodies. Now take
the other path. Go down into the small area here.
An Imp was summoned, so kill it of. Now enter the room here. Kill the Imp
that tries to surprise you and grab the PDA.
| User Data
| Name: Ron I. Ridge
| I.D. Number: 8735-80
| Post: Communications Transfer
| Title: Officer
| Security Clearance: Unsafe Driving
| Audio Log
| Title: Unsafe Driving
| About: Well, guess what. These security lifts aren't safe =p
| User Mail
| From: UAC Authority
| Subject: Maintenance Lift Access Restrictions
| Date: 11-14-2145
| Body:
| Ron,
| We need you to enforce Maintenance Lift Access Restrictions from this point
| forward. Several of these lifts can be fused 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.
| Sincerely,
| UAC Authority
| User Mail
| From: James Holiday
| Subject: RE: Those Damn Chainsaws!
| Date: 11-14-2145
| Body:
| 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?
| -James
| ----Original Message----
| Sent: 11-13-2145
| To: James Holiday
| Hey James,
| What are we gonna do with all those chainsaws? We've got two shipments of
| excess medical equipment coming in very soon and we're gotta need the space.
| I can't believe someone mis-shipped those things. I can't think of a more
| useless piece of equipment than a chainsaw on Mars?!? Anyway you gotta help
| me get rid of these Beavertooths.
| Thanks,
Before calling the lift, follow the rail on the side to find an Imp you
can kill and some goodies. Then go back and call the lift. Go back to
station 2 using the panel, and kill the Marine-Zombie and Cacodemon on
your way. Now go to station 3 and step on solid ground.
Kill the summoned Cacodemon, then manually navigate to the only area you
can't reach with your legs. You can bring the lift up to get to the
platform. On the side note, you might wonder how to open the 2 locked
doors in this area on the same level as the lift. These 2 doors link to
each other, and it's not needed to get here. If you want to anyway, go
to the area where the Imp was before, then open the door. Kill the headless
Zombie and the Wraith. Then use the panel. Well back to the upper floor we
were eh? You can jump on the bridge from here, so do so.
There are two doors here. Enter the door that's closest to the lift. Enter
the room a bit further.
Kill the Imp and Marine-Zombie. Walk a bit further and kill the Zombie with
a Chainsaw. Then use the panel to complete your objective. Let's go have
some fun first though. There is another door that's not open yet, so enter
that. Follow the path and enter the big door here. Kill the Pinky that
wants to hug. This is basically... a boring room, so go back to the bridge
and take the other path. Kill the Imp that's here. Now use the lift, and
walk back to Station 1. Use the lift and go to Station 3. Enter the door
here. Aren't you glad I told you to kill all the monsters already? =p
Run (or walk) to the other side of the hall. Suddenly the platform will drop
down and you are able to use your first Berserk Power-Up. Use it and a
horde of Zombies will appear. Don't worry, just kick the freak out of them
and have a good time ;p Experience how it's like to be drunk =D When you are
done, then go up and enter the door. Kill the Zombie with a Chainsaw here
and enter the airlock.
You'll see your friends fly away. I'd rather worry about the 2 Cacodemons
though. Kill them off, then enter the next airlock. Or look around for
ammo, armor and health. Whatever suits you. Just leave the level. It was
based on Half-Life again, wasn't it?
Communications [D3.04.12]
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.
Items found: 6x PDA
Enemies: 27x Imp, 6x Wraith, 9x Cacodemon, 10x Zombies, 28x Marine-Zombies
Enter the new area. A Cacodemon will be summoned, so kill it.
Locate the Main Communications Room
Walk to the lift. Kill the summoned Cacodemon. Near the entrance of the room
is a small shaft. Enter that and grab the stuff. In the main room 2 Imps will
be summoned, but you can kill them off from here. Crawl a bit further for some
more goodies, then go back to the lift. Go to level 3 (you are one 2 now, and
1 is not a part of the journey right now).
Exit the lift, and kill the Marine-Zombie (also kill the Zombie on the left
of the room). Follow the path.
The corpse will suddenly fly up and fall down.
Kill the Wraith that gets summoned and enter the door here. There is a small
panel near the lift to open a shaft. The shaft is next to the door, so crawl
under it and grab the health and armor here. An Imp will be summoned, so shoot
it off, then enter the next room.
You can see where you walked before, so enjoy it ;p Then enter the next door
and kill the two Marine-Zombies here. Then walk over to the panel where you
can unlock two doors. Well actually you can only unlock one door, so do that
now. Two Marine-Zombies will enter the room and a Cacodemon will be
summoned, so kill them both, then enter the new room.
You can find a few shells, and a Health Stand. If you are done, enter the
next room. You'll see your 2 friends, using the BFG and blowing things up.
Two Marine-Zombies will appear, one from the back, one from the front. Kill
them (or let them live, like I care =p) both. You might want to go back to
the Health Stand if you lost some health, then venture further into the room.
Before you enter the next door, you can go crawl under the floor to find some
ammo. When done, enter the next room. There is one locked door here, and
one that's open, so enter the door you can enter. Hooray, you completed the
objective. Too bad, you'll get a new one as soon as you walk towards the
panel. Be sure to grab the PDA.
Make your way through Engineering and locate the Satellite Control Center.
| User Data
| Name: Seamus J. Blake
| I.D. Number: 6805-1 4
| Post: Communications
| Title: Technician
| Security Clearance: Communications
| Audio Log
| Title: Module Replacement
| About: Seamus tells about replacing the module
| User Mail
| From: Crater Music
| Subject: Your receipt # 9318691220
| Date: 10-10-2145
| Body:
| Order Number: M8909848
| Receipt Date: 10/10/2145
| Order Total: $269.83
| Billed To: Universal Credit
| Crater Classic Music thanks you for your order
| Those who purchases your selection (Champagne Tomiko by The Zsecs) also
| purchased:
| The Head On My Tongue - Hellish Dragons
| 20th Century Classics - Various Artists
| Please retain for your records
| The entire Crater team thanks you
| User Mail
| From: Karl Roper
| Subject: Question??
| Date: 10-11-2145
| Body:
| Hey Seamus...
| What the hell is up with the Sentry Bots that are stationed in Engineering.
| I thought you told me this was a better place to work than Admin. Why do you
| get to hang around the Main Communications room while I'm stuck down here?
| later,
| -Karl
Go back to the previous room. When you walk up the stairs, an Imp will show
up for a second (which scared me =p). A Marine-Zombie will appear, plus, when
you try to enter the locked door, a Zombie will show up. So beware, young
Jedi. Enter the door, and kill the Zombie here. Grab the stuff and walk into
the next room.
The Imp you saw before will show up (I think), so kill it, together with the
Marine-Zombie that's in the back of the room. One Marine-Zombie will come from
behind, so kill that too, then call for the lift. As soon as you are down
and leave the lift, a Zombie and Imp will attack you. Enter the new room.
Kill the Marine-Zombie and Imp here. The Imp won't even move, so it's an easy
kill. On the other side of the room is another Marine-Zombie waiting, so kill
that too, then enter the next room.
Two enemies here so far, one Zombie and an Imp. Kill them both, then go to
the left side of the big machine. A few Wraiths will be summoned, so shoot
these. When you walk a bit further, another Imp and Zombie will appear, so
give them my regards too. Then go back to the begin of the room and use the
panel to open a shaft. Enter it for some health, armor and ammo, then enter
the next room.
Run a bit through the room to summon 2 Imps. Kill these beauties, yes? Then
crawl under the floor for stuff. There are two doors here. Enter the door
that was on the opposite side of the room first. Kill the Zombies here and
grab the stuff. When you return to the previous room, a Maggot will attack.
When done, enter the other door.
There is an Imp here, and a Marine-Zombies. Grab the stuff when they are
killed and then go to the other side of the room. Just don't get yourself hit
by the big machine and enter the door here.
"MWAHAHAHAHA"... well at least someone thinks it's funny eh? The Maggot thinks
it's funny too, he even wants to hug. Better shoot it though. Enter the small
area he came for, then kill the new Imp. Use the lift to go a level higher.
Out of nowhere an Imp will appear, so kill it, then enter the new room.
There are 2 Marine-Zombies here, a few goodies and PDA. Guess what you have
to do. Kill the goodies and grab the Marine-Zombies ;p Yes, and grab the PDA.
| User Data
| Name: Ben. B. Wolfe
| I.D. Number: 9866-53
| Post: Communications
| Title: Officer
| Security Clearance: General Access
| Audio Log
| Title: Unauthorized Bandwidth Usage
| About: As title says =p
| User Mail
| From: martianbuddy.com
| Subject: Join Now and Save 20%
| Date: 11-08-2145
| Body:
| Dear Radar Enthusiast,
| You're being offered a one time exclusive opportunity to become part of the
| most exciting subject in the Solar System, Radar Technology. Please take
| this opportunity to save 20% off of our normal prices.
| If you feel this is for you, please respond immediately.
| Martian Buddy - Where you save!!
| User Mail
| From: Security Authority
| Subject: RE: Request Security Access
| Date: 11-12-2145
| Body:
| Your request for Communications Security Access if granted. Officers are now
| allowed access to Level 2 Security areas. Communication Cabinet Code is 246.
| ----Original Message----
| Sent: 11-11-2145
| To: Security Authority
| I hereby formally request access to secure areas in the Communications
| Facility. As an officer I feel this is necesarry.
| Sincerely,
| Ben Wolfe
Enter the next room. When you come close to the other door, a Marine-Zombie
will appear, and a Cacodemon is summoned. Kill them, then enter the door that
is not locked. There is a Marine-Zombie here, so kill it. You can open the
cabinet with code 246, and activate a Sentry Bot. Do so, and follow the
little friend. When you arrive near the lift, go back all the way to find
goodies. When done, go back to the lift and use it. Go up to the third level,
exit the lift and grab the PDA.
| User Data
| Name: Robert J. Finch
| I.D. Number: 9848-52
| Post: Communications
| Title: Maintenance Coordinator
| Security Clearance: Communications
| User Mail
| From: Brent Davis
| Subject: Quiz Night
| Date: 11-14-2145
| Body:
| Finchy,
| Don't forget that Trivia Quiz Night is this Wednesday. Do yourself a favor
| and brush up on the Shakespeare, mate. If we lose to those twits in
| administration again, we'll never hear the end of it.
| Brent
| User Mail
| From: Steven Finch
| Subject: On your way home!!
| Date: 11-15-2145
| Body:
| Hey Bro,
| Mom told me you were heading home in a week or so... I bet you can't wait
| for that, can ya?
| I've been pretty busy down here... Little Annie is almost 9 now. Can you
| believe that? Dianne and I are thinking about another one soon, we're gonna
| have to move into a double-wide orbiter :)
| Anyway, I won't keep ya... see ya soon
| Flapper
The lad never got home. Isn't it sad? Follow the path to enter the Satellite
Control system. Use the panel. Your friend will tell you to cancel the
transmission. Do what you want, it doesn't matter for the story. Either
Kelly is happy or mad... ;p
Return to lobby and head for the monorail station.
Go back to the lift and go to level 1. Leave the lift, and kill the Imp
and 2 Marine-Zombies. Further down the room is another Imp, and some health
you may need. Enter the door here.
There are 2 Imps waiting on the left, and a Marine-Zombie will rush in, so
kill them. Then enter the door here. There is another Marine-Zombie here,
and when you go a bit further, an Imp will come down from the ceiling. You
know what to do. You can use the Health Stand, and some stuff, then use the
lift. You are now back in the lift you entered at the beginning of the level.
You have to go back to the room where you could unlock 2 doors, so go to level
3 and go there. Only one Marine-Zombie is bothering you. Enter the bay door
and leave this (pretty nice) level.
Minas submitted you can jump to where the 2 Imps were to get full armor.
Monorail Skybridge [D3.04.13]
The Monorail Skybridge crosses over the primary recycling station, a key
element in processing waste products into useable resources.
Items found: 3x PDA, 12x Oxygen Tank, 1x Video Disk
Enemies: 37x Imp, 15x Maggot, 7x Pinky, 10x Revenant, 17x Trite, 5x Cacodemon,
10x Zombies
When you leave the bay area, the whole hall in front of you will become
trash. Go down, and kill the Cacodemon. There is some stuff here, and the
airlock you need to enter. So when done, enter it.
In the new room, walk down the hall. When you go around the corner, you'll
get a quick vision (not even worth to mention) and a Pinky will attack, so
shoot it off. When you go a bit further, a fat Zombie will appear, plus a
Maggot will try to attack to. You know what to do. When you get to the man
hanging out of the ceiling, kill the other fat Zombie, and the Maggot, that
appears behind you. There is a medkit here and a Health Stand. Obviously, use
the medkit first, then the Health Stand if needed. Enter the door here.
You'll meet your first Revenant, which'll shoot a rocket. Some stuff will come
Get rid of the Revenant, most likely the hardest enemy till now. See the
enemies section to find a quick way to get rid of it. When it's killed, you
can find a medkit at the lower level. When you go up to the stairs, another
Revenant will appear, so kill that too. Go back to the lower level, and climb
the platform that came down (on the right side when you first entered the
room). There is another room here, with an Imp and goodies. When done, enter
the only door you can enter in this room.
On the right is a Zombie, and a Pinky will appear. Just get them to the barrel
and shoot that, that'll get rid of them quick enough. In the area where the
Zombie came from is a medkit, and on the left of the room is some ammo and
adrenaline. On the other end of the room is an Imp hiding, so kill that too,
grab the goodies and then enter the door.
Once again, another demonic laugh will be heard, and an Imp and Maggot will
be summoned. Just kill them, then grab the goodies here. Call the lift and go
to the lower floor. Kill the 2 Maggots here. When they are killed, go
around the corner. Another Maggot will surprise you (he scared me ;___; ).
Follow the path. When you see a stairs that lead down, a Revenant will appear.
Also an Imp will appear from the room with the lift. When killed (and I mean
you killed the monsters, not yourself), take the stairs down. When you pass
the big door, an Imp will appear, so kill it. When you follow this path you'll
come back to the stairs again. There is a piece of armor located in this
looping hall. If you grab it, 3 Imps will be summoned. When you are done,
enter the big door.
When you walk a bit further, 2 Pinkies will attack you. Shoot them off and
go around the corner. Follow the path here, until a fat Zombie will appear
from the left. Shoot if off and enter the new room.
There is an Imp and 2 fat Zombies here, so be sure to kill them off. Grab
the goodies and walk further. Another Zombie will appear to kiss you. When you
go up the stairs, and Imp and Maggot will try to cut you open. Kill them and
walk further once again. Then enter the door that's here.
There is a new Revenant waiting for you here, plus a Maggot. Welcome them with
some gunpower. Then enter the door here.
When you enter the room here, you'll get yourself a new objective.
Find the pump control panel to shut down the malfunctioning pump.
There is only one way you can go, and that's by jumping on the platforms
right from you, and going that way. When you walk further, an Imp will jump
at you. When you go further down the hall, and Imp and Maggot will appear.
Use the barrels to get rid of the Imp and kill the Maggot with your gun. Grab
the goodies here, then go up the stairs. Watch out, because an Imp will push
something down. Kill it (that is, if you didn't get smashed ;p) and go
further. Enter the door, and kill the Imp. There is a video disk and PDA here.
| Video Disk
| Title: Maintenance Safety Video
| Creator: Central Authority
| Date: 10/05/2145
| Description: Maintenance Department Safety Video
| Shown: Just a safety video
| User Data
| Name: Nick Sadowayj
| I.D. Number: 4223-1 8
| Post: recycling Sector 1
| Title: Hazmat Specialist
| Security Clearance: General Access
| Audio Log
| Title: HAZMAT Response
| About: Another Russian worker? ;p Nick talks about the Hazmat that gives a
| bit problems here and there.
| User Mail
| From: Henry Varela
| Subject: Pump Malfunction
| Date: 11-02-2145
| Body:
| Nicholas,
| I've redirected control for the main pump to the flow service terminal
| located on the maintenance platform above this area. If the main pump should
| crack or malfunction and cause a spill the only way to shut it down would be
| from there. Entry into the pump room would just be too dangerous. If you
| have any questions please see me.
| Thank You,
| Henry
| User Mail
| From: Scott Johnson
| Subject: Locked Armaments
| Date: 11-10-2145
| Body:
| Mr. Sadowayj,
| I fear that the rumors I've been hearing might actually be true. The other
| day someone from my team was cleaning up a toxic spill in Delta and they
| said they actually saw some sort of creature down there, he didn't know what
| it was but it really scared him and got us thinking.
| We can't bee too careful; I've locked some ammunition and combat armor in
| the cabinet by the monorail airlock door here in Sector 2. If you ever need
| to get in it the code is: 483
| -Scott
Use the panel to extend a service ladder. Now climb the ladder and follow the
path. Kill the 2 Imps here (I bet they are married) and continue to walk.
You'll end up in a system of pipes. Cross it to enter a new room. Grab the
goodies here and use the panel to complete the objective. Now return to the
room with all the toxic on the floor. On the way there you'll meet an Imp,
plus in the room with the toxic is another Imp. You can now walk on the
floor here, which leads to a stairs with a new door. Enter the door.
An Imp will be summoned (*cough*barrel*cough*), so kill it, then go up the
ladder. When you enter a bigger room, a Pinky will appear. Grab all the
goodies here (armor, ammo and there is a Health Stand), then enter the big
Well hoo-fucking-ray! More Trites! Yay! Woopy! etc. Kill these little
creatures (also watch your back), while venturing through his hall. On your
way one Imp will be summoned, so kill that too. Then enter the big door at
the end of the hall.
A Maggot will appear, plus a Revenant will be standing at the platform on
the other end of the room. Just hide while shooting it, not a problem at all.
There is only one path you can walk, so follow that. An Imp will appear, but
it's an easy kill due to the barrels. Enter the door here.
Let's first explore this room and hall. There are 2 Maggots and one Imp. But
that's not the thing you'll care about. The big deal is the Rocket Launcher,
grab that, then go back and grab the PDA.
| User Data
| Name: Anthony R. Garza
| I.D. Number: 4222-1 8
| Post: Recycling Sector 1
| Title: Hazmat Specialist
| Secutity Clearance: General Access
| User Mail
| From: Michael Abrams
| Subject: New Rocket Launcher
| Date: 10-30-2145
| Body:
| Tony-
| I'm sending you one of the new rocket launchers that we've received from the
| marines. Please take some of the surplus toxic barrles lying around outside
| and blow them up. Be careful not to hurt yourself - the area damage is much
| larger than previous rocket launcher models.
| Thank you,
| Michael Abrams
| User Mail
| From: Michael Abrams
| Subject: RE: New Rocket Launcher
| Date: 11-04-2145
| Body:
| I put in a request for more rocket ammo, I didn't realize how many barrels
| we needed destroyed.
| ----Original Message----
| Sent: 10-31-2145
| To: Michael Abrams
| Mr. Abrams,
| Thank you for the rocket launcher but I will need more than the
| pre-installed five rockets for it. We have quite a few barrels here that
| need to be destroyed. I've placed it on my weapon rack for now and will
| begin destroying the barrels once I have more ammo.
| Thank You,
| Tony
| User Mail
| From: martianbuddy.com
| Subject: Sleep Away!!
| Date: 11-06-2145
| Body:
| Dear Valued Customer,
| Are you tired at work often?
| Do you feel like you have less energy?
| Introducing the new and improved Sleep Away Pill. Now better than over the
| new Sleep Away Pill will keep you feeling refreshed and going strong all
| day.
| For more information visit: www.martianbuddy.com
Enter the door here and open the airlock. Go outside, and kill the Revenant
(try your new rocket launcher). Go right, and kill the Revenant here too,
then climb up and follow the path. Kill the Cacodemon and enter the bay door
to finish this level.
Recycling - Sector 2 [D3.04.14]
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.
Items found: 3x PDA
Enemies: 19x Cherub, 25x Imp, 3x Mancubus, 11x Revenant, 8x Lost Soul, 7x
Don't worry, there is nothing here that'll attack you, so look around. There
is one room you can enter, with a PDA and a panel.
| User Data
| Name: Jeffery R. Moen
| I.D. Number: 8492-1 3
| Post: Recycling Sector 2
| Title: Pump Specialist
| Security Clearance: General Access
| User Mail
| From: Henry Varela
| Subject: Pump Malfunction
| Date: 11-04-2145
| Body:
| Jeff,
| The man 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. This 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.
| Thank You,
| Henry
| User Mail
| From: Gregg Brandenburg
| Subject: Toxic Waste Storage
| Date: 11-09-2145
| Body:
| 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!
| Brandenburg
Use the panel. Mr. Betruger will tell you he's everywhere, and it's a pity
you cancelled the transmission (if you didn't cancel it, he won't say that
of course). He'll assure you, you won't see the fleet arrive though. 3 Imps
will be summoned, so kill them. Did you recognise the voice by the way? Mr.
Betruger was the "mwhahahaha"-guy. When you leave the room, another Imp
will attack, so kill it. Then use the pump to go up to the higher level. A
woman will tell you that the toxic level is increasing, and Betruger will
tell you you'll die because of the toxic gasses. There is only one door you
can enter, so enter it. There will jump an Imp at you, one Imp will attack
from the front, one from behind, and 2 Lost Souls will appear. Kill them all,
then enter the big door in the next hall.
You'll get a new objective when you enter the room.
Reactivate Air Filtration System to gain access to the Monorail Station.
There is a cabinet here that you can open with code 483, for some armor and
ammo. There is only one way you can follow, so go there. When you come near
to the barrels, 2 Imps will appear (one in front, one from behind). When
you go a bit further, another Imp will appear, and when you go even further
Betruger will tell you your soul is his, and he'll summoned a few monsters
(1 Zombie, 1 Revenant, 1 Lost Soul). Enter the door here when they are killed
(and use the Health Stand if needed).
There is only one Imp here, and a few goodies. When you are done here, enter
the door. An Imp will jump down, so kill it, then go down the stairs. There
will appear a Revenant from the hall (use the barrel!), so kill it. When you
walk further into that path, an Imp will appear from behind, so kill that
one too, then walk further (notice the annoying sounds on the background).
A fat Zombie will appear from a small area, so watch out. When you enter an
area where you can go left or right, first kill the enemies (1 fat Zombie, 1
Zombie, 1 Revenant (mine killed itself using his rockets =p)). Go into the
way where the Revenant came from and follow it to the end. Try to enter
the big door. Use the Health Stand if needed.
Vent lethal gas.
Now go back, and go left, up the stairs. In this area are 2 Imps and 2 Lost
Souls, so take care of then, then enter the door here. When you go further
into the room, 2 Imps will appear (behind you, in front of you). When they
are killed enter the door here.
There is a Zombie on the left, so kill that, then use the panel to vent the
gasses. 4 enemies will appear, 1 Zombie from behind, and 3 Imps from a secret
room. Go back to the big locked door. When you are in the room where you
battled 2 Imps and 2 Lost Souls, Betruger will summon another 2 Lost Souls,
so kill them. But you didn't think he'd leave it like that, now did you? Silly
you! A bit furter a Zombie will appear, and a Revenant (and Betruger says
"kill him!"). Back at the big door is another Imp, so kill it. Then enter
the new room, and a Revenant will appear (piece of cake because of the
barrels). Kill it and enter the new room.
4 Cherubs will attack you (but are easy kills), so kill them and follow the
path. In the room with barrels, just enter it, and when you hear monsters,
shoot the barrels. Easy as that, I didn't even know what enemies attack =p
Enter the door here.
An Imp will come down the stairs, so kill it. When you go up the stairs,
an Imp will appear from behind. Kill that too, the enter the door at top of
the stairs.
There is a lift here, so call it, then go down. Kill the 2 Cherubs, and go
further down the path, into the room. Kill the Cherub here, grab the goodies
and go down the stairs. At the end of the stairs are goodies, so grab that,
and follow the path.
A fat big Mancubus will appear.
Shoot this fat bastard off. Well actually 3 fat bastards, and when they are
killed, another 4 Cherubs. Grab the goodies when they are killed (it should
take you back to full health and armor, or at least close), then go up the
platform and follow that path. There is another Cherub here, and more armor
and a Health Stand. Then enter the door.
There are 2 Cherubs here, so kill them, then call for the lift. When you enter
it, Betruger will tell you your soul will burn in hell forever (what's the
deal? first he wants it, now it's going to burn in hell?). Use the lift to go
You'll have to hurry up, because there are toxic gasses here that hurt you.
You have to active 3 vents here, which is done by going past every panel and
activating it. Once they are all activated, the gasses go away, and a Revenant
will appear. Kill it off, then grab the PDA here.
| User Data
| Name: Scott P. Johnson
| I.D. Number: 421 1 -1 2
| Post: Recycling Sector 2
| Title: Plant Manager
| Security Clearance: General Access
| User Mail
| From: Nicholas Sadowayj
| Subject: RE: Locked Armaments
| Date: 11-11-2145
| Body:
| Scott,
| That is an excellent idea, we can't be too careful around here...
| ----Original Message----
| Sent: 11-10-2145
| To: Nicholas Sadowayj
| Mr. Sadowayj,
| I frea that the rumors I've been hearing might actually be true. The other
| day someone from my team was cleaning up a toxic spill in Delta and they
| said they actually saw some sort of creature down there, he didn't know what
| it was but it really scared him and got us thinking.
| We can't bee too careful; I've locked some ammunition and combat armor in
| the cabinet by the monorail airlock door here in Sector 2. If you ever need
| to get in it the code is: 483
| -Scott
Enter the big door here. You are back into the room at the beginning. Open the
bay door and leave this level.
Monorail [D3.04.15]
The Monorail serves as transportation between the low level access sectors of
the UAC Complex and the priority access research facility. Have all
identification and security clearance data prepared for inspection.
Items found: 5x PDA
Enemies: 16x Imp, 20x Trite, 19x Zombies, 10 Marine-Zombies
You'll see how Betruger creates a Commando-Zombie.
Leave the bay door. Doesn't this just remind you of Max Payne? ;p There is a
cabinet here that's already open, and a PDA.
| User Data
| Name: Samuel J. Harding
| I.D. Number: 61 07-37
| Post: Monorail
| Title: Engineer
| Security Clearance: General Access
| Audio Log
| Title: Magnetic Lock Repairs
| About: Sam talks about... accidents... wow! =o
| User Mail
| From: James Torbin
| Subject: Door Repair
| Date: 10-23-2145
| Body:
| 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....
| Jim
| User Mail
| From: Karl Cullen
| Subject: Turret Gun Mounting Brackets
| Date: 11-03-2145
| Body:
| 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.
| Karl
| User Mail
| From: Karl Cullen
| Subject: RE: Turret Gun Mounting Brackets
| Date: 11-05-2145
| Body:
| Thank you for repairing that so quickly.
| ----Original Message----
| Sent: 11-04-2145
| To: Karl Cullen
| Karl,
| 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.
| Thanks,
| Sam
Enter the train here, and activate the panel to get the monorail working. A
man will come out of the closed door behind you, and tell you it's not a safe
place. He must be kidding! He was waiting for his partner to return, who was
checking things out, but the guy never returned. He'll just stay in the train.
When the ride is done, you'll get a new objective.
Manually override the monorail airlock systems.
Leave the train. There is some stuff on the lower floor. When done, enter the
big door.
As soon as you open the door, a Commando-Zombie will attack. Yes, it's not an
easy enemy. There whole next room is filled with enemies, about 2
Commando-Zombies, and a load of Imps and Marine-Zombies. My tactic is to first
walk around every part of the room, killing everyone you encounter, then go
and look for goodies. There are a small area near the big door on the other
end of the room with some stuff, and under the stairs near that door is a
shaft with more stuff. Near the beginning of the room is a PDA.
| User Data
| Name: Gary Ross
| I.D. Number: 321 7-4A
| Post: Site 2
| Title: Lead Engineer
| Security Clearance: Monorail Security
| User Mail
| From: Delta Security
| Subject: ADS operational
| Date: 10-23-2145
| Body:
| Mr. Ross,
| This is a quick note to remind you that the new Automated Defense System, at
| the Delta Labs entrance, is fully operational. Please contact Delta Security
| with any questions.
| Thank You,
| Delta Security
| User Mail
| From: Central Security
| Subject: RE: Airlock Request
| Date: 11-04-2145
| Body:
| As you requested, the Junction 5, Site 2 Airlock code has been updated to
| 826, this will allow you manually override automated rail sensor systems
| allowing you to open any of the track doors.
| ----Original Message----
| Sent: 11-03-2145
| To: Central Security
| From: Gary Ross
| Subject: Airlock Request
| The Site 2 engineering team will be conducting a few test on the J5 airlock
| system next week. We will need to manually override the ARSS for these test,
| and request the input code be upated to 826, to conduct the tests.
| Thank You.
There is a door at the upper floor, which leads to a small room (watch out
for the Commando-Zombie). When you enter it, 4 Trites will enter the big room,
so watch out for them. There is another PDA here.
| User Data
| Name: Charles L. Hollies
| I.D. Number: 5437-98
| Post: Monorail
| Title: EAP Director General
| Security Clearance: General Access
| Audio Log
| Title: EAP Policy Modification :: Site 2
| About: Charles talks about some changes in Site 2.
| User Mail
| From: Yon Brady
| Subject: Site 2 Closure
| Date: 10-11-2145
| Body:
| 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 purpose that dig site is now closed for good.
| Thank You,
| Yon Brady
| User Mail
| From: Yon Brady
| Subject: Remaining Ammunition
| Date: 10-13-2145
| Body:
| 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.
| Thank You,
| Yon Brady
| User Mail
| From: Phil Wilson
| Subject: Artifact Inventory Tracking
| Date: 10-27-2145
| Body:
| Charlie Hollies,
| We've received a few artifacts from Site 2, without proper discovery and
| time-date information on them. It is very difficult processing all these
| pieces when we don't know where or when they were uncovered. Please check
| your records and send the requested information back to me for artifacts
| 34-x91, 21-x23, and 86-y12.
| Phil Wilson
| Delta Research Team
Open the cabinet behind you with code 142. After that, use the panel and
enter code 826. Now go back to the train. Use the Health Stand if needed,
but there are enough goodies around, so I don't think you'll need it. There
is one Trite waiting near the train, so kill it, the enter it and use the
panel. Your friend is killed though. After a short ride, the train will
You'll climb out of the train.
The only way is up the ladder, so go there. A Commando-Zombie will come
running at you, but there's enough time to kill it. There really is only one
way to go, and that's by using the door that's closest to you.
Walk through the room, and watch out for the Trites that appear from the
small shaft. Enter the door here.
A Commando-Zombie will be running around, so kill it off. You can go down
for some armor and cells. There is a door leading to the Delta Labs, so enter
There is one Zombie, and one Imp here, so kill them. When you try to enter
the door here, a Commando-Zombie will jump out at you. Active the alarm
system using the panel, then go through the door, to the other door, into
the next room.
A Marine-Zombie will come and shoot at you, so kill it. Then go up the stairs
and grab the PDA here.
| User Data
| Name: Karl P. Cullen
| I.D. Number: 61 67-07
| Post: Monorail
| Title: Security Personnel
| Security Clearance: Delta Security
| User Mail
| From: Security Authority
| Subject: New Automated Defence System
| Date: 11-06-2145
| Body:
| Mr. Cullen,
| Please inform your team that an automated security turret gun will be
| installed at the main entrance to Delta. This is due to the increased
| sensitive nature of the experiments and the security problems we've
| recently had.
| Please ensure that your team members have correct security clearance and are
| in the IFF database. We don't want a repeat of the problems we had when the
| guns were installed at Marine Command.
| Thank You,
| Central Security Authority
| User Mail
| From: Chris Baughman
| Subject: RE: Turret Shutdown Codes
| Date: 10-12-2145
| Body:
| Thanks, I freaking hate loaded guns with an automatic IFF.
| ----Original Message----
| Sent: 11-11-2145
| To: All Security Personnel
| Guys,
| I've encoded the shutdown sequence for the turret gun into my PDA, you can
| use it at the security terminal near the metal detectors if there are any
| problems with the gun.
| I would rather have it off-line than killing anyone....
| Thanks,
| Karl
| User Mail
| From: Lee Pommeroy
| Subject: Extra Medical Supplies
| Date: 11-02-2145
| Body:
| Karl,
| As the medical supervisor in this section I feel it's my obligation to be
| proactive in regards to safety especially now that we have a turret gun in a
| heave traffic area. As a precaution I've stocked medical supplies in the
| storage cabinets adjacent to the security office. Both cabinet codes are
| 364. I hope we never need them.
| Lee Pommeroy
| Medical Supervisor
| User Mail
| From: Sam Harding
| Subject: Mounting brackets fixed
| Date: 11-04-2145
| Body:
| Karl,
| 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.
| Thanks,
| Sam
| User Mail
| From: Mathew Gaiser
| Subject: Additional Security Needed
| Date: 11-09-2145
| Body:
| Mr. Cullen,
| We are going to be transporting a large specimen from Delts. Normally we
| would not be using the Monorail, but we need to get it to Phobos Lab and
| this is our only option.
| The specimen will be sedated, however given both the importance and the
| hazardous nature of it, we feel it is prudent to have an enhanced security
| presence. You and your men should be prepared with full armor and plasma
| funs. However, lethal force should be only used a last resort. Brining this
| thing alive through the teleporter costs seven men their lives and it would
| be a shame to waste that effort.
| Also, as you know there are plenty of rumors about our specimens. I do not
| want this to get out of control. Information about this transport must be
| kept to only those that need to know what is in the container.
| Thank you for your cooperation in this.
Isn't that last mail disturbing? Teleport? Seven men their lives? What happens
in those Delta Labs? Stay tuned kids! Enter the door here and kill the Imp,
the enter the next door. When you cross the bridge, Betruger will laugh. I
hate him -____- Enter the door here. A Commando-Zombie will come out of the
door, and an Imp will come from behind. When killed, enter the next door.
There will come a Commando-Zombie at you, plus some other enemies. However,
the turret is running, and shooting everyone that tries to pass. Enter the
small office here (only one Imp will make it through). Open the door behind
you and open the cabinets with code 364 for ammo, armor and health. When
done there, go back to the office, wait till the enemies are killed, then
use the panel and enter the bay door. Small level eh? But it was fun =D
Delta Labs - Level 1 [D3.04.16]
The Delta Complex is the most advanced research facility on Mars. Sector 1
contains the power systems, energy core distribution center, and services
the administrative functions of the entire Delta Complex.
Items found: 3x PDA
Enemies: 22x Imp, 13x Cacodemon, 20x Lost Soul, 29x Zombies
When you enter the bay door, you'll get a new objective.
Restore power to the Delta Labs.
An Imp will crawl over the window on the outside, and some panel will come
off, and a flame will appear. Woopydoo ;p Grab the PDA that's there.
| User Data
| Name: Robert M. Price
| I.D. Number: 5438-71
| Post: Delta Labs. Level 1
| Title: Operational Director
| Security Clearance: General Access
| Audio Log
| Title: Engineer Placement
| About: Robert talks about how the engineer got replaced.
| Audio Log
| Title: Disciplinary Action Report
| About: There are some disciplines problems in the Delta Labs... He gives the
| code 298.
| User Mail
| From: Price@kpjNET
| Subject: Did you get it?!!
| Date: 11-13-2145
| Body:
| Hey Rob... it's me again :) why haven't you written me back yet? I sent all
| your old books and shit to you via the UAC... Did you get them? It sure is
| nice to get all that crap out of the living area. Donated a lot of other
| stuff to some charity place too. In six months when you come back you'll
| see the difference.
| Anyway, PLEASE!! write back soon... I'm so lonely down here.
| See Ya,
| Tanya
| User Mail
| From: Ryan S.
| Subject: RE: You guys experiencing this?
| Date: 11-14-2145
| Body:
| Robert,
| I know exactly what you're talking about, although not nearly as frequently
| as what you're describing. I'll follow up with you on this after I do a
| little investigating but it certainly is weird.
| -Ryan
| ----Original Message----
| Sent: 11-13-2145
| To: ryan s.
| Hi Ryan,
| Are you guys getting strange sounds coming through walls and floors? We've
| been getting this all over the place the last couple of days. I think it's
| worse in the lower level of Delta but we can't pinpoint what the origin is.
| anyway, I'm just checking in with others around the UAC.
| Thanks,
| -Robert
Walk to the big door you see.
A body will float a bit, and something behind you will drop down.
Enter the only hall you can enter, and follow the path, until you end up in a
room with a big power-generator or some sort. Walk up to the panels and use
Retrieve the Data Linker to allow Delta Labs Control Access.
Go back into the hall, and some panel will fly up (it scared me ;____; ). Go
down there and crawl into the other room. On your way something will stomp
on the ground. Doesn't sound good eh? Leave the small area into the new room.
There is a map here to look at. You have to go to the Access Lobby for now,
so head there. On your way, someone will whisper "help us...". In the Access
Lobby is the item you want (and some cells). Go back to the Generator room,
and walk to the panels to complete the objective, and get a new one.
Locate Reactor Control Room.
When you walk away from the panels, a video request is... requested ;p It's
your friend Kelly who tells you some yadayada. Just go back to the Main Lobby.
There will be an Imp that crawls out of the small area you crawled under, and
when you are in the Main Lobby, one Imp and Pinky will appear, so kill them.
Now go back to the room where you found the Data Linker.
You'll see a guy that gets dragged away, into the ceiling. A Commando-Zombie
and Imp will attack you, so kill them. There are two doors you can enter,
the one up the platform where you found the Data Linker, and one that is near
some burning door. Enter the one near the burning lift, and find some goodies
there (and an Imp =p).
Now go through the door near the Data Linker. Once you are in the hallway,
Betruger will laugh, and an Imp will be summoned. Kill it, then go into the
next room. Kill the 2 zombies over here. When you go a bit further, a Pinky
will appear, so kill it. When you go towards the only door you can enter,
a Commando-Zombie will appear, so kill that too, then enter the door.
When you enter, an Imp will come down from the ceiling. Kill it off, then kill
the Zombie that walks towards you. There is a Health Stand here, so use it
if needed, but watch out for the Commando-Zombie that walks into the room when
you do. Enter the door here.
As soon as you go down the platform, a whole truckload of Lost Souls will
attack you. I just hide under the stairs and shot, shot, shot =p There is a
dead Marine on the other side of the room. When you come near it, Betruger
will say "Your friends are with me now, and soon you'll join them" and laugh,
plus summon a Revenant. Kill it off. Then go in the small shaft and enter
the new room.
When you set your first step in the room, a Cacodemon and Imp will appear.
Kill them, grab the goodies and use the cabinet. You got the code in the
beginning of the level, it's 298.
Kill the Imp on the right. When you explore the room, a Revenant will be
summoned, and 3 Cacodemons will appear. See the higher platform? You can go
there using some stairs. When you do so, and walk to the end of it, and Imp
and Commando-Zombie will appear, but at least you can grab some goodies.
There is only one way to go, so go there. On your way an Imp will appear. Use
the lift when you encounter it. When you are down, 2 Imps and 2 Revenant
will attack, so kill them. What's with all the fighting? If I were a hippy,
I would make a mod that would make all monsters kind ;p Enter the door here.
There is only 1 Zombie here, so kill it, the enter the next door for some
serious fighting. Well 4 Lost Souls, so kill them. Go up the ladder, kill the
Lost Soul and walk to the other side. Suddenly, 4 Lost Souls and Cacodemon
will appear, so kill them. There is one door here you can enter, but before
you can enter, kill the Revenant. Then enter it ;p
Use the panel here to complete your objective. Enter the next room and kill
the Zombie. Use the Health Stand if needed and climb the ladder. There are
1 Zombie and 1 Imp here, so kill them, then climb the next ladder. When you
walk towards the door, 2 Imps will appear and attack, so kill them, then
enter the door.
2 Cacodemons will appear, so kill them. There is a PDA here. If you grab it,
2 Lost Souls will attack.
| User Data
| Name: Brian Karr Mora
| I.D. Number: 9966-22
| Post: Delta Labs. Sector 1
| Title: Delta Reactor Engineer
| Security Clearance: Reactor Engineering
| User Mail
| From: Delta Authority
| Subject: Reactor Safety
| Date: 11-14-2145
| Body:
| Mr. Mora,
| Your complaint has been filed with Central Authority, they will be handling
| your case from this point forward.
| ----Original Message----
| Sent: 11-9-2145
| To: Delta Authority
| 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 offline then there will eventually be accident. I recommend remote
| sensors be used for these readings and that the upper level be closed while
| Reactor is offline.
| Sincerely,
| Brain Mora
| User Mail
| From: martianbuddy.com
| Subject: BECOME A BETTER PERSON NOW!
| Date: 11-12-2145
| Body:
| Are you Sad? We'll make you happy!
| Are you Lethargic? We'll perk you up!
| Do you lack Concentration? We'll help you focus!
| We carry all brands of the latest Bioengineered Neurological Drugs. Contact
| our salespersons this week and save 15% off of our already low advertised
| prices.
| Thanks from Martian Buddy
Go back to the panel to active the Reactor. On your way, 2 Commando-Zombies
will attack you. Enter the new room and kill the Imp, then enter the door
Kill the Cacodemon once you go down the stairs. Walk to the door you see.
On your way, 2 Cacodemons will be summoned. Enter the door when they are
Kill the Commando-Zombie and use the lift to go down. When you walk through
some doors, 2 Imps will attack. Go up the stairs once you encounter them.
Kill the Commando-Zombie and enter the door. Kill the Zombie. If you need
armor or health, use the Health Stand, and crawl under the floor. Call for the
lift and go in.
When you come out, kill the Pinky and Imp. There is only one door you can
enter, so enter that one.
Enter the only door you can enter. Follow the hallway, until you find a small
set of stairs. I used a slightly different tactic here. I ran to the other
side, then into the next room and shot everything with my Rocket Launcher.
This way the (Commando-)Zombies didn't bother me ;p Walk back for some goodies
and then enter the next door.
There are 2 Commando-Zombies here, one with a tentacle, the other with a
Chaingun. Kill them both, grab the stuff, then enter the next door.
There isn't anything to do it, so enter the next room. You are not on the
upper floor of the room where you found the Data Linker. On the right is the
lift that was broken. 2 Cacodemons appear, so kill them, then enter the next
This is the upper floor of the broken stairs. Grab the goodies, and then
go back to the lower floor. When you walk around, a Revenant will appear.
When it's killed, a Commando-Zombie will appear too, so kill that one too.
Now go back one room through the hall, to the Main Lobby. When you arrive,
2 Commando-Zombies appear, so kill them, then use the elevator.
That was a pretty long level eh?
Delta Labs - Level 2 (South) [D3.04.17]
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.
Items found: 4x PDA, 1x Keycard, 1x Video Disk
Enemies: 29x Imp, 3x Revenant, 43x Zombies
When you leave the lift, you'll be able to go left, and right. First go right,
and kill the 2 Imps that appear. Go back, and stand next to the other lift.
A women will say "over here..." and an Imp will be summoned. There is only
one door you can enter, so go there (beware of the weird sounds).
Everywhere are corpses, and there is some kind of blood going down the walls.
The walls are full of weird symbols.
2 Imps will appear, a Commando-Zombie, plus a normal Zombie. Kill them all.
There is a lift here, plus a door you can enter. Enter the door first, and
you'll end up in a bathroom (o no...). There is a fa Zombie on the toilet,
which ISN'T dead yet, so shoot it before it surprises you. When you grab the
armor there, am Imp will be summoned, so kill it. Return to the main lobby
and kill the 2 Imps, then use the lift. Head for level 2.
Barboelsch submitted this - "If you are in the main lobby and crawl under the
table you will find a small panel on your left hand side that opens a hatch
right behind you. It is filled with lots of loot: shells, hand grenades
(yippie!), health and armor. And it looks suspiciously like the hatches we
know from Duke Nukem 3D!"
When you are half-way through the room, a Commando-Zombie will rush out of
the door, so kill it. When you try to enter the door, an Imp will appear.
Kill that and go to his hiding place if you need armor. Then enter the door.
You'll hear more weird voices. 3 Zombies will come towards you. When they
are killed, a Commando-Zombie will be summoned. When you walk around a bit
more, and grab some ammo, another Commando-Zombie will appear. There is
also a PDA here.
| User Data
| Name: Peter N. Raleigh
| I.D. Number: 2334-55
| Post: Delta Labs. Level 2
| Title: Medical Supervisor
| Security Clearance: General Access
| Audio Log
| Title: Observation of Science Personnel
| About: Peter just talks about his observations of the personnel.
| Audio Log
| Title: Death of Steve Jenson
| About: Peter tells you about how a patient died. He suffered from what most
| workers suffered; he heard voices etc.
| User Mail
| From: Ben Peterson
| Subject: Anti psychotics shipment in today
| Date: 11-09-2145
| Body:
| Dr Raleigh,
| Just a reminder to let you know your order of anti psychotics have arrived
| from pharmaceuticals. There are quite a few large boxes here, and we are a
| bit short-handed at the moment. If you could have someone from your
| department come and retrieve these packages it would be much appreciated.
| Ben Peterson
| UAC Supply Coordinator
| User Mail
| From: Phil Wilson
| Subject: Overburdened
| Date: 11-12-2145
| Body:
| Dr Raleigh,
| 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.
| Sincerely,
| Medical Technician Phil Wilson
There is a room here with a few plasma cells. There also is a box near the
only door you can enter. Push the box to the only opening in the glass (there
is a dead body there), so you can enter it. Ah yes, kill the Zombie too =p
Enter the door and kill the 2 Zombies. Betruger will talk about your progress
and how your soul will be his etc. Blablabla =p Enter the next door. (The
cabinet will come later)
At first only 1 Commando-Zombie will appear, but when you fight a bit more,
another Commando-Zombie will join him, plus a Revenant will appear too. There
are 3 new doors here, but only one you can enter, and that's the door in front
of you. Enter that one.
Follow the path and enter the only door you can enter (the other one won't
A man will tell you he was part of this, and he actually set the demons loose.
Well that's not nice, is it? =( He'll show you an artifact, which is the
Soul Cube.
Retrieve the Plasma Inducer from the Operations sector server room.
The man will unlock a few doors for you. How nice. Download the report using
the panel.
| User Mail
| From: Research Archive
| Subject: The Soul Cube
| Date: 11-14-2145
| Body:
| Report filed by Ian McCormick:
| 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 active it to
| prove the theory buy this is what the glyphs illustrate.
| The glyphs specifically point out what you must kill five creatures before
| it charged and then amazingly it will tell you it is ready. It is almost
| like a sentient being; this object is a fantastic find.
| Ian McCormick
Go back to the room with the previously locked doors. Kill the Commando-Zombie
and after it's killed, kill the Revenant. There are two doors here, one
with Sector 2, and one with Sector 3. Enter the one with Sector 2, and kill
the Imp. Enter the next door.
Kill the Imp that jumps at you. Go left, and kill the Commando-Zombie in the
bigger room. Then go back and take the other path. When you walk past all the
doors (check them out), an Imp will be summoned behind you, so watch out.
When you reach the other end of the hall, you'll get a new objective.
Go to sector security and terminate the ops lock down.
Go back to the room with the previously locked doors. On your way, 2 Imps
will attack, so kill them. Enter the room with the sector 3 panel. Enter the
next door here.
When you enter the room, 3 Zombies will attack you. There is only one door
you can enter, so do that. There is another Zombie behind the desk here, so
kill that one too. When it's killed, 2 Imps will summon, so kill them too.
There are 2 areas with goodies here; behind the supercomputers near the desk,
and below the floor. You can go there using the pipes. Enter the door here.
Kill the Fat Zombie and follow the path. Enter the new research room here.
Kill all the Zombies, then go to the panel to listen to the audio log. Peter
tries to talk to some guy who went mad (remember the mail?), but it doesn't
really work out. You can use the panel for various report of November and
| 10-01-45
| We sent the first batch of volunteers through the teleporter today. Subjects
| were administered a mild anaesthesia 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 facerations 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.
| 10-12-45
| Research subjects have become increasingly delusional. An interesting
| pattern has emerged in recent psych evaluations, all subjects are reporting
| supernatural experiences. While common enough as a schizophrenic
| manifestation, I have never seen the same psychosis affect all subjects in a
| controlled test group. Recommend occipital probes to check for growths or
| swelling, applied pressure in this region might explain the mass
| hallucinations. Again, I suggest halting experimentation on these subjects
| until we discover what is affecting them.
| 10-29-45
| Jameson cleared the order for holding the test subject pending a detailed
| physical analysis. I uploaded a request for new volunteers, so we should
| have a few new transfers that are looking for free credits. I am copying
| Sandra on this log entry, be sure and check ALL potential candidates for
| immediate family or local social ties. Make sure they won't be missed,
| Corporate does not want to deal with any more litigations.
| 11-02-45
| Test Subject 4 attacked an inspector today. I want to know who was
| responsible for letting them into the rc area, especially when it was known
| that non-UAC personnel were coming through today. The last thing we needed
| was another accident. Bertuger assured me that no report would be filed, but
| until we block these inspectors from entering secure areas we risk exposure.
| We have retired #4 and moved the remaining subjects into the empty Sector 2
| offices for closer observation.
| 11-9-45
| The research subjects continue to deteriorate mentally. I have requested a
| security guard onsite. I am beginning to question my own safety working in
| close proximity to the them. Test Subject 8 never stops screaming. I have
| informed the guard in that offices occupied by the subjects are to be locked
| at all times. I asked Dr. Brasky to place some military supplies in the
| security room locker, if things get out of hand again I want to be ready.
| 11-15-345
| We escorted #8 to the medical lab after further instances of
| self-mutilation. I have cleared him for final research and disposal, he is
| no longer useful as a data subject. Testing for today has been halted due to
| increased power functuations, however Ian thinks he can bypass the failsafes
| to boost our throughput, giving us the necessary power to move ahead with
| the final phase of Test 11. He is currently working on the problem in MC
| Routing. I am going to security to seal this area until testing can resume.
There is a panel where you can open the hatch for a Health Stand. When done,
enter the door here. Follow the hall, kill the Imp and enter the next room.
2 Zombies are located in this room, and when they are killed, 2 Imps will
appear. Once THEY are killed, another 2 will come out of the previous hall.
There is a panel here. You can use it to unload and load those bins in the
wall. Box 1 contains a monkey skull, box 2 some mess, box 3 a monkey skull
and some mess, box 4 nothing, box 5 some mess, box 7 a skull and box 9 more
mess. However, let's get serious now. Unload box 3, and wait till it's done.
Tell the machine to return the box to spot 3, and quickly jump on the bin.
When it's almost back into its spot, jump on the little walking space on the
right. Follow it until you enter a new hall through the shaft.
Kill the 2 Imps and follow the hall. There is a BFG in the room here, but
you can't open it. Or can you? Back in the old days... alright, a few levels
ago, you got the code 901 from some PDA. Also, the PDA contained a mail the
code would change to 931. And guess what, you can open the door with code 931
and get the BFG! When done, walk through the hall. Enter the door here.
There is another panel here with reports... WHY DON'T THEY JUST USE PDAS FOR
| Report Filing Station
| Dr. Raleigh requested military supplies placed in a storage locker incase of
| emergency. A security team member delivered the supplies today and secured
| them in locker 116. The lock code was set at 972.
Open the cabinet with the given code, then use the other panel to disable the
Halon System. Enter the room and access the panel here to complete the
objective. Kill the Imp and return to the room with the previously locked
doors. You expect an attack, you get an attack, yet it scares you -____- Kill
the Revenant and Imp, then go back to sector 2.
All the Zombies here are set free, so watch out when you venture through the
halls. Check out all the rooms for PDAs.
| User Data
| Name: Phil W. Wilson
| I.D. Number: 51 51 -27
| Post: Delta Labs. Level 2
| Title: Medical Technician
| Security Clearance: General Access
| Audio Log
| Title: Volunteers
| About: Phil tells about the teleportation volunteers. He certainly doesn't
| like it.
| User Mail
| From: Dr. Peter Raleigh
| Subject: Patient work load
| Date: 10-24-2145
| Body:
| Phil,
| 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.
| Thank You,
| Dr. Peter Raleigh
| User Data
| Name: Frank A. Cinders
| I.D. Number: 9602-84
| Post: Delta Labs. Level 2
| Title: Private First Class
| Security Clearance: General Access
| Audio Log
| Title: Status Report
| About: Frank talks about his first teleportation experience. As you listen
| to his descriptions of the place, you already get the clue he's
| talking about hell.
| User Mail
| From: martianbuddy.com
| Subject: Baklava bake oven on sale now!
| Date: 10-28-2145
| Body:
| Tired of the same old , same old when it comes to snacking? Store bought
| treats getting you down? Then you need the NEW Martian Buddy Li'l Baklava
| oven! You hear right BAKLAVA! how many times have you said MMMMBoy! I could
| really go for some scrumptious Baklava right now? Well not its quick and
| easy anytime! come to www.martianbuddy.com for more info on the NEW Martian
| Buddy Li'l Baklava oven, and hundreds of other great products!
| Remember, Martian Buddy is Your Buddy!
| www.martianbuddy.com
| User Mail
| From: Guy Harollson
| Subject: your lunch
| Date: 11-15-2145
| Body:
| Hey Frank,
| You left your lunch on the 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? ;)
| Guy
You can go back to the cabinet you couldn't open before and open it with 538
for some ammo. When you are done, enter the door you couldn't open before.
There are a lot of Zombies here (and one Imp who will appear from behind), so
kill them all. Enter the door on the right, after walking up the stairs, to
find the Plasma Inducer. There is a cabinet here, but I don't know the code,
so if you know where to find the missing PDA, please let me know. Follow the
hall and enter the door.
Kill the 2 Zombies and push the box into the lift, the go down using the lift.
Go back to the room with the previously locked doors. In the small hall
between sector 2 and this room are 3 blood thirsty Zombies. Kill them, then
go through the door and kill the 2 Commando-Zombies. Go back to the
The man will power up things, so you can teleport. He'll also give you a
| Video Disk
| Title: Teleportation Experiments
| Creator: Ian McCormick
| Date: 11/15/45
| Description: Results of the human teleportation experiments
| About: Ian explains about the teleportation. At first it was all good, but
| things got out of control. Yet, Betruger wanted to continue and
| capture some creatures from the strange new area. Everyone who
| returned from teleportations went crazy. Betruger went through the
| portal himself. He changed when he came back and took the Soul Cube.
| And then "living... hell... got in the base". He asks forgiveness
| to God and that's it... Well this all explains it eh?
Use the Health Stand if needed, then enter the door that says "Chamber 1"
and go to the teleporter. Grab the goodies on your way if needed, then use
the teleporter.
You'll be teleported and go through some weird portal.
Delta Labs - Level 2 (North) [D3.04.18]
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.
Items found: 5x PDA, 1x Keycard, 2x Video Disk
Enemies: 4x Arch-Ville, 42x Imp, 22x Zombies
Leave the teleporter and enter the door here. Follow the hall. On your way,
a Flaming Zombie will attack you. Kill it, then enter the room here. There is
an access card here, but watch out for the headless Zombie. Return to the
hall, and kill the 2 Imps. Then enter the locked door.
There are 2 Commando-Zombies here, so kill them. There is a panel you can
use, to unlock the storage room. Use it, then go inside and kill the Zombie.
Grab the goodies and use the Health Stand if needed. Then enter the door in
the previous room.
Special tactic here again ;p Run to the corner and kill the Commando-Zombie
and Zombie. When they are killed, an Imp will be summoned right next to you,
but you can easily kill it before it can even react. Grab the PDA that you
can find here.
| User Data
| Name: Francis R. Erikson
| I.D. Number: 71 25-64
| Post: Delta Labs. Level 2
| Title: Maintenance Supervisor
| Security Clearance: Central Access
| User Mail
| From: Delta Security
| Subject: Locker code change request
| Date: 11-02-2145
| Body:
| Francis,
| A few extra supplies for the Central Security Team will be sent to your
| area. Please store them in Locker 103, and change the code to 259.
| Thank You,
| Thomas Sandersen
| Delta Security, Clerk
| User Mail
| From: Corbin Hues
| Subject: Martian Buddy Cabinet
| Date: 10-30-2145
| Body:
| Francis,
| Shipping received one of those dumb Martian Buddy storage cabinets again but
| no one here can figure out how to open it. Can you go on-line and see if you
| can find the code? I'll have the guys put it in one of those storage rooms
| upstairs for you.
| Thanks for the help
| -Corbin
Enter the locked door, which you can open with your new security clearance.
Kill the Imp and 2 Commando-Zombies. Enter the room a bit further and kill the
Zombie. Walk down the path and enter the new room. And woopy! An Arch-Ville
will be summoned. This is the most irritating enemy in the game -_____- When
it's killed (plus the countless other enemies), walk further down the hall.
There is an Imp here, and when you open the door, 2 Commando-Zombies will
attack. Kill them off, then go into the next room, grab the goodies and use
the lift to go up.
When you walk to the upper floor of the room where the Arch-Ville was
summoned, another one will be summoned at the lower floor ;___; Kill it off
quickly, then enter the shaft here. Grab any goodies you find, then drop down
to the lower floor.
The scientist here will give you the code 624. When you go a bit further in
the room, you'll find cabinets on which you can use this code for goodies.
When you are done, turn around and enter the hall with all the boxed piled up.
When you come in a new room, kill the Imp, and the... Arch-Ville... boooo!
When you go to the other side of the room, a Commando-Zombie will rush out
of the room. Enter that room.
Weeeee... monsters! Well they won't attack, I forgot to add that ;p You can
download information about the monsters here.
| User Mail
| From: Research Archive
| Subject: Specimen 197 -Imp
| Date: 11-15-2145
| Body:
| Specimen 197 -Imp
| This humanoid's long and muscular limbs make it extremely agile as a biped
| or quadruped. Its long and sharp claws allow for climbing steep surfaces. A
| configuration of 10 eyes provides this creature with a wise field of vision
| and the ability to see with clarity in low-light environments.
| User Mail
| From: Research Archive
| Subject: Specimen 42 -Living Dead (partial)
| Date: 11-15-2145
| Body:
| Specimen 42 -Living Dead (partial)
| Able to function without recognizance brain activity, this creature has
| little regerd for self-reservation. Though slow moving, its behaviour is
| aggressive and tenacious.
| User Mail
| From: Research Archive
| Subject: Specimen 31 - Hellknight (partial)
| Date: 11-15-2145
| Body:
| Specimen 31 - Hellknight (partial)
| The cranial mass of this bipedal specimen indicates that is one of the
| largest creatures inhabiting the site. Overpowering its prey with sheer
| might, the Hellknight is one of the most ferocious predators known to our
| researchers. Like the imp, this creature is able to defend itself at
| long-range with thrown plasma projectiles.
| User Mail
| From: Research Archive
| Subject: Specimen 27 - Imp (partial)
| Date: 11-15-2145
| Body:
| Specimen 27 - Imp (partial)
| -Left forearm amputated for biological study.
| Researchers are currently studying how this creature is able to manifest and
| throw an explosive plasma projectile from its hands.
| User Mail
| From: Research Archive
| Subject: Specimen 218 - Revenant
| Date: 11-15-2145
| Body:
| Specimen 218 - Revenant
| This creature's endoskeleton is visible through a translucent non-solid
| skin. Despite the absense of any visibly muscles, this creature is able to
| strike at close-range targets with enormous strength. Two shoulder-mounted
| cannons controlled by its nervous system allow this creature to fire guided
| rocket-propelled missiles.
Leave the room. You can hear a guy ask for help. Use the panel up the stairs
to open a room. Climb down, follow the path, kill the Imp and grab the PDA.
| User Data
| Name: Jacob L. Stemmons
| I.D. Number: 7545-99
| Post: Spec. Analysis. Level 2
| Title: Analysis Supervisor
| Security Clearance: General Access
| User Mail
| From: Thomas Franks
| Subject: Storage Locker Update
| Date:11-13-2145
| Body:
| Jacob,
| We have recently changed the code on the storage locker near the statis
| transfer control to: 371. Please be sure to annotate this on the Security
| Report for the local security detail.
| Thank You,
| Thomas Franks
| Delta Security, Clerk
| User Mail
| From: Maintenance
| Subject: RE: Power Out!!
| Date: 11-13-2145
| Body:
| Mr Stemmons,
| We are aware of the power problems in your area. Presently, we are dealing
| with several power issues throughout the entire Delta complex. It would be a
| great help if you would check some of the circuit breaker boxes in Maint-04
| to determine if it is simply a breaker issue. Please file a report with the
| helpdesk and we will be out to your department as soon as possible.
| Thank You,
| Maintenance Division
| ----Original Message----
| Sent: 11-13-2145
| The damn power has been fluctuating all week in the Specimen Transfer Area.
| These conditions make it extremely frustrating to work! Can you please send
| someone down here to check on the situation.
| Thank You,
| Jacob Stemmons
Climb up the ladder to find some goodies, then return to the room where you
opened the door, and enter the bigger door here. Kill the imp first. You can
access the conveyor to get some light when venturing through this path. There
are a lot of Imps (and goodies here). Everything is easy as it comes, but one
note is needed. When you find a gun on top of a box, and grab it, the platform
will go down and you'll need to kill 2 Imps. When you are done, enter the only
door you can enter.
You can view that happens to the tanks, and open the cabinet with code 371.
Do so, then enter the next door. Kill the Imp that jumps at you. This is
another pitch-dark room. Explore it, kill the Imps, grab the goodies and enter
the next room.
Kill the 2 Imps here and grab the Video Disk.
| Video Disk
| Title: Specimen Stasis Museum
| Creator: Central Authority
| Date: 10/05/45
| Description: Central Authority 'Demon Museum'
| Shown: A video about the museum you visited earlier.
Use the lift and go up. There is only one door here, and an Imp that will
appear. Most likely you saw that one coming. Grab the goodies. Now... did you
see THAT Imp coming? ;p Enter the door when you're done hanging around.
The Soul Cube used to be there... Not anymore. Too bad. You can find a Video
Disk here, and a PDA.
| Video Disk
| Title: Soul Cube
| Creator: Central Authority
| Date: 10/05/45
| Description: Central Authority Research Archive
| Shown: A movie about the Soul Cube
| User Data
| Name: Larry A. Bullman
| I.D. Number: 51 45-84
| Post: Delta Labs. Level 2
| Title: Research Director
| Security Clearance: General Access
| Audio Log
| Title: Soul Cube as a weapon
| About: Larry talks about the Soul Cube as a weapon, but no new information
| is given.
| User Mail
| From: Malcolm Betruger
| Subject: RE: Soul Cube as a Weapon
| Date: 10-20-2145
| Body:
| Dr. Bullman,
| I received your report and I find it rather perplexing. Given how little we
| know about this object I cannot imagine how you've come to such a bizarre
| conclusion, let alone any conclusion at all. Send me all your notes for
| immediate review.
| In the meantime, for your own sake, do not share these findings with anyone
| else. i would hate people to think of my highly regarded scientists is prone
| to flights of fantasy.
| User Mail
| From: martianbuddy.com
| Subject: You may be a winner!
| Date: 10-22-2145
| Body:
| Dr. Bullman,
| I hope you will find this e-mail. I have hidden my true name and address by
| disguising this email. He may be reading your message.
| Your boss (I will not mention his name) is far more dangerous than you can
| imagine. I believe he is using you and corrupting your work.
| I believe your findings are correct and he knows it. He wants to hide the
| findings from the UAC and use the object for himself. I don't know why yet.
| but I will find out.
| Do what you can to stall him. Do not let him take possession of the object!
| User Mail
| From: HR Coordinator
| Subject: Volunteer today
| Date: 11-01-2145
| Body:
| Delta Labs is looking for individuals to fill critical positions. You can
| help with our exciting break-through work and earn credits at the same time.
| Volunteers are needed in the following areas:
| Teleportation: We're looking for test Subjects to stress-test the new
| teleporters. Experience tomorrow's travel technology, today!
| Medical Research: Our advanced pharmaceutical team needs volunteered to
| participate in exciting medical studies. Help us find cures to everything
| from the common cold to Ebola 7.
| Specimen Handling: We need volunteers to help handle and track the specimens
| gathered through Delta Labs experiments. Health test and liability waiver
| will be required.
| For more information about any of these opportunities or to post openings in
| your department, please see an HR Coordinator.
| User Mail
| From: Ian McCormick
| Subject: It is a weapon!
| Date: 11-14-2145
| Body:
| Larry,
| You were correct, the Soul Cube is a weapon! I've translated the glyphs and
| now I understand how it works!
| The Soul Cube must be charged before it can be used. The souls within it
| must sense at least five deaths before the spiritual potentiality matrix
| reaches positron abstrictions. Based on our interpretation of the glyphs, the
| Cube has a way of acknowledging its readiness for auction, but it's unclear
| how this happens. More importantly, we still don't know what will happen
| when it's released.
| This has gone way beyond the purview of Mars station or even the UAC. We
| can't trust Betruger, he's gone mad! I'm preparing a report to send to the
| highest authorities on Earth.
| Good luck and God help us.
| Ian
Things are falling into place, aren't they? Martian buddy isn't really a spam
service, but it is someone who sends out cabinets with weapons and ammo.
Betruger seems to gone mad. In fact, he's possessed by the devil. There you
have it! When you are done crying, shaking and whatnot, follow the only path
you can follow. There is a cabinet here with the code 372, but an Imp will
jump out. When you get near the door, Betruger will say he has the Soul Cube
in hell. Enter the door.
In this room is 1 Imp and 1 Cacodemon. Kill them, then enter the door here.
There is one (hidden) Imp here, and 2 Cacodemons. Kill them, then enter the
only door you can enter and grab the PDA.
| User Data
| Name: Elizabeth A. McNeil
| I.D. Number: 51 45-84
| Post: Delta Labs. Level 2
| Title: Research Director
| Security Clearance: General Access
| User Mail
| From: Elliot Swan
| Subject: Investigation Report
| Date: 10-02-2145
| Body:
| Ms. McNeil
| I have received your formal request for an inquiry into the activities on
| Mars. As requested by the Board, I will be departing soon to investigate
| your claims. Your charges against Dr. Malcolm Betruger are being taken very
| seriously. As you may already know, he UAC, as a matter of policy, will not
| acknowledge or comment on questions or statements advanced by the press
| based on rumors or heresy. I have been asked to explain that you are not to
| discuss this situation with anyone outside of our legal department.
| Thank You,
| Elliot Swann
| UAC Executive Counsel
| User Mail
| From: Michael Abrams
| Subject: Storage room code changes
| Date: 10-08-2145
| Body:
| All Delta Level 2 Personnel,
| In an effort to minimize supply requirement errors, I'm having all the
| access codes to secure storage areas changed. We must continue to keep tight
| records for all inventory kept in storage. Please update your records with
| the new code for Storage area 07, to: 7 2 5.
| Thank You,
| Mike Abrams
| User Mail
| From: Michael Abrams
| Subject: Level 3 Access Code Change
| Date: 10-08-2145
| Body:
| All Delta Level 2 Personnel,
| Level 3 access codes have been changed due to the six month rotation. The
| new code is 463.
| Thank You,
| Mike Abrams
| Delta Security, Chief
First, go to the storage room and open it with the code 725. Grab the stuff,
use the Health Stand, and open the Martian buddy cabinet if you want for
another BFG. Then go to the other door, and open it with code 463. Enter
the room, kill the Arch-Ville, then leave this level.
Delta Labs - Level 3 [D3.04.19]
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.
Items found: 4x PDA
Enemies: 29x Imp, 8x Revenant, 21x Zombies, 11x Marine-Zombies
Leave the lift. When you open the door, 2 Marine-Zombies and 1 Commando-Zombie
will attack. You can enter the area where they came from for goodies, then
enter the room behind you. Use the panel to unlock the bigger door you saw.
A Commando-Zombie will rush in to kill you.
Enter the door the Commando-Zombie came from. There will drop a panel down,
but more interesting is the bridge you'll see on the left. It's melted
away... Doesn't look funny, does it? Enter the door that says "restroom".
There are 2 Marine-Zombies here, so kill them off. When they are killed, a
Commando-Zombie will rush in and attack. Grab the goodies, then go back to
the previous room and kill the Imp. Enter the other door you didn't check out
You can hear some Marine-Zombies here, but you better worry about the Imp
in front of you that'll be summoned first. When they are killed, there are
2 Marine-Zombies remaining, so kill them. When you go down the stairs and
enter the room on the right and kill the Imp. Look around for goodies, and be
sure to also grab the PDA.
| User Data
| User Name: Frank Z. Cerano. Ph.D
| I.D. Number: 2001 -78
| Post: Delta Labs. Level 3
| Title: Doctor
| Security Clearance: General Access
| Audio Log
| Title: Personal Audio Log
| About: Frank talks about how much power teleporting costs. Betruger wants
| to have the teleporter open for about 60 seconds, but that just isn't
| possible.
| User Mail
| From: Delta Control
| Subject: Immediate medical attention
| Date: 10-23-2145
| Body:
| Dr. Cerano,
| Recently, Delta science team members have reported serious cases of
| irrational behaviour 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.
| Thank You
| User Mail
| From: Delta Control
| Subject: Assistance Request
| Dr Cerano,
| 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.
Storage room D3-1 is here, but the doom is jammed, and only one door is left
you can enter. When you enter that one, 2 Commando-Zombies will attack. One
will jump down and attack you with his tentacle, the other is shooting you
from the upper floor. Kill them, then enter the door straight ahead of you.
Grab the PDA here.
| User Data
| Name: Han M. Lee
| I.D. Number: 1 567-77
| Post: Delta Labs. Level 3
| Title: Administrative Assistant
| Security Clearance: General Access
| Audio Log
| Title: Expedition Team Report
| About: Han talks about the team that got teleported. Nothing new.
| Audio Log
| Title: Missing BFG Guns
| About: Another team got teleported, but they didn't return. They were
| equipped with BFGs, which are lost too. Hooray! Hell has BFGs now -_-
| User Mail
| From: Delta Security
| Subject: Security Team info
| Date: 10-23-2145
| Body:
| Han,
| 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.
| Thank You,
| Thomas Palena
There is a panel here to open a chamber, so use that. When you leave the room,
an Imp will be summoned, and a Commando-Zombie will jump down. Kill them both,
then enter the chamber. Wait till you can pass and enter the next room.
Kill the Imp that jumps at you, and also the Commando-Zombie that rushed
towards you. Enter the door. You can open the cabinets with code 836. When you
are done shopping, enter the next room, with a huge teleporter. Kill the 2
Commando-Zombies; one at your floor, one at the upper floor. There is one
door here. Enter it if you want. You can find a shotgun, an Imp, and a blocked
path by some big tentacle. There is a panel in this room. You can use it to
teleport yourself. You can go to the other side of the room (path 1) or the
balcony (path 2). Go to the balcony, and kill the summoned Revenant. Enter
the door here. Pass the scan, then enter the next door.
Betruger will say his patience is growing thin. That's just too bad, isn't it?
Kill the Commando-Zombie that rushes in, then go into the storage room. Kill
the Marine-Zombie here. When it's killed, an Imp will summon, so kill that
too, ok soldier? Grab the goodies (and use the Health Stand if needed) and
leave the room. Enter the room where the Commando-Zombie came from.
"Look around you Marine, everyone is dead, and soon you'll join them".
Betruger is such a nice guy =) He'll summon a few enemies for you. 1 Revenant
and 1 Imp will be summoned, and a Marine-Zombie will join the party. Kill them
off, look around for goodies and enter the only door you can enter.
Grab the goodies here (including adrenaline), use the Health Stand if needed,
then use the panel. 2 Commando-Zombies are in the previous room now, so you
might consider killing them. There big door is now unlocked. Enter it, but
don't touch the blood. You don't want to get dirty, do you? Even though we
live in 2045, there aren't many showers around.
There is a Marine-Zombie here, plus an Imp will be summoned. Kill them, then
enter the next room (enjoying the scenery?). Betruger will laugh again and
summon 2 Imps. When you venture through the hall, and grab goodies, you'll
bump into 1 Commando-Zombie, and 4 Imps. When you are done, drop down into
the shaft and find your way to the next room.
There are 4 doors you can enter. Yes, 4 doors. First look behind you. A
Commando-Zombie will come out of a door there, so kill it. The other near door
leads into a storage room. When you blow up the barrels here, an Imp will be
summoned. Grab the goodies, get some health, then go to the other 2 doors.
Take the left one first.
Kill the Imp here and wait for a Revenant to appear. Kill that one too and
grab the goodies. This takes care of later business ;p Now enter the other
room. You can teleport yourself again. Teleport yourself to the storage
room (path 3).
Grab the goodies and leave the room. There isn't much here, but in the next
room there certainly is. 1 Commando-Zombie, 1 Revenant and 1 Marine-Zombie.
Blast them off, get yourself some health, grab goodies and enter the next
room. Well before you do, kill the 2 summoned Imps too ;p
This is the room with the melted bridge. An Imp will jump down, and when you
reach the end of the room, another one will be summoned. Kill them both off,
the enter the next room. Enter the door here.
There are 2 Imps here. When you go down the stairs and come close to the
locked door, 2 more will be summoned. Kill them, then enter the only door
you can enter.
Go down the ladder and kill the Imp. Then enter the next door. Use the panel
here, get some health if needed and go back to the door down the stairs back
in the previous room. On your way you'll bump into a Revenant and Imp, so be
sure to kill them. Enter the door when you reach it, and enter the next door
once the test is done. The power will go down. Remember the mail about the
power? Someone is teleporting it seems.
When you enter the next door, you'll see who. You're too busy killing the
Commando-Zombie though ;p When you reach the room with the teleporter, a
Revenant will appear, plus 2 Imps will join a bit later. Kill them, then
walk to the panel to operate the teleporter. First go to the storage room
(path 3).
You can open the cabinet here with code 841. There is also a medkit you can
reach by some jumping. You'll have to walk the whole way back to the last
teleporter you used, but at least no monsters will attack. When you are back,
go to the Security Room (path 2). Grab the PDA and go back to the teleporter
| User Data
| Name: Marten R. Shultz. Ph.D
| I.D. Number: 9431 -52
| Post: Delta Labs. Level 3
| Title: Doctor
| Security Clearance: Level 3 Control Station
| Audio Log
| Title: Personal Audio Log
| About: Marten talks about the teleportation. Wow... what a surprise eh? ;p
| User Mail
| From: Frank Cerano
| Subject: Teleportation Transfers
| Date: 11-10-2145
| Body:
| 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.
Use the teleporter for one last time and go to the exit (path 1). Betruger
will say "making progress aren't we?" once again. Leave this interesting level
using the bay door.
Delta Labs - Level 4 [D3.04.20]
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
Items found: 1x PDA
Enemies: 2x Zombies, 3x Hellknight
Go wild in this level, use any weapon you want. You'll find out why soon
enough. Not just for the enemies, but in the next level you'll lose all your
weapons. Betruger will say you'll never find the Soul Cube. We'll just have
to see about that. Follow the path, and enter the door. Kill the
Chainsaw-Zombie and grab the PDA.
| User Data
| Name: Jack Gilbert
| I.D. Number: 561 9-89
| Post: Delta Main Portal
| Title: Security Specialist
| Security Clearance: General Access
| User Mail
| From: Paul Downing
| Subject: Ammunition Cabinet
| Date: 11-05-2145
| Body:
| 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.
| Paul.
Uninspired PDA -____- Why not an audio log or something with more terror? =p
When you follow the hall, you'll find another Chainsaw-Zombie. You can find
a control room with the cabinet. The code is even on the screen. Grab the
goodies, get your health to 100 and enter the only door left. Get ready for
some hardcore action. Equip your favourite weapon.
You'll see how a scientist comes out of the portal, but is killed by a
Hellknight. Then another Hellknight will join.
A BFG can take care of these babies easily, but other weapons will take some
more time. Whatever you choice, it's your fight ;p When the fight is over,
you'll get sucked into hell.
Hell [D3.04.21]
Items found: 2x PDA
Enemies: 1x Guardian, 20x Cherub, 10x Hellknight, 26x Imp, 8x Mancubus, 32x
Lost Soul, 5x Zombies
Betruger will say you are in his domain, and you'll never find the Soul Cube.
Blablabla =p Grab the Shotgun and Pistol, ammo, and if you need, armor and
health. As I stated before, all your weapons and ammo are gone. Give the
corpse a kick. He'll float away and land into the lava. How fun. Just follow
the path and enter the beam of green light.
You'll first fall down, and get yourself in a cage. Suddenly you'll land and
4 Imps will attack. When they are killed, you'll be able to go further, so
do that. This part of the game kinda reminds me of American McGee's Alice.
Inside the cave, you'll end up in a big room.
You'll see how a Hellknight appears.
Kill the Hellknight with your Shotgun. When you go back to where you came
from, you can find another Pistol. In this room are 3 Cherubs and 1 Imp. Kill
them off, then look around for goodies. You can also find a Chainsaw here.
Enter the next room.
In the room to the right isn't much to find. Touch the wall at the end. 2 Imps
will be summoned. Go to the other room to find yourself a Chaingun and some
goodies. Return back to the bigger room and kill the Lost Souls. Now go into
the next room.
When you walk through the next room, some Lost Souls will appear, so kill
them. When you crossed the room, enter the next hall.
There are 2 Lost Souls here, and when you walk around, a Hellknight will
appear. A bit further away from the Hellknight, is a small room where an Imp
will be summoned. Not just that Imp, 2 other Imps too. When they are killed,
the gates will open, so (once you grabbed goodies) enter that room.
A Mancubus will be summoned, and some Cherubs will appear. Kill them all
(that's not easy with just these weapons eh? ;p), then enter the next room
and grab the Plasma Gun.
You'll fall down, and Betruger will say some things that aren't even scary
anymore ;p The lights will go out when you land, then back on and you'll
fall further down. Run to the Berserk power-up and knock down as many Imps
and Hellknights as you can. Obvious, first kill the Hellknights, since you
can take them down easily now. Look around for goodies, and kill the
remaining enemies. There is a door here, with a Rocket Launcher and a PDA.
| User Data
| Name: Simon R. Garlick
| I.D. Number: 8623-68
| Post: Delta Labs. Sector 3
| Title: Research Specialist
| Security Clearance: General Access
| Audio Log
| Title: Separated from Team
| About: Simon tells how he got separated, and he's going to look for the
| rest of the team.
| Audio Log
| Title: Still Separated from Team
| About: Simon talks about the team a bit more. He's seeing demons... wow,
| I wonder why ;p He even cries a bit.
| User Mail
| From: Heather Elaine
| Subject: Expedition Expectations
| Date: 08-06-2145
| Body:
| 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' creature, 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, travelling 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 analyse.
| I hope you have a safe trip.
| Heather
| User Mail
| From: Earl Besch
| Subject: Dimensional Uniqueness
| Date: 08-06-2145
| Body:
| 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 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!
| Earl Besch
| Research Scientist
Enter the next room. There will be 2 Mancubusses summoned, so kill them. Cross
the room. When you are near the cave, 2 Lost Souls will attack. Kill them and
walk into the cave. Go back to the previous room and kill the new Mancubus.
Now follow the cave, up the stairs. Kill the Imp, grab some goodies if needed
and leave this room.
2 Imps will attack. Kill them and go up the stairs. Kill the Imp here and
enter the door.
Kill the 3 Lost Souls and walk further. Kill the 3 Imps, and go further
once again. Kill the 2 Lost Souls you encounter and climb the stairs. When
you go into the big hall, kill the 2 Lost Souls. Grab the goodies and kill
the Zombies that appear from all over the place. Enter the door.
Kill the Hell Knight on the right, plus the 3 Lost Souls. Grab the goodies
if needed, then enter the next door.
Kill the Hellknight that is in front of you. When you venture through the
room and grab goodies, 2 more Hellknights and about 3 Imps will attack you.
Follow the path when done.
Kill the Hellknight and the 4 Cherubs that appear. When you follow the path
another Lost Soul will be summoned. Kill it, then go further. Near the
goodies, another Lost Soul will be summoned. Kill that too, then go further
once again. In the new room, kill the Mancubus and grab the goodies, then
go up the stairs.
Now wait for the next version of the guide for a strategy to kill the
Guardian, and how to get back to Mars.
Cheats and Secrets [D3.05.01]
Cheats [D3.05.02]
Activate the console using Ctrl+Alt+Tilde (~). Now enter this command, so you
can open it by just pressing Tilde in the future:
com_allowConsole 1
Now use any of these codes. Please note that you can turn on this using "1"
and turning it off with "0" (showFPS, pm_thirdperson etc.):
aviDemo = Make an AVI out of a Demo-file
benchmark = Game Benchmark
com_showfps 1 = Show FPS
doomhell = Skip all levels to last
editor = Open Editor
freeze = Freeze all on screen
g_nightmare 1 = Unlock Nightmare-mode
g_showplayershadow 1 = See your shadow during Single-Player
gfxinfo = Graphics card information
give all = Full load of weapons, armor and ammo
give ammo = Max ammo
give armor = Max armor
give berserk = Berserk
give health = Max health
give invis = Invisibility
give keys = Acquire all the keys you'll ever need
god = God mode
kill = Commit suicide
killmonsters = Kill all monsters
noclip = No Clip
notarget = Invisible to most enemies
playdemo demo_name = Play a Demo
playdemo stop = Stop recording a Demo
pm_crouchspeed ### = Define how fast you can crouch
pm_runspeed ### = Define how fast you can run
pm_walkspeed ### = Define how fast you can walk
pm_noclipspeed ### = Define how fast you can navigate using the noclip-cheat
pm_jumpheight ### = Define how high you can jump
pm_thirdperson 1 = 3rd Person-view on
quit = Quit
recorddemo demo_name = Record a Demo
set g_dragEntity 1 = Grab objects/bodies when you fire at them
status = Your game status
Type6 submitted that's it's possible to find every code in the game by
pressing a letter (A, for example) and pressing TAB.
Level Select [D3.05.03]
Add "map" in front of all of the following codes:
Single Player Levels (sorted on level, not names):
game/mars_city1 - Mars City
game/mc_underground - Mars City Underground
game/mars_city2 - Mars City Re-Visit
game/admin - Administration
game/alphalabs1 - Alpha Labs Sector 1
game/alphalabs2 - Alpha Labs Sector 2
game/alphalabs3 - Alpha Labs Sector 3
game/alphalabs4 - Alpha Labs Sector 4
game/enpro - EnPro Plant
game/commoutside - Communications
game/comm1 - Communications Transfer
game/recycling1 - Monorail Skybridge
game/recycling2 - Recycling Sector 2
game/monorail - Monorail
game/delta1 - Delta Labs Sector 1
game/delta2a - Delta Labs Sector 2a
game/delta2b - Delta Labs Sector 2b
game/delta3 - Delta Labs Sector 3
game/delta4 - Delta Labs Sector 4
game/hell1 - Hell
game/delta5 - Delta Complex
game/cpu - CPU Complex
game/cpuboss - CPU Boss
game/site3 - Site 3
game/caverns1 - Caverns Area 1
game/caverns2 - Cavern2 Area 2
game/hellhole - Primary Excavation
Test Maps:
game/pdas - Room with all the PDAs and Video Disks
testmaps/test_box - A simple room
testmaps/test_boxstack - Lots of boxes
testmaps/test_lotsaimps - Lots of enemies
Source: GameFAQs
Video Disks [D3.05.04]
give video epd - EPD Video
give video hydrocon - Hydrocon Video
give video mfs - MFS Video
give video bfg - BFG Video
give video chaingun - Chaingun Video
give video demon_museum - Specimen Stasbib Museum
give video ian_report - Teleportation Experiments
give video ipn_news - IPV News
give video plasmagun - Plasmagun Video
give video recycling - Recycling Video
give video soulcube - Soulcube Video
give video tablets - Tablets
Source: DLH.net
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 hellhole_id
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 pda mcunderground_delahue
give pda mcunderground_ryan
give pda mcunderground_young
give pda monorail_cullen
give pda monorail_harding
give pda monorail_hollies
give pda monorail_ross
give pda recycling1_garza
give pda recycling1_sadowayj
give pda recycling2_johnson
give pda recycling2_moen
give pda site3_davis
give pda site3_rogers
Monsters and Weapons [D3.05.06]
give weapons = All weapons
give weapon_bfg = BFG (Big Fucking Gun)
give weapon_flashlight = Flashlight
give weapon_chaingun = Chaingun
give weapon_chainsaw = Chainsaw
give weapon_handgrenade
give weapon_machinegun = Machinegun
give weapon_pistol
give weapon_plasmagun = Plasmagun
give weapon_rocketlauncher = Rocket Launcher
give weapon_shotgun = Shotgun
give weapon_soulcube = Soulcube
Add "spawn" in front of all of the following codes:
weapon_bfg = BFG 9000
weapon_chaingun = Chaingun
weapon_machinegun = Machinegun
weapon_pistol = Pistol
weapon_plasmagun = Plasma Rifle
weapon_rocketlauncher = Rocket Launcher
weapon_shotgun = Shotgun
weapon_soulcube = Soul Cube
adrenaline = Adrenaline
megahealth = Mega Health
invisibility = Invisiblity
char_betruger = Betruger
char_campbell = Campbell
char_campbell_bfg = Campbell with a BFG
char_campbell_bfgcase = Campbell with a BFG case
char_hazmat = Scientist in Hazard Suit
char_sentry = Sentry Bot
char_security_goggles_pistol = Guard with Pistol
char_swann = Swann
marscity_marine_helmet_p90_walking = Armed Guard
env_gibs_leftarm= Left Arm
env_gibs_leftleg = Left Leg
env_gibs_rightarm = Right Arm
env_gibs_rightleg = Right Leg
env_gibs_spine = Bloody Spine
env_gibs_torso = Torso
moveable_base = Base
moveable_base_fixed = Base
moveable_base_barrel = Barrel
moveable_base_boulder = Boulder
moveable_base_brick = Base Brick
moveable_base_domino = Domino
moveable_blaptop = Laptop
moveable_burger = Burger
moveable_burgerboxopen = Open Burger Box
moveable_burgerboxclose = Close Burger Box
moveable_burningbarrel = Explosive Barrel
moveable_burningtank = Explosive Oxygen-Tank
moveable_cannister = Cannister
moveable_cartonbox (1 to 8) = Cartonbox
moveable_cokecan = Coke Can
moveable_chair (1, 2 or 5) = Chair
moveable_computer = Computer
moveable_explodingbarrel = Explosive Barrel
moveable_explodingtank = Explosive Oxygen-Tank
moveable_gizmo (1 to 3) = Gizmo
moveable_item_(any weapon here) = Any Weapon
moveable_ktable = Table
moveable_monitor = Monitor
moveable_paperwad = Wad of Paper
moveable_wrench = Wrench
monster_demon_archvile = Arch-Vile demon
monster_demon_cherub = Cherub
monster_demon_hellknight = Hellknight demon
monster_demon_imp = Imp
monster_demon_imp_crawler = Crawling Imp
monster_demon_imp_crawl_armdoor = Imp behind a door
monster_demon_maggot = Maggot demon
monster_demon_mancubus = Mancubus demon
monster_demon_pinky = Pinky Demon (Cyber dog)
monster_demon_revenant = Revenant
monster_demon_tick = Tick
monster_demon_trite = Trite demon
monster_demon_wraith = Wraith
monster_flying_cacodemon = Cacodemon Demon
monster_flying_lostsoul = Lost Soul
monster_boss_cyberdemon = Cyberdemon
monster_boss_guardian = Guardian
monster_boss_guardian_seeker = Guardian's Seeker
monster_boss_maledict_cinematic = Maledict (from the ending cinematic)
monster_boss_sabaoth = Sabaoth
monster_boss_vagary = Vagary
monster_zombie_bernie = Zombie-on-Fire
monster_zombie_boney = Boney Zombie
monster_zombie_commando = Commando Zombie
monster_zombie_commando_cgun = Chaingun Commando Zombie
monster_zombie_fat = Fat Zombie
monster_zombie_fat2 = Fat Zombie #2
monster_zombie_fat_wrench = Fat Zombie with Wrench
monster_zombie_labcoat = Zombie in lab coat
monster_zombie_limb = Zombie missing limb
monster_zombie_jumpsuit = Zombie in jumpsuit
monster_zombie_jumpsuit_eating = Eating Zombie
monster_zombie_maint = "Yellow Jacket" Zombie
monster_zombie_maint_bald = Bald Zombie
monster_zombie_maint_nojaw = Zombie with no jaw
monster_zombie_maint_flashlight = Zombie with flashlight
monster_zombie_maint_skinny = Skinny Zombie
monster_zombie_maint_wrench = Zombie with wrench
monster_zombie_maint = Zombie
monster_zombie_maint2 = Zombie #2
monster_zombie_pipe = Zombie with a pipe
monster_zombie_sawyer = Chainsaw Zombie
monster_zombie_skinny = Skinny Zombie
monster_zombie_suit_bloodymouth = Zombie with bloody mouth
monster_zombie_suit_neckstump = Zombie without a head
monster_zombie_suit_skinny = Skinny Zombie
monster_zombie_tshirt_bald = Zombie in T-shirt
monster_zombie_tshirt_blown = Zombie in brown T-shirt
monster_zsec_machinegun = Z-sec Zombie with SMG
monster_zsec_pistol = Z-sec Zombie with pistol
monster_zsec_shield = Z-sec Zombie with shield
monster_zsec_shotgun = Z-sec Zombie with Shotgun
Source: GameFAQs, Doom3Files, IGN, GameSpot
Thank You Mails [D3.05.07]
In the final level, Excavation Site, after going down the elevator into Hell,
stick to the left wall. Make sure to stay to the left, or the final cutscene
will trigger. You should come to a dead end with candles barely lighting a
brick with the id logo in the centre. Click this brick and a wall will open to
your left. Walk inside the room to find the id Software PDA containing "Thank
You" emails from the staff. The actual mails are coming later (it's a lot of
work to type it all).
Source: GameFAQs
Martian Buddy [D3.05.08]
When you progress in the game, you'll find mails about Martian Buddy. When
you visit www.martianbuddy.com, you'll get the code 0508. Some cabinets in the
game use this code, and will give you strong guns.
These cabinets are found here, if you know more, please mail me.
* Prior to the Alpha Labs, contains a Chaingun
* At the end of Delta Labs 2, contains a BFG9000.
James told me the code has to do something with the original release date of
Doom 3.
Sites [D3.05.09]
Many know the www.martianbuddy.com site, but there are other sites that can
be visited:
www.martianbuddy.com - Martian Buddy
www.ua-corp.com - Union Aerospace Corporation
iddqd [D3.05.10]
Open the console, and enter this code to get the message "your memory serves
you well!". This also works with other Doom codes, but you get the idea.
Source: www.gamefaqs.com
Rude Marine [D3.05.11]
In the beginning, set the detail to high/ultra, and watch what the guy behind
the desk is typing.
"I would also like to add that this new transfer is exceedingly rude.
He has hovered over me reading everything I type. Stop it."
Source: RedDog418, Mikael
Super Turbo Turkey Puncher 3 [D3.05.12]
When you get a score of 25,000 or higher in Super Turbo Turkey Puncher 3 and
you'll get a new mail.
| User Mail
| From: HR Coordinator
| Subject: New High Score!
| Date: 12-12-2145
| Body:
| 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.
Cabinet Codes [D3.05.13]
Apparantly people want a quick list, so fine, here it is.
Martian Buddies 1 and 2 - 0508
Weapons Storage 1 and 2 - 734
#001 - 396
#003 - 483
#009 - 752
#013 - 586
#017 - 347
#023 - 531
#038 - 409
#039 - 102
#047 - 123
#048 - 123
#049 - 123
#054 - 246
#054 (second) - 142
#063 - 972
#064 - 651
#078 - 364
#079 - 364
#103 - 259
#104 - 579
#112 - 538
#114 - 715
#116 - 972
#116 (second) - 624
#117 - 624
#215 - 298
#213 - 371
#317 - 841
#386 - 836
#387 - 836
#452 - 571
#666 - 372
#669 - 468
Source: GameFAQs.com
Soulcube on Nightmare [D3.05.14]
Catbert submitted this: "I thought you might be interested to put up that
after you get the pistol in nightmare mode, if you kill everyone you can
(ignore the ones behind glass), when you reach the marine just before the
airlock and kill him, you'll get a soulcube. I don't think it works on other
difficulty levels."
However, Mike submitted you don't need to kill everyone. You'll get it anyway
to balance the gameplay.
Verdict corrected the whole thing: "I'd like to correct a point in your FAQ
where it's said that on nightmare difficulty, you get the Soul Cube after
killing the marine at the air lock (and everybody before that). You actually
have the Soul Cube in your inventory right from the beginning. You can check
that from the weapon inventory when you get your PDA, you just can't choose
any weapon (other than your fists) before you get the pistol. The poor
marine at the airlock just happens to be the fifth soul to activate the cube."
Unlock Nightmare [D3.05.15]
To unlock the Nightmare Difficulty, simply beat the game. Easy as that.
Source: IGN
Demon Mail [D3.05.16]
Just before you are going to leave the Delta Labs, there is a console where
you can download a mail from that is for the demons.
| User Data
| From:Research Archive
| Subject: Valuable sacrificial pointers
| Date: 11-16-2145
| Our time is here! Soon the humans will suffer eternal torment as spoken of
| in the prophecy. We will feast upon thier souls!
| While 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.
Source: IGN, Rampage
Skip Intro [D3.05.17]
If you don't want to do the whole Mars City intro, turn around as soon as
you start the level and run forward. You'll fall to your death and are able
to restart the level, but without doing the intro. This means you will skip
the Mars City Intro, and the Mars City Underground section, so you'll start at
level 3.
Damo mailed me you shouldn't do this in the Nightmare difficulty, because
you won't get the Soulcube this way.
Face on Mars [D3.05.18]
Somewhere on Mars City, is a poster that says:
changing The Face
of Mars
In the little white space, is a face that looks like it's tilted 45 degrees.
This refers to the face found on Mars. More information can be found here:
When you have to select if you want to cancel or submit the transmission to
Earth, some text will start to scroll. It'll show the old cheat "idspispopd.
This is the noclip cheat.
Nigerian Scam [D3.05.20]
There is a PDA in the game, that refers to a Nigerian scam. The mail in the
PDA is from John Okonkwo. For more information, check this site:
Custom Flashlight, Music etc. [D3.05.21]
All the data in Doom 3 is stored in .pk4-files. You can make your own
flashlight, music etc., but using the following method.
Once you have an empty .pk4 file to work with, create a folder named "lights"
(without quotes). Grab the image you want to use and convert it to a .tga file
(256 X 256 pixels is a good size). When you use the image it will be reversed,
so mirror your image before saving it. Name the image flashlight6.tga, place
it in the lights folder and make sure that folder goes in your .pk4 file.
Then, rename the .pk4 file so it is the highest number in your Doom 3
directory. For example, if you have a pak005.pk4 file already, you will have
to name your new flashlight texture file pak006.pk4 for it to take effect.
Source: GameFAQs.com
To create a .pk4 file, just use WinRAR, compress the file using the ZIP-method
and rename it to .pk4 (I'm not helping you on that one, sorry, Google for more
information yourself).
Althought I didn't try it, I'm sure this'll work with music, textures etc.
Magazines [D3.05.22]
There are various magazines to be found in the game, referring to games,
movies and whatnot.
* At the end of Sector 5 of the Delta Labs, there is a magazine called
GameHOG. It features "DOOM Ultra-XL".
* In the security office in Alpha Labs 2 there is a copy of the UA corp
magazine lying on the desk. Featured on the front page is Milton's famous
red swingline stapler - from the movie "Office Space". For more info:
Source: ThePet, Mark
QuakeCon [D3.05.23]
In the beginning in the cafeteria, in the news cast that is going on, you can
watch it to find an egg relating to QuakeCon, just wait and watch the "ticker"
(scrolling marquee text bar) at the bottom of the screen.
Source: Keith
Billy Goat Burgers [D3.05.24]
Keith also submitted there is a hamburger on the counter in the cafeteria
called Billy Goat Burger, with a goat with the face of a pentragram.
id Grin [D3.05.25]
This one also got submitted by Keith. If you watch the id logo in the
beginning of the game in slow-motion (you can also watcht the trailer) you'll
see the original Marine from Doom grinning, as if he would get a new weapon.
Gorillas [D3.05.26]
This one is submitted by Keith too. In Alpha Labs Sector 4, are some orange
containers. Use the noclip-cheat go get a good view on them and you can read
"Contents: 12 Live Gorillas".
Q: How does this Doom '95 cheat work?
A: Honestly, I have no idea, but when I find out I'll let you all know. It
seems the game DOES add it to your inventory, but you just can't use it.
Brandon says that basically anything will be added to the inventory. You
can also give the command "give dirt", and it'll add the unknown item dirt
to your inventory.
Actually there is a way to get this to work! I found it out today. Follow
these steps careful:
1 - Go to the store.
2 - Look around for the Doom: Collector's Edition. If this fails, go to
another store and repeat.
3 - Grab the box, go to the lady behind the desk.
4 - Put the box down, she won't destroy it, she'll give it back.
5 - Pay for it.
6 - Go home.
7 - Put the CD in your drive.
8 - You can now play Doom '95!
Q: Was that sarcastic (someone really mailed me that!)?
A: Yes, it was.
Q: Where can I find the editor?
A: Open the Doom executable with "+editor". So basically "Doom3.exe +editor"
is how to open it. Be sure you get the in-game settings to 1024x768 or
higher or else it'll be impossible to use it.
Q: When I load up the game, I get the message "CD/DVD emulation software has
been detected. Please disable all CD/DVD emulation software and re-start
the game"
A: If you have any CD emulation software installed, uninstall it first.
Examples are CloneCD, Daemon-Tools and Alcohol 120%. If this doesn't work,
and sometimes this happens, you'll have to crack the game. No help from my
side on that though.
JonDoogish provided me with a few hints that doesn't involve uninstalling.
For Daemon-Tools: Right click the tray icon, select "Virtual CD/DVD-ROM",
then "Set Number of Devices", and finally "Disable.
For Clone-CD: Right click the tray icon, and deselect "Hide CDR Media" (So
it has no checkbox next to it).
For Alcohol 120%: Choose Options from the File menu, click Emulation on the
left, uncheck all options on the right.
Q: How does the avidemo cheat work?
A: Digital Anomaly submitted this:
"aviDemo is not a cheat command, it is a tool to convert recorded demos
into .avi format. To test this out, set the avi output height and width
using com_aviDemoHeight and com_aviDemoWidth. Try setting width to 640 and
height to 480. Then type aviDemo demo1 which will convert the existing
demo1.demo into an avi file."
You can record a demo-file using the recorddemo cheat.
Q: In earlier level you can use panels to cut down the power in some areas,
is this a waste of time, or is it used later in the game?
A: I'm not sure, but I think it's just a waste of time.
Q: What happens if I cancel or submit the transmission to earth in the
Communications Tower?
A: If you cancel it, the sergeant will be mad, plus Betruger will submit the
transmission in the Recycling Sector 2 anyway.
If you submit it, the sergeant will be happy, and Betruger won't have to
submit it himself to create a living hell ;p
Q: I'm getting motion sickness from playing the game, what can I do?
A: Create a file called autoexec.cfg in the base-dir of Doom 3, and enter the
seta pm_runbob "0"
seta pm_runpitch "0"
seta pm_runroll "0"
seta pm_bobpitch "0"
seta pm_bobroll "0"
seta pm_bobup "0"
seta pm_crouchbob "0"
seta pm_walkbob "0"
This should solve your problem. If it doesn't, you can also play in the
third person mode, by using this command:
seta pm_thirdPersonDeath "1"
Q: Can I use my own custom resolutions?
A: Yes, once again, make a file called autoexec.cfg in your base-dir of Doom 3
and enter the following:
seta r_customHeight "..."
seta r_customWidth "..."
seta r_mode "-1"
Obviously, replace ... with your own resolution.
Q: How can I give my name a color in multiplayer?
A: You can add ^number in front of your name. Here is a list of all the
^1 = Red
^2 = Green
^3 = Yellow
^4 = Blue
^5 = Cyan
^6 = Magenta
^7 = White
^8 = Grey
^9 = Black
Q: How can I make Doom 3 brighter?
A: Ofcourse, you can turn up the brightness. You can also add these to the
autoexec.cfg file:
r_gamma (between 1 and 1.5)
r_lightscale (between 2 and 4)
Q: Where are my car keys?
A: You tell me.
Tweaking (aka Speeding-up Doom 3) [D3.07.01]
General Tweaking [D3.07.02]
Before we are going to tweak Doom 3, first wonder yourself if it actually is
needed, or possible. If you are running a low-end PC, and the game runs
terrible because you just lack the hardware, it might not be that helpful.
If you are running the latest system, and the speeds are already around 60 fps
I don't think you need it either. But it's all up to you. Before playing
with Doom 3 settings, however, you might want to check out these things:
* Defrag your drive. This REALLY helps. Don't use the default Windows
defragger, but use Diskeeper, for example. They do the job better and
quicker. If you think this is not helpful, let me give an example. I have
a Music dir on my PC, and opening took about 10 seconds. I defragged my
drive, and suddenly it opened in a flash.
* Kill processes not needed. You are running Doom 3, do you need WinAmp,
Word and mIRC open? Most likely not. So kill these apps, they will free more
memory and CPU power for Doom 3.
* Overclocking could be an answer, but if you don't know what you are doing
I don't recommend this. Google for it if you want more info. I don't want
to get angry mails for giving wrong or incomplete info.
* Make sure your drivers are up-to-date. Video-card, sound-card, and even
your motherboard, if you know how to do that without breaking stuff. Also
update DirectX. Note that ATI released beta-drivers to boost the
performance of the game with about 7 fps.
* You are using a low-end system. Is it smart to set the settings to high?
It most certainly isn't. If you want to see those nice dynamic shadows and
fire effects, buy a better video-card/CPU. Set things to low, see how it
works. Turn advanced options off, see how it works. Just try it out until
it works like you want it to work.
* Re-format Windows, yet this could work, but it's most likely more work
than is needed.
For more hints, visit www.tweakguides.com. Try the following tweaks step by
step, see if you like it, and then try another one, or leave it. Don't do
them all together, you won't notice what works and what won't.
Unpacking .PK4-files [D3.07.03]
I read about this all over the Internet, so I tried to do this.
1) Go into your \base dir and locate the .PK4-files
2) Open them one by one in WinRAR, and extract them in the \base dir. Note
this will take 3 GB extra space!
3) Move the .PK4-files away. I don't suggest deleting them, but just move them
away, or the game will use the files anyway.
4) Now run the game. Maybe it was me, but it didn't work that great for me;
| Before | After |
Loading Time | 120 | 150 |
Note you can't play Multi-player this way, because that required the
.PK4-files. You can fix this by moving them back though.
Editing config-file [D3.07.04]
You can edit the doomconfig.cfg file and change the following things to make
the game run better:
seta image_useCache "1"
seta image_cacheMegs "xxx" <- Make this 1/4th of your memory
seta image_cacheMinK "yyy" <- Use the formula below:
"image_cacheMegs" / 8 = n
n * 1024 = "image_cacheMinK"
I tried this trick, and it does seems to boost the game a bit.
Also, you can try to change the following settings, which will disable
bump mapping in the game.
seta image_filter from GL_LINEAR_MIPMAP_LINEAR to GL_LINEAR
Olafski told me you could do the following, to gain a few FPS:
seta image_anisotropy "1"
seta image_anisotropy "0"
Triple Buffering on 64+ MB Video-cards [D3.07.05]
Right-click on your desktop, goto Properties, Advanced tab, then set OpenGL to
Triple Buffering. This should work according to Chris. I didn't try this one
myself, because my GeForce 3 is only 64 MB.
Optimize FPS [D3.07.06]
Doom 3 isn't good at selecting what's good for you. To be honest, it's
terrible at it, and many things can be tweaked. I'll show you how to tweak
Doom so it runs just perfect. I'll show you the tweaks for a good balance
between FPS and graphics. If you want to try something else, visit this site:
Also, you can set seta r_shadows to 1, to get better shadows, but this will
drop your FPS down quite a lot. Here are some quick stats I did:
Medium tweaks, shadows off -> 29.2 FPS
Medium tweaks, shadows on -> 23.6 FPS
Lowest tweaks, shadows off -> 28.8 FPS (my video-card doesn't like all those
low settings it seems =\)
My PC isn't a beast, as you can see at the FPS, and getting 60 FPS is what you
should be aiming for. To see your FPS, do the following:
1. Access the console (ctrl + alt + ~)
2. Give the command "timedemo demo1 usecache" (without quotes)
3. When it's done, write down the FPS and tweak a bit if you want
To enter the tweaks, create a file called autoexec.cfg in your base-dir of
Doom 3. Then enter the following (ofcourse, use the proper tweaks):
64MB Video-Cards:
seta image_usePrecompressedTextures "1"
seta image_useCompression "1"
seta image_downSizeLimit "256"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "256"
seta image_downSizeSpecularLimit "64"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
seta image_downSize "1"
seta image_forceDownSize "1"
seta image_roundDown "1"
seta image_lodbias "0"
seta r_preload "1"
seta r_useCachedDynamicModels "1"
seta r_skipBump "0"
seta r_skipPostProcess "0"
seta r_skipParticles "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "1"
seta r_multiSamples "0"
seta r_shadows "0"
seta r_useOptimizedShadows "1"
seta r_useTurboShadow "1"
seta g_projectilelights "1"
seta g_bloodEffects "1"
seta g_decals "0"
seta g_showBrass "0"
seta g_muzzleFlash "1"
seta g_doublevision "0"
seta g_showPlayerShadow "0"
seta image_anisotropy "1"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST"
128MB Video-Cards:
seta image_usePrecompressedTextures "1"
seta image_useCompression "1"
seta image_downSizeLimit "512"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "512"
seta image_downSizeSpecularLimit "128"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
seta image_downSize "1"
seta image_forceDownSize "1"
seta image_roundDown "1"
seta image_lodbias "0"
seta r_preload "1"
seta r_useCachedDynamicModels "1"
seta r_skipBump "0"
seta r_skipPostProcess "0"
seta r_skipParticles "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "1"
seta r_multiSamples "0"
seta r_shadows "0"
seta r_useOptimizedShadows "1"
seta r_useTurboShadow "1"
seta g_projectilelights "1"
seta g_bloodEffects "1"
seta g_decals "0"
seta g_showBrass "0"
seta g_muzzleFlash "1"
seta g_doublevision "0"
seta g_showPlayerShadow "0"
seta image_anisotropy "1"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST"
256MB Video-Cards:
seta image_usePrecompressedTextures "1"
seta image_useCompression "1"
seta image_downSizeLimit "1024"
seta image_ignoreHighQuality "1"
seta image_downSizeBumpLimit "1024"
seta image_downSizeSpecularLimit "256"
seta image_downSizeBump "1"
seta image_downSizeSpecular "1"
seta image_downSize "1"
seta image_forceDownSize "1"
seta image_roundDown "1"
seta image_lodbias "0"
seta r_preload "1"
seta r_useCachedDynamicModels "1"
seta r_skipBump "0"
seta r_skipPostProcess "0"
seta r_skipParticles "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "1"
seta r_multiSamples "0"
seta r_shadows "0" //NOTE
seta r_useOptimizedShadows "1"
seta r_useTurboShadow "1"
seta g_projectilelights "1"
seta g_bloodEffects "1"
seta g_decals "0"
seta g_showBrass "0"
seta g_muzzleFlash "1"
seta g_doublevision "0"
seta g_showPlayerShadow "0"
seta image_anisotropy "1"
seta image_filter "GL_LINEAR_MIPMAP_NEAREST"
For more tweaks, which go much more in-depth, just visit:
Compare Dooms [D3.08.01]
This just looked like fun to do ;p
| Ultimate Doom | Doom 2 | Final Doom | Doom 3 |
Levels | 36 | 32 | 64 * | 27 |
Weapons | 9 | 9 | 9 | 11 * |
Monsters | 17 | 21 | 17 | 27 * |
Modifications [D3.09.01]
Just to make sure, I'm not going to make a list of every mod out there for
Doom. That'll take too much time, and some mods are just so bad it'll be waste
of time. For now, I only find one mod worth to mention, the others are a bit
cheap, or something most call consider cheating (like the Ducktape mod, which
will add a flashlight to almost every weapon you use in the game, or the
Sentry Bot mod, which'll add a Sentry Bot that'll help you and follow you).
To use/install a mod, follow these simple steps:
1. Extract the file into a new dir of your Doom 3 dir (for example, if you are
using c:\doom3 for Doom 3, install a mod to c:\doom3\modname)
2. Run the game, click on "mods" and select the mod, the game will restart.
3. The mod will work now. If you want to play the original Doom 3 again, just
select the "doom3" mod in the mod-list.
Doom 1 to Doom 3 [D3.09.02]
This is most likely the best mod, since it's something a lot of Doom users
will like. It's a project to convert every Doom 1 map to a Doom 3 map.
Taken from the official site:
"Doom 3 is a great update for the original game - it embodies the new way of
game design thinking: that games can be cinematic and emotion-invoking
experiences. This is a good thing. In fact, the games industry probably needs
something like Doom 3 to prove this methodology works, and I really enjoyed
playing Doom 3 - it was immersive and brilliantly scary. The graphics were
superb and were used to tremendous effect - both for storytelling and
underwear-browning. However, there are always those of us with fond memories
of 1993 and the original Doom game, and just going around... well kicking ass.
When Doom 3 was released, I decided to try my hand at mapping. I had no idea
where to start so I figured I do something relatively easy by today's
standards - the angular corridors of The Ultimate Doom's E1M1. So I did, and I
enjoyed it. I finished the first version of it, and saw with the knowledge I
had developed in the process of making it, that it was pretty bad. So I remade
it. Scrapped that and remade it again. I developed this version and as I
developed it, I changed things about the game and turned it into the basis for
a mod. The mod is Classic Doom for Doom 3, and will feature the first episode
of The Ultimate Doom. Not sure where we will go from there."
For more information, visit http://cdoom.arqz.com/
Other Modifications [D3.09.03]
For other mods, check the following links:
Conclusion [D3.10.01]
I hope you enjoyed my guide, since I put a lot of work in it. If you encounter
problems, feel free to mail me. Also suggestions, feedback, comment etc. are
accepted, the mail addy is on top of this file.
I wrote this guide using 2 computers; on one I played the game, on the other
I wrote the guide while playing. Also this guide is made using TextPad, many
help from other players, a lot of adrenalin, the love from my girlfriend and
Cheats/Secrets: GameFAQs, Bill, Brian, Type6, Brandon, RedDog418, flech,
Tweaks: Chris, Rgoer, Dan, Olafski
(Spelling) Mistakes: Cobra, Erik, Skippy, Type6, Ray, Joyrider, Omlette,
WhiteDevil, Matt, Robert, Olafski, Paul, Clarence, Dan, Scott, Julian, Slime
Bucket, Kevin, DaStinger, SiGARMS, Daniel, Minas, Sam, Mikael, Mark
Additional Info: Erik, Krayzie, miikrr, Synnustr, Seraphim, Luis, Daniel,
Czar, James, Nils, Lyta, Henry, Veech, JonDoogish, Skywalker, Hannover_Phist,
Catbert, Mike, Minas, killer_storm, Verdict, Larzuk, Digital Anomaly,
Tormozko, Poost, Slava Ozonov, Sean, Damo, Death, Tormozko, Malice DR,
ThePet, Minas, Keith, Reinheld, Bernd, Aleoi, Rampage, ZZ, Barboelsch, Jeff,
And especially you, for reading this.
For other guides, you can check this link:
"Good eye, sniper
I shoot, you run
The words you scribbled on the walls
With the loss of friends you didn't have
I called you and the time is right
Are you in or are you out?
For them all to know the end of us all"
~ Coheed and Cambria - A Favor House Atlantic
"You know that sanity is not as it was meant to be
And now that misery has taken a new stand
In the land of a thousand souls we will carry on through the rain
In the sun we will move along with the memories of the slain"
~ Dragonforce - My Spirit Will Go On
Copyright (c) 2004 by Grawl. All rights reserved.