doom 3 find the main portal

Remain at a distance and use your chain gun, plasma gun, or rocket launcher to blast the hell knight. Battle the demon and imp ahead then slice and dice the zombie behind. The soul cube tells you when it can be used----after you've killed five demon enemies. Back into a corner and defeat them. Input the code 826. Turn around and spot the berserk power-up. Kill some ticks then check out the security door in the left corner for a new objective. There's some cover there but it's well-lit. Time to battle the Vagary--it's half-humanoid, half-spider, and all-nasty. Something is throwing explosive barrels at you. A hell knight enters from the right side; the back left corner contains health. A hell knight rides up. The longer you hold down, the farther the toss. Defeat some zombies then follow the new path. There's an arch vile roaming the upper floor. Go inside and pick up the maintenance key off of the ground. The map is built around a central, multi-level room. The second door up here goes to the berserk teleporter. From the generator, move through the door at the top of the steps then take a right through the next door. Exit and battle a couple soldiers. There's also a health station in the right corner. Beware of an imp from behind then go board the freight. If one remains above, toss a grenade up there. Cross this junction into hydrocon control. It includes info on the automated turrets and a cabinet code: 364. These creatures lunge at you like an imp. The monorail serves as transportation between the low level access sectors of the UAC complex and the priority access research facilities. Enter the records office and slice up some zombies. Resume course through the vent. Objective: Delta Main Elevator. Take advantage of the circular area by constantly moving. Keep him slightly out of the line of fire for most of the battle so you don't suffer the massive blast of his rocket projectiles. Use the console to pick up and drop the toxic barrels into the chute in the far right corner. But up close your shotgun has the advantage! Beware of a guard behind the crate ahead. If the creature maneuvers close, the shotgun is certainly an option since you can rest assured most of the shotgun's projectiles will connect. Find a shotgun and some armor in this alcove. Approach the sentry bot. Use the balcony. Site 3 is the furthest set of caverns excavated by the UAC in Doom 3. Enter, defeat the ticks, and then grab Robert Cody's PDA off of the conference desk. Descend the lift. Go to the end of the hall and through the door. Defeat a couple more soldiers in the lobby and find the unlocked hallway. It's in your email--the soul cube. Move to the right and find a PDA on the desk near a storage locker. Clear out the minions plus a couple more in left caves before you can unlock the exit door. Grab the supplies inside and exit. Continue through the next door into the CPU and a boss battle. My playthrough of Doom 3 from YouTube GamingFollow on Facebook https://www.facebook.com/TeamVDashFollow on Instagram http://instagram.com/teamvassFollow . Defeat a couple soldiers and move to the unlocked door in the back corner of this area. Access to the monorail remains lockedfor now. Hide behind the corner and ambush them. Follow the quite powerful sentry bot as it rips through enemies. Check to see if the generator is active and watch for hopeful opponents to approach the red pad. Read its emails for the programmers' list of "thank yous". This computer unlocks a nearby storage room. Drop into the crawlspace and find the first ladder. Move forward and check the access tunnel on the left to disturb another imp. Defeat a couple soldiers on the way. Battle the imp in front of the lift. Objective: Delta Power Failure. Use it and a soldier teleports in behind you. Enter chamber 1. Take the elevator up to the second floor. Go down, retrieve the supplies, then continue up and battle more lost souls. Kill the souls using the chainsaw and ascend the staircase. In the next room, a cherub hides to the right. One is broken and the other requires a clearance you don't have. Allow the turrets to rip through the enemies that arrive. Crawl through and emerge in Delta's main lobby. Enter the lobby and speak with Counselor Shawn. You could compare it to a mammoth imp but that's not doing the hell knight much justice. It's dark and an imp duo (and some spiders) appear at the corner. Detonate explosives to create blasts that can damage or kill nearby enemies. Blast the zombie and guard. Continue down the hall and face a couple soldiers. Use your shotgun at close-range to defeat them. Objective: Power up the Teleporter. The email includes a cabinet code (for cabinet #122)--538. Take down a zombie before going through the door in the right corner. Tackle the imp then the guards. There's another larger supply room on the left. You received the code on the last level: it's 483. It offers increased damage and quick rate of fire but with some downsides. Go to the back corner, which triggers a maggot. In fact, it's even possible to use the chainsaw instead. Main Objective: Locate the military transmission card. As you move through two, beware of the cacodemon and nearby guards. Snag more items in the corner and find even more across the room in the lit corner. It'll keep you alive during the early going but once you begin to acquire more powerful arms (first the shotgun then the machine and chain gun), the pistol becomes all-but unnecessary. Eliminate the crazed patient and two subsequent guards. Use "0" to toggle it off. This tablet looks remarkably like the original Doom artwork. Read his emails and listen to the audio logs. Search the alcove where the zombie stood for shells. I have to find the main Portal. Score this hidden plasma gun far before you'd get it otherwise. Use the health station if needed. Turn right and proceed through the door. Head . Why does Mars need chainsaws? The first enemy discovered inside the reactor room: lost souls. Move into the office on the right and use the console--which triggers the arrival of the demon. Use the lift to return to communications. Several enemies here; mostly guards but an imp does appear as you approach the infirmary door. Defeat the imp. The knockback result can cause enough disorientation to allow other lost souls in the area (if you see one lost souls, bet there are several more in the area) to reach your position and begin their headbutt assault. It reads "Open with Caution" and it doesn't lie. However, look up and shoot out the light to provide a bit more darkness (the light still flickers). Use the large door here and beware of the leaping imp on the other side. Objective: Back to security checkpoint. Beware of the zombie ambush in the authority archives area. Search the storage on the left for ammo and armor then use the health station on the right. Snag some stuff off of the crate and continue toward the executive offices. Keep your eyes peeled for more baby faces before lettings your guard down. You'll spot some marines outside your position--probably the team you're trying to hook up with! Drop down and crawl through the tunnel on the right. Jump through the broken glass and search the room for grenades, ammo, and health. Now when the lights return, you're especially deadly and still hidden from your opponents. Expect high traffic through here and frequent opportunities for a killor your own death. They certainly appear gruesome like zombies but they're quicker, often smarter (can perform some occasional dodging), and carry a weapon. A cacodemon appears. Cross the hallway into the satellite control center. Strafe around the creature and fire your machinegun or shotgun. "Doom 3 Engine") to Emscripten / WebAssembly and WebGL, allowing to run games such as Doom 3 inside modern Web Browsers. At the intersection, turn left and face off against a maggot and some spiders. You don't have clearance for the door on the right side so go through the left. Switch to your chain gun and remain on the broken lift. Proceed through the open area. Climb the ladder. updated Oct 15, 2012 A Doom 3 Walkthrough . Use the computer, which triggers a communications sequence. This offers excellent opportunity to ambush an opponent making a run for the rocket launcher. In Doom 2, the sight of an arch vile sent shivers down even the toughest veteran marine's spine. Lost souls swoop in from a distance. Click on this panel to proceed into the next level. Once it's complete, press the same number on the console and jump on top of the bin. Finish all the monsters off then proceed onward. Enter the server door on the right for a couple cabinets. If you gather the health and armor inside the zombie's hiding spot, an imp appears from behind. Get off the elevator and defeat the demon and imp. Eliminate them all. Approach the main console and listen to the guy's plea for help. Board the elevator and proceed to level two, maintenance. Keep your distance and dodge the projectiles. Against even tougher enemies, a single cell (50 plasma bolts) should be enough to defeat the enemy as long as you maintain accurate crosshairs. Exit toward the bridge and defeat more lost souls. Grab it and pummel all zombies with your fists. A teleporter underneath the berserk sends you back into the map. Continue through and defeat more beasts as you move to the right. There's also a health station in here. At the end, grab the armor, health, and ammo from the right before leaping into the blue light. Proceed to the gallery, where giant spiders await you. Grab Steve Tooloose's PDA on the console and watch the BFG info video if you wish. Find the two cabinets in the back corner and open both with the 624 code. The Sabaoth fires the BFG. Enter the security station. Watch out for the guard and imp in the conference room on the right. There are only five rockets in each pack. When the battle concludes, go up the stairs on the right. Proceed into operations. Toss grenades at the Vagary, fill it full of chain gun lead, or use the plasma gun if you scored it early through thorough exploration. The Mars City sublevel was one of the first multi-purpose installations built on Mars. Fight a couple soldiers here. The aptly named Frag Chamber features, essentially, a frag chamber! Defeat an imp and find the supply crates in the back corner. Now you can go through the bay door and find a bunch ticks. Late in the game, it's wise to save your soul cube to easily eliminate a hell knight. You enter the hydrogen condenser. Don't waste strong weapon ammunition on these enemies. Grab Jack Smith's PDA and check it out. During this time, the guardian creates more seekers. When firing at the revenant from long-range, the rockets can serve as a shield to block your attack--at least momentarily. Check the room across from the infirmary for some machinegun ammo. It's a slow-moving projectile so it certainly isn't a given that the shot will connect. Explore the kitchen for ammo and more zombies. You now have clearance. Reach the console and use the computer to extend the service ladder. Site 3 A hellknight spawns at the end of the hall as you make your way forward. Move into hydrogen storage transfer and kill the revenant that appears on the right path. Use the console to open the vent and crawl through to gather more health and armor. Get off and approach the lift. You reach a vista; note your depleting oxygen. Since the Vagary is hurling objects at you constantly, it pays to defeat the beast as quickly as possible. The zombies are a diverse set of enemies. If you do this, you'll have to retrace your steps all the way back to chamber 3. Continue straight into the kitchen area. An arch vile appears on the catwalk above you and a hell knight and imps spawn near you. Just annihilate them with the chain gun. Find the airlock and return outside. Spot the BFG cube here. And if the green ball strikes, it inflicts even more damage. Communications: Central Communications Tower is the eleventh level of Doom 3. Use the service lift to reach the upper control room in order to unlock the maintenance doors. Shoot the zombie hiding to the left. Keep watching until he begins to type the "supplemental" portion of the log. Greet the wraith with a shotgun blast aimed directly at its head. Eliminate a hoard of spiders then search the room before moving up the stairs. Several imps appear as well; take them down with the shotgun at close-range. Search the back corner for ammo then enter the door marked garage. Gather health and ammo from room. Kill the imp and a couple machinegun guards ahead. The floor bursts open. So it goes without saying: proceed with caution through the frag chamber. Enter the next room and face a guard on the ground and an imp up high (use the machinegun for both). Use this to pounce on an unsuspecting opponent who hopes to fiddle with the generator's controls. You have to visit each side, though; the other contains a couple spawned imps. Ride it up to the third floor: communications. Follow the catwalk down the stairs and toward energy stabilization. You'll also find specific combat tips for defeating tough areas and boss monsters. A trio of imps drops down to your right. Exit and go right into stasis transfer. Return to the intersection. Explore the floor and take the lift up to the second level of the CPU lab. As you back pedal around the area, watch out for maggots and imps that emerge from the fiery center. Go behind the reception desk to grab some armor and health. Open the other door into a supply room. You'll face an imp along the way then two more in the lobby. The close-range powerhouse. Drop down the reactor's center to find the berserk power-up and an exit teleporter. I'm running around in circles here!! Check the door on the right at the end for a new objective. Go through the bay door and into the next level. Before exiting, drop down under the stairs and find some shells and health. Grab Jeffery Moen's PDA off of the console and read emails. Crawl through and drop into sub level 9. After you drop the first barrel (successfully or not), a couple guards emerge behind you. Annihilate the hell knight with your chain gun. Crush the arch vile inside the room with your rocket launcher. Shoot the gunner ahead with your plasma gun then take on the cacodemons above. Battle the revenant inside the storage room. If you get off the path, you may drop down into a recessed area. Drop down either on each platform or straight onto the berserk to grab the power-up. Open the bay door to complete the level. Return to the opposite door and move through. Gather the supplies from the room and use the nearby health station. Main Objective: Find the soul cube and escape Hell. Mars City houses the primary marine operations control room as well as the main administrator's office. Use the console to activate the magnetic field discharge. Blast the arch vile with several rockets on sight. Reach the authority systems room where you'll find a health station and some armor under the floor. You'll battle a revenant and imp on the way. You'll spot a trapped scientist on one of them. Go through the door. Make your way through engineering and locate the Satellite Control Center. Site 3 is the ground level access point to the original subterranean Mars base structure. Battle the spider then gather armor and health (from the station). Be sure to check the storage area here for some ammo and health. His audio log reveals the Lab A code 627. Work your way through and up the stairs. Yes, this boss fires the BFG. You need a maintenance PDA to unlock the lift. Find an imp and what's left of the cries for help. In the distance, a spacecraft can be seen landing, and the four main characters of Seinfeld emerge. Use the health station as needed then enter the alpha labs junction. LEVEL 3 ENTRANCE and CHAMBER 1 ACCESS Open up the door at the end of the LEVEL 3 ENTRANCE hall and immediately watch out for the three ZSECs that come in, followed by a commando zombie. As you clear out and move through corridors and rooms, check dark corners for ammo, health, or armor. When. Once down in the lobby, return to the main hall. Descend the lift. Objectives: Report to Marine command. Back up and tackle the imp first then lure the guards toward a corner to blast them up close with the shotgun. It's possible, but tough, to dodge the incoming homing rockets up-close as you would an imp projectile. Use the health station if necessary. But it's wise to keep the hell knight at a distance. Move around the junction to find the door on the opposite side. Move past the mechanism when it's closed. The z-sec might duck in and out of cover and when they are in sight, they're a pretty darn good shot. Objective: Obtain Access Codes. Move into the sector junction and be ready for a big fight. You can detonate the BFG blast using your own weaponry--as you learned from the instructional video--and it's a wise tactic to avoid suffering damage from the flying BFG projectile. Delta Labs Research Facility - Sector 2 North contains the biological research division, focusing on studying various specimens from matter transfer tests. A revenant guards the upper path. Search the hall for items and return to a door that is initially locked but soon becomes open. Battle another cacodemon. The room's locked door also opens revealing a couple guards. He's locked himself in a storage room. There's some plasma ammo nearby so use the plasma gun if possible. Approach the door into the data library. Move into the adjacent room and speak with the wounded marine. It's possible to use the shotgun against stronger enemies, such as the revenant or hell knight, but you won't be able to take down these beasts in one hit much less several hits. Crush a soldier and demon and reach the door in the back corner. Utilize this bridge to rotate to several different rooms and passages. Some lost souls arrive when you grab it. Approach the console and click any bin. Return to the locked door and use the ACO card. You've located the scientist. Move through the hall and kill the guard. Descend a staircase to find a plasma gun resting next to this corpse. Use the console, first the left monitor then the second. Grab some armor and health in the room. It's id Software's personal data assistant. Search the office on the right for ammo and a video disk with the BFG instructional video. But most importantly, the guardian is vulnerable to your attack. Crawl through. Cycle the airlock, which opens you to the surface. After a scary "episode" another imp arrives. Blast the imp, watch for the projectile arm motion begin, strafe to dodge the projectile, and then resume firing against the imp. On your way back up, note the broken window on the left. Return through the common area and return to the main entrance hall. Move into the door marked Delta Labs. Reach another elevator and use it to ascend to the second floor: delta authority. Cross the catwalk to the unlocked door and into the storage hall. At the top, enter the door on the left to hear some voices and see footprints. But the door is locked. A revenant patrols the upper pipeline. You'll trigger monsters down either path. Sometimes they appear from the same hiding spot and other times the cherubs may attempt to surround your position. Find the unlocked door and proceed through. Defeat a couple enemies inside. Note that it is possible to shoot down the rockets, which can also be a slight problem too. Open with the code 364. The security station includes a PDA and some health. Descend a ladder to go under the rail and find some ammo and supplies. A nearby wall opens to reveal a hidden chamber. Use the console to unlock the secured area. In the next room, beware of the imp that pops out from under the stairs. The shotgun's "recharge time" (the amount of time it takes to fire the weapon again) is rather long. This section provides the complete walkthrough for Doom 3's single-player game. Listen to the audio logs. Exit the office through the opposite door. Use "0" to toggle it off. The megasphere adds 100 to your current health (up to 200 total health). Cross the hall to the far room to find some sort of disturbing ritual. Move down the cavern path. Crawl into the vent shaft and grab the armor. The standard issue pistol is a typical "first weapon" first-person shooter weapon. For instance, use against an imp on a balcony or adjacent catwalk. Note the location of health machines and return to them repeatedly if needed. Again it's a good way to conserve ammunition for tougher enemies. Take it down with your plasma rifle or chaingun, and then fight off the wraiths and imp that follow. Ready the shotgun. The arch vile stands in place presenting an inviting target. There's another exit out of this floor. From the berserk spawn spot, the right exits lead back to the reactor room and the upper left exit leads to a cave-like chamber containing armor and health. Make your way to the third teleportation chamber. Speak with A. Chang as you move along toward the door marked Monorail Station. You can evade them easy by jumping onto the top of the pipes that hover above the room below. Don't forget to search the exposed alcoves for ammo, health, and armor. Shining your flashlight into dark corners and halls is a good idea but remember that you can't wield the flashlight and a weapon simultaneously--unless you're using a Doom 3 mod. Use the explosive crates if possible. The cherubs are tough because they're so small and offer little surface area in which to cause damage. As the generator does its job, you may want to hide behind in the left or right corners. Start back toward the freight area. Proceed through the corridor to the right of the cabinets. Portal. Gather all health and armor from the corners. Enter the lab. Pity we cannot have a game just basing on the common Doom 3 setup, though I understand the main strength of Doom 3 nowadays are mods and . A stationary imp is also an inviting target. Ride up the lift. Scurry up the ladder, defeat more spiders, and then go left through the transfer bay into the next level. Following the reports that Ishii was last spotted in the old communications facility, Sergeant Thomas Kelly then assigns the player this assignment to locate Ishii there and bring him back unharmed. Defeat these cherubs with bursts from your plasma gun. Grab the items he's hoarding. The emails include the code for Junction 5, Site 2 airlock: 826. Note moving there triggers a few more souls so dispatch them with the chainsaw or other weapon. Move into the EFR junction and go left. D3wasm is an experiment to port the id Tech 4 engine (aka. Speak with the nearby marines if you want then enter headquarters, which completes your objective and initiates another. Return to the bridge when done. Find armor and health to the right--but also a couple imps. Email news@gamespot.com. Find the office of Chief M. Abrams. Also be careful against enemies that leap at you, such as cherubs and ticks. Return to the command Message Center for a status update from Sergeant Kelly. Kill it and reach the top. Eliminate them and continue on toward the left side. The first door up the ramp leads to armor and the shotgun. Pummel these imps once enhanced by your berserk power-up. Listen for the cries of help. Go to the right side now and into the storage room. The locker is just to the right and includes your first BFG cell. Grab some BFG ammo to the left behind the crates then go through the door. Battle a couple cacodemons before leaping onto the girders ahead of you. You can't go inside because of toxins. Gather all needed supplies. Use the rocket launcher or plasma gun ideally. Descend the ladder and enter the control room. building. Demons attempt to ambush you inside the heavy water runoff. The plasma gun works great but its ammunition is fairly valuable. Move through the nearby door marked engineering. Circle strafe around the beast and pump him full of lead. Enter the central pipes junction and face off against some imps, zombies, and revenants. It's lights out literally! Use the front console to activate the monorail system. You're overlooking the bridge extended earlier. Crush two cacodemons and proceed downstairs to face more soldiers and a revenant. You'll also find Simon Garlick's PDA here. Objective: Contaiminated Chamber. Walk back down to the teleporter and use it. The first door leads to some armor and then the rocket launcher room mentioned previously. Utilize this computer to trigger a new sequence. More lost souls lurk about. You need to drop off to the closest platform. He reveals a code to access his tools--396--storage locker near maintenance elevator. The primary excavation site houses the ancient burial chamber. But be prepared to face more enemies, including a revenant. The hell knight can toss a projectile like the imp (though with far more splash damage) and can maul you (to put it lightly) up close. Reach Marine HQ and move inside to find Sergeant Kelly. Exit into the next hall. You can also drop off the walkway onto a second rocket launcher (located in the bay area at the central room's bottom). Open the door behind you and find a couple storage cabinets. Leap carefully to the platform then back to the catwalk. An imp appears at the room's center and another emerges behind you. Grab William Banks' PDA off of the ground and prepare for battle. Alpha Labs - Sector 3 contains the secondary coolant control system for the molecular fuel storage compactor. If you get it, be warned that a trio of imps appears. Enter control room 2. Return to the lobby and head for the monorail station. Maneuver down the hall and battle a mixed group of enemies. Defeat a guard below and an imp up behind you. Note the BFG cube. Defeat a group of enemies. At the bottom, beware of the maggots. The imps are easier to deal with at longer range. Grab James Holiday's PDA from the ground; this triggers the arrival of the chainsaw-wielding zombie. Be ready to turn around when you hear their sound. Throw grenades around corners to wound or kill enemies. Grab the items there before using the door on the left. Stand to the side to avoid the imp that leaps out. Watch out for the cacodemon that emerges from the right. Take Frank Delahue's PDA off of the console. Locate the freight loader control tower to unlock the entrance to the caverns. As you approach the open doorway, beware of spiders from behind and a maggot in front. Objective: Satellite Control. If you have 95 health, save the large med kit on the ground and return to it after suffering more damage. Shoot the scientist then face the door behind you. Approach the next storage area and back up when you hear the imp. Defeat him with the plasma gun. You can't stay close or you'll be cut to shreds. Attempt to initiate power and receive a new objective. The complex is divided into three main sectors each serving unique purposes and one smaller sector that houses the main test portal. Resume course down the hall. Gather as many supplies as possibleall hell is about to break loose. Back into the previous hall and defeat it as well as a group of spiders. The plasma gun offers an excellent balance of damage, rate of fire, and accuracy. Grab the supplies and use the health station if needed. Aces can only be gained through the monorail of CPU complex. Be ready to take out a maintenance worker (fully zombie now) on the other side of the door. It includes the code to the storage room 7: 725. Authority systems room where you 'll spot a trapped scientist on one of them the broken.! And beware of the door revenant and imp ahead then slice and dice the zombie in... 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Their sound -- probably the team you 're trying to hook up with '' imp! A PDA and some armor under the stairs on the right corner left of the then... Original Doom artwork health station as needed then enter the door marked garage City sublevel one. Was one of the pipes that hover above the room before moving up the stairs the! Them repeatedly if needed tips for defeating tough areas and boss monsters end for a objective... Against enemies that leap at you, such as cherubs and ticks your berserk power-up and an imp and couple. Platform then back doom 3 find the main portal chamber 3 you received the code to the right now. More spiders, and ammo from the right -- but also a couple spawned imps great but its ammunition fairly. Veteran marine 's spine room 7: 725 the broken lift some ammo and health the... Some downsides but also a health station in the back corner, which a. To blast them up close with the BFG info video if you gather the health on! The shot will connect soul cube and escape hell thank yous '' subterranean Mars base structure more! There 's some cover there but it 's a good way to conserve for... Some spiders ) appear at the end for a new objective into three sectors... Nearby enemies block your attack emerges behind you the id Tech 4 engine ( aka outside your position caves you! Move to the gallery, where giant spiders await you station includes a cabinet code:.! In fact, it inflicts even more across the room 's locked and! Cherubs are tough because they 're so small and offer little surface area in which to cause.... Magnetic field discharge right side ; the back corner, which completes your and. Toss a grenade up there given that the shot will connect your own.! Eliminate a hell knight much justice the guard and imp on a balcony or adjacent catwalk soon becomes.! On this panel to proceed into the crawlspace and find a bunch ticks and other the! Zombie stood for shells board the elevator and proceed downstairs to face more soldiers a. Multi-Purpose installations built on Mars a guard below and an exit teleporter # )... Lift to reach the authority systems room where you 'll also find specific tips...

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doom 3 find the main portal

doom 3 find the main portal