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Doom 3: passing the whole game

Today we will consider the game Doom 3, the passage of which the experienced player does not take much time. But our review can be useful to you if you are lost or have no idea what to do in the mission. In addition, let's talk about what is Doom 3: BFG Edition, the passage of which players are often looking for.

Reissue

We start with the fact that we immediately arrange points over u. In October 2012, the world market went on sale reissue of the famous game called Doom 3: BFG Edition. The passage of all the separate parts in the repack does not differ from their original original storyline. The set consisted of three separate games: the original game and two official additions Doom 3: Lost mission and Doom 3: Resurection of evil. Passage of add-ons is not much different from the original game. And if the "Resurrection of Evil" still brings new locations and gameplay to the game, leaving only the old opponents, the "Lost Mission" consists entirely of player-familiar locations. In short, Doom 3: Lost mission is just the same story told from another person. Even puzzles there are "lapped" from the original part, and you can read their solution here.

What can you say about the passing of the game Doom 3: Resurrection? Here you have no riddles, no difficult opponents. A sort of shooter - run, shoot. It is impossible to get lost there.

Arrival

So, we start playing Doom 3. The game starts with the fact that we fly to Mars in the company of an unnamed soldier and scholar Bertruger. We have to fuss with the papers and get a "pager". After passing through the examination and getting a PDA, read the last one carefully. If you decide to play the game yourself, then without some files that you download, you can not do.

At the initial stage the game is almost linear. We reach the command center, where we are sent to the first mission - to find the missing scientist. Nothing complicated, just follow the bot and at the end get into the city subway.

There is really nothing to do here, just go straight. No bifurcation will be. Be careful: on your left hand you will have to meet a locked box on the code. To search for a combination long it is not necessary, nearby on a table there should be a scrap of a paper with the necessary number (531). We move to the bridge, when it disappears, we turn slightly to the left.

Next, we will have a short walk through the picturesque places of Mars. Immediately after leaving the complex, you can find an oxygen cylinder (again look to the left). In the end we get to the elevator and go down. Then we will have to meet with a scientist. But he is not happy about it. All you have to do is kill him.

  • At this point, you need to understand how to deal with the zombies . Despite the fact that this is the first and weakest opponent in Doom 3, the passage of the game can become much more complicated if you climb ahead, paying no attention to anything. Zombies are weak in defense, can not attack at a distance. However, they are strong enough in close combat. Therefore, run from them in a circle and shoot from afar.

After the murder of the scientist, we have to go back. After a short video, you will meet with a new opponent - Imp (demon). These creatures throw fireballs, and some teleport.

  • Killing an imp is quite an easy task. Wait until he releases a fireball in you, and then run to the side. If you consider the ability of the enemy to advance forward, you can either try to sit down before the throw, or just constantly be in motion.

We kill the very first demon. For the fire you can find a first aid kit. In general, history repeats itself. We have nowhere to turn off, simply by running ahead. In addition to demons and zombies, you will meet "Marines".

  • Coping with the "sailors" is simple enough because of low protection. Either shoot them from afar, or hide and kill at point-blank range from a shotgun. Shootings at medium and short distances are undesirable because of the striking accuracy of the computer opponent.

There will be a few moments on the way back.

  • At the first closed door on the left, go down and take the key card.
  • At the bridge, use the remote control to the left of it.
  • In a room with a dismantled (holed) floor, you can find a shotgun, first-aid kit and armor. To the right of the mechanism in the floor we take the weapon, and after we fail, creep under the pipes and take ammunition.
  • If you get to the last closed door, then just go back a bit and go into the next room with a computer.

In the city

It seems to have returned, but not quite. Doom 3, the passage of which we are considering, presents us with a surprise. The city is in ruin. We go in a straight line. In one of the cul-de-sacs we move slightly to the left, and we will be sent down the ladder. We crawl on the chutes along the pipes, and then we go down. The key to the closed door is in the office next door.

Slowly moving forward. There is a locker in the medical compartment. The code (347) can be heard from it if you listen to a memory card that is lying around here. At the exit from the laboratories for fire, you can get a map from the weapons warehouse (584). When you reach the closed door, wait a bit. You will be contacted by radio and opened it. In general, passing the game Doom 3 will make you hate boxes, because they are everywhere. Although this is more logical than in other games, when the cartridges are pouring from demons or just lying around on the street.

Now the robot helps you again. Go quietly, scouring the district for the presence of the necessary items. Near the exit from the level on the right, climb into the hole in the wall for a small reward. We boldly enter the administration. We will be shown the conversation between the Chancellor and Bertruger.

We are heading to the only side accessible to us - to the left in the laboratory "Alpha". In one of the offices we find a locker with grenades 013. The code lies beside in the letters on the card (586). Stomp on. Having reached the closed gates and half-dead soldier we find out that we must move back. After killing all the opponents, we reach an enclosed space. It opens in the office on the right.

  • Pinky . Heavy, slow, but fast monster. Kill him, sticking out from around the corner.

We kill a couple of these creatures, one of which will break through to us, move forward. In the next cabinet, open the cabinet (0508) and take the machine gun. Further up the stairs. At the nearest fork, turn right. Past the window, into Banks's office. We are looking for a room with candles. There must be a map we are looking for. We return back. To the very door.

"Alpha Lab"

So, the lab is the next stage that Doom 3 offers. Passing this location will require some skill from the player. We open the gate and run into the darkness. We calmly move on, killing a couple of demons along the way. At the installation we turn to the right, having noticed on the way the cabinet number 009. In the control room we find the code from it (752). After using the remote, we move along the beam. At the end of the corridor to the right - the hatch with the remote control, to the left - the door, behind which the fire burns. It must be extinguished. Turning back and stomping into the darkness. We find the remote and come back. Then we kill a couple of new opponents.

  • Maggot . He attacks with jumps, so either shoot from afar, or shoot him in the legs, as he then crawls, then squats before the attack.

We crawl under the floor and get to the bridge. In a place where barrels will drop on you, we throw grenades at the enemy. And then all the time up. To the right is closed. Go left, climb up to the ceiling and go to the door. We take the card and then jump off the beams to the closed door. We go in. Search the cul-de-sacs and go to the right.

Then the second sector begins. We move forward, and then we go up. We crawl, and at the fork on the right you can take ammunition. We go into the cabinet with 2 zombies, we take away armor under the floor. Stomp on, bypassing the conveyor belt, use the computer and take the cartridges on the stairs to the left. We get down on the elevator. We defend the scientist ... Although still in the end in vain. In the dark, look for cabinet 038 (code 409), inside one more door 039 (code 102). We get out and face the mechanism that goes down the stairs. While this is happening, we fight off spiders. But this place you still remember in Doom 3: Lost mission. Passage literally pokes our nose at places where heroes could cross.

  • This new enemy does not pose a particular danger. Either we collect into a pile and throw grenades, or shoot one at a time.

Another surprise from Doom 3 - sector 3. Passage is really not so difficult. Before us there is a fork. To the left is a closed door, requiring a card. Straight - contaminated room. In the next office is the control panel of the crane. Using it, we move the barrels with green smoke to the far corner of the room. We select the card in the cleared room. Open the cabinet 047 (code 123). We return to the closed door. Take the first-aid kit under the stairs and open the cabinet 048 with code 123. In the next room, kill a bunch of spiders and go further. On the red corridor to the left, then back, and use the computer. We crawl into the ventilation behind the pharmacy - and further behind the armor. We take the elevator down. After the table is broken glass, get out and open the last cabinet number 049, again, code 123.

The last sector of laboratories. You need to get to the plant as quickly as possible ... Although you can not hurry, you will still be in time. We save the scientist, he will give you supplies. We pass through the camera and climb up. To the left will be a dead end with cartridges. Open the healthy room we go around the dark section. We pass along the bridge - and again upward. We kill the Muggoth and run forward, not paying attention to the spiders. We jump down. After seeing the bridge on the left, we pass by behind the plasmong to imps. Behind the bridge is the next cabinet 064 (code 651). Another bridge. Fencing off spiders slap further. Here we have a meeting with the first boss. Using a freshly produced plasmagan and dodging shells, we burn it to the ground.

Reactor

After a series of episodes, we will set a goal: to repair the reactor. We run down the steps. We clean grenades from the room on the right and collect cartridges. Next - everything down and down. Near the finish we climb up the ladder. There, in the room next to the bridge, we use the control panel.

  • Lost soul. We shoot them down with quick-fire weapons at long ranges.

After we have collected the bridge, we take in the locker No. 063 (code 972) a plasmagan. We move along the bridge forward. We reach the red-hot reactor, avoiding dangerous areas. We remember the closed door and move to another - open. Now - down to the elevator, along the green beam into the room, where we replace the rod. We return to the previously closed door. Straight and straight, past the strange mechanism, to the next locked door (code 734). To the left of the room you can see many barrels. We go there, to the Chinese. Then to the next level.

  • Outside, a certain Kakodemon is flying. Kill it is not necessary, but if you really want, you can. It is better to shell it from afar, it will be easier to dodge shells.

Taking the oxygen tank, go right to the lock, but do not go to the door, but continue to move to the right. We climb into the ventilation, after which we again go out into the street. Turn left and run, not paying attention to the spiders. We call the elevator and, while he goes, we kill the evil spirits.

After the next video insert, we take the chainsaw outside the door and immediately try it on a fresh zombie. Use the remote and stomp on the next door. There we find a non-working elevator. We return to the open passage.

We go up to Station No. 2. We go past the first to the remote control. Sit in the cart and click on the second line from the bottom. So we will arrive at the second station. Then move straight, then right. Further there is nowhere to turn. All the time straight. After using the remote, we return to the third station - this is the output. By the way, this same place was used in Doom 3: Resurrection of Evil. The passage there is exactly the same.

After watching the chancellor's race, we move to the jeep. We go by elevator ... The doors of the monorail and the communication center are closed. The second opens in the room at the table. Despite the fact that the communication center is destroyed from the most powerful weapon Doom 3 - BFG, the passage still makes us go there. We take the card and come back. There is no such thing as folding. When you reach the bridge, move to the right and up on the platform. In the bots warehouse we unlock the locker № 054 (code 246). Immediately launch the robot and follow it. Take the elevator to the third floor. We go into the control room and send a message.

Processing shop

In fact, here begins the passage of "Doom 3. Part 3". We move backwards (or forward?) Along the only possible way. We will meet a new monster.

  • Actually, there should not be any problems. Do not let the revenge against you and, if possible, shoot down its homing missiles.

We move forward, killing everyone. After the descent, there will be a fork in the elevator. We go in any direction, it will still converge. After the zombies we climb the stairs and turn to the left room. We use a pump to clean it. To do this, we move from the dirty room to the next one. We lower the stairs, go to a dead end and jump to the pipes. We crawl on them to the pump control panel.

We are chosen, we kill the rheventa and we are again in front of the polluted room. We move forward. We select a rocket launcher. And forward, forward! If possible, we kill the rebels and evade the shots of Cacodemon.

Then the second sector begins. We listen to the dialogues and begin. In the room we use a computer. From evil we try to shoot anything, except for plasmagon and rockets. We go upstairs and make another little one. Get down. Then go to the right side, not forgetting to use the remote to clean the room.

  • Cherub . Small and fast, but fun shot from a machine gun or shotgun.

After them we go down. We actively use grenades. We move on.

  • Mancubus . We have to fill up as many of these three creatures. Slow and healthy, well shot from afar by the plasmopath. It was for them that we cherished it.

After the trinity, small grasshoppers will appear. We get down on the elevator, there's a fork. Straight - cabinet number 003 (code 483). Left - exit.

The next level of Doom 3 is a monorail. Passing it is much faster than even the first chapters. First we take off the neighborhood around the train. After that, we sit down and go. One of the platforms will have to exit and open the gate manually. What we do, incidentally, killing the hellish commando. Another reference to Doom 3: Resurrection of Evil. The passage is similar.

  • Commando with a whip. Dodge is very difficult, so when he runs up, squat down and start to back off.

Under the stairs we select armor. Above the damper (code 826), cabinet number 054, code 142. We return. After the crash, go up and to the right. In the glass cabinet is a map. We move on to the turret. Do not turn it off, but go outside the door to the cabinets № 078-079 and open them with code 364.

Laboratory "Delta"

There are not many enemies here. Quietly ransack the location in search of an access map (near the corpse). After you open the passage, turn right. We leave on open space. After the battle we descend to the floor. Cabinet 21D (code 298). Moving forward and down. We go into the cab and start the turbine. Then forward, again forward, and go down to the elevator-exit.

In Sector 2, there is really nothing to do. Locker 112 is opened with code 538. At a single intersection, we pass straight. After a dialogue with the scientist and some manipulations, we will again find ourselves on the same fork. Go to the left, start the manipulator, and on it we run further. Room with BFG opens with code 931. Cabinet 116 with code 972, and number 114 with 715. In the last room there will be an inductor necessary for the teleport. We get down on the elevator and stomped to the scientist.

Sector 2-b is not much different from its first half. The passage of Doom 3 (part of 3 laboratories) is terribly boring, but useful. We move forward, not forgetting to search all the rooms and poke buttons on computers. Right next to the entrance to the right is a room with a key card, which is useful at the end of the zone. Here is the list of lockers:

  • No. 103 - code 259;
  • No. 216-217 - code 624;
  • No. 213-371;
  • No. 666-372;
  • Storage 07 - code 463; The locker in this room opens with code 0508;
  • Exit from the level - 725.

After you reach and climb the elevator, turn right. The scientist and a number of lockers move through the boxes. Soon we will have a problem - 2 doors. Closed and open. Closed is a short way to exit from the level, the key from which we picked up at the beginning. Open - a longer and thorny path. We go into the closed door, start the conveyor and move through the darkness so as not to attract attention. After passing through a number of rooms and another conveyor, we are getting to the exit. Here we will meet with the next generation of hell.

  • Archwill . Unpleasant because it causes crowds of other monsters and is very "fat" in terms of lives. Without hesitation, we fall into it from BFG - and zero problems.

We go in 3 sector. Here we have a real massacre in which it is not worthwhile to spare cartridges, BFG and a grenade launcher. Next, we shine a little leapfrog. In principle, the path is straightforward, so just describe the settings of teleports.

  1. In the first place choose "Point 2".
  2. The second teleport is "Point 3".
  3. In the third it is worth to visit all points except 4, in the following order: 3,2,1.

That's the output in the 4 sector. We rummage around the room and move on. Appeared "Knights of Hell" grind to the cutlets with the help of BFG. We go to the teleporter, and we take away all the weapons.

Hell

Enemies will not be much. We stamped along the straight corridors, there is nowhere to get lost. We leave to the boss. The tactics are simple - we shoot down the flashlights, and when it starts releasing new ones, we shoot the blue ball. After the battle we take the cube of the soul and leave. It was the shortest level in Doom 3 - Hell. The passage implies that you will go around it completely, but from the interesting there only landscapes.

A little back from the topic. Doom 3: Resurrection is very similar to this stage. The same empty and direct levels that could not impress even the most dedicated fans.

Breakthrough

So, we will have the last run on small levels to the final boss. In the delta complex we take away ammunition under the floor. We move forward. On spiders can practice using a cube of the soul. We climb up the shaft of the elevator, then through the hole - and down. We search the body of the chancellor, he has a map to the exit. At the infernal thickets we climb into the basement. We lower the staircase. And - down.

Central ... There are only lockers and monsters here. While climbing upstairs behind the map from the exit, search everything.

  • No. 452-571;
  • No. 669-468;
  • The code from the door is 627.

We return to the locked passage and on the elevator we go to the exit.

We go through any passage to the mobile bridge. First we roll to point 4 - there are enemies and cartridges. Then to the 2nd - there is a map from the exit. Well, then to the 1st.

On the next sublevel we go straight through the open doors. We reach a scientist who will give us an access card. We go back to the elevators, simultaneously opening what was previously closed. We rise on the elevators and there we use the remote control. He will open the "garage", by which you already had to pass twice.

Caves

One piece of advice - we keep cartridges. Especially we save the cube and BFG. The boss is not far. We reach the descent. To summon the elevator, we rise to the building on the right. There we jump a little on the eaves and find ourselves in the study with the remote control. We call our vehicle. We get down, not forgetting to shoot all the spiders. Now you can call the console to the left of the elevator itself. After the trip, another mash awaits us. Boldly we use BFG, but within reasonable limits. Using the remote, go up to the hatch, then go down, get a map and go up again. We run over the lava. At the tap turn it to the right and on it we pass further. In the elevator and below we are waiting for a couple of dangerous opponents, so we decide what is more important - cartridges or lives. This is the last obstacle in our path, and the final boss can only be killed by a cube. Should I save it - decide for yourself, but it will be charged where.

We reach the main excavations. Here - only the boss and the secret room on the left in front of him. The battle tactics are easier than ever. We run around in circles and dodge missiles, incidentally we shoot every little thing. As soon as the cube is charged, we shoot them at the boss. It will take a total of five charges to rest the scoundrel.

Here's a game here Doom 3 complete passage.

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