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Retournez donc dans le secteur 2 en passant le sas Tuez-les puis passez le sas du secteur 2. Pourquoi pas aller le chercher? A vous de lui rendre la pareille. Martian Buddy Administration et Delta.

Share to your Steam activity feed. You need to sign in or create an account to do that. Sign In Create an Account Cancel. All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames. However, it does utilize the BFG Edition' s remastered visuals, as well as certain areas that appeared in Doom 3. Chronologically speaking, the player character in The Lost Mission is the first Marine to actually enter Hell [ citation needed ].

This is because in Doom 3 , Doomguy has to reach Delta Labs and fight through numerous obstacles. The Lost Mission technically contradicts the original Resurrection of Evil 's manual story [ citation needed ] the manual story is not printed in the BFG Edition in that it introduces more survivors of the events of Doom 3 , who escaped on the Darkstar shuttle. Doom Wiki Explore. Ancient Gods. Doom community. Wiki community. Explore Wikis Community Central. Register Don't have an account? Doom 3: The Lost Mission.

Know what weapon to use against each foe for maximum damage and results. Walk-through : This section offers a complete walkthrough of Doom 3's single player missions. You'll find solutions for every objective, locations of PDAs, cabinets, and supply stashes, and strategies for defeating tough sections and bosses.

Multiplayer : This section covers Doom 3 multiplayer map strategies. Cabinet Codes : A chart reveals all locked cabinets and their codes. Cheat Codes : Need extra help?

Look here for Doom 3 cheat codes. Personal data assistants are your primary source of information inside the huge UAC complex. These PDAs look like small red tablets and they're often found--but certainly not limited to--offices on top of consoles or desks. But on occasion a PDA might be hidden in a dark corner or down a hard-to-navigate hallway. PDAs include emails and audio logs of current though probably part of the undead at this point UAC employees and provide background story and, more importantly, cabinet codes.

You'll find locked cabinets throughout the game. Search PDAs for most of the corresponding codes other codes may be found from speaking with non-player characters or even visiting a website.

In general, most PDAs-with-code are found in the same room as the cabinet. Practice effective weapons management. Check the weapon and enemies section of this game guide for details on the best weapons to use against particular enemies. For instance, conserve ammunition against weak enemies like zombies. Use a single shotgun blast up close or even just the pistol if there are no other dangers around. Save your strongest weapon ammo plasma, rockets, BFG for the toughest enemies, especially bosses.

As you clear out and move through corridors and rooms, check dark corners for ammo, health, or armor. Stock up before pressing on. Pick up med kits and armor strategically. If you have 95 health, save the large med kit on the ground and return to it after suffering more damage. Note the location of health machines and return to them repeatedly if needed.

Look underneath desks, behind crates, and even in monster hiding spots for supplies. It pays to explore. The "ambush" is one of the best tactics against most Doom 3 enemies.

Let's say you move into a new hall and spot an imp appear in the distance. Instead of remaining in the hall and dodging projectiles and returning fire, retreat around the corner into the previous hall or room. The imp follows. He'll maneuver to that corner in hope of trashing you with his ranged shot or melee claws. But as soon as he turns the corner, move up close and blast the imp with the shotgun. This is a good way to lure armed soldiers too.

It can be hazardous fighting them from long-range. But up close your shotgun has the advantage! 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. Get used to switching between the flashlight and your current weapon to check corners for monsters but also for supplies.

When you spot an enemy and return to your weapon, you can expect the enemy to close in to your position. Just fire straight where your flashlight was pointed to defeat the enemy. Here are a few tips to keep in mind. Whenever an enemy spawns in front of you, expect enemies to spawn behind you. Check your back for enemies attempting to sneak up behind and perform their own version of the ambush.

Explosive barrels have been around since the original Doom. Look for opportunities to shoot an explosive barrel to cause blast damage against nearby foes. As a last resort, the Doom marine does feature a couple melee attacks. You can smack an enemy with the flashlight or switch to your fists. Neither is very strong, however; in fact, you'd be lucky to defeat a slow-moving zombie with either tactic and you're basically dead against most of Doom 3's enemies. But your firsts can be extremely powerful when enhanced by the berserk power-up.

You'll find the berserk power-up a couple times during the single-player campaign. While in berserk mode, your punches obliterate enemies. Explode a zombie in a single punch or knock back in imp with a berserk-powered right cross. You really should never have to resort to either weapon in standard combat.

If you're running low on ammunition, search for more instead of attempting to defeat tough enemies with a flashlight or your fists. Doom's chainsaw: then and now. A Doom sequel just wouldn't be the same without the chainsaw. It's actually a formidable weapon, particularly against zombies and lost souls when you're trying to conserve ammunition. Against other enemies, for instance imps or wraiths, the chainsaw isn't quite as useful because while you're grinding the enemy with the blade, the enemy is ripping you to sheds with its claws.

Also be careful against enemies that leap at you, such as cherubs and ticks. You'll suffer knock-back damage before you can connect blade with skin. Zombies are fairly slow, though, so you should be able to move in, slice and dice, and back out before getting struck.

Lost souls swoop in from a distance. Point the chainsaw in front of you and grind the lost soul as it approaches. If your aim is true, the lost soul dissipates before striking you.

Again it's a good way to conserve ammunition for tougher enemies. The standard issue pistol is a typical "first weapon" first-person shooter weapon.

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. It's useful against slow-moving zombies because you can reserve your other ammunition for tougher foes. The pistol: then and now. It can also be effective against enemies at long-range that can't reach you. For instance, use against an imp on a balcony or adjacent catwalk.

Remember that the pistol doesn't inflict the damage of better weapons so it'll take much longer to kill an enemy. Be ready to strafe and dodge the imp's projectiles repeatedly as you maintain your crosshair on the target. The shotgun is the ultimate close-range weapon and since Doom 3 consists of a lot of corridor fighting, it's one of the better overall weapons in the game.

Just don't bother at long-range. You'll use it frequently against zombies, soldiers, imps, wraiths, ticks, and cherubs.

At close-range, an accurate shotgun blast can eliminate these enemies in a single blast. The problem arises if you aren't so accurate and the creature remains alive. The shotgun's "recharge time" the amount of time it takes to fire the weapon again is rather long.

Meanwhile that imp you tried to blast at close-range is mauling you with its claws. The close-range powerhouse. The shotgun: then and now. Another downside is the shotgun only holds eight rounds at a time. In a frantic firefight, you may find yourself reloading too often giving your enemies a chance to reach your position. When facing an imp, maneuver as close as possible and aim the shotgun at the imp's upper torso. Use the same method against wraiths, zombies, and many soldiers.

You shouldn't advance at armed soldiers. Take cover behind a cover or other object and lure the soldier to your position. When the soldier is close, move out of cover and blast the enemy with your shotgun. 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.

It will require much more agile maneuvering and strafing to avoid these enemies' attacks. Use if there's available cover or a route to retreat through. You may need to move away from these enemies and require a safe place to reload. Doom 3's new machine gun is a solid weapon and fairly accurate at longer range. It possesses decent damage, rate of fire, and clip-size.

While it's not going to mow down the toughest enemies quickly, the machine gun is good enough to go toe-to-toe with most foes at medium-to-long range. Shoot cacodemons out of the air, blast soldiers at long-range, or fire in burst shots to clear out ticks and lost souls. When battling humanoid enemies, aim for the head for fastest killing results. At closer range the machine gun is effective but not likely to kill something fast enough so you avoid suffering damage.

Maintain the crosshair on the enemies head if you are using the weapon at close-range so you minimize possible damage. The shotgun is a better bet at close-range but if you stick with the machine gun, aim for the head. One of the most important aspects of the machine gun is keeping it reloaded. It's a relatively slow reload time.

Don't turn corners or enter new rooms with just five bullets left in the clip. Reload after battles or whenever there's a safe moment. If you hear the low clip sound warning, retreat to a safe location and reload. Don't get caught reloading in a frantic battle against multiple enemies. Doom 3's chain gun is essentially a high-powered machine gun. It offers increased damage and quick rate of fire but with some downsides. For example, the chain gun is much more inaccurate at longer range than the machine gun.

Avoid long-range battles. It's nearly a waste of ammunition. This is a powerful weapon and worth saving for closer encounters. Save up to use against a hell knight and you can mow down the beast in a single ammo belt. The chain gun: then and now. Also, the chain gun takes a few moments to "warm up". When you press the trigger, the chain gun begins to spin and moments later the weapon starts to fire. This fraction of a second could pose a problem if you're trying to hold off a leaping cherub or an approaching hell knight.

Since it does have the warm up time, the chain gun isn't as useful in blasting ticks or lost souls. You can't really fire in burst mode because of the lag between blasts. Like the machine gun, keep the chain gun reloaded. Don't turn corners or enter new rooms with just five rounds left. Don't get caught reloading in a frantic battle. The plasma gun offers an excellent balance of damage, rate of fire, and accuracy.

It fires plasma bolts in a straight line, making it useful at longer ranges against enemies you don't expect to move much such as an approaching hell knight or a charging commando soldier. Against even tougher enemies, a single cell 50 plasma bolts should be enough to defeat the enemy as long as you maintain accurate crosshairs. Doom's plasma gun: then and now. The downsides to the plasma gun are reload time and ammunition availability. There are cells scattered all over the place so if you use the plasma gun frequently, expect to be without ammunition for stretches at a time.

It certainly isn't as scarce as BFG cells but finding plasma cells will often be a reward for extra exploration or discovering a cabinet code. Use the plasma gun against just about anything in the game but it's best to save the cells for the toughest foes, such as hell knights, revenants, mancubus, or arch viles. Using grenades is simple: just select the grenade and hold down the fire button to throw. The longer you hold down, the farther the toss. Throw grenades around corners to wound or kill enemies.

Lure enemies into a chokepoint, such as a narrow doorway, and toss a grenade to inflict explosive damage. They can also be used to damage or kill enemies that are above your current position, such as an imp patrolling a balcony above.

Grenades are good against monsters that run straight toward your position, like demons or commando soldiers. A stationary imp is also an inviting target. Unlike previous games, Doom 3's rocket launcher requires reloading, which makes it more difficult to wield. There are only five rockets in each pack. After five shots you must endure the rocket launcher's reload time in order to resume the battle. The quintessential first-person shooter weapon.

Doom's rocket launcher: then and now. But it is certainly powerful and as accurate as you are. The rocket launcher should kill most "lesser" enemies such as imps, soldiers, wraiths in a single well-placed projectile. It's also strong against tougher foes but you may need to reload so it's wise to have cover or a retreat route available. It's wise to save the ammunition for tougher foes but if you need to kill an imp fast, there's not really a better substitute. You can still rocket jump with Doom 3's rocket launcher.

Point the rocket launcher at the ground, shoot and jump. The blast propels you much higher than a normal jump. You can use the rocket jump to reach places quickly for instance, eschewing a lift and just rocket jumping up to the higher catwalk but the blast does inflict self damage.

The BFG is Doom's ultimate weapon. It fires a green ball of death that actually inflicts damage to anything in sight as it moves through the air.

And if the green ball strikes, it inflicts even more damage. You can hold down the fire button to charge the BFG for greater damage; the weapon holds four BFG cells before requiring reload. But be careful. If you charge the BFG too long, it explodes in your hands--likely instant death.

The BFG: then and now. BFG cells are the rarest ammunition in the game. It's certainly best to save up the ammo for the toughest battles, primarily boss fights, multiple hell knights, or even an irritating arch vile. With the premium on ammunition, make your BFG shot count. It's a slow-moving projectile so it certainly isn't a given that the shot will connect. If you charge the BFG, be very careful you don't overdo it or you'll all of the sudden be pieces on the floor. The soul cube is a primary focus of Doom 3's single-player storyline.

It's a weapon acquired late in the game and offers some unique properties. For starters, you can't use it whenever you want. The soul cube tells you when it can be usedafter you've killed five demon enemies. Firing the soul cube will kill one on-screen enemy and transfer its life essence into your health. When the soul cube announces its availability, you don't have to use it immediately.

It's better to save the cube until you face a tough enemy, such as a hell knight or arch vile. But if you're drastically low on health, it's likely a wise idea to use the soul cube as soon as possible if you're under attack from several enemies. The zombies are a diverse set of enemies. You may find some carrying flashlights, others carrying wrenches, and even some overweight zombies.

For the most part, zombies are a pushover. They move slow and most are only dangerous up close where the zombie can maul you with its brute melee strength. In the early stages of the game, the zombie can pose problems because it can absorb a lot of damage from your pistol.

But once you acquire the shotgun, the zombies become less threatening. Often a single up-close blast eliminates a zombie threat, though two might be required. Watch yourself around a room's dark corners where zombies like to hide and ambush. If you encounter a group of zombies, don't get surrounded. Move to a corner or other position; here you can place the zombies in front--and in front of your weapon's crosshairs--instead of waiting for the zombie to inch up behind you.

Once you obtain the chainsaw, use it against zombies to save ammo from other weapons. Strike a zombie just after it attacks. The chainsaw can grind up zombie flesh in remarkably quick fashion. Don't waste strong weapon ammo on slow zombies. Like zombies, the term "soldier" encompasses a lot of enemy types.

These include the "z-sec" and commando variety. They certainly appear gruesome like zombies but they're quicker, often smarter can perform some occasional dodging , and carry a weapon.

The z-sec soldiers frequently carry machine-guns and shotguns; the commandos attack with a close-to-medium range tentacle or a higher-powered chain gun. Most of the z-sec soldiers will approach your position and attempt to attack you at closer range so it's best to lure them into an ambush.

When you spot a soldier, hide behind cover or a corner and wait for the z-sec to approach. Ready your shotgun the best close-range weapon and fire when the z-sec enters into your line of fire. Battling these soldiers at long-range can be tricky. The z-sec might duck in and out of cover and when they are in sight, they're a pretty darn good shot. If the z-sec doesn't approach, a grenade isn't a bad option.

The commando chaingunner: then and now. The tentacle-wielding commando will charge your position. A good counter would be the plasma or chain gun as the commando gets closer. A shotgun at close range will certainly be effective but the commando will have gotten off a couple tentacle strikes before you're within optimum firing distance. The commando with chain gun is similar to the z-sec soldier; he'll take cover occasionally and can certain inflict decent damage with the high rate-of-fire chain gun.

Eliminate from a distance with the plasma gun or rocket launcher ideally. The imp is the enemy you can expect to face the most in Doom 3. From early in the game all the way to the last battle, there are imps--many, many imps. The imp tosses projectiles from long-range and uses its claws as a close-range melee attack. Allowing an imp to enter close-range isn't a good idea.

Its melee attack is very quick and capable of knocking you around silly while other enemies reach your position. The imps are easier to deal with at longer range.

The projectile attack isn't particularly quick so it's easy to dodge. Point your crosshairs on the imp and strafe left or right to avoid the projectile while maintaining your crosshairs and weapons fire on the imp's upper torso or head. At medium-range, develop a pattern. Blast the imp, watch for the projectile arm motion begin, strafe to dodge the projectile, and then resume firing against the imp. The ferocious imp: then and now. A shotgun blast at close-range can defeat an imp in a single blast.

Just get close enough without the imp engaging its melee attack and, if possible, do so when there aren't several other enemies in the area to distract or harm you. Also, as is the rule with most combat situations, when you spot imps arriving in front of you expect there to be some arriving behind you. Like zombies, imps often hide in ambush points--in dark corners, behind hidden panels, and even at the entrance to new rooms.

The imp can lunge itself at your position often when it's waiting behind a door ; the strike is often too fast to dodge or counter. If you suspect an imp is ahead, open the door by positioning yourself at the side of the door. That way the imp lunges and hits the door jam. The wraith looks similar to an imp but it's hunched over its long, blade-like arms. It also teleport around the area; the creature performs a series of teleports as it moves close to your position. The best time to blast the wraith is when it comes out of its teleport adjacent to your position.

Greet the wraith with a shotgun blast aimed directly at its head. You can take down the wraith in a single shotgun blast if you connect. But get ready if you miss; the wraith uses its long, bladed arms as a vicious melee attack. Wraiths often travel in numbers so be careful waiting for one to move close; there could be another wraith teleporting in behind you. This ferocious beast somewhat resembles a gigantic dog Whatever it looks like, it's nasty. This is an update of the original Doom's demon, which was nicknamed pinky for its not-so-ferocious color scheme.

The demon's first appearance in Doom 3 is magnificent and one of the greatest enemy entrances of all time. The demon is fast and lacks ranged ability; it will charge you on sight and gore you like a bull.

The pinky demon: then and now. Your best counter is a powerful weapon that excels at both long and short ranges. Once recovered, the plasma gun is a good option. The chain gun lacks long range accuracy but should be sufficient to cripple the demon. And certainly the rocket launcher has the power to take down the pinky beast.

Early on, you're likely stuck with the shotgun or machine gun only. The shotgun does work but you'll have to be agile to avoid the demon's gnarly bite.

Circle strafe around the beast and pump him full of lead. The maggot is a two-headed creature that looks like a cross between an imp and a wraith. Like the wraith, the maggot huddles close to the ground and attacks with a melee strike only--but it will also leap at you like the imp.

A maggot's quickness is its strongest attribute. If you spot one in the area, consider looking around you because there's likely another running up behind you. The maggots can be handled rather easily from long-range with a machine gun or stronger weapon but a patient, and daring, player could eliminate the maggot from close-range with a single shotgun blast.

Aim for the upper body and head. This armored skeleton brandishes a rocket launcher on each shoulder. Not only that but this bony beast, called a revenant, fires homing rockets that are fairly adept at skirting around corners. Note that it is possible to shoot down the rockets, which can also be a slight problem too. When firing at the revenant from long-range, the rockets can serve as a shield to block your attack--at least momentarily. The revenant: then and now.

Revenants are deadly, especially in numbers. UltimateDoomer Offline. Category: Maps or Levels. Languages: English. Guide Index. Map console command. DOOM 3 levels. Resurrection of Evil levels. Lost Mission levels. The "map" console command is used for loading a map. This command can be used to select any level of the game to play.

The following sections of this guide list all of the game's levels in order, along with the filenames that can be used with the map command. The full level name is written first, and then the name of the map file is shown after the "-". When you warp to a level, you will have only the basic starting items. It is suggested that the level warp only be used after finishing the game, since skipping levels may also skip information that is important to the game's story.

UAC Administration - admin Alpha Labs Sector 1 - alphalabs1 Alpha Labs Sector 2 - alphalabs2 Alpha Labs Sector 3 - alphalabs3 Alpha Labs Sector 4 - alphalabs4 EnPro Plant - enpro Communications Transfer - commoutside Communications - comm1 Monorail Skybridge - recycling1 Recycling Sector - recycling2



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