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. (223KB) +10KB 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. (297KB) +33KB 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. (309KB) +12KB Version 1.16 (08/25/04) - Fixed a few mistakes, expanded the walkthrough, updated level cheats, edited the FAQ-section, added level details. (363KB) +54KB 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 Version 1.18 (08/29/04) - Added a few FAQs, shortened the mod-section, added the missing cabinet code, expended the walkthrough, changed some tactics. (407KB) +28KB Version 1.19 (08/31/04) - Fixed some mistakes, expanded the walkthrough, added a few secrets, edited some cheats, added multi-player section, edited the story a bit, added more FAQs. The semi-final version. (440KB) +33KB
============================================================================== 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 manual.
If you want to get more background information, I suggest to read the official Doom Novels. They cost up to $5,- and are named Knee-Deep in the Dead, Hell on Earth, Infernal Sky and Endgame. They are a good read and will give you a lot of information. They story is almost the same as Doom 3, although you'll find some small differences. For example, the first Doom book starts at Phoebos, a moon of Mars, and not on Mars itself.
------------------------------------------------------------------------------ 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 Corporation.
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 Earth’s toughest, hardened in combat and trained for action. Shortly after reporting for duty at the Union Aerospace Corporation’s Mars research facility, a massive demonic invasion overwhelms the base, leaving chaos, horror and uncertainty in its wake. As one of only a few survivors, you must use overwhelming firepower and all of your combat skill to battle through the demon hordes, find out what went wrong and prevent the evil from spreading. Only you stand between Hell and Earth.
------------------------------------------------------------------------------ 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 failed.
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 direction.
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
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