Today we will consider the Doom 3 game, the passage of which an experienced player will not take much time. But our review may come in handy if you get lost or have no idea what to do in the mission. In addition, we will tell you about what Doom 3: BFG Edition is, the passage of which players are often looking for.
Reissue
We start by immediately placing the points over and. In October 2012, the re-release of the famous game called Doom 3: BFG Edition entered the world market. The passage of all the individual parts in the repack is no different from their original source plot. The set consisted of three separate games: the original game and two official additions of Doom 3: Lost mission and Doom 3: Resurection of evil. Passing add-ons is not much different from the original game. And if Resurrection of Evil still brings new locations and gameplay into the game, leaving only old opponents, then The Lost Mission consists entirely of locations familiar to the player. In short, Doom 3: Lost mission is just the same story told from another person. Even the puzzles there are “licked” from the original part, and you can read their solution here.

What can you say about the passage 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 begin to play Doom 3. The passage of the game starts with the fact that we fly to Mars in the company of an anonymous soldier and scientist Bertruger. We have to fuss with papers and getting a "pager". After going through the search and getting a PDA, take a closer look at the latter. If you decide to go through the game yourself, then without some of the files that you download, you can not do.
At the initial stage, the game is almost linear. We get to the command center, where we are sent on the first mission - to find the missing scientist. Nothing complicated, just follow the bot and end up in the city subway.
There is nothing special to do here, just go in a straight line. There will be no forks. Be careful: you will have to meet the box locked on the code on your left. You don’t have to look for a combination for a long time, there should be a piece of paper with the right number (531) next to the table. We move to the bridge when it disappears, we turn a little to the left.
Next, we 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). At the end we get to the elevator and go down. Here we will have to meet with the scientist. But he’s not happy about it. All that remains for you is to kill him.
- At this point, you need to understand how to deal with zombies . Despite the fact that these are the first and weakest opponents in Doom 3, passing the game can be very complicated if you climb forward, not paying attention to anything. Zombies are weak in defense, can not attack at a distance. However, strong enough in melee. Therefore, we run from them in a circle and shoot from afar.
After the murder of the scientist, we have to go back. After a short clip, you will meet with a new opponent - Imp (demon). These creatures throw fireballs, and some teleport.
- Killing an imp is a fairly simple task. Wait until it releases a ball of fire in you, and then run to the side. If you take into account the ability of the opponent to rush forward, you can either try to crouch before the throw, or just be constantly in motion.
We kill the very first demon. Behind the fire you can find a first aid kit. In general, the story repeats itself. We have nowhere to turn, just prem ahead. In addition to demons and zombies, you will meet the "marines".
- To cope with the "sailors" is quite simple because of the low protection. Either shoot them from afar, or hide and kill point blank from a shotgun. Skirmishes at medium and close ranges are undesirable because of the astonishing accuracy of a 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 his left.
- In a room with a disassembled (leaky) floor, you can find a shotgun, first aid kit and armor. To the right of the mechanism in the floor we take weapons, and after we fail, crawl under the pipes and take the ammunition.
- If you get to the last closed door, then go back a little and go into the next room with the computer.
In the town
It seems to be back, but not really. Doom 3, the passage of which we are considering, gives us a surprise. The city is in ruins. We go in a straight line. In one of the dead ends we move a little to the left, and they will lower the stairs to us from above. We crawl along the pipes in pipes and then 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. You can hear the code (347) from it if you listen to the memory card, which is lying around here. At the exit from the laboratories behind the fire, you can get a map from the weapons warehouse (584). When you get to the closed door, wait a bit. You will be contacted by the radio and open it. In general, passing Doom 3 will make you hate boxes, because they are everywhere. Although it is more logical than in other games, when the cartridges are strewed from demons or just lying around on the street.
Now the robot is helping you again. Go slowly, scouring the county 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. Feel free to enter the administration. We will be shown a conversation between the Chancellor and Bertruger.
We are heading in the only direction accessible to us - to the left in the Alpha laboratory. In one of the offices we find a cabinet with grenades 013. The code lies next to the letters on the map (586). Stomp on. Having reached the closed gate and the half-dead soldier, we find out that we must move back. Killing all the opponents, we reach the enclosed space. It opens in the office on the right.
- Kicks . Hefty, clumsy, but fast monster. Kill him, leaning out from around the corner.
We kill a couple of such creatures, one of which will pierce the passage to us, we move forward. In the next office, open the cabinet (0508) and pick up the machine gun. Further up the stairs. At the nearest fork, turn right. Past the window to Banks' office. We are looking for a room with candles. There must be a map that we are looking for. Go back. To that door.
Alpha Lab
So, the laboratory is the next stage that Doom 3 offers. Passing this location will require some skill from the player. We open the gates and run into the darkness. We calmly move on, killing a couple of demons along the way. We turn right at the installation, having noticed cabinet number 009 along the way. In the control room we find the code from it (752). After using the remote control, we move along the beam. At the end of the corridor on the right is a hatch with a remote control, on the left is a door behind which fire is burning. It must be put out. We turn back and stomp into the dark. We find the remote and return. Immediately kill a couple of new opponents.
- Maggot . It attacks by leaps, so either we shoot from afar, or we shoot at its feet, as it either crawls or crouches before the attack.
We crawl under the floor and get to the bridge. In a place where barrels will be thrown at you, we throw grenades at the enemy. And then all the way up. Right closed. We go left, climb the ceiling and go through the door. We pick up the card and immediately jump from the beams to the closed door. Come in. Search the dead ends and go right.
Here begins the second sector. We move forward, and then rise up. Crawling, and on the fork in the right, you can take cartridges. We go into the office with 2 zombies, pick up the armor under the floor. We stamp further, bypassing the conveyor, use a computer and pick up the cartridges on the stairs to the left. Get down on the elevator. Defending the scientist ... Although all the same, in the end, to no avail. In the dark, we look for cabinet 038 (code 409), inside another door 039 (code 102). We get out and find ourselves in front of the mechanism that lowers the ladder. While this happens, we fight off the spiders. But this place you still remember in Doom 3: Lost mission. Passage literally pokes us with a nose into places where heroes could be crossed.
- This new adversary is not particularly dangerous. Either we collect in a heap and throw grenades, or shoot one at a time.
Another surprise from Doom 3 is sector 3. Passing is actually not so difficult. Before us is a fork. On the left is a closed door requiring a card. Directly - the infected room. In the next office - a crane control panel. With it, we move barrels of green smoke to the far corner of the room. We select a card in a cleaned room. We open the cabinet 047 (code 123). We return to the closed door. We take a first-aid kit under the stairs and open the cabinet 048 with code 123. In the next room we kill a bunch of spiders and move on. On the red corridor to the left, then back, and use the computer. We climb into the ventilation at the pharmacy - and then behind the armor. We ride the elevator down. After the glass is broken by the nightstand, we get out and open the last cabinet No. 049, again, with code 123.

Last sector of laboratories. You need to get to the factory as quickly as possible ... Although you can take your time, you still have time. We save the scientist, he will give you supplies. We pass through the camera and climb up. There will be a dead end with cartridges on the left. Opened a healthy room, go around a dark area. We pass over the bridge - and again upstairs. We kill the maggot and run forward, not paying attention to the spiders. We jump down. Seeing the bridge on the left, we pass by behind the plasmogan to the imps. Behind the bridge from above is another cabinet 064 (code 651). Another bridge. Having strayed away from spiders we slap further. Here we have a meeting with the first boss. Using freshly mined plasmogan and dodging shells, we burn it to the ground.
Reactor
After a series of episodes, we will be set a goal: to repair the reactor. We run down the stairs. We clean the room on the right with grenades and collect the cartridges. Further 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 over long distances.
After the bridge has been assembled, we take the plasmogan in the locker No. 063 (code 972). We move along the bridge forward. We get to a red-hot reactor, bypassing 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. Directly and directly, past a 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 flies. Killing him is not necessary, but if you really want to, then you can. It’s better to shell it from afar, it will be easier to dodge shells.
Having taken the oxygen cylinder, we go down to the right into the airlock, however we do not approach the door, but continue to move to the right. We climb into the ventilation, after which we again get out onto the street. Turn left and run, ignoring the spiders. We call the elevator and while it goes, we kill evil spirits.
After the next video insert, we pick up a chainsaw outside the door on the left and immediately test it on a fresh zombie. We use the remote control and stomp on the next door. There we find a broken elevator. We return to the opened passage.
We go upstairs to station number 2. Past it we go to the console from the first. We sit in the cart and click on the second line from the bottom. So we will arrive at the second station. Then we move straight, then to the right. Nowhere else to turn. Straight all the time. After using the remote control, we return to the 3rd station - this is the way out. By the way, the same place was used in Doom 3: Resurrection of Evil. The passage there is exactly the same.

After observing the Chancellor's races, we move to the jeep. We are going by elevator ... The doors of the monorail and the communication center are closed. The second opens in a room at the table. Despite the fact that the communications center was destroyed from Doom 3's most powerful weapon, the BFG, the passage still forces us to go there. We pick up the card and return. Especially nowhere to turn. When you get to the bridge, move right and up on the platform. In the warehouse of the bots we unlock the locker No. 054 (code 246). We immediately launch the robot and follow it. On the elevator we rise to the 3rd floor. We go to the control room and send a message.
Processing workshop
In fact, here begins the passage of "Doom 3. Part 3". We move back (or forward?) Along the only possible way. We will meet a new monster.
- Actually, there should be no problems. Do not let the revenant close to you and, if possible, shoot down his homing missiles.
We move forward, killing everyone in a row. After the descent, there will be a fork in the elevator. We go in any direction, it will converge anyway. After the zombies we go up the stairs and turn into the left room. Using a pump, we clean it. To do this, we move from the dirty room to the next. We lower the stairs, go to the dead end and jump onto the pipes. We crawl along them to the pump control panel.
We get out, kill the revenant and find ourselves again in front of the polluted room. We move forward. We select a rocket launcher. And go, go! If possible, kill the revenants and dodge the shots of Kakodemona.
Here begins the second sector. We listen to the dialogue and begin. In the room we use a computer. We try to shoot back from evil spirits with anything except plasmogan and rockets. We go upstairs and arrange another kroshevo. We get down. Then we go on the right side, not forgetting to use the remote control 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 as three of these creatures. Slow and healthy, well shot from afar with a plasmogan. It was for them that we took care of him.
After the trinity, small grasshoppers will appear. We get down on the elevator, there is a fork. Directly - cupboard No. 003 (code 483). To the left is the exit.
The next level of Doom 3 is the monorail. Passing it is much faster than even the first chapters. First we plow the surroundings around the train. After that, we sit down and go. On one of the platforms it will be necessary to go out and open the gate manually. What we do, incidentally killing the infernal 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, we squat down and start backing away.
We select armor under the stairs. On top of the damper (code 826), cabinet No. 054, code 142. We are returning. After the crash, go up and to the right. In a glass cabinet card. We move on to the turret. We do not disconnect, but we go out the door to the cabinets No. 078-079 and open them with code 364.
Laboratory "Delta"
There are few enemies. We calmly rummage around the location in search of an access card (near the corpse). After you open the passage, turn right. We go out into the open space. After the battle, we go down under the floor. Cabinet 21D (code 298). We move forward and down. We go into the cab and start the turbine. Then forward, forward again, and go down to the elevator exit.
In sector 2, there is nothing special to do. We open locker 112 with code 538. At the only intersection, go straight ahead. After a dialogue with a scientist and some manipulations, we again find ourselves at the same fork. We go left, start the manipulator, and run across it further. The room with the BFG opens with the code 931. Cabinet 116 - with the code 972, and No. 114 - 715. The last room will have the inductor needed for the teleport. We get down on the elevator and stomp to the scientist.
Sector 2-b is not much different from its first half. Walking through Doom 3 (part 3 of the labs) is terribly boring but useful. We move forward, not forgetting to search all the rooms and poke buttons on computers. Immediately near the entrance to the right there will be a room with a key card, which is useful at the end of the zone. Here is a 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 rise on the elevator, turn right. At the scientist and a number of lockers we move through the boxes. Soon we will face a problem - 2 doors. Closed and open. Closed is a short way to exit the level, the key to 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 series of rooms and another conveyor, we get to the exit. Here we will meet with another generation of hell.
- Archville . It is unpleasant in that it causes crowds of other monsters and is very "fat" in terms of lives. Without hesitation, we shoot at him from the BFG - and zero problems.
We go into the 3 sector. Here we have a real massacre in which you should not spare the cartridges, BFG and grenade launcher. Next we shine a little leapfrog. In principle, the path is direct, so just describe the settings of teleports.
- In the first place, select "Point 2".
- The second teleport is "Point 3".
- In the third, it is worth visiting all points except 4 in the following order: 3.2.1.
Here is the way out to sector 4. We search the room and move on. Appear the “Knights of Hell" into cutlets using BFG. We go to the teleport, and all the weapons are taken from us.
Hell
. , . . - , , . . Doom 3 - . , , .
. Doom 3: Resurrection . , .
Breakthrough
, . - . We move forward. . , - . , . . . - .
... . , .
- №452 - 571;
- №669 - 468;
- - 627.
.
. 4 - . 2- - . 1-.
. , . , , . . "", .
- . . - . . , . . . , . . . , . , , , . . . , , , - . , . - , .
. - . - . , . , . , .
Doom 3 .