Foundry

The Foundry is the third level of Doom (2016). It is an and as such is filled with hazardous molten liquid metal. The Praetor suit does not offer sufficient protection from the heat if the player comes in contact with the metal, and so it must be avoided. The third mission, Meltdown, takes place here after VEGA alerts the Doom marine and Dr. Samuel Hayden that the demons have shut down the cooling turbines and could cause a catastrophic explosion to occur. The plasma rifle is introduced in this level.

"With the satellite back online, the full scale and origin of the attack is revealed. Olivia Pierce, the Lazarus Project's lead scientist turned cult leader, attacked a Hell wave and released hundreds of demons from their holding cells in the Lazarus Laboratories. The devastation that followed has left the facility on the brink of complete destruction - the Foundry reactors are in critical meltdown. Samuel Hayden, a survivor and Head of the Mars facility has offered you his help if you need it. You don't. You just need ammo and a way to stop the meltdown before it tears the base apart."

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Description
The Foundry is the primary processing location for heavy elements mined from areas surrounding the UAC Mars Base, including the Argent Fracture. Elements processed here, in particular transitional metals and noble gasses, are required for refinement of Argent plasma. The Foundry is a high risk area due to volatile materials and high-temperature metals, so workers assigned to it are given regular "med-checks."

As of 2146, employees exposed to hazardous materials began being sent to the Lazarus Labs for "cleansing," "re-education" and, where possible, "reintegration". This is stated to have resulted in a dramatic drop in official casualties.

Mission 03: Meltdown
After learning from VEGA that the foundry is about to experience a critical meltdown, the Doom marine travels there to reactivate the cooling turbines. On arrival at the foundry the marine finds that the turbine room is locked down due to a demonic incursion, which can only be lifted by destroying four gore nests in the area. After destroying all four nests, the marine proceeds to the turbine room and reactivates the turbines; they are then informed by Samuel Hayden that a primary control room has been activated nearby, where the marine finds Olivia rerouting all available power to the Argent Energy Tower to create a portal between Mars and Hell. Hayden explains that the system will not allow anyone but Olivia to shut down the tower, so it will have to be shut down manually from the surface; the marine travels to the Argent Facility to put this plan into operation.

Objectives

 * Stop the Meltdown
 * Destroy the Gore Nests (0/4)
 * Activate the cooling turbine
 * Investigate the signal


 * Shut down the Argent Tower

Essentials
Head round the first corner and VEGA will inform you that it has added a Combat Rating tracker to the top-right of your screen, allowing you to gain up to five additional weapon points by killing enemies. Head through the door to enter the smelting area, turn left to jump over a gap in the walkway then go through the door on your left to find a combat support drone. Head through the next door on your left and kill the possessed scientists waiting in the hallway (along with an engineer) then turn right to find more scientists fighting with a possessed soldier. The way forward is blocked by a gas leak; go to the nearby control panel and try to use its hand scanner, then turn round and use the panel behind you to play an echo recording showing an employee being carried away by a Hell knight. Follow the recording to a broken bridge - you will not be able to jump across, but if you look down you will see a walkway you can drop down to. From the walkway there are several ledges you can climb to get on the other side of the bridge, where you will find the employee's corpse; pull off its left arm, kill the imp that appears behind you then backtrack to the control panel to use the hand scanner again and shut off the gas leak. Head through the now-open door to find the first gore nest; when you rip out its organ you will have to contend with imps as well as a couple of Hell razers, so watch out for their energy beams.

With the first nest destroyed, backtrack to the smelting area and head straight across the bridge in front of you to reach a door locked by the blue key; on your left is the locked door leading to the turbine room, and next to it is a hole that you can drop down to reach the lower part of the smelter. Carefully follow the walkways until you have to jump over a gap then turn left to reach an arched area with imps and soldiers who are guarding the second gore nest, then go round to the nest and rip its organ out to call in some more imps and soldiers as well as razers. After the nest is destroyed, look for a walkway just above the nest area that has a now-unlocked door and go through it, then follow the passage past some scientists until you can climb up one floor where you will encounter an imp. There it a window just behind the imp - drop through it and turn left to go up some steps, then climb on the boxes in front of you and turn round to see an overhead ledge that you can leap to. Go through the doorway on your left then turn left and climb the steps to return to the upper area of the smelter.

In front of you is a pillared area with imps and soldiers; kill them then head up some steps to the raised ledge around the pillars and follow it to find a corpse carrying the yellow key. Go back to the pillared area where a Hell knight will teleport in - stay on the move and keep out of range of its crushing fists - then backtrack to the blue door area; just before you reach it you will see a long bridge on the left which leads to a walkway surrounding a pool of molten metal. Kill the scientists waiting here followed by more imps and soldiers, then look right to see some steps leading up to a yellow door; you will have to deal with another knight before going through it. Go up the stairs and through the doorway on your right to enter a hallway with a conveyor belt where you will face various enemies including another knight, then follow the conveyor to the end and go through the door to find the third gore nest. Interacting with the nest will pit you against several enemies including imps, soldiers and razers followed by a knight.

From the third nest, go up the stairs and turn left to see a door in front of you; go through this door and take the blue key from the corpse behind it, then follow the curved walkway down two sets of broken stairs to find a blue door that will now open for you. Go through and kill the engineer and scientists waiting around the corner then enter the next room to dispose of some imps (there is a health station in this area as well if you need it). Go down the stairs to find the final gore nest and pull out its organ, kill the imps that appear nearby then go back up the stairs to slay some soldiers followed by a knight; once they are dead, go back down the stairs and head through the blue door opposite the nest to return to the area with the now-unlocked turbine door. Head through this door now and go straight forward through a second door, then head down some stairs and use the control panel in front of you to get the turbines going. Before the turbines activate you will have to fight off waves of imps, razers and knights so stay on the move at all times.

Once the turbines are activated, head up the stairs above the second turbine and go through the door at the top to find an elite guard then proceed forward through a second door and activate the panel in front of you. Once the cutscene ends, kill the scientists and imp that ambush you then head through the door Olivia just used; on your left is an airlock that you can use to finish the level.

Challenges

 * Three Possessed, One Barrel
 * Kill three of the possessed with one explosive barrel.


 * Curb Stomp
 * Perform three "Death from Above" glory kills on possessed soldiers (attack from above).


 * Quite the Collector
 * Find two collectibles. Refer to the "Collectibles" section below for more information.

Classic level
Halfway along the bridge connecting the blue door and yellow door areas is a large square vent with a lever next to it; after throwing the lever, continue on to the yellow door side of the bridge and look ahead to see an open wall ahead leading to the maze area from Doom's. There are several imps and soldiers waiting in the maze, but you can find various supplies and ammo pickups inside it as well (secret #5 from the original level is also present, but contains no items).

Special items
To find the automap station, head up the stairs in the room containing the second gore nest to a door but do not go through it; instead, enter the narrow passage opposite the door and go round a corner to find the station.

Just before reaching the employee needed for the hand scanner you will climb to an L-shaped walkway. Look up and right to see a vent opening leading to a secret chestplate pickup.

Trivia

 * At, producer Marty Stratton displayed a beta version of the level on a much earlier build of what was still considered , and mentioned that this level began as part of the original Doom 4 concept which was abandoned and rebooted. While undergoing massive revisions during the re-development of the game and being greatly expanded into its final, vastly non-linear layout in the process, this makes it one of the largest known surviving relics from the previous concept.
 * If the Doom marine dies while standing in molten metal, they will give a thumbs-up as they sink below the surface. This is a reference to one of the final scenes of , where the T-1000 is lowered into molten steel and gives a thumbs-up as it is destroyed.