Difference between revisions of "Alpha Labs - Sector 1: Union Aerospace Science Division"

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m (Monster/item count turned out to be not quite correct, will be redone (for all difficulties this time) + proper walkthrough.)
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{{level stub}}
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{{Doom 3 maps|pic=Alpha Labs 1 Title Screen.png|map=game/alphalabs1}}
{{Doom 3 maps|map=game/alphalabs1}}
 
 
'''Alpha Labs - Sector 1: Union Aerospace Science Division''' is the fifth level of [[Doom 3]]. Built in 2095 and located on Site 2, Alpha is the [[UAC]]'s center research lab. Sector 1 houses the EPD (Elemental Phase Deconstructor) and the Hydrocon. [[Maggot]]s are introduced midway through the level in a cutscene.
 
'''Alpha Labs - Sector 1: Union Aerospace Science Division''' is the fifth level of [[Doom 3]]. Built in 2095 and located on Site 2, Alpha is the [[UAC]]'s center research lab. Sector 1 houses the EPD (Elemental Phase Deconstructor) and the Hydrocon. [[Maggot]]s are introduced midway through the level in a cutscene.
  
==Summary==
+
==Summary==
[[File:Alpha Labs 1 Title Screen.png|thumb]]
+
[[File:Alpha Labs 1 Level Scheme.png|thumb|right|Map overview.]]
Sergeant Kelly radios in again, urging the Player to meet up with Bravo Team as soon as possible. The Player enters Alpha Labs's Reception area and clears out the zombies inside. He then uses a security terminal to open a locked door and proceeds deeper into the facility. He fights his way to the EPD Lab, where he finds that the only way to go further is through the EPD collection chamber. After clearing out the demons and zombies in the EPD control room, he opens a repair gate, giving him access to the collection chamber. The Player crawls into the collection chamber (being sure to avoid the instantly fatal EPD beam) and exits through a maintenance conduit.
+
[[Sergeant Kelly]] radios in again, urging the marine to meet up with [[Bravo Team]] as soon as possible. The marine enters the Alpha Labs' reception area and clears out the zombies inside. He then uses a security terminal to open a locked door and proceeds deeper into the facility. He fights his way to the EPD Lab, where he finds that the only way to go further is through the EPD collection chamber. After clearing out the demons and zombies in the EPD control room, he opens a repair gate, giving him access to the collection chamber. The marine crawls into the collection chamber (being sure to avoid the instantly fatal EPD beam) and exits through a maintenance conduit.
  
The Player heads further through Alpha Labs, until he runs into a fire blocking the way. He finds a monitoring station at the EPD Particle Emulsifier and uses it to extinguish the fire. Upon reaching the EPD Contaminant Purge room, he encounters a new enemy - Maggots. After defeating the Maggots, the Player crawls through a crawl way underneath the floor and arrives near the section responsible for maintaining the Hydrocon. Eventually, he encounters a survivor - George Krietman - who warns him not to shoot the Hydrocon tanks inside the lab. The Player proceeds further into the base, where he uses the PDA of the deceased Bernie Lipsitz to gain access to the Hydrocon itself. Here, he catches a glimpse of Counselor Swann and Jack Campbell heading through Hydrocon Observations. The Player finally reaches the exit elevator, where he defeats another ambush by Maggots, before taking the elevator to the next level.  
+
The marine heads further through Alpha Labs until he runs into a fire blocking the way. He finds a monitoring station at the EPD particle emulsifier and uses it to extinguish the fire. Upon reaching the EPD contaminant purge room, he encounters a new enemy - [[maggot]]s. After defeating the maggots the marine crawls through a crawl way underneath the floor and arrives near the section responsible for maintaining the [[Hydrocon]]. Eventually, he encounters a survivor, George Krietman, who warns him not to shoot the Hydrocon tanks inside the lab. The marine proceeds further into the base where he uses the PDA of the deceased Bernie Lipsitz to gain access to the Hydrocon itself. Here he catches a glimpse of [[Counselor Swann]] and [[Jack Campbell]] heading through Hydrocon Observations. The marine finally reaches the exit elevator where he defeats another ambush by maggots before taking the elevator to the next level.
  
==Walkthrough==
+
===Areas===
After transfer, enter the reception ahead, and head directly to the terminal on the right behind the desk.  Activating it will light up the area, making it easier to engage the zombies.
+
:Air Lock
 +
:Alpha Labs Reception
 +
:Atomic Stabilization Hub
 +
:EPD Observation Platform
 +
:Alpha Labs Main Junction
 +
:EPD Lab
 +
:EPD Collection Chamber
 +
:EPD Particle Filter
 +
:EPD Junction 2
 +
:EPD Particle Emulsifier
 +
:EPD Particle Scrubber
 +
:Storage Area 2
 +
:EPD Containment Purge
 +
:Crawl Way 13
 +
:Alpha Labs Junction 3
 +
:Hydrocon Condenser
 +
:Hydrocon Oxygenator
 +
:Hydrocon Junction 1
 +
:Hydrocon Control
 +
:Hydrogen Siphon
 +
:Stabilization Junction
 +
:Hydrocon Stabilization
 +
:Oxygen Siphon
 +
:Hydrocon Lab
 +
:Storage Area 8
 +
:Hydrocon Junction 4
 +
:Hydrocon Observation Platform
 +
:Hydrocon Junction 3
 +
:Alpha Labs Sector Junction
 +
:Elevator
  
The Blue 16 door leads to the Atomic Stabilization Hub.  One shotgun Z-Sec should be near the door and you may be able to attack before he reacts.  Two other Z-Secs are to the right, taking cover.  Proceed left.  Opening the Blue 17 door has a crouching imp ready to attack, and released another zombie from the main room. Two more Z-Secs approach from the Blue 18 door on the opposite side of the EPD Observation Platform.
+
===Objectives===
 
+
;Alpha Access Elevator.
Enter the EPD Lab.  You will be attacked by Imps.  Head to the control room, where the screen turns red, after which three imps will attack.  Head to the console that allows opening the repair gate.  There will be plenty of attackers soon after the screen turns red, especially from dark corners.  If you get injured, there's a health station with 73 units.  With the repair gate open, you can advance, but be sure to duck under the beam to avoid damage.  The chamber has a conduit that can be opened to exit, although there is a Z-Sec waiting outside.
+
:Find the personnel elevator that leads to Alpha Labs Level 2.
 
 
In EPD Junction 2, the way forward is blocked by two flame jets.  Head down the corridor opposite these jets to the EPD Particle Emulsifier.  A few enemies later, you should reach a console to seal the leak, and head to the EPD Particle Scrubber.
 
 
 
The EPD Particle Scrubber will have one Z-Sec running from the door ahead.  Approaching the door opens a storage closet behind with one Imp and one Z-Sec.  The platform below has armor, with an imp released from infront of the armor.
 
 
 
Going through the door to the EPD Contaminant Purge will start the cutscene introducing [[Maggot]]s.  They are easily defeated with several bullets.  When they're finished, you can go through the floor and into the crawlway.  The first exit allows you to proceed, while the second only contains a medikit and a few clips.
 
 
 
Alpha Labs Junction 3 has a few enemies, simply head to the Hydrocon Condenser.  In this room, the floor sometimes gives way, only serving as flavor rather than being a threat.  In the Oxygenator, watch for two barrels being thrown, and two enemies on the upper floor.  Back in the condenser, the stairs will give away - if they do but you're on the wrong side, you can jump and climb its railing.
 
 
 
In Hydrocon Junction 1, you're attacked by two imps, one in front and one from behind.  Head to Hydrocon Siphon, and climb the ladder. You will reach G. Kreitman, he tells you not to shoot the glass, but you can continue and collect Bernie's PDA to open the Hydrocon Control door.  A few enemies are past the door, with imps in the hydrocon lab.  A health station with 44 units is just before the Alpha Labs Main Junction.
 
 
 
Door Blue 19 leads to a dead end, turn right to doors Blue 20 and 21. One maggot appears.  Blue 22 is the final door, with several maggots attacking at once, and the elevator being just ahead.
 
 
 
===[[PDA]]s===
 
 
 
* [[Kyle Berger]]: At EPD Lab.
 
* [[Jack Smith]]: At EPD Particle Emulsifier.
 
* Bernie Lipsitz: At Hydrocon Stabiliazation
 
* George Krietman
 
 
 
===[[Video disks]]===
 
* Elemental phase deconstructor: In EPD Lab, in the control room.
 
* Hydrocon: In Hydrocon Control.  
 
 
 
===Characters===
 
  
 +
==Characters==
 
* [[Sergeant Kelly]]
 
* [[Sergeant Kelly]]
 
* [[UAC announcer]]
 
* [[UAC announcer]]
Line 47: Line 51:
 
* [[Jack Campbell]]
 
* [[Jack Campbell]]
  
 +
==[[PDA]]s==
 +
* [[PDA#Kyle Berger|Kyle Berger]]: Found in EPD Lab.
 +
* [[PDA#Jack Smith|Jack Smith]]: Found in EPD Particle Emulsifier.
 +
* [[PDA#Bernie Lipsitz|Bernie Lipsitz]]: Found in Hydrocon Stabiliazation
 +
* [[PDA#George Krietman|George Krietman]]: Obtained by killing George.
 +
* [[Michael Abrams]]: Found in Alpha Labs Sector Junction (only in the first Xbox version).
 +
 +
==[[Video disks]]==
 +
* [[Video disks#Elemental Phase Deconstructor|Elemental Phase Deconstructor]]: In EPD Lab, in the control room.
 +
* [[Video disks#Hydrocon|Hydrocon]]: In Hydrocon Control.
 +
 +
==Statistics==
 
===Enemies===
 
===Enemies===
Total enemy count for the Veteran difficulty:
+
Note: includes only enemies that can be fought and killed. The enemy count on Nightmare is the same as on Veteran. There are no changes in the enemy amount in the [[Doom 3: BFG Edition|BFG Edition]].
 
{| {{prettytable|style=text-align: center;}}
 
{| {{prettytable|style=text-align: center;}}
 
|-
 
|-
|style="text-align: left;"|[[Zombie (Doom 3)|Zombies]]||18
+
|style="text-align: left;"|'''Enemy'''||'''Recruit'''||'''Marine'''||'''Veteran'''
 +
|-
 +
|style="text-align: left;"|[[Zombie (Doom 3)|Zombie]]||colspan="3"|23
 +
|-
 +
|style="text-align: left;"|Pistol [[Z-Sec]]||colspan="3"|1
 
|-
 
|-
|style="text-align: left;"|Wrench [[Zombie (Doom 3)|Zombies]]||2
+
|style="text-align: left;"|Shotgun [[Z-Sec]]||colspan="3"|4
 
|-
 
|-
|style="text-align: left;"|Fat [[Zombie (Doom 3)|Zombies]]||3
+
|style="text-align: left;"|Machine gun [[Z-Sec]]||9||colspan="2"|11
 
|-
 
|-
|style="text-align: left;"|Pistol [[Z-Sec]]s||1
+
|style="text-align: left;"|[[Imp (Doom 3)|Imp]]||13||17||18
 
|-
 
|-
|style="text-align: left;"|Shotgun [[Z-Sec]]s||4
+
|style="text-align: left;"|[[Maggot]]||14||colspan="2"|18
 +
|}
 +
 
 +
===Items===
 +
The item count on Nightmare is the same as on Veteran, except the med kits are absent.
 +
{{col-begin}}
 +
{{col-break|width=33%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Doom 3
 
|-
 
|-
|style="text-align: left;"|Machine Gun [[Z-Sec]]s||11
+
|style="text-align: left;"|'''Item'''||'''Recruit'''||'''Marine'''||'''Veteran'''
 
|-
 
|-
|style="text-align: left;"|[[Imp (Doom 3)|Imps]]||14
+
|style="text-align: left;"|[[Shotgun (Doom 3)|Shotgun]]||colspan="3"|7
 
|-
 
|-
|style="text-align: left;"|[[Maggot]]s||18
+
|style="text-align: left;"|[[Machine gun]]||colspan="3"|6
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Bullets|Bullets]] (small)||colspan="2"|3|||2
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (small)||colspan="3"|7
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (large)||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (small)||colspan="2"|12|||11
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (large)||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Grenade]]s||colspan="3"|4
 +
|-
 +
|style="text-align: left;"|[[Supplies (Doom 3)#Med kits|Med kit]] (small)||colspan="3"|9
 +
|-
 +
|style="text-align: left;"|[[Supplies (Doom 3)#Med kits|Med kit]] (large)||14||13||9
 +
|-
 +
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Armor shard]]||37||34||32
 +
|-
 +
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Security armor]]||10||colspan="2"|8
 
|}
 
|}
 
+
{{col-break}}
===Weapons/Items===
 
 
{| {{prettytable|style=text-align: center;}}
 
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Doom 3: BFG Edition
 +
|-
 +
|style="text-align: left;"|'''Item'''||'''Recruit'''||'''Marine'''||'''Veteran'''
 +
|-
 +
|style="text-align: left;"|[[Shotgun (Doom 3)|Shotgun]]||colspan="3"|7
 +
|-
 +
|style="text-align: left;"|[[Machine gun]]||colspan="3"|6
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Bullets|Bullets]] (small)||3||colspan="2"|2
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (small)||colspan="3"|9
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (large)||colspan="3"|1
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (small)||16||colspan="2"|15
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (large)||colspan="3"|5
 
|-
 
|-
|style="text-align: left;"|[[Shotgun (Doom 3)|Shotguns]]||8
+
|style="text-align: left;"|[[Grenade]]s||colspan="3"|4
 
|-
 
|-
|style="text-align: left;"|[[Machine Gun]]s||6
+
|style="text-align: left;"|[[Supplies (Doom 3)#Med kits|Med kit]] (small)||colspan="3"|9
 
|-
 
|-
|style="text-align: left;"|Bullets (small)||2
+
|style="text-align: left;"|[[Supplies (Doom 3)#Med kits|Med kit]] (large)||14||13||9
 
|-
 
|-
|style="text-align: left;"|Shells (small)||7
+
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Armor shard]]||37||34||32
 
|-
 
|-
|style="text-align: left;"|Shells (large)||1
+
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Security armor]]||10||colspan="2"|8
 +
|}
 +
{{col-end}}
 +
There are also three [[Supplies (Doom 3)#Health stations|health stations]] on the level: one with 100 health in reserve, one with 73 health, and another one with 44 health (all of them have 100 health in BFG Edition).
 +
 
 +
====Starting inventory====
 +
If the player starts the level via a console command, they will start with these items:
 +
{| {{prettytable|style=text-align: center;}}
 
|-
 
|-
|style="text-align: left;"|Clips (small)||11
+
|style="text-align: left;"|'''Item'''||'''Amount'''
 
|-
 
|-
|style="text-align: left;"|Clips (large)||4
+
|style="text-align: left;"|[[Flashlight]]||1
 
|-
 
|-
|style="text-align: left;"|[[Grenade]]s||4
+
|style="text-align: left;"|[[Pistol (Doom 3)|Pistol]]||1
 
|-
 
|-
|style="text-align: left;"|Med Kits (small)||9
+
|style="text-align: left;"|[[Shotgun (Doom 3)|Shotgun]]||2
 
|-
 
|-
|style="text-align: left;"|Med Kits (large)||9
+
|style="text-align: left;"|[[Machine gun]]||1
 
|-
 
|-
|style="text-align: left;"|Armor Shards||32
+
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (small)||1
 
|-
 
|-
|style="text-align: left;"|Security Armor||8
+
|style="text-align: left;"|[[Grenade]]s||1
 
|}
 
|}
There are also 3 health station on the level: one with 100 health in reserve, one with 73 health, and another one with 44 health.
 
  
===Cabinets===
+
==Locker codes==
* '''Storage Cabinet #009:''' ''752''. Found in EPD Lab, code learned from Kyle Berger's audio log.  
+
<div class="dw-div-dl">''For the sources of the codes, see [[Doom 3 locker codes]].''</div>
 +
* '''Storage locker #009 - Supplies:''' ''752''. Contains: ''security armor, med kits (large) x2, grenades, clip (large)''.
  
==Areas / Screenshots==
+
==Secrets==
 +
* In Hydrocon Junction 1 where the player experiences a fiery vision and then is attacked by two imps, there's a small control panel on the side of one of the columns which can be used to open the armory in that room.
 +
 
 +
==Trivia==
 +
* On the original Xbox version of the game, the level is divided into two parts: '''Alpha Labs - Sector 1 East''' and '''Alpha Labs - Sector 1 West'''.
 +
* If the player fires their weapon at the Hydrocon (even if it wasn't intentional, like a stray shotgun pellet), the entire facility will blow up, killing the marine. The scientist George Krietman warns the marine about this. When entering the main Hydrocon room, three maggots will appear and attack; it is wise to retreat back into the previous corridor to fight them, to avoid accidentally hitting the Hydrocon system.
 +
* If the player waits 45 seconds in EPD Lab (the room with EPD beam), an imp will spawn on Marine skill level and above.
 +
* If one triggers the monster ambush in EPD Particle Scrubber and then backtracks to the previous junction, on Marine skill level and above, two additional imps will spawn. Furthermore, if the player retreats from the zombies in the EFD Particle Emulsifier back into this junction while the zombies are still alive, an imp will appear in the hallway.
 +
* The door from EPD Particle Scrubber to EPD Contaminant Purge can be jammed open if a Z-Sec is killed and drops the machine gun in the doorway. After the Maggot introduction cutscene, retreat is still possible through the open door. If the player collects the dropped weapons (by firing a machine gun and reloading) that jammed the door open, the door will close and lock until the necessary maggots are killed.  If they're on the other side of the door, game progress is deadlocked without the use of cheats or reloading a prior save.
 +
* In Alpha Labs Junction, where the player is attacked by multiple maggots, the door normally locks behind the player upon entering the room, and unlocks after the player kills all the maggots, but sometimes the script to unlock the door doesn't work and the door remains closed, preventing the player from going back to replenish ammo/health.
 +
* There is a trick that can be used in the Alpha Labs Junction allowing the player to deal with all of the maggots in complete safety. To the left of the room is a crate; if the player jumps onto it and backs against the wall, none of the maggots will be able to reach with their melee attacks.
 +
 
 +
==Gallery==
 
<gallery mode="nolines" widths="230px" heights="172px">
 
<gallery mode="nolines" widths="230px" heights="172px">
Alpha Labs 1 Start.png|Starting area.
+
Alpha Labs 1 Start.png|Alpha Labs Reception (start).
Alpha Labs 1 EPD Beam.png|EPD particle beam.
+
Alpha Labs 1 EPD Beam.png|EPD Lab.
Alpha Labs 1 EPD Tunnel.png|EPD beam tunnel.
+
Alpha Labs 1 EPD Tunnel.png|EPD Collection Chamber.
Alpha Labs 1 EPD Particle Filter.png|EPD particle filter.
+
Alpha Labs 1 EPD Particle Filter.png|EPD Particle Filter.
 
Alpha Labs 1 Maggots Bait.png|Maggots' bait.
 
Alpha Labs 1 Maggots Bait.png|Maggots' bait.
 
Alpha Labs 1 Maggot Introduction.png|Maggots introduction.
 
Alpha Labs 1 Maggot Introduction.png|Maggots introduction.
Alpha Labs 1 Scientist.png|Survivor scientist.
+
Alpha Labs 1 Scientist.png|Scientist survivor.
Alpha Labs 1 Hydrocon Maggot.png|Maggots attack the player in the Hydrocon room.
+
Alpha Labs 1 Hydrocon Maggot.png|Maggots attack the player in Hydrocon Lab.
 
Alpha Labs 1 Blocked Passage.png|Blocked passage.
 
Alpha Labs 1 Blocked Passage.png|Blocked passage.
Alpha Labs 1 Hydrocon.png|The Hydrocon.
+
Alpha Labs 1 Hydrocon.png|Hydrocon Lab.
Alpha Labs 1 Exit.png|Exit elevator room.
+
Alpha Labs 1 Exit.png|Alpha Labs Sector Junction (exit).
 
</gallery>
 
</gallery>
 
==Trivia==
 
* In Hydrocon Junction 1 where the player is attacked by two imps, there's a small semi-hidden control panel on the side of one of the columns which can be used to open the armory in that room.
 
* The door from EPD Particle Scrubber to EPD Contaminant Purge can be jammed open if a Z-Sec is killed and drops the machinegun in the doorway. After the Maggot introduction cutscene, retreat is still possible through the open door.  If the player collects the dropped weapons (by firing a machinegun and reloading) that jammed the door open, the door will close and lock until the necessary maggots are killed.  If they're on the other side of the door, game progress is deadlocked without the use of cheats or reloading a prior save.
 
  
 
== External links ==
 
== External links ==

Latest revision as of 01:51, 28 February 2024

Doom 3 maps
Alpha Labs - Sector 1: Union Aerospace Science Division
Map name: game/alphalabs1

Alpha Labs - Sector 1: Union Aerospace Science Division is the fifth level of Doom 3. Built in 2095 and located on Site 2, Alpha is the UAC's center research lab. Sector 1 houses the EPD (Elemental Phase Deconstructor) and the Hydrocon. Maggots are introduced midway through the level in a cutscene.

Summary[edit]

Map overview.

Sergeant Kelly radios in again, urging the marine to meet up with Bravo Team as soon as possible. The marine enters the Alpha Labs' reception area and clears out the zombies inside. He then uses a security terminal to open a locked door and proceeds deeper into the facility. He fights his way to the EPD Lab, where he finds that the only way to go further is through the EPD collection chamber. After clearing out the demons and zombies in the EPD control room, he opens a repair gate, giving him access to the collection chamber. The marine crawls into the collection chamber (being sure to avoid the instantly fatal EPD beam) and exits through a maintenance conduit.

The marine heads further through Alpha Labs until he runs into a fire blocking the way. He finds a monitoring station at the EPD particle emulsifier and uses it to extinguish the fire. Upon reaching the EPD contaminant purge room, he encounters a new enemy - maggots. After defeating the maggots the marine crawls through a crawl way underneath the floor and arrives near the section responsible for maintaining the Hydrocon. Eventually, he encounters a survivor, George Krietman, who warns him not to shoot the Hydrocon tanks inside the lab. The marine proceeds further into the base where he uses the PDA of the deceased Bernie Lipsitz to gain access to the Hydrocon itself. Here he catches a glimpse of Counselor Swann and Jack Campbell heading through Hydrocon Observations. The marine finally reaches the exit elevator where he defeats another ambush by maggots before taking the elevator to the next level.

Areas[edit]

Air Lock
Alpha Labs Reception
Atomic Stabilization Hub
EPD Observation Platform
Alpha Labs Main Junction
EPD Lab
EPD Collection Chamber
EPD Particle Filter
EPD Junction 2
EPD Particle Emulsifier
EPD Particle Scrubber
Storage Area 2
EPD Containment Purge
Crawl Way 13
Alpha Labs Junction 3
Hydrocon Condenser
Hydrocon Oxygenator
Hydrocon Junction 1
Hydrocon Control
Hydrogen Siphon
Stabilization Junction
Hydrocon Stabilization
Oxygen Siphon
Hydrocon Lab
Storage Area 8
Hydrocon Junction 4
Hydrocon Observation Platform
Hydrocon Junction 3
Alpha Labs Sector Junction
Elevator

Objectives[edit]

Alpha Access Elevator.
Find the personnel elevator that leads to Alpha Labs Level 2.

Characters[edit]

PDAs[edit]

Video disks[edit]

Statistics[edit]

Enemies[edit]

Note: includes only enemies that can be fought and killed. The enemy count on Nightmare is the same as on Veteran. There are no changes in the enemy amount in the BFG Edition.

Enemy Recruit Marine Veteran
Zombie 23
Pistol Z-Sec 1
Shotgun Z-Sec 4
Machine gun Z-Sec 9 11
Imp 13 17 18
Maggot 14 18

Items[edit]

The item count on Nightmare is the same as on Veteran, except the med kits are absent.

There are also three health stations on the level: one with 100 health in reserve, one with 73 health, and another one with 44 health (all of them have 100 health in BFG Edition).

Starting inventory[edit]

If the player starts the level via a console command, they will start with these items:

Item Amount
Flashlight 1
Pistol 1
Shotgun 2
Machine gun 1
Clip (small) 1
Grenades 1

Locker codes[edit]

For the sources of the codes, see Doom 3 locker codes.
  • Storage locker #009 - Supplies: 752. Contains: security armor, med kits (large) x2, grenades, clip (large).

Secrets[edit]

  • In Hydrocon Junction 1 where the player experiences a fiery vision and then is attacked by two imps, there's a small control panel on the side of one of the columns which can be used to open the armory in that room.

Trivia[edit]

  • On the original Xbox version of the game, the level is divided into two parts: Alpha Labs - Sector 1 East and Alpha Labs - Sector 1 West.
  • If the player fires their weapon at the Hydrocon (even if it wasn't intentional, like a stray shotgun pellet), the entire facility will blow up, killing the marine. The scientist George Krietman warns the marine about this. When entering the main Hydrocon room, three maggots will appear and attack; it is wise to retreat back into the previous corridor to fight them, to avoid accidentally hitting the Hydrocon system.
  • If the player waits 45 seconds in EPD Lab (the room with EPD beam), an imp will spawn on Marine skill level and above.
  • If one triggers the monster ambush in EPD Particle Scrubber and then backtracks to the previous junction, on Marine skill level and above, two additional imps will spawn. Furthermore, if the player retreats from the zombies in the EFD Particle Emulsifier back into this junction while the zombies are still alive, an imp will appear in the hallway.
  • The door from EPD Particle Scrubber to EPD Contaminant Purge can be jammed open if a Z-Sec is killed and drops the machine gun in the doorway. After the Maggot introduction cutscene, retreat is still possible through the open door. If the player collects the dropped weapons (by firing a machine gun and reloading) that jammed the door open, the door will close and lock until the necessary maggots are killed. If they're on the other side of the door, game progress is deadlocked without the use of cheats or reloading a prior save.
  • In Alpha Labs Junction, where the player is attacked by multiple maggots, the door normally locks behind the player upon entering the room, and unlocks after the player kills all the maggots, but sometimes the script to unlock the door doesn't work and the door remains closed, preventing the player from going back to replenish ammo/health.
  • There is a trick that can be used in the Alpha Labs Junction allowing the player to deal with all of the maggots in complete safety. To the left of the room is a crate; if the player jumps onto it and backs against the wall, none of the maggots will be able to reach with their melee attacks.

Gallery[edit]

External links[edit]

  • Walkthrough video by WoopzillaWalkthrough (part 1; part 2) on YouTube. Veteran difficulty; part of a full game run.