Difference between revisions of "Alpha Labs - Sector 3: Union Aerospace Science Division"

From DoomWiki.org

[checked revision][checked revision]
m (Added links to every item and a separate table for BFG Ed due to slight item change.)
m (spacing)
 
(18 intermediate revisions by 9 users not shown)
Line 1: Line 1:
 
{{Doom 3 maps|pic=Alpha Labs Sector 3 Title Screen.png|map=game/alphalabs3}}
 
{{Doom 3 maps|pic=Alpha Labs Sector 3 Title Screen.png|map=game/alphalabs3}}
'''Alpha Labs - Sector 3: Union Aerospace Science Division''' is the seventh level of [[Doom 3]]. This level contains a well-hidden [[Plasma gun (Doom 3)|plasma gun]] and an optional [[Chaingun (Doom 3)|chaingun]].
+
'''Alpha Labs - Sector 3: Union Aerospace Science Division''' is the seventh level of [[Doom 3]]. This level contains a well-hidden [[Plasma gun (Doom 3)|plasma gun]] and an optional [[Chaingun (Doom 3)|chain gun]].
  
 
==Summary==
 
==Summary==
 
The marine continues advancing through Alpha Labs. In this sector the marine needs to go through an area locked by maintenance key 4, which is located in a room filled with toxic gasses emitting from some of the barrels. The marine needs to use the manipulator to pick those barrels up and throw them away into the incinerator, and after doing so the marine is able to pick up the key and go through the locked door. The rest of the sector is a straight forward walk through a series of rooms, although the marine can enter an optional passage that contains a chaingun and armor - he will be ambushed upon picking them up. In the last room after the marine deals with multiple [[Demon (Doom 3)|pinky demons]], a strange unseen force throws items including a mop bucket around, breaking the glass window and allowing the marine to proceed to the exit.
 
The marine continues advancing through Alpha Labs. In this sector the marine needs to go through an area locked by maintenance key 4, which is located in a room filled with toxic gasses emitting from some of the barrels. The marine needs to use the manipulator to pick those barrels up and throw them away into the incinerator, and after doing so the marine is able to pick up the key and go through the locked door. The rest of the sector is a straight forward walk through a series of rooms, although the marine can enter an optional passage that contains a chaingun and armor - he will be ambushed upon picking them up. In the last room after the marine deals with multiple [[Demon (Doom 3)|pinky demons]], a strange unseen force throws items including a mop bucket around, breaking the glass window and allowing the marine to proceed to the exit.
 +
 +
===Areas===
 +
:Air Lock
 +
:AL2 Main Engineeering Junction
 +
:Hazardous Waste Disposal
 +
:Hazardous Materials Lift
 +
:Coolant Monitoring
 +
:Boiler Room
 +
:Boiler Room Monitoring
 +
:Storage and EnPro Facility Access
 +
:Heavy Water Runoff
 +
:EFR Staging Room 1B
 +
:Air Lock
 +
 
===Objectives===
 
===Objectives===
 
;Contaminated Chamber
 
;Contaminated Chamber
Line 9: Line 23:
 
;Alpha Labs Sector 4
 
;Alpha Labs Sector 4
 
:Locate the entrance to Alpha Labs Sector 4.
 
:Locate the entrance to Alpha Labs Sector 4.
 +
 +
==Characters==
 +
* [[Sergeant Kelly]]
 +
* [[UAC announcer]]
  
 
==[[PDA]]s==
 
==[[PDA]]s==
Line 14: Line 32:
 
* [[PDA#George Poota|George Poota]]. Found in Hazardous Materials Lift.
 
* [[PDA#George Poota|George Poota]]. Found in Hazardous Materials Lift.
  
==Characters==
+
==Statistics==
* [[Sergeant Kelly]]
+
===Enemies===
* [[UAC announcer]]
 
 
 
==Enemies==
 
 
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]].
 
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;}}
Line 24: Line 39:
 
|style="text-align: left;"|'''Enemy'''||'''Recruit'''||'''Marine'''||'''Veteran'''
 
|style="text-align: left;"|'''Enemy'''||'''Recruit'''||'''Marine'''||'''Veteran'''
 
|-
 
|-
|style="text-align: left;"|[[Zombie (Doom 3)|Zombies]]||colspan="3"|7
+
|style="text-align: left;"|[[Zombie (Doom 3)|Zombie]]||colspan="3"|7
 
|-
 
|-
|style="text-align: left;"|Pistol [[Z-Sec]]s||colspan="3"|5
+
|style="text-align: left;"|Pistol [[Z-Sec]]||4||colspan="2"|5
 
|-
 
|-
|style="text-align: left;"|Shotgun [[Z-Sec]]s||5||colspan="2"|10
+
|style="text-align: left;"|Shotgun [[Z-Sec]]||5||colspan="2"|10
 
|-
 
|-
|style="text-align: left;"|Machine gun [[Z-Sec]]s||4||colspan="2"|5
+
|style="text-align: left;"|Machine gun [[Z-Sec]]||4||colspan="2"|5
 
|-
 
|-
|style="text-align: left;"|[[Imp (Doom 3)|Imps]]||8||colspan="2"|11
+
|style="text-align: left;"|[[Imp (Doom 3)|Imp]]||8||colspan="2"|11
 
|-
 
|-
|style="text-align: left;"|[[Demon (Doom 3)|Demons]]||2||colspan="2"|3
+
|style="text-align: left;"|[[Demon (Doom 3)|Demon]]||2||colspan="2"|3
 
|-
 
|-
|style="text-align: left;"|[[Maggot]]s||colspan="3"|7
+
|style="text-align: left;"|[[Maggot]]||colspan="3"|7
 
|-
 
|-
|style="text-align: left;"|[[Trite]]s||19||colspan="2"|24
+
|style="text-align: left;"|[[Trite]]||19||colspan="2"|24
 
|}
 
|}
  
==Weapons/Items==
+
===Items===
 
The item count on Nightmare is the same as on Veteran, except the med kits are absent.
 
The item count on Nightmare is the same as on Veteran, except the med kits are absent.
 
{{col-begin}}
 
{{col-begin}}
Line 50: Line 65:
 
|style="text-align: left;"|'''Item'''||'''Recruit'''||'''Marine'''||'''Veteran'''
 
|style="text-align: left;"|'''Item'''||'''Recruit'''||'''Marine'''||'''Veteran'''
 
|-
 
|-
|style="text-align: left;"|[[Machine gun]]s||colspan="3"|1
+
|style="text-align: left;"|[[Machine gun]]||colspan="3"|1
 
|-
 
|-
|style="text-align: left;"|[[Chaingun (Doom 3)|Chainguns]]||colspan="3"|1
+
|style="text-align: left;"|[[Chaingun (Doom 3)|Chain gun]]||colspan="3"|1
 
|-
 
|-
|style="text-align: left;"|[[Plasma gun (Doom 3)|Plasma guns]]||colspan="3"|1
+
|style="text-align: left;"|[[Plasma gun (Doom 3)|Plasma gun]]||colspan="3"|1
 
|-
 
|-
 
|style="text-align: left;"|[[Ammo (Doom 3)#Bullets|Bullets]] (large)||colspan="3"|2
 
|style="text-align: left;"|[[Ammo (Doom 3)#Bullets|Bullets]] (large)||colspan="3"|2
Line 60: Line 75:
 
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (small)||colspan="3"|4
 
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (small)||colspan="3"|4
 
|-
 
|-
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clips]] (small)||colspan="2"|7||6
+
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (small)||colspan="2"|7||6
 
|-
 
|-
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clips]] (large)||colspan="2"|4||3
+
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (large)||colspan="2"|4||3
 
|-
 
|-
|style="text-align: left;"|[[Ammo (Doom 3)#Ammo belt|Ammo belts]]||colspan="2"|4||3
+
|style="text-align: left;"|[[Ammo (Doom 3)#Ammo belt|Ammo belt]]||colspan="2"|4||3
 
|-
 
|-
 
|style="text-align: left;"|[[Grenade]]s||colspan="3"|2
 
|style="text-align: left;"|[[Grenade]]s||colspan="3"|2
Line 72: Line 87:
 
|style="text-align: left;"|[[Ammo (Doom 3)#Cells|Cells]] (large)||colspan="3"|1
 
|style="text-align: left;"|[[Ammo (Doom 3)#Cells|Cells]] (large)||colspan="3"|1
 
|-
 
|-
|style="text-align: left;"|[[Supplies (Doom 3)#Health#Med kits|Med kits]] (small)||colspan="2"|5||4
+
|style="text-align: left;"|[[Supplies (Doom 3)#Med kits|Med kit]] (small)||colspan="2"|5||4
 
|-
 
|-
|style="text-align: left;"|[[Supplies (Doom 3)#Health#Med kits|Med kits]] (large)||colspan="2"|8||7
+
|style="text-align: left;"|[[Supplies (Doom 3)#Med kits|Med kit]] (large)||colspan="2"|8||7
 
|-
 
|-
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Armor shards]]||colspan="2"|21||24
+
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Armor shard]]||colspan="2"|21||24
 
|-
 
|-
 
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Security armor]]||colspan="2"|5||4
 
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Security armor]]||colspan="2"|5||4
 
|-
 
|-
|style="text-align: left;"|[[Puzzle items (Doom 3)#Keycards#Maintenance key 4|Maintenance key 4]]||colspan="3"|1
+
|style="text-align: left;"|[[Puzzle items (Doom 3)#Maintenance key 4|Maintenance key 4]]||colspan="3"|1
 
|}
 
|}
 
{{col-break}}
 
{{col-break}}
Line 88: Line 103:
 
|style="text-align: left;"|'''Item'''||'''Recruit'''||'''Marine'''||'''Veteran'''
 
|style="text-align: left;"|'''Item'''||'''Recruit'''||'''Marine'''||'''Veteran'''
 
|-
 
|-
|style="text-align: left;"|[[Machine gun]]s||colspan="3"|1
+
|style="text-align: left;"|[[Machine gun]]||colspan="3"|1
 
|-
 
|-
|style="text-align: left;"|[[Chaingun (Doom 3)|Chainguns]]||colspan="3"|1
+
|style="text-align: left;"|[[Chaingun (Doom 3)|Chain gun]]||colspan="3"|1
 
|-
 
|-
|style="text-align: left;"|[[Plasma gun (Doom 3)|Plasma guns]]||colspan="3"|1
+
|style="text-align: left;"|[[Plasma gun (Doom 3)|Plasma gun]]||colspan="3"|1
 
|-
 
|-
 
|style="text-align: left;"|[[Ammo (Doom 3)#Bullets|Bullets]] (large)||colspan="3"|2
 
|style="text-align: left;"|[[Ammo (Doom 3)#Bullets|Bullets]] (large)||colspan="3"|2
Line 100: Line 115:
 
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (large)||colspan="3"|1
 
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (large)||colspan="3"|1
 
|-
 
|-
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clips]] (small)||colspan="2"|8||7
+
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (small)||colspan="2"|8||7
 
|-
 
|-
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clips]] (large)||colspan="2"|4||3
+
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (large)||colspan="2"|4||3
 
|-
 
|-
|style="text-align: left;"|[[Ammo (Doom 3)#Ammo belt|Ammo belts]]||colspan="2"|4||3
+
|style="text-align: left;"|[[Ammo (Doom 3)#Ammo belt|Ammo belt]]||colspan="2"|4||3
 
|-
 
|-
 
|style="text-align: left;"|[[Grenade]]s||colspan="3"|2
 
|style="text-align: left;"|[[Grenade]]s||colspan="3"|2
Line 112: Line 127:
 
|style="text-align: left;"|[[Ammo (Doom 3)#Cells|Cells]] (large)||colspan="3"|1
 
|style="text-align: left;"|[[Ammo (Doom 3)#Cells|Cells]] (large)||colspan="3"|1
 
|-
 
|-
|style="text-align: left;"|[[Supplies (Doom 3)#Health#Med kits|Med kits]] (small)||colspan="2"|5||4
+
|style="text-align: left;"|[[Supplies (Doom 3)#Med kits|Med kit]] (small)||colspan="2"|5||4
 
|-
 
|-
|style="text-align: left;"|[[Supplies (Doom 3)#Health#Med kits|Med kits]] (large)||colspan="2"|8||7
+
|style="text-align: left;"|[[Supplies (Doom 3)#Med kits|Med kit]] (large)||colspan="2"|8||7
 
|-
 
|-
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Armor shards]]||colspan="2"|21||24
+
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Armor shard]]||colspan="2"|21||24
 
|-
 
|-
 
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Security armor]]||colspan="2"|5||4
 
|style="text-align: left;"|[[Supplies (Doom 3)#Armor|Security armor]]||colspan="2"|5||4
 
|-
 
|-
|style="text-align: left;"|[[Puzzle items (Doom 3)#Keycards#Maintenance key 4|Maintenance key 4]]||colspan="3"|1
+
|style="text-align: left;"|[[Puzzle items (Doom 3)#Maintenance key 4|Maintenance key 4]]||colspan="3"|1
 
|}
 
|}
 
{{col-end}}
 
{{col-end}}
There is also one health station on the level with 100 health in reserve.
+
There is also one [[Supplies (Doom 3)#Health stations|health station]] on the level with 100 health in reserve.
  
==Locker Codes==
+
====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;"|'''Item'''||'''Amount'''
 +
|-
 +
|style="text-align: left;"|[[Flashlight]]||1
 +
|-
 +
|style="text-align: left;"|[[Shotgun (Doom 3)|Shotgun]]||1
 +
|-
 +
|style="text-align: left;"|[[Machine gun]]||1
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (small)||1
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Shells|Shells]] (large)||1
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (small)||1
 +
|-
 +
|style="text-align: left;"|[[Ammo (Doom 3)#Clip|Clip]] (large)||1
 +
|-
 +
|style="text-align: left;"|[[Grenade]]s||1
 +
|}
 +
 
 +
==Locker codes==
 
The code to all the cabinets is the same: ''123'', due to incompetence of the staff. ''For the sources of the codes, see [[Doom 3 locker codes]].''
 
The code to all the cabinets is the same: ''123'', due to incompetence of the staff. ''For the sources of the codes, see [[Doom 3 locker codes]].''
 
* '''Storage locker #047 - Ammunition'''. Contains: ''hand grenades, clip (large), clip (small)''.
 
* '''Storage locker #047 - Ammunition'''. Contains: ''hand grenades, clip (large), clip (small)''.
Line 132: Line 170:
  
 
==Secrets==
 
==Secrets==
 +
* In Coolant Monitoring, jump on the pipes below the stairs to the Boiler Room and crawl to find a med kit and some clips.
 
* There is a well hidden plasma gun on this level. To get it, the player needs to open a maintenance hatch using a control panel in Boiler Room Monitoring, then go to the previous room, enter the hatch to the left of the door, proceed through it, turn right, and push the cross-barred panel outward. The player then needs to jump on one of the pipes to the right, and the plasma gun will be lying on it near where the pipe connects to the wall (the player will need to crouch to get to it).
 
* There is a well hidden plasma gun on this level. To get it, the player needs to open a maintenance hatch using a control panel in Boiler Room Monitoring, then go to the previous room, enter the hatch to the left of the door, proceed through it, turn right, and push the cross-barred panel outward. The player then needs to jump on one of the pipes to the right, and the plasma gun will be lying on it near where the pipe connects to the wall (the player will need to crouch to get to it).
 +
* There are clips and armor shards if the player walks on top of the pipes back to the entrance to this room.
  
 
==Notes==
 
==Notes==
* If the player goes to the manipulator control room and stays there for 2 minutes without going out, a Z-Sec will appear behind the door and surprise attack the player.
+
* On the original Xbox version of the game, a large part of this level and a very small part of [[Alpha Labs - Sector 4: Union Aerospace Science Division|Alpha Labs - Sector 4]] were merged into one level '''Alpha Labs - Sector 3'''.
 +
* If the player goes to the manipulator control room and stays there for two minutes without going out, a Z-Sec will appear behind the door and surprise attack the player.
 
* It is possible to jam the incinerator crane against the wall with the window which allows viewing the toxic barrels. If done in just the right way, the crane will become unusable, and if the toxic barrels were not yet incinerated, a soft lock condition will occur, requiring the level to be restarted from the beginning.
 
* It is possible to jam the incinerator crane against the wall with the window which allows viewing the toxic barrels. If done in just the right way, the crane will become unusable, and if the toxic barrels were not yet incinerated, a soft lock condition will occur, requiring the level to be restarted from the beginning.
* There's a machine gun Z-Sec on this map that isn't activated by any trigger, thus this enemy doesn't actually appear on the map.
+
* There is a machine gun Z-Sec on this map that is not activated by any trigger, thus this enemy does not actually appear on the map.
 +
* Two shotgun Z-Secs will spawn when you kill the farthest imp on the right in boiler room monitoring, if you have not walked past the last L-shaped zombie alcove. If you walk past it and then exit the room, the Z-Secs will no longer spawn.
  
 
==Gallery==
 
==Gallery==
 
<gallery mode="nolines" widths="230px" heights="172px">
 
<gallery mode="nolines" widths="230px" heights="172px">
Alpha Labs Sector 3 Start.png|Starting area.
+
Alpha Labs Sector 3 Start.png|AL2 Main Engineering Junction (start).
Alpha Labs Sector 3 Manipulator.png|Manipulator room.
+
Alpha Labs Sector 3 Manipulator.png|Hazardous Waste Disposal.
Alpha Labs Sector 3 Storage.png|Storage room.
+
Alpha Labs Sector 3 Storage.png|Hazardous Materials Lift.
Alpha Labs Sector 3 Coolant Monitoring.png|Coolant monitoring.
+
Alpha Labs Sector 3 Coolant Monitoring.png|Coolant Monitoring.
Alpha Labs Sector 3 Boiler Room.png|Boiler room.
+
Alpha Labs Sector 3 Boiler Room.png|Boiler Room.
Alpha Labs Sector 3 Water Tanks.png|Water tanks room.
+
Alpha Labs Sector 3 Water Tanks.png|Heavy Water Runoff.
Alpha Labs Sector 3 Exit.png|Exit room.
+
Alpha Labs Sector 3 Exit.png|EFR Staging room 1b (exit).
 
</gallery>
 
</gallery>
  
 
== External links ==
 
== External links ==
 
 
* Walkthrough video by WoopzillaWalkthrough ([https://www.youtube.com/watch?v=1B6kNFgyMY8 part 1]; [https://www.youtube.com/watch?v=Q4_aUgW93mU part 2]) on YouTube.  [[Skill level#Doom 3 skill levels|Veteran]] difficulty; part of a full game run.
 
* Walkthrough video by WoopzillaWalkthrough ([https://www.youtube.com/watch?v=1B6kNFgyMY8 part 1]; [https://www.youtube.com/watch?v=Q4_aUgW93mU part 2]) on YouTube.  [[Skill level#Doom 3 skill levels|Veteran]] difficulty; part of a full game run.
  
 
[[Category:Doom 3 levels]]
 
[[Category:Doom 3 levels]]
 
[[Category:Levels by name]]
 
[[Category:Levels by name]]

Latest revision as of 03:44, 11 September 2023

Doom 3 maps
Alpha Labs - Sector 3: Union Aerospace Science Division
Map name: game/alphalabs3

Alpha Labs - Sector 3: Union Aerospace Science Division is the seventh level of Doom 3. This level contains a well-hidden plasma gun and an optional chain gun.

Summary[edit]

The marine continues advancing through Alpha Labs. In this sector the marine needs to go through an area locked by maintenance key 4, which is located in a room filled with toxic gasses emitting from some of the barrels. The marine needs to use the manipulator to pick those barrels up and throw them away into the incinerator, and after doing so the marine is able to pick up the key and go through the locked door. The rest of the sector is a straight forward walk through a series of rooms, although the marine can enter an optional passage that contains a chaingun and armor - he will be ambushed upon picking them up. In the last room after the marine deals with multiple pinky demons, a strange unseen force throws items including a mop bucket around, breaking the glass window and allowing the marine to proceed to the exit.

Areas[edit]

Air Lock
AL2 Main Engineeering Junction
Hazardous Waste Disposal
Hazardous Materials Lift
Coolant Monitoring
Boiler Room
Boiler Room Monitoring
Storage and EnPro Facility Access
Heavy Water Runoff
EFR Staging Room 1B
Air Lock

Objectives[edit]

Contaminated Chamber
Remove the barrels leaking toxic gasses in the chamber.
Alpha Labs Sector 4
Locate the entrance to Alpha Labs Sector 4.

Characters[edit]

PDAs[edit]

Statistics[edit]

Enemies[edit]

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 7
Pistol Z-Sec 4 5
Shotgun Z-Sec 5 10
Machine gun Z-Sec 4 5
Imp 8 11
Demon 2 3
Maggot 7
Trite 19 24

Items[edit]

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

There is also one health station on the level with 100 health in reserve.

Starting inventory[edit]

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

Item Amount
Flashlight 1
Shotgun 1
Machine gun 1
Shells (small) 1
Shells (large) 1
Clip (small) 1
Clip (large) 1
Grenades 1

Locker codes[edit]

The code to all the cabinets is the same: 123, due to incompetence of the staff. For the sources of the codes, see Doom 3 locker codes.

  • Storage locker #047 - Ammunition. Contains: hand grenades, clip (large), clip (small).
  • Storage locker #048 - Ammunition. Contains: med kit (large), cells (small), bullets (large).
  • Storage locker #049 - Ammunition. Contains: ammo belt, shells (small), armor shard x5.

Secrets[edit]

  • In Coolant Monitoring, jump on the pipes below the stairs to the Boiler Room and crawl to find a med kit and some clips.
  • There is a well hidden plasma gun on this level. To get it, the player needs to open a maintenance hatch using a control panel in Boiler Room Monitoring, then go to the previous room, enter the hatch to the left of the door, proceed through it, turn right, and push the cross-barred panel outward. The player then needs to jump on one of the pipes to the right, and the plasma gun will be lying on it near where the pipe connects to the wall (the player will need to crouch to get to it).
  • There are clips and armor shards if the player walks on top of the pipes back to the entrance to this room.

Notes[edit]

  • On the original Xbox version of the game, a large part of this level and a very small part of Alpha Labs - Sector 4 were merged into one level Alpha Labs - Sector 3.
  • If the player goes to the manipulator control room and stays there for two minutes without going out, a Z-Sec will appear behind the door and surprise attack the player.
  • It is possible to jam the incinerator crane against the wall with the window which allows viewing the toxic barrels. If done in just the right way, the crane will become unusable, and if the toxic barrels were not yet incinerated, a soft lock condition will occur, requiring the level to be restarted from the beginning.
  • There is a machine gun Z-Sec on this map that is not activated by any trigger, thus this enemy does not actually appear on the map.
  • Two shotgun Z-Secs will spawn when you kill the farthest imp on the right in boiler room monitoring, if you have not walked past the last L-shaped zombie alcove. If you walk past it and then exit the room, the Z-Secs will no longer spawn.

Gallery[edit]

External links[edit]

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