Alpha Labs - Sector 3: Union Aerospace Science Division

From DoomWiki.org

Revision as of 20:49, 19 January 2019 by Lil'devil (talk | contribs) (Weapons/Items: Fixed some links)


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 chaingun.

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 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.

Objectives

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

PDAs

Characters

Enemies

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
Zombies 7
Pistol Z-Secs 5
Shotgun Z-Secs 5 10
Machine gun Z-Secs 4 5
Imps 8 11
Demons 2 3
Maggots 7
Trites 19 24

Weapons/Items

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.

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

Secrets

  • 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).

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.
  • 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.

Gallery

External links

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