Doom 3 - pc - Walkthrough and Guide - Page 21 (2025)

Walkthrough

MONORAIL
Doom 3 - pc - Walkthrough and Guide - Page 21 (1)

RECYCLING FACILITY BOARDING
The room is safe, so entertain yourself by exploring around. To the right is some ammo, along with the PDA of Sam Harding. Step into the monorail and, at the front of the train, activate the panel to get the monorail moving. As you ride over the surface of Mars, a man behind you will come out and start talking. Eventually, the train will stop at the SITE 2 BOARDING PLATFORM.

SITE 2 BOARDING PLATFORM and SITE 2 TRANSFER AREA
There are no enemies immediately on the platform, so you're safe as long as you don't open any doors. Climb down one of the ladders that leads to the area under the monorail train for some health, armor, and clips. When you're ready to fight, climb back up and open up the door to the left. A commando zombie breaks in, followed by a Z-SEC.

Step into the SITE 2 TRANSFER AREA and watch to the right. As the room opens up, four Z-SECs and an imp will come at you. Clear the immediate area and grab the health behind you if needed. At the bottom of the stairs (just right of the doorway) is the PDA of Gary Ross that ups your security clearance. Grab it, and start walking down the long, large hall of the site 2 transfer area.

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The further you make your way down the hall, more and more enemies start spawning. You'll fight Z-SECs, imps, and more commando zombies as you approach the end. On the left side of the hall, behind some shelving, are a few rockets to grab before you head to the end of the hall and turn right onto the stairs.

Ascend the stairs and head back down the hall on this upper platform—at the end of the stairs you'll run into a few imps and a commando. You can also find some health and ammo underneath one of the stair platforms before reaching the catwalk above. Cross the catwalk and shoot down the commando zombie that rushes in from the door in front of you. Step through the doorway to another portion of the SITE 2 BOARDING PLATFORM.

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As you enter the room, a number of trites begin marching into the previous hall from downstairs. You can get done what you need to in the room before having to worry about the trites, though. Grab the PDA of Charles Hollies and use the code on the PDA (142) to unlock the locker cabinet for some rockets and shells. Activate one of the monitors in the room to override the airlock using code 826.

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Make your way back downstairs to the monorail. As you approach it, you'll run into the trites that spawned earlier. Shoot 'em down, enter the monorail, and activate the control panel in the front of the train to carry on to the next portion of the area.

DELTA COMPLEX WALKWAY and DELTA COMPLEX BOARDING
The monorail crashes, leaving you at the bottom of the tracks in the DELTA COMPLEX WALKWAY. Ascend the ladder next to you and watch out for the commando at the top. He's charging towards you from down the walkway, which should give you plenty of time to shoot him down. At the end of the walkway is some health you should gather before stepping through to the ENGINEERING ACCESS HATCH 08.

Almost as soon as you open the door, a trite crawls out from the hole in front of you. The further you walk down this hall, the more trites crawl out from each of the holes in the lower portions of the walls. If you're quick about it, you can run down the room to summon the trites, and then quickly make your way back out of the room to get a better vantage point for shooting down the trites.

As you step out to the DELTA COMPLEX BOARDING area you'll see a commando run by you. Ignore him for now, and climb down the ladder to your right to grab some armor and cells for your plasma gun. When you're all armed up, climb back up the ladder and open the next doorway. Inside you'll see a commando, a zombie, and an imp. When they've all been slain, two more commando zombies spawn around you. Take 'em out and continue into the MONORAIL WAITING AREA.

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MONORAIL WAITING AREA and DELTA SECURITY CHECKPOINT
Open up the door at the end of the hall and quickly back up to fight the commando that jumps in. While in the hall, you can also disable the obnoxious alarm before stepping into the next area. Head through the SECURITY JUNCTION and open the door to MONORAIL SECURITY. Two Z-SECs come at you from the room—clear 'em out, and head up the stairs to the top of the room. In the small security room up top you can find the PDA of Karl Culllen, which ups your security clearance and gives you the combination to open a couple of future cabinets.

Head into the DELTA APPROACH WEST-HALL and shoot down the two imps that spawn (one's behind you). Continue to DELTA COMPLEX WALKWAY and cross the hall—a commando comes through the front door, and an imp from the back before you reach the DELTA SECURITY CHECKPOINT.

Don't rush straight into the checkpoint room. You can hear heavy gunfire and the screams of an imp, the noise generated by an imp that's under attack by the security turret gun. Unforunately, the turret won't see you as anything but another imp, so you'll have to knock it down before getting past it to the level's exit. Look across the room with your flashlight and, just right of a locked door, you'll see two windows. One of the windows (the left one) is smashed out, letting you run quickly across and dodge into the security room.

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Deactivate the turret by hitting one of the control panels in the room. You'll immediately be attacked by a bunch of imps. Clear 'em out, and then open the cabinets in the back of the small security room (access code is 364) for some health and ammo. When you're done in the room, head down the hall towards the turret—it's safe—and exit the level through the bay door.

Continue Walkthrough...

Doom 3 - pc - Walkthrough and Guide  - Page 21 (2025)

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