Walkthrough
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HELL
UNIDENTIFIED
Welcome to Hell. Before starting your crusade through the burning pits before you, there are a few things you should know. First of all, you'll notice that you have no weapons (at least immediately). You'll also notice that the individual rooms and halls of Hell aren't conveniently named as in other levels—hence, we will be making up names. Lastly, take a peek at your stamina bar under your health. While you're in Hell, your stamina is unlimited, which is a good thing since you'll be facing a ton of enemies while crammed in narrow halls. It's a good idea to be constantly running in Hell—there's no reason not to.
To solve the first problem (not being armed), grab the shotgun, armor, and health that on the small island around you. You don't have to worry about enemies for the time being, so be sure to explore every inch of land near you for extra ammo. When you've got the gear, run down path towards the gaping mouth of the large skull ahead. Step into the blue beam warm portal.
You'll warp to a place labeled "UNKNOWN" and be suspended in air. After a cage forms around you, you'll crash to the ground below and left to fight off three imps. Take 'em out (remember that you have unlimited stamina) and grab the extra shells in the area. To the rear of the platform you're on is a broken brick wall. Go around the side of it and you'll find some armor behind the wall before crossing the brick bridge and entering the cave ahead.
BRICK-WALLED ROOM
The cave leads to a brick-walled room. As you step into the room, a hellknight comes out from the wall across the room. Before running up to fight the hellknight head-on, duck into the narrow hall to the right. Clear out the cherub and imp inside, and then lure the hellknight into the narrow passage. You'll be able to bait the hellknight into throwing projectiles into the walls, exploding them on and damaging itself.
When the hellknight finally falls, explore the brick-walled room further. You'll find some health and a chainsaw, along with another narrow passage with more cherubs (and armor) inside. When you've cleared the area entirely, use the opening through which the hellknight appeared to reach the next area, a red-lit room with lava showing through the cracks in the flooring.
As you enter the room, the opening closes behind you. The next room has some more health, along with a chaingun and ammo belts. Continue to the next room and watch out for the two imps that spawn, followed by a stream of lost souls. Hang out in the next doorway and wait for the lost souls to pour in through the doorway, giving you a better chance against them. When they're dead and gone, continue running until the cave opens up to an outdoor area.
BROKEN BRIDGE PATHWAY
Just right of the opening that leads outside is some armor and health lying on the ground. As you make your way across the broken path outside, watch for lost souls to fly at you from the nearby skies. You'll have to jump over a lot of gaps to reach the end, and once you do you'll head back into another cave entrance.
There's some more health left of the entryway to the cave, and you'll run into another couple of lost souls while making your way down the hall. Further down the hall, a hellknight will come at you from the left, when it's dead you'll square off against a trio of imps. When all are dead, the gate surrounding the central room will drop, though you should gather the items in the room before stepping foot in the now un-gated room. In the dark recesses of the walls (from which the imps came) you'll find health, shells, armor, and ammo belts.
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When you've grabbed the gear, step foot in the un-gated room and ready your guns. A mancubus will start slowly marching towards you from the front, while a number of cherbus fly up behind you. Start off by taking out the cherubs—if you back up into the previous halls, you'll be able to take out the cherubs (which spawn one at a time) before the mancubus can reach you.
Take down the mancubus and continue making your way across the area. The hall leads to a room with cells and a plasma gun. Grab the cells before touching the plasma gun—the moment you touch the gun, the floor will fall out from under you, leaving you at the entrance of a blue-tinted underground passage.
BERSERKER POWER-UP
As you walk forward you'll come across a berserker power-up. Equip your shotgun and grab the item, and then get ready for some frantic shooting. A number of imps will spawn in the room, followed by the march of a hellknight from the left. While the power-up is in effect (you're temporarily invincible), charge right up to the enemies and waste no time in slaying them. As the effect wears off, keep heading down the left turn of the underground passage and you'll fight another hellknight.
On the right wall you'll find a narrow hall that leads to rockets, cells, armor, shells and health. Grab it and return to the main underground area, and follow the glowing prints on the ground to another narrow opening. There are more rockets and health, along with the PDA of Simon Garlick. When you've got the items collected, a door behind you opens up to the next cavern.
MANCUBUS CAVERN
Walk past the lit candles and into the heart of the cavern. As you approach the center of the cavern (with the glowing symbol on the floor), a skull smashes down in front of you and a mancubus spawns on the platform to your right. No need in messing with the mancubus—just run down the path ahead of you, and jump over the final gap to reach the cave on the other side.
There are a few lost souls occupying the cave. Take 'em out as you make your way up the stairs. At the end of the stairway is an imp up top, and a small room. Take out the imp and make your way across the room to take on a couple more imps before gathering the rockets, cells, and health in the room. You can hear the growls of the mancubus below (to the right), but it can again be ignored as you head down the hall and up some more stairs.
At the top of the stairs is a doorway that, when opened, lets in a small stream of lost souls. Clear 'em out and step through the doorway to take on three imps that are on the other side. In an alcove from where an imp came is a med kit you should gather before continuing across the suspended walkway ahead.
More lost souls come at you as you cross the suspended walkway. As the path bends, look to the left for a narrow set of stairs that leads down. You can gather more cells, armor, and health if you take the small detour before continuing your way across the path. At the top of the stairway are a couple more lost souls you'll have to take care of befeore collecting the ammo and health from the alcove to the left. As you grab the items, though, prepare for a slew of zombies to pour in towards you from both your left and right. To conserve ammo, waste 'em with the chainsaw.
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POST ZOMBIE MORTEM
As you go through the next doorway, a hellknight and two lost souls will come at you from the left. Lure the lost souls towards you and retreat back to the alcove where you just gathered some items. You'll have time to shoot down the two lost souls before having to engage the hellknight—when you do fight it, chaingun the beast to death, but don't settle down quite yet.
There are a couple of med kits in the room where the hellknight was, though you shouldn't exhaust them quite yet. As you open up the next doorway, a second hellknight immediately crashes in at you. When you've felled that creature, gather up the health items and step into the next room.
The hall breaks up into two paths that lead to the same area. As you head down either path, imps spawn in the room before you can grab the health and armor inside. Further down the hall you'll run into another imp...and another hellknight! When the coast is clear (for now), locate the glow of the BFG cell across the hall.
As you appraoch the BFG cell, another hellknight comes from the doorway to the left, and another hellknight will spawn when you grab the BFG and its ammo. Since you don't want to fight more than one hellknight at a time, don't grab the weapons until after you'll killed the first. When both are dead, grab the goods (the BFG gun itself is half-hidden around the wall) and head down the hall from which one of the hellklnights came.
Cherubs and lost souls guard the hall. Lure 'em out and shoot 'em down to clear the hall, and continue through the area. At the end of the hall is some armor on the ground before you reach a set of steps. Ascend the stairs and step through the large gate, into a red-lit arena.
MANCUBUS ARENA
As you traverse the circular arena, a mancubus stomps onto the scene. The area is pretty open, giving you an easy shot at taking it down. Scattered about the arena you'll find armor, health, and ammo belts before you go up the short set of stairs that lead to a doorway.
The moment you open the doorway another mancubus appears before you. Take it down and continue into the next room to fight another mancubus backed up by cherubs. The best way to engage them is to separate them—fall back to the red-lit arena, luring the cherubs towards you. Since they're much faster than the mancubus, you'll be able to take them out before the mancubus reaches you. When you've finally slain all the enemies, head back into the room. Down the hall to the left, a hellknight comes from out of the wall. Take it out and continue through the next doorway.
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You can stop worrying about enemies for now. Just continue down the halls until you reach another portal beam. Before stepping into the beam, collect the rockets, cells, health and armor nearby. You'll want to stock up and reload all your weapons—when you step through, you'll be immediately confronted with Hell's boss, the Guardian.
GUARDIAN
Hopefully you've conserved your rocket ammunition—you're going to make best friends with that little weapon of yours when battling the Guardian. The Guardian itself is completely impervious to your attacks, though it makes itself vulnerable when it summons the seekers that protect it. When the Guardian summons the seekers, it stays in place and fires a ring of fireballs that spread out from under the beast. A blue glowing ball forms over the top of the guardian—when the ball appears, focus your fire on it to damage the Guardian. To force the Guardian to summon more seekers (and thus making it vulnerable) you'll have to destroy each of the existing seekers.
As soon as the battle begins, the Guardian immediately makes itself vulnerable, summoning a crew of seekers. Use your rocket launcher (or chaingun if need be) to systematically eliminate the seekers. Keep super mobile while fighting off the creatures, continually running around the large battle arena to avoid getting attacked. When you've whittled away the forces so that there's just one seeker left, reload your weapons before defeating the last. The moment the last seeker dies, the Guardian will go back into summoning mode, and you'll want your rocket launcher filled with ammo. Let loose with all your rockets on the blue orb (which turns purple when hit).
You can find a ton of extra rockets scattered about the arena, down at the base of the walls. There are also three health packs that are clustered together. After just a few rounds of attacking the Guardian's vulnerable blue orb, it'll finally crash to the ground, leaving behind the soulcube weapon.
Collect the soulcube and you'll warp back to the entrance of Hell. Activate the teleporter nearby to complete the level.
Continue Walkthrough...
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