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BonciuADV

Doom 3 Ultimate Items AND Enemy Locations Guide

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Hello, yes, I plan to not only do ROE and Lost Mission, but every game that has an editor, including previous Doom games, Quake 1 and 4 and possibly Half Life. I just like doing this. Thank you a lot for everything, but as I already said, things that you missed are rare and very insignificant, your walkthroughs are already the best ones out there. I will still try my best to make this as complete as possible. I will keep my quota of 1 level a day for the most part, but I will be on vacation next week, so I won't start ROE until January. Again, if there's anything I should add or change, please let me know.

Edited by BonciuADV

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CAVERNS AREA 2
Sub Station 3:
1 Archvile- No Spawns
2 Hell Knights
2 Medkit Small
3 Armor Shards


Main Dig Junction:
6 Wraiths
1 Medkit Large
2 Cells Small
6 Armor Shards


Main Excavation:
2 Hell Knights (after turning on the generator, also unlocks the trigger for the next wraiths, the trigger is deleted if you kill ANY of the 2 hellknights)
1 Archvile- 3 Imps, starts with 2 (if you go in the ancient temple)
1 Adrenaline
1 Medkit Small
3 Armor Shards
1 Security Armor


2 Medkit Small (left scaffolding)
1 Grenades (left scaffolding)
6 Armor Shards (left scaffolding)


1 Cells Large (right scaffolding)
1 Clip Small (right scaffolding)
1 Rockets (right scaffolding)
1 Shells Small (right scaffolding)
1 Ammo Belt (right scaffolding)


Main Dig Junction:
1 Imp (if you have picked up the keycard)
2 Wraiths (if you have picked up the keycard)
3 Wraiths (if you turned on the generator and haven't killed the hellknights)


Station 3 Storage:
2 Ammo Belts
3 Shells Small
2 Cells Small
1 Grenades
5 Clip Large
7 Armor Shards
1 BFG Cell
1 Rocket Box
1 Shotgun
1 Health Station


Sub Station 3:
9 Trites (after exiting Station 3 Storage and you have picked up the keycard, so if you used cheats to get the card you won't encounter them lel)


Main Dig Junction:
3 Trites


Chamber Junction 1:
6 Trites (if you turned on the second generator)
6 Armor Shards (scaffolding)
1 Machine Gun (scaffolding)
1 Clip Small (scaffolding)


Levitation Site:
3 Wraiths
3 Imps
1 Security Armor
2 Clip Large
1 Shells Small
1 Health Station (turned off, use the next generator to turn it on)


Chamber Junction 1:
2 Wraiths (when backtracking from chamber junction 2)
1 Imp (when backtracking from chamber junction 2)


Room of Stars:
1 Hell Knight
8 Trites
2 Imps
2 Hell Knights (after you kill the 2 imps, sometimes only spawns 1 and I don't know why)
1 Imp (behind you if you approach the armor shards)
1 Imp (behind you if you approach the other trite hole)
1 Ammo Belt
2 Armor Shards


The Gallery:
2 Vagaries
8 Trites
1 Rockets
1 Medkit Large
1 BFG Cell
1 Clip Small (scaffolding)


Excavation Transfer Lift:
3 Machine Guns
1 Cells Large
1 Rocket Box


So the best way to get 100% enemies in the Main Excavation is to get the keycard first, backtrack, kill the 1 imp and 2 wraiths, go back and turn on the generator, run back to main dig junction to kill the 3 wraiths and THEN kill the 2 hellknights

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Really, really interesting about the 100% enemies in the Main Excavation and how only certain enemies will spawn if you do a certain set of events. I can't remember if I did it the 100% way or not, but in any case, it's interesting that several of these enemies in Doom 3 are predetermined to spawn only if you do certain triggers. Really makes getting a true 100% really tough if you don't know what you're doing.

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20 minutes ago, HadleyFlame said:

Gonna follow this, because I started the Doom 3 days ago, and I like to complete everything to 100% so... thank you! 

 

 

 

 

Well, I only playtested this guide up to EnPro, so if you notice any mistakes please please tell me, I am NOT going to play Doom 3 by myself it vewy spwooky :(

It's still very much work in progress. That being said, here's the last level of the game:

 

PRIMARY EXCAVATION
Sub Level 4 Excavation:
3 Bullets Large
5 Shotguns
12 Shells Small
4 Machine Guns
4 Clip Small
17 Clip Large
3 Grenades
2 Chainguns
3 Ammo Belts
2 Plasma Rifles (Multiplayer Pickup)
8 Cells Small
3 Rocket Launchers
3 Rocket Boxes
1 BFG 9000
2 Medkit Large
2 Security Armor


Sub Level 4 Junction 1:
1 BFG Cell


Chamber of the Hero:
2 Medkit Small
1 Backpack (40 Bullets, 20 Shells, 100 Clip, 4 Grenades, 4 Rockets, 25 Cells, 50 Ammo belt, 4 BFG Cell, 25 Health, 25 Armor)


Unidentified:
1 Cyberdemon
1 Medkit Large
2 Security Armor

 

This journey that took me almost 5 months (but I was only active for a month) was definetely interesting for me, and I'll do it again after my vacation, moving to Ressurection of Evil. Biggest thanks to absolutely everybody.

And how could I forget, this level's fun fact: 

d̵̡̛͉̬͍̹̞͂̍̽̆́͆̾̔̑ͅo̶̢̧̧̝͕̩̝̟̠͂͐̽͠ͅñ̸̞̮͑͂͗͂̚͜'̸̦̟̝̣̺̻͖̹̜̜͗̄̉͊̎͗̽̆̈́͋̈́̕͘͜͝ẗ̴̬́̓̃̉͑̾ ̷̡̼̜̣͉̊̉̉̔͋͌͘ḽ̷̠͍͕̼͎̟̭̩̟̟̼̼͗͐̏̐̒͌̄̈́̏̑͋̀͝͝į̷̨̢̛͙͉͎͔̣͙͔̬̥̺̗̲͗̆͆̈̍͌̊s̸̞̙̖͇̙̯̼̽̇́̽̍͘͠t̷̙͙̰͚̻̎̍́̽e̷̛̠̤͇̾͊͋̈̌̀̔͠͠ņ̵̡̝̩̩̗̻̫͙̞͈̓̈́̐̿̌̐͗̐͑̋͋͆́͜͜͠ ̷̻͂̓̇̍͐̄̿͌̌̍̀̽̚̚͝ť̵̡̛͚̩͓̻̞͍̮̬͚̺̬͕͕ͅơ̴̭͚̤̜̠͉̪͖̹̠̺͙̝͋͂̀͛͂͌̍͜͝͝ ̵̢̧̢͍͔͓̏͆̽̓̈́͆̽͐̉̈́̈́̅̚͝r̶̢͇͖͙̠̍̓̀̾͑̊̐̚̚͘͝e̵̡̠̩͙̺͔͎̞̞̙̜͊̉̎̈͋͛̅̽v̴̧̖͙̼̩̰̠͕̙̗̈́̒̒́̈̋͛̽̎̎̃͆͠c̴̢̭̻̱̥͍̬̥̆̆̀̒̓̈̽ŗ̴̨͚̘͊̽̄̓̈́ͅy̴̧̯͕̰͌̊̈́̾ͅ_̶̡̢́̉͋͗͒̕̕̚0̶̺̜̘̳̦͈̙̳̦̒̀ͅ2̶̘̺͋̋͒̓͝ ̵̫̲̦̰̍̂̋͑â̴̬̠̰͎̈̅͊͗t̶̙̤̬͎̝̉́ ̵̧͉̩̯̤̻̳͋͌̈́̊͛̿͝n̸͉͉͉̱̩͔̫̮͓̫͎͂̍̃̈́̕͜͝͝ì̵̢̢͍̯̼̮̰͇̖͖̺̌̈́̈́͂̂͂͑̾̕͘g̵͈̖͖̪̩̊̈̂̓̄̇͌͐̆̀͂́̈̀͠h̸̼͔̬̩̲͈͙͔͚̦̩̭̳͕̻̓͋͒̊̈́̊̂̐͑͗͆͆͝͝ť̵̢̛͚̙̬͎͕̤͙͇͕͐͝.̴̧̜̳̈́.̵̛͎̒̓͛̓̔̆͑́͠.̶͚̪̘͔̝͖̀

 

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EREBUS SECTOR 1 - MAIN EXCAVATION
Ancient Ruins:
2 Forgotten Ones
1 Shotgun
1 Shells Small
1 Medkit Large (on the lift after removing the following Power Cell)
1 Shells Small (on the lift after removing the following Power Cell)


Excavation Hall:
3 Forgotten Ones -1 on Recruit
1 Power Cell
1 Shells Large (small ledge left from when you enter)
1 Medkit Large (small ledge left from when you enter)
1 Medkit Small
1 Shells Small
1 Medkit Small (on top of the scaffolding)
1 Shells Small (on top of the scaffolding)
1 Shotgun +1 on Recruit
2 Bullets Small
1 Security Armor (jump left from the lift platform)


Lift Depot:
2 Forgotten Ones -1 on Recruit
2 Imps (when you approach the stone floor section) -1 on Marine, -2 on Recruit
1 Medkit Large
4 Clip Small
1 Machine Gun
1 Medkit Small


Ancient Ruins:
3 Forgotten Ones (when you pick up the shells) -1 on Recruit
2 Imps (when you pass the center of the room) -1 on Recruit
1 Shells Small
1 Medkit Small
1 Medkit Large (scaffolding) +1 on Marine
2 Clip Small (scaffolding)


Tunnel Access:
3 Forgotten Ones
1 Grabber
1 Security Armor (hidden behind a box)
1 Medkit large (hidden behind a box)


Central Excavation:
3 Forgotten Ones (when you pass the center of the room) -1 on Recruit
1 Security Armor
2 Medkit Large
1 Shells Small


Ancient Ruins:
5 Forgotten Ones -3 on Recruit
1 Imp -1 on Recruit
3 Imps (when you approach the center of the room, one behind you) -1 on Marine, -2 on Recruit
2 Forgotten Ones
1 Medkit Large


Elevator Access:
2 Shells Small
2 Clips Small
1 Medkit Large

 

I'm back from vacation, Germany is a beautiful country, big fan of their cities and trains. I will continue convoluting the guide by adding triggers to every enemy. 

Edited by BonciuADV

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There are 6 types of moveables in ROE, with different damage values when thrown by the grabber. Damage also depends on the velocity. Big thanks to Steve on the idtech4 Discord.

 

I. Xlarge - 300 damage

The only one in this category is the jackhammer:

image_2023-01-08_063209439.png.be1cd36bdebed35314c01c09ba64f9c1.png

 

II. Large - 150 damage

The pickaxe:

image_2023-01-08_064000745.png.cb81cf1580e17871f7898f13ba3bdd67.png

 

The shovel:

image_2023-01-08_064109661.png.303c3ae8693d6cb60fd09b01b90be44e.png

 

Barrel v2:

image_2023-01-08_064310790.png.063cb6538d45bc2637f9d3bd3ce56244.png

 

Barrel v3:

image_2023-01-08_064703544.png.50698f495fcbe60a4462f107a25210ea.png

 

The T H I C C Barrel v2b:

image_2023-01-08_064830569.png.20abd99b5f436ff2f29a0210f42356e0.png

 

Dead robo-sweetness body :(

(too graphic I won't show)

 

Caverock 3:

image_2023-01-08_070252249.png.ebb40ffa728fd12ccf65ef2c1c73a751.png\

 

Compcart:

image_2023-01-08_070428543.png.4744ba475ef51dccab07eba1966ad86f.png

 

Filecabinet 1:

image_2023-01-08_070605323.png.06d54913bd77d4afd0e6881173930fa0.png

 

Diamondbox:

image.png.bf03d34c9583b64e91c6e386d89be321.png

 

Barrel 1:

image.png.11dc72db00c4e88d665b710ac136e1bc.png

 

Barrel 2:

image.png.a626761ac8b8e6408242e5c84528b619.png

 

Barrel 3:

image.png.15f00db2039d73d3f91c8c9a70a1ec2e.png

 

III. Medium - 120 damage

Player Helmet:

image.png.6b9ad2f5c12c293599006202f1823a7b.png

 

Caverock 2:

image.png.cb7db0bf0bd568467d374ac777e6088b.png

 

Ktable:

image.png.0a7b6b03de701dd14ff81760213221b2.png

 

Chair 1:

 

image.png.3d0d4fcbeb962a59032882f24ac666fd.png

Chair 2:

image.png.c5aafc3e4e07f69ae14cea09a251e302.png

 

Chair 5:

image.png.ba1903f8835796c544cdc4934ecd975a.png

 

Kitchen Chair:

image.png.7ded07e6b19f8350df632d9022422a31.png

 

Mop Bucket:

image.png.104c2bd5d8f059cf5e851b2fb4b6f5bc.png

 

Metal Box 1:

image.png.35c4b8e89a7d2d1bb711a4794d6e6b83.png

 

Gizmo 1:

image.png.56d79b86e3b5ee4529d544d2521387d6.png

 

Spigotcan 1:

image.png.15e3167423bc17bf6c656b225021dc5a.png

 

Tablecart 1:

image.png.2e3284a740778e93c799c2f29cc18aed.png

 

Tablecart 2:

image.png.c4ff5297b2b251e047f98da5301542d4.png

 

The rest of them are divided into small, tiny and carton, all useless. Maybe I'll add them later. Here are the thrown projectile values:

Imp fireball - 150 damage

Vulgar fireball - 150 damage

Cacodemon fireball - 200 damage

Hellknight fireball - 250 damage

Revenant rocket - 250 damage

Invulnerability hunter fireball - 375 damage

Mancubus fireball - 400 damage

 

 

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3 hours ago, BigMacDavis said:

Welcome back. Definitely going to be practicing Resurrection of Evil tomorrow with your Level 1 list.

Well, your existing walkthrough for the first levels are already flawless. You gave perfect instructions to where every enemy and item is, whereas on my list I didn't. It's really, really hard to explain the triggers in ROE, they are placed in the middle of rooms and can be best shown visually, but I will try my best to post screenshots tomorrow.

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EREBUS SECTOR 2 - EREBUS DIG SITE
Maintenance Elevator:
1 Shells Small
1 Clip Small
1 Grenades
1 Clip Small (behind the blue crate with the grenades)

1 Extremely OP Jackhamer on Original Release


Access Tunnel:
3 Armor Shards
1 Medkit Large +1 on Recruit


Maintenance Supply:
1 Shells Large
1 Health Station 100%


Maintenance Elevator:
1 Imp (after exiting Maintenance Supply, trigger activated after picking up PDA)
1 Imp (after killing the first Imp)
1 Imp (after approaching the blue crate, trigger activated after picking up PDA)
2 Imps (downstairs after you have picked up the PDA, special trigger to make them sensitive to the flashlight) -1 on Recruit


Access Tunnel:
1 Vulgar (trigger activated after picking up PDA)


Ancient Ruins:
1 Vulgar (after going down the stairs)
1 Trite
3 Armor Shards -3 on Recruit
1 Medkit Large

1 Security Armor on Recruit


Ancient Portal:
1 Helltime Hunter


Portal Junction:
1 Medkit Large +1 on Recruit
2 Artifact Charges -1 on Nightmare


Ancient Machine:
1 Machine Gun Z-Sec (after going through the last moving walls)
5 Artifact Charges -2 on Nightmare


Tablet Site Beta:
1 Shells Small +1 on Recruit
1 Medkit Large
2 Armor Shards (scaffolding)
1 Power Cell
1 VERY OP JACKHAMMER

1 Clip Large on Recruit


Central Excavation:
1 Imp (2 hp, disappears when he feels like it, throws hazmat person)
1 Security Armor (under the floor)

1 Medkit Large on Recruit

1 Jackhammer on Original Release, they had to nerf them on BFG Edition :))


Excavation Control:
1 Imp
1 Vulgar
1 Machine Gun Z-Sec (after approaching the grenades, 8 shots behind cover)
1 Imp (diagonal trigger in the middle of the room)
1 Imp (after going up the stairs to the big screen) -1 on Recruit
1 Imp (flashing the light on him activates the trigger on the stairs that makes him turn around, immune to the flaslight otherwise)
1 Grenades
2 Shells Small
3 Armor Shards
1 Health Station 100%

1 Artifact Charge Original Release, -1 on Nightmare
ANOTHER VERY OP JACKHAMMER

2 Clip Large on Recruit


Elevator Bay:
1 Imp
1 Vulgar (1 second after killing the imp)
1 Vulgar (behind you, 2 seconds after killing the imp) -1 on Marine

1 Vulgar (behind you, 2 seconds after killing the imp) on Original Release, -1 on Recruit
1 Shells Small (locker)
1 Grenades (locker)
1 Clip Small (locker)
1 Medkit Large
1 Artifact Charge -1 on Nightmare

1 Artifact Charge on Original Release, -1 on Nighrmare


Elevator Maintenance:
1 Bullets (locker)
1 Security Armor (locker)
1 Artifact Charge


Lower Storage:
3 Machine Gun Z-Sec (one uses cover, third one is activated after first one is killed) -1 on Recruit
1 Shells Small (on the crates)

1 Clip Small

1 Clip Large on Recruit


Mechanical Support:
1 Shotgun Z-Sec
1 Machine Gun Z-Sec
1 Imp 
1 Imp (behind you after you approach the supplies) -1 on Recruit
2 Medkit Small
3 Armor Shards

1 Shells Large on Recruit


Central Excavation:
1 Imp
1 Forgotten One (3 seconds after going past the elevator completely, trigger activated by picking up PDA)
1 Vulgar (3 seconds after going past the elevator completely, trigger activated by picking up PDA) -1 on Recruit
1 Vulgar (4 seconds after going past the elevator completely, trigger activated by picking up PDA)
1 Medkit Small
1 Medkit Large
1 Artifact Charge

1 Clip Large on Recruit

3 Armor Shards on Recruit


Upper Storage:
1 Machine Gun Z-Sec (uses cover)
1 Medkit Small +1 on Recruit
1 Artifact Charge -1 on Nightmare


2 Vulgars -1 on Recruit
1 Security Armor (upper floor)
1 Shells Small (upper floor)
1 Artifact Charge


Transfer Control:
1 Health Station 100%


Upper Storage:
1 Vulgar -1 on Recruit
1 Machine Gun Z-Sec
1 Shotgun Z-Sec


Central Excavation:
1 Machine Gun Z-Sec
1 Forgotten One (after you approach where the Z-Sec was)
2 Forgotten Ones (after you kill the first one) -1 on Recruit
3 Forgotten Ones (2 seconds after you reach the bottom of the ladder and you've killed the other Forgotten Ones) -1 on Marine, -2 on Recruit

 

69th post. Might be some mistakes, I apologize.

Edited by BonciuADV

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EREBUS SECTOR 3 - EREBUS LABS
Excavation Transfer Lift
1 Backpack- 24 bullets, 16 shells, 45 clip
1 Medkit Large
1 Shells Small
1 Medkit Small (left scaffolding)
1 Clip Small (right scaffolding)
3 Armor Shards (right scaffolding)
6 Forgotten Ones (no trigger associated)


Levitation Site Gamma:
2 Wraiths (after going down the left stairs)
1 Wraith (2 seconds after going down the left stairs)
1 Wraith (after triggering the wraith in front of you, won't trigger the next wraith)
1 Wraith (behind you after killing 2 wraiths except the previously mentioned one)
1 Grenades (scaffolding)


3 Wraiths (after going up the stairs on the right)
1 Wraith (after killing the rightmost wraith)
1 Trite (behind you after going up the stairs on the right, bugged in a rock?)
1 Medkit Small
1 Shells Large
1 Clip Large
1 Artifact Charge


Chamber Junction 1:
2 Trites
1 Wraith (behind you)


1 Trite
1 Wraith (after triggering the trite)
1 Wraith (behind you after triggering the trite)
1 Medkit Small


The Proving Grounds:
2 Artifact Charges


Main Excavation:
1 Vulgar
2 Armor Shards
1 Medkit Small (scaffolding)
1 Clip Small (scaffolding)
1 Shells Small (secret ledge?)
2 Artifact Charges
1 Machine Gun Z-Sec (no triggers???)


Excavation Utility:
2 Machine Gun Z-Sec
1 Vulgar (behind you after killing the 2 z-secs)
1 Vulgar (when approaching the elevator)
4 Medkit Small
1 Clip Large
2 Shells Small
1 Security Armor


Level One:
1 Shells Large
1 Clip Small


Erebus Labs Bio Facility:
2 Shotgun Z-Sec
1 Machine Gun Z-Sec
1 Health Station 100%


Chemical Storage:
1 Grenades (locker)
1 Bullets (locker)
1 Shells Small (locker)


X-Ray Laboratory:
2 Zombies
1 Zombie (diagonal trigger in the middle of the room)
1 Artifact Charge


Medical Ward:
1 Zombie (if you don't kill the scientist before he transforms)
1 Medkit Large
1 Artifact Charge (if you kill the scientist before he transforms)
1 Power Cell


X-Ray Laboratory:
1 Vulgar (when you enter the room)
1 Vulgar (when you approach the exit)


Erebus Labs Bio Facility:
1 Vulgar
2 Vulgars (behind you, trigger for these 3 vulgars is extremely complex just kill'em all)


Level One:
1 Vulgar


Site 1 Research Access:
1 Backpack- 16 shells, 30 clip, 4 grenades (secret ledge)
1 Artifact Charge (secret ledge)
1 Artifact Charge


Excavation Systems:
3 Zombies


Artifact Storage Control:
3 Armor Shards
1 Medkit Large


Lab Maintenance Access:
1 Shells Large
1 Grenades
1 Clip Small


Lab Systems Maintenance:
1 Health Station 100%


Lab Systems:
4 Zombies


Lab Administration:
1 Zombie (25hp, gets killed by sarge)
1 Machine Gun Z-Sec (0.5 seconds after entering the room, uses cover)


Sarge's Office:
1 Pistol
1 Shells Small
1 Super Shotgun
1 Artifact Charge


Administrative Office:
1 Medkit Large
1 Shells Large
1 Clip Small
1 Artifact Charge
1 Power Cell
2 Zombies (after picking up the power cell)


Lab Administration:
3 Zombies


Lab Systems:
10 Zombies


Excavation Systems:
1 Vulgar


Artifact Storage Observation:
2 Vulgars


Artifact Storage Control:
2 Machine Gun Z-Sec


Artifact Storage Observation:
1 Vulgar


Excavation Systems:
1 Machine Gun Z-Sec (uses cover)


Site 1 Research Access:
1 Machine Gun Z-Sec


Artifact Storage:
4 Vulgars (after picking up the PDA)
1 Zombie
1 Clip Large
1 Shells Small
1 Artifact Charge


Artifact Storage Access:
2 Zombies


Excavation Receiving:
2 Medkit Small
3 Armor Shards
2 Artifact Charges

 

I can't seem to find one Vulgar and one Trite according to the wiki...

The vulgar is in the room with the many zombies and with the demonic influence turning your vision red. It has a spawning animation attached and a trigger relay, but no trigger for that relay. Why are there so many unused monsters in this map? Also there are 3 dummy armor shards with no coordinates set.

 

I've found the trite too, it WAS in Levitation Site Gamma, but it wasn't that one under the rock. His name is monster_demon_trite_jump_1, but it hasn't a jump animation, in fact it hasn't got any animations or triggers at all.

Edited by BonciuADV

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Oh, this is gonna be so helpful. I'm having a lot of fun with these posts. You're seriously a life saver.

Sarge's Office:
1 Pistol
1 Shells Small
1 Super Shotgun
1 Artifact Charge
1 Sweetness Bear Head. Hehe.

And yes, in Levitation Site Gamma, there is a trigger point for a Trite to spawn, but the trigger is under the rock. You have to move the rock with the Grabber Gun for the Trite to spawn.

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EREBUS SECTOR 4 - EREBUS CONTROL
Excavation Receiving:
1 Medkit Large
1 Medkit Small


Excavation Systems:
1 Zombie
1 Machine Gun Z-Sec (after stepping into the room)
1 Shotgun Z-Sec (after stepping into the room)
4 Armor Shards
1 Bullets
1 Shells Small


Artifact Processing:
1 Vulgar
1 Vulgar (diagonal trigger, when you approach the other door)
1 Security Armor
1 Medkit Small
1 Artifact Charge


Administration Checkpoint:
1 Imp (leaping)


Administration Access:
1 Machine Gun Z-Sec (uses cover)
1 Vulgar (behind you after killing the z-sec and approaching where he was)
1 Imp (behind you after going down the stairs)
1 Clip Small
1 Grenades
2 Shells Small (locker)

1 Health Station 100%


Administration Junction:
1 Imp (flashlight sensitive, or activates when you exit the tunnel)
2 Machine Gun Z-Sec (0.5 secs after killing the imp)
2 Vulgars (when you pass throught the bridge)
1 Imp (when you approach the exit door)
2 Medkit Small
1 Clip Small (behind some barrels)
1 Shells Small (behind some barrels)
1 Artifact Charge


Administration North Hall:
1 Zombie
1 Artifact Charge


Administration South Hall:
1 Shotgun Z-Sec (when you unlock the door)
3 Vulgars (0.5 secs after going up the stairs)
1 Bernie
1 Medkit Large


Administration Staff Office:
1 Zombie
1 Imp (when you approach where the z-sec was)
1 Medkit Small
1 Security Armor
1 Shells Large


Administration Processing:
1 Imp (weird parallelogram-shaped trigger)
3 Zombies (weird parallelogram-shaped trigger)
1 Clip Small
1 Shells Small


Administration East Hall:
1 Machine Gun Z-Sec
1 Shotgun Z-Sec
1 Shells Small
1 Grenades
1 Medkit Small
1 Artifact Charge


Excavation Transfer:
1 Vulgar (another weird shaped trigger that i can't explain)
1 Vulgar (when going back after picking up the PDA)
1 Clip Large
1 Artifact Charge


Administration Main Office:
2 Zombies
2 Machine Gun Z-Secs
2 Vulgars (behind you after picking up the power cell)
1 Medkit Large
3 Armor Shards
1 Bullets (locker)
1 Shells Small (locker)
1 Medkit Small (locker)
1 Power Cell


Administration East Hall:
1 Vulgar (when exiting the room after having picked up the power cell)


Excavation Transfer:
2 Machine Gun Z-Sec


South Lounge Junction:
1 Medkit Large
1 Grenades


Lobby:
1 Shotgun Z-Sec
1 Zombie (when approaching the seats)
2 Vulgars (after picking up the PDA)
1 Bullets
1 Shells Small
3 Armor Shards
2 Artifact Charges
1 Health Station 100%


Lounge:
1 Machine Gun Z-Sec
2 Vulgars (1 second after killing the z-sec)
1 VERY ELUSIVE GOATSE.CX REFERENCE ARCADE (in the original release, don't google if you don't remember it sorry)


North Lounge Junction:
1 Shotgun Z-Sec (uses cover)
2 Artifact Charges


Excavation Transfer:
1 Imp


Debris Processing:
1 Vulgar
3 Zombies
3 Armor Shards
2 Power Cells


Artifact Processing:
1 Zombie
2 Vulgars


Excavation Systems:
1 Imp
2 Vulgars


Ventilation System:
1 Clip Small
1 Artifact Charge


Erebus Level 4 Access:
1 Health Station 100%

 

Best map in ROE imo. You get a lot of artifact charges, enough for almost every encounter, and there are so many z-secs that gib wonderfully. The MC Underground and administration setting makes this so much better. But from a map standpoint, this is the worst one so far, everything is so convoluted and layered on top of each other I gave up on the triggers halfway. 

Missing:

That 1 imp that spawns only on the original release


yes i will upload new level soon i'm just a little busy i just entered a huge talent show and I wanted to get ready for it :) tommorow i'll see if i am accepted there were almost 200 people yesterday that entered and there are only 18 slots

Edited by BonciuADV

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EREBUS SECTOR 5 - EREBUS RESEARCH
Erebus Cargo Storage:
2 Imps
3 Vulgars (after you kill the 2 imps, there were supposed to be 4 on Veteran but one is Marine exclusive instead)
1 Zombie
1 Shells Large
3 Armor Shards
2 Medkit Large
2 Artifact Charges


Erebus Storage Hallway:
2 Zombies
1 Shells Large


Elevator Bay:
2 Imps
1 Grenades


Research Support:
1 Zombie
1 Security Armor
1 Clip Large
1 Clip Small
1 Artifact Charge


Research Sector 2:
1 Zombie
1 Imp (after going on the stairs)
2 Vulgars (after you trigger the zombie)
2 Armor Shards
1 Shells Small
1 Health Station 100%
3 Artifact Charges


Erebus Cargo Storage:
1 Zombie
1 Vulgar (after you trigger the zombie)
1 Vulgar (after you reach the corner)
1 Vulgar (behind you, after you pass where the door is under you)
1 Shells Small
1 Bullets


Upper Cargo Storage:
1 Imp
3 Vulgars (behind you after killing the imp, each spawns after a delay)


Cargo Storage Stairwell:
1 Imp
1 Grenades
1 Medkit Small
1 Artifact Charge


Erebus Cargo Storage:
2 Imps (when you go past the movable orange crate on your left)
2 Vulgars
1 Vulgar (behind you)
1 Vulgar (after killing the vulgar behind you)
1 Medkit Small
3 Armor Shards
1 Medkit Small (behind the fence)
1 Shells Large (behind the fence)
1 Clip Small (behind the fence)
1 Artifact Charge


3 Imps (third one comes right from the beginning on Recruit, stays hidden longer on Marine and above)


Erebus Storage Hallway:
1 Imp (when you approach the locked door somewhat)
1 Medkit Small
1 Shells Small


Armory:
1 Vulgar
1 Chaingun
1 Shells Large
5 Ammo Belts
1 Health Station 100%
3 Artifact Charges


Waste Tunnels:
3 Hazmat Zombies
4 Maggots (all of them have main trigger down in the slime)
2 Cherubs (there is a way to remove the trigger that spawns them, but I don't know how to do that)
2 Maggots
3 Cherubs (after you approach the door somewhat)
1 Mancubus (after you approach the door somewhat)


4 Maggots
4 Cherub
1 Medkit Small
1 Artifact Charge


3 Hazmat Zombies
3 Maggots
2 Cherubs
1 Mancubus
4 Ammo Belts
2 Medkit Large
2 Artifact Charges


2 Hazmat Zombies
4 Maggots
1 Cherub
1 Mancubus
1 Clip Large
1 Clip Small
1 Medkit Small
2 Ammo Belts
1 Artifact Charge


4 Maggots
4 Cherubs
1 Shells Small
1 Medkit Small
1 Ammo Belt


Surface Access:
5 Armor Shards
2 Medkit Small

 

This is the first level so far without BMD's walkthrough, meaning that the enemy order in which you encounter them may be wrong, ESPECIALLY in the waste tunnels area. There have to be many mistakes there. I have counted and there aren't any enemies missing, but you should still double check what triggers them and, again, nothing is playtested. All of the items seem to be correct though. 

As a side note, I got accepted into the talent show, I am one of the 18 people that will be performing in front of a 400 or so audience!

 

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EREBUS SECTOR 6 - EREBUS STATION
Site One Surface:
2 Cacodemons
1 Cacodemon (after killing the 2 cacodemons)
2 Air Canisters


2 Vulgars (after approaching the first air tank up the ladder)
1 Vulgar (on the right, after triggering the vulgar on the left)
1 Vulgar (on the left, after triggering the previously spawned vulgar)
1 Cacodemon (1 second after killing the one of the first 2 vulgars)
1 Vulgar (behind you after killing 2 of either the vulgars on the right except the following vulgar and the cacodemon)
1 Vulgar (when somewhat approaching the alcove with the supplies near the exit)
4 Air Canisters
1 Medkit Large
1 Medkit Small


Monorail Storage:
2 Medkit Small
1 Artifact Charge


Sewage Maintenance:
2 Vulgars
2 Shells Small
1 Clip Small


1 Vulgar (dropping down after passing the first quarter of the room somewhat)
2 Zombies
3 Armor Shards


Sewage Stairwell:
1 Zombie (ambush)
1 Vulgar


Blocked Passage:
2 Zombies
1 Vulgar (behind you after approaching the PDA)
1 Medkit Large
1 Clip Large
1 Artifact Charge


Sewage Stairwell:
1 Vulgar (if you picked up the PDA)


Armory:
2 Ammo Belts (locker)
1 Clip Small (locker)
1 Shells Large (locker)
2 Armor Shards (locker)

1 Bullets (locker)
1 Health Station 100%


Main Sewer Access:
1 Revenant (if you've picked up the PDA before)
1 Revenant (behind you if you've picked up the PDA before)
1 Vulgar (behind you if you've picked up the PDA before)


Main Sewer Tunnel A:
2 Zombies
4 Trites
1 Vulgar (behind you, 1 second after triggering the zombie)
1 Shells Small
1 Ammo Belt
1 Artifact Charge


1 Revenant
1 Vulgar (behind you, 3 seconds after killing the revenant)
1 Vulgar (behind you, 3.5 seconds after killing the revenant)
1 Artifact Charge


2 Trites
2 Vulgars
1 Zombie
1 Medkit Large
1 Clip Large
1 Security Armor
1 Ammo Belt
1 Artifact Charge


Main Sewer Tunnel B:
5 Trites
1 Revenant
2 Zombies


5 Vulgars (extremely complex trigger for all of them)
1 Revenant 
1 Revenant (behind you, after the other revenant sees you??)
1 Ammo Belt
4 Armor Shards
1 Artifact Charge


Sewer Filtration:
1 Shells Large
2 Ammo Belts
1 Health Station 100%
1 Artifact Charge


Cargo Transport:
1 Berserk Hunter
5 Artifact Charges

 

This is the most complete guide in a while, at least trigger wise. Unfortunately I can't post more frequently, tommorow I have a photo shoot (there will be posters with me all over the city ;)) and scouts, and I'll probably go camping too. The next day I have a geography olympiad. The next week is even busier. Sorry for complaining :) 

Ok ignore that I'll try my best to focus on this more. I don't like doing 1 or 2 levels a week when I used to do one every day, or maybe even more often. And the levels were longer too.

 

Missing:

1 Artifact Charge apparently, maybe killing Ryden and absorbing his corpse is counted on the Wiki?

 

Edited by BonciuADV

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I'm DEEPLY sorry that I haven't posted in 2 months, as I surely dissapointed a lot of people, but most of all myself. I went through some huge family problems, got kicked out of that show, failed the olympiad, PC broke and I had to reinstall Windows and wipe everything, in short everything that could go wrong went wrong. Everyday I regretted not following up or updating on this guide, but I still couldn't bring myself to do it. So again, excuse me, I promise it won't happen again.

 

PHOBOS SECTOR 1: TELEPORTATION
Monorail Station:
1 Rocket Launcher (beneath the tracks)
1 Bullets
1 Medkit Large
4 Armor Shards
1 Machine Gun
1 Clip Small
1 Shotgun
1 Shells Large
4 Artifact Charges


Communications Tower:
1 Tentacle Commando (0.5 secs after opening the door)
1 Machine Gun Z-Sec (0.5 secs after opening the door)
1 Machine Gun Z-Sec (after stepping ~2 meters into the room)
1 Clip Large
1 Shells Small
1 Health Station 100%


Communications Support:
3 Zombies
1 Vulgar (behind you, triggered when approaching the blue thing in the middle of the room)


Connecting Corridor 1B:
1 Vulgar


Elevator Access:
1 Zombie
1 Medkit Large
1 Artifact Charge


Teleportation Reception:
1 Chaingun Commando
1 Vulgar (on your left)
1 Vulgar (4 seconds after triggering the commando)
2 Vulgats (after killing the commando
1 Vulgar (behind you after you go down the stairs where the first vulgar was)
1 Vulgar (2 seconds after you go down the stairs where the first vulgar was)
1 Shells Small
3 Medkit Large
1 Rockets 


Connecting Corridor 2A:
1 Tentacle Commando


Teleportation Science:
1 Machine Gun Z-Sec (after walking a bit on the right, uses cover)
2 Machine Gun Z-Sec (after approaching the supplies)
1 Zombie (after approaching the supplies)
1 Zombie
1 Vulgar (behind you after approaching the security armor)
1 Vulgar (after killing the first vulgar)
2 Clip Small
1 Medkit Small
1 Grenades
3 Armor Shards
1 Shells Large
1 Security Armor
1 Artifact Charge


Connecting Corridor 2B:
1 Pinky
1 Zombie


Teleportation Chamber:
2 Machine Gun Z-Sec (both use cover)
1 Tentacle Commando
1 Vulgar (3 seconds after entering the room)
1 Clip Large
1 Medkit Large
1 Bullets


Teleporter Control:
1 Rocket Launcher
1 Health Station 100%


Teleportation Chamber:
1 Chaingun Commando
5 Revenants


Teleportation Mechanical:
1 Zombie
2 Vulgars
2 Machine Gun Z-Sec (one uses cover)
1 Revenant 
1 Vulgar (behind you after killing the revenant)
2 Zombies
1 Medkit Small
1 Artifact Charge


Storage:
3 Zombies
2 Vulgars (after killing the 3 zombies)
1 Shotgun
1 Medkit Large
3 Armor Shards
1 Shells Large (locker)
1 Ammo Belt (locker)
1 Pinky (immediately after you open the door, watch out)


Subfloor Conduit:
1 Artifact Charge


Utility Closet:
1 Ammo Belt
1 Clip Large
1 Rocket Box
1 Health Station 100%
1 Artifact Charge


Teleportation Reception:
1 Hell Knight
3 Revenants
1 Revenant (after opening the last door)


SkyTram Station North:
1 Plasma Rifle (beneath the tracks)
1 Cells Large (beneath the tracks)
1 Artifact Charge (beneath the tracks)

Missing: 1 Vulgar in Teleportation Mechanical

 

I really promise that I will post another guide the next day after tomorrow, I won't disappear like this again :) My apologies

Edited by BonciuADV

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PHOBOS SECTOR 2: MOLECULAR RESEARCH
Reception:
3 Medkit Small
1 Medkit Large
5 Armor Shards
1 Clip Small
1 Rocket Launcher (unobtainable?)
1 Rocket Box (unobtainable?)
1 Artifact Charge


Connecting Corridor 2A:
1 Medkit Large
1 Artifact Charge


Artifact Gallery:
1 Security Armor


Research Lobby:
2 Medkit Small
4 Armor Shards
1 Shells Large (behind the barrel)
2 Medkit Large (behind the barrel)
1 Artifact Charge


Research Sector A:
1 Ammo Belt
2 Artifact Charges


Research Office:
1 Medkit Small


1 Ammo Belt
4 Armor Shards


1 Medkit Small


1 Medkit Small
1 Rockets


Research Sector A:
1 Revenant (4 seconds after picking up the PDA)
1 Vulgar (after killing the previous reveneant)
2 Revenants (after killing the previous revenant)
1 Vulgar (after killing the first vulgar)
1 Vulgar (after killing the previous vulgar)
1 Vulgar (after killing the second revenant, the one on the right)
2 Vulgars (after killing the previous vulgar)


Research Lobby:
1 Bruiser


Research Sector B:
4 Armor Shards (on the servers)


Research Lab:
2 Medkit Large


Utility Room:
2 Medkit Large
1 Rockets
1 Clip Large


Airlock Vestibule:
1 Medkit Large
1 Shells Large
2 Clip Small


Phobos Labs Exterior:
3 Forgotten Ones
1 Revenant (when you approach the second stairs)
1 Revenant (after you kill the second revenant)
4 Air Canisters
1 Ammo Belt
1 Medkit Large
3 Armor Shards


2 Forgotten Ones
1 Air Canister
1 Rockets
5 Armor Shards


Pumping Station:
1 Revenant
1 Vulgar
1 Vulgar (after killing the previous vulgar)
1 Revenant (after killing the previous vulgar)
4 Armor Shards
1 Medkit Large
1 Shells Large
1 Clip Large
2 Artifact Charge
1 Health Station 100%


Phobos Labs Exterior:
2 Forgotten Ones
1 Cacodemon


2 Forgotten Ones 
1 Cacodemon
1 Cacodemon (after killing the previous 2 forgotten ones and cacodemon)
1 Forgotten One (after killing the previous 2 forgotten ones and cacodemon)
2 Air Canisters
1 Clip Small


Airlock Chamber:
1 Medkit Large
1 Artifact Charge


Airlock Vestibule:
2 Vulgars
1 Shells Large


Security Core Access:
3 Vulgars
1 Artifact Charge


Upper Corridor 1A:
1 Bullets
1 Clip Large
1 Health Station 100%


Commons:
1 Machine Gun Z-Sec (uses cover)
1 Machine Gun Z-sec (2.5 seconds after opening the door, uses cover)
1 Machine Gun Z-Sec (after killing the previous z-sec)
2 Machine Gun Z-Sec (6 seconds after opening the door or instantly if you approach the growth in the corner, both use cover)
1 Medkit Small


Connecting Corridor A:
1 Ammo Belt
4 Armor Shards


Lounge Access:
2 Machine Gun Z-Sec
2 Machine Gun Z-Sec (when you approach either the last door or open the door next to the many supplies)
1 Clip Large
1 Medkit Large


Upper Walkway:
1 Bullets 
1 Shells Large
1 Artifact Charge


Storage:
1 Medkit Large
3 Armor Shards
1 Rockets


Security Core:
3 Machine Gun Z-Sec
1 Plasma Rifle
2 Cells Small
2 Medkit Large


Storage:
2 Machine Gun Z-Sec
1 Shotgun Z-Sec


Upper Walkway:
1 Vulgar
1 Medkit Large
1 Shells Small
1 Cells Large


Lounge Access:
3 Vulgars


Commons:
2 Revenants
1 Vulgar (3 seconds after killing the first revenant)
1 Vulgar (6 seconds after killing the first revenant)


Security Core Access:
1 Revenant


Security Core:
1 Security Armor
2 Medkit Large


Security Core West Entry:
1 Plasma Rifle
1 Cells Large
2 Cells Small
1 Medkit Large
1 Artifact Charge


Energy Core:
1 Invulnerability Hunter
2 Ammo Belts
1 Rocket Box
1 Medkit Large
1 Health Station 100%
8 Artifact Charges


Security Core East Entry:

1 Clip Large

1 Medkit Large

1 Artifact Charge


Research Security Access:
1 Revenant
1 Shotgun
1 Shells Large
4 Armor Shards
2 Artifact Charges


Security Control:
1 Cells Large
3 Cells Small
1 Health Station 100%

 

Research Security Access:

1 Bruiser

 

Research Lobby:

1 Bruiser


Connecting Corridor 2A:
3 Revenants


Reception:
3 Revenants
2 Bruisers

 

Missing (a lot of things but I will search for them another time since this already took me almost 3 hours, this level is massive)

1 Revenant in Pumping Station

1 Machine Gun Z-Sec

2 Vulgars

1 Clip Large FOUND

1 Artifact Charge FOUND

I should be sleeping by now...

 

 

Edited by BonciuADV

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Since I'm running out of facts for these boring levels, here's some findings:

Doom 3 has a saving throw mechanic which makes a melee attack miss if it was supposed to kill you, or a projectile leaving you at 1 HP in the same way:

image_2023-04-10_175251216.png.448c04dcac0fb5c7fcc57bc18f71f814.png

EDIT: THE SAVING THROW ONLY WORKS ONCE EVERY FIVE SECONDS! DON'T GET AMBUSHED

You can check whenever you got saved by this by looking into the console. ""Saving throw." should get printed.

But the doom wiki states that the damage on recruit is 75% instead of 80%. Should I edit the wiki?

The same is applied in Quake 4, with a minor difference.

Difficulty as a whole is really basic compared to Quake 4 it seems, also featuring an aggression scale:

image_2023-04-10_175308835.png.a4139232514736ba6adff292dd2b20d0.png

The enemies in Quake 4 also have more health depending on the difficulty:

Private- 7 blaster shots (56 damage)/ 1 charged shot 1 normal shot (58 damage)

Corporal- 10 blaster shots (80 damage)/ 1 charged shot 4 normal shots (82 damage)

Lieutenant- 14 blaster shots (112 damage)/ 1 charged shot 8 normal shots (114 damage)/ 2 charged shots 2 normal shots (116 damage)

General- 18 blaster shots (144 damage)/ 1 charged shot 12 normal shots (146 damage)/2 charged shots 6 normal shots (148 damage)

The basic Strogg marine has 80hp and the blaster deals 8 damage. So the default damage scale on Corporal is 1.0

Recruit enemies take 70% of the damage

Lieutenant enemies take ~140% of damage

and General enemies take ~180% damage

Machine Gun is unreliable since it has a little quirk when hitting metallic armor, it's the only weapon that works this way.

I need someone that knows idTech better than me to confirm this :/

Edited by BonciuADV

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PHOBOS SECTOR 3: MAIN REACTOR
Skytram Station South:
1 Rocket Launcher
1 Medkit Large


Skytram Station West:
1 Medkit Large
1 Bullets
2 Artifact Charges


Reactor Systems:
3 Zombies
1 Zombie (after approaching the door)
4 Armor Shards (under the floor)


Plasma Storage:
1 Zombie
1 Plasma Rifle
5 Cells Small
1 Health Station 100%


Reactor Systems:
3 Vulgars (after opening the door and having approached the wall with the supplies, right one spawns after 3 seconds)
2 Revenants (after killing the left and center vulgar, one spawns instantly and the other after 2.5 seconds)


Reactor Mechanical:
3 Armor Shards


Reactor Core:
1 Cacodemon
2 Forgotten Ones (after killing the cacodemon)
1 Cacodemon (after going further right)


1 Cacodemon
1 Forgotten One (after killing the cacodemon)
1 Cacodemon
1 Forgotten One (after killing the fourth cacodemon)


Lower Maintenance:
2 Zombies
1 Clip Large
1 Ammo Belt
3 Cells Small
1 Security Armor
1 Health Station 100%
1 Artifact Charge
1 Vulgar (after picking up the keycard)


Reactor Core:
1 Vulgar (after killing the previous vulgar)
1 Cacodemon 
2 Forgotten Ones (after killing the cacodemon)
1 Cacodemon
1 Forgotten One
1 Cacodemon
3 Forgotten Ones (after killing the previous cacodemon)
1 Cacodemon 
2 Forgotten Ones (after killing the previous cacodemon)


Reactor Control:
1 Security Armor (locker)
1 Clip Large (locker)
2 Ammo Belts (locker)
1 Health Station 100%
1 Artifact Charge


Reactor Support:
3 Machine Gun Z-Sec (all use cover)
1 Shells Large
1 Rocket Box
1 Cells Small
1 Ammo Belt
4 Armor Shards
1 Artifact Charge


1 Revenant (after exiting the elevator)
1 Revenant (3 seconds after exiting the elevator)
1 Revenant (after killing the first revenant)
2 Revenants (after killing the second revenant, second one spawns after 3 seconds)
1 Pinky (0.5 seconds after killing the third revenant)
2 Clip Large
1 Shells Large
1 Rockets
1 Artifact Charge


Energy Processing (a ton of enemies that will be mowed down by the sentry bot, mentioning all triggers is pointless):
9 Wraiths 
13 Vulgars
1 Medkit Large
1 Ammo Belt
1 Grenades
1 Artifact Charge


Airlock Vestibule:
1 Plasma Rifle
1 Cells Large
1 Artifact Charge


Phobos Labs Rooftops:
1 Machine Gun
1 Clip Small
1 Air Canister
1 Security Armor
1 Ammo Belt
1 Grenades
1 Artifact Charge


Upper Maintenance:
2 Machine Gun Z-Sec (one uses cover)
1 Vulgar (four seconds after cycling the airlock)
1 Vulgar (after killing the previous vulgar)
1 Ammo Belt (under the floor)
4 Armor Shards (under the floor)
1 Health Station 100%


Lower Cargo Tunnels (good luck):
3 Hell Knights
7 Revenants 
1 Shotgun
1 Shells Small
1 Artifact Charge
1 Pinky (when you approach the last door)


Environmental Support:
1 Revenant
2 Machine Gun Z-Sec (both use cover)
1 Vulgar
3 Cells Small
1 Rockets
3 Armor Shards
1 Shells Small
2 Medkit Large

 

Arguably the worst out of all these boring lab levels, at least in my opinion, but at least it has a huge fight in the end. I like atmosphere and darkness, but the part with the sentry is just too much. Considering that this took 1 hour and 20 minutes (wayyy shorter than usual) and I found everything, I think I did pretty good. Fun facts got more boring as well: there are traces of an unused early Hell Knight in the second part of Reactor Support, 0.5 seconds after killing the first Revenant. At least the next level is shorter...

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PHOBOS SECTOR 1: TELEPORTATION REVISITED
Transfer Support:
2 Shells Large
2 Artifact Charges


Transfer Maintenance:
1 Machine Gun Z-Sec (alerted when opening the door, uses cover)
1 Machine Gun Z-Sec (after killing the previous one, doesn't use cover)
1 Vulgar (after killing the second z-sec)
1 Vulgar (after killing the previous vulgar, gets stuck in the next room if he loses sight in combat)
2 Cells Large
1 Rockets
1 Artifact Charge


Airlock Access:
2 Ammo Belts
4 Armor Shards
2 Clip Large
1 Rockets
1 Medkit Small
1 Artifact Charge


Monorail Station:
1 Clip Large
1 Ammo Belt
1 Medkit Large
1 BFG9000 (hidden under the rails)
1 BFG Cell (hidden under the rails)
1 Artifact Charge


1 Bruiser (1 second after passing the 2 crates on your left)
1 Bruiser (after killing the first one)
1 Bruiser (after approaching the intersection, trigger appears 12 seconds after killing the second bruiser)
4 Armor Shards
1 Cells Large
1 Shells Small
1 Ammo Belt
2 Medkit Large
1 Security Armor
1 Rockets
2 Artifact Charges


Teleportation Reception:
3 Machine Gun Z-Sec (alerted when opening the door, the one on the right uses cover)
1 Machine Gun Z-Sec (alerted after you kill the left z-sec)
1 Machine Gun Z-Sec (alerted after you kill the right z-sec)
1 Clip Large
3 Medkit Large
1 Artifact Charge


1 Archvile (after passing the diamondbox next to the 2 barrels on your left, no spawns)
2 Revenants (after going in the room a bit)
2 Vulgars (after killing both revenants, second one spawns after 4 seconds)
3 Medkit Large
4 Armor Shards
1 Artifact Charge


Teleporter Mechanical:
1 Bruiser
1 Machine Gun Z-Sec (after reaching the platform after the first stairs)
1 Machine Gun Z-Sec (after going up the second stairs)
1 Machine Gun Z-Sec (after killing the second z-sec OR reaching the first corner)
2 Wraiths (after reaching the first corner)
1 Archvile (after going a bit after the second corner)
1 Shells Large
2 Medkit Large
3 Armor Shards
1 Ammo Belt
1 Artifact Charge
1 Security Armor
1 Rocket Box
3 Wraiths (when returning after having approached the security armor and rocket box)
1 Medkit Large
3 Armor Shards
1 Clip Large
1 Rockets
1 Artifact Charge


Teleportation Chamber:
1 Bruiser (after stepping out the door)
1 Revenant (3 seconds after stepping out the door)
3 Revenants (after reaching the bottom area)
1 Bruiser (after activating scan)
1 Shells Large
3 Armor Shards
1 Medkit Large
2 Ammo Belts
1 Artifact Charge


Teleporter Control:
1 Grenades
1 Shells Small
1 Artifact Charge
1 Health Station 100%

 

How is it more than a month since I last posted? Oh well, guess I got too distracted with Eternal and myhouse. I've discovered a list just like this but for Doom Eternal: https://docs.google.com/document/d/15BZ6j8a0nQukOvY93aHMsUO2MStfqPIX33Rl-8CGRR8/edit. It's wayy better than whan I did, and just wondering, should I do a document like this? With pictures of the triggers too.

Anyway, only 2 more levels to go, and the next list WOULD HAVE BEEN POSTED TOMORROW IF I HADN'T STARTED MAKING THAT FUCING SPREADSHEET

Edited by BonciuADV

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A document might make things more visually appealing but would definitely be a lot more work. I love all these hyperfixation projects going on in the Doom community!

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On 5/30/2023 at 7:23 AM, JustAthel said:

A document might make things more visually appealing but would definitely be a lot more work. I love all these hyperfixation projects going on in the Doom community!

I know you've said that making a document would be the right choice before, and it's almost ready! I will NOT post it later this night man this took way longer than I expected. But the document is not for the levels, it's for the values of the weapons and enemies lel.

As for now, some fun facts:

 

Did you think that the fists are strictly worse than the flashlight? WRONG! They have better time to kill against skinny zombies, fat zombies, burning zombies, boney zombies, the morgue zombie, cherubs and also pistol, shotgun and MG Z-Secs. And even for regular zombies and maggots, the difference is only 0.07 seconds. Raw damage isn't everything, firerate is more important, especially while berserk! (this only applies if you disregarder the initial animation, otherwise still use the flashlight for these enemies, this is only a non-existing niche making this the worst fun fact ever)

 

The headshot multiplier is all over the place, as the morgue zombie, pistol and shield Z-Sec, crawler imp, maggot and cherub take 1.25 damage opposed to the normal 2.0. Mancubi are special, because they take 1.5 headshot damage, while the Sabaoth receives 0.75 damage to its sled. This will all be reflected in my sheet. 

 

The most shocking fact is that shotgun and machine gun Z-Secs TAKE NO ADDITIONAL HEADSHOT DAMAGE! This was weird to hear as I always tried to headshot these guys. There is no way to kill those shottys faster in your nightmare runs :(

All melee weapons don't work with headshots, as opposed to what the idTech4 Discord says. So I beg you, please try to kill an enemy with a melee weapon with both headshots and normal hits and tell me if it's the same. 

image_2023-05-31_035924171.png.36f15c37464e0134fb2b93b7d25e7563.png

This is how it looks like so far! Please share your opinions. I do this by hand, if there are any tools that fill the TTK automatically let me know.

 

 

Edited by BonciuADV

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DELTA LABS - UNKNOWN
Teleport Station 3:
1 Zombie
1 Revenant (1 second after stepping out of the teleporter area, trigger is on the right)
2 Forgotten Ones (3 seconds after killing the revenant)
1 Forgotten One (after killing the forgotten one on your right)
1 Hell Knight (after killing the revenant)
1 Forgotten One (after killing the hell knight)
1 Ammo Belt
2 Cells Large
2 Cells Small
3 Medkit Large
1 BFG9000
1 BFG Cell
1 Rockets
1 Rocket Box
1 Shells Large
1 Shells Small
5 Artifact Charges


Chamber 3 Terminal:
1 Revenant
3 Zombies
1 Rockets
1 Shells Large


Security Station 3:
1 Security Armor
3 Medkit Large


Chamber 3 Access:
2 Zombies


Hydrogen Storage Transfer:
1 Hell Knight
2 Forgotten Ones (after killing the hell knight)
2 Forgotten Ones (2 seconds after killing the hell knight)
1 Revenant (3.5 seconds after killing the hell knight)


Executive Offices:
1 Zombie
1 Revenant (after stepping out of the office)
1 Vulgar (after killing the revenant)
1 Vulgar (8 seconds after killing the revenant)
1 Cells Large
1 Ammo Belt
2 Medkit Large
1 Artifact Charge


Executive Office Access:
1 BFG9000
1 Artifact Charge


4 Zombies
1 Revenant (2 seconds after killing the first 2 zombies on your right)
1 Shells Large
1 BFG Cell
2 Cells Small
1 Artifact Charge


1 Security Armor
1 Shells Large
3 Medkit Small
2 Cells Small


Data Library:
6 Ticks
1 Revenant (behind you after killing the first 3 ticks)
1 Forgotten One (after entering the area where the ticks were)
2 Forgotten Ones (2 seconds after entering the area where the ticks were)
1 Vulgar (behind you after climbing down)
2 Shells Small


Central Processing:
1 Hell Knight (behind you)
1 BFG Cell
2 Medkit Large
1 Artifact Charge


Common Area Access:
1 Zombie


Common Area:
1 Hell Knight
2 Clip Large
2 Medkit Large
1 Ammo Belt
1 Artifact Charge


Research Lab Corridor:
2 Rockets
4 Armor Shards
1 Artifact Charge


Specimen Research Lab:
1 Zombie (set to patrol like the guards in wolf3d)
1 Vulgar (after you pass the middle of the room)
1 Vulgar (behind you 1.2 seconds after you trigger the previous vulgar)
2 Medkit Large
3 Cells Small (locker)
1 Ammo Belt (locker)
2 Shells Small (locker)


Research Control:
1 Zombie (disappears later)
1 Hell Knight (set to ambush)
1 Vulgar (behind you after killing the hell knight)
1 Vulgar (3 seconds after killing the hell knight)


Stasis Chamber:
9 Ticks


Lift Access Floor 1 (oh my god the flashbacks from trying to find that tentacle commando):
3 Zombies
1 Cells Small
1 Cells Large
1 Medkit Small


Analysis Corridor:
1 Artifact Charge


Analysis Control:
3 Zombies
1 Security Armor


Research Control Corridor:
1 Vulgar


Central Processing:
2 Revenants
2 Clip Large
1 Shells Large


Teleporter 4 Main Chamber:
2 Medkit Large

 

Finally, only one more level! But about the spreadsheet, I did write every value for every weapon and enemy up to the Chaingun, so only the Rocket Launcher, Plasma Rifle, Chainsaw and BFG are left. I don't know how much is it going to take but I think it's worth it. Can't wait for BigMacDavis' new series, though!

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To commemorate the great loss of the green island area in the BFG Edition, here's a chart of it, the most convoluted and unnecessary complicated area by far:

image_2023-06-04_015223149.png.a2ae388adc0727d50e1f56d1aa0befde.png

NOTICE THAT THERE IS 6 OF EVERY ENEMY AND THERE ARE 3 ENEMY TYPES. OH MY GOD DID THIS GO UNNOTICED FOR 18 YEARS? WELL PLAYED, DAVID.

The arrows show who is spawned after you kill that demon. Ignore the Slipknot font please :) Expect the last level to be posted soon.

Edited by BonciuADV

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HECK
Fang Arches:
2 Cacodemons (behind you)
2 Wraiths (one after killing each cacodemon)
1 Hell Knight (after killing the left wraith)
3 Cherubs (after killing the hell knight)
1 Rockets
1 Medkit Large (on top of bricks)
2 Artifact Charges


Tick Cavern:
3 Ticks


Colosium Adamantium:
3 Forgotten Ones
2 Cacodemons (after killing the forgotten ones)
6 Forgotten Ones (after killing the cacodemons, spawn after 2, 3, 4, 5, 6 and 7 seconds respectively)
1 Vulgar (after stepping in the room, set to ambush)
1 Shells Large
1 Artifact Charge


Deranjatus Mintalus Spartanus Incendium:
2 Imps
2 Cherubs
2 Medkit Large
1 Ammo Belt
1 BFG Cell
1 Artifact Charge


Green Island (CHECK MY CHART):
6 Imps (3 crawlers)
6 Hell Knights
6 Mancubi
3 Artifact Charges


Badassflamingskull.jpg:
3 Forgotten Ones
6 Forgotten Ones (after killing the previous forgotten ones, spawn after 0, 1, 2, 3, 4 and 5 seconds respectively)
2 Medkit Large
1 Security Armor
1 Cells large
1 Rockets (behind a rock)
1 Artifact Charge


Templul lui Darmoid:
2 Wraiths
1 Mancubus (after killing the right wraith)
1 BFG Cell (behind some bricks)


1 Hell Knight


1 Hell Knight
1 Rocket Box
1 Grenades (use grabber)


Bionic Apocalipticus:
2 Wraiths


The Chasm:
3 Cacodemons
2 Vulgars
1 Security Armor
1 Medkit Small
1 Ammo Belt
1 Artifact Charge


Abato Elementus Xus:
2 Vulgars


Tankinatus Nuclearus:
3 Ammo Belts
1 Rockets
2 Rocket Boxes
1 BFG Cell
3 Medkit Large
1 Security Armor
1 Medkit (far away)
4 Artifact Charges


Amodo Bazuca Completa:
1 Maledict
2 Artifact Charges

 

It's over! Ok not quite, I'm yet to finish Lost Mission. But moving at this pace will mean that in 2 weeks at most that will be done as well. I am thanking EVERYONE again, BigMacDavis included, you guys are the sole motivation since you know, I don't play the game. The spreadsheet will be done SOON, my brain just can't do this much math. I also took the liberty of naming some areas in this level with Flipestil quotes that sound fitting. So stay tuned for the next level, I will continue posting guides till the end. Have a great night everybody.

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I have to ask you, what should I do first? Except the spreadsheet, that will be done soon I swear, I realised yesterday that half the headshot data was wrong since some entities inherit others' damage scale data. It's complicated and it has to be redone. So please choose what should I focus my life on right now:

- Keep adding more info to this guide and clutter it even more

- Move on to Lost Mission (boring but it will be done eventually)

- Move on to Quake 4 (I've made a guide like this to almost half of those levels already)

- Move on to Doom Eternal (Yes, I've extracted all the encounter files. I could do a guide just like this if anyone's interested)

- Research mechanics in the source code? (I don't want to terrorize the people on the idtech4 server anymore I've angered them enough)

- JUST FINISH THAT SPREADSHEET ALREADY

- Update the steam guide for accessibility? Maybeee...?

- Make even more video walkthroughs (BMD will do those first but just saying it's an option)

- Finish the long text walkthroughs on the wiki (past administration)

 I just want to be helpful and do something useful with my spare time.

 

 

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HORDE MODE WIP

CULTIST BASE ARENA 1

Wave 1:

4 Zombies (respawn each 1-2 seconds if <2, stop if both the prowlers and doom hunter are killed)

3 Imps (1 second after the zombies spawn)

1 Doom Hunter (1 second after the imps spawn)

3 Prowlers (2 seconds after the doom hunter spawns)

 

Wave 1 Alternative:

4 Zombies (respawn each 1-2 seconds if <2, stop if all enemies are dead)

1 Whiplash

5 Imps (5 seconds after the whiplash spawns)

1 Doom Hunter (1 second after the whiplash is killed)

2 Carcasses (3 seconds after the doom hunter spawns)

 

Wave 2:

3 Zombies (respawn each 1-2 seconds if <3, stop if hell knights are killed)

10 Zombiemen

2 Hell Knights (1 second after 2 zombiemen are killed)

3 Imps/ 3 Gargoyles (BOUNTY, 1 second after 1 hell knight is killed)

 

Bonus Wave:

3 Zombies (respawn each 1-2 seconds if <3, stop if all heavies/ superheavies are killed)

3 Shotgunners (1 second after the zombies spawn)

1 Arachnotron (1 second after the shotgunners spawn)

2 Cacodemons (3 seconds after the arachnotron spawns)

2 Prowlers (1 second after the cacodemons spawn)

1 Blood Maykr (1 second after 3 heavies are killed)

1 Baron (2 seconds after the blood maykr spawns)

1 Cyber Mancubus (after 1/3 health of baron is depleted)

 

Blitz Round:

3 Hell Knights (respawn immediately when killed)

 

Bonus Round:

1 Cursed Prowler (respawns each 2 seconds, can only respawn 2 times)

 

CULTIST BASE ARENA 2

Wave 1:

4 Zombies (respawn each 1-2 seconds if <4, stop if the turrets and dread knight are killed)

4 Zombiemen (1 second after the zombies spawn, 0-3 delay between each spawn)

3 Turrets (0.5 seconds after the zombiemen spawn)

1 Dread Knight (1 second after the turrets spawn)

 

Wave 2:

4 Zombies (respawn each 1-2 seconds if <4, stop if all enemies are dead)

2 Shotgunners (0.5 seconds after the zombies spawn, respawn each 2-5 seconds if <2, only respawn 2 times)

4 Pinkies (0.5 seconds after the shotgunners spawn)

3 Prowlers (BOUNTY, 0.5 seconds after 2 pinkies are killed)

2 Zombiemen (0.5 seconds after 2 pinkies are killed)

1 Buff Totem (4 seconds after bounty is ever)

1 Arachnotron (1 second after buff totem spawns)

 

Why am I doing this?

I also posted this on Reddit! I want to get this to help as many people as possible.

EDIT: It got 0 upvotes ok nvm I got a downvote too :) why

Edited by BonciuADV

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