Doom 3: BFG Edition

Strategy Guide/Walkthrough/FAQ - Doom 3
Strategy Guide/Walkthrough/FAQ - Doom 3: Resurrection Of Evil



  • Different text color

    Type "^" ([Shift] + 6), then type a number from 0 to 9. Each number is a different color. Note that "7" is the default color, white; and "9" is black, which is a bit difficult to see.

  • Made up items

    Type "give [anything]", where the item is anything that is not an item in the game. The window will say that the item is unknown, but it will say it is in your inventory. For example, type "give poop" and the game will display "Unknown stat "poop" added to player's inventory".

  • Programmer message

    Enter codes from the original Doom (for example, "iddqd" or "idclip") at the console window. Along with the "invalid" message, you will get a message stating that you have a good memory.

  • View credits

    Go to the Excavation Site level (final map) and get just before you enter the halls of Cyber-Satan. Walk to the left in the lower dungeons just before you reach the location where the wall breaks open and the intermission sequence of you discovering the final Boss starts. You will reach a dead end. Crouch and face the wall of the dead end. Look directly above the floor under a few protruding bricks to see the iD logo in the stone wall. Place your cross-hair on it. The same sound played when you use a computer will be heard. Click the iD logo. The brick it on will push into the wall with a scratching sound. A new path to your left will appear. Follow it to find a chamber lit by red light that has a huge horned skull on the back wall. Below the skull is a bloody pentagram with a PDA positioned in the center. Download the data from the iD PDA into your own to read . You will find e-mails from the game developers.

  • Saving ammunition

    If you can avoid it, try not to use weapons like the shotgun or others that have difficult to find ammunition on the weaker zombies. The flashlight (if you are fast enough) or just the pistol usually will work.

  • Bathroom scare

    After you have found the lost scientist and are returning to the main building, find your way back to the bathrooms. Stand in front of the mirror with your pistol then cycle through until your shotgun, then get very close.

  • Multiplayer information

    During multi-player mode, you can enter the console window to see if anybody tried to join. It will also show you if anybody was rejected due to an invalid password.

  • Defeating the Guardian Of The Soul Cube

    When fighting the Guardian Of The Soul Cube in hell, do not bother shooting his body. This is a waste of precious ammunition. Instead, blast his "searchers" with something with good coverage like the chaingun, and he will have to spawn more. When he does, a blue light will appear over his body. Shoot it with the rocket launcher. Do this a few times and he will die easily. Also, look in the room around the columns for ammunition, health, etc.

  • Defeating Sarge

    Be prepared to die a few times. Beware of the edge of the room, as you can fall off. Also, do not hide behind the pillars for too long. They will open up and arc electricity periodically. When you walk into the room, a giant bay door at the opposite end of the room will open, revealing the "new and improved" Sarge. As soon as that door opens a crack, start lobbing rockets in there. After you score about six good hits without being splattered by his BFG, break out the Soul Cube (that you should have charged before entering the room) and let him have it. It should kill him and heal you. Pick up the armor and ammunition around the room before continuing.

  • Defeating Imps

    If the Imp is jumping at you, blast it while it is in the air with the shotgun to kill it in one shot. This is slightly difficult to time. Additionally, as soon as an Imp has thrown a fireball at you, strafe around it with your shotgun equipped. Get very close to the front of the Imp and blast it in the chest. About 95% of the time, the Imp will die.

  • Defeating teleporting demons

    When a demon teleports in (generally signaled by whisperings, a red tint throughout the screen, and always red lightning in the location where they will appear), you will have a split second before they are able to attack. Take a good weapon (for example, a shotgun or chainsaw for imps and wraiths) and stand close by. For powerful creatures, such as Pinkys, use a ranged weapon and stand at a safe distance; remember to save the game often.

  • Nightmare mode

    Successfully complete the game on any difficulty to unlock the Nightmare difficulty. In this mode, your health will constantly decrease.

    Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "doomconfig.cfg" file in the game folder. Locate the line:

      "seta g_nightmare "0"

    and change it to:

      seta g_nightmare "1"

  • Enable player shadows

    Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "doomconfig.cfg" file in the game folder. Locate the line:

      seta g_showPlayerShadow "0"

    and change it to:

      seta g_showPlayerShadow "1"

  • Enable third person view

    Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "doomconfig.cfg" file in the game folder. Add the following line to the file, the press P during a game:

      bind "p" "toggle pm_thirdperson"

  • Cabinet and storage room codes

    Use the indicated code to open the corresponding cabinet or storage room:

    Doom 3

      Cabinet 001: 396
      Cabinet 003: 483
      Cabinet 009: 752
      Cabinet 013: 586
      Cabinet 017: 347
      Cabinet 023: 531
      Cabinet 038: 409
      Cabinet 039: 102
      Cabinet 047: 123
      Cabinet 048: 123
      Cabinet 049: 123
      Cabinet 054: 246
      Cabinet 054 (second): 142
      Cabinet 054 (third): 631
      Cabinet 063: 972
      Cabinet 064: 651
      Cabinet 071: 532
      Cabinet 078: 364
      Cabinet 079: 364
      Cabinet 103: 259
      Cabinet 104: 579
      Cabinet 108: 847
      Cabinet 112: 538
      Cabinet 114: 715
      Cabinet 116: 972
      Cabinet 116 (second): 624
      Cabinet 117: 624
      Cabinet 213: 371
      Cabinet 215: 298
      Cabinet 317: 841
      Cabinet 386: 836
      Cabinet 387: 836
      Cabinet 452: 571
      Cabinet 666: 372
      Cabinet 669: 468
      Cabinet 965: 428
      Cabinet 21D: 298
      CPU Lab A: 627
      Double-Barrel Case: 731
      Level 3 Access: 463
      Mars City Armory: 584
      Martian Buddies 1 and 2: 0508
      Monorail Airlock: 826
      Plasma Storage: 734
      Security Chief Door: 931
      Storage 07: 725
      Valve 1 Terminal: 842
      Weapons Storage 1 and 2: 584

    Doom 3: Lost Missions

      Cabinet 054: 631
      Cabinet 071: 532
      Cabinet 104: 579
      Cabinet 108: 847
      Cabinet 805: 372
      Cabinet 806: 372
      Cabinet 965: 429
      Shotgun Cabinet: 731

    Doom 3: Resurrection Of Evil

      Cabinet 029: 516
      Cabinet 034: 134
      Cabinet 035: 134
      Cabinet 042: 714
      Cabinet 105: 769
      Cabinet 116: 634
      Cabinet 117: 634
      Cabinet 407: 937
      Cabinet 408: 937

  • Easier console

    To enable the console easier, add "+set com_allowConsole 1" to your command-line shortcut for the game. You can then access the console by simply pressing ~.

  • Display console commands

    If you cannot remember a console command, type as much as you can remember and press [Tab]. This will display the end parts of the command you entered. For example, type "spawn monster_zombie_f" and press [Tab]; this will display:

      spawn monster_zombie_fat
      spawn monster_zombie_fat2
      spawn monster_zombie_fat_wrench
      spawn monster_zombie_fat_eating

    You can also keep pressing [Tab] to highlight the rest of the code if you do not want to type the rest of it in. Note: If you press [Tab] with a command that has too many possibilities to fit the console window, the window will not show it.

  • Cheat Codes

    While playing the game, press [Ctrl] + [Alt] + ~ to display the console window. Then, type one of the following codes and press [Enter] to activate the corresponding cheat function:

    Result Cheat Code
    God mode [Note]god
    Full weapons and ammunitiongive all
    Full ammunition for current weaponsgive ammo
    Armor to 125give armor
    Classic 1995 versiongive doom95
    Health to 100give health
    All keys give keys
    BFGgive weapon_bfg
    Chainsawgive weapon_chainsaw
    Machine gungive weapon_machinegun
    Plasmagungive weapon_plasmagun
    Rocket launchergive weapon_rocketlauncher
    Shotgungive weapon_shotgun
    Spawn indicated itemgive [item name]
    Play indicated mapmap [map name]
    Load a mapmap
    Switch to indicated weapon slot, regardless if you have a weapon there _button0
    Switch to indicated weapon slot, regardless if you have a weapon there _button1
    Switch to indicated weapon slot, regardless if you have a weapon there _button2
    Switch to indicated weapon slot, regardless if you have a weapon there _button3
    Switch to indicated weapon slot, regardless if you have a weapon there _button4
    Switch to indicated weapon slot, regardless if you have a weapon there _button5
    Switch to indicated weapon slot, regardless if you have a weapon there _button6
    Switch to indicated weapon slot, regardless if you have a weapon there _button7
    Show AAS statsaasStats
    Adds debug arrowaddarrow
    Core to game chat linesaddChatLine
    Add debug lineaddline
    Scale contact frictionaf_contactFrictionScale
    Force the given friction valueaf_forceFriction
    Name of the body to highlightaf_highlightBody
    Name of the constraint to highlightaf_highlightConstraint
    Scale the joint frictionaf_jointFrictionScale
    Maximum angular velocityaf_maxAngularVelocity:
    Maximum linear velocityaf_maxLinearVelocity
    Show structures of articulated figures not at rest af_showActive
    Show bodiesaf_showBodies
    Show body namesaf_showBodyNames
    Show two bodies constrained by the highlighted constraint af_showConstrainedBodies
    Show constraint namesaf_showConstraintNames
    Show constraintsaf_showConstraints
    Show the inertia tensor of each bodyaf_showInertia
    Show joint limitsaf_showLimits
    Show mass of each bodyaf_showMass
    Show primary constraints onlyaf_showPrimaryOnly
    Show articulated figure CPU usageaf_showTimings
    Show the total mass of each articulated figure af_showTotalMass
    Show tree-like structuresaf_showTrees
    Show velocity of each bodyaf_showVelocity
    Skip frictionaf_skipFriction
    Skip joint limitsaf_skipLimits
    Skip self collision detectionaf_skipSelfCollision
    Test for bodies initially stuck in solid af_testSolid
    Scale timeaf_timeScale
    Use impulse-based contact frictionaf_useImpulseFriction
    Use impulse-based joint frictionaf_useJointImpulseFriction
    Use linear time algorithm for tree-like structures af_useLinearTime
    Use constraint matrix symmetryaf_useSymmetry
    Enable blocked fail safe handlingai_blockedFailSafe
    Draw movement information for monsters ai_debugMove
    Display script calls for the specified monster entity number ai_debugScript
    Draw trajectory tests for monstersai_debugTrajectory
    Draw attack cones for monstersai_showCombatNodes
    Draw obstacle avoidance information for monsters. ai_showObstacleAvoidance 1
    Draw obstacle avoidance information for monsters and player ai_showObstacleAvoidance 2
    Draw path_* entitiesai_showPaths:
    Write .AVI for a command demoaviCmdDemo
    Save demo in .AVI formatavidemo
    Write .AVI for a demoaviDemo
    Write .AVI for the current gameaviGame
    Game benchmarkbenchmark
    Bind command to a keybind
    Bind ragdoll at the current drag position bindRagdoll
    Bind a key, but unbinds it first if there are more than two binds bindunbindtwo
    Blink a debug lineblinkline
    Center viewcenterview
    Check if new version of the game is available checkNewVersion
    Clear the consoleclear
    Clear all lightsclearLights
    Drop current weaponclientDropWeapon
    In-game GUI message modeclientMessageMode
    Voice chatsclientVoiceChat
    Team voice chatsclientVoiceChatTeam
    Close the view showing any notes for this map closeViewNotes
    Cull back facing polygonscm_backFaceCul
    Debug collision detectioncm_debugCollision
    Color used to draw the collision models cm_drawColor
    Draw filled polygonscm_drawFilled
    Draw internal edges greencm_drawInternal
    Collision maskcm_drawMask
    Draw polygon and edge normalscm_drawNormals
    Show collision model infocollisionModelInfo
    Use ~ to toggle consolecom_allowConsole
    Sample input from the async threadcom_asyncInput
    Mix sound from the async threadcom_asyncSound
    Compress saved gamescom_compressSaveGame
    Force generic platform independent SIMD com_forceGenericSIMD
    Record journalcom_journal 1
    Play back journalcom_journal 2
    Set hardware classification tocom_machineSpec
    Set hardware classification to not detected, com_machineSpec -1
    Set hardware classification to low quality, com_machineSpec 0
    Set hardware classification to medium quality, com_machineSpec 1
    Set hardware classification to high quality, com_machineSpec 2
    Set hardware classification to ultra quality com_machineSpec 3
    Make a buildcom_makingBuild 1
    Marker for memory statscom_memoryMarker
    Run one game tick every async thread update com_preciseTic
    Purge everything between level loadscom_purgeAll
    Show async network statscom_showAsyncStats
    Show frame ratecom_showFPS
    Show frameratecom_showfps 1
    Show total and per frame memory usagecom_showMemoryUsage
    show sound decoderscom_showSoundDecoders
    Skip the renderer completelycom_skipRenderer
    Show engine timingscom_speeds
    Print time in milliseconds with each console print com_timestampPrints 1
    Print time in seconds with each console print com_timestampPrints 2
    Update the load size after loading a map com_updateLoadSize
    Hold last amount of detected video RAM com_videoRam
    Combine six images for roq compression combineCubeImages
    Compress a demo filecompressDemo
    Print on the console but not onscreen when console is displayed con_noPrint
    Time messages displayed when console is displayed con_notifyTime
    Speed at which the console movescon_speed [number]
    Dump the console text to a fileconDump
    Connect to a serverconnect
    Crashes gamecrash
    Crash gamecrash
    Restart the cvar systemcvar_restart
    Apply damage to an entitydamage
    Launch script debuggerdebugger
    Print parsesdecl_show 1
    Print parses and references developerdecl_show 2
    Delete selected entitydeleteSelected
    Hold [Enter] to zoom viewdemoshot
    Save screenshot for a demodemoShot
    Load a map in developer modedevmap
    Open directorydir
    List a folderdir
    List a folder with sub-foldersdirtree
    Disassembles scriptdisasmScript
    Disables connection for current multi-player game disconnect
    Disconnect from a gamedisconnect
    Compile mapdmap
    Skip to last leveldoomhell
    Print indicated textecho [text]
    Launch in-game Articulated Figure Editor editAFs
    Launch in-game Declaration EditoreditDecls
    Launch GUI EditoreditGUIs
    Change lightingeditlight
    Launch in-game Light EditoreditLights
    Open the in-game editoreditor
    Launch level editor Radianteditor
    Launch in-game Particle EditoreditParticles
    Launch in-game PDA EditoreditPDAs
    Launch in-game Script EditoreditScripts
    Change sounds in editor areaeditsounds
    launch in-game Sound EditoreditSounds
    Take an environment shotenvshot
    Cause an errorerror
    Execute a config fileexec
    Execute appropriate config files and sets cvars based on com_machineSpec execMachineSpec
    Exit gameexit
    Exit command demoexitCmdDemo
    Export modelsexportmodels
    Finish the build processfinishBuild
    Freeze everything on screenfreeze
    Freeze game for indicated number of seconds freeze [number]
    Armor takes this percentage of damageg_armorProtection [number]
    Armor takes this percentage of damage in MP g_armorProtectionMP [number]
    Maintain even teamsg_balanceTDM
    Show blood splats, sprays, and gibsg_bloodEffects
    Skip updating entities not marked 'cinematic' '1' during cinematics g_cinematic
    Set seconds to allow game to run when skipping cinematic g_cinematicMaxSkipTime [number]
    Pregame countdown in secondsg_countDown [number]
    Scale final damage on player by this factor g_damageScale [number]
    Display information on which animations are playing on specified entity; -1 disables g_debugAnim [number]
    Check for models with bounds over 2048 g_debugBounds
    Show decals (bullet holes, etc.)g_decals
    Disassemble script into base/script disasm.txt when script is compiled g_disasm
    Show double vision when taking damageg_doubleVision
    Allow dragging physics objects around by placing the crosshair over them and holding [Fire] g_dragEntity
    Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models. g_editEntityMode [0-7]
    Toggle disable buffer file writing for save games g_flushSave [0 or 1]
    Display timing information for each game frame g_frametime
    Score review time in seconds at end game g_gameReviewPause
    Set how much health to take in nightmare mode g_healthTakeAmt [number]
    Set how low can health get taken in nightmare mode g_healthTakeLimit [number]
    Set how often to take health in nightmare mode g_healthTakeTime [number]
    Control the weapon sway in MPg_mpWeaponAngleScale [number]
    Show muzzle flashesg_muzzleFlash [0 or 1]
    If nightmare mode is allowedg_nightmare [0 or 1]
    Game passwordg_password [password>
    Show dynamic lights on projectilesg_projectileLights
    Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green g_showActiveEntities
    Enable ejected shells from weapong_showBrass
    Display current frame number for camera when playing cinematics g_showcamerainfo
    Draw boxes around monsters that targeted player g_showEnemies
    Enable shadow of player modelg_showPlayerShadow
    Enable display of player hit percentage g_showProjectilePct
    Toggle hit % to HUDg_showprojectilepct 1
    Draw entities and their targets; hidden entities are gray g_showTargets
    Display current animation and frame number for testmodels. g_showTestModelFrame
    Draw trigger entities (orange) and their targets (green); disabled triggers are gray. g_showTriggers
    Skip damage and other view effectsg_skipViewEffects
    Let spectators talk to everyone during game g_spectatorChat
    Draw arrows over teammates in team deathmatch g_TDMArrows
    Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once g_testModelAnimate
    Number of frames to blendg_testModelBlend
    Test model rotation speedg_testModelRotate
    Test particle visualation; set by the particle editor g_testParticle
    Name of the particle being tested by the particle editor g_testParticleName
    Name of material to draw over screeng_testPostProcess
    When non-zero, shows entities whose think functions exceeded the number of milliseconds specified g_timeEntities <number>
    scale damage and armor dynamically to keep player alive more often g_useDynamicProtection
    Show available memorygame_memory
    Display game class infogame_memory
    Cause a game errorgameError
    Kick player from multi-player gamegameKick [name]
    Kick indicated player namegameKick [name]
    Print current view positiongetviewpos
    Display graphics card detailsgfxinfo
    Show graphics infogfxInfo
    Gametype filtergui_filter_gameType
    Password filtergui_filter_password
    Players filtergui_filter_players
    Send heartbeat to master serversHeartbeat
    Show helphelp
    Hitch the gamehitch
    Show IK debug linesik_debug
    Enable IKik_enable
    Name of log file; if empty "qconsole.log" will be used ilFileName
    Set the maximum texture anisotropy if available image_anisotropy [number]
    Maximum MB reserved for temporary loading of full-sized precompressed images image_cacheMegs [number]
    Maximum KB of precompressed files to read at specification time image_cacheMinK [number]
    See texture MIP usageimage_colorMipLevels
    Control texture downsamplingimage_downSize
    Control normal map downsamplingimage_downSizeBump
    Control normal map downsample limitimage_downSizeBumpLimit
    Control diffuse map downsample limitimage_downSizeLimit
    Control specular downsamplingimage_downSizeSpecular
    Control specular downsampled limitimage_downSizeSpecularLimit
    Change texture filtering on mipmapped images image_filter
    Ignore high quality setting on materials image_ignoreHighQuality
    Change lod bias on mipmapped imagesimage_lodbias
    If 0, dynamically load all imagesimage_preload [0 or 1]
    Round bad sizes down to nearest power of two image_roundDown
    If 1, print number of outstanding background loads image_showBackgroundLoads[0 or 1]
    Allow alpha/intensity/luminance luminance+alpha image_useAllFormats
    If 1, do background load image caching image_useCache [0 or 1]
    If 0, force everything to high quality image_useCompression [0 or 1]
    If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available image_useNormalCompression [0-2]
    Write batch file for offline compression of .DDS files image_useOfflineCompression
    Use .DDS files if presentimage_usePrecompressedTextures
    Write .tgas of the final normal maps for debugging image_writeNormalTGA
    Write .TGAs of the final palletized normal maps for debugging image_writeNormalTGAPalletized
    Write .DDS files if necessaryimage_writePrecompressedTextures
    Write .TGAs of the non normal maps for debugging image_writeTGA
    Always run (reverse _speed button) in multi-player mode in_alwaysRun
    Angle change scale when holding _speed button in_anglespeedkey
    Look around with mouse (reverse _mlook button) in_freeLook
    Enable mouse inputin_mouse
    Pitch change speed when holding _lookUp or _lookDown button in_pitchspeed
    Restart the input systemin_restart
    Yaw change speed when holding _left or _right button in_yawspeed
    Keep last test model in the gamekeepTestModel
    Kick client by connection numberkick
    Kill current target; suicide if no one is targeted kill
    Kill the playerkill
    Kill all monsters in current levelkillmonsters
    Remove all monsterskillMonsters
    Kill all moving enemieskillmoveables
    Remove all moveableskillMoveables
    Kill all non-moving enemieskillragdolls
    Remove all ragdollskillRagdolls
    Scan LAN for serversLANScan
    Show LCP solver failureslcp_showFailures
    List active game entitieslistActiveEntities
    List articulated figureslistAF
    List all animationslistAnims
    List audioslistAudios
    List key bindingslistBinds
    List game classeslistClasses
    List commandslistCmds
    List collision modelslistCollisionModels
    List cvarslistCvars
    List all declslistDecls
    List all keys used by dictionarieslistDictKeys
    List all values used by dictionarieslistDictValues
    List emailslistEmails
    List game entitieslistEntities
    Lists indicated def file settingslistentitydefs
    List entity defslistEntityDefs
    List FX systemslistFX
    List game commandslistGameCmds
    List GUIslistGuis
    List decl text character frequencieslistHuffmanFrequencies
    List imageslistImages
    Lists indicated def file settingslistlightdefs
    List all debug lineslistLines
    List materialslistMaterials
    List model defslistModelDefs
    List all modelslistModels
    List all video modeslistModes
    Lists images of monsterslistmonsters
    List monsterslistMonsters
    List particle systemslistParticles
    List PDAslistPDAs
    List the entity defslistRenderEntityDefs
    List renderer commandslistRendererCmds
    List the light defslistRenderLightDefs
    List scanned serverslistServers
    List skinslistSkins
    List sound commandslistSoundCmds
    List active sound decoderslistSoundDecoders
    List all soundslistSounds
    List sound shaderslistSoundShaders
    List the spawn args of an entitylistSpawnArgs
    List system commandslistSystemCmds
    List tableslistTables
    List script threadslistThreads
    List tool commandslistToolCmds
    List type infolistTypeInfo
    List vertex cachelistVertexCache
    List videoslistVideos
    Load a gameloadGame
    Localize GUIslocalizeGuis
    Localize mapslocalizeMaps
    If 1, buffer log; if 2, flush after each print logFile [1 or 2]
    Mouse pitch scalem_pitch
    Show mouse movementm_showMouseRate
    Number of samples blended for mouse viewing m_smooth
    Mouse strafe movement scalem_strafeScale
    Number of samples blended for mouse moving m_strafeSmooth
    Mouse yaw scalem_yaw
    Make an ambient mapmakeAmbientMap
    Process giant imagesMakeMegaTexture
    Create memory dumpmemoryDump
    Create a compressed memory dumpmemoryDumpCompressed
    Valid skins (including flushing referenced pak files); decreased if over 0 mod_validSkins
    Modify shader parms on all lightsmodulateLights
    Show next animation on test modelnextAnim
    Show next animation frame on test model nextFrame
    Teleport player to the next func_static with a GUI nextGUI
    Load next map on the servernextMap
    No clippingnoclip
    Disable collision detection for the player noclip
    Ignored by most enemiesnotarget
    Disable player as a targetnotarget
    Print tokenized stringparse
    List search pathspath
    Play back a command demoplayCmdDemo
    Play back a demoplayDemo
    Set the given model on the playerplayerModel [model name]
    Milliseconds the player can go without air before damage starts pm_air [number]
    x/y size of player's bounding boxpm_bboxwidth
    Bob much faster when crouchedpm_crouchbob
    Height of player's bounding box while crouched pm_crouchheight [number]
    Time it takes for player's view to change from standing to crouching pm_crouchrate [number]
    Speed the player can move while crouched pm_crouchspeed [number]
    Height of player's view while crouched pm_crouchviewheight [number]
    Height of player's bounding box while dead pm_deadheight [number]
    Height of player's view while deadpm_deadviewheight [number]
    Approximate height the player can jump pm_jumpheight [number]
    Amount player's view can look downpm_maxviewpitch [number]
    Amount player's view can look up; negative values are up pm_minviewpitch [number]
    Draw camera from POV of player model; 1 = always, 2 = when dead pm_modelView [1 or 2]
    Speed the player can move while in noclip pm_noclipspeed [number]
    Height of player's bounding box while standing pm_normalheight [number]
    Height of player's view while standing pm_normalviewheight [number]
    Bob faster when runningpm_runbob
    Speed the player can move while running pm_runspeed [number]
    Size of the spectator bounding boxpm_spectatebbox [number]
    Speed the player can move while spectating pm_spectatespeed [number]
    Length of time player can runpm_stamina [number]
    Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge. pm_staminarate [number]
    When stamina is below this value, player slows to a walk pm_staminathreshold [number]
    Maximum height player can step up without jumping pm_stepsize [number]
    Third person viewpm_thirdPerson
    Toggle third person viewpm_thirdperson [0 or 1]
    Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front pm_thirdPersonAngle [0-180]
    Clip third person view into world space pm_thirdPersonClip
    Enable third person view when player dies pm_thirdPersonDeath
    Height of camera from normal view height in third person pm_thirdPersonHeight [number]
    Camera distance from player in third person pm_thirdPersonRange [number]
    Use cylinder approximation instead of bounding box for player collision detection pm_usecylinder
    Bob slowly when walkingpm_walkbob
    Player's walking speedpm_walkspeed [number]
    Remove last created lightpopLight
    Show previous animation on test modelprevAnim
    Show previous animation frame on test model prevFrame
    Print an articulated figureprintAF
    Print an AudioprintAudio
    Print an emailprintEmail
    Print an entity defprintEntityDef
    Print an FX systemprintFX
    Print a materialprintMaterial
    Print model infoprintModel
    Print a model defprintModelDefs
    Print a particle systemprintParticle
    Print a PDAprintPDA
    Print a skinprintSkin
    Print a sound shaderprintSoundShader
    Print a tableprintTable
    Print an VideoprintVideo
    Prompt and set the CD KeypromptKey
    Exit gamequit
    Quit the gamequit
    Change gamma tablesr_brightness
    Set brightness levelr_brightness [number]
    arbfp1, fp30r_cgFragmentProfile
    arbvp1, vp20, vp30r_cgVertexProfile
    Compare all surface bounds with precalculated ones r_checkBounds
    Force screen clear every frame; 1 = purple, 2 = black, R G B = custom r_clear [1, 2, or R G B value]
    Custom screen heightr_customHeight [number]
    Custom screen widthr_customWidth [number]
    Step size of arrow cone line rotation in degrees r_debugArrowStep [number]
    Perform depth test on debug linesr_debugLineDepthTest
    Width of debug linesr_debugLineWidth [number]
    Draw a filled polygonr_debugPolygonFilled
    Used during development to show IHV's their problems r_demonstrateBug
    Optional display refresh rate option for vid mode r_displayRefresh
    Force a call to glFinish() every frame r_finish
    Scale flare deforms from the material def r_flareSize
    Draw all images to screen after registration r_forceLoadImages
    Draw to front buffer for debuggingr_frontBuffer
    0 = windowed, 1 = full screenr_fullscreen [0 or 1]
    Change gamma tablesr_gamma
    Set gamma levelr_gamma [0-3]
    "opengl32", etc.r_glDriver [value]
    Fraction to smear across neighborsr_hdr_bloomFraction
    Maximum light scaler_hdr_exposure
    Monitor gamma powerr_hdr_gamma
    Random dither in monitor spacer_hdr_monitorDither
    Use a floating point rendering bufferr_hdr_useFloats
    Random debugging without defining new vars r_ignore
    Random debugging without defining new vars r_ignore2
    Ignore GL errorsr_ignoreGLErrors
    Ignore the fragment program extensionr_inhibitFragmentProgram
    Randomly subpixel jitter the projection matrix r_jitter
    Offset of joint names when r_showskel is set to 1 r_jointNameOffset
    Size of joint names when r_showskel is set to 1 r_jointNameScale
    Light all the back faces, even when they would be shadowed r_lightAllBackFaces
    All light intensities are multiplied by this r_lightScale
    Soft-shadow samplingr_lightSourceRadius
    Allow moving the view point without changing the composition of the scene, including culling r_lockSurfaces
    Number of frames to emit GL logsr_logFile
    Override all materialsr_materialOverride
    Draw only a specific levelr_megaTextureLevel
    Combine model surfaces with the same material r_mergeModelSurfaces
    Video mode numberr_mode
    Number of antialiasing samplesr_multiSamples
    Near Z clip plane distancer_near
    Polygon offset parameterr_offsetfactor
    Polygon offset parameterr_offsetunits
    Perform index reorganization to optimize vertex use r_orderIndexes
    Hardware specific renderer path to use r_renderer
    Scale factor for jitter biasr_sb_biasScale
    Oversize FOV for point light side matching r_sb_frustomFOV
    Scale factor for jitter offsetr_sb_jitterScale
    Pixel dimensions for each shadow buffer, 64 - 2048 r_sb_lightResolution
    Use GL_LINEAR instead of GL_NEAREST on shadow maps r_sb_linearFilter
    Do not draw any occludersr_sb_noShadows
    0 = front faces; 1 = back faces; 2 = midway between them r_sb_occluderFacing[0-3]
    polygonOffset factor for drawing shadow buffer r_sb_polyOfsFactor
    polygonOffset units for drawing shadow buffer r_sb_polyOfsUnits
    Randomly offset jitter texture each draw r_sb_randomize
    Set to 0, 1, 4, or 16r_sb_samples [number]
    Build shadows in screen space instead of on surfaces r_sb_screenSpaceShadow
    Color the pixels contained in the frustum r_sb_showFrustumPixels
    only draw a single side (0 to 5) of points lights r_sb_singleSide
    Cull geometry to individual side frustums r_sb_useCulling
    Draw offscreenr_sb_usePbuffer
    Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed r_sb_viewResolution
    Scale value for stencil shadow drawing r_shadowPolygonFactor
    Bias value added to depth test for stencil shadow drawing r_shadowPolygonOffset
    Enable shadowsr_shadows
    Report alloc/free countsr_showAlloc
    Report sphere and box culling statsr_showCull
    Report number of modeDefs and lightDefs in view r_showDefs
    Report reads and writes to the demo file r_showDemo
    Display contents of the depth buffer and the depth range r_showDepth
    Draw lines from vertexes to center of dominant triangles r_showDominantTri
    Report stats on dynamic surface generation r_showDynamic
    Draw the sil edgesr_showEdges
    Show entity scissor rectanglesr_showEntityScissors
    1 = show all images instead of rendering, 2 = show in proportional size r_showImages [0-2]
    Draw screen colors based on intensity; red = 0, green = 128, blue = 255 r_showIntensity [number]
    1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox r_showInteractionFrustums [0-3]
    Report interaction generation activity r_showInteractions
    1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines r_showInteractionScissors [0-2]
    1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw r_showLightCount [0-3]
    1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume r_showLights [0-3]
    Report scale factor applied to drawing for overbrights r_showLightScale
    Show light scissor rectanglesr_showLightScissors
    Display all the level imagesr_showMegaTexture
    Draw colored blocks in each tiler_showMegaTextureLabels
    Print frame memory utilizationr_showMemory
    Draw wireframe normalsr_showNormals
    1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw r_showOverDraw [0-3]
    Draw portal outlines in color based on passed/not passed r_showPortals
    Report drawsurf/index/vertex countsr_showPrimitives
    Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows r_showShadowCount [0-4]
    1 = visualize the stencil shadow volumes, 2 = draw filled in r_showShadows [0-2]
    Highlight edges that are casting shadow planes r_showSilhouette
    Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only r_showSkel[0-2]
    Show which end (front or back) is blocking r_showSmp
    Show surface material name under crosshair r_showSurfaceInfo
    Report surface/light/shadow countsr_showSurfaces
    Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector r_showTangentSpace [0-3]
    Shade triangles by texture area polarity r_showTexturePolarity
    If greater than 0, draw each triangles texture (tangent) vectors r_showTextureVectors [number]
    Show intersection of an eye trace with the world r_showTrace
    Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all r_showTris [0-3]
    if 1, put all nVidia register combiner programming in display lists r_showUnsmoothedTangents [0-1]
    Report entity and light updates and ref counts r_showUpdates
    Draw all triangles with the solid vertex color r_showVertexColor
    1 = displays the bounding boxes of all view models, 2 = print index numbers r_showViewEntitys [0-2]
    Only draw the portal area the view is actually in r_singleArea
    Suppress all but one entityr_singleEntity
    Suppress all but one lightr_singleLight
    Suppress all but one surface on each entity r_singleSurface
    Only draw a single triangle per primitive r_singleTriangle
    Bypass all non-interaction drawingr_skipAmbient
    Do not draw anythingr_skipBackEnd
    Skip all blend lightsr_skipBlendLights
    Use flat surface instead of the bump map r_skipBump
    Do all rendering, but do not actually copyTexSubImage2D r_skipCopyTexture
    Leave all deform materials in their original state r_skipDeforms
    Use black for diffuser_skipDiffuse
    Do not dynamically create texturesr_skipDynamicTextures
    Skip all fog lightsr_skipFogLights
    Bypass all front end work, but 2D GUI rendering still draws r_skipFrontEnd
    1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events r_skipGuiShaders [0-3]
    Skip all light/surface interaction drawing r_skipInteractions
    Do not do any post-interaction light scaling r_skipLightScale
    Only use the lowest level imager_skipMegaTexture
    Bypass all vertex/fragment program ambient drawing r_skipNewAmbient
    Skip overlay surfacesr_skipOverlays
    1 = skip all particle systemsr_skipParticles [0-1]
    Skip all post-process renderingsr_skipPostProcess
    Skip 3D rendering, but pass 2Dr_skipRender
    Null the rendering context during backend 3D rendering r_skipRenderContext
    Skip ROQ decodingr_skipROQ
    Use black for specular1r_skipSpecular
    1 = don't render any GUI elements on surfaces r_skipSubviews [0 or 1]
    Ignore the per-view suppressionsr_skipSuppress
    Skip the translucent interaction rendering r_skipTranslucent
    1 = do not accept any entity or light updates, making everything static r_skipUpdates [0 or 1]
    Merge normals that dot less than thisr_slopNormal [number]
    Merge texture coordinates this far apart r_slopTexCoord [number]
    Merge xyz coordinates this far apartr_slopVertex [number]
    1 = do not render main view, allowing subviews to be debugged r_subviewOnly [0 or 1]
    Changes wglSwapIntarvalr_swapInterval
    Vertically scale USGS datar_terrainScale
    Experiment with vertex/fragment programs r_testARBProgram
    if over 0, draw a grid pattern to test gamma levels r_testGamma [number]
    if over 0 draw a grid pattern to test gamma levels r_testGammaBias [number]
    if over 0 draw a grid pattern to test gamma levels r_testStepGamma [number]
    Cache snapshots of dynamic modelsr_useCachedDynamicModels
    0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always r_useClippedLightScissors [0-2]
    Put all nVidia register combiner programming in display lists r_useCombinerDisplayLists
    Use pre-calculated material registers if possible r_useConstantMaterials
    0 = none, 1 = sphere, 2 = sphere and box r_useCulling [0-2]
    Defer tangents calculations after deform r_useDeferredTangents
    Use depth bounds test to reduce shadow fill r_useDepthBoundsTest
    If 0, issue the callback immediately at update time, rather than deferring r_useEntityCallbacks [number]
    0 = none, 1 = boxr_useEntityCulling [0 or 1]
    1 = Use custom scissor rectangle for each entity r_useEntityScissors [0 or 1]
    1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing r_useExternalShadows [0-2]
    if not 0, force the view frustum far distance to this distance r_useFrustumFarDistance [number]
    Use ARB_vertex_buffer_object for indexes r_useIndexBuffers
    Use the no-far-clip-plane trickr_useInfiniteFarZ
    1 = cull interactionsr_useInteractionCulling [0 or 1]
    1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors r_useInteractionScissors [0-2]
    Create a full entityDefs * lightDefs table to make finding interactions faster r_useInteractionTable
    0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas r_useLightCulling [0 or 3]
    Use a more precise area reference determination r_useLightPortalFlow
    1 = use custom scissor rectangle for each light r_useLightScissors [0 or 1]
    Stop pushing reference bounds early when possible r_useNodeCommonChildren
    Use pass optimization for mono lightsr_useNV20MonoLights
    Use the dmap generated static shadow volumes r_useOptimizedShadows
    1 = use portals to perform area culling, otherwise draw everything r_usePortals[0 or 1]
    1 = do winding clipping to determine if each ambiguous tri should be lit r_usePreciseTriangleInteractions [0 or 1]
    Scissor clip as portals and lights are processed r_useScissor
    Try to cull shadows from partially visible lights r_useShadowCulling
    Discard triangles outside light volume before shadowing r_useShadowProjectedCull
    Scissor shadows by the scissor rect of the interaction surfaces r_useShadowSurfaceScissor
    Do the shadow projection in the vertex program on capable cards r_useShadowVertexProgram
    Consider verts with the same XYZ, but different ST the same for shadows r_useSilRemap
    Avoid redundant state changes in GL_*() calls r_useStateCaching
    Cards with 3+ texture units do a two pass instead of three pass r_useTripleTextureARB
    Use infinite projection with W technique for dynamic shadows r_useTurboShadow
    Do stencil shadows in one pass with different ops on each side r_useTwoSidedStencil
    Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers
    Show rigid bodies that are not at rest rb_showActive
    Show rigid bodiesrb_showBodies
    Show the inertia tensor of each rigid body rb_showInertia
    Show the mass of each rigid bodyrb_showMass
    Show rigid body cpu usagerb_showTimings
    Show the velocity of each rigid bodyrb_showVelocity
    Start recording game demorecorddemo
    Record a demorecordDemo
    Record current view position with notes recordViewNotes
    Re-exports modelsreexportmodels
    Respawn all dead enemies and destroyed objects regenerateworld
    Regenerates all interactionsregenerateWorld
    Reload animationsreloadanims
    Reload ARB programsreloadARBprograms
    Reload CG programsreloadCgPrograms
    Reload declsreloadDecls
    Reload engine down to including the file system reloadEngine
    Reload GUIsreloadGuis
    Reload imagesreloadImages
    Reload language dictreloadLanguage
    Reload modelsreloadModels
    Reload scriptsreloadScript
    Reload all soundsreloadSounds
    Reload the decl and images for selected surface reloadSurface
    Remove an entityremove
    Remove a debug lineremoveline
    Render a bump maprenderbump
    Render a flat bump maprenderbumpFlat
    Check all referenced images for duplications reportImageDuplication
    List all used materials sorted by surface area reportSurfaceAreas
    Rescan serverinfo cvars and tell gamerescanSI
    Reset a cvarreset
    Encode a roq fileroq
    Compile an AAS file for a maprunAAS
    Compile AAS files for all maps in a folder runAASDir
    Calculate reachability for an AAS file runReach
    Reduce sound volume with this distance when going through a door s_doorDistanceAdd [number]
    Volume to all speakers when not spatialized s_globalFraction
    Set number of speakerss_numberOfSpeakers [number]
    Play beep for missing soundss_playDefaultSound
    Restart the sound systems_restart
    Toggle sound level displays_showlevelmeter 1
    mute All sounds but this emitters_singleEmitter
    Set volume to subwoofer in Dolby 5.1s_subFraction [number]
    Set sound volume; default is 0s_volume_db [number]
    Set volume in dBs_volume_dB [number]
    Save a gamesaveGame
    Save all lights to the .map filesaveLights
    Save all moveables to the .map filesaveMoveables
    Save all lights to the .map filesaveParticles
    Save all ragdoll poses to the .map file saveRagdolls
    Save the selected entity to the .map file saveSelected
    Text chatsay
    Send message to everyone in multi-player say [message]
    Team text chatsayTeam
    Take a screenshotscreenshot
    Execute a line of scriptscript
    Mouse view sensitivitysensitivity
    Force all players readyserverForceReady
    Show server infoserverInfo
    Restart current gameserverMapRestart
    Change to next mapserverNextMap
    Set a cvarset
    Set a cvar and flags it as archiveseta
    Detect system capabilities and sets com_machineSpec to appropriate value setMachineSpec
    Set a cvar and flags it as server info sets
    Set a cvar and flags it as toolsett
    Set a cvar and flags it as user infosetu
    Set the current view positionsetviewpos
    Show memory used by dictionariesshowDictMemory
    Show memory used by interactionsshowInteractionMemory
    Show memory used by stringsshowStringMemory
    Show memory used by triangle surfacesshowTriSurfMemory
    Show any view notes for the current map, successive calls will cycle to the next note showViewNotes
    Frag limitsi_fragLimit
    Set game type to: singleplayer, deathmatch, tourney, team dm or last man si_gameType [value]
    Map to be played next on serversi_map [map name]
    Engine versionsi_version
    Do pre-game warmupsi_warmup
    Resize screen to smaller viewsizedown
    Make the rendered view smallersizeDown
    Resize screen to larger view; no effect if in fullscreen sizeup
    Make the rendered view largersizeUp
    Spawn a game entityspawn
    Spawn indicated modelspawn [object name]
    Spawn a serverspawnServer
    Prepare to make a buildstartBuild
    Display game statusstatus
    Stop recording game demostoprecording
    Stop demo recordingstopRecording
    Take notes about the current map from the current view takeViewNotes
    Extended take view notestakeViewNotes2
    Teleport player to an entity locationteleport
    Test an animationtestAnim
    Test animation blendingtestBlend
    Test an FX system bound to a jointtestBoneFx
    Test a damage deftestDamage
    Test deathtestDeath
    Test an FX systemtestFx
    Test a GUItestGUI
    Display given image centered on screen testImage
    Test a lighttestLight
    Test a maptestmap
    Test a modeltestModel
    Test particle stop time on a test model testParticleStopTime
    Test a point lighttestPointLight
    Write out a test savegametestSave
    Test a save game for a leveltestSaveGame
    Set a shaderParm on an existing testModel testShaderParm
    Test SIMD codetestSIMD
    Test a skin on an existing testModeltestSkin
    Test a soundtestSound
    Display given cinematictestVideo [name]
    Time a command demotimeCmdDemo
    Time a demotimeDemo
    Benchmark testtimedemo demo1.demo
    Time a demo and quitstimeDemoQuit
    Scales the timetimescale [number]
    Toggle a cvartoggle
    Touch a decltouch
    Touch a filetouchFile
    Touch a list of filestouchFileList
    Touch a guitouchGui
    Touch a modeltouchModel
    Trigger an entitytrigger
    Auto reload weaponui_autoReload
    Auto switch weaponui_autoSwitch
    Player nameui_name
    Player is ready to start playingui_ready
    Show gunui_showGun
    Player skinui_skin
    Play or spectateui_spectate
    Player teamui_team
    Unbind any command from a keyunbind
    Unbind any command from all keysunbindall
    Unbind selected ragdollunbindRagdoll [name]
    Cause sync down of game-modified userinfo updateUI
    Update to previously entered screen resize code vid_restart
    Restart renderSystemvid_restart
    Insert the current value of a cvar as command text vstr
    Delay remaining buffered commands one or more frames wait
    Advance to next weapon slotweapnext
    Puts bloodsplat on your gunweaponsplat
    Project blood splat on the player weapon weaponSplat
    Return to previous weapon slotweapprev
    Show location and map namewhere
    Print current view positionwhere
    Allow multiple instances running concurrently win_allowMultipleInstances
    Disable Windows task keyswin_notaskkeys
    Allow game to be updated while dragging window win_timerUpdate
    Windows user namewin_username
    Horizontal position of windowwin_xpos
    Vertical position of window commandswin_ypos
    Write a command demowriteCmdDemo
    Write a config filewriteConfig
    Write game statewriteGameState
    Write precache writePrecache

    Note: This code must be activated after each stage loading sequence.

  • Map names

    Use one of the following values with the "map [map name]" code:

    ResultMap name
    Alpha Labs Sector
    Alpha Labs Sector
    Alpha Labs Sector
    Alpha Labs Sector
    Caverns Area
    Caverns Area
    Delta Labs Level
    Delta Labs Level
    Delta Labs Level
    Delta Labs Level
    Delta Labs Level
    Mars City
    Mars City
    Mars City
    Recycling Sector

    Additionally, the following test maps can be extracted from the pak000.pk4 file and played with the corresponding console command:

      map testmaps/
      map testmaps/
      map testmaps/

  • Monster names

    Use one of the following values with the "spawn [monster name]" code:

    ResultMonster name
    Guardian's Seekermonster_boss_guardian_seeker
    Zombie wth flashlightmonster_zombie_ maint_flashlight
    Flaming Zombiemonster_zombie_bernie
    Commando Zombiemonster_zombie_commando
    Commando Zombie with chaingunmonster_zombie_commando_cgun
    Fat Zombie with wrenchmonster_zombie_fat_wrench
    Fat Zombiemonster_zombie_fat2
    Zombie in jumpsuitmonster_zombie_jumpsuit
    Zombie eatingmonster_zombie_jumpsuit_eating
    Zombie in labcoatmonster_zombie_labcoat
    Zombie missing limbmonster_zombie_limb
    Bald zombiemonster_zombie_maint_bald
    Zombie with no jawmonster_zombie_maint_nojaw
    Skinny zombiemonster_zombie_maint_skinny
    Zombie with Wrenchmonster_zombie_maint_wrench
    Zombie with a pipemonster_zombie_pipe
    Chainsaw zombiemonster_zombie_sawyer
    Skinny zombiemonster_zombie_skinny
    Bloody mouthed zombiemonster_zombie_suit_bloodymouth
    Headless zombiemonster_zombie_suit_neckstump
    Skinny zombie in suitmonster_zombie_suit_skinny
    Bald Zombie in T-shirtmonster_zombie_tshirt_bald
    Zombie in T-shirtmonster_zombie_tshirt_blown
    Z-sec Zombie with machine gunmonster_zombie_zsec_machinegun
    Z-sec Zombie with pistolmonster_zombie_zsec_pistol
    Z-sec Zombie with shieldmonster_zombie_zsec_shield
    Z-sec Zombie with shotgunmonster_zombie_zsec_shotgun

  • Other names

    Use one of the following values with the "spawn [name]" code:


  • Weapon names

    Use one of the following entries with the "give [item name]" code:


  • Ammunition names

    Use one of the following entries with the "give [item name]" code:


  • Item names

    Use one of the following values with the "give [item name]" code:

      pda admin_banks
      pda admin_dorweiler
      pda admin_moses
      pda admin_simons
      pda alphalabs1_berger
      pda alphalabs1_krietman
      pda alphalabs1_lipsitz
      pda alphalabs1_smith
      pda alphalabs2_chin
      pda alphalabs2_connors
      pda alphalabs3_abrams
      pda alphalabs3_lamia
      pda alphalabs3_nelson
      pda alphalabs3_poota
      pda alphalabs4_kaczynski
      pda caverns1_cody
      pda comm1_blake
      pda comm1_finch
      pda comm1_wolfe
      pda comm1_wolfe
      pda commoutside_holiday
      pda commoutside_ridge
      pda cpu_bates
      pda cpu_haskell
      pda cpuboss_tooloose
      pda delta1_mora
      pda delta1_price
      pda delta2a_cinders
      pda delta2a_raleigh
      pda delta2a_wilson
      pda delta2b_bullman
      pda delta2b_erikson
      pda delta2b_mcneil
      pda delta2b_stemmons
      pda delta3_cerano
      pda delta3_lee
      pda delta3_shultz
      pda delta4_gilbert
      pda delta5_jackson
      pda delta5_swann
      pda enpro_chasar
      pda enpro_hammer
      pda enpro_raad
      pda hell_garlick
      pda hell_hebert
      pda marscity2_caseon
      pda marscity2_duncan
      pda marscity2_stanton
      pda marscity2_tyson
      pda mc1_berneche
      pda mcunderground_baston
      pda mcunderground_delahue
      pda mcunderground_ryan
      pda mcunderground_young
      pda monorail_cullen
      pda monorail_harding
      pda monorail_hollies
      pda monorail_ross
      pda recycling1_garza
      pda recycling1_sadowayj
      pda recycling2_johnson
      pda recycling2_moen
      pda site3_davis
      pda site3_rogers
      video bfg
      video chaingun
      video demon_museum
      video epd (download videodisc with content)
      video hydrocon
      video ian_report
      video ipn_news
      video mfs
      video plasmagun
      video recycling
      video soulcube
      video tablets

  • Easy "RAGE" achievement

    In the Lost Missions campaign, before going down the stairs on the second floor with the pillar on each side to fight the final Boss, turn left, and go to the wall. There will be a cubed area of the wall you can go behind, where you will find the RAGE logo. Interact with it to open a secret room containing extra ammunition and armor. You will also get the "RAGE" achievement.

  • Steam achievements

    Successfully complete the indicated task to unlock the corresponding achievement. To view your achievements and stats in Steam, select "Community", "My profile", "View all my games", then the game and view stats.

      2 Deaths - 1 Gun: Kill two enemies in the same room with a rocket in DOOM 3 Multiplayer.
      All of Us: Find the id logo secret room in DOOM 3.
      Berserked!: Use Berserk to kill a player in DOOM 3 Multiplayer.
      Big Boy: Defeat Cyberdemon boss in DOOM 3.
      Boomtastic: Blow up 50 barrels in the DOOM 3, RoE, or Lost Mission campaigns.
      Bot Buddy: Keep a Sentry Bot alive to its destination in DOOM 3, RoE, or Lost Mission (except Mars City).
      Clean Sheet: Complete a DOOM 3 Multiplayer match without dying.
      Cookie Stealer: Defeat Guardian boss in DOOM 3.
      Crushed!: Catch an enemy player in the Reactor of Frag Chamber in DOOM 3 Multiplayer.
      DOOM II: A Really Big Gun: Find a BFG in DOOM II single player.
      DOOM II: An Important Looking Door: Find a secret area of a DOOM II level in single player.
      DOOM II: And Back Again: Complete all levels in 'DOOM II: No Rest for the Living' in single player.
      DOOM II: Burning Out of Control: Complete any DOOM II level with 100% kills, items, and secrets in single player.
      DOOM II: From Earth to Hell: Complete all levels in 'DOOM II: Hell on Earth' in single player.
      DOOM II: Just Getting Started: Complete any DOOM II level in single player.
      DOOM II: Superior Firepower: Complete all 'DOOM II: Hell on Earth' levels on 'Ultra-Violence' or higher in single player.
      DOOM: Burning Out of Control: Complete any DOOM level with 100% kills, items, and secrets in single player.
      DOOM: Episode 1: Complete DOOM Episode 1 on 'Hurt Me Plenty' or higher in single player.
      DOOM: Episode 2: Complete DOOM Episode 2 on 'Hurt Me Plenty' or higher in single player.
      DOOM: Episode 3: Complete DOOM Episode 3 on 'Hurt Me Plenty' or higher in single player.
      DOOM: Episode 4: Complete DOOM Episode 4 on 'Hurt Me Plenty' or higher in single player.
      DOOM: Nightmare: Complete any DOOM level on 'Nightmare' in single player.
      DOOM: Rampage: Complete all DOOM levels on 'Ultra-Violence' or higher in single player.
      DOOMed Collector: Collect every PDA in DOOM 3.
      DOOMed Marine: Complete the DOOM 3 single player campaign on Marine.
      DOOMed Nightmare: Complete the DOOM 3 single player campaign on Nightmare.
      DOOMed Recruit: Complete the DOOM 3 single player campaign on Recruit.
      DOOMed Veteran: Complete the DOOM 3 single player campaign on Veteran.
      Double the Fun!: Kill 2 Imps with one shotgun blast in DOOM 3, RoE, or Lost Mission.
      Eat This!: Defeat the Maledict boss in RoE.
      Evil Collector: Collect every PDA in the RoE campaign.
      Evil Marine: Complete the RoE campaign on Marine.
      Evil Nightmare: Complete the RoE campaign on Nightmare.
      Evil Recruit: Complete the RoE campaign on Recruit.
      Evil Veteran: Complete the RoE campaign on Veteran.
      Fists of Fury: Use the Artifact with Berserk ability to punch out 20 enemies in RoE.
      Gimme Power!: Defeat the Berserk Hunter in RoE.
      Gimme Time!: Defeat the Helltime Hunter in RoE.
      Goody Finder: Open all storage lockers in DOOM 3.
      I Like to Watch: Find all video logs in DOOM 3.
      Killing time: Score 25000 on Super Turbo Turkey Puncher 3 in DOOM 3 or RoE.
      Lost Collector: Collect every PDA in the Lost Mission campaign.
      Lost Marine: Complete the Lost Mission campaign on Marine.
      Lost Nightmare: Complete the Lost Mission campaign on Nightmare.
      Lost Recruit: Complete the Lost Mission campaign on Recruit.
      Lost Veteran: Complete the Lost Mission campaign on Veteran.
      Neophyte: Complete any level in Ultimate DOOM in singleplayer.
      Ninja Killer: Kill 5 enemy players while using Invisibility in DOOM 3 Multiplayer.
      Not a Scratch: Complete a level without taking any damage in DOOM 3, RoE, or Lost Mission (except Mars City).
      Play Catch: Kill 20 enemies with projectiles launched from the Grabber in RoE.
      RAGE: Find the RAGE logo in the Lost Mission.
      Ready for Action!: Get the BFG-9000 from Security Chief's office in DOOM 3.
      Ripped!: Use the chainsaw to kill 20 enemies in DOOM 3.
      Shocking!: Defeat the Invulnerability Hunter in RoE.
      Soulfood: Use the Soul Cube to defeat 20 enemies in DOOM 3.
      Speed Run: Complete the DOOM 3 single player campaign in 10 hours or less.
      Sticky Situation: Defeat the Vagary boss in DOOM 3.
      Telefragged!: Kill an enemy player by jumping into a teleporter after them in DOOM 3 Multiplayer.
      That was Close!: Kill an enemy with 1 health remaining in DOOM 3, RoE, or Lost Mission.
      To Be or Not to Be: Kill the scientist trapped next to the Reactor Control Room in DOOM 3.
      Too Slow, Fool!: Kill 5 enemies at once while in Hell Time in RoE.
      Turncoat: Get 2 demons to fight each other in DOOM 3, RoE, or Lost Mission.
      Unarmed Badass: Kill 20 enemies with the fists/melee hands in DOOM 3.
      You Laugh, It Works: Find the bloody handiwork of Betruger (in Delta 4 Hallway) in DOOM 3.
      You're Not My Boss!: Defeat Sabaoth boss in DOOM 3.

  • X
    "Like" CheatCC on Facebook