Doom 3: BFG Edition

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

Corey Feldman Interview


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.
Around The Web
Around The Web

"Like" CheatCC on Facebook