Doom 3: Other Information

Information Index

Doom 3 uses many different ways of providing information to the player beyond the PDA, Emails, Audio Logs and Video Disks. The list below indicates the other ways in which the game provides information to the player.

1. Intro Text
This is the text that is splashed up for you while you are waiting a minute or so for the level to load. It gives you the overall description of the level.
2. Characters
Early in the game at the Mars City facility you get to interact with many characters in the game. The frequency of meeting new characters drops off later in the game where you will only ineteract with a character every other level or so.
3. Tips
Early in the game before you have acquired your Doom 3 legs, when you approach new objects you may get a pop up Tip to explain how you can interact and use that object.
4. Information Terminals
There are 3 functional ones that appear in the game. They are all in Mars City. You are able to download information from them in the form of an email to your PDA.
5. Cutscenes
These are scripted, non interactive visual scenes that are triggered from time to time throughout the game. They are usually quite pretty and of movie like quality. They usually show you a spectacular altercation between characters, or a key game event that gets the adrenaline going and sets the stage for your next mission.
6. Incoming Communications
These occur at key points during the game. Usually in the form of an audio communication from Sergeant Kelly - he seems to be able to reach you from anywhere to steer your marine ass in the right direction. Occassionally an incoming communication will come from a video monitor when Betruger or Swann have something to say to you.
7. Computers & Control Panels
These appear in many places in the game. Some of them are cosmetic and you can't interact with them. However, there are several computers and panels that you must interact with to procede in the game. They way to to interact with these computers is usually fairly straightforward. The simpler ones are described in the walkthrough as they occur but the more complex ones are listed on this page.
8. Announcements
These occur frequently throughout the game. Mostly they are informational, building the atmosphere, but they also inform you of the state of the facility. The voice is that of a woman. A typical example is "Warning. Airlock malfunction". They are often heard after you've interacted with a computer or have triggered an important game event. These announcements are usually short so I've included them in the actual walkthrough where they occur.

1. Intro Text

Below is a table of all the Intro Texts that you can read in the game and where they occur. I've also supplied the detailed text for quick and easy reference.

1. Mars City - None 10. Communications Transfer 19. Delta Labs Level 4
2. Mars City Underground 11. Communications 20. Hell - None
3. Mars City 2 12. Monorail Skybridge 21. Delta Complex
4. Administration 13. Recycling Sector 2 22. Central Processing
5. Alpha Labs Sector 1 14. Monorail 23. Central Server Banks
6. Alpha Labs Sector 2 15. Delta Labs Level 1 24. Site 3
7. Alpha Labs Sector 3 16. Delta Labs Level 2A 25. Caverns-Area 1
8. Alpha Labs Sector 4 17. Delta Labs Level 2B 26. Caverns-Area 2
9. EnPro Plant 18. Delta Labs Level 3 27. Primary Excavation Site

Intro Text - Mars City Underground

The Mars City sublevel was one of the first multi-purpose installations built on Mars. Housing storage, environmental systems, localized energy production, communications arrays, and rudimentary research systems, the aging facility is vital to keeping Mars City operational.

Intro Text - Mars City 2

Mars City is the gateway to all of Union Aerospace's Mars Base. All arriving personnel are processed here before moving to their assigned posts. Mars City houses the primary Marine Operations control room as well as the main administrator's office.

Intro Text - Administration

The Administration Facility is the Corporate presence on Mars. Union Aerospace executives located in the upper level offices are responsible for all local and interplanetary administrative tasks. The facility also houses data archives and a global network access station.

Intro Text - Alpha Labs Sector 1

Alpha Labs Sector 1 houses the Elemental Phase Deconstructor and Hydrocon systems, a revolutionary new technology that transforms raw materials native to Mars into useable resources. The primary EPD reactor feeds into the Hydrocon processing system for transport to Sector 2 MFS refinement and storage.

Intro Text - Alpha Labs Sector 2

Alpha Labs Sector 2 processes and stores hydrogen fuel through the facility's primary system, the Molecular Fuel Storage Compactor. The sublevel section houses the coolant control system needed for proper hydrogen fuel refinement.

Intro Text - Alpha Labs Sector 3

Alpha Labs Sector 3 contains the secondary coolant control system for the Molecular Fuel Storage Compactor. Waste material from the MFS system is also processed here, and sent to the Recycling plant for post-refinement and disposal.

Intro Text - Alpha Labs Sector 4

Alpha Labs Sector 4 seals and prepares shipments of processed hydrogen fuel for dropship distribution to UAC bases and subspace platforms. The system is fully automated and personnel access is limited due to open machinery hazards.

Intro Text - EnPro Plant

The EnPro plant provides primary power to the Communications Tower and backup power to the entire Mars UAC Facility. Plasma canisters are also manufactured here from the CRC power production byproduct.

Intro Text - Communications Transfer

Comm Transfer connects EnPro and Communications, and acts as a multipurpose facility for power distribution, equipment repair, and cargo transfer to other base sectors. Due to the frequency of broken pressure seals, oxygen tanks are well stocked in this sector.

Intro Text - Communications

The Communications Tower is the primary link for off-planet communications. Broadcast dishes are aligned for communications directly with UAC-Earth and bridged for deep space communications via the Phobos Routing Station uplink.

Intro Text - Monorail Skybridge

The Monorail Skybridge crosses over the primary recycling station, a key element in processing waste products into useable resources.

Intro Text - Recycling Sector 2

The Recycling Plant is key to survival on Mars, processing waste products into useable resources. Sector 2 primarily refines and recycles chemical and biological waste.

Intro Text - Monorail

The Monorail serves as transportation between the low level access sectors of the UAC Complex and the priority access research facilities. Have all identification and security clearance data prepared for inspection.

Intro Text - Delta Labs Level 1

The Delta Complex is the most advanced research facility on Mars. Sector 1 contains the power systems, energy core distribution center, and services the administrative functions of the entire Delta Complex.

Intro Text - Delta Labs Level 2A

Delta Labs Research Facility - Sector 2 South contains the Matter Transfer division focusing on human experimentation and other biological testing. The prototype transfer platform is contained in the upper research hall. Teleporter distance is limited, serving only to test biological effects of matter transference.

Intro Text - Delta Labs Level 2B

Delta Labs Research Facility - Sector 2 North contains the Biological Research division, focusing on studying various specimens from matter transfer tests. All specimens are catalogued and stored locally.

Intro Text - Delta Labs Level 3

Delta Labs - Sector 3 contains the second generation transfer platforms, able to teleport variable distances to small portable receiving platforms. Test chambers must be reserved prior to experimentation. All access is under security observation.

Intro Text - Delta Labs Level 4

Delta Labs - Sector 4 houses the third generation transfer portal. All teleporter destination research is classified. Only top level personnel have access to the central control room and activation grid for the primary test chamber.

Intro Text - Delta Complex

The Delta Complex is the most advanced research facility on Mars. The complex is divided into three main sectors each serving unique purposes and one smaller sector that houses the main test portal. Access can only be gained through the Monorail or CPU Complex.

Intro Text - Central Processing

Central Processing houses the control systems which are used to process data for experiments, archive data, and manage the CPU overhead for security and regular day-to-day operations of the entire outpost on Mars.

Intro Text - Central Server Banks

Central Processing houses the control systems which are used to process data for experiments, archive data, and manage the CPU overhead for security and regular day-to-day operations of the entire outpost on Mars.

Intro Text - Site 3

Site 3 is the ground level access point to the original subterranean Mars base structure. Research objects from the lower levels are analyzed and studied in this facility.

Intro Text - Caverns-Area 1

Caverns Area 1 is the location of the original Mars Base. While all research has been moved to newer structures, this aging facility still serves as the primary material transfer point between Area 2 and Site 3.

Intro Text - Caverns-Area 2

Caverns Area 2 is the primary archeological excavation site. All items are processed and transported to Site 3 for evaluation and analysis.

Intro Text - Primary Excavation Site

The primary excavation site houses the ancient burial chamber. The discovery of this chamber unearthed the stone tablets, soul cube, and many other valuable artifacts.

2. Characters

Below is a table of all the characters you can interact with in the game and where you meet them. I've also supplied the detailed text of what each character says further below.

Most characters will automatically speak to you when you first approach them. Then when you repeatedly click on them for more conversation, they will cycle through a set number of speeches.

The table is listed in the chronological order in which you meet the characters in the game.

Who

Where

Activity

Malcolm Betruger Mars City: Introduction The evil doctor. Omnipresent, he communicates via Cutscenes and Incoming Communications.
Elliot Swann Mars City: Introduction A UAC Counsellor. Earlier communication by Cutscenes and Incoming Communications.
Jack Campbell Mars City: Introduction A UAC Rep. He arrives with Swann and you on Mars. He's Swann's personal bodyguard.
R. Cooper Mars City: Mars City Hangar He's reading his PDA and processing the cargo log.
M. Caseon Mars City: Mars City Hangar He's a burnt out employee sitting on a bench, waiting for a shuttle.
H. Feiner Mars City: Mars City Reception Sitting, typing a report on a computer. He give you your PDA.
A. Chang Mars City: Central Access Junction Paranoid, reading his PDA.
J. Yezback Mars City: Central Access Security, guarding a door to ACO Access Junction.
T. Washington Mars City: Command Access Junction Walks out of the toilet and walks to an information terminal.
K. Tang Mars City: Common Area Drinking, watching IPN news.
M. Marak Mars City: Common Area Talking to K. Miller about Bravo Team and newbies.
K. Miller Mars City: Common Area Talking to M. Marak about Bravo Team and newbies.
R. Slang Mars City: Marine Command Access Fixing a converter, talking to J. Kim.
J. Kim Mars City: Marine Command Access Watching and talking to R. Slang.
S. Holmes Mars City: Marine Command Security guard, points to the right and says to go straight to Sergeant Kelly.
R. Kasal Mars City: Marine Command Standing, working on a computer.
E. Grafton Mars City: Marine Headquarters Patrolling security guard.
V. King Mars City: Marine Headquarters Sitting, working on a computer (encrypted data).
K. Lee-Creel Mars City: Marine Headquarters Reconfiguring a sentry bot.
Sergeant Kelly Mars City: Command HQ Control Master Sergeant Thomas Kelly. Your commander, he gives you your missions.
S. L. Medley Mars City: Command HQ Control Sitting, working on a computer.
D. Morton Mars City: Command HQ Control Standing, reading his PDA.
T. Brooks Mars City Underground: Underground Security [1] He speaks to you through the glass and remotely opens the storage locker for you.
D. Young Mars City Underground: Underground Junction He's working the Remote Crane Access console.
C. Rodgers Mars City Underground: Maintenance Area CS1 He's looking at a machine. He has a conspiracy theory.
R. Fry Mars City Underground: Energy Stabilization Unit He's supervising Scotty who is in a shaft fixing a coupling.
I. Sinclair Mars City Underground: Energy Delivery He's monitoring the Filtration Routing System console.
M. Ryan Mars City Underground: Underground Garage He describes to you how the air locks work.
R. Roland Mars City 2: Ventilation Shaft He's sitting on a crate, scared out of his mind. He lowers the ladder for you.
E. Webb Administration: Alpha Labs Processing He's lying against a crate near death. He speaks and dies.
George Krietman Alpha Labs Sector 1: Hydrocon Stabilization He's trying to get the unstable Hydrocon under control.
J. Edwards Alpha Labs Sector 2: Engineering And Coolant He has a lantern and wants to lead your way through Coolant Control Junction.
Larry Kaczynski Alpha Labs Sector 4: Reactor Junction 1 He thanks you for saving his life and gets you into Reactor Sub Station 1. (Open Chamber Path)
T. Ryan Monorail: Debris Field S1-03 He's on the monorail, he's confused and doesn't know where his partner went.
I. McCormick Delta Labs Level 2A: Teleporter Control Lab [2] He's guilty about his involvement in the project and wants to make amends.
Dr Michaels Delta Labs Level 2B: Specimen Research Lab He's in a biosuit, examining an imp on a slab.
Pierce Rogers Site 3: Artifact Research He's locked in a small office with some computers.
J. Katayama Caverns-Area 1: Thermal Regulation Pump [1] He's hiding behind some pipes in a corner.

Malcolm Betruger

Dr Betruger is the leading Research Scientist on the Mars research facility. The power struggle between him and Counsellor Elliot Swann is most amusing. It is clear virtually from the start that Betruger has succumbed to the powers of evil, has been possessed by the devil and has gone quite mad.

At some point Dr Betruger's research focus strayed the UAC Board's directed study on teleportation technology. Taking a new direction Betruger branched out into uncharted waters with his extra-dimensional research. This research posed several risks and threats to the teleportation project. Basically, Betruger went off the rails.

Betruger interacts with you on many levels. As well as seeing the good doctor in Cutscenes and Incoming Communications, you will have the pleasure of hearing Betruger speak to you many times throught the game as he converts and summons enemies against you - what a guy! He is affectionately referred to as the "mwhahahaha-guy", being the one that keeps laughing maniacally at you wherever you go.

Elliot Swann

Elliot Swann was sent to Mars by the UAC board of directors to investigate the strange events ocurring on the Mars base. He's the "control" in damage control. He's here to make sure Betruger starts "doing things our way".

Swann, with his bodyguard at his side is alarmed at the number of casualties and missing staff on the Mars base. He is against sending a distress signal to the fleet until the cause of the problem can be identified. All roads seem to lead to Dr. Betruger in this regard as they investigate the Mars facility from Mars City, to Alpha Labs and finally to the Delta Complex.

Swann main interaction with you is through Cutscenes and Incoming Communications, but you finally meet up with him in the Delta Complex.

When you finally meet Swann face-to-face, he's in a bad way. He's exhausted and appears to be greviously wounded. He says:

Still alive? [Cough] Looks like you might be on your own. Sarge is gone. They got him. I don't know how long he's been working against us. He's no longer human. Campbell went after him. He's got to be stopped, the hell is breaking through the caverns. If that portal isn't closed before the ships arrive, Earth will be destroyed.

Earth, that's what they've always wanted. They were here once, lost in the dawn of time. Now it's so close they can taste it. It's up to you now. Take my PDA, it's got what you need. Good luck.

Further prompting elicits:

  1. I'm too beat up, I'll slow you down.
  2. I'll try to make it out on my own.
  3. It's up to you now.

Jack Campbell

As Counsellor Elliot Swann's personal bodyguard, Jack Campbell wears Swann like a glove, they are inseparable. Jack is the damage in "damage control". He is a combat veteran and he lugs a metal suitcase around with a BFG 9000 resting snuggly inside, but ready to use at a moment's notice.

You mainly see Jack in Cutscenes - you meet him briefly in Central Processing. Jack is at death's door, having come off second best in his interaction with "The Sarge". Before dying he says:

The Sarge. Find him. Go find him. My gun. He's got my gun.

R. Cooper

R. Cooper is reading his PDA and processing the cargo log. He says:

  1. Welcome to Mars. All new arrivals need to check in at reception.
  2. If you're looking for someone to help you, just head to reception.
  3. I've got to process the cargo log. I can't talk with you now.
  4. If I don't get this log to central authority, it will be my neck. Please move along.

M. Caseon

M. Caseon's nerves are clearly frazzled. He's sitting on a bench waiting for his ride home. He says:

  1. I've got to get out of here.
  2. I'm getting off this rock and you should too.
  3. If you're staying here, watch your back.
  4. You should be careful. It's not safe here. Trust noone.

H. Feiner

H. Feiner is a model of efficiency. He's sitting, typing up a report on the arrivals of the Darkstar. If you prompt him he says:

  1. You better move along. It looks like you've got some important things to do.
  2. The last marine that kept the Sergeant waiting was permanently assigned to to guard duty at the solid waste facility. You'd better move.
  3. Sergeant Kelly doesn't like to be kept waiting. You'd better move along.

Later, after visiting Sergeant Kelly and following your sentry bot to Maintenance, you hear:

  1. You better move along.

A. Chang

You meet A. Chang as he approaches a monitor in the corner. He says:

  1. [If you get in his way] Hey man!
  2. I haven't seen you before. You must be with that new detachment, coming to check on us.
  3. Is there some type of problem? I'm just trying to get my work done here.
  4. I'm trying to get these systems reconfigured so I can't talk now.

J. Yezback

J. Yezback is heavily armed and guarding the locked door to ACO Access Junction. He says:

  1. Listen buddy, you don't have clearance for this area. Move along.
  2. I can't help you here. Head to Marine Command, they can help you.
  3. If you don't move out now, they're going to bust both our asses.
  4. God damn it marine, get out of here.

T. Washington

T. Washington appears from the Restroom on the right. If you follow him he will lead you back to the Information Terminal in Mars City Reception. He says:

  1. [If you get in his way] Excuse me.
  2. I don't think I've seen you before. You must be a replacement for one of the guys we lost.
  3. Try not to let this place get in your head. Just stay focussed on your job and you'll be back on earth before you know it.
  4. Not a lot to do around here, but watch your back.

K. Tang

K. Tang is having a drink and watching IPN News. He says:

  1. Ahh. Someone new. It's always nice seeing new faces around here. Hope you enjoy your stay.
  2. I've been here four years. My advise is to work hard and stay out of trouble.
  3. You want my advise. Don't go poking your nose round places you aren't supposed to.

M. Marak

M. Marak is sitting, scratching and talking to K. Miller. He says:

  1. [To Miller] Miller, you hear about Corporal Allen.
  2. [To Miller] We lose one, gain another.
  3. [To Miller] Who knows, I just hope they don't take anyone from my squad. I hate pulling double shifts.
  4. Another Newbie. Welcome to the worst assignment you'll ever have.
  5. Come back for a drink when you get some free time.
  6. This place is always open if you want to come by and forget.

K. Miller

K. Miller is sitting, coughing and talking to M. Marak. He says:

  1. [To Marak] Yeah. They said he just lost it. Shipped home this week.
  2. [To Marak] No shit. I wonder who they're going to move to Bravo Team now.
  3. [To Marak] I hear you.
  4. Another replacement huh.
  5. Listen up newbie. I'll give you some advise. Keep your eyes open and stay focussed.
  6. Yeah. I see people come and go around here all the time. I wonder how long you'll last.

R. Slang

R. Slang is working on a pressure flow unit. He is speaking to J. Kim. He says:

  1. [To Kim] Yeah. I saw those suits arrive too. Weird. The UAC must be worried about something.
  2. [To Kim] Accidents. That's good. Is that what they're calling them now.
  3. [To Kim] Beats me man. Look, all I do is repair the converters when they blow. Ok. That's it.
  4. [To Kim] I wouldn't ask them if I was you man. I heard Travis started poking around and he got transferred fast. Didn't even see him leave.
  5. [To Kim] Lucky bastard.
  6. I'm really trying to get this fixed quickly , so uh, do you mind.
  7. If you can fix this, you can stay and help, but otherwise, get going.
  8. Why are you bothering me. Can't you see that I'm working.

Later, after visiting Sergeant Kelly and following your sentry bot to Maintenance, you hear:

  1. [To Kim] Did you hear what Connor said.
  2. [To Kim] He said that he saw some strange creatures or something down in Delta. He said it wasn't human.
  3. [To Kim] I'm just telling you, that's what he said. I don't know if it's true.

J. Kim

J. Kim is drinking coffee and talking to R. Slang. He says:

  1. [To Slang] I hear there's been more accidents in Delta.
  2. [To Slang] So, tell me. Just what the hell is happening over there?
  3. [To Slang] Fine. But what's overloading them so much. I mean how much damn power do they need.
  4. [To Slang] Heh. Noone saw him go. he was here one minute, gone the next.
  5. Marine Command is right around the corner. Why don't you go bother someone there.
  6. Listen. I'd love to tlak but I'm really busy.
  7. What? Do I look like a tour director, leather neck.

Later, after visiting Sergeant Kelly and following your sentry bot to Maintenance, you hear:

  1. [To Slang] No, what?
  2. [To Slang] What! You can't believe anything that guy says.
  3. [To Slang] Another reason I can't wait to get out of here.

S. Holmes

S. Holmes is heavily armed as he directs you to the right toward Command HQ.

  1. You need to report to Sergeant Kelly ASAP. He's in Command HQ.
  2. Don't waste anymore time. Go see the Sarge.
  3. Sarge is going to have your ass if you don't get to Command HQ pronto.
  4. If you are late reporting in Sarge will have you patrolling outside for a week.

Later, after visiting Sergeant Kelly and following your sentry bot to Maintenance, you hear:

  1. Don't you have a mission to do.
  2. You screw up that mission and Sarge will have your ass.

R. Kasal

R. Kasal is standing, sweating over a monitor. He says:

  1. I can't be interrupted now. I've got work to finish.
  2. Please don't disturb me. Can't you see I'm busy.
  3. I'm doing very difficult work here, I can't be disturbed.

E. Grafton

E. Grafton is patrolling the area, constantly on the move. He says:

  1. Welcome to the unit. I'll see you around.
  2. Hope you don't go crazy here, like the others. Hahahaha!
  3. Well, I've got a few things I need to do, so I'll catch up with you later.

V. King

V. King is monitoring incoming communications. He says:

  1. Don't you have some orders you need to be following.
  2. Too busy to talk now.
  3. Got lots of work here. Sorry.

K. Lee-Creel

K. Lee-Creel is busy trying to reconfigure a sentry bot. He says:

  1. I'm trying to reconfigure this little guy. I can't talk now.
  2. Hey, this is tricky business, I can't be hassled.
  3. If you need something, go talk to the Sarge.

Sergeant Kelly

Master Sergeant Thomas Kelly is the commanding officer on the Mars base. He is combat veteran. Pulling the combat strings firstly from Command HQ Control in Mars City and later from the Delta Complex, Sergeant Kelly is always clear as to what we wants you do next. He is not backward in coming forward, barking orders at you all the times through Incoming Communications.

Always a man of action, Sergeant Kelly has little time for those "UAC suits" as he refers to Elliot Swann and Jack Campbell. In opposition to Swann he is all for sending a distress signal to the fleet. If you disobey his orders you will feel his wrath as he verbally abuses you severely.

After you meet the mighty Sergeant Kelly in Command HQ Control, the next time meet up with the Sergeant is not nearly as pleasant, you will find that he has been converted by the forces of evil into the second boss Sabaoth and is a formidable opponent.

At Command HQ Control Sergeant Kelly speaks the following words of wisdom:

  1. When you complete your mission, report back here. Move out.
  2. You got a mission to accomplish. Start moving marine.
  3. Are you deaf marine? When I say move out, you better move!

S. L. Medley

S. L. Medley is sitting at a computer near a large window out to the Mars landscape. He says:

  1. Didn't you hear Sarge. He gave you a mission. Move out marine.
  2. Sarge will have your ass if you stand here wasting my time.
  3. I've got better things to do than talk to you marine.

D. Morton

D. Morton is standing, looking at his PDA near a large window out to the Mars landscape. He says:

  1. No time to talk bud. We both got work to do.
  2. Are you deaf marine. You got a mission to perform. Can't stay here.
  3. Move out marine.

T. Brooks

T. Brooks is behind the glass. He doesn't interact directly with you but he reacts to your actions. He says:

  1. Welcome to the dungeon marine, the most unexciting place on Mars.
  2. I'm gonna need you to grab some armour and secure your pistol before I can pass you through security.
  3. [1st prompt] Ok. Grab your gear.
  4. [2nd prompt] Your stuff's in the storage cabinet.
  5. [3rd prompt] You need to secure your gear marine.
  6. Now you're ready for combat. Let me do a radio test. "Mars Sec radio check". Excellent. Good signal.
  7. Looks like you've been assigned the decommissioned comm facility. Just follow the main passage through the Underground Junction amd straight out You'll have a quick evac. Heh. What better way to see the martian surface than to run across it.
  8. Ok. You're all set.
  9. Oh yeah. Keep it in mind, civilians are working down here. Don't get excited and shoot any.
  10. [If you wait] You don't have a lot of time marine. You need to move out.

D. Young

D. Young is manipulating the the Remote Crane and looking at his PDA. He says:

  1. Oh. I haven't seen anyone new down this way in quite some time. Welcome to the dungeon brother. Enjoy your stay.
  2. You sure are curious aren't you.
  3. Yeah. This is what I do all day.
  4. [If you access the Remote Crane control] Hey, don't touch that.

C. Rodgers

C. Rodgers speaks to you and then goes and peers at some machinery. He says:

  1. Hey, you're looking for the scientist, right. I'm not sure you want to find him. You see. Uh. Never mind.
  2. Don't listen to mee. Never mind what I said.
  3. I shouldn't talk about it.
  4. It's really not my business.

R. Fry

R. Fry is supervising Scotty, who is in a tight space trying to fix a coupling. He says:

  1. [To Scotty] Listen Scotty, I've done this a million times. It's not that hard.
  2. [Scotty To R. Fry] Why don't you crawl your fat ass down here and do it yourself?
  3. [To Scotty] Because I'm getting paid to make sure you do it. Just finish the coupling so we can continue.
  4. I don't know if I can really help you with anything. I'm kind of busy here.
  5. Maybe you din't hear me the first time, but I've got to keep my eye on this.
  6. If you wanna crawl around in there, go ahead. If not, you can get out of here.

I. Sinclair

I. Sinclair is monitoring the Filtration Routing System console. He says:

  1. Jeez! Do you make a habit of sneaking up on people? Everyone's already on edge down here with all the strange things that have been going on.
  2. The garage area is right through that door, now stop bothering me.
  3. The equipment seems to be affected by something unseen.

M. Ryan

M. Ryan is sitting on a crate near the airlock. He says:

  1. Hey, you're that new guy headed for the old comm center right? You'd better hussle up pal. This passage doesn't go all the way there. You'll have a quick walk outside to the center's airlock. Yeah, don't sweat it, this suits' got plenty oxygen.
  2. Well? What the hell are you waiting for marine?
  3. Get going.

R. Roland

You hear R. Roland before you see him. He lowers a ladder down to you and says "Hey you, up here, quick". When you climb up the ladder to the ventilation shaft you see a frightened man in the corner. He says:

I thought I was the only one still alive. I can't believe I found you. Something happened, I don't know what. It was like a shockwave. It passed through the entire base. People started changing. It was crazy. I was working up here on the vent shaft. I don't know how I survived. Go for help, please.

  1. No way, I'm staying up here, it's the only safe place.
  2. You can't get me down. I'm staying here.
  3. Hurry back with some help. I don't want to stay up here alone.

When you enter the ventilation shaft you hear R. Roland say "Be careful. I don't known what's in there".

E. Webb

E. Webb is a heavily wounded marine, at his last gasp. He says:

  1. Don't stop buddy, there's nothing you can do for me. They're all gone. [Coughs] Surprised us, they just came out of nowhere.
  2. There's still a few squads operating, but they're all cut off from each other, try to find them.
  3. [Coughs and expires]

George Krietman

George Krietman is trying to stabilize the Hydrocon which is currently out of control. He is looking at his PDA and the computers. He says:

What? Oh, you startled me. Man am I ever glad to see you. I thought I was all alone. It's been freaking spooky lately. The Hydrocon's blown a few circuits and is unstable. Be careful with that gun, a stray bullet into the glass shields could blow the whole area. I'm gonna try to get this thing stabilized. I'll head to the science offices when I have this under control.

  1. If I don't get the Hydrocon operating within acceptable levels, it could blow.
  2. I need to stay here and see if I can get this thing running safely.
  3. If the machine blows, it'll kill us both.

J. Edwards

J. Edwards has a lantern. He wants to lead you out of the area. As you follow him he has various things to say:

  1. Don't shoot. I can help you. The lights are all out. I'll lead you through here if you can get me off this base.
  2. The electromagnetic pulses have knocked out the electrical systems in this area. Watch out, a big one could knock out our lights.
  3. We can't stop. We've got to keep moving.
  4. Come on. We can't wait.
  5. Hurry up. We can't stop.
  6. We can't talk now, let's go.
  7. It isn't far, let's go.
  8. [When a generator dies] There's one.
  9. [When a metallic clang is heard] What was that?
  10. Stay close.
  11. [When an imp appears] Kill it. That was close.
  12. [When an imp appears] My god. Don't let him get me. Thank god it's dead.
  13. [When a generator dies] Hang on, here comes another one.
  14. There's the exit.

Larry Kaczynski

Larry Kaczynski has got himself trapped in the Reactor Control Room [2]. If you save him he will help you get into Reactor Sub Station 1. He says:

  1. Hey you, can you help me. I'm trapped in here. Release the door locks and get me out.
  2. [If you save him] Thank you.
  3. Thanks for getting me out of there. I got trapped in the chamber when the power went out.
  4. I don't know what's going on here, I don't understand why none of the systems are responding. I'm going to try to get an uplink into the main system from here. This is a secure terminal, I might be able to get a connection.
  5. I'm going to stay here, I can lock the door after you leave, I think I'll be safe.
  6. I need to stay here.
  7. I really shouldn't leave until I get this figured out.

T. Ryan

T. Ryan is dazed and confused and a bit worried. He fell asleep on the monorail and has just woken up. He says:

Who are you? What are you doing? I was waiting here on the train for my partner. He went to investigate what was going on. He never came back and now I don't know where he is. I don't know what the hell is going on, but I'll bet it has to do with those artifacts we were digging up at Site 2. I'll bet they're somehow connected with those things in the Delta Complex.

Further prompting elicits:

  1. The Delta Complex isn't safe, your're crazy if you're going there.
  2. Look I don't think this train is safe either, we don't know what's ahead.
  3. I'm staying on the train until we get to Delta, then you're on your own.

I. McCormick

I. McCormick is trying to get the teleporter sytems working again. He is guilty about his involvement in the teleportation projects. He says:

What? Who's there? Ah, thank god you're not one of them. I though everyone else was gone. I, ..., I was part of this. I helped them. The map was an opening to another dimension. Look, I don't, ..., we don't have much time. We let it through, the evil. The protective stabiliser on the portal just failed after Betruger took the device. Yeah. It was an artifact we found in the ruins. He took it into the portal and Hell followed him out. You have to help me first. I'm going to try to get the teleporter systems running again. The areas are destroyed around us so it's the only way through this part of the complex. You need to find me a working plasma inducer, it's all I need to get the teleporter working. You can look for it in Operations, I have a security clearance, I'll unlock some doors for you. There. We don't have a lot of time, please hurry.

Further questioning reveals:

  1. I don't have much time. Get that plasma inducer quickly.
  2. Time is running out. Find the inducer and get back here quickly.
  3. I'm going to stay here and work on the computer some more.

When you return after finding the Plasma Inducer, I. McCormick has this to say:

Excellent, that will get the teleporter working again and you don't have much time. You're going to have to have to teleport across the contaminant chamber. It's the only way through this part of the complex. Head into the chamber and then initiate the sequence on the machine. I'll take care of the rest.

I'm not going with you, good luck! But before you go I want you to take something. It's a journal I made about the experiment. Uh, those things, it's all there. It will explain everything. Give it to someone so this never happens again.

  1. Get out to the teleporter pad. I'm ready here.
  2. Move quickly, there's nothing here for you to do.

Dr Michaels

Dr Michaels is wearing a biosuit and examining a dead imp specimen on a slab. He says:

Ah. You surprised me. I'm glad to see you. I would have hoped they sent more than just one guy though. I've been studying one of the specimens we brought back to see if there was something physiological that would be a weakness, a way to stop them. I've found nothing so far, I haven't had enough time.

I'm going to stay here and keep looking, it's the only thing I can do. There are combat supplies in the storage cabinets in the next room. The code is 624, I hope you can use it.

Further prompting elicits:

  1. I'm gonna stay here and keep working, I'll upload my findings into the database.
  2. Look, I can't go with you, this is too important for me to leave.
  3. You should get out of here, get some help and tell them I'm still down here.

Pierce Rogers

Pierce Rogers is locked in a small office. He says:

Are you sure you killed them? What? You have the Soul Cube, just like in the carvings I've been researching. If I'm correct that cube is our only chnace to stop this. No time to explain now, you need to get to the Caverns quickly. Take my PDA, it's right there on the desk. it's got security codes for the area and my research logs on it may help. I can't go with you, I need to finish my work here. Good luck.

Further prompting elicits:

  1. I'm locking the door after you leave, good luck.
  2. I'm so close to discovering everything, I can't leave.
  3. I'm staying here to continue my research.

J. Katayama

J. Katayama is hiding behind some pipes in a corner. He's afraid your conversation will be heard by the enemy. He says:

Who are you? What are you doing here? You're going to attract attention and then they'll come. Get out of here now. Take that keycard, it'll help you get to the surface.

Further prompting elicits:

  1. I'm not going anywhere until I know all those things are dead.
  2. You can't stay here, you're making too much noise. They'll come for us.
  3. Will you please leave me alone and go get some help.

3. Tips

Below is a table of all tips and where they are found in the found in the game. I've also supplied the detailed text of the each tip for easy reference.

The table is listed in the chronological order in which you obtain the Tips in the game.

Tip

Where/How

Interacting With Computers Mars City: Mars City Hangar: Approaching the first Transfer Manifest console
Interacting With Characters Mars City: Mars City Hangar: Approaching R. Cooper
Interacting With Objects Mars City: Mars City Hangar: Approaching the 3 movable crates downstairs
Opening Locked Doors Mars City: Departure Lounge: Locked door to the right of the entrance
Interacting With Information Terminals Mars City: Departure Lounge: Approach Information Terminal to the right of the entrance
Using Your PDA Mars City: Mars City Reception: Entering the room for the first time
Picking Up Items Mars City: Mars City Reception: Collecting the Welcome To Mars Facility One Video Disk
Picking Up PDA's Mars City: Common Area: Collecting Adam Berneche's PDA
The Shutters Mars City: Common Area: Approaching the Shutters control panel
Opening Adam Berneche's Cabinet Mars City: Maintenance: Approaching Storage Locker 001
PDA's Contain Useful Information Mars City Underground: Energy Stabilization Unit: Picking up Grant Baston's PDA
Use Your Flashlight Mars City Underground: Maintenance Area PD1: Walking past a certain point in the room
Using Control Panels Mars City Underground: Energy Delivery: Nearing the Filtration Routing System console
Listen To Audio Logs Mars City 2: Infirmary: Picking up Marcus T. Caseon's PDA
Use Of The BFG Central Server Banks: CPU: Collecting the BFG 9000 after killing the Sarge
Manipulating The Crane Caverns-Area 1: B2 Material Transfer Lift [1]: Using the crane controls

Interacting With Computers

When you approach an interactive computer interface, your weapon, if equipped will lower and you can use the [FIRE] button to interact with the computer.

Interacting With Characters

When you approach a character that may have something to say, the cursor changes and their name appears, use the [FIRE] button to interact with the character.

Interacting With Objects

Many objects including boxes, crates and other items can be moved around. Walk or run into them to push them around.

Opening Locked Doors

You can open many locked doors with your PDA or an authentic ACO keycard. Your PDA may also contain security access codes to access storage cabinets so make sure and peruse each PDA.

Interacting With Information Terminals

Some interactive computers allow you to download information to your PDA. Just click the Download or Transfer button. You need to get your PDA from the receptionist before you can try this.

Using Your PDA

PERSONAL DATA ASSISTANT. Your PDA is CRITICAL to your work at the UAC. Toggle your PDA with the assigned key bind (TAB is default). Your PDA contains your security clearance, personal email, audio logs, video disks and other important inventory and mission information. When you pick up another UAC worker's PDA, their information is downloaded directly to your PDA. Simply click on a name and navigate the windows accessed through the Data, Email and Video Disk buttons in the upper left portion of the screen, to gain valuable information about your surroundings.

UAC employees store vital information on their PDAs that can be used to unlock the secrets of the facility. This information includes embedded security access, storage locker codes, and personal information relayed through audio logs and email.

Picking Up Items

You can pick up Video Disks, Audio Logs, PDAs, and other items. When there is new information stored in your PDA, you will see either a flashing PDA, or Video Disks on the lower left of the HUD.

Picking Up PDA's

Picking up PDAs is useful. Contents will automatically downloaded to your PDA allowing you to read other people's emails and listen to their audio logs. Many useful things can be found in PDAs.

The Shutters

Some interactive computers affect equipment around you, this includes doors, shutters, locks, storage cabinets and many other items.

Opening Adam Berneche's Cabinet

Listen to Adam Berneche's audio log, which was downloaded to your PDA when you picked it up, to open this cabinet.

PDA's Contain Useful Information

PDA's not only update your security clearance but also may contain useful information such as cabinet codes.

Use Your Flashlight

Use your flashlight to illuminate dark areas. Using your [FLASHLIGHT] key will toggle between the flashlight and last used weapon.

Using Control Panels

Some control panels can be used to operate machinery.

Listen To Audio Logs

Remember: Listening to audio logs may provide you with valuable information.

Use Of The BFG

The BFG is a multi-staged weapon, the longer the trigger is held the larger the charge. Be careful not to over-load the gun or it will blow up.

Manipulating The Crane

Rotate the crane to traverse the chasm.

4. Information Terminals

Below is a table of all the Information Terminals and where they are found in the found in the game. I've also supplied the detailed text displayed on each terminal for easy reference.

The table is listed in the chronological order in which you find the Information Terminal's in the game.

Information Terminal

Where

Safety Awareness Month Mars City: Departure Lounge: To the right of the entrance in the corner
Code-Black: Missing Staff Mars City: Mars City Reception: To the right of the entrance in the corner
Volunteer For Extra Credits Marine Command Access: To the left of the entrance.
Valuable Sacrificial Pointers Delta Complex: CPU Access: To the left of the Transfer Bay Door.

Safety Awareness Month

November is Safety Awareness month on Mars, and the UAC has scheduled a variety of workshops to help promote a safer working environment for everyone. Download now to learn more about what you can do.

Code-Black: Missing Staff

UAC Security is looking for a missing scientist. We need your help to insure he is found quickly and safely.

Please report any information to your appointed HR manager.

Volunteer For Extra Credits

Exciting volunteer positions are available now! Credit compensation offered for qualified individual.

See the many opportunities to reward yourself in your spare time.

Valuable Sacrificial Pointers

Pointers to remember when opening sacrificial portals.

5. Cutscenes

Below is a table of where all of the cutscenes appear in the game. I've also describe briefly what happens in the cutscene and have supplied the detailed text where relevant for what is said and by whom.

The table is listed in the chronological order in which the cutscenes occur in the game.

Cutscene

Where

Introduction Mars City: Introduction: When you start a new game
Receiving Your PDA Mars City: Mars City Reception: When you first walk into the room
Power Struggle Between Betruger And Elliot Mars City: Central Access: When you first walk into the room
Sergeant Kelly Cutscene Mars City: Command HQ Control: When you first walk into the room
Dr Ishii Cutscene Mars City Underground: Old Comm Main: When you first walk into the room
O.K. Plan B Administration: Administration Lobby: When exit the elevator

Introduction

When you start a new game you are treated to this cutscene. You are a badass marine on the shuttle Darkstar with two UAC Representatives, Counsellor Elliot Swann and Jack Campbell. You are entering orbit around Mars and the cutscene shows the communication between control and your ship and your landing on Mars.

Tower
Incoming transport detected.
Darkstar
Mars approach Darkstar with U070 63, passing through 3800.
Tower
Roger Darkstar. Descend to 2000, set speed, contact ground on 26972.
Darkstar
Roger that Tower.
Tower
We have them on radar sir, they'll be landing in a few minutes.
Dr Malcolm Betruger
Excellent. See that Counsellor Swann is sent directly to me.
Tower
Yes, sir!
Tower
Tower Darkstar on final. Good evening Darkstar. You are set for lockdown. Welcome back.

You land on Mars in the transport Darkstar. Swann and Campbell alight from the Darkstar in front of you. You overhear their conversation.

Swann
I can't believe it's come to this. I didn't want to come here.
Campbell
He left you no choice.
Swann
True. But this is the last time. I'm tired of running damage control everytime he makes a mess.
Campbell
Right. You're the control and if that fails, I'm the damage.
Swann
If that's what it takes. Betruger is going to start doing things our way.
Campbell
Whatever you say counsellor.

Receiving Your PDA

You meet H. Feiner when you first enter Mars City Reception. He issues you with a PDA and explains its importance. He gives you your first mission/objective to hightail it to Marine Command to meet Sergeant Kelly.

If you read H. Feiner's computer screen during the cutscene it reads "Personnel Profile 3. Incoming transfer id# 3819x-22. UAC marine infantry. CO - Sergeant Kelly. Pending assignment on file". Presumably Profiles 1 and 2 are for Swann and Campbell, but you won't get to see those profiles. H. Feiner says

Power Struggle Between Betruger And Elliot

When you walk into Central Access, through the window on the left Betruger and Swann are talking. Campbell is there too, and at one point looks out at you through the window. The conversation is:

Swann
I'm here because there seems to be some very serious problems.
Betruger
Oh really! Do I need to remind you of the ground breaking work that we're doing here?
Swann
No, but I've been authorised by the board to look at everything.
Betruger
The board authorised you?! The board doesn't know the first thing about science. All they want is something to make them more money. Some product. Don't worry, they'll get their product.
Swann
After how many accidents? Tell me Dr Betruger, why are so many workers spooked, complaining, requesting transfers off Mars?
Betruger
They simply can't handle life here. They're exhausted and overworked. If I had a larger, more competent staff and bigger budget even these few accidents could have been avoided.
Swann
I'm afraid you'll get nothing more until my report is filed with the board. I will need full access Dr Betruger, Delta included. I won't have any trouble doing that will I?
Betruger
Only if you get lost Swann. Just stay out of my way. Amazing things will happen here soon, you just wait.
Swann
[To Campbell] Let's go.

Sergeant Kelly Cutscene

You meet Sergeant Kelly face to face. He doesn't mince words as he rattles off your first mission to you. He says:

You took your sweet time marine. Now here's the situation. Another member of the science team has gone missing. Since you're the ranking FNG, you get to find him. Want you to check out the old decommissioned Comm facility. We heard he might be heading that way.

The only way there is through the service passage under Mars City. I've programmed this Sentry to guide you to the Maintenance elevator. I hope you follow the sentry better than you've followed orders so far.

You can pick up some gear at the Security Checkpoint at the bottom of the elevator. Oh and when you find him, just bring him back, do not hurt him. Now move out.

Dr Ishii Cutscene

You have a short, intense meeting with poor Dr J. Ishii. He is desperately trying to get off a last communication to save the world when all hell breaks loose. He says:

"Huh! No, no! Please. You must let me get this communication out. They have to be warned while there is still time. I can't let ... I ... You don't know what I've seen. You can't possibly understand or comprehend. The Devil is real. I know. I built his cage .... Oh god!".

On the Orbital Communications Terminal read "CODE STATUS: 1131 - TOP PRIORITY URGENT. FROM: J. ISHII - ACCESS CLEARANCE DB1. EMERGENCY REPORT ON CURRENT RESEARCH. I have recalculated the effects of a containment failure and they exceed our prior estimate. No biological entity in the blast radius is likely to survive, yet Betruger is pushing the stabilization fields far beyond system limita..."

The right large video screen reads "CAMERA-D51. Monitoring Delta 4 Teleporter. All safeguards online". Then suddenly "Warning: Stabilization field failure". After that you see a huge flame as the denizens of hell bust out of the telporter.

A Lost Soul teleports in through an orange haze and races at you and dives into the computer screen and converts a marine. It then passes back through the walls and possesses Dr Ishii, turning him into a Zombie before racing off through the disabled door.

Incoming communications start coming in. Here's some of what you'll hear:

  1. I'm getting abnormal readings here. This is bad. We can't hold these levels.
  2. Oh my god. We're losing him. Help us.
  3. I don't know where to go. Get everyone down on the floor.
  4. HQ, we've got a situation.
  5. What do we do? Where are you? I can't see anything.
  6. They're breaking through the walls. Code red, we've got a code red.
  7. Structural damage in sector 2. They're all around us, what do we do?
  8. Fall back. Watch your back marine. Get out of here.

Well, you get the general idea ...

O.K. Plan B

As soon as you step out of the elevator you hear voices. A camera pans up through a vent and all the way to the Video Phone Conference Room where Swann and Campbell have established a link to Betruger. The conversation goes thus:

Swann
I don't think you understand Dr Betruger.
Betruger
No, I understand everything.
Swann
I'm telling you now Dr, the UAC is taking over this operation.
Betruger
Operation? Is that what you're calling it.
Swann
The situation is out of control.
Betruger
It's not out of control Swann, you are. I'll manage this and you and your flunky will be taking control of nothing, you understand?
Swann
Yes, Betruger, I think I do understand.
Campbell [Opening his briefcase with a prototype BFG 9000 inside]
O.K. Plan B.

6. Incoming Communications

Below is a table of all the Incoming Communications and at what point in the game they occur. I've also supplied the detailed text of the communication for easy reference.

The table is listed in the chronological order in which the Incoming Communications arrive in the game.

Incoming Communication

Type

Where

Double Time It Audio Mars City Underground: Old Comm Storage - Near Elevator
We're Under Attack Audio Mars City Underground: Old Comm Main - During the Dr Ishii cutscene
Sit. Ref. Audio Mars City Underground: Airlock CT-1C - On the way back from Old Comm Main
We Don't Know What We're Up Against Audio Mars City Underground: Energy Stabilization Unit - Approaching exit door
Bad News From Bravo Team Audio Mars City Underground: Underground Junction - After crane load collapses
Link Up With Bravo Team Video Mars City 2: Airlock Marine Headquarters - Approach the computers
Delta Complex 1's Been Compromised Video Delta Labs Level 1: Delta Systems Control - After completing Retrieve Data Linker mission

Double Time It

Marine. This is Sergeant Kelly. You need to double time it down there. Search your assigned area and haul your ass back to Mars City. Out.

We're Under Attack

All units. This is Sergeant Kelly. We're under attack by an unknown enemy force. Fall back to Marine HQ to regroup... [screams] I say again fall back to Marine HQ and await further orders.

Sit. Ref.

Squad leaders, get Sit. Refs. over.

  1. Command HQ. This is Bravo Team. We've got 1 marine down and 2 wounded.
  2. Command HQ. This is Fire Team 4. We are pinned down in Alpha Labs.
  3. Command HQ. This is Fire Team 2. Eight power systems down in sublevel. Backup and life support systems only. We've got lots of civilian casualties. It's a mess.
  4. Command HQ. Attempting to secure the area.

We Don't Know What We're Up Against

All units, this is Sergeant Kelly. We don't know what we're up against. Repeat, we have negative id on the assailants. They're mean S.O.B.'s. If you don't have a clear path back to HQ, stock up on ammo and establish a stronghold and keep 'em at bay.

Bad News From Bravo Team

Command HQ, this is Bravo Team. We've got one man down and several wounded. We are incoming and need medical on stations stat.

Command HQ, this is Fire Team 2. The monorail track is destroyed, unable to secure safe transportation back to base. Over.

Roger that Fire Team 2. Fall back to the nearest station and setup a CP there. Out.

Link Up With Bravo Team

Marine. I can't believe you're still alive. I'm unable to return to Mars City. All passages out of the Delta Complex have been blocked. I'm setting up a command post here where I can monitor the status reports of the entire base from central Delta Authority and communicate with other marine teams. It's your mission to link up with Bravo Team and get that transmission sent. Head toward Alpha Labs, it's the fastest way to find them. I'll update your PDA security clearance from here. Good job and good luck marine.

Delta Complex 1's Been Compromised

Marine. This is Kelly. If you're watching this you're a lot tougher than I thought. I guess things aren't always what they seem. Plans have changed. Delta Complex 1's been compromised, you're not safe there. I'm moving to secure Service Tunnel 1. It's not far from your position. We'll meet up there.

7. Computers & Control Panels

Below is a table of the more complicated computers and control panels you will have to deal with and where they are located in the game. Computers with a detailed information are also listed here. The simpler computers and control panels are mentioned in the walkthrough where they occur. For those computers with detailed information I've supplied the detailed text for easy reference.

The table is listed in the chronological order in which you find the Computers and Control Panels in the game.

Computers & Control Panels

Type

Where

Transfer Manifest Computer Mars City: Mars City Hangar
H. Feiner's Computer Computer Mars City: Mars City Reception
Delta 1 Events Screen Delta Labs Level 1: Delta Main Lobby
I. McCormick's Computers Screen Delta Labs Level 2A: Teleporter Control Lab [2]
October And November Reports Laptop Delta Labs Level 2A: Examination Room D2-1
Transmission Contents Computer Communications: Satellite Control Center
Lab A Info Board Screen Central Processing: Lab A Meeting Room
B1 Whiteboard Screen Caverns-Area 1: B1 Conference Room 1

Transfer Manifest

The display reads "4409 - Dropship from orbital transport". On the left side is a wireframe diagram of the Darkstar. You can toggle between two pictures "Scan" and "Schematics". On the right side you have the "Cargo List". You can select to examine "Inbound" or "Outbound" cargo. The details are:

H. Feiner's Computer

If you examine H. Feiner's computer and watch what he types you will see:

New Report

I have processed all incoming personnel from flight 4409. PDA was issued to the marine on board and I sent him directly to Marine Command at Seargent Kelly's request. The other 2 UAC reps were sent to the conference room at Betruger's request.

Supplemental

I would also like to add that this new transfer is exceedingly rude. He has hovered over me reading everything I type. STOP IT

Delta 1 Events

Delta 1 Events
Monday 11/15
08:00 - Energy Team Meeting
12:00 - Sector 2 preliminary systems activation and decoherence test
13:00 - Check in all files for build
14:30 - Executive Personnel lab tour
16:00 - Administration Meeting
17:30 - Shift 2 Energy and Administration Meetings
21:00 - Off Duty Employees Only: Jim's Birthday Party in Delta Access Lobby
Union Aerospace

I. McCormick's Computers

I. McCormick has several computers at his fingertips. You can only interact with one of the computers to download an email, the others are just for show.

Screen 1
Interference Supression Filter. Dechoherence model active. Operating at 89% efficiency. Macroscopic synchronisation ready.
Screen 2
Plasma conduit 1 monitor. Systems normal.
Screen 3
Control Station 1. Single target beam. Primary targeting system. Unable to acquire targeting data. Receiving pad error. EPR source control offline. Teleporter - unable to acquire target. Error detected in plasma conduit 2. Replace plasma inducer before initiating teleporter.
Screen 4 (I. McCormick is typing on this compueter)
MCS Uplink. Mars central system. Data logging on. Project archives open. MCS project data loaded. Access routing active. Active power node search in progress.
Error Reporting Log File. 02 transfer 08 receiving. 03 transfer 09 sending. 04 transfer 10 receiving. 05 transfer 11 encrypting. Analysis. 1-1 2-1 3-1 ... 23-1. Recompiling. 01 transfer 04 complete 07 done. 02 transfer 05 complete 08 done. 03 transfer 06 complete 09 done. Resending.
Screen 5
Interference suppression scan. Active. Science station - scan. UAC
Screen 6
Plasma conduit 2 monitor. Inducer offline.
Screen 7 (Interactive - you can download an email "The Soul Cube"
MCS Archives. Data File AR-U1 Open. Artifact ID: U1. Discovered in Caverns archaelogical dig Site 3. Research report filed November 14, 2145. Download full report.

October And November Reports

These reports are accessible on the laptop in the examination room. You can select to see October and November reports. The details are:

October

10-29-45

Jameson cleared the order for holding the test subject pending a detailed physical analysis. I uploaded a request for new volunteers, so we should have a few new transfers that are looking for free credits. I am copying Sandra on this log entry, be sure and check ALL potential candidates for immediate family or local social ties. Make sure they won't be missed, Corporate does not want to deal with any more litigations.

10-12-45

Research subjects have become increasingly delusional. An interesting pattern has emerged in recent psych evaluations, all subjects are reporting supernatural experiences. While common enough as a schizophrenic manifestation, I have never seen the same psychosis affect all subjects in a controlled test group. Recommend occipital probes to check for growths or swelling, applied pressure in this region might explain the mass hallucinations. Again, I suggest halting experimentation on these subjects until we discover what is affecting them.

10-01-45

We sent the first batch of volunteers through the teleporter today. Subjects were administered a mild anesthesia to put them under for the duration of the experiment. They reported no side effects when awakened, and the only reported injury was subject #7 who had several lacerations after recombination on the receiving pad. We have speculated they were somehow self-inflicted during matter transference, but are unable to fully explain how physical damage could be administered during an instantaneous transfer.

November

10-15-45

We escorted #8 to the medical lab after further instances of self-mutilation. I have cleared him for final research and disposal, he is no longer useful as a data subject. Testing for today has been halted due to increased power fluctuations, however Ian thinks he can bypass the failsafes to boost our throughput, giving us the necessary power to move ahead with the final phase of Test 11. He is currently working on the problem in MC Routing. I am going to security to seal this area until testing can resume.

10-09-45

The research subjects continue to deteriorate mentally. I have requested a security guard onsite. I am beginning to question my own safety working in close proximity to the them. Test Subject 8 never stops screaming. I have informed the guard that offices occupied by the subjects are to be locked at all times. I asked Dr. Brasky to place some military supplies in the security room locker, if things get out of hand again I want to be ready.

10-02-45

Test Subject 4 attacked an inspector today. I want to know who was responsible for letting them into the rec area, especially when it was known that non-UAC personnel were coming through today. The last thing we needed was another accident. Betruger assured me that no report would be filed, but until we block these inspectors from entering secure areas we risk exposure. We have retired #4 and moved the remaining subjects into the empty Sector 2 offices for closer observation.

Transmission Contents

Distress call to orbital fleet.
Authorisation 199-PAN-CIP Key IDSPISPOPD.

--BEGIN MESSAGE--
Reinforcements required immediately.
Hostile force engaged.
Loss of primary and secondary military units.
Extended civilian casualties.
Research technology compromised.
Require full fleet engagement.
Standard personnel ground advance.
No orbital bombardment.
Engagement point Delta, remaining squads await rendezvous.
--END TRANSMISSION--

Lab A Info Board

The information below is found on the Info board.

Primary Research Assignment

Analysis of the quantum decoherence data recorded during the recent AcB teleportation experiment is presently underway in CPU B-1. The data processed so far has shown various distinctions between relevant macroscopic observables and environmental variables. Our primary goal is to feed the analysis into a looping simulation and record evidence of suppressed interference filtering a macroscopic test entity. A full reconstruction based on the simulation results could help stabilize the compression of teleportation subjects.

Scheduled Processing Functions

-Notice Of Policy Change-

We have implemented weekly security code changes. There have been multiple incidents of Delta personnel retasking CPU time for unapproved experiments. Remember: There are no unauthorized task changes without MG clearance. Do not share security codes.

B1 Whiteboard

The information below is found on the whiteboard in the Board Room.

Alert: All shifts. This area is being shut down pending removal of all artifacts due to the structural instability issues. Shutdown procedures will begin after the science team has transported research artifacts to the upper level. Make sure all work crews are aware of the final seal date we do not want a repeat of Phase 1. More detailed versions of the task lists below will be sent out to the appropriate shift managers.

Seal construction containers - Team 2
Portable equipment removal - Team 7
Generator shutdown - Ty Leeson
Security lockdown - Brad Stevens
Filter chamber shutdown - Brad Stevens