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."
Central Processing: Processing Distribution Center is the twenty-second level of Doom 3. The player must locate the now demonically converted Sarge in an attempt to stop him. This level is described in-game as a transitory level which connects Delta Labs and the original Mars base and serves as a power and data storage. Since the invasion started from the Delta Labs the twisted demonic growth consumes large areas of this part of the base too. The player will eventually find a mortally wounded Campbell for the first and only time here, warning the player that Sarge has acquired his weapon before expiring.
AREAS IN CENTRAL PROCESSING:
- Entrance Checkpoint
- Main Entrance Hall
- Office 1
- Office 2
- Security Monitoring Entrance
- Security Monitoring
- Lab A Entrance
- Lab A Lower Floor
- Lab A Meeting Room
- Elevator 1
- Lab A Upper Floors
- Elevator 2
- Lab A Upper Floor Offices
- Office 3
- Elevator Access Hall
- Elevator 3
- Underground
Walkthrough
Walk a few steps, and an Imp will break the window on your left, leading to an office with a locker, a Health Station, shotgun shells, and a door. A second Imp will teleport near the start of the level. The locker's code is on the PDA of Bruce Jackson from the previous level. It contains a Rocket Launcher, a Rocket Box and some Grenades. There is also a interactive monitor which upon clicking reveals a hidden drawer with a Security Armor.
The next room is rather large. It's the main room of the level. It contains a huge section of demonic growth in front of you, a closed door on the left, a desk on the right containing another Health Station, a passage to the left, and a door to the right. Kill the Wraith and take this door.
You are in a fiery corridor with tiles floating above lava, alongside giant skulls and skeletal scenery, showing Hell's influence warping reality itself. Follow the path, which leads to a small stash and then a large, dark office room, which is Security Monitoring . You'll have to kill 2 Imps and some Trites here. After this, venture in the dark office. There is a monitor on the right side which controls some cameras. Beware though, as activating one of them will make a Trite crawl out from behind the screen. Another camera showing you the Info Board hanging in Lab A displaying the code 627, which will be used to unlock a door in the main room. Explore the rest of the room. At some point, a Tentacle Commando will teleport in the same room. After killing him, a second one will appear near the end of the room, where there is some ammo on a shelf and a monitor opening a small maintenance hatch at the far right corner of the room. It contains Tony Bate's PDA.
As you return to the main room, Trites will begin to crawl from the floor. There is a corridor on the other side of the room. Enter it. Take caution, however, as a jumping Cherub is waiting for you from behind the corner. Once he awakes, two other Cherubs spawn in the main room, so be aware. The corridor contains a total of 3 doors on the left. There is an Imp behind the first one, some ammo behind the second one, and the last one is locked with a code. As you approach it, an Arch-vile will appear before you, summoning Cherubs from the main room. The code is the one displayed on the Info Board in Lab A captured by one of the camera monitors in Security Monitoring: 627. It can also be found on Tony Bates PDA. Note that you can go into this whole corridor right at the beginning of the level if you wish to clear it first.
Behind the locked room is another corridor. On the left you can see some ammo in the distance, above another lava pit. On the right, the corridor will crumble to become like the the one leading into Security Monitoring, being swallowed by lava and having some levitating tiles. This demonstrates how technology itself is collapsing against Hell's invasion.
This leads to the lower floor of Lab A. This is a somewhat "U" shaped dark corridor stuffed with server banks, and filled with Cherubs. Walk a bit to the right, until you see an elevator door. Walk carefully as niches will open on the left side, releasing a Cherub, and two of his brethren somewhere further in the corridor. You have then a choice: take the elevator and ignore the rest of the room, or explore the rest of the room, giving some rewards, but most importantly another PDA with a locker code. In the turn of the "U", there are some Armor Shards. Picking them up will cause the wall to open, revealing an Imp. Next to this, you can see a pulsating light on the roof. Walking under or near it will open another niche, releasing an Imp and a Wraith behind him. At the end of the corridor, there is a door on the right and a PDA on the left. Approaching it causes a Wraith to come through the door and a Cherub from the darkness behind you. Once all is calm, you can pass through the door, to reclaim the items you saw in the previous corridor hovering above lava: an Ammo Belt, a Rocket Launcher, and an armor pickup. Returning to Lab A causes an Imp and a Tentacle Commando to appear in the darkness of the corridor. A final Cherub duo appear near the entrance of the room.
The elevator leads to the upper floor. There is a Wraith coming straight towards you. If you enter that large corridor filled with serverbanks on both sides, an Arch-vile will materialize at the end of the corridor and Cherubs start attacking from the side. Kill them all and explore the rest of the room. Behind the Arch-vile's pentagram is a circular corridor, leading to another elevator. The left side has 2 Wraiths, while the right side has Armor, a Stimpack, and a Grenade Pack. Approaching the elevator causes 8 Trites to crawl out from holes all across the circular path.
The elevator leads to another server room. You have to face an Imp and several Cherubs here. If you approach the exit door, an additional Imp will surprise you from either the left or right side, and it won't be long before a Tentacle Commando and another Cherub come from across the room.
The door leads to a "L" shaped room, with some spikey growth in the middle. Walk a few steps and a niche will open in both left and right sides, revealing an Imp in each. Walk towards the dark desk room, kill the Tentacle Commando who'll run at you, enter this dark section, kill the two Imps and the lone Cherub, continue and take the door.
You are in a small corridor, again. Watch out as you walk as an Imp will come from front. Walk until you reach the front desk. The somewhat upbeat music fortells what is coming up. Grab the ammo in the locker (the code is in the PDA from the "U" corridor on 1st floor), ready the Plasma Gun, then pick the blue panel on the shelf. Trites will crawl from the sides of the room and two Imps will also appear. If you run to the room entrance an additional Arch-vile and some Cherubs will spawn. It would have been the perfect battle for the BFG 9000, but sadly it is impossible to bring one here. There are two options here :
- You can collect the panel then run back and jump off the guardrail : you'll skip some battles, lose 30 points of Health due to the fall, and land near the pentagram. If you don't approach Elevator 2 door, you won't have to fight Wraiths.
- Or you can fight all your way back. If you chose this, the tip after having pickekd the control panel is to climb on the crate with the Medkit (or one of the nearby crates) and take out the Imp and Trites, and then, to proceed further to take out the Arch-vile and his Cherubs without adding them in the Trites and Imps mix. Once the room is safe, pick the rest of the bonuses you left, and backtrack. In the "L shaped with spiked growth" corridor, you'll face 2 Cherubs (in the dark spot). The next room is safe. Once you down back in the circular path, you'll have to face a semi dozen of Wraiths at once; once again, taking cover in the elevator is not so bad. Then continue to backtrack.
Return to the main room and place the panel where it's needed.
Behind the door is an empty corridor with 2 doors. The little side one leads to a Medkit, and a Trite will come from the roof when you leave the room. The big front one leads to 2 final Imps and an elevator.
Once out of the elevator, simply follow the path leading to Campbell. He quickly speaks and dies. You then hear Sarge taunting you. There is a hole on the ground, leading to a storage room with a Medkit, Shells, an Ammo Belt and a Large Cell pack. Then, you can take the exit door to Main Processing.
PDAs
Characters
Enemies
Weapons/Items
Cabinet/Door Codes
- Storage Cabinet #452: Heavy Weapons - 571
- CPU Lab A - 627
- Storage Cabinet #009: Storage - Already Open
- Storage Cabinet #669: Ammunition - 468



























