Kill a flaming zombie and find the keycard on a seat. It'll backtrack to near the level's start position and usher you into maintenance. Go around to the left side to find boxes and boxes of chainsaws. This computer unlocks a nearby storage room. Early on, you're likely stuck with the shotgun or machine gun only. Enter it to find some armor and health as well as a zombie lurking inside. Walk out and battle the cacodemons. It's a relatively slow reload time. But if you're drastically low on health, it's likely a wise idea to use the soul cube as soon as possible if you're under attack from several enemies. Inside you'll find the PDA of Ron Ridge. It's accessible from both sides. The audio log talks about the BFG-9000 in this guy's office. Don't accidentally step in the fire in the first room. When dodging the hell knight's projectile, don't stand too close to a wall. In a room with pillars, it's easy to circle strafe around the cover and pelt the hell knight with shotgun blasts, chain gun rounds, or plasma bolts and slowly eliminate the beast. The aptly named Frag Chamber features, essentially, a frag chamber! Enter and use the elevator. When they spawn, back out and take them down one at a time. Exit briefly and discover ticks everywhere. Circle strafe around the beast and pump him full of lead. Defeat an imp and other minions. Walk forward and grab Robert Price's PDA off of the ground. Approach the PDA on the stone block and pick it up. Don't dive down the reactor when the room is red; there's a red beam coming from the reactor's center and touching it is deadly. The soul cube is a primary focus of Doom 3's single-player storyline. Inside grab the items from the shelf and go right into the global network terminal. Within seconds you're pounded by every single one of them in the room. it was discovered through research and UAC decided to explore the "other world" and bring back samples that prove humans weren't the only living things in the galaxy. Look off the normal path to find some ammo and armor. Speak with the guy exiting the bathroom and explore inside if you wish. Eliminate from a distance with the plasma gun or rocket launcher ideally. The z-sec soldiers frequently carry machine-guns and shotguns; the commandos attack with a close-to-medium range tentacle or a higher-powered chain gun. Make your way to the third teleportation chamber. An imp teleports in near the room's middle; two guards flank either side. My playthrough of Doom 3 from YouTube GamingFollow on Facebook https://www.facebook.com/TeamVDashFollow on Instagram http://instagram.com/teamvassFollow . Watch for side doors to open with new supplies. Follow him into the office. Take out another guard from long-range then a second that crawls from a hole near the console in the left corner. Drop down and crawl through the tunnel on the right. Maneuver along the catwalk and through the narrow space and find G. Kreitman. Cross the room to the next door. Examine Jonathan Moses' PDA for another email with the martianbuddy.com link. Combining the face of a child with the wings of an insect, and the claws of a badger, the cherub scoots along the ground until it reaches attack range where it lunges at you. You'll reach a balcony over the lobby. A second appears to the left. You'll have to battle through some ticks on the way out. Once recovered, the plasma gun is a good option. Exit through the opposite door. By Doug Radcliffe on January 18, 2006 at 12:23PM PST. It fires plasma bolts in a straight line, making it useful at longer ranges against enemies you don't expect to move much (such as an approaching hell knight or a charging commando soldier). You need all the supplies you can find in Hell. Several lost souls attack from the rear section of the warehouse. Climb the ladder and shoot the soldier that approaches. Continue to the room of stairs where a hell knight and support ticks appear. Follow the sentry bot to the elevator that leads to the lower maintenance levels. Drop down either on each platform or straight onto the berserk to grab the power-up. All items are processed and transported to Site 3 for evaluation and analysis. Kill the revenant and imp inside (a grenade works well). Open the door and kill the chainsaw zombie to the left. Save the soul cube, if possible, for the hell knight at the end. Contrary to its name, Site 3 was actually the location of the first human base established on Mars. Cycle the airlock, which opens you to the surface. Enter it to proceed to the next level. An imp also materializes behind you. Open it to recover some items. Cross the hall and move to the upper balcony of the data library. Blast the imp, watch for the projectile arm motion begin, strafe to dodge the projectile, and then resume firing against the imp. This provides the security clearance you need. Stand on the red square and be scanned. She doesn't last long and transforms into a lost soul. Approach the console and click any bin. The formidable hell knight: then and now. Enter the next room and approach the console. You'll need to use the soul cube to take him out. A hell knight and support imps spawn in. Search the back area, which triggers a revenant. I think he's trying to tell you something. Defeat them and find some armor behind the crates. Contents [ hide ] 1 Summary 1.1 Objectives 2 Characters 3 PDAs 4 Statistics 4.1 Enemies 4.2 Items 4.2.1 Starting inventory 5 Locker codes 6 Secrets 7 Trivia Then again, you could set a trap yourself. Cautiously move inside until the imp drops down. The room's locked door also opens revealing a couple guards. You can drop down and gather ammo but there is another mancubus to the left--before dropping down, walk over to the left and peak down and kill the beast with your rockets. It reads "Open with Caution" and it doesn't lie. If you back out to face him, beware of a maggot behind you. Open the conduit to the right and duck through. You may need to move away from these enemies and require a safe place to reload. Enter the surface tunnels. Use the console to back up files then go up the ladder in the room's back corner. Move straight into chamber 1 control and grab Han Lee's PDA off of the desk. Grenades are good against monsters that run straight toward your position, like demons or commando soldiers. Support it against the beasts you encounter. Go up the stairs to the left and be ready for a couple imps (one teleports in behind you). Return up the stairs and grab the ammo in the back corner. Exit through the next hallway and into the EP control unit. Open the door at the top. If you go all the way to the catwalk's end, you'll find some supplies. Open the cabinet to find a chain gun, ammo, and armor inside. Enter the lift access and defeat a couple more imps. Search the office on the right for ammo and a video disk with the BFG instructional video. Enter the security room and defeat the guard. Battle a revenant near the bay door. Use the health station, gather armor, and then go through the door. Find C. Rodgers behind some crates down the next staircase. Take note of your oxygen meter. Inside are the BFG 9000 and some armor. Ticks and imps emerge from the next junction. Select pad 2 balcony. Defeat it then ride the lift down. A zombie ascends a ladder ahead of you. After the scan, move into the departure lounge. Speak with him. A cacodemon appears. Slaughter them then use the health station on the left and grab armor from the back right corner. The next room contains a couple imps, souls, and a revenant enters from behind. It also moves directly into the lab containing the teleporter to the berserk. Retrace your steps to the upper chamber where the hazard door is now open. For the most part, zombies are a pushover. In the next area you'll encounter a sentry bot. With the premium on ammunition, make your BFG shot count. Walk forward and use the health station on the left if necessary. It's not alone. Blast him while dodging his projectiles. Imps and soldiers spawn so be ready. If you enter the generator room and see the countdown, you can almost be 100% positive there's another player hiding somewhere waiting for that megasphere. Clicking on this panel triggers the dramatic arrival of a new monster. Gather the health and armor from under the stairs. Dodge its rockets (using pillars as cover). Waste material from the MFS system is also processed here, and sent to the recycling plant for post-refinement and disposal. Enter the EP aerobic stabilizer room. Our Doom 3 walkthrough includes a full walkthrough and tips on every weapon, as well as lists of cheat codes, cabinet codes, and easter eggs. Descend the stairs and enter the bottom chamber. Follow the quite powerful sentry bot as it rips through enemies. There's another console in his office to back up files. Descend the main elevator shaft. Beware of the imp that comes in behind you. Eliminate the imp and several more toward the next door. Use the panel to unlock the next door. You'll notice some familiar textures in this unusual arcade game. Note the location of health machines and return to them repeatedly if needed. A new objective appears. Listen to the audio logs to receive a cabinet code: 123. On the very last level of the game, as you descend the candlelit cavern toward the final boss, take a left at the fork in the path. There's armor inside. Return to the health station if necessary. Find the data linker next to this corpse in the delta access lobby. Enter the normal door first (not the bay door) and find a soldier inside. If you need health, check the office on the left. Score this hidden plasma gun far before you'd get it otherwise. Expect opponents to move through this chamber frequently moving to and from the reactor room and to the armor in the cave area. After you drop the first barrel (successfully or not), a couple guards emerge behind you. Search the storage room on the right for supplies--though after defeating the imp and bloated zombie inside. Beat the imps down. Find replacement door panel in Lab A to gain access to Data Library. Open with the code 364. At medium-range, develop a pattern. Defeat the imp then go through the left door. But its powerful and fast firing cannons mean you should keep your distance. Enter the second lift room. He'll pop out as you enter near the med kit; an imp appears behind you as well. Find the lift and use it to reach the next level. Move through the door and enter the door on the right. Throw grenades around corners to wound or kill enemies. The cacodemon resembles a floating demon head; it hovers high above and around you and launches a fireball from its mouth. The next hall contains several cacodemons. Watch out for the imp and soldier that appear from the right. A couple imps materialize. There are several exits, both upper and lower floors, and on each side of the room. You don't have clearance for the door on the right side so go through the left. Go around the left side and investigate the offices for supplies. Grab some armor and health in the room. A Doom sequel just wouldn't be the same without the chainsaw. A stationary imp is also an inviting target. Use the power-up generator to create a megasphere. Use this to pounce on an unsuspecting opponent who hopes to fiddle with the generator's controls. Main Objective: Reach the communications facility. Walk to the center of the room and look down. An imp appears at the room's center and another emerges behind you. Grab William Banks' PDA off of the ground and prepare for battle. Fix the door panel and move through. Return up a series of ladders. The cherubs are tough because they're so small and offer little surface area in which to cause damage. It can be hazardous fighting them from long-range. A shotgun blast at close-range can defeat an imp in a single blast. You'll hear a distinctive "beep" sound. Search the area for ammo and health. Approach the console on the right. Take him out then use the console on the left to extend the service bridge. Someone inside discharges what looks like the BFG. Continue through the door at the end of the hall--into the CPU core. Return to the lift. Activate and enter the airlock. Center. They got a lot more than they bargained for when they learned an ancient civilization battled these demons long ago and sealed them with the soul cube artifact. Kill the flying demon in the crumbling room then climb the ladder. Enter the conference room and defeat the two pistol guards. Enter and use the computer to unlock the secured area. These PDAs look like small red tablets and they're often found--but certainly not limited to--offices on top of consoles or desks. Maintain the crosshair on the enemies head if you are using the weapon at close-range so you minimize possible damage. Watch out behind you; a soldier ambushes you. Descend into the dark tunnel and battle some imps. Hop off and move through the unlocked door. Another waits at the top. Before returning to your new friend, return through the security and up the hazardous materials bin. Defeat it then ascend the ladder. A revenant guards the exit so be ready. Just annihilate them with the chain gun. Open it for supplies. 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. Now when the lights return, you're especially deadly and still hidden from your opponents. 2023 GAMESPOT, A FANDOM COMPANY. Maneuver around to the far door to initiate the cut scene. Enter the door into the next level. The emails include a code for storage locker #038--the code is 409. You can go up the ladder and check out the empty balcony. Move through the door in the back--beware of another imp that appears behind you. Now go to the other side to encounter the final boss. Test chambers must be reserved prior to experimentation. Return to the hall and go left. Enter systems control and go to the back console. Listen to the logs and read the emails. Walk to the other desk and activate the oxygen purge. Use the left computer to unlock the offices and archives. Terminate the hell knight quickly; the soul cube makes quick work of him. First-person shooter Mode (s) Single-player, multiplayer Doom 3: Resurrection of Evil (commonly abbreviated to as RoE) is an expansion pack for Doom 3 developed by Nerve Software and id Software and released on April 4, 2005. Climb up. Battle the cacodemon as you cross through the cracked room. Approach the upper door and smash the soldier on the other side. It's a slow-moving projectile so it certainly isn't a given that the shot will connect. When you spot an enemy and return to your weapon, you can expect the enemy to close in to your position. Proceed to the right and find the door up ahead. You can also use the larger crates in the room to quickly leap to the armor on the upper catwalk (though there's a nearby lift that will take you there directly). Search terminal processing. It's the same intro as you watched in the lobby. Move to the balcony overlooking the common area and spot another arch vile below. Follow the door into the upper floors. Enter the examination room and defeat more zombies. Maneuver into this ominous hallway. Move into the door marked Delta Labs. Move into sec ops processing--the lights go out, which cues the zombies. Use the health station. Cross the hallway into the satellite control center. Look under the stairs for some armor shards before going through the door marked convergence chamber. Got a news tip or want to contact us directly? The maggot is a two-headed creature that looks like a cross between an imp and a wraith. Defeat the imp that leaps at you. Before exiting, drop down under the stairs and find some shells and health. Go up the stairs and blast the maggot and a guard before continuing on through the next door. It's id Software's personal data assistant. At the bottom, shoot the soldier ahead. Be ready to take out a maintenance worker (fully zombie now) on the other side of the door. Ascend to the top. Leap up the staircase and ascend. Kill some ticks then check out the security door in the left corner for a new objective. Communications: Central Communications Tower is the eleventh level of Doom 3. The wraith looks similar to an imp but it's hunched over its long, blade-like arms. At the bottom, look down and spot the moving platforms. Climb it all the way back up. Remain at a distance and use your chain gun, plasma gun, or rocket launcher to blast the hell knight. Return to the reactor control room. Enter the reactor room. The main tactic is keeping your distance and constantly moving backward around the circular path. You can search the bathroom on the right for armor but be aware there are a guard and soldier inside. A hell knight rides up. Beware of the guard and imp (another materializes if you approach the health station). This PDA provides additional security clearance. Move into the control corridor. The last portion of Doom 3 takes place at Site 3. Alpha labs - Sector 2 processes and stores hydrogen fuel through the facility's primary system, the molecular fuel storage compactor. Stock up before pressing on. Take down a zombie before going through the door in the right corner. Return to the previous hall (watch out for the revenant that appears behind you) and reach the intersection. Return to the teleporter area and approach the man to give him the inducer. Grab Marcus' Stanton's PDA from the desk. Find the plasma gun; grabbing the weapon triggers a new sequence. At this point more imps and soldiers transport into the room. Crush two cacodemons and proceed downstairs to face more soldiers and a revenant. Go to the right and through the zombie-infested all to locate a console up some steps and to the left. Spot the health behind the pipes. The central room also contains a long lift. how to get the main portal Doom 3 PC Xbox Mac Linux Related Wiki Pages Main Page Note to Guests: For the enjoyment of other visitors, and to help keep this forum tidy and working smoothly,. If you suspect an imp is ahead, open the door by positioning yourself at the side of the door. Take cover near the controls and wait for a player to try and snag that invisibility power-up. Enter the door then start down a series of ladders. Gather the ammo and health from the room. It contains a rocket launcher. Drop out into engineering security. Traverse the slimy tunnel and drop into the intersection. Imps populate the area so be ready for a fight. By the time you can fire again, the cherub has reached your position and knocked you around with its lunge strike. Objective: Delta Main Elevator. Here are a few tips to keep in mind. The lights flicker off, which summons a few zombies in the room below. Follow the catwalk down the stairs and toward energy stabilization. Move through the maintenance halls. The demon is fast and lacks ranged ability; it will charge you on sight and gore you like a bull. This ushers in some monsters (easily defeated by shooting the barrel) as well as some armor. Defeat the revenant that appears then enter the decontamination room. Explore the floor and take the lift up to the second level of the CPU lab. I'm doing this to show people the capabilities of 3.5 turbo versus 4.0. and then you can cycle your inventory to your new weapon. A couple soldiers appear near the other side--one carries a chain gun. With all of the entrances and exits (and the presence of the berserk power-up) this central area will certainly be a hotspot. The recycling plant is key to survival on Mars, processing waste products into useable resources. Enter the garage on your left. Go to the back corner, which triggers a maggot. Move to the left side of the room and observe the pattern of the spinning mechanisms. However, look up and shoot out the light to provide a bit more darkness (the light still flickers). Use it into the next level. For example, the chain gun is much more inaccurate at longer range than the machine gun. Pull the cargo toward you using the left buttons. Gain security clearance for all Site 3 areas. It includes info on the automated turrets and a cabinet code: 364. Spot the ladder. Grab some armor and health before exiting. Go down the stairs on the right. You saw him on the cameras. In the next hall, there's health to the left but also a demon. Main Objective: Send distress transmission to orbital fleet. Search the room for health. Unlock the communications area using this console. Or time a drop carefully and grab the megasphere before your opponent can react. Eliminate remaining enemies and follow the glowing glyphs on the ground toward an ammo stash--including a rocket launcher. Note the path on the right. Enter the server door on the right for a couple cabinets. Looks like someone screwed up an order. Explore the server banks. Objective: Enpro Plant. Time to battle the Vagary--it's half-humanoid, half-spider, and all-nasty. Tomiko Reactor is defined, understandably, by a double-floor, circular walkway reactor room. Find the unlocked door and proceed through. Place the data linker to receive a new objective regarding the reactor control room. BFG cells are the rarest ammunition in the game. The products discussed here were independently chosen by our editors. Locate the security card to gain access to the dig site. Now that you possess a PDA you can download information from these kiosks. Find the personnel elevator that leads to Alpha Labs level 2. A monitor in the satellite control center on the communications level displays an old Doom cheat code: IDSPISPOPD. As mentioned there are many exits from the room. Point the rocket launcher at the ground, shoot and jump. Its melee attack is very quick and capable of knocking you around silly while other enemies reach your position. Allow the turrets to rip through the enemies that arrive. A hell knight spawns on the far side. The emails include the code for Junction 5, Site 2 airlock: 826. Battle some monsters then search the pipes for ammo and armor. Move down the cavern path. There's also a niche with armor. Go through the engineering door. For an Easter egg, read the monitor of the guy typingjust keep readingkeep reading some more. Doug Radcliffe Late in the game, it's wise to save your soul cube to easily eliminate a hell knight. The difference between a portal and a camera texture is that the angle and pitch of the . It also teleport around the area; the creature performs a series of teleports as it moves close to your position. Kill it quickly if possible and deal with the imps as they appear. : Most of the codebase has been accessible since October 2004 via the Doom3 SDK: Only the Doom3 executable source code was missing.Modders were able to build idlib.a and gamex86.dll but the core of the engine was still closed source. Use the console, first the left monitor then the second. Go through the large door. Be ready for an ambush inside the boiler room. Board the elevator and proceed to level two, maintenance. Why does Mars need chainsaws? The mancubus is a gigantic, blubbery beast armed with two projectile cannons (one mounted on each arm). Enter the next room and grab the supplies, including more BFG ammunition. Go through the hall and to the door on the right. Reach the authority systems room where you'll find a health station and some armor under the floor. As you move, imps, soldiers, and ticks spawn to battle. Defeat the guard and a couple imps. Strafe around the creature and fire your machinegun or shotgun. Ready the shotgun. Maneuver through the lobby corridor and return to the elevators. It's a weapon acquired late in the game and offers some unique properties. Open the cabinet using the code: 0508. Maneuver through the misty narrow room and to the intersection. Go to the right and check under the stairs for health and ammo--and a maggot. Let's say you move into a new hall and spot an imp appear in the distance. Defeat them then resume. Return to the storage area (where more enemies await) and cross the locked door. You need to drop off to the closest platform. A couple imps teleport in so be ready. As soon as you see the arch vile teleport into the room, use a plasma gun, rocket launcher, or even a chain gun to blast him. Therefore, allowing him to remain alive is dangerous every second he remains in existence. The next hall contains a trio of guards. Drop into the specimen research lab and talk with Dr. Michaels. Reach Marine HQ and move inside to find Sergeant Kelly. Since the Vagary is hurling objects at you constantly, it pays to defeat the beast as quickly as possible. Strike a zombie just after it attacks. Explosive barrels are your ally. Listen to the audio logs and read the emails. Find health in the back corner then use the lift to go down. It's a chamber with entrances/exits on each of its four sides. Battle a group of cacodemons in the service area. Save up to use against a hell knight and you can mow down the beast in a single ammo belt. Don't let him get close! Spot the cowering worker. Find the code online at www.martianbuddy.com. Use the plasma gun against just about anything in the game but it's best to save the cells for the toughest foes, such as hell knights, revenants, mancubus, or arch viles. It's a fairly open room with multiple floors. It's useful against slow-moving zombies because you can reserve your other ammunition for tougher foes. By Gather the health and ammo and continue through the next door. Approach and click your mouse button on the id logo. Board the freight and use the controls to proceed toward the next section. The "ambush" is one of the best tactics against most Doom 3 enemies. Shoot the barrels to clear it out before searching it. Back up into the hall and use your machine or chain gun from that point. Use if there's available cover or a route to retreat through. Follow the halls (searching for items as you go) until you reach a window overlooking a room below. If you do this, you'll have to retrace your steps all the way back to chamber 3. Return to the opposite door and move through. There are three total. After the decontamination sequence, proceed into teleport station 1 and defeat a couple guards; one uses a chain gun and stands up on the balcony to the left. Sentry bot 're pounded by every single one of them in the control. 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