The area is extremely dark and difficult to explore safely. Grab some armor and a plasma gun in the back corner then proceed toward the locked door. Be ready to kill the arch vile and the imps that spawn behind you. Use the console to unlock the door and release the bridge. Several lost souls attack from the rear section of the warehouse. Walk to the right and grab armor and weaponry before continuing onward. Zombies are fairly slow, though, so you should be able to move in, slice and dice, and back out before getting struck. Sounds easy enough but during a hectic deathmatch, you're unlikely to have 30 fee seconds to pull off the maneuver completely. Enter energy delivery. Either way, the marine must get to the monorail in order to reach Delta. Don't get impaled. There's also a rocket launcher and armor near a skeleton at the intersection. The path to the right leads into security operations, where you'll encounter a couple guards and find some armor and health. Doom's rocket launcher: then and now. Blast him with your remaining chain gun rounds. Grab Charles Hollies' PDA, which includes a cabinet code 142. There are three total. Use the balcony. Search the left corner for armor and ammo but beware of more zombies near here. Defeat the imps in the way and enter the door toward secondary levels access. Why does Mars need chainsaws? Move into the EFR junction and go left. A guard waits on the other side so be ready. Scamper to the alcove and find a hidden plasma gun. Explore the kitchen if you want. Locate the security card to gain access to the dig site. Face off against some imps and cacodemons. Open the bay door to complete the level. It's a good place for the soul cube if you've been saving it up. Look in this alcove for a PDA and a storage cabinet. Gather the supplies from the room and use the nearby health station. Use the barrels to help. Don't let the baby face fool you--the cherub is a vicious little creature. There's also an imp to contend with at the bottom. Descend into the cavern and pick up the berserk power-up. Toxins fill the next room. Proceed down the ramp and gather the armor behind you. Grab the PDA off of the desk but beware of the zombie behind you. Maintain the crosshair on the enemies head if you are using the weapon at close-range so you minimize possible damage. Defeat the imps and revenant. Approach the controls on the left and vent the chamber. If you spot one in the area, consider looking around you because there's likely another running up behind you. Stock up on plasma cells by transporting to pad two. Mow him down then blast the revenant around the left corner. There's a. Main Objective: Locate the military transmission card. Climb the ladder and move through the upper maintenance hall. Tackle the imp then the guards. Ascend the stairs and enter door on the left and traverse plasma control. Use the panel to unlock the next door. Open the repair access gate at this console. As you move ahead and toward the corner, an imp busts out of the wall. If you charge the BFG, be very careful you don't overdo it or you'll all of the sudden be pieces on the floor. Move into the next hall and defeat the maggot and imp and find the rocket launcher on the rack. As you go to the right, another creature teleports in. Move past him and gather the ammo, health, and armor. Kill a flaming zombie and find the keycard on a seat. Like the machine gun, keep the chain gun reloaded. Gain security clearance for all Site 3 areas. Take out another guard from long-range then a second that crawls from a hole near the console in the left corner. Exit through the unlocked door. Circle strafe around and avoid being in front of him. The complex is divided into three main sectors each serving unique purposes and one smaller sector that houses the main test portal. Enter the next room. Battle the hell knight around a pillar. Your next path is around to the left (if facing where you came from). At the intersection, turn left and face off against a maggot and some spiders. Snag Adam Berneche's PDA off of the counter; listen to the audio file and read the emails. Enter systems control and go to the back console. Kill it quickly if possible and deal with the imps as they appear. This computer unlocks a nearby storage room. Before returning to your new friend, return through the security and up the hazardous materials bin. Great time for a soul cube or several BFG blasts. Don't get hit by the piston or the result is instant death. Defeat the imp. Unlock the doors to help him or activate the chamber if you're just a mean fellow. Eliminate them all. Use the gas transfer monitor station console and seal the gas leak. Shoot the orb above the guardian to defeat it. Several guards await you here. Save up to use against a hell knight and you can mow down the beast in a single ammo belt. The code he gives is 901. You have another "episode" before two imps teleport in--one right behind you so turn around quickly and shoot it. Return left and get out. Go around to the other side and follow the hall. Continue onward. Delta Labs - Sector 3 contains the second generation transfer platforms, able to transport variable distances to small portable receiving platforms. Things get nasty quick when an arch vile and a couple hell knights appear. Enter the door marked executive offices. Maneuver around to the far door to initiate the cut scene. Also pick up Kyle Berger's PDA. In Doom 2, the sight of an arch vile sent shivers down even the toughest veteran marine's spine. Kill it and continue onward. He gives you a cabinet code: 624. Defeat an imp and a zombie that appears behind. Battle a group of cacodemons in the service area. Get to the lift and ride it down. The commando with chain gun is similar to the z-sec soldier; he'll take cover occasionally and can certain inflict decent damage with the high rate-of-fire chain gun. You could also give the soul cube a workout here. Unlock the communications area using this console. Continue through the door at the end of the hall--into the CPU core. Kill another zombie then two imps behind you as you return to the locked door. Another downside is the shotgun only holds eight rounds at a time. Cross the bridge and shoot the soldier that enters from the front; turn around quickly to blast the imp. Proceed through the open area. The security station includes a PDA and some health. The shotgun is your best weapon in this situation. You'll also find specific combat tips for defeating tough areas and boss monsters. Enter the personnel transfer station. Find a collection of ammo on this scaffolding. If you get off the path, you may drop down into a recessed area. Maneuver into the storage hall. Don't waste strong weapon ammo on slow zombies. This ferocious beast somewhat resembles a gigantic dogor perhaps a lion without furor a bull with a mechanical torso. There's a broken storage area containing ammo and a rocket launcher. The upper balcony of the room offers an excellent vantage point on the generator and any user. Another guard enters from the door on the right--defeat him and grab the machinegun. It's for locker #317 in storage room D3-1 across from the terminal offices; the code is 841. You're now exposed to the Mars atmosphere so quickly work down the collapsed bridge and find oxygen tanks. GameSpot may get a share of the revenue if you buy anything featured on our site. Delta Labs - Sector 4 houses the third generation transfer portal. A good counter would be the plasma or chain gun (as the commando gets closer). The console behind the desk unlocks doors and enables lights. Ascend to the top of these catwalks and move toward the unlocked door. Duck under the flames to grab the armor. Imps lurk about so be ready with close-range weaponry. Research objects from the lower levels are analyzed and studied in this facility. There's also a health station to the right. Enter and use the elevator. A zombie patrols the top floor and another hides in a corner in a right alcove ahead of you. Get ready to move! Proceed to storage first. Find the stairs to the lower floor and reach the office. From early in the game all the way to the last battle, there are imps--many, many imps. Though not dangerous as a single unit, the trites and ticks are intimidating in large numbers. Call the lift and use it. Gather the ammo (some cells on top of the crates) and cross the area. As you work up the next ramp, look below to find some armor, health, and ammo. Restore power to the Delta Labs. When dodging the hell knight's projectile, don't stand too close to a wall. Explore the floor and take the lift up to the second level of the CPU lab. Go down to the right and find the shotgun and some armor. Look under the stairs for some armor shards before going through the door marked convergence chamber. Move into the office on the right and use the console--which triggers the arrival of the demon. As you back pedal around the area, watch out for maggots and imps that emerge from the fiery center. Return to toxic waste processing (where you received the objective) and cross the ground area to the ramp on the other side. You can use the console on the right to backup files. A group of maggots emerge and there's no exit. Open the service access on the right and go down inside. 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. Exit into the blood soaked hallway. There's armor inside. Enter the records office and slice up some zombies. Watch the floating body on the right then battle a couple imps that teleport in. The shotgun: then and now. Getting it comes with a price. Exit and cross the room to the other unlocked door. Continue through and defeat more beasts as you move to the right. 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 Vagary hurls objects at you, which makes it difficult to remain at long-range. The Mars City sublevel was one of the first multi-purpose installations built on Mars. Battle the zombies inside. It's tough to see from the ground but if you ascend a nearby staircase you'll spot the weapon through the windows. Toggles on frames per second display. Line up your chainsaw with the approaching lost soul and grind the flaming head into oblivion. Open the other door into a supply room. Move to the left side of the room and observe the pattern of the spinning mechanisms. The tentacle-wielding commando will charge your position. Defeat all creatures before the door unlocks. Therefore, allowing him to remain alive is dangerous every second he remains in existence. At this point more imps and soldiers transport into the room. Listen to the logs and read the emails. 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. Keep your eyes peeled for more baby faces before lettings your guard down. Shoot the explosive barrels to obliterate the guard ahead. If you charge the BFG too long, it explodes in your hands--likely instant death. But it's wise to keep the hell knight at a distance. Thorough exploration reveals a PDA by this corpse. Approach the sentry bot and follow it through the next hallways. The turrets help mow down the enemy presencejust stay out of the turrets' way. Defeat both and gather any supplies in the area before using the door at the bottom. Find the id Software logo in the back corner. Find Frank Cerano's PDA on the desk. Spot the health behind the pipes. The audio contains the code for the nearby cabinet: 972. Use corners as cover against their rockets. Enter the server door on the right for a couple cabinets. Retrieve the Data Linker to allow Delta Lab Control Access. Gather the health and armor from under the stairs. There's also a niche with armor. Allow the turrets to rip through the enemies that arrive. Using Swann's PDA gain entrance into the CPU Complex. It does not like downloading at modern high speeds, if you are able to limit your Doom 3's connection speed you will most likely be able to download in-game. 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. Gather all ammo from the offices, including a BFG cell under the desk. Communications: Central Communications Tower is the eleventh level of Doom 3. Kill the creature and locate a secret hatch on the right side. The mancubus' large surface area makes it an easy target for nearly any weapon. Following the reports that Ishii was last spotted in the old communications facility, Sergeant Thomas Kelly then assigns the player this assignment to locate Ishii there and bring him back unharmed. You need a maintenance PDA to unlock the lift. The maggots can be handled rather easily from long-range with a machine gun or stronger weapon but a patient, and daring, player could eliminate the maggot from close-range with a single shotgun blast. Locate the BFG just on the other side of the rocks near the very edge. Open it with the code 0508. Proceed through the corridor to the right of the cabinets. Drop down the hole and use the door panel to open a new route. Continue to the room on the right where you encounter a woman. Defeat imps and soldiers on the ground then a series of cacodemons from the air. The next room contains a couple imps, souls, and a revenant enters from behind. But be careful. Crush the imps then cross the room to the back corner where you'll find the maintenance crawlspace. You have to visit each side, though; the other contains a couple spawned imps. This section compiles map strategies for Doom 3 multiplayer. Proceed into the secondary pump room. Be wary of player's hiding out on the upper catwalk ready to shoot down as you make a run for the rocket launcher. Use "0" to toggle it off. Finish off the remaining imps then board the lift. Back off and take him out from long-range with the chain or plasma gun. Go into the blue light. Enter the underground garage. Search the shelves and corners for supplies then go up onto the opposite catwalk. You now have clearance. It will require much more agile maneuvering and strafing to avoid these enemies' attacks. Toggles on player's shadow. Gather supplies then ascend the ledges to the upper catwalk (where the other revenant stood). Listen for the cries of help. Snag some stuff off of the crate and continue toward the executive offices. Quickly get on and raise the lift into the airlock shaft. You need to drop off to the closest platform. Kill the guard inside. Defeat him then enter the lift and use the controls. Proceed through the door in this room. You can drop off of the lift's top onto the berserk or reach two doors. Beware of the tick that appears once you search the room. The Saboath is like one-third tank, one-third cyborg, and one-third BFG. From there you can take the elevator back up to mars city. An imp appears ahead of you. Blast him while dodging his projectiles. Turn around and spot the berserk power-up. Finish off remaining enemies then find the open access hatch panel in the back left corner. Exit and cross the hall to the other door. The lights flicker off, which summons a few zombies in the room below. Ascend ramp and battle some cherubs near a health station and supply rack. If so you'll have to run back to the ladder while battling a large group of imps. The close-range powerhouse. Defeat a couple more soldiers in the lobby and find the unlocked hallway. Go through Administration for entry into the Alpha Labs Sector. Search the back corner for ammo then enter the door marked garage. Just annihilate them with the chain gun. You can't open the door marked "Power Routing/Control" here so turn around and enter the opposite door. Also beware of the bloated zombie behind you (search his alcove for armor shards). More monsters await you here, including an arch vile. Grab the supplies and use the health station if needed. This envelops both rooms in darkness. Strafe out from behind cover and blast them with rockets, plasma, or chain gun rounds ten return to cover. Reload after battles or whenever there's a safe moment. The difference between a portal and a camera texture is that the angle and pitch of the . That way you can eliminate the revenant with several shotgun blasts. Fight the maggots during your trek. If another player activates the chamber while you're inside, it's an instant frag. H.. Home PC Doom 3: Resurrection Of Evil Questions Question asked by shagemall on Nov 21st 2004 Last Modified: Jan 25th 2005 Cycle the chamber to unlock the door into chamber 1. Go to the right and through the zombie-infested all to locate a console up some steps and to the left. Kill some ticks then check out the security door in the left corner for a new objective. If you go all the way to the catwalk's end, you'll find some supplies. Battle a couple guards and a revenant as you maintain pursuit. Spot the ladder. Work your way through the service tunnel. Exit the lift and snag Rob Finch's PDA off the ground. Wait until the room is blue and quickly drop to the berserk and get back out. A console inside the control room can be used to activate the chamber. Ready the rocket launcher and pummel the arch vile as fast as possible. Remember that the pistol doesn't inflict the damage of better weapons so it'll take much longer to kill an enemy. Cross the room to the back corner. Proceed until the monorail crashes. Move through the adjacent door and go back to the main hallway. You must battle the guardian and its seekers. After you drop the first barrel (successfully or not), a couple guards emerge behind you. The cherubs are tough because they're so small and offer little surface area in which to cause damage. Follow the halls (searching for items as you go) until you reach a window overlooking a room below. It contains a bunch of plasma gun ammo and Marten Shultz's PDA. Move to the back corner of the room and retrieve the data linker next to the corpse. Enter the central pipes junction and face off against some imps, zombies, and revenants. Go into the side office that contained a storage locker. When the imp appears, retreat and shoot the one that materialized behind you. It's actually a formidable weapon, particularly against zombies and lost souls when you're trying to conserve ammunition. Open the cabinet with the code 246. Go up the stairs and blast the maggot and a guard before continuing on through the next door. Imps have a way of appearing behind you. Go through door at the top. Activate the oxygen purge so you can maneuver through the room. The room on the left contains the chain gun and ammo. The recycling plant is key to survival on Mars, processing waste products into useable resources. You now have three. Enter the main lobby for a haunting visual. An arch vile patrols inside. Enter the subsystem control room and open the security door using the console. Go inside and pick up the maintenance key off of the ground. Go left and find the lift access door. Take Frank Delahue's PDA off of the console. Early on, you're likely stuck with the shotgun or machine gun only. Note the BFG cube. Enter it to find some armor and health as well as a zombie lurking inside. Once it's complete, press the same number on the console and jump on top of the bin. Stick close and just follow him to your objective. You'll notice some familiar textures in this unusual arcade game. Due to the frequency of broken pressure seals, oxygen tanks are well stocked in this sector. Maneuver to the door. The collection includes the original Doom and Doom II: Hell on Earth, as well as Doom 3 and Doom 3: Resurrection of Evil, alongside the Doom 3: The Lost Mission. 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. Activate and enter the airlock. Open the console by pressing "CTRL-ALT-~" during gameplay. Enter the security station. At the bottom, shoot the soldier ahead. Slice and dice the zombie to the left and return to the hazard door. Kill the zombie to the left in this junction hallway then enter the infirmary access on the right. Search the alcove where the zombie stood for shells. This triggers a cacodemon and a couple guards that appear to the right. Follow the dark tunnel to the levitation site. The system is fully automated and personnel access is limited due to open machinery hazards. Housing storage, environmental systems, localized energy production, communications arrays, and rudimentary research systems, the aging facility is vital to keeping mars city operational. Climb the ladder. Retreat to a single hallway so you can deal with the revenants from the same direction. Here are a few tips to keep in mind. Enter the storage room using the code 725 and gather supplies. From the generator, move through the door at the top of the steps then take a right through the next door. It's possible to fall into the staging area below. 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