It's possible, but tough, to dodge the incoming homing rockets up-close as you would an imp projectile. Using grenades is simple: just select the grenade and hold down the fire button to throw. Grab Mark Lamia's PDA off of the desk. Kill a second zombie now behind you then search the storage shelves for ammo. Exit to the chamber but then move back into the room. Deactivate the turrets once the enemies are dead and continue to the bay door to complete the level. Board the freight and use the controls to proceed toward the next section. Walk behind the desk and watch the video screen and grab the med kit off of the console. There's also a Martian Buddy crate in here. Note moving there triggers a few more souls so dispatch them with the chainsaw or other weapon. Return to the hall and enter the door on the right into the marine command access. Your oxygen is running out! Approach the console on the right to receive a video uplink. Obtain access codes for Lab A. Point your crosshairs on the imp and strafe left or right to avoid the projectile while maintaining your crosshairs and weapons fire on the imp's upper torso or head. Note the path on the right. It regenerates your health by killing a single monster. The delta complex is the most advanced research facility on mars. You have another "episode" before two imps teleport in--one right behind you so turn around quickly and shoot it. You can't stay close or you'll be cut to shreds. Another waits at the top. Look inside the room to find Steve Hammer's PDA for the code to the plasma storage room: 734. Find the airlock controls in the back corner. A guard waits on the other side so be ready. Clear out the minions plus a couple more in left caves before you can unlock the exit door. Complete the service lift objective by using this computer panel. Open with the code 364. Search the corpses on the right for Gary Ross' PDA. Avoid being surrounded if possible and blast anything in your sight with the chain gun. Defeat the imps that arrive then pick up Richard Davis' PDA. Grab the armor, ammo, and chainsaw near him. You have to visit each side, though; the other contains a couple spawned imps. Start across the bridge--but it soon collapses. Move to the left side of the room and observe the pattern of the spinning mechanisms. Initialize the reactor. It could have also been obtained from the cameras. Mars City houses the primary marine operations control room as well as the main administrator's office. Expect to face cacodemons in numbers. But the lost souls aren't particularly strong. Yes, this boss fires the BFG. A cacodemon appears. You'll face the Vagary at the end of Alpha Labs - Sector 4. In it is the weapons storage code for Marine Command: 584. It's a chamber with entrances/exits on each of its four sides. Speak with A. Chang as you move along toward the door marked Monorail Station. Tackle the maggot before attempting to shoot the revenant up and to the right. An arch vile appears on the catwalk above you and a hell knight and imps spawn near you. This section compiles map strategies for Doom 3 multiplayer. There's also some hidden ammo, health, and armor in the room. An imp appears outside as well. Read William Banks' email for information; there are also a couple audio logs. Personal data assistants are your primary source of information inside the huge UAC complex. Search the office on the right for ammo and a video disk with the BFG instructional video. You'll also find Simon Garlick's PDA here. Grab Michael Abrams' PDA, a video disk, and then use the console to disable the security lock holding the nearby arsenal. Shoot the explosive barrels to obliterate the guard ahead. Inside grab the items from the shelf and go right into the global network terminal. You should recognize this place from when you moved above it. The player is given the choice of either sending or canceling the transmission to the Earth fleet for backup. Descend a staircase to find a plasma gun resting next to this corpse. Drop down the reactor's center to find the berserk power-up and an exit teleporter. This triggers a cacodemon and a couple guards that appear to the right. Go inside the room and defeat the guard that appears. Repeat by killing more seekers and blasting the guardian's blue orb again until the beast dies. Cross convergence chamber two to the far door. Look under the floor in delta authority systems to find some much needed armor. Search Banks' office for health and ammo before retracing your steps back toward the lobby. A second appears to the left. Grab the PDA off of the desk but beware of the zombie behind you. Proceed down to maintenance. He describes your trek to the comm. Turn right and proceed through the door. Speak with this frightened worker and grab the nearby keycard. The demon's first appearance in Doom 3 is magnificent and one of the greatest enemy entrances of all time. Gather supplies from the shelf. Zombies are fairly slow, though, so you should be able to move in, slice and dice, and back out before getting struck. Don't turn corners or enter new rooms with just five bullets left in the clip. Battle a group of cacodemons in the service area. Push a crate to the right side of the console and jump up into the alcove. Maneuver along the catwalk and through the narrow space and find G. Kreitman. Exit and cross the chamber (where you saved the guy) and move through the junction. A zombie ascends a ladder ahead of you. You can go to left two but you'll find it blocked. A hell knight waits in an alcove to the left. Find the open hatch at the top of the stairs and spot the uncovered invisibility. Go to sector security and terminate the ops lock down. The second door up here goes to the berserk teleporter. Instead, continue straight down the hall across from your start position. Can anyone tell me where the hell it is? Like every engine since idTech2 we find one closed source binary (doom.exe) and one open source dynamic library (gamex86.dll). Exit through the unlocked door. Cross the bridge and shoot the soldier that enters from the front; turn around quickly to blast the imp. H.. Home PC Doom 3: Resurrection Of Evil Questions Question asked by shagemall on Nov 21st 2004 Last Modified: Jan 25th 2005 Before returning to your new friend, return through the security and up the hazardous materials bin. More monsters await you here, including an arch vile. Return to the lobby. Also go ahead and duck around the fire for items. You'll trigger and imp and some cherubs. and then you can cycle your inventory to your new weapon. More lost souls lurk about. Enter it to find some armor and health as well as a zombie lurking inside. The system is fully automated and personnel access is limited due to open machinery hazards. Search storage rooms for armor, health, and ammo. Enter the security station at the top of the stairs and recover Karl Cullen's PDA. Descend the stairs in pipe maintenance and be prepared for a fight. Just back pedal and watch the cyberdemon follow. Open the console by pressing "CTRL-ALT-~" during gameplay. Before entering, drop down into a niche along the right wall and find armor. Explore the area (some info to download and repair guys to annoy) before moving through the door into marine command. Use the console to activate a sentry bot. Defeat a couple more soldiers in the lobby and find the unlocked hallway. Kill the creature and locate a secret hatch on the right side. Reach the power-up by taking the lift to the berserk's right side, using a rocket jump to reach its spawn spot, or even a teleporter in one of The Edge 2's laboratories. All arriving personnel are processed here before moving to their assigned posts. You reach a vista; note your depleting oxygen. A hell knight waits behind the next door. Locate this button near the bottom of the desk to open a security hatch containing supplies. Go through the door on the left. In general, most PDAs-with-code are found in the same room as the cabinet. Cross the room to the back corner. This is a powerful weapon and worth saving for closer encounters. Here you'll find solutions for every objective and locations of weapons (including hidden weaponry), PDAs, and ammo and armor caches. 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. Use it and a soldier teleports in behind you. Also look in a niche at the top of the curved pipe. Once recovered, the plasma gun is a good option. At the bottom, beware of the maggots. Cross the floating bridge and enter security monitoring. Find the office of Chief M. Abrams. If one remains above, toss a grenade up there. Nail the giant spiders as they drop down then back up into the previous junction to get a good shot at them. Then all hell breaks loose. At the bottom, look down and spot the moving platforms. This panel allows you to choose your teleportation destination. Use the generator then the lift to move on. Use the console to open another security locker to reveal some armor. Continue to the end and enter storage area. You can drop off of the lift's top onto the berserk or reach two doors. Ride up the lift. The shotgun does work but you'll have to be agile to avoid the demon's gnarly bite. You now have four options. Grab some ammo off the crate nearby then use the button to the marine's left to cycle the airlock. Drop out into engineering security. If you haven't discovered it by now, which the email clarifies, you possess unlimited stamina in Hell. Wait for the pipes to bust then continue through. Proceed until the monorail crashes. At the intersection, go left and down some steps to find another plasma gun. Crawl through and drop into sub level 9. Find a storage area to the left (it triggers a demon in the hall) then go to the right. Cycle the chamber to unlock the door into chamber 1. As a last resort, the Doom marine does feature a couple melee attacks. Enter the server door on the right for a couple cabinets. Utilize this bridge to rotate to several different rooms and passages. A bunch of spiders enter. Turn around and find a zombie about to ambush you. 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. Stick close and just follow him to your objective. Make your way to the old communications building. Find a small med kit on the left side of the path. When you spot the walkway above you, raise the lift and leap onto the catwalk. Doom 3 was originally released for Microsoft Windows on August 3, 2004, adapted for Linux later that year, and ported by Aspyr Media for Mac OS X in 2005. Eliminate it. Like zombies, the term "soldier" encompasses a lot of enemy types. Watch out behind you; a soldier ambushes you. Exit and approach the man you helped. Pick up Theresa Chaser's PDA, read its emails, and listen to the logs. Go right and spot the health items in the recess below. Return to the main hall and watch the moving platform. Note that in the generator room and the adjacent room, you can use a panel next to the door to close the shutters. Don't waste strong weapon ammo on slow zombies. Descend the stairs and enter the bottom chamber. Climb the ladder near the corpse to find some ammo and armor. Let's say you move into a new hall and spot an imp appear in the distance. He received a box from them. Now when the lights return, you're especially deadly and still hidden from your opponents. Join up with Bravo Team in Alpha Labs. After the battle has concluded, cross the stone bridge. Check the weapon and enemies section of this game guide for details on the best weapons to use against particular enemies. Reach the console and use the computer to extend the service ladder. Use explosive barrels to defeat the first then turn around and blast the second quickly. Doom 3 focuses on slow methodical gameplay, as opposed to the "run and gun" feel of its predecessors. More teleporting creatures arrive as you search the back corner of the room. Clear the level, grab supplies, and find another lift that takes you to the third level, routing. Comb the room for armor and health then exit through the nearby door. Search the area for ammo and health. Delta Labs' most unique feature is the power-up generator. And if the green ball strikes, it inflicts even more damage. A code protects entry but you should have read about the code. In the next area you'll encounter a sentry bot. Defeat the imp then go through the left door. Search the storage on the left for ammo and armor then use the health station on the right. At this point more imps and soldiers transport into the room. Locate the main communications room. In a frantic firefight, you may find yourself reloading too often giving your enemies a chance to reach your position. There are a few locked doors here as well as several creatures. Use the console to pick up and drop the toxic barrels into the chute in the far right corner. This is where most of the artifacts from the Ancient Martian civilization were found, including the stone tablets and Soul Cube. Search the station for health and armor (there's more underneath the monorail track). Eliminate the crazed patient and two subsequent guards. It also contains "level 3 access codes" and they are 463. Ascend the stairs, defeat the maggot that drops down then open the door. Drop down the hole and use the door panel to open a new route. Greet your first revenant inside this storage area. The imps are easier to deal with at longer range. A marine ahead points the way into HQ. Snag some health on the right (backup files too if you wish). Maneuver around to the far door to initiate the cut scene. An imp appears in the next room; shoot him with the machinegun then battle another guard through the new path. Use pad 2 security to enter the locked security office. Maintain the crosshair on the enemies head if you are using the weapon at close-range so you minimize possible damage. Read its emails for the programmers' list of "thank yous". They move slow and most are only dangerous up close where the zombie can maul you with its brute melee strength. Defeat imps, cherubs, and soldiers. Continue through the next unlocked passage. You can't go inside because of toxins. Find a PDA inside the main communication room. Drop both barrels to unlock the door. Climb over the debris into research control. Enter central maintenance but back out after triggering the monsters. A Doom sequel just wouldn't be the same without the chainsaw. You'll use it frequently against zombies, soldiers, imps, wraiths, ticks, and cherubs. Exit through the unlocked door. As you search the storage room, some maggots teleport in behind you. Now you can go through the bay door and find a bunch ticks. Go left and find the lift access door. Objective: Hazard Door Sealed. Kill the arch vile first then concentrate on any enemies the arch vile spawned into the room. You can't survive for long on Mars' surface. Go through the door to the upper reactor catwalks. Ride it to the group of soldiers. One of the audio logs includes info about a locked supply room with the code 298. You'll notice some familiar textures in this unusual arcade game. Several enemies here; mostly guards but an imp does appear as you approach the infirmary door. Pick up med kits and armor strategically. Exit and turn left. Using Swann's PDA gain entrance into the CPU Complex. Terminate the hell knight quickly; the soul cube makes quick work of him. Continue through the door at the end of the hall--into the CPU core. Slice and dice the zombie to the left and return to the hazard door. Watch your oxygen meter in the bottom corner and grab oxygen tanks to replenish your supply. When you spot an enemy and return to your weapon, you can expect the enemy to close in to your position. Cycle it and move outside. A hell knight rides up. Some lost souls arrive when you grab it. Stand on and activate the teleporter. Objective: Obtain Access Codes. From there you can take the elevator back up to mars city. You'll find the berserk power-up a couple times during the single-player campaign. Arm your best weapon (soul cube if available) and press the panel. Use it into the next level. Be ready to move once the arch vile fires its ground flame attack. Don't let him get close! Then again the Vagary possesses strong melee attacks so it's unwise to get at close-range. There's some armor inside. An imp drops down so move around quickly to line up your shot. If you charge the BFG too long, it explodes in your hands--likely instant death. Proceed to the next door marked Alpha Labs (search a dark corner on the right for armor). Engage several guards at this point. There's armor inside. Descend a ladder to the right to find some supplies. Also an imp ambushes you as you leave. A revenant patrols the upper pipeline. Fly cheat is unintentionally disabled. This tablet looks remarkably like the original Doom artwork. Objective: Main Communications Room. Battle some zombies and maggots (watch your back). In Alpha Labs - Sector 4, read the writing on the orange cargo containers at the main conveyer. Return to the reactor control room. Also there's some armor and ammo in the dark corners on the left side of the room. Make your way through engineering and locate the Satellite Control Center. Return up and open the locked door. Open the door into central access and eliminate the imp, zombie on left, and soldier ahead. Collect the ammo near the corpse then go into the room on the right. It possesses decent damage, rate of fire, and clip-size. Main Objective: Reach the communications facility. One door is marked bio labs; the other door is marked operations. Several more lost souls populate the next area. Follow it through the subsequent rooms and halls. Walk around to the left and pick up oxygen as you move. Go around to the other side and follow the hall. Fire some rockets immediately to detonate the first BFG blast then try to keep cover between you and the Saboath. After the cut scene, four maggots attack you. Open the next door and trigger a couple guards on the upper floor. Why does Mars need chainsaws? You received the code on the last level: it's 483. Spot the health behind the pipes. Doug Radcliffe Continue past the door on your right and face off against more spiders and a maggot. Instead, go through the door at the top of the stairs into the offices. Blast the imp, watch for the projectile arm motion begin, strafe to dodge the projectile, and then resume firing against the imp. Follow the dark tunnel to the levitation site. Grab the BFG ammo from the right then board the lift and take it into the next section. Imps and soldiers spawn so be ready. Eliminate remaining enemies then search the left room for some health and adrenaline. Go down, retrieve the supplies, then continue up and battle more lost souls. Descend into the dark tunnel and battle some imps. Return to the previous room and download an email from the kiosk there as well. Toss grenades at the Vagary, fill it full of chain gun lead, or use the plasma gun if you scored it early through thorough exploration. Defeat a group of enemies along the way and secure the health from the shelf and corner. Find the id Software logo in the back corner. A few more minions arrive. updated Oct 15, 2012 A Doom 3 Walkthrough . Use the code--396--from your stolen PDA to find ammo inside. Unlike previous games, Doom 3's rocket launcher requires reloading, which makes it more difficult to wield. Traverse the upper catwalk to the door, which releases another archvile. It's useful against slow-moving zombies because you can reserve your other ammunition for tougher foes. At station 3, drop down into the room below. Ready the rocket launcher and pummel the arch vile as fast as possible. Grab the PDA near the corpse. You'll find locked cabinets throughout the game. Battle the spider then gather armor and health (from the station). Delta Labs - Sector 4 houses the third generation transfer portal. The Saboath is like one-third tank, one-third cyborg, and one-third BFG. Return to the hall with the locked door; battle some guards along the way. Look underneath desks, behind crates, and even in monster hiding spots for supplies. Advance slowly down the next hall until you hear the door open. Exit the lift and battle a couple guards and a soldier. So defeat the seekers using the plasma gun (it's the most accurate and fast firing weapon for the job). Descend the main elevator shaft. Open this heavy weapons locker to recover a rocket launcher. Approach the main console and listen to the guy's plea for help. Enter the next room and approach the console. Defeat a group of enemies. Activate this console to unlock the freight loader. Open the storage locker using code 123 for some ammo (including plasma gun ammo). Check the console to the left and use the panel to activate the valve routing procedure. Drop down onto the moving platforms to reach the bottom of this area. Cross the pipe then use the console to shut down the broken pump. Go to the left of the lift station to find the route. Kill it and continue onward. Go through the door on the right. You can use the console on the right to backup files. Don't get impaled. Go to the right. This also triggers the arrival of an imp and soldier. Defeat all creatures before the door unlocks. The sourceport I discuss further, is called 'Dhewm'. Open the cabinet to find a chain gun, ammo, and armor inside. Exit into the blood soaked hallway. Reach the elevator and use it to reach satellite control. Move to the balcony overlooking the common area and spot another arch vile below. Use the computer on the left desk and access the last report to learn of cabinet code 972 for locker #116. Back into a corner and defeat them. You could also give the soul cube a workout here. The plasma gun works great but its ammunition is fairly valuable. Approach the console and cycle through the security cameras. But once you acquire the shotgun, the zombies become less threatening. A couple cacodemons hover above. Waste material from the MFS system is also processed here, and sent to the recycling plant for post-refinement and disposal. Defeat a couple imps inside. Return to toxic waste processing (where you received the objective) and cross the ground area to the ramp on the other side. Objective: Alpha Labs Sector 3. Quickly work across the catwalk and cycle each of the three vents. Defeat the guards inside the lobby then move up to the console. Though his entrance is grand, it's also long. Read his emails and listen to the audio logs. Cautiously move inside until the imp drops down. Open the console with "CTRL-ALT-~" and type in one of the original Doom cheat codes: iddqd. Open the next door and shoot the lost souls. Activate your flashlight and proceed. Battle the spiders ahead. Teleporter distance is limited, serving only to test biological effects of matter transference. The Saboath is like one-third tank, one-third cyborg, and one-third BFG. Enter the material transfer lift area. Return to the locked door and use the ACO card. Locate the vent on the right and crawl through. Battle the zombies and imps. Back off and take him out from long-range with the chain or plasma gun. Though not dangerous as a single unit, the trites and ticks are intimidating in large numbers. Enter systems control and go to the back console. Return down and proceed to the right. The first enemy discovered inside the reactor room: lost souls. Move into sec ops processing--the lights go out, which cues the zombies. Enter the lab. Continue to the room of stairs where a hell knight and support ticks appear. Use the panel next to the door leading toward the CPU complex. Near the bottom of the path, take left at the fork and peek into the cave. Be ready to take out a maintenance worker (fully zombie now) on the other side of the door. All specimens are catalogued and stored locally. There's a broken storage area containing ammo and a rocket launcher. Demons attempt to ambush you inside the heavy water runoff. Return to the systems control room and walk between the monitors to place the data linker. Use this to pounce on an unsuspecting opponent who hopes to fiddle with the generator's controls. It's a good place for the soul cube if you've been saving it up. Maneuver through the misty narrow room and to the intersection. You saw him on the cameras. Enter the bathroom for a good scare but beware of the imp that appears at the entrance. Defeat him then enter the lift and use the controls. At the next room, gather the supplies on the left before entering the door on the right. Use "0" to toggle it off. Cross the room to the unlocked door. It offers increased damage and quick rate of fire but with some downsides. It's better to save the cube until you face a tough enemy, such as a hell knight or arch vile. You can use the nearby elevator to return to the lobby. Point your chainsaw at them and slice and dice the lost souls as they approach. Exit and go through the research entrance. Drop into the specimen research lab and talk with Dr. Michaels. As you move, imps, soldiers, and ticks spawn to battle. It includes code for cabinet #039--the code is 102. Retreat to a single hallway so you can deal with the revenants from the same direction. Defeat it and search the room for ammo. Hide behind corners and wait for them to pounce so you can blast them at close range with your shotgun. But be prepared to face more enemies, including a revenant. Point the chainsaw in front of you and grind the lost soul as it approaches. There's also an imp that should be lured toward the barrel. It's dark and an imp duo (and some spiders) appear at the corner. Follow the main hall into the lobby area. Defeat imps and soldiers on the ground then a series of cacodemons from the air. Grab Marcus' Stanton's PDA from the desk. 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