Doom 3: Resurrection of Evil

Doom 3: Resurrection of Evil aka RoE is an expansion pack for Doom 3 released April 4, 2005. The PC version was sold as an expansion pack, requiring Doom 3 to install. The Xbox version was sold as a stand-alone game, with Ultimate Doom, Doom II, and the Doom II Master Levels as bonuses on the disc.

The expansion pack included several new monsters, as well as two new weapons.

Plot
Three years after the incident on Mars, research has resumed, led by Dr. Elizabeth McNeil. Once more, strange occurrences haunt the facility. A search team breaks into a chamber deep within Mars, finding the Artifact — a weapon from Hell that the Ancients sealed away long ago.

The lead Marine, upon touching the Artifact, awakens it, the blast wave killing his team and reaching into Hell, alerting the Maledict (Dr. Betruger’s new form). The Maledict sends the three Hunters to retrieve the Artifact. Meanwhile, Hell begins to invade Mars once again.

Weapons
The weapons in RoE build on Doom 3’s arsenal, with some alterations.


 * Fists: A short range melee weapon. Fists have a slow repeat-rate and are weak and as such is unwise to use unless you have the Berserker power-up or are using the Artifact. In Deathmatch, fists can be used to steal a weapon out of an opponent’s hands.


 * Pistol: A semi-automatic weapon that is comparatively weak but also very accurate. Headshots are more effective than body shots. It is considerably more powerful than the classic pistol, but often seems weaker, due to the fact that several of the weaker monsters have been “beefed up” compared to their classic counter parts. The pistol has also been modified with a flashlight attachment, and can be brought up by use of Doom 3’s flashlight button. Best used to conserve ammo or as a backup weapon for when stronger weapons get close to emptying their clips.
 * Clip size: 12 bullets
 * Reloading: Fast
 * Ammo: Bullets


 * Shotgun: Devastating up close but due to its wide spread, it is almost useless at range, making it only useful for close encounters. Slow rate of fire. You can reload two shells at a time. Twice as powerful as the original shotgun (in effect doubling its function as a replacement for the classic double barreled shotgun).
 * Clip size: 8 shells
 * Reloading: Slow
 * Ammo: Shells


 * Double-Barreled Shotgun: Extremely powerful, firing both barrels at once, the double-barreled shotgun will instantly kill most monsters at close range and severely wound more powerful monsters, but loses effectiveness at long range. Reloads rather quickly but its low ammo capacity and single shot can prove slow in a crowd of monsters.
 * Clip size: 2 shells
 * Reloading: Normal
 * Ammo: Shells


 * Machine gun: The MG-88 Enforcer has a big clip size, high rate of fire, and great accuracy. Useful against most demons up to the Cacodemon and especially useful against the Forgotten Ones.
 * Clip size: 60 bullets
 * Reloading: Normal
 * Ammo: Clips


 * Chain gun: Very powerful; good belt size; medium accuracy with spread; heavy recoil; slight wind-up time. This should be used for Cacodemons, imps, (pinky) demons, Mancubi, and Hell Knights.
 * Clip Size: 60 bullets
 * Reloading: Fast
 * Ammo: Ammo Belt


 * Plasma Gun: The Plasma Gun can sustain a high rate of fire, can hold plenty of rounds in a cell but the projectiles move slower than the classic equivalent, however it is now extremely effective for taking out explosive projectiles launched at the player due to its high rate of fire and projectile size. It still deals good damage and is good for taking out mid-air rockets. Not in Xbox Deathmatch.
 * Clip size: 50 cells
 * Reloading: Fast
 * Ammo: Cells


 * Rocket launcher: Carries high explosive rockets, semi-automatic fire, and fast reloading. In multiplayer can be used for rocket jumping.
 * Clip size: 5 rockets
 * Reloading: Fast
 * Ammo: Rockets


 * BFG 9000: The ultimate gun. Based on Quake II’s BFG10000 version, the BFG shoots a slow moving ball of plasma that contains a small computer chip. This chip shoots rays at opponents before the initial explosion that will kill most demons near the blast. This version of the BFG can be charged up (consuming up to all four charges in the gun) to deliver an even more powerful blast essentially capable of destroying any non-boss monster it makes contact with.
 * Clip Size: 4 BFG cells
 * Reloading: Slow
 * Ammo: BFG Cells


 * Grabber Gun: A portable tractor beam, it does not use ammo but can only fire when locked onto a target. It can pick up objects to either move them or throw them at enemies, or grab enemy fireballs (even revenants’ rockets) from the air and toss them back at your enemies. The beam will also disintegrate Forgotten Ones and ignite exploding barrels (if launched; they just drop unharmed when released). While it has unlimited ammo, the gun will overheat and cut the beam off after a few seconds.
 * Clip Size: limited use of beam
 * Reloading: instant, but must lock onto target
 * Ammo: infinite

Note: If a human corpse does not have a glow to it, it's probably not completely dead.
 * Artifact: A human heart-shaped object with a large curved handle, you will gain this at the start of the game but it will be useless until you defeat the Hunter Helltime. Defetaing the Berserker Hunter and Hunter Invulnerability gains their abilities. Helltime allows the player to move very fast, represented by time appearing to slow down to the point that enemies can not react to your movements. Berserker strengthens all weapons, including punches that can kill a Hell Knight or a Bruiser in one punch. Invulnerability is literally that. The Artifact is charged by human souls from corpses around the facility.
 * Clip Size: 3 Souls
 * Reloading: Instant, once the effects wear off
 * Ammo: Human Souls

New Monsters

 * Bio-Suit Zombie
 * Bruiser
 * Maledict
 * Vulgar
 * Forgotten One
 * Hell Hunter

Monsters also in Doom 3

 * Zombie
 * Z-Sec
 * Commando
 * Imp
 * Maggot
 * Demon
 * Trite
 * Tick
 * Cherub
 * Cacodemon
 * Hell Knight
 * Mancubus
 * Revenant
 * Wraith
 * Arch Vile

Final Storyline
Upon defeating the Hunters and gaining their abilities, the Marine shuts down four core systems of Mars to power the old teleporters, sending the marine to Phobos and Delta Labs, then finally into Hell. Battling his way through, the Marine eventually reaches the Maledict. After a fierce battle, the cutscene shows the Marine fire a rocket at the Maledict, only to miss and end up in the Maledict’s jaws.

Betruger’s head pops out and demands the Artifact. The Marine obliges by shoving the Artifact down Betruger’s throat, instantly killing the Maledict and destroying the Artifact, leaving only Betruger’s skull behind. The screen fades to white, and Dr. McNeil’s voice can be heard saying, “Marine… welcome home, Marine”, implying that the Marine was sent back to Mars or Earth.