Released in April 2005, Rescurrection of Evil takes place two years after the events of Doom 3. The UAC gets a signal from the now abandoned facility and you return to investigate it. When you arrive, you find a mysterious artifact which causes all hell to break loose... again. Fight your way back up to the surface with the artifact.
Timing note: Time stops after each fade to black at the end of a level ends and resumes after the loading screen disappears.
Best time, Marine skill: 0:31:46 by Maciej 'groobo' Maselewski on 2008-07-26, done in 37 segments and appended to one file.
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The hardest part of this level happens to be the first corridor. See those little stones? Touch any of them and you can restart. The bh sequence has to be done in a particular way to a. avoid the stones, b. bh right under the lower part of the ceiling, and c. fit right in between the wall and the skull at the end. I stop bhing a little early when displacing the power cell to make sure I don't miss the damn button. At the room where you're supposed to fight some imps and skulls before proceeding, I use a trick called spawn boosting (or whatever). It works like this: whenever a monster spawns everything nearby gets a vertical boost and with the right timing you can jump pretty high. High enough to land in a certain spot where you get stuck between the rocks blocking your way until you don't kill everything and a pillar. From there you can crouch jump and get up on the blocking rocks, successfully skipping the whole fight. After acquiring the gravity gun I got pretty lucky with how the boxes reacted. After some risky bhs the level is over.
The second level also gets tricky right from the start. During the scene where the imps spawn and you're still stuck in the elevator, all the shit around the room gets tossed around. Where will every object end up is random, so this was the first part which had to be manipulated in this segment. After that every normal person would take the stairs and go all the way around to get the access card. Well, here at sda we say fuck all that and use invisible solid objects to get there, just cause. This has one down side: you skip a pack of hand grenades that you really want. This can be fixed with the gravity gun on your way back to the lower floor. The next part and the boss are pretty much self-explanatory. When the big guy lays dead it's good to cast slowmo immediately after leaving this area mostly because doing so will prevent the moving walls in the next area from triggering at all. A couple of seconds later you'll be introduced to a glitch discovered by tossedsalad. I'll later refer to it as the glide glitch. With the right timing you can get pushed by an object held by the gravity gun and the "push" can be quite large I'd say. When I'm already on the other side of the cave, near the exit elevator area, I get up on the ladder with two well placed jumps which skips getting the access card. Kill some monsters, push some buttons, avoid getting killed, and that's it.
This is easily the hardest, random, most annoying level of them all. About 60% of the time spent on making this run went into this level alone, so you get the idea. The glide through the trap room was the part that took me the longest. You can get the glitch to work at exactly the right speed maybe once out of a million tries. Now combine this with having to glide at exactly the right angle and you'll get a good reason to be pretty pissed all
day month long. After that it doesn't get any better. Because of how many enemies I skip, there's a good 90% chance that I'll get blocked by them entirely on my way back and that goes for each and every fucking room that I passed by. Obviously I just stopped caring about unprecise bhs and shit like that after a while and focused only on getting through the segment without getting blocked by anything. At about 10:00 you can see the biggest fuck up in the entire run: I shot a zombie and it just didn't die. The point of shooting it was that you have to go back that way later and there's no way it won't block you in the doorway together with another zombie. Well, that's what I thought at least. I got him to position himself the best way he possibly could, without blocking the way. That's good and all but the mistake is still there, I wish I knew this before moving to the next segment. After getting the double barrel you can notice that I cast slowmo. Now why would I do that? I mean I still don't have berserk. I do it because of how poorly some of the triggers work in this game. If you manage to run pass a flawed trigger with slowmo, the trigger won't go off. At this part I skip a sequence where the screen goes all red and you have to kill a couple of zombies before continuing. This was brought to my attention by Sunpal. At the oxygen level control room I block the door with a barrel so that after clearing the artifact storage from poisonous gas it won't shut tight and instead of waiting I can get to the artifact area a little sooner. Well I still would have to wait for the door leading to the artifact area to open, but I get there right when it happens, so yeah no downtime for you.
I'll start by saying that you can get up to the venting shaft at the very beginning, but it's a dead end because of the ladder: its collision box is placed above it, blocking your way to the end of the level. It's a shame as it would be quite a time saver. Anyway I kill everything in the next room as I'll be heading back through here later on. A while after that I use the glide glitch to get a small vertical boost. Not only does it help me to get to my destination a little sooner, but it also skips some enemy spawning triggers. The next goal is to get to the upper floor asap. A well timed grenade jump helps us with that. A couple of rooms later I skip triggering the bridge and just use the level's design to my advantage. The last part proved to be a bitch with the random enemy behaviour but it went quite well this time, I even got a boost from the imp. At the lift I jump up half way through to lower the ladder a bit sooner. Once I'm in the shaft it's pretty much straight forward. Note to self: record more awkward, unexplainable exit button presses.
This is one of those shortcutless levels that you hate for being shortcutless. There's pretty much nothing I could tell you about this level, maybe except the fact that manipulating the boost from a cherub somewhere near the end was a major pain in the ass.
I begin this level with the glide glitch. It's a pitty that you can't get to glide all the way to the wall because of the sloped ground. After that I use two... Wait, three slope jumps to get to the airlock sooner. The third slope jump, the one from the pipe, was easily the hardest as you have to land in a perfect position after the second jump so you don't have to waste time fixing it (and no, you can't get up to the airlock from the pipe without the extra vertical boost). From here up to the tunnels I got very lucky in several places, those are minor things so I won't list them here and I seriously doubt that you'll even notice. In the tunnels I cast slowmo so I can finish off every enemy in my way without running into it. At the end I get a nice boost from the imp which is great since I can't build up speed on my own with the crappy stamina that I have at this point. As for the boss... The research I did on this guy took me quite some time. My final idea was to get him to pounce between the pillars, never get him running, and shoot him as much as fast as possible. This idea was great and all until this attempt which pretty much crushed all my theories. He runned a couple of times, I missed a couple of shots, and I even got hit. When I timed this fight out of curiosity I was like WTFWHY and I just left it there. In graditude for such a strange fight he lends me the berserk spell. Now we're talking!
Every time you end a level with less than 25hp, you'll start the following one with 25 anyway, so don't think you're seeing an inconsistency. There's nothing out of the ordinary in this level up until the tram. I start the tram then run out of it and position my self in order to catch a ride on its front window. You have to be very careful while doing this because it's very easy to fall when the tram is turning. Doing this will let you run up to the exit before the idiots riding the tram, or the idiots getting thrown at the tram. A funny thing about the last few seconds is that you can't get over the rail when getting off the tram while you can do it in the exact same situation in the level after the next one.
Nothing new here. Some bhing, good artifact control, a small glide, and collecting some rockets necessary for the last fight with the gravity gun. I skip quite a portion of the level by dropping to the boss early. With the already mentioned good artifact control I don't have to get under the floor for a recharge during the fight, not even once. The fight alone had to be done in two segments. One reason for this is that in order to waste less rockets (I tested every possible possibility to damage the big guy faster and the rocket launcher is the best by far) he has to be damaged in a glitch kind of fashion where he takes more damage than he's supposed to. The other reason is that after you deal enough damage during each cycle he'll either start charging without moving a muscle or turn around, walk for a bit and start charging after that. You have a good chance of like 10% that he'll do the first. The cores don't have to be destroyed in a single shot since you have to wait for the guy to finish his attack anyway. At first I thought that in the last cycle you have to fire five rockets, but I discovered on accident that you have to fire only three, then I was lucky enough to replicate it. After I get the most useless artifact ability I jump on the lift's railing and start it from there. I do it like that because you somehow can't start the lift first and then get up on the rail. Anyway doing it like that lets me get off of it a lot sooner. Normally casting berserk when I'm already at the lower floor would be slower than going through all the doors without it, but if I wouldn't cast it some huge ass monsters would spawn and getting pass them without some serious fire power would be impossible (slowmo fucks up some triggers, remember?).
This is the longest level among all of them. The amount of downtime is just plainly painful. I start it off with a trick you were already introduced to two levels earlier, but this time I'm easily able to get over the rail at the end of the ride. Because you get your weapons back once the tram's door is open, I have to get around one zombie blocking the way. I take damage before jumping on the rail and then above him so that he doesn't land a hit on me while in mid air, pushing me all the way down the stairs. In the huge core chamber (or whatever) it's faster to bring down the elevators before proceeding instead of dropping all the way down first and then waiting for them to come down. I exit the whole area a little sooner than I'm supposed to with a rocket jump. In the area where it's all dark and shit there are tons of shortcuts but some end up being quicker and some end up being faster. I obviously used only those that save any time at all. What happened between the airlocks is still a mystery to me. I got boosted from the pipe, saving some time. Usually you'll get dragged down the pipe, hell, this is the one and only time this happened to me. What happens between the airlocks stays between the airlocks, right? From here there's only some bhing left before the level's end.
This level is fun because it's short. Short is fun.
My personal favourite. Requires super precise movement, perfect timing, and tons of luck manipulation. Just what groobo likes the most. It's short and allows me to do at least one sequence break, so it gets another plus from me. As for the sequence break: for you those are just two rocket jumps, but for me those are a rocket jump combined with tons and tons of frustration followed by tons and tons of frustration. The first rocket has to be placed at the right angle so you'll get enough height while moving. The second one has to be placed, well, I don't know really. I dunno the right angle nor the right timing for it. You just get enough height to get to the upper floor like once in like a thousand tries and it comes seemingly out of nowhere. While on the upper floor the crouch jump has to perfectly timed and done at the right angle so that you don't end up on the railing nor jump too far. It has to be just right in order to be fast.
Nothing has to be explained in the pre-boss part really. As for him, he proved to be a real bitch. It's not the fact that you can't kill him any faster because the only way to really do it is to deal enough damage before a certain point in time (even wasting all your ammo during his first attack would trigger the ending at the same time as you'd throw everything you've got at him at his last one). It's not even the fact that you have to manipulate his each other attack (three quick fireballs being the fastest, as you can see in the video). It's the fucking meteors during his last seconds. I thought that surviving them without the artifact is impossible. But as of now you probably think that I like to prove myself wrong. And yes, I do. TODO: insert a bad joke about the ending.
And that would be it. I'd like to thank the whole SDA crew and ex-members: DJGrenola and Radix.
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