2. General hints and tips
A second controller is required for three achievements. Without a second controller, these modes cannot be played and there is no online multiplayer.
Unlocked by 39 tracked gamers (3% - TA Ratio = 6.17)
Unlocked by 440 tracked gamers (30% - TA Ratio = 1.84)
Unlocked by 338 tracked gamers (23% - TA Ratio = 2.10)
Doom is a very fast-paced game, as stated before. The game consists of four episodes and eight missions in each episode (each with an additional secret level, which is called mission 9 by the game). The four episodes:
- Knee-Deep in the Dead
- The Shores of Hell
- Thy Flesh Consumed
All four are unlocked from the beginning of the game so you may play it in any order you choose, though if you wish to experience what little story this game actually has, then play them in order. They also seem to build in difficulty and complexity, so it is best to go in order for the sake of avoiding difficulty spikes and not getting lost as easily.
Doom is very straightforward. In order to complete a level, you must simply find the exit door. For some missions, this is very straightforward. For most other missions it is not as straightforward. Every mission has anywhere from 0-3 keys. These keys can take the form of either a keycard or a skull, depending on the episode that you are on. The three different key colors are blue, red, and yellow. On top of this, there are switches that sometimes need to be pressed to open doors. Suffice it to say that, along with the maze-like level design, missions can get very confusing very quickly. Without a walkthrough, a new player is pretty much all but certain to get lost through these missions.
Doom has five difficulty settings to offer:
- I'm too Young to Die
- Hey, Not too Rough
- Hurty Me Plenty
The first four difficulties are very straightforward. As is standard for first-person shooters, as the difficulty goes up so too does the amount of damage done to the player, and the amount of health enemies have increases. The number of enemies also increases.
The Nightmare difficulty is another story altogether. Not only do enemy quantity, health, and damage increase, but on this difficulty the enemies also respawn, and they respawn fairly quickly. To put into perspective what this difficulty was like, on the original release of the game, when you highlighted Nightmare the game would display a message saying "isn't even remotely fair!" Now, unfortunately, there is an achievement tied to this difficulty. You must beat the game on this difficulty in cooperative mode. Luckily cooperative mode supports up to four people and there is infinite respawning. The downside is that Bethesda in their infinite wisdom decided to make no online for this game, so it must be done with couch co-op.
As for the rest of the game, it can all be done on the lowest difficulty, I'm too Young to Die. With that being said the walkthrough will be under the assumption you are on this difficulty. However, this difficulty is extremely easy, to the point where any experienced first-person shooter player will be very bored. So I recommend a "just-for-fun" playthrough without the walkthrough on one of the higher difficulties, like Hurt Me Plenty. I don't just say this out of love for the game, this will also help you get acquainted with the mechanics, and build up some skill, which will be tremendously helpful for the Nightmare run.
As is standard for first-person shooters, in any direction will move Doomguy in that direction. Similarly, will move the camera. In the case of this game, there is no looking up or down, you can only look left and right. Now, you may notice during gameplay that even though this is true, there are changes in elevation and even enemies that will appear above or below you. This may seem like an issue, but if there is an enemy above or below, simply aim at them as if they were on the same level as you and fire. The game will automatically shoot up or down based on where the enemy is.
An important note about the movement in this game, like some other older games, if instead of sprinting straight, back, left or right, you sprint in one of the diagonal directions, you will actually move faster than the normal cardinal directions. This is referred to as strafe running. This will be useful for the speedrun.
Speaking of firing your weapon, the standard press of will fire your weapon. If you hold it down you will continue to fire until it is released. is the sprint button. However, I recommend turning on auto sprint in the pause menu. When this is enabled you no longer have to hold down to sprint all the time. Instead, will make you walk.
In Doom, there are many doors, switches, and secrets that need to be interacted with. These can all be interacted with by using . If you are interacting with something that cannot be interacted with, Doomguy will make a bit of a grunting sound.
Lastly, in order to cycle through your weapons, you may use or .
A weapon that requires no ammo but it is extremely weak, about as strong as the pistol. It can only be used in close range. You will need to use this for an achievement, more on that later.
A more powerful close-range weapon, which again has no ammo.
Your starting weapon. These use bullets as ammo. The gun is extremely weak, basically useless against anything except Zombiemen and Shotgun Guys. You will need to finish off a Cyberdemon with this weapon.
Probably the weapon that you will use the most. It uses shells as it's ammo and the closer you are the more damage it does.
Otherwise known as a minigun. It uses bullets (so the same ammo reserve as the pistol) but is much more useful. It is very good against a group of small enemies or if there are one or two larger enemies. However, ammo will deplete very quickly.
Fires an explosive rocket. The weapon is very powerful but firing too close will result in a lot of damage to the player since the splash damage is very large.
Rapid fires balls of plasma. This is one of the most powerful weapons in the game. It uses cells as ammo. There is one achievement tied to this gun, but again, more on that later.
This weapon uses cells as ammo, so the same ammo reserve as the Plasma Gun. The BFG shoots a ball of plasma and whatever enemies are in your field of view will take a great deal of damage.
There are ten different enemies, all of which you need to kill at least one of.
The weakest enemy in the game. They look like normal soldiers. They carry pistols and drop clips of bullets.
Self-explanatory. Similar to the Zombiemen but they have Shotguns so they can do a lot more damage.
A brown humanoid enemy that throws fireballs at long range and uses its claws at short range.
Demon (A.K.A. Pinky)
A pink demon, that only has a melee attack. So they are not much of a threat on their own but when there is a lot of them they can easily overwhelm the player.
Identical to the Demon except it is partially invisible.
Floating skulls that fly at the player to bite them.
A one-eyed floating head. It will bite at close range and shoot balls of lightning from longer distances.
Baron of Hell
Large red minotaurs, basically. They act as a boss for episode 1 and show up as stronger enemies throughout the rest of the episodes. They have a clawing attack and will shoot green balls of energy at you, both of which do a lot of damage.
The boss of episode two and also pops as an enemy occasionally in episode 4. This enemy fires rockets at you and can move more quickly than its size might imply. It also requires a significantly large amount of damage to kill.
The boss of the third and fourth episode. It has a Chaingun as a weapon.
Here is a list of all the useful items that the player can pick up during a level.
This is a list of all the health pickups that can be found.
Gives the player 1% health back, up to 200% health.
Gives the player 10% health back, up to 100% health.
Gives the player 25% health back, up to 100% health.
Gives the player 100% health back, up to 200% health.
This is a list of all the armor pickups that can be found.
Gives the player 1% armor back, up to 200% armor.
Gives the player 100% armor back, up to 100% armor.
Gives the player 200% armor.
A list of useful items and their pictures.
Backpack Full of Ammo
Doubles the maximum ammo for all weapons and gives a small amount of ammo. The effects last until the end of the episode.
Gives the player a 10 times damage multiplier for their fists. The effects last until the end of the current level, or until death.
Immunity to damage for 30 seconds. It will begin blinking when it is wearing off.
Light Amplification Visor
This will give the player full brightness in the level wherever they go, for 2 minutes. It will blink for the last 5 seconds to show that it is wearing off.
This will give you partial invisibility (similar to the Spectres) for 1 minute. It will blink when it is wearing off.
Radiation Shielding Suit
Protects from damaging floors such as acid or lava.
A list of all the ammo pickups that can be found.
Contains 10 bullets, and 20 bullets on I'm too Young to Die and Nightmare.
Box of Bullets
Contains 50 bullets, and 100 bullets on I'm too Young to Die and Nightmare.
Gives 4 shells, and 8 shells on I'm too Young to Die and Nightmare.
Box of Shotgun Shells
Gives 20 shells, and 40 shells on I'm too Young to Die and Nightmare.
A single rocket, but will give 2 rockets on I'm too Young to Die and Nightmare.
Box of Rockets
Gives 5 rockets, and 10 rockets on I'm too Young to Die and Nightmare.
Gives 20 units of energy, and 40 units of energy on I'm too Young to Die and Nightmare.
Energy Cell Pack
Gives 100 units of energy, and 200 units of energy on I'm too Young to Die and Nightmare.
All of the below are the different keys that can be encountered to progress through locked doors. Keycards and skull keys are only found separately, the two will never mix in a level.
Blue Skull Key
Red Skull Key
Yellow Skull Key
Switches, Exits, and Teleporters
Here is a list of all the switches, exits, and teleporters that will be needed for the duration of the game. This part is perhaps unnecessary, but it can help to know exactly what you are looking for.
Standard teleporter found in most levels.
Skull switch. The eyes will light up when it is activated.
Standard switch. It is lit red when inactive and lit green when activated.
Red button. Will light up red when activated.
Old man's head switch. Lights up when activated.
Lion's head switch. Lights up when activated.
Lever switch. It is in the down position when deactivated and in the up position when activated.
Demon head switch. Lights up when activated.
Exit door. Found in most levels to get the exit switch or button.
Hole-in-the-floor exit. Only found in episode 4, Thy Flesh Consumed.
There will be one full playthrough of all 4 episodes on the easiest difficulty. This will unlock the achievements for the completion of the different episodes. On this playthrough, you also be directed to all 4 of the secret levels and be given good points to get the miscellaneous achievements. During this playthrough, you should also monitor what times you get on each mission using this. Your time will be displayed on the mission complete screen. When entering in your times you will need to enter your times in the following format for the spreadsheet to register the time and add them up properly.
This will get the spreadsheet to show up 2m 30s.
It should be noted that for both the Nightmare run and the speedrun, only the first three episodes are relevant. At the time of writing this, the fourth episode, Thy Flesh Consumed is not needed for Nightmare and your mission times are not counted towards the two hours. As can be seen from the spreadsheet, even if episode 4 did count, there is around an hour of extra time that can be used if you are using the par times for each mission as a metric. So the two hours should not be an issue at all. Do note that the timer for the mission will stop if you pause the game, so whether you are using the text guide or the videos, make sure to pause the game when figuring out what to do next. Furthermore, the game actually appears to keeps your lowest recorded time for the speedrun. So if when you finish the episode 3, and the speedrun achievement does not pop, simply find a mission you had an abnormally long time on, and replay that one particular mission. If when that mission is complete, your new total time dips below 2 hours, the achievement will unlock. If you did not use the spreadsheet, or you are just using this guide after a for-fun playthrough and just doing mop-up, the missions E2M6 and E3M5 are good starting points since those missions can be fairly confusing and cause longer completion times.
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