The Story So Far

You're a marine, one of Earth's toughest, hardened in combat and trained for action. Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transferred to Mars, home of the Union Aerospace Corporation.

The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room.

For the last four years the military, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct various secret projects, including research on inter-dimensional space travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the Gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity babbling vulgarities, bludgeoning anything that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the research is suffering a small set-back, but everything is under control.

A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the Gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful.

You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally, silence. Seems your buddies are dead.

Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you with only a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial firepower somewhere within the station.

As you walk through the main entrance of the base, you hear animal-like growls echoing throughout the distant corridors. They know you're here. There's no turning back now.


No Title Levels
1 Knee-Deep in the Dead9
2 The Shores of Hell 9
3 Inferno 9
4 Thy Flesh Consumed 9


The Story Continues...DOOM II: Hell on Earth

Back at last. After days of hard fighting in space, you've returned home on well-earned leave. You're one of Earth's crack soldiers, hard-bitten, tough, and heavily-armed. When the alien invasion struck Mars, you were the first on the scene. By killing, killing, and killing, you won. You stopped the invasion, saved Mars base, and became a war hero. What they don't talk about so much is that you were the only survivor.

But that's all behind you now. You've quit the military, and are heading home. Your drop pod lands with a crunch. You open 'er up, and look out. Damn! The city ahead is on fire. What the devil is going on? You stagger forward, clutching at your sidearm. Packs of refugees are fleeing the flaming metropolis. A band of them shriek in terror. You squint. What's that? Someone is attacking the refugees. You rush up and blast away, killing the troublemaker. It looks like a human, but something's wrong. His mouth is filled with half-chewed flesh, and he's all messed up, like a zombie from a bad horror movie. Hell, not again!

You can feel it. It's all starting again, just like on Mars. First, people are taken over, turned into cannibal Things. Then the real horror starts, the deformed monstrosities from Outside. But now it's on Earth.

It turns out that the invaders are all over. Monsters range from Tokyo to Timbuktu, from Stockholm to Scranton. Billions are dead. Some people have been transformed into flesh-eating mutants, but a few, a very few, are still alive and fully human. The wise men of humanity have evolved a plan to save what's left of the human race. They have built enormous ships to carry the remaining people into space, safely away from the ruined world.

Unfortunately, Earth's only ground spaceport has just been taken over by the demons. They've instituted a sort of force field flame barrier over the port; no ships can land or take off. You gotta go back into action. The pathetic remnants of Earth's soldiers are making an assault on the invaders at the spaceport. If you win, you might be able to turn off the barrier, so that the ships can leave, and Homo sapiens may not go extinct just yet. If you lose, that's it. Humanity is history.

You and your comrades make their attack. Soon, brave men drop like flies. You lose track of your friends, though sometimes you can hear them scream when they die, and the sounds of combat echo from deep within the starbase.

Something hisses with rage from the steel tunnels ahead. They know you're here. They have no pity, no mercy, take no quarter, and crave none. They're the perfect enemy, in a way. No one's left but you. You... and Them.


No Title Levels
1 Hell on Earth 32
2 No Rest for the Living9

Final Doom

The Story Continues...Final DOOM TNT:Evilution / The Plutonia Experiment

Though all the top management of the UAC were dead, and so were most of their personnel down to the janitors, the corporation survived, now under strict government supervision. The UAC still sought the secret to matter apportation, and continued its experiments under vastly increased safety measures.

The UAC's base was set up on one of the moons of Jupiter, hoping that the increased distance would enhance Earth's safety if something went wrong. Marines were stationed at the base, ready for anything.

The Invasion

Soon after the UAC opened its first Gate, the minions of Hell made their first attack. Suddenly, through the Gate flowed spiked, fanged, dripping techno-terrors. Meat machines flailed their armored limbs and slavered with bloodlust, seeking soft bleeding manflesh to rend. But in their seeking, they found only death. The United States Space Marine Corps was prepared for such an event, and they poured molten death into the hordes of Hell. More demons massed, hoping to overwhelm the defenders by their endless numbers. But mass alone was no match for the marines. Set up in defensive positions around the gate, the marines were able to slaughter the monsters by the hundreds, taking few losses.

As suddenly as it had begun, the invasion ended. The last flaming skull screamed through, was hit by twenty simultaneous shotgun blasts, and the chamber was silent once more, except for the dripping of blood. Hell had failed.

The research went on, more boldly, and less cautiously. All the marines received the Silver Star from a grateful government, and the UAC made an enormous contribution to the Veteran's Fund. The defensive positions were strengthened, and the marines watched closely for another attempt, all their attention drawn inward towards the Gates. They were looking in the wrong direction.

The Rain of Monsters

Hell knew more than one trick. Months after the Gate incident, the yearly supply ship came ahead of time. On radar, the ship looked far larger than usual. And it was coming from the wrong direction. Strange, but not inexplicable. The lax radar operators reported the ship's approach, and personnel went out to the landing field to meet it. But it never landed. Instead, it hovered over the base, miles in the air. The men and women looked up at it, and saw that something was terribly wrong.

The ship could not have come from Earth. It was huge, kilometers long, and was built of bone, steel, flesh, corruption, and death. It was a bio-mechano-magical construct from the depths of Hell and It had come through space for its vengeance. Enormous doors, large as football fields, irised open and hideous demons poured out, plunging to the ground and blanketing the entire base with their throbbing, pulsing bodies. They were everywhere at once. The marines' defenses, set up to prevent an attack from the direction of the Gate, were worthless. The monsters poured through the sewers, the air vents, the hallways, everywhere, rampaging, corrupting, and feasting.

Once more, the surviving humans were left as zombified brain-dead monstrosities. Existing only to kill and kill and kill.

It's Up To You

Only one man escaped death or zombification. The marine commander. You. You weren't at the base when the skies opened and devastation poured from the stars. You were miles away, enjoying a walk across the moon's rough-hewn landscape. Then you heard a snortling gurgle behind you, whirled, to face one of Them. The beings that still haunted your nightmares. Your reflexes weren't dulled by your experiences, and you pulled out your pistol and blew the imp to gory shreds.

Hot-footing it back to the base, you saw it all and realized what had happened in a flash. The demon ship still floated above the infested base. Your boys -- the men you'd trained to fight and kill and die as no fighting man had ever been trained before -- were dead. You were not there when it happened, to die with them.

Unlike the ancient Samurai, who chose to die with their men, you cocked your pistol. You were going to kill for your men. And if you died trying, well, you were going to die anyway, some day. Death at the fangs of demons might be the very worst way to die, but if they did manage to get you, Hell would know it had been in a fight.

The Plutonia Experiment

After Hell's catastrophic invasion of Earth, the United States took steps to prevent such an invasion from recurring. The old UAC corporation was refounded, under completely new management (since the old trustees and stockholders were all dead, this wasn't much of a problem), and sent to research tools and technologies to prevent such an incursion from happening ever again.

Though the invasion had been stopped, and the remaining demons were gradually being exterminated by mopping-up squads, it was clear that the powers of Hell remained strong. While the Spider Mastermind and Baphomet seemed to no longer threaten, who knew what else lay Outside? Waiting. Watching. Preparing.

The new UAC began working on quantum Accelerator devices, intended to close interdimensional gates at a distance and so prevent future incursions forever. The project began innocently enough. Naturally the scientists, in order to learn how to close Gates, had to relearn Gate technology first. This ability was rapidly regained. Perhaps too rapidly.

The Terror

Soon, beings from Outside had their dire attention drawn to the new experiments, and then, one day, a Gate opened in the heart of the research complex. Unnatural horrors from the pit poured in, ravening for destruction. But the UAC scientists had learned their trade. The Quantum Accelerator Device performed perfectly in its maiden test -- the invasion Gate was closed instantly and permanently when the Accelerator flicked on. A cyberdemon, halfway through, was snipped in two when the Gate closed. Earth would now be safe from literal invasion by Hell. At least, once the technology could be set up around the globe.

The next day, a ring of seven Gates opened, throughout the base, and a monstrous legion rampaged through. The Quantum Accelerator began putting out the Gates at once, and within an hour, six were closed. But the hellish army was now too strong, too numerous. The marines fought like mad dogs, but were finally pulled down by the enemies' claws. The scientists, marines, and bureaucrats were all slain or transformed into undead mankillers.

The Task

The Quantum Accelerator and its prototypes are deep inside the ravaged complex. A demon Gatekeeper guards them and mans the last Gate of Hell. The government, frantic that the Quantum Accelerator will be destroyed or used in some alien fashion upon us, has ordered all marines to the site at once, regardless of their location.

You were on leave at the beach, only a few minutes from the complex, when you got the word. You suited up, grabbed a pistol, and raced your pickup truck to the complex. When you arrived, flashes of light, howls, and chanting could be heard from the interior. Corpses were scattered everywhere. Obviously the Gatekeeper was doing something inside -- something that would soon reach some kind of awful climax.

You know that within an hour or two, an entire division of marines will arrive to assault the base with full artillery and air support. You also know that they will be too late. Far too late. The airplanes will be plucked from the sky by floating terrors, the cannons melted by diabolic rockets and fireballs, the soldiers blasted to shreds as they charge into the armored shell of the UAC buildings. In an hour or two, the monstrosities inside will have finished their awful task, and will be prepared, once more, to take on the world.

It's up to you. You have to enter the complex and stop the Gatekeeper. Alone.


No Title Levels
1 TNT: Evilution 32
2 The Plutonia Experiment32

Difficulty levels

No Title Monsters Ammo Special
1 I'm too young to die. less double Player takes half normal damage.
2 Hey, not too rough. less normal  
3 Hurt me plenty. normal normal The default difficulty.
4 Ultra-Violence. more normal  
5 Nightmare! more double Fast and respawning monsters.

On Screen Information

DOOM provides on-screen information that's necessary to survive.

Status Bar

The Status Bar is displayed at the bottom of the screen during gameplay and shows the player's status. The Status Bar can be removed from the screen by maximising the viewport, although it is still visible in automap mode.

From left to right:
AmmoThe remaining ammo of the currently selected weapon.
HealthThe player's health. This can range from zero to 200 percent. If it is reduced to zero percent the player dies.
ArmsThe weapons currently possessed by the player (except fists, chainsaw and combat shotgun). These correspond to the keys pressed to activate them.
FaceThis gives an immediate indicator of health and also reacts to events such as damage to the player. Specifically, if the player is hurt, the face turns and looks in the direction of the attack; a new weapon causes the face to grin briefly; and as health falls, the face becomes more beaten and bloodied. If the player picks up the invulnerability powerup, the face has glowing golden eyes while idle.
ArmorThe current amount of armor that protects the player. This can range from zero to 200 percent.
KeysKeys obtained by the player for the current level.
Other ammoThe remaining and maximum ammo for all four ammunition types (bullets, shells, rockets and energy cells).


Messages are displayed at the top of the screen for approximately four seconds and then disappear. The Enter key will re-display the previous message. The F8 key will disable game-generated messages (and subsequently reenable them).

A message is normally displayed in the following circumstances:


The Automap is a feature which allows the player to view their current position in the level and any of the walls which have been seen so far. It also displays the current level number and title. It can also be configured to show the counts of monsters, secrets, and items (as presented on the intermission screen), and elapsed game time. The Automap is toggled on or off using the Tab key by default. The Automap can be zoomed in or out by pressing + or -. Pressing the number 0 toggles between zoom and full view. To mark a location on the map, press the M key. This will place a number over location. To clear all the numbers from the map, press the C key.

Using the arrow keys, the player can move while viewing the Automap. This is dangerous, since the enemy can't be seen while viewing the Automap. To scroll the Automap without moving, turn off Follow mode by pressing the F key. More Automap controls are described in the Controls section.

The lines in the Automap are color-coded. Red lines indicate solid walls. Yellow lines indicate changes in ceiling height (doors). Brown lines indicate changes in floor height. Light gray lines indicate areas which have not yet been visited (made visible by the computer map power-up).

Switches, Doors, Elevators & Teleporters

These objects may have many different appearances.


Switches do all kinds of things. Some open doors, some raise and lower floors, and some activate crusher ceilings. To activate a Switch, walk up to it and press Space or right-click (the Use key). If a Switch does not change after a couple of tries, it is probably assigned to do a task that cannot yet be accomplished, has already been accomplished, or it is not a Switch. Some Switches activate something out-of-view. Listen closely, and use the automap to find it. Switches are always on walls.


Doors usually have to be opened to get to other rooms. To open a door, just walk up to it and press the Use key.

Locked Doors: Some doors have security locks, and require the player to have a color-coded security card or skull key to open them. Other locked doors are operated by a switch on a nearby wall. Rather than the door, the switch needs to be operated.

Hidden Doors: Some doors are hidden. Many of these can be opened by finding a switch. In some cases it is just needed to walk up to the wall and press the Use key or rarely the Fire key. If it's a secret door, it will open. Some are operated by special tripwires or proximity detectors. The areas behind secret doors will often contain some much needed items, or prehaps something special. Often there are clues that reveal a secret door – a wall that's shifted down or a different color, a flashing light on a wall, a nearby torch, etc.


Elevators are platforms that raise and lower. Some platforms operate continuously, while others must be activated. Some of them sense your proximity and lower or raise automatically. Others have a nearby switch. Those without a switch can usually be operated by walking up to the platform and pressing the Use key.


Teleporters can be identified by an evil symbol on the floor beneath them. To use a teleporter, just walk over the symbol. It moves the player and monsters from one location on the map to another, almost instantly, with a flash of green fog and a whoosh noise.

Dangerous Environment

Some parts of the DOOM environment can be more dangerous than the monsters. Areas containing exploding barrels, radioactive waste, or crushing ceilings should be approached with caution.

Exploding barrels

Scattered around the levels are drums containing fuel, toxic waste, or some other volatile substance. When Barrels are shot or are within the blast radius of an explosive, they are damaged, and if take 20 or more damage, explode. After less than a second of the Barrel being destroyed, the explosion inflicts damage to all objects within the blast radius of 128 units (1 unit is about 3 cm, the width of the Barrel itself is 20 units), including monsters, the player, and other Barrels: exploding one Barrel in a closely arranged cluster of Barrels often leads to a chain reaction of explosions.

Barrels have 20 hit points and cause damage equal to 128-distance.

Damaging floors

Many of the areas in DOOM contain pools of dangerous liquids that will damage the player if they walk through them. There are several varieties of waste, each doing an increasing amount of damage. If the player has armor, then damage is split between health and armor as normal. Also, the radiation suit protects the player from damaging floors for a limited time. Note that damaging floors do not affect monsters.

Damage is applied periodically, approximately every 0.9 seconds. There are 3 types of damaging floors:

Crushing ceilings

Crushing ceiling cycles between its starting height and eight units above its sector's floor. It damages the player or monsters that happen to be in the space between the two planes. Also, barrels explode when crushed, corpses become pools of blood, and weapons and ammo dropped by monsters will disappear. Crushing ceilings also destroy projectiles, whether fired by the player or by monsters.

A crusher does 10 damage every 4/35 of second, which is equivalent to 87.5 points of damage per second.


Most levels contain secret areas. At the end of each level, the percentage or number of secrets found is displayed on the intermission screen.

Secret areas are usually hidden to some extent. In many cases, there is some clue to indicate a secret area, such as an off-color wall that is actually a hidden door. By convention, most levels are designed so that it is not necessary to find any of the secret areas to reach the exit chamber. Traditionally, however, secret areas are quite helpful to the player, often containing advanced weapons and various power-ups.

Completing a level

At the end of each level in DOOM there is an Exit Chamber. Enter this chamber and Use the switch inside to exit the level and head to the next. When you finish a level, an Intermission Screen tallies your performance. The following information is displayed:


If the player dies, they restart the level from the beginning with just a pistol and 50 bullets. There is no "lives" limit – you can keep restarting the level as often as you're killed. The entire level is restarted from scratch, too. Monsters killed before are back again, just as the player.


To use a weapon, point it towards the enemy and press the Fire button (left-mouse click by default), or hold it down for rapid fire. If your shots hit a bad guy, you'll see splattering blood.

A weapon is displayed onscreen as part of the body of the player character to simulate a first person perspective. It is the main aspect of the game action. Each weapon (except the Fists) appears in the form of an item that, when picked up, provides the player with an additional weapon with which to attack opponents, as well as a bit of ammo for the corresponding weapon. Weapons are either placed in levels by the designers or dropped by dying opponents (such as zombies). Once a weapon is picked up during a game any additional weapons of the same type will count only as ammunition.

Each weapon has advantages and disadvantages when used against a given enemy. Broadly speaking, however, the larger weapons do more damage but are harder to find and harder to keep stocked with ammunition. Two weak melee weapons, the Fists and the Chainsaw, require no ammo and are therefore always available.

KeyOn ground In hand Weapon Damage SPS P-SMax Shots Ammo used Notes
1 N/A Fists 2-20
2 N/A N/A Iron-clad knuckles are a little better than nothing. It is a close-range weapon, and each punch is about as powerful as a Pistol shot. It becomes 10 times more powerful with the berserk power-up.
1 Chainsaw 2-20 9 N/A N/A Mutilates enemies close enough to contact. This is the other close-range weapon, and it's much better than the Fists. Really, the Chainsaw is just rapid-fire Fists.
2 Pistol 5-15 2.5 50 200/400 bullets The Pistol is the least powerful long-range weapon. Its accuracy sucks, but it will still take out weak enemies with just a few shots. You have the pistol and 50 bullets as soon as you start the game.
3 Shotgun 45-100 1 8 50/100 shells Can deliver a heavy punch at close range and a generous pelting from a distance. The first good weapon. The Shotgun is seven times as powerful as the Pistol, shooting seven pellets (one shell) with each shot. It works better at close range than long range.
3 Combat Shotgun 150-225 0.6 4 25/50 shells Double-barreled, sawed-off killing stick. Twenty pellets (2 shells) per shot, but slower reload than the Shotgun. It will kill most enemies fast. It is one of the best weapons for taking out swarms of enemies close range. You can kill four Zombiemen in one shot!
4 Chaingun 5-15 per bullet 9 20 200/400 bullets Rapid-firing, multi-barrelled automatic weapon. It uses the same ammunition as the Pistol; a minimum of 2 bullets are fired.
5 Rocket Launcher 20-160
0-128 blast
1.7 2 50/100 rockets Rockets are missiles that fly in a straight line and explode like a barrel when they hit anything solid. The blast damage injures the player as well.
6 Plasma Rifle 5-40 12 40 300/600 cells Futuristic weapon with a segmented barrel, which fires blue and white bursts of plasma. The best weapon in the game. It shares the player's stock of energy cells with the BFG9000 as a source of ammo.
7 BFG9000 100-800
40x 49-87
1 1 7/15 cells The BFG9000 is the ultimate weapon to be found in Doom. It combines 40 cells into one huge bullet that divides among all the enemies it can reach. It is perfect for taking out swarms of enemies. BFG stands for Big F*cking Gun.


Different weapons use different types of ammo. When the player runs over ammo the game automatically loads the correct weapon. Each weapon contains an amount of ammo when picked up (as also indicated by the P-S column in the Weapons table). On difficulties 1 and 5 (Too young to die and Nightmare!) all ammo amounts are doubled. There is a maximum limit on the amount of ammo the player can carry, which is doubled when the backpack power-up is picked up. Current and maximum amounts of all ammo types are listed on the right side of the status bar.

There are two basic types of ammo supply in Doom: small and large. Large ammo always grants five times the ammunition the equivalent small type provides, and is depicted as a box container.

Ammo Type Small Pack Size Large Pack Size Weapons (starting ammo) Maximum
Bullets Clip 10 Box of bullets 50 Pistol (50), Chaingun (20) 200/400
Shells 4 shotgun shells 4 Box of shotgun shells 20 Shotgun (8), Combat Shotgun (8) 50/100
Rockets Rocket 1 Box of rockets 5 Rocket Launcher (2) 50/100
Cells Energy cell 20 Energy cell pack 100 Plasma Rifle (40), BFG9000 (40) 300/600


A key is an item used to open designated locked doors or switches. That is, if the player tries to open a door that has red siding without a red key, it won't open, and the player will receive a message to that effect. Keys come in three colors (blue, yellow, red) and two variations (key card, skull key). There isn't any difference between skull keys and key cards. The status bar displays which key colors were already obtained. Rarely a key can be placed in a more challenging spot for higher levels of difficulty. All keys are lost upon exiting a level.

Health and Armor

The player's health starts at a full 100 percent (or hit points). It may increase even beyond that from the effects of various power-ups and health bonuses to as high as 200 percent. It is decreased by environmental hazards (damaging floors, exploding barrels, and crushing ceilings), and successful enemy attacks. If the player's health ever drops to zero, the player dies.

The player's current health is shown on the status bar, both numerically, as a percentage of the character's full normal health, and graphically, by the condition of the character's face.

Armor helps protect the player from damage. The armor attribute is shown on the status bar, expressed as a percentage of the protective value of the green armor item. It starts at zero and may go as high as 200 percent. The armor percentage is reduced when the player absorbs damage due to enemy attacks or environmental hazards.

The standard green armor absorbs one third (1/3) of the damage from each hit, thus lessening the decrease in health. The blue armor and the mega sphere are more protective, and absorb one half (1/2) of the damage until fully depleted. Beneath 100 points, the blue armor and the mega sphere still absorb one half of damage, so it is therefore good practice to avoid green armors until the superior type has been depleted significantly beneath 100 percent. Picking up armor bonuses simply increments the armor value by one percent, and does not otherwise affect the protectiveness of armor most recently gained.

In cases where no armor has been picked up, acquiring armor bonuses will assume a protection of only one third. If a blue armor has been picked up and depletes to zero percent, the protectiveness of armor bonuses likewise reverts to one third.

Item Image Function Artifact Notes
Health Bonus +1% health, up to 200% yes Health Bonuses provide a small boost to the player's health – even past the normal 100%!
Stimpack +10% health, up to 100% no Stimpacks provide a quick injection of booster enzymes that make you feel like a new man – at least, to a degree.
Medikit +25% health, up to 100% no Medikits include bandages, antitoxins, and other medical supplies to make you feel a lot healthier.
Soul Sphere +100% health, up to 200% yes The player receives message: "Supercharge!".
Armor Bonus +1% armor, up to 200% yes Armor Bonuses provide a little extra protection above and beyond the normal armor.
Green Armor armor to 100% if it is less; absorbs 1/3 damage no Security armor is a lightweight kevlar vest that's perfect for riot control.
Blue Armor armor to 200% if it is less; absorbs 1/2 damage no Combat armor is a heavy duty jacket composed of a titanium derivative useful for protection against real firepower.
Mega Sphere health and armor to 200%; absorbs 1/2 damage yes What more could you want?


A power-up is a miscellaneous item that grants unique or combined powers or capacities to the player. These special items have a duration of either the entire level, or a specific amount of time. A few of them affect the game screen so you can tell when they are active.

Power-up Image Function Duration Artifact Notes
Radiation Suit Protection against damaging floors.60sno Provides protection against radioactivity, heat and other low-intensity forms of energy. While wearing one, the screen will have a greenish tint.
Berserk Pack Health to 100% if it is less; fists damage x10.levelyes This super-adrenaline rush enormously boosts muscle power. Fills the screen with a gradually diminishing red haze. Switches active weapon to fists.
Backpack Doubles ammo carrying capacity; provides 1 small pack of each ammo type. episode no Provides 10 bullets, 4 shotgun shells, 1 rocket, and 20 energy cells. It is picked up even when the player cannot carry any more ammo of any type.
Computer Map Update automap with the complete level map.level yes Not all areas may appear, as the level can contain areas invisible to the Computer Map; this can include secrets or out-of-bounds areas, such as storages of enemies for teleporting.
Light Amplification Visors Allows to see clearly in dark. 120s yes Visors undo the various lighting effects that are an integral part of the game's atmosphere.
Blur Sphere Partial invisibility.60s yes Makes it difficult for enemies to spot you. The enemy can still see you, but most of their attacks will be less than accurate. Unable to disrupt enemy melee attacks, revenant's homing missiles, or arch-vile's flame attack.
Invulnerability Sphere Immunity to all damage.30s yes Screen changes to inverse monochrome. Eyes in the status bar glow yellow.


Artifacts from the other dimension are laying around. These items are always picked up if the player moves near them, regardless of other conditions. They are included in the items percentage displayed at the intermission screen at the end of each level.

Artifact Not Artifact
Health Bonus
Armor Bonus
Soul Sphere
Mega Sphere
Blur Sphere
Invulnerability Sphere
Berserk Pack
Computer Map
Light Amplification Visors
Green Armor
Blue Armor
Radiation Suit*
*always collected regardless

Don't forget to colect all the artifacts to achieve 100% items!


An enemy or monster is any artificially intelligent thing that can damage the player (at least indirectly, such as Pain Elementals). Monsters are initially dormant, and become active only when they see the player, when they sustain damaging attack, or when they hear the player attack, even if this is with the fists.

When activated, a monster will advance on its target (the player or another monster) and attack, sensing the location of thing they are after even if it is out of sight, and advancing toward that location even if it is on the other side of the level. If a monster hits an obstruction during its hunt for its target, it will attempt to walk around it. Monsters that have been alerted remain active indefinitely, even after respawning or being resurrected by an Arch-Vile. In general, monsters of different types can accidentally hurt each other and will often turn against each other in such cases, engaging in monster infighting. If a monster defeats an aggressor without ever seeing or hearing the player, it will return to a dormant state.

Monsters can use some types of teleporters, although they do so only accidentally, as their artificial intelligence is very limited. Monsters can similarly activate elevators and open certain doors, although some monsters may not fit through doors and openings that are just large enough for the player. Monsters can be hurt and killed by crushing ceilings or exploding barrels, but are unaffected by all forms of damaging floors.

Enemy Species Attack Animation HP Speed PCh Weapon Damage PSpd SPS Notes
Zombieman 20 70 79% pistol 3-15 1 The Zombieman is armed with a pistol that fires bullets that are slightly less damaging than the player's bullets. When it attacks, it aims its pistol at the player for about 3/10 of a second and fires a single bullet. Its pistol has a wide dispersal (standard deviation around 9°, to a maximum of ±22°), and will most likely miss at medium to long ranges. After firing, it resumes walking to its target. When killed, drops an ammo clip with 5 bullets.
Shotgun Guy 30 93 68% shotgun 9-45 0.5 The Shotgun Guy is armed with a shotgun (obviously), which is less powerful than the player's shotgun. When it attacks, it aims its shotgun at the player for about 3/10 of a second and fires a single round. The shot has the same dispersal as Zombieman's bullet (standard deviation around 9°, to a maximum of ±22°); but due to shotgun's dispersal attribute, hits are occasionally scored even at very long range. After firing, it moves again. When killed, drops a shotgun with 4 shells.
Heavy Weapon Dude 70 93 68% chaingun 3-15 8 The Heavy Weapon Dude attacks by firing its chaingun, which does slightly less damage per bullet than the player's chaingun and has a rate of fire that is also slightly lower. However, once it begins to fire, it continues firing while standing still until its target either dies or leaves its line of sight, or the monster is stunned (causing it to move immediately afterward) or destroyed. When killed, drops a chaingun with 10 bullets.
Imp 60 93 79% fireball,claws 3-24 350 1 The Imp attacks by hurling a single bright red fireball, which inflicts projectile damage when it strikes another living object. At melee range, it uses its razor-sharp claws to scratch; if its target moves out of range before this attack has followed through, the Imp will proceed to shoot a fireball instead.
Demon 150 175 71% bite 4-40 N/A 1 The Demon does not have a ranged attack, so it is no threat at long range. However, is has a huge speed advantage over many of the lower-ranked enemies. It can outrun any monster except charging Lost Soul, Cyberdemon, Revenant, and Arch-Vile. Due to its speed, the Demon closes distances very quickly, often running toward the player in a zig-zag pattern, making it harder to hit, and helping to corner the player.
Spectre 150 175 71% bite 4-40 N/A 1 The Spectre is partially invisible, ethereal being which, except for its fuzzy, blurred appearance, is exactly the same as Demon in behavior and attributes.
Lost Soul 100 47100%itself3-24 700 0.5 The Lost Soul floats about at a leisurely pace until it decides to attack, at which point it launches itself towards its target at high speed with a hissing breath sound, often the first audible warning of their presence. Unlike all other monsters, the Lost Soul is completely silent when alerted, giving it an element of stealth. If its attack misses, it will continue careening through the air until it strikes a wall or other object. Lost Souls don't leave a corpse when killed.
Cacodemon 400 93 50% lightning ball,bite5-40/10-60 350 1 The Cacodemon attacks by spitting a ball of lightning, or by biting with its gaping maw. The Cacodemon often seems to distance itself from the player when under attack, though the cause of this is that it is being pushed back by successful hits from its enemies. Biting attacks are a rare occurrence due to this behavior, but can be seen in close quarters with low ceilings.
Hell Knight 500 93 50% greenball,claws8-64/10-80 525 1 Possessing 500 hit points, the Hell Knight presents a significant challenge to the player, although less than that of a boss monster. Hell Knights have both melee and distance attacks, scratching at close range and throwing green fireballs from a distance. Their attacks are identical to and just as lethal as those of Baron of Hell.
Baron of Hell 100093 50% greenball,claws8-64/10-80 525 1 With 1000 hit points, the Baron of Hell is most resilient of all creatures in DOOM save for Cyberdemon and Spiderdemon. Otherwise identical to Hell Knight.
Arachnotron 500 140 50% plasma gun 5-40 875 3.9 Once the Arachnotron locks on to an enemy, it will continue to fire plasma bursts until the target moves out of its field of view, the monster flinches in pain, or it is destroyed. Similar behavior can be observed with the Spiderdemon, Nazi SS, and Heavy Weapon Dude.
Pain Elemental 400 93 50% Lost Souls N/A N/A 0.5 Instead of shooting a standard projectile, Pain Elemental periodically spews Lost Souls at its opponents from a mouth that flares up with a reddish glow each time one of the minions is delivered. As it does not attack directly, it will never be targeted by other monsters. The Pain Elemental is vulnerable to misdirected attacks from its own children, and will retaliate against them.
Revenant 300 175 40% missiles,fist10-80/6-60 350 1 The Revenant fires two varieties of missiles, unguided and homing. The homing missiles can be distinguished by a gray smoke trail. During melee combat it can also strike a blow with one of their large fists, complete with an exaggerated punching sound effect. Revenants have a unique characteristic unlike any other monster that has a melee attack: when the distance to its target is less than 196 units, the Revenant abandons its missile attack completely and attempts to close to melee range; if attacked and hurt however, it will still immediately counter-attack with a single missile.
Mancubus 600 70 31% 2x fireball8-64 700 2 The Mancubus is a dangerous opponent, but has a number of exploitable weaknesses. It is slow and makes a large target, so is easy to kill with rapid-fire weapons. Furthermore, because it will pause briefly before attacking, the attacking can be prevented using slower weapons to stun. When a Mancubus does attack, it is helpful to attempt to keep one's distance. With the first two attacks from the Mancubus, one fireball will go straight toward the player while the other will fly off diagonally to the player's right, then to the player's left; in the third volley, one will go left and one right. This pattern can be figured out and used to avoid Mancubus attacks. Once a Mancubus has begun to attack its target, it continues to fire (if it remains unhurt while firing) until all three bursts have been discharged, even if the target has moved out of its sight.
Arch-Vile 700 262 3% fire 20+0-70 0.5 The Arch-Vile's attack will always hit as long as there is a line of sight between the Arch-Vile and the player by the moment when the explosion happens, and can be avoided by staying out of its line of sight at that moment. The blast occurs near the end of the spell. Moving out of its sight does not cause the Arch-Vile to stop its attack; it always goes through the full sequence unless it flinches after being hit by a third party. The Arch-Vile has the power to resurrect other, lower-level monsters that they come across. They can resurrect all monsters that leave corpses except Cyberdemons, Spiderdemons, and other Arch-Viles.
Spiderdemon 3000 140 13%super chaingun 9-45 8 The huge super chaingun on the Spiderdemon's chassis fires three bullets with every shot, much like the Shotgun Guy's shotgun, but at a rapid rate of about 8 shots per second. When the Spiderdemon begins firing, it will not stop until its target moves out of view or dies, or if it is stunned (where it will walk a bit immediately after the pain state) or killed. Similar behavior can be observed in Heavy Weapon Dude and Arachnotron. Spiderdemons, like Cyberdemons, are immune to all blast damage, taking only direct hit damage from hits.
Cyberdemon 4000 187 5% rocket launcher 20-160+0-128 700 3 The Cyberdemon does not receive splash damage from explosions, making it fairly difficult to kill. It attacks by firing barrages of three rockets. Its rockets are the same as the player's rockets.
Nazi SS 50 93 68% chain gun 3-15 3 The Nazi SS attacks by firing two bullets at a time, which are slightly less powerful than the player's bullet; like the Heavy Weapon Dude, he fires repeatedly as long as his target is in sight. When killed, the Nazi drops a clip with five bullets. He only makes an appearance in secret levels of DOOM II, which are re-creations of levels from Wolfenstein 3D.
Player 100 292/583100%variesvariesvariesvariesThe Player spawns with 100% health, pistol, and 50 bullets. The fists may also be used as a weapon. Our hero.

Monster infighting

Many of the enemy monsters can be tricked into fighting each other, a phenomenon which is generally called monster infighting. This can usually be accomplished by maneuvering into a position where one monster is in the line of fire of another. Since a monster does not have the intelligence to cease fire in the event that a fellow monster blocks his line of sight, it will attack without regard, possibly resulting in friendly fire. The damaged monster may then target the attacker, where combat between the two monsters will soon follow and continue until one participant either dies or is distracted by a third party's attacks. Monsters will also retaliate when damaged indirectly by exploding barrels.

Monsters of any species are immune to their own kind's projectile attack (but not immediate attacks), unless a barrel is hit and damages another of their kind. The immunity also means that those individuals from the same species cannot actually inflict damage no matter how many times they attack each other except by destroying additional barrels or if they get close enough to each other to use a non-projectile attack, like claws or a bite.

Monsters that have inaccurate, repeating, or blast-damage attacks (Zombieman, Shotgun Guy, Heavy Weapon Dude, Nazi SS, Mancubus, Arachnotron, Spiderdemon and Cyberdemon) are particularly likely to cause infighting. Any monster that fires projectiles (the previous plus Imp, Cacodemon, Revenant, Hell Knight, and Baron of Hell) can be maneuvered into doing this. Lost Soul, being projectile itself, can damage other monsters found on its attacking path, likewise causing these to retaliate.

During an ongoing infight, the player can attack and damage the infighting monsters. The infighting monsters could continue with the infighting and ignore the player's attacks, or they can switch target to the player. Obviously, the player can also be naturally injured by missed attacks and blast damage or simply by walking into the monsters' line of fire.


Monsters damaged by an Arch-Vile's attack will never retaliate because there is an exception that prevents other monsters from targeting Arch-Viles. This does not stop Arch-Viles themselves from targeting and damaging other monsters, though. Arch-Viles are easy to distract – they will always switch target when hit. Pain Elementals, whose attack is carried by Lost Souls, cannot provoke other monsters, but will still turn on attackers if provoked. Barons of Hell and Hell Knights have an immunity to each other's projectiles.

Monsters that are melee attackers (Demon and Spectre) cannot initiate monster infighting by mistake, as melee attacks cannot be misdirected – damage is directly inflicted on the target if it is within range. Aiming is not involved and therefore hitting another target by mistake is impossible.

Monsters resurrected by Arch-Viles or spawned by the final boss immediately target the player, not their creator's target. In addition, Lost Souls damaged by other monsters forget their targets after a single counterattack (whether successful or not) and then turn back to the player, although the monster that the Lost Soul had damaged does not forget the flaming skull's offense.


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