DOOM Eternal – Campaign Guide

By: id Software

The DOOM Slayer wields the Crucible Blade

The DOOM Slayer’s battle against evil will take you far – beyond even the reaches of DOOM Eternal’s demon-infested Earth. You’ll cross dimensions and take the battle into wherever evil emerges, ready for any and all who dare cross the Slayer’s path.

See below for a detailed look through each of the levels in DOOM Eternal’s action-packed campaign, courtesy of our trusted guide and community champ, Camelworks. Each video will guide you through completing DOOM Eternal including every combat encounter, weapon location and even hidden secrets for you collectible hunters out there.

Carry on - you're in good hands!

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HELL ON EARTH

1: Hell on Earth

Nearly 60% of the planet has been consumed by the demons, with that number growing rapidly by the day. The majority of the world population was wiped out in the first month of the Hell invasion, following the catastrophic failure of virtually every man-made system against the otherworldy threat.

Welcome to Hell on Earth. DOOM Eternal's first level is a fiery introduction to your demon-slaying experience and where you'll learn the basics of combat and survival.

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EXULTIA

2: Exultia

Argenta legends speak of Sentinel beasts, loyal creatures that lived as companions of the hardened warriors. Often larger, swifter and stronger than others of their kind, these animals shared instincts with their masters and aided them in battle. The Night Sentinels never shared publicly the origin of these creatures, for only they stood worthy of them.

The next stage of DOOM Eternal whisks players to a new realm, with new threats to face but also some some essential tools for your slaying kit. Onwards to Exultia!

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CULTIST BASE

3: Cultist Base

Led by the elusive Hell Priest Deag Ranak, the Cultists operate from a remote facility located in the Arctic tundra. As overseer, Ranak exerts absolute control over the facility and its legions of Possessed acolytes.

Cultist Base is a sprawling complex full of demons and the first major test of the skills you’ve acquired so far. Press forward as you face swarms of monsters and their Possessed followers in your search for the final two Hell Priests.

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DOOM HUNTER BASE

4: DOOM Hunter

The UAC's polar cultist facility is built around the ruins of an ancient Argenta settlement, constructed over 60 million years ago during Argent D'Nur's extraterrestrial expansion.

Your hunt for the two final Hell Priests continues in the DOOM Hunter Base. Daeg Ranak knows you're close and pulls out all the stops to slow you down...

- Ready to face the DOOM Hunter? Read up on our boss fight guide here.

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SUPER GORE NEST

5: Super Gore Nest

Following reports of UAC Cultist presence at the Locke reactor (#ARC-AAR0-A291), recon teams Infil-Gamma and Infil-Hector attempted to gain entry and assess the situation. Their final transmission indicated a massive demonic presence entering the reactor facility...

With the DOOM Hunter and Daeg Ranak defeated, it's time to return to Earth - or at least what's left of it. You'll come face-to-face with a massive Gore Nest and hordes of demonic enemies to overcome. Do you have what it takes?

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ARC COMPLEX

6: Arc Complex

A global military crisis-relief initiative established by the Allied Nations in 2151, The Armored Response Coalition was designed solely to combat and contain the Hell invasion, to succeed where modern militaries are ineffective with cutting-edge, Argent-powered technology.

Conquering the ARC Complex will require all the help you can get. Here, you'll find an old friend and square off against a lethal new enemy.

- Need a refresher on the Marauder? Check out our boss fight guide here.

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MARS CORE

7: Mars Core

The BFG-10000, the largest man-made weapon platform ever conceived, wields enough firepower to defend against even the most sophisticated of capital-grade FTL cruisers in existence - or against the eventual potentiality of a space-bound demonic threat.

With the help of Samuel Hayden, you're finally closing in on the final Hell Preist. Despite being told “you can't blow a hole into the surface of Mars,” you do exactly that.

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SENTINEL PRIME

8: Sentinel Prime

The ancient Arena is a holy place for the people of Argent D'Nur. Constructed in the earliest days of their history, this coliseum served as a proving ground for trial-by-combat. Historical records indicate that the Argenta did not jail their own kind. Rather, prisoners and criminals were granted the right to earn their chance at regaining honor through victory in the Arena.

Welcome home, great Slayer. You've arrived at Sentinel Prime, the ancient city of the Sentinels. The final Hell Preist won't go down easy, even if he doesn't fight his own battles...

- It's a scrap to the finish against the Gladiator. Be prepared with our boss fight guide here.

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TARAS NABAD

9: Taras Nabad

The city of Taras Nabad was the crown jewel of Argent D'Nur. For centuries, it served as the spiritual heart of Argent society, home to both the royal family and the center of political power. No expense was spared in the building of the city, with bold colonnaded architecture and towering monuments to gods and kings resplendent on every avenue.

Next up on your crusade is Taras Nabad. The Hell Preists are dead and the Kahn Makyr is furious. Your only chance of bringing her down is to reclaim your Crucible. Now, go get what's yours.

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NEKRAVOL

10: Nekravol

The city of Nekravol was built in Hell by the combined efforts of the Maykrs and Sentinel Engineers, designed to produce a continuous flow of Argent Energy.

You find yourself in Nekravol...and it's not a very welcoming place. This level is your pitstop before hitting the Makyrs at home, but getting through is no simple task.

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NEKRAVOL (PART II)

11: Nekravol II

Constructed of stone and fell-steel on a foundation of uncounted corpses, the sprawling fortress funnels a constant stream of victims towards Kalibas, the Sightless Judge.

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URDAK

12: Urdak

Urdak itself exists in an anchor state, utilizing highly advanced dimensional shift technology to allow a static position at a sub-quantum level. This essentially inverts their position in relation to Hell; both planes of existence are fixed outside the bounds of the known universe: a 'lower' and 'higher' reality.

While beautiful, Urdak isn’t going to roll out a welcome mat for the Slayer. The home of the Makyrs is replete with demons and drones but with the right approach, it shouldn't slow you down too much. Check your ammo, Slayer: your journey is almost over.

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FINAL SIN

13: Final Sin

If the Icon is allowed to remain unchecked, it would lead to the total devastation of Earth followed by a breakdown of spacetime around the planet. The resulting black hole will eventually drag our entire universe down, casting it into the mouth of Hell as a conquest to be absorbed by the Dark Realm.

You've taken on countless demons, traveled across dimensions and assembled a massive arsenal of firepower...hold nothing back, because it’s all led to this.

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Prove victorious and you’ve done it – you’ve completed DOOM Eternal’s main campaign! But the action doesn’t stop there: carry on the story and face the Slayer’s ultimate battle in The Ancient Gods or test your mettle replaying the campaign in Ultra Nightmare Mode. After all, not so long as evil persists, the DOOM Slayer does not rest.

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