Doom Eternal: Complete Walkthrough & Boss Guide

By ParryStack Editorial·Updated May 2026·🗺️ 8 steps · ⚔️ 5 bosses

0% complete

📋 In This Guide
  1. Main Story Walkthrough (8 steps)
  2. Boss Guides (5)

🗺️ Main Story Walkthrough

Tick off each step as you go — your progress saves locally, no account needed.

Step 1 of 8
Hell on Earth: Rebuilding Your Arsenal

DOOM Eternal opens aboard the Fortress of Doom orbiting a demon-overrun Earth. Drop into the ruined city of Hebeth and locate the Combat Shotgun — your first weapon. The core survival loop starts immediately: use your chainsaw on weak fodder demons to generate ammo drops, punch armored demons with your Flame Belch shoulder cannon to scatter armor shards, and finish staggered enemies with Glory Kills to bank health pickups. Resisting the temptation to hoard resources is critical; the game punishes passive play and rewards constant aggression. Clear the demon nests and reach the Slayer's ancient tomb to recover the BFG 9000 and unlock the Fast Travel pad.

Step 2 of 8
Exultia: Learning the Heavenly Fortress

The Exultia mission sends you through the ancient Sentinel homeworld, introducing platforming traversal — dash, monkey bars, and wall-climbing pads — alongside your first Argent upgrades. Equip the Sticky Bombs mod on the Combat Shotgun here; they deal significant burst damage to medium-tier demons like the Arachnotron. Shoot the Arachnotron's turret on its back to disable its ranged attack. The Buff Totem enemy type appears for the first time: prioritize destroying it immediately or every demon in the arena becomes supercharged. Collect the Praetor Suit tokens from the slayer gates to invest in ammunition capacity upgrades before the next mission.

Step 3 of 8
Cultist Base: The Ice Caves and Super Shotgun

The Cultist Base gives you the Super Shotgun with its iconic Meat Hook attachment, which lets you grapple directly onto demons to close distance instantly. This changes your mobility vocabulary completely — practice chaining the Meat Hook into a point-blank blast repeatedly until it feels natural. The base is patrolled by Dread Knights and Cacodemons; stuff a Frag Grenade into a Cacodemon's open mouth to one-shot it without wasting shotgun ammo. The Slayer Gate in this level is an optional elite combat challenge that rewards a powerful Sentinel Crystal, which provides an extra health, armor, or ammo bar.

Step 4 of 8
Doom Hunter Base and Super Gore Nest: Mastering Weapon Cycling

Two back-to-back missions demand you master weapon switching under pressure. The Doom Hunter Base introduces the Plasma Rifle and the rocket-sled pursuit sequence. The Super Gore Nest is the game's most mechanically dense arena hub — you must destroy three Gore Nests spread across a large interconnected map, each defended by escalating demon waves. Use the Ballista to pierce the Revenant's shoulder-mounted rocket launchers, permanently disabling its ranged attack. The Microwave Beam mod on the Plasma Rifle locks onto a single demon and rapidly builds stagger, setting up free Glory Kills on heavies like the Mancubus.

Step 5 of 8
ARC Complex & Mars Core: Transitioning to the Endgame

The ARC Complex in the former UAC facility introduces the Marauder as a standard recurring enemy for the first time — watch his eyes: attack only when they flash green or you waste ammo against his energy shield. Mars Core is a spectacular mid-game pivot, featuring a BFG platforming gauntlet and the transition to Hell-based levels. On Mars, the Crucible energy sword is recovered — it one-shots any non-boss demon and recharges through kills. Manage its charges carefully. The Tyrant enemy type debuting here requires sustained fire from the Ballista or Heavy Cannon to break its armor segments before switching to high-DPS weapons.

Step 6 of 8
Sentinel Prime & Taras Nabad: Hell's History

Sentinel Prime is a lore-heavy level set in the Night Sentinel homeworld, largely devoid of combat but essential for understanding the Slayer's past. Taras Nabad that follows is one of the game's longest and most demanding missions, set in an ancient city under siege. A Blood Punch — charged by Glory Killing multiple demons in succession — clears entire clusters of lesser demons and shaves armor off heavies. The Pain Elemental appears here; kill it before it can release Lost Souls or the arena becomes dangerously cluttered. Taras Nabad contains a Slayer Gate whose reward weapon mod points are worth the elite challenge.

Step 7 of 8
Nekravol & Urdak: The Soul Spire and Maykr Realm

Nekravol Parts I and II form a punishing gauntlet inside Hell's soul-processing spire. The architecture requires careful platforming over lethal bottomless pits; do not sprint blindly. Archviles appear in strength here — kill them instantly with the Ballista or Crucible before they resurrect fallen demons. Urdak is a pristine, crystalline Maykr realm that introduces Maykr Drones, who are most efficiently dispatched with the Heat Blast mod on the Plasma Rifle in a sweeping burst. Your Sentinel Hammer becomes available near the end of Urdak; it staggers all nearby demons and creates a brief window to chain Glory Kills for a full health refill.

Step 8 of 8
Final Sin: The Icon of Sin Endgame

The Final Sin returns to Hell on Earth for the last mission, building toward the climactic Icon of Sin battle. Demon density is at its highest here — the arena waves include Tyrants, Marauders, and Doom Hunters simultaneously. Maintain strict chainsaw-ammo-Flame Belch-armor-Glory Kill-health cycling at all times; deviating from the loop at this stage is fatal within seconds. Expend all Crucible charges freely; there is no reason to save them. The Unmaykr, unlocked by completing all six Slayer Gates across the campaign, deals exceptional burst damage and is the ideal secondary weapon for the final sequence.

⚔️ Boss Guides

⚔️

Doom Hunter

Weakness
Energy sled chassis under the cyborg body; Plasma Rifle on the sled disables mobility
Recommended Gear
Plasma Rifle with Heat Blast mod, Super Shotgun with Meat Hook, Rocket Launcher

Attack Patterns

The Doom Hunter floats on a rocket-powered sled and opens with a barrage of homing missiles and a powerful energy lance beam. An energy shield covers the cyborg torso, deflecting most direct fire. When damaged enough, the first Doom Hunter calls in a second — then a third — making the arena increasingly chaotic. The sled itself is the primary threat since it fuels all mobility and offensive range.

Strategy

Direct the Plasma Rifle at the glowing sled under the body; sustained fire destroys it quickly, and without the sled the Doom Hunter drops to the ground and becomes dramatically less mobile. Once grounded, close distance with the Meat Hook on your Super Shotgun and blast the torso at point-blank range. When multiple Doom Hunters are active, focus one at a time and use the chainsaw on fodder demons that spawn throughout the fight to keep your rocket ammo topped off.

⚔️

Marauder

Weakness
Attacks only when his eyes flash green — that is the only safe window to deal damage
Recommended Gear
Ballista, Super Shotgun, keep other weapons holstered to avoid wasting ammo

Attack Patterns

The Marauder wields a super shotgun in one hand and an energy axe in the other. His wolf familiar — the Spectre hound — leaps at you if you stand still. A green energy shield surrounds him constantly, deflecting all damage except during a precise counterattack window. He punishes both excessive range (shotgun blast) and excessive closeness (axe swing), forcing you to maintain a specific middle distance.

Strategy

Stand roughly two-to-three dashes away from the Marauder and bait his axe swing. The moment his eyes flash green, fire a Ballista shot immediately followed by a Super Shotgun blast — this two-hit combo deals massive stagger. Repeat this rhythm and ignore every other demon in the arena until the Marauder is dead; he takes top priority. The Spectre wolf is killed by hitting it with any weapon while it charges; do not waste the Marauder's green-flash window on the wolf.

⚔️

Gladiator

Weakness
Shield opens only when he winds up for a flail attack — strike the face during that window
Recommended Gear
Ballista, Heavy Cannon with Precision Bolt mod, Blood Punch charged before the fight

Attack Patterns

The Gladiator is an enormous armored Sentinel warrior wielding a massive shield and twin energy flails. Phase one has him advancing with shield-bash combos and overhead flail slams. In phase two, after the shield is destroyed, he drops the shield entirely but gains a full-arena reflecting energy wave that must be dodged with a well-timed dash. The arena is relatively small, making the energy wave especially threatening.

Strategy

Watch for the Gladiator winding up a flail throw or overhead slam — during that animation his face is briefly exposed. Fire the Ballista directly into his face during each window to chip the shield health down. Avoid shooting the shield itself as it reflects projectiles. Once the shield shatters and phase two begins, the fight opens up — use the Precision Bolt to hit weak points from distance, dodge the reflecting waves laterally, and keep moving in a wide circle to avoid corner traps.

⚔️

Khan Maykr

Weakness
Glowing orange health pylons on the arena walls sustain her — destroy all of them
Recommended Gear
BFG 9000, Ballista, Plasma Rifle with Microwave Beam mod

Attack Patterns

Khan Maykr attacks from the air with golden energy projectile barrages, purple ground-targeting blasts, and a sweeping fire-beam trail. She periodically attempts to heal by flying to one of several glowing energy pylon structures around the arena perimeter. When she enters heal mode, she becomes temporarily stationary but generates a dense projectile screen around herself.

Strategy

The BFG 9000 is uniquely effective here — the beam deals continuous damage during the travel and detonation. Fire one BFG round immediately as the fight begins. When Khan Maykr moves to drain a pylon, prioritize destroying the pylon before she absorbs more than half its charge, then resume attacking her directly. The Plasma Rifle's Microwave Beam rapidly staggers her out of her heal animation. Chainsaw the fodder demons she summons throughout the fight to maintain rocket and plasma ammo.

⚔️

Icon of Sin

Weakness
Glowing orange rune-marked weak points on its body; each destroyed rune staggers a limb
Recommended Gear
BFG 9000, Unmaykr, Ballista, all Crucible charges ready

Attack Patterns

The Icon of Sin is the size of a city block, towering over a decimated Earth metropolis. It attacks by summoning dense demon waves continuously, smashing armored fists into the arena, firing a massive heat beam across the battlefield, and dropping meteor-sized chunks of debris. The environment itself is dangerous — portions of the arena collapse and the outer perimeter is lethal.

Strategy

Focus fire on the glowing orange rune sigils embedded in the Icon's shoulders, chest, and head. Destroying each sigil staggers that body segment and opens a brief window to deal direct damage with the BFG or Ballista. The Unmaykr's rapid fire is ideal for burning down sigil health quickly. Use all remaining Crucible sword charges freely — each activates a lethal cleave. Manage the constant demon spawns with the chainsaw to keep your ammo full, and use Glory Kills for health. The Icon's fist-slam is telegraphed by a shadow — dash perpendicular to escape it.

📖 Beginner Guide ⭐ Read Review 🎮 Game Hub