FinalUnlock
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DOOM (2016)

Before you startNo permanent missables recorded
Difficulty
Starting on hardest is not required. Use I’m Too Young to Die for the main campaign if your goal is efficient achievement cleanup. After the ordinary campaign, start a separate Ultra-Nightmare slot for The UAC; the whole campaign does not need that difficulty.
Difficulty details

Most campaign tasks allow I’m Too Young to Die and mission replay. The separate Ultra-Nightmare first mission has no death recovery within an attempt; Rune Trials and Arcade scoring add short skill checks.

Missables
No permanently missable achievements recorded.
Missable details

Keep your ordinary save after the ending. Finish every Rune Trial at its campaign stone first and check saved counters. Technical achievement-registration failures are a recovery uncertainty, not ordinary choice lockouts.

Co-op
Co-op or other online play is required for 2 achievements.
Online details

Publishing a SnapMap and playing published community maps require online services. You can complete them solo; no co-op partner is required. The Academy tutorial is a separate task. Public multiplayer needs human opponents under PvP.

Save planning
Review the recorded save or replay precautions before advancing.
Read precautions

Keep your ordinary save after the ending. Finish every Rune Trial at its campaign stone first and check saved counters. Technical achievement-registration failures are a recovery uncertainty, not ordinary choice lockouts.

Unofficial guide. Locations are not verified in game. Details

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Unofficial DOOM (2016) 100% achievement guide: how to unlock all 54 achievements, plus all 147 collectibles with step-by-step directions and landmarks, mission by mission. Tick them off as you play.

Campaign pickups

The UAC

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Data Log 1. Leave the opening facility by its elevator. Drop onto the Mars surface and keep to the right through the narrow path. Climb the small rock and take the log from the ground ahead. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Blueguy. Reach the locked blue door, turn right and follow the narrow passage around the rock to the large crate and blue-key corpse. Take the key, climb the crate and jump onto the rock ledge to reach the figure above the gate. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Elite Guard 1. Pick up the Frag Grenade beyond the blue door and drop into the enemy group. Clear it and follow the path to its fork. Take the right branch into the cave, reach its far end and search the red-armored corpse. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. DOOM II: Entryway lever. After the guard, drop down and turn right to the crates at the cliff. Climb them, turn around and enter the opening between the bars on your left. Pull the lever inside the cage, then enter the newly opened retro room below the Field Drone’s original ledge. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Data Log 2. After the guard’s cave, drop down and turn right to the cliff-edge crates. Climb them and jump onto the right-hand ledge. Follow that upper path to the health kit, armor and log; collect the log before returning to the main route. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. Field Drone 1. Drop from the guard’s area and follow the bot on the ledge ahead. Jump across the gap and approach it after it moves farther along the path. Interact and select a Combat Shotgun modification; both shotgun choices are needed eventually. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  7. Classicguy. Follow the narrow canyon toward the final outdoor encounter. Watch its left side for the small tunnel rather than immediately climbing onward. Enter the tunnel and follow it back outside to the figure on the ledge. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.

Resource Operations

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. DOOM: Hangar lever. Restore the power, use the starting room’s post panel and descend to the Imp encounter. Clear it, return to the high green-armor ledge and cross to the opposite end of the narrow walkway. Jump from the handrail to the platform on the left. Pull its lever and enter the retro room one floor down. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Data Log 1. After the first Possessed Engineer, clear the large room of demons. Cross to its far wall and pick up the log on the floor before proceeding into the right-hand room with the medical station and Chainsaw. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Field Drone 1. Continue past the Chainsaw room and yellow-door hologram. Follow the conveyor and elevator route to the Gore Nest, destroy it and clear the fight. Call the lower elevator with its panel and ride up to the yellow key and bot. Select the other Combat Shotgun mod if available. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Elite Guard 1. With the yellow key, return through the elevator passage behind the net beside the yellow door. Open the second yellow blockade you passed earlier. Use the computer inside, leave to the right and open the hatch on the corridor’s right side. Descend, clear the enemies and take the left branch to the guard. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Elite Guard 2. From the first guard, return to the tunnel fork and go straight. Climb through the blood-marked hatch to the Plasma Rifle. Turn around and climb into the higher tunnel. Follow it through the room to the left-hand tunnel at its far end; search the guard beside the extra armor. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. Doomguy. After the outdoor Berserk battle, find the green armor and elevator at the far end. Climb the large crate between them onto the ventilation shaft. Follow it right, turn back and climb higher. Continue while watching the right wall for the roof climb. Cross the roof to the short tunnel opposite its hatch and take the figure. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  7. Data Log 2. Climb the green-lit metal construction on the route to VEGA and pass the large sluice. Clear the three strong enemies beyond it and the next Imp fight. Use the right-hand computer to open the next passage, kill the arriving soldier and take the log by the room’s left wall. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Elite Guard 3. After the computer room with the second log, clear the corridor leading to VEGA. Enter the room on the left and search the guard there before continuing to the terminal. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. Argent Cell 1. Follow the final corridor to VEGA’s terminal after collecting the third guard’s token. Continue the conversation with Hayden and accept the first Argent Cell. Allocate it to Health, Armor or Ammo; keep every later cell on this same save for all three capacity tracks. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Bronzeguy. After the VEGA conversation and first Argent Cell, leave the computer room into the round room. Look right for the large crate. Climb it to the upper level, follow the straight upper route to the figure, then return to the terminal and its right-hand mission exit. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Two-fer. Restore power, return to the starting room and use the post panel to open the lower route. Clear the first pair of Possessed, then use the two in the narrow passage farther on. Weaken each with a melee hit, line them up and fire the Combat Shotgun through both; Charged Burst is an available setup. Check that both die from the same attack. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  12. Variety is the Spice of Death I. Use the first two groups of Possessed at the mission start. Weaken one until it staggers, then Glory Kill from a new angle each time: front, rear, either side and above. Get five different animations, rather than repeating one five times, before you clear those groups. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  13. Quite the Explorer. Register three secret areas in this mission. After restoring power, climb the narrow tunnel over the corridor for armor. Open and enter the Hangar retro room using its high handrail lever. Later, use the yellow-key side-route hatch and climb through the blood-marked opening to the hidden Plasma Rifle. Check the Mission tab for three secrets. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Foundry

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Field Drone 1. Pass the opening hatch into the lava hall. Cross the broken walkway on the left, then return to that gap and enter the nearby room. Use the bot inside beside the armor and first log before leaving through the other door. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Data Log 1. At the opening lava hall’s broken left-hand walkway, return to the room beside the gap. Pick up the log with the armor and Field Drone before entering the corridor toward the hand scanner. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Elite Guard 1. At the hand scanner, activate the echo and follow the employee hologram to the broken walkway. Drop into the gap rather than trying to jump across. Enter the corridor ahead and search the guard, then climb the green-lit route to the severed hand. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Vaultguy. Return to the main lava hall after opening the hand scanner’s door and clearing its Gore Nest. From the locked blue door, go right and keep the left wall to the yellow-key corpse. Take the key, look below the nearby lava tank and drop onto its small platform. Turn around there for the figure. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Data Log 2. After taking the yellow key and fighting the arriving Hell Knight, descend the stairs beside where it appeared. Enter the first room on the right with Possessed and a red barrel, then check the rooms along this descending route for the log before the next Gore Nest. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. DOOM: Nuclear Plant lever. Return to the blue door after clearing the lower Gore Nest and riding the gravity lift. Go right to the bridge. At its midpoint, jump onto the platform on the left and pull the lever. Cross the bridge and turn left to enter the retro room. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  7. Argent Cell 1. Cross the bridge from the blue-door side after opening Nuclear Plant. Turn left and clear the Possessed Soldiers in that room. Search its far-left end for the cell and allocate it before returning to the bridge. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Data Log 3. From the central bridge, head right to the yellow door and open it with the key. Pick up the log inside the demon-filled room; clear the room before exploring its collectible crate and upper guard passage. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. Prototypeguy. Open the yellow door beyond the central bridge and clear its demon encounter. Inspect the crate on the right side of that room, before leaving through its far door, and take the figure inside. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Elite Guard 2. Before exiting the yellow-door room, look right for the crate that lets you climb to the upper level. Follow the upper tunnel to its end and search the guard. Return below to continue toward the third Gore Nest. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Elite Guard 3. Destroy all four Gore Nests, obtain the blue key above the third nest and activate the cooling-turbine terminal. Survive its long fight, then enter the corridor ahead. Search the guard in that corridor before the panel, Olivia cutscene and exit. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  12. Three Possessed, One Barrel. After the opening hatch, jump the left-hand walkway gap and clear the interfering soldier and two nearby enemies with a grenade. Push one of the four barrels on the left away from the others. Lure at least three of the remaining Possessed to that isolated barrel, then shoot it so its single blast kills all three. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  13. Curb Stomp. From the locked blue door, go right across the bridge and turn left to the room with multiple Possessed Soldiers. Weaken a soldier to stagger, climb its nearby rail and jump down onto it with the Glory Kill action. Complete three aerial finishes; retry the checkpoint if you run out of suitable soldiers. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  14. Quite the Collector. Collect both figures during this mission: Vaultguy below the lava tank near the yellow key, and Prototypeguy inside the right-hand crate beyond the yellow door. Use their pickup rows for the detours and check that both collectible slots fill before leaving Foundry. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Argent Facility

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Vacuum. Open the first sluice with its right-hand panel and drop through the gap in the railing. Jump across to the platform, climb the rocks on the left, then cross the upper platform to the stone. Enter the trial and kill its 15 Imps with the Combat Shotgun before time runs out; move close for efficient shots. Retry at the stone if you fail. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Absorb 300 dropped items..
  2. Data Log 1. After the Vacuum stone, turn left into the building. Take the log there before checking the barrels and classic-map lever. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. DOOM: Toxin Refinery lever. Enter the building to the left of the Vacuum stone. After taking its log, look behind the barrels a little farther left and pull the concealed lever. Enter the retro room in the building before leaving by its other exit. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Elite Guard 1. Clear the first outdoor fight after the classic-map building, including the Hell Knight. Continue to the open space with a distant Gore Nest. Follow the left wall before touching that nest and enter the side room with the red-armored guard and supplies. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Elite Guard 2. After clearing that Gore Nest fight, face the blue barrier and skirt it on the left into the lower bunker with a Field Drone. On the climb back out, turn onto the right-hand rock ledge and follow it to the guard before returning to the barrier. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. Field Drone 1. After clearing the early outdoor Gore Nest, face the blue barrier and go around its left side. Descend into the bunker and use the bot inside; Lock-On Burst is useful for Summoners. Then climb back toward the barrier. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  7. Data Log 2. From the blue barrier, enter the room directly ahead and win its short fight. Take the log in that room before entering the left-hand room to destroy the first Argent filter. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Argent Cell 1. After the first filter, go outside and enter the hangar on the left. Work around the central machinery from its right side to reach the hangar’s left corner. Open the cell there, then return to the green-lit climbing platforms toward the second filter. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. Dazed and Confused. Climb the hangar’s green-lit machinery and destroy the second filter in the upper left-hand room. Enter the larger hall on its left and use the stone. Destroy all 30 barrels with the Pistol before the timer expires; keep moving and shoot barrels as they appear, then use the final target highlights. Retry freely. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Perform 25 Death from Above Glory Kills..
  10. UACguy. After Dazed and Confused, drop through the hall’s floor opening to the earlier room. Climb the two stacked crates and jump onto the ledge above the lamps hanging below the ceiling. Take the figure before returning to the second filter’s route. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Field Drone 2. Return to the second filter, head right into the next outdoor Gore Nest courtyard and clear it. Climb the walkway to the right of its entrance, pass through the nearby door and defeat the room’s enemies. Go upstairs to the bot and log. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  12. Data Log 3. After the outdoor courtyard beyond the second filter, enter its right-side upper doorway and clear the room. Climb the stairs and take the log beside the Field Drone before descending to the next exterior route. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  13. Stealthguy. From the upstairs drone/log room, descend to the exterior door. Clear the enemies, climb the two rock ledges and jump across the path. At the ammo on the left and drop hole on the right, stay above. Carefully cross the narrow edge past the ammo box to the figure before dropping. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  14. Elite Guard 3. Drop through the hole after the Stealthguy detour. Turn left, hug the left wall and jump onto the walkway when it comes into view. Follow it forward and search the guard before reaching the blue-lit Gore Nest room. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  15. Data Log 4. Clear the blue-lit room’s Gore Nest using its Haste and jump pads. Take the right-hand door to the final Argent filter and collect the log there. Check the opposite doorway’s Super Shotgun and AutoMap room before finishing the filter fight. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  16. Elite Guard 4. After the final filter fight, return to the warehouse where Dazed and Confused was located. Enter the left-hand door and destroy the final Gore Nest; use the nearby Berserk during the fight. Once the demons are dead, enter the corridor on the right and search the guard before the Argent processor. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  17. Walk the Path. Open the first sluice, drop through the railing gap and cross the platforms and left-hand rocks to Vacuum. Interact with its Rune Trial Stone. Finish the trial now as well, so the rune and its upgrade can be handled on this campaign save. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  18. Bird’s Eye. Clear the blue-lit Gore Nest room near the third Argent filter. Take the doorway opposite the final-filter route toward the exterior and Super Shotgun. Search the room tucked into the corner ahead of that shotgun door and use its AutoMap station before destroying the processor. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  19. To Be Knighted. Use the first Hell Knight in the courtyard with the large central crate. Clear its accompanying Imp, circle the crate while weakening the knight, then climb the crate when it staggers and jump down onto it with a Glory Kill. Get two aerial finishes; the checkpoint lets you repeat this knight if needed. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Argent Energy Tower

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Data Log 1. At the opening locked gate, turn right and drop down into the Revenant encounter. Clear it and enter the left-hand room with the medical station and Delta V Jump-Boots. Take the log there before testing your new double jump. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Ammo Boost. Take the Jump-Boots and double-jump back to the platform you came from. Climb the green-lit right-hand edge one level higher, walk forward and drop left to the stone and armor. Kill all 30 Unwilling with the Super Shotgun before time expires, following the arena’s right wall to locate stragglers. Retry if needed. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Pick up 500 Ammo Items..
  3. Argent Cell 1. Drop through the hole near Ammo Boost and cross the warehouse. Climb to the upper floor and jump onto the green-lit platform near the long pipe. Land on the pipe, follow it left, then turn left into the niche holding the cell. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Field Drone 1. Cross the two parallel bridge paths, switching sides around their obstacles and dealing with the Imps. At the far end, climb the left path’s platforms. Before taking the onward left route, turn right and jump to the right-hand stairs. Enter the room at their top, clear it and use the bot beside the log. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Data Log 2. At the far end of the Imp bridge, climb the left-side platforms but turn right before the main route continues left. Jump to the stairs on the right and enter their upper room. Clear the demons and take the log beside the Field Drone. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. Elite Guard 1. Return from the upper drone room to the bridge route and continue across the wide gap. Approach the ledge on the left and look down for the guard. Drop to search it, then use your double jump to climb back up. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  7. Data Log 3. Reach Olivia’s glass-fronted room at the start of the tower ascent. After the cutscene, enter through the left-hand door and take the log with the medical station and AutoMap before passing the far locked door into the Quad Damage arena. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Elite Guard 2. After the Quad Damage arena, take the door on the left at the corridor’s end into the moving-container room. Wait for a container to pass, run behind it and drop down. Climb onto the walkway on the left, turn around and search the guard behind you before continuing. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. Data Log 4. From the second guard’s moving-container walkway, continue forward toward the tower’s central machinery. Pick up the log on that route before making the down-and-left detour to the stationary container and Orangeguy. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Orangeguy. At the log beyond the second guard, turn right, drop down and go left to a stationary container. Climb it and face the ledge across the wall. Wait for the moving container to clear, then jump across. Turn around and look left to the container tunnel. Wait until it clears, jump inside, run forward and drop onto the ledge on the left for the figure. Return to the log’s main route afterward. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Purpleguy. Activate the tower’s three green control panels and ride the moving wall platform to the next floor. Climb the green-lit platforms to the pair of walkways. Check the map for the walkway with space beneath it and carefully drop under that walkway, using your second jump to control the landing, to take the figure. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  12. Argent Cell 2. Above Purpleguy, wait for the rotating ring to stop and climb its temporary platform. Clear the next demon fight, using the jump-pad Invulnerability if needed. Enter the objective-marked control room with its medical station and special-drone panel. Take the cell before activating the panel. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  13. DOOM: Halls of the Damned lever. Activate the special drones from the cell’s control room. Go to the pair on the opposite side of the tower, away from the pair behind the control-room glass. Ride one up to the lever platform, pull the lever and enter the retro opening below where the drones dock. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  14. Equipment Power. Resume climbing past the rotating ring, temporary walkway and green-lit platforms. Cross the electrical surges when they pause and pass the moving containers. Before climbing back up at that exit, drop left to the stone. Kill 10 Unwilling with exploding barrels using the Combat Shotgun to trigger them; lure survivors toward wall barrels. Retry freely. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Use 30 Equipment Items..
  15. Elite Guard 3. After the Equipment Power detour, return to its entrance and climb into the short corridor. Collect the Mega Health before ascending the left-hand platforms. Search the guard along that climb, then go upstairs to the medical station and Hologram room. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  16. Chiropractor. Use the Imps along the two bridge paths or in the arena immediately after Olivia’s glass room. Stagger an Imp, move behind it and perform the Glory Kill while aimed at its upper body. Register four Neck/Jaw Breaker finishes before clearing the last Imp; reload the fight if you need another attempt. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  17. Searching High and Low. Register three secrets in the tower. Take the lower pipe detour to Argent Cell 1, cross the moving-container tunnel to Orangeguy and ride the activated drone on the far side to the Halls of the Damned lever and room. Follow those pickup rows and check the secret counter before the final survival fight. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  18. Overkiller. Kill 15 demons while Quad Damage is active. Pick up the orb at the far end of the arena after Olivia’s meeting and use it on the initial crowd. A second opportunity is to the right during the later Mancubus fight; homing rockets quickly finish those tough targets. Reload that fight if the counter is short. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Kadingir Sanctum

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Elite Guard 1. Win the opening battles and use the radar-marked red skull switch. Take the yellow skull from the alcove it opens and unlock the yellow gate. Search the guard inside the cave beside the glowing green testament stone before leaving through its opposite exit. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Data Log 1. Use the opening red skull switch, take the yellow skull and open its gate. Examine the glowing green stone beside the guard in that cave to record the first Slayer’s Testament before leaving the cave. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Astroguy. After the next outdoor fight, enter the right-hand gate and double-jump across the floating rocks. Climb to the upper switch and open the gate ahead. Before entering its green portal, turn right and follow the short side path to the figure. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Savagery. Use the green portal and take the blue skull, then clear the first Cacodemon fight. Stand on the rock with chains. On the side opposite the yellow door, jump to the floating rock, then the ledge on its left, and climb to the stone. This path opens after using the portal. Kill Imps with the Super Shotgun to gain movement time and reach the altar; reload while moving between targets. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Perform 25 unique Glory Kills..
  5. Argent Cell 1. After Savagery, open the blue gate beside the chained rock. Enter its tunnel and turn right before following the route forward. Take the cell in that side space, then continue to the outdoor demon fight. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. Elite Guard 2. Fight through the outdoor route beyond the blue gate and cross the floating rocks to the next red skull switch. Activate it to open the large gate below. Before entering, return toward the tunnel where the Cacodemon attacked and search the nearby guard above the hidden Chaingun cave. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  7. Seek and Destroy. Clear the fight behind the large gate, using the Haste under its entrance if helpful. From the entrance, follow the left wall past the portal alcove to the AutoMap alcove. At the opposite end of the arena, enter the left-hand tunnel before climbing. Use the stone and perform aerial Glory Kills on three Hell Knights after weakening them with the Heavy Assault Rifle; collect ammo between spawns. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Glory Kill 75 demons..
  8. Redguy. After Seek and Destroy, climb the main stairs beyond that arena. Halfway up, turn around and look left for the separate rock ledge. Jump onto it and take the figure, then return to the staircase. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. Elite Guard 3. At the top of the stairs beyond Redguy, turn right and look over the rock edge for a yellow gravity jump. Drop beside it and go forward. Search the guard on the right before using the pad to return above. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Data Log 2. At the top of the Redguy staircase, turn right and drop beside the yellow gravity jump below. Go forward and check the left side opposite the third guard for the loose log beside the testament stone. Take it before returning on the jump pad. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Data Log 3. Follow the same lower gravity-jump detour opposite the third guard. Examine the glowing testament stone on the left, beside the loose log, then use the jump pad to return to the upper route. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  12. Field Drone 1. Return from the lower jump-pad detour and go left from the staircase. Follow the main route toward the hologram cave. Use the Field Drone you pass along this route before the hologram and Baron of Hell encounter. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  13. Data Log 4. After returning to the upper staircase from the third guard’s jump-pad detour, take the left route toward the hologram cave. Pick up the log you pass with the Field Drone before following the hologram uphill. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  14. DOOM: Slough of Despair lever. Follow the hologram uphill to the Baron battle and clear it with the nearby Quad Damage if needed. The gate beside that powerup opens afterward. Before entering, search the cave straight ahead for its lever. Pull it, then drop to the right of the bridge leading to the large gate and enter the retro room directly beneath that gate. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  15. Data Log 5. Beyond the Baron arena’s gate, follow the single route across the rock islands. Kill the demons fighting on the distant ledge, cross to it and pick up the loose log after landing from the final island. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  16. Data Log 6. After the loose log beyond the rock islands, climb the onward path. Examine the glowing testament stone along the climb before the final Elite Guard. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  17. Elite Guard 4. Follow the climb past the later testament stone and search the guard a little farther up. Do this before entering the final battle area. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  18. Data Log 7. After the final guard, approach the last battle area. Pick up the log before starting that fight, alongside the armor and ammunition in the approach tunnel. Survive the arena and then follow the hologram to the mission exit. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  19. Dead Man Stalking. Collect all four guard tokens in Kadingir Sanctum: the yellow-skull cave, the area above the hidden Chaingun cave, the lower gravity-jump detour and the climb before the final arena. Interact with every corpse to extract its token; check all four guard rows before taking the exit. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  20. Momentum Swing. Get 10 kills with an active powerup in this mission. During the first Cacodemon fight after the portal and blue skull, collect the nearby Quad Damage and kill the remaining demons. Later Quad Damage in the Baron and final arenas supplies more chances; repeat an encounter if needed. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  21. Sweep the Leg. In the first long battle, weaken a Hell Razer until it staggers. Approach its right side and aim down at its right leg before the Glory Kill. Perform four Leg Sweep finishes. Use the early Hell Razers and the one in the final fight; repeat a checkpoint if you exhaust them. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Argent Facility (Destroyed)

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Data Log 1. At the mission’s starting position, take the log nearby before moving forward into the first Cacodemon and green-lit climbing platforms. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. DOOM II: Underhalls lever. Climb the green-lit exterior platforms until you reach the larger landing with crates. Walk behind those crates and pull the hidden lever. Drop one floor to enter the retro room; the first figure’s ledge is beside its entrance. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Rageguy. On the early green-lit climb, pull the classic-map lever behind the crates. Drop to the retro-room level and jump onto the platform to the left of its entrance. Take the figure before resuming the climb. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Elite Guard 1. Continue climbing from the first figure to the wide gap and double-jump across it. Drop into the ruined corridor visible below the onward path, then turn around and search the guard before entering the security-office room. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Data Log 2. After crossing the wide exterior gap and checking the guard in the ruined corridor, enter the nearby security-office room. Take the log from its corner before operating the computer and opening the next sluice. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. In-Flight Mobility. From the security office, open the sluice and fight forward to the objective-marked door. Before opening it, take the path on its left to the stone. Collect all 15 Hell Relics and reach the altar within the trial’s time limit. Look ahead and strafe between jumps to follow the relic trail. Retry if needed. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Kill 30 demons while in mid-air..
  7. Elite Guard 2. From the In-Flight Mobility stone, turn around and follow the rock’s left edge. Drop beside the gravity jump below, face back toward the stone’s platform and locate the pipe entrance with Mega Health. Use the jump pad and a second jump to land in that pipe, then search its guard. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Data Log 3. Enter the door beside In-Flight Mobility and clear the first Pinky encounter. Use the AutoMap on the right of the room, take the log on the left and then operate the central computer to continue. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. Elite Guard 3. Beyond the Pinky room’s computer, clear the next outdoor encounter using its Quad Damage if needed. Use the gravity jump after the fight and land on the upper platform. Search its guard before climbing farther to the next fight. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Data Log 4. After the third guard’s platform, climb to the arena with four initial enemies, then two Pinkies and a Mancubus. Clear them and take the log from the room the final enemies emerged from before following the escaping Field Drone. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Field Drone 1. Destroy the Gore Nest near the escaping bot and defeat its demons, including the final Baron. Use the computer in front of the yellow door to move the machine. When it approaches the right wall, jump onto that wall and then the right-hand platform to reach the bot. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  12. Armored Offensive. After the drone detour, take the door below and turn left. Collect the armor, kill the demon and jump to the walkway in front of the armor. Follow it to the stone. Kill all eight trial targets with the Combat Shotgun while surviving critical health; begin with a quick Glory Kill for armor and shoot the Pinky from behind. Retry freely. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Earn 2500 points of Armor..
  13. Data Log 5. Return from Armored Offensive to its entrance and take the right-hand green-lit rock path. Clear the landing-zone fight with its Haste if needed. Pick up the log on the landing before entering the door toward the yellow key. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  14. Argent Cell 1. At the landing with the fifth log, jump to the ledge on the right of the onward door. Look beneath it for a lower ledge and drop to that ledge to open the cell. Return above and enter the door for the yellow key. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  15. Patriotguy. Take the yellow key and use it to open the nearby yellow door. Before dropping farther down, return to the entrance and jump one level above it. Follow the corner around to the figure, then descend to the final guard corridor. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  16. Elite Guard 4. After Patriotguy’s upper detour, drop down and turn around. Follow the corridor ahead all the way to its end and search the last guard. Then open the yellow door, clear the remaining demons and board the vehicle to end the mission. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  17. Skeet Shoot. After the security office, keep a Revenant alive until it lifts into the air to launch rockets. Lock on with the Rocket Launcher while it is grounded, then release the burst during its airborne attack; a Gauss shot is another finishing option. Check the tick before killing the remaining Revenants. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  18. Close Encounters. Bring the Chainsaw from Resource Operations and collect fuel as you move through this mission. Use it on five weak demons to spend less fuel per kill, rather than exhausting the tank on one large enemy. Revisit this mission if you finish its fights before reaching five. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  19. Knowledge is Power. Take at least three of this mission’s five logs. The start log, the security-office corner log and the log left of the AutoMap in the first Pinky room provide an early route. Check all three pickups before continuing toward the yellow key. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Advanced Research Complex

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Argent Cell 1. Leave the arrival station, go upstairs and fight through the opening rooms. Reach the room with the passage-opening computer panel. Open the cell beside that computer before operating the panel and continuing toward Hayden’s office. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Elite Guard 1. At the red-lit locked door after the first cell’s computer room, return to the earlier toilet that had no armor. Stand on a sink and turn around to locate the ventilation opening. Follow that tunnel into the locked room, search the guard and use its AutoMap. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Data Log 1. Follow the passage opened by the cell-room computer and clear the next battle. Use the next control panel and take the log lying beside it before proceeding to the Gore Nest below Hayden’s office. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Data Log 2. Win the Gore Nest battle and go upstairs to meet Hayden. Pick up the documents after his conversation, then take the elevator at the corridor’s end. Collect the log as you arrive below, before the guard against the right wall and exterior sluice. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Elite Guard 2. After Hayden’s meeting, ride the corridor elevator down. Pick up the nearby log and turn right. Search the guard leaning at the wall before opening the exterior sluice with its panel. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. Blood Fueled. Open the sluice after Hayden’s elevator, destroy the exterior Gore Nest and clear its fight, using Haste on the right if needed. Operate the objective computer, then detour through the sluice straight ahead to the stone. Kill all 15 targets with the Heavy Assault Rifle before time expires; each kill permits only a short movement burst, so move toward the next target immediately. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Kill 50 demons during the speed boost..
  7. Argent Cell 2. Leave Blood Fueled through its sluice and turn left outside. Jump onto the first platform and turn around. Look down to the right for the pipe. Drop onto it and follow it to the cell before jumping across to the other edge. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Phobosguy. Take the pipe detour to the second cell outside Blood Fueled, then jump onto the edge across from it. Keep left and climb to the cave above. Enter the cave and take the figure; the classic-map lever is visible left from its exit. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. DOOM: Phobos Lab lever. From Phobosguy’s cave exit, look left through the gate for the lever. Climb to the top of the central rock with the armor, then double-jump across to reach that lever. Pull it and return toward the exterior Gore Nest you cleared earlier to enter the retro room it opens. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Field Drone 1. Follow the objective tunnel, waiting for its hatch to lower so you can land on it. Climb at the wall marked 1 to the metal platform and through the overhead hole. Activate the first fan but cross to the opposite side before riding it. Turn off the running fan there and drop through the opening to the bot. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Elite Guard 3. Return from the drone below the disabled fan to the fan you activated earlier. Ride its airflow into the upper corridor. Enter the room on the left and search the guard before continuing into the research rooms. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  12. Data Log 3. After riding the activated fan and passing the third guard, open the next door and clear the research-room enemies. Search Prototype Lab 2 for its log before collecting the body from Security Room. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  13. Data Log 4. In the research-room area beyond the fan and guard, clear the demons and enter the Server Room. Take its log before the BFG Prime Lab security sequence. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  14. Pinkguy. After searching Prototype Lab 2 and the Server Room, enter Prototype Lab 01. Use the machine in its center to reach the shaft on the right. Follow that tunnel to the figure, then return to Security Room for the corpse used at the BFG scanner. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  15. Intimacy is Best. Obtain the BFG, win its demonstration fight and operate the central panel. Take the door on the right, then enter the narrow tunnel on the left to reach the stone. Weaken eight Imps with the Pistol and finish each with a Glory Kill before time expires. Try a partially charged shot to stagger them without killing them; repeat the trial if you run out of time. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Stagger 100 demons..
  16. Bottle Opener. Use the Possessed near the arrival station and toilets. Stagger one with a melee strike, move behind it and aim at its lower right leg or rear of its head to perform Screw Top. Repeat that animation on five Possessed before clearing the opening groups; reload their encounter if you need more. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  17. Double Take. Interact with both stones during this mission: Blood Fueled through the sluice after the outdoor Gore Nest, and Intimacy is Best through the left tunnel after the BFG demonstration panel. Finish their trials on this save while you are there, using the detailed stone rows. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  18. Hide and Seek. Take Phobosguy from the cave reached after the exterior pipe-cell detour, and Pinkguy from Prototype Lab 01’s right-hand shaft. Complete both pickup routes and check both figure slots before the final elevator battle. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Lazarus Labs

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Data Log 1. Enter the first room from the mission start and watch its hologram. Take the log in the left corner before continuing to the room with the Siphon Grenade and shaft. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Data Log 2. After the early shaft battle and first Gore Nest arena, pass the unlocked door, kill the Imp and climb. Before opening the next door, turn around and jump into the tunnel behind you. Follow it to the room with the log and first guard. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Elite Guard 1. After clearing the early Gore Nest arena, pass its unlocked door and climb past the Imp. Before the next door, turn around into the upper tunnel. Search the guard in the room at its end beside the second log. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Field Drone 1. Return from the first guard’s tunnel, open the onward door and follow the corridor. Use the bot in the room at its end, then climb the ceiling shaft to the next floor. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Data Log 3. From the bot’s room, climb through its ceiling shaft. Kill the weaker enemies a little farther along and take the log on the right before opening the left-wall ventilation shaft toward the AutoMap. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. Rich Get Richer. Return above from the AutoMap detour and take the door at the room’s far end. Climb the stairs, look down and open the hatch. Follow its tunnel and climb through the hole at the end to the stone. Kill all 14 targets with the Rocket Launcher before time runs out; use the area’s supplies because targets drop none. Keep distance, clear the left enemies first and use the pillar against the Cacodemon. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Fill your Armor value to max 12 times..
  7. Elite Guard 2. After Rich Get Richer, open the nearby door and continue left through the medical-station corridor. Drop through the floor hole, win the fight using the central powerup and teleports if needed, then open the sluice at the arena’s far end. Search the guard behind it before climbing either side. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Eliteguy. From the second guard, climb either stair route and open the next sluice into the Pinky arena. Clear the enemies using its central Haste. Behind the second artifact on the left, collect the Mega Health and follow the tunnel beside it to the figure before taking the elevator to Lazarus Archives. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. Toxicguy. Ride the elevator into Lazarus Archives. Climb the room’s right side to the upper level and locate the red panel. Interact with the red light on the wall behind that panel to open the figure’s compartment before continuing to the Helix Stone control room. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Data Log 4. Continue from Lazarus Archives to the computer that opens the hidden room. Take the log beside that computer before collecting the hidden room’s cell, armor, ammunition chest and BFG ammo. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Argent Cell 1. Use the computer beside the fourth log to open the hidden room. Enter it and open the cell among the armor, ammunition chest and BFG ammo. Then use the next panel to remove the Helix Stone’s lock; check the Demon Destruction terminal before activating the stone. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  12. Elite Guard 3. Activate the Helix Stone, clear the resulting demons and descend the new stairs. Clear the enemies below and follow the hologram route through the corridor on the right. At the room with the floor hole, drop down and search the guard in that hole before returning to its panel. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  13. DOOM: Tower of Babel lever. After the Helix Stone fight, descend the new stairs and follow the right-hand corridor to the room with a floor hole. Pull the lever to the right of the hole, then drop down and enter the retro doorway beside the guard. Return above afterward to call the elevator. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  14. Elite Guard 4. Call the elevator above the classic-map hole, ride up and fight through the next rooms. After using the computer in the right-hand medical-station room and clearing the adjacent battle, enter the upper room on the right. Follow its tunnel to the last guard beside the Saving Throw stone. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  15. Saving Throw. Follow the tunnel from the upper-right room after the medical-station computer and adjacent fight. Reach the stone beside the final guard. Kill all nine targets with the Gauss Cannon before the timer expires, surviving critical health with no enemy resource drops. Strafe around pillars and charge the stronger shot behind cover for tough targets; retry freely. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup. Full list (1 entry): Kill 10 demons while Saving Throw is active..
  16. Data Log 5. After Saving Throw, return through the narrow central corridor, drop down and use the blue portal at its end. Win the large jump-pad arena, then ride the round elevator up. Take the log with its supplies and refill at the wall health station before opening the Cyberdemon’s door. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  17. Variety is the Spice of Death II. Take the Siphon Grenade in the opening rooms, drop down its shaft and use the Possessed Soldiers there and around the next Gore Nest. Stagger each and change your approach angle before the Glory Kill. Register five distinct animations on this enemy type; repeat the shaft encounter if necessary. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  18. Thread the Needle. Bring the BFG acquired in Advanced Research Complex. After Saving Throw, use the blue portal into the large jump-pad arena. Fire one BFG shot through the initial crowd so it kills at least 10 demons before the stronger late enemies arrive. Check the challenge; reload the encounter if fewer than 10 register. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  19. Time Well Spent. Reach the Helix Stone control room after Lazarus Archives and collect the hidden-room cell. Use the next panel to remove the stone’s lock. Before activating the stone, interact with the Demon Destruction game on a computer against the wall and play it; return to the stone afterward. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Titan’s Realm

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Data Log 1. Follow the opening tunnel and examine the glowing testament stone on the right before dropping through the hole at its far end. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Elite Guard 1. After the opening tunnel’s drop and fight, climb to the short bridge with four Lost Souls. Kill them, drop onto the right-hand platform and look underneath the bridge for a red switch. Cross the damaging green liquid quickly to activate it. Enter the newly opened tunnel below on the right and search the guard beside its armor. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Field Drone 1. Continue from the first guard to the corridor on the left and clear its demons. Enter the right wing and press the switch concealed in the left wall. Turn around to enter the opening it creates and use the bot behind you before taking the left route onward. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Keenguy. Clear the Haste chamber after the bot and use its central green portal. Win the larger arena on the other side, using Quad Damage if needed. Return to that arena’s entrance, climb the stairs on the left and follow the left wall to the niche with the figure. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Silverguy. Use the central teleporter after Keenguy, then activate the AutoMap and clear the large chamber. Find the red-skull door and use the launcher to its right. Land on the upper floor, jump across the room and take the figure in the corner before dropping toward the central green armor and yellow skull. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. Elite Guard 2. Take the yellow skull and shelter in the niche that appears as the ceiling descends. Once it stops, turn right and descend to the locked yellow door. Take the left route through the green-liquid chamber, jumping between the rock islands. Search the guard at its far end before using the red button. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  7. Data Log 2. Use the button by the second guard and win the two-large-demon fight with the central Invulnerability if needed. Clear the next room, then enter the chamber directly ahead. Pick up the loose log beside the Argent Cell before opening the yellow door. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Argent Cell 1. After the green-liquid room’s second guard and red-button fight, clear the next room and enter the chamber ahead. Open the cell beside the log, then return to the nearby yellow door. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. DOOM: Phobos Anomaly lever. Open the yellow door and survive the fight around the crushing platform. Ride that platform up and press the red switch to open the red-skull door below. Ride down before entering it and pull the lever in front of the opened gate. Return to the green-liquid chamber to enter the retro room it unlocks. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Data Log 3. Enter the red-skull door, take the blue skull and win the fight that follows, including the final Baron. Use the green portal by the exit and continue forward. Examine the testament stone on the right, opposite the short tunnel with Mega Health. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Data Log 4. Clear the final chamber before the blue door, using Berserk when its Summoner appears. Open the blue door with your skull and collect the log immediately beyond it before ending the mission. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  12. Trick Shot. Drop through the opening tunnel and clear the first group, then climb to the short bridge. Two pairs of Lost Souls approach from left and right. Shoot one with the Gauss Cannon while its partner is close, allowing its explosion to destroy the other. Check the tick before advancing past the bridge. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  13. Atop the Mountain. In the larger arena after the first green portal, use Quad Damage to weaken a Baron without killing it. When it staggers, jump above it and perform an aerial Glory Kill. The later blue-skull arena’s final Baron gives another opportunity if you miss the first. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  14. Dominator. Kill 20 demons with powerups active in this mission. Use Haste in the chamber after the bot, Quad Damage after the first green portal, Invulnerability at the green-liquid room’s red-button fight and Berserk in the final blue-door arena. Repeat an encounter if the mission counter remains below 20. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

The Necropolis

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Data Log 1. At the starting yellow and blue gates, drop down on their left side. Go through the green portal and collect the loose log as you arrive in the arena. Do this before the barrel fight and its final Mancubus. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Data Log 2. Clear the first portal arena, then turn left and climb its stairs. Examine the testament stone at the top beside the Argent Cell before returning to the new red-switch room. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Argent Cell 1. After the first portal arena, turn left and go upstairs to the testament stone. Open the cell beside it before returning to the unlocked red-switch room and continuing the skull-key encounters. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. DOOM: House of Pain lever. Use the first red switch to open the door below, then clear the second red-switch arena and take its skull. Use the AutoMap in the right-hand niche. Before entering the green portal in front of the skull, pull the lever hidden on its right. Return toward the earlier Argent Cell room to enter the retro opening. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Data Log 3. Use the portal after the classic-map lever, open the yellow door and activate its switch, then use the right-hand transporter. Clear the battle, take the blue skull and open the blue door. Win its two-Baron fight, descend to the bottom and enter the hole. Examine the testament stone at the bottom before dropping farther. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. Tealguy. Drop from the later testament-stone route onto the floating-rock path and kill the two Cacodemons. The figure is beneath the third rock island. Reach the fourth platform and jump from there into the opening under the third; collect it before entering the Mancubus cave across the gap. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  7. Elite Guard 1. Cross the floating rocks after Tealguy to the cave and kill its Mancubus. Search the guard against the cave wall before moving toward the next bot and arena. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Field Drone 1. After the Mancubus cave and its guard, continue a short distance along the main route to the bot. Choose your last missing selectable mod before entering the large Haste fight on its right. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. Elite Guard 2. Win the Haste arena after the bot, continue up the corridor and defeat its remaining demons. Search the guard immediately before the outside exit, then continue to the giant skull. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Hazmatguy. Exit the last guard’s corridor into the exterior. Look high on the right for the enormous skull; its forehead bears a red rune. Fire a rocket into that mark to release the collectible crate, then take Hazmatguy before continuing through the last enemies toward the Hell Guards. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Data Log 4 — automatic boss entry. Finish The Necropolis by defeating the first Hell Guard and then the pair. Continue the ending sequence to receive this automatic Codex entry. There is no loose object to find; if it is missing, finish the boss through Mission Select on this same save. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  12. Data Log 5 — automatic boss entry. Defeat both phases of the Hell Guard encounter and finish the mission’s ending sequence. This second entry is awarded by that story progression, alongside the other automatic boss log. Compare the mission’s log tally; replay the boss on this save if needed. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  13. A Pin Pops a Balloon. After the opening green portal, clear the lesser demons and weaken the Mancubus that arrives last. Switch to the Pistol for its killing shot; charged shots make the finish more practical. Keep it alive until the Pistol does the final damage, then confirm the challenge tick. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  14. Two Mouths to Feed. At the second red skull-switch arena, wait for the pair of Cacodemons and draw them close together. Fire one BFG shot through both, or use a charged Gauss shot while they overlap. Both must die from that shot; repeat the encounter if one survives. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  15. Wait For It. Kill 10 demons with barrels in this mission. Use the barrels in the first arena beyond the green portal, then the plentiful barrels around the second red skull switch. Draw weaker demons near a barrel before shooting it. Reload these fights if the counter is still short before the skull-key route ends. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

VEGA Central Processing

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. Data Log 1. Enter the first room ahead of the mission start and take the log beside the computer before opening the sluice to the exterior. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Elite Guard 1. Open the first sluice and walk outside. Search the guard a little farther ahead on the right before climbing the wall that blocks the route. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Quakeguy. At the wall after the first guard, choose the upper-right route. Climb the pipes to the door into the narrow tunnel. At its middle, take the passage into the building to find the figure; the tunnel’s far end also has BFG ammunition. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Data Log 2. Descend from Quakeguy, operate both security deactivators and the upper panel, then clear the Cacodemon fight. Follow the corridor beyond that computer. Pass the gate and turn left to the log against the far wall, then look left again behind the crates for the lower hatch. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  5. Elite Guard 2. Open the hatch behind the crates near the second log and descend into the demon-filled corridors. Take the blue key from its corpse, unlock the door back to the AutoMap area and open the other blue-key passage. Search the guard inside before dropping through the Mega Health shaft. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  6. DOOM: Command Control lever. With the blue key, enter the side room holding the second guard and Mega Health shaft. Before dropping, pull the lever behind the crates on the right. Return to the corridor with the blue-key corpse and enter the retro opening there. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  7. Jungleguy. Drop through the Mega Health shaft after the second guard and classic-map lever. On landing in the ventilation tunnel, move to its right edge and drop onto the similar tunnel below. Take the figure there, then climb back and enter the corridor at the opposite end toward the cooling center. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  8. Data Log 3. Enter the cooling center after the ventilation-tunnel detour. Before destroying the four blue cooling spirals, pick up the log in the middle of the room. Use the lower corridor’s Berserk during the ensuing demon fight if needed. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  9. Elite Guard 3. Destroy all four cooling spirals and take the gravity-jump exit. Ride the transporter down and win the next large arena. Before boarding the platform at its far end, double-jump into the space underneath it and search the guard. Use the nearby elevator to return above. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  10. Data Log 4. Ride the large platform beyond the last guard to VEGA’s center. Destroy the processor on the left and the one on the right. Take the log beside the central panel before using that panel to overload the core and end the mission. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  11. Variety is the Spice of Death III. After Quakeguy’s upper pipe/tunnel detour, descend the shaft with the Imps. Stagger them and vary front, rear, side and aerial Glory Kills to register five different animations. Keep using later Imps or repeat the early shaft fight until its challenge tick fills. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  12. Gore Piñata. Descend the shaft not far beyond Quakeguy. After killing the first two Imps, watch the next three and wait for them to gather. Throw a single Frag Grenade into that group so all three die in its explosion. Retry the checkpoint if they scatter or survive. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  13. My Teeth are Sharper. Keep enough Chainsaw fuel for a Cacodemon. Use both security deactivators and then the upper panel. During the next Cacodemon encounter, let one approach close enough and finish it with the Chainsaw; refuel before repeating if your tank cannot execute it. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Argent D’Nur

Point of no return: Leaving this mission closes its current encounter and pickup window. Replay the mission through Mission Select on this same ordinary save to recover it.

  1. DOOM: Pandemonium lever. Clear the first arena and its Berserk fight, then drop at the next edge and press the red skull switch on the right. Climb back via the left rock for its armor/fuel niche. Continue to the first Wraith arena and release its soul with the Crucible. Drop off the right edge of that stone and press the second skull switch. Take the newly opened passage to the right of the large objective skull, pull its lever and enter the nearby retro room. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  2. Cosmoguy. Release the first Wraith and take the second skull-switch detour before continuing through the large skull. Win the following arena, using its central Berserk when the Mancubi appear. The next objective door opens afterward. Climb the stairs on its left and enter the hole there for the figure before releasing the second Wraith. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  3. Slayerguy — automatic finale reward. Release all three Wraith souls with the Crucible, then drop through the objective-marked skull to the final boss. Defeat the Spider Mastermind and finish the campaign ending. This figure is the automatic finale reward; check the save’s Collectibles display afterward. Replay the finale on this save if the slot is still empty. Watch out: Finish this detour before leaving the mission. If you pass it, return with Mission Select on the same ordinary save; check that its exploration counter records the pickup.
  4. Hold Still. Keep a BFG charge for the last large arena before the Spider Mastermind. Initially fight from the entrance against Imps, Pinkies and Hell Knights. When Mancubi and then Barons arrive, take the central Quad Damage if needed. Wait until both Barons stand near each other, then kill them together with one BFG shot. Retry that encounter if only one dies. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  5. Uncharted Territory. Open all three skull-switch secrets. After the first arena, drop at its far edge and press the switch on the right; climb back by the left rock into the armor/fuel niche. After releasing Wraith 1, drop right from its stone and press the switch to open the side passage right of the large skull. After Wraith 2, climb the skulls, continue to the switch on the right, press it and return to the right-hand Mega Health/BFG-ammo niche. Enter each opened secret. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.
  6. Big [REDACTED] Gun. Use the BFG on groups throughout the three Wraith arenas to get 25 kills in this mission. Collect BFG ammo in the first Wraith arena and in the niche opened by the final skull switch. Reserve one shot for both final Barons and reload a crowded encounter if your BFG counter remains short before dropping to the boss. Watch out: Check this mission’s challenge ticks before its exit. If you exhaust the needed enemies or pass a secret, retry the checkpoint or use Mission Select on this ordinary save. Keep progress on this same slot.

Capacity, suit and weapon upgrades

Point of no return: Keep the campaign slot after the ending. Replay missions on that save for missing tokens, weapon points and mastery targets.

  1. Environmental Resistance. Take the Praetor Suit during The UAC’s opening sequence. Extract six tokens from Elite Guards, then open Praetor Suit → Environmental Resistance and buy Hazard Protection, Self Preservation and Barrels O’ Fun in order. Their costs are 1, 2 and 3 tokens. If another category used your early tokens, collect more guards or replay a missed guard mission on this save. Full list (3 entries): Hazard Protection, Self Preservation, Barrels O’ Fun.
  2. Area-Scanning Technology. After The UAC’s blue door, use the AutoMap in the right-hand cave to unlock Area-Scanning Technology. Spend guard tokens on Item Awareness, Secret Sense and Full View in that order, costing 1, 2 and 3. Open the Praetor Suit menu for these purchases; Full View makes later pickup cleanup easier. Return to guard missions on this same slot if you need the remaining tokens. Full list (3 entries): Item Awareness, Secret Sense, Full View.
  3. Equipment System. Pick up the Frag Grenade after the blue gate in The UAC. This opens Equipment System in the Praetor Suit tab. Purchase Quick Charge for two tokens, Stock Up for three and Rapid Charge for four, following that order. The nine tokens come from searched Elite Guards; recover any missed guards with Mission Select before finishing the last purchase. Full list (3 entries): Quick Charge, Stock Up, Rapid Charge.
  4. Powerup Effectiveness. Take Berserk in Resource Operations’ outdoor satellite-route battle to unlock Powerup Effectiveness. In the Praetor Suit menu, buy Power Surge, Healing Power and Power Extender successively for 1, 2 and 3 guard tokens. If the last node stays locked, finish the preceding node and collect enough tokens on this campaign slot, replaying guard detours where necessary. Full list (3 entries): Power Surge, Healing Power, Power Extender.
  5. Dexterity. Collect four weapons: the Pistol, Combat Shotgun, Chainsaw and Heavy Assault Rifle are available by Resource Operations. In Praetor Suit → Dexterity, spend two tokens on Adept, then three on Quick Hands and four on Hot Swap. The nine-token route completes this category. Keep the ordinary save for later guard recovery if you cannot afford every node yet. Full list (3 entries): Adept, Quick Hands, Hot Swap.
  6. Health, Armor and Ammo allocations. Follow the 12 Argent Cell rows from VEGA’s first gift in Resource Operations through The Necropolis. Open each cell and choose a capacity. Allocate four cells to each of the three tracks on one save; a single completed track earns Argent Overload and all three earn Argent Fiend. Replay missing-cell missions through Mission Select. Full list (12 entries): Health allocation 1, Health allocation 2, Health allocation 3, Health allocation 4, Armor allocation 1, Armor allocation 2, Armor allocation 3, Armor allocation 4, Ammo allocation 1, Ammo allocation 2, Ammo allocation 3, Ammo allocation 4.
  7. Pistol — Charged Energy Shot. Your starting Pistol already has this charge mode; no Field Drone is needed. For Charged Energy Shot, open the Pistol page in Arsenal and purchase Charge Efficiency, Quick Recovery, Light Weight with weapon points. These ordinary nodes cost nine points together and open Increased Power. Use weak Possessed in the opening missions or the early Lazarus Labs shaft encounter. Charge the alternate shot, aim at the head and use it for the killing hit. If Increased Power remains unfinished after the target fight, replay its campaign encounter on the save that owns Charged Energy Shot; use the task below to check the remaining condition. Full list (4 entries): Charge Efficiency, Quick Recovery, Light Weight, Increased Power.
  8. Combat Shotgun — Explosive Shot. Select it at The UAC’s Field Drone or a later unused drone. For Explosive Shot, open the Combat Shotgun page in Arsenal and purchase Speedy Recovery, Bigger Boom, Instant Load with weapon points. These ordinary nodes cost nine points together and open Cluster Strike. Aim the grenade at an Imp’s body rather than the nearby ground; use wall-clinging or approaching Imps in replayed early missions. If Cluster Strike remains unfinished after the target fight, replay its campaign encounter on the save that owns Explosive Shot; use the task below to check the remaining condition. Full list (4 entries): Speedy Recovery, Bigger Boom, Instant Load, Cluster Strike.
  9. Combat Shotgun — Charged Burst. Select the other shotgun mod at Resource Operations’ bot or a later unused drone. For Charged Burst, open the Combat Shotgun page in Arsenal and purchase Speedy Recovery, Rapid Fire, Quick Load with weapon points. These ordinary nodes cost nine points together and open Power Shot. Weaken a Mancubus first, approach closely and use the complete charged burst for the finish. Argent Energy Tower and later missions provide targets. If Power Shot remains unfinished after the target fight, replay its campaign encounter on the save that owns Charged Burst; use the task below to check the remaining condition. Full list (4 entries): Speedy Recovery, Rapid Fire, Quick Load, Power Shot.
  10. Super Shotgun — Improvements. Take the weapon from the exterior detour beside Argent Facility’s third-filter/AutoMap route; its upgrade track needs no bot. For Improvements, open the Super Shotgun page in Arsenal and purchase Faster Reload, Uranium Coating with weapon points. These ordinary nodes cost nine points together and open Double Trouble. Line up weak demons in the Lazarus Labs shaft crowd, or wait until two stand side by side, then use a single close-range blast. If Double Trouble remains unfinished after the target fight, replay its campaign encounter on the save that owns Improvements; use the task below to check the remaining condition. Full list (3 entries): Faster Reload, Uranium Coating, Double Trouble.
  11. Heavy Assault Rifle — Tactical Scope. Take the rifle behind the first main yellow door in Resource Operations, then select its scope at an unused bot. For Tactical Scope, open the Heavy Assault Rifle page in Arsenal and purchase Uranium Coating, Skull Cracker, Light Weight with weapon points. These ordinary nodes cost nine points together and open Devastator Rounds. Scope in on slow Possessed or staggered enemies and finish with headshots. Repeat the opening Lazarus Labs shaft encounter for more targets. If Devastator Rounds remains unfinished after the target fight, replay its campaign encounter on the save that owns Tactical Scope; use the task below to check the remaining condition. Full list (4 entries): Uranium Coating, Skull Cracker, Light Weight, Devastator Rounds.
  12. Heavy Assault Rifle — Micro Missiles. Take the rifle in Resource Operations and choose this modification at an unused Field Drone. For Micro Missiles, open the Heavy Assault Rifle page in Arsenal and purchase Ammo Efficient, Advanced Loader, Quick Launcher with weapon points. These ordinary nodes cost nine points together and open Bottomless Missiles. At a crowded fight such as Lazarus Labs’ opening shaft, sweep your aim across four separate targets and attach a missile to each without waiting for kills. If Bottomless Missiles remains unfinished after the target fight, replay its campaign encounter on the save that owns Micro Missiles; use the task below to check the remaining condition. Full list (4 entries): Ammo Efficient, Advanced Loader, Quick Launcher, Bottomless Missiles.
  13. Plasma Rifle — Heat Blast. Take the hidden rifle via Resource Operations’ yellow-key hatch route, then select Heat Blast at an unused bot. For Heat Blast, open the Plasma Rifle page in Arsenal and purchase Super Heated Rounds, Improved Venting, Expanded Threshold with weapon points. These ordinary nodes cost nine points together and open Heated Core. Charge the heat meter by firing the Plasma Rifle, move close to at least two weak demons and discharge the blast. Repeat the Lazarus Labs crowd. If Heated Core remains unfinished after the target fight, replay its campaign encounter on the save that owns Heat Blast; use the task below to check the remaining condition. Full list (4 entries): Super Heated Rounds, Improved Venting, Expanded Threshold, Heated Core.
  14. Plasma Rifle — Stun Bomb. Acquire the Plasma Rifle and select this second modification at an unused Field Drone. For Stun Bomb, open the Plasma Rifle page in Arsenal and purchase Quick Recharge, Big Shock, Longer Stun with weapon points. These ordinary nodes cost nine points together and open Chain Stun. Fire the bomb into the Lazarus Labs shaft crowd, then finish the stunned demons before the effect expires. Wait for its recharge between attempts. If Chain Stun remains unfinished after the target fight, replay its campaign encounter on the save that owns Stun Bomb; use the task below to check the remaining condition. Full list (4 entries): Quick Recharge, Big Shock, Longer Stun, Chain Stun.
  15. Rocket Launcher — Remote Detonation. Take the launcher in Argent Facility’s classic-map building if you did not find it earlier, then select this mod at a bot. For Remote Detonation, open the Rocket Launcher page in Arsenal and purchase Improved Warhead, Jagged Shrapnel with weapon points. These ordinary nodes cost nine points together and open External Payload. Use weak enemies grouped in the Lazarus Labs corridor. Fire past or above their group and manually explode the rocket while all three are within its blast; keep distance from the explosion. If External Payload remains unfinished after the target fight, replay its campaign encounter on the save that owns Remote Detonation; use the task below to check the remaining condition. Full list (3 entries): Improved Warhead, Jagged Shrapnel, External Payload.
  16. Rocket Launcher — Lock-On Burst. Acquire the launcher and choose Lock-On Burst at an unused bot, such as Argent Facility’s lower blue-barrier bunker. For Lock-On Burst, open the Rocket Launcher page in Arsenal and purchase Quick Lock, Faster Recovery with weapon points. These ordinary nodes cost nine points together and open Multi-Targeting. Use the first Summoner after Argent Facility’s third filter or later ones, locking on while moving to avoid its attack. Finish with the burst and repeat a mission encounter for the remaining kills. If Multi-Targeting remains unfinished after the target fight, replay its campaign encounter on the save that owns Lock-On Burst; use the task below to check the remaining condition. Full list (3 entries): Quick Lock, Faster Recovery, Multi-Targeting.
  17. Gauss Cannon — Precision Bolt. Take the cannon from Argent Energy Tower’s orange shaft niche below the Hologram room, then choose this mod at a bot. For Precision Bolt, open the Gauss Cannon page in Arsenal and purchase Energy Efficient, Light Weight with weapon points. These ordinary nodes cost nine points together and open Volatile Discharge. Keep distance from a Hell Knight, stun it with Stun Bomb or weaken it, then aim the charged bolt at its head. Repeat later campaign fights until five register. If Volatile Discharge remains unfinished after the target fight, replay its campaign encounter on the save that owns Precision Bolt; use the task below to check the remaining condition. Full list (3 entries): Energy Efficient, Light Weight, Volatile Discharge.
  18. Gauss Cannon — Siege Mode. Acquire the Gauss Cannon in Argent Energy Tower and select its other modification at a bot. For Siege Mode, open the Gauss Cannon page in Arsenal and purchase Outer Beam, Reduced Charge with weapon points. These ordinary nodes cost nine points together and open Mobile Siege. Line up weak demons in the early Lazarus Labs corridor, charge Siege Mode from cover and release one beam through the group. Repeat that checkpoint for more groups. If Mobile Siege remains unfinished after the target fight, replay its campaign encounter on the save that owns Siege Mode; use the task below to check the remaining condition. Full list (3 entries): Outer Beam, Reduced Charge, Mobile Siege.
  19. Chaingun — Gatling Rotator. Take the Chaingun in the cave below Kadingir Sanctum’s second guard, or later along the campaign, then choose this mod at a bot. For Gatling Rotator, open the Chaingun page in Arsenal and purchase Improved Torque, Uranium Coating with weapon points. These ordinary nodes cost nine points together and open Incendiary Rounds. Use the weak crowd in Lazarus Labs’ opening shaft. Spin the barrels with the mod and sweep fire through five enemies quickly. If Incendiary Rounds remains unfinished after the target fight, replay its campaign encounter on the save that owns Gatling Rotator; use the task below to check the remaining condition. Full list (3 entries): Improved Torque, Uranium Coating, Incendiary Rounds.
  20. Chaingun — Mobile Turret. Acquire the Chaingun and choose Mobile Turret at an unused Field Drone. For Mobile Turret, open the Chaingun page in Arsenal and purchase Rapid Deployment, Uranium Coating with weapon points. These ordinary nodes cost nine points together and open Ultimate Cooling. Deploy into a group of at least four weak enemies in Lazarus Labs. Keep the turret deployed through all four kills; repeat with a fresh deployment until five successful groups register. If Ultimate Cooling remains unfinished after the target fight, replay its campaign encounter on the save that owns Mobile Turret; use the task below to check the remaining condition. Full list (3 entries): Rapid Deployment, Uranium Coating, Ultimate Cooling.

Achievements

54 achievements. None can be missed for good. Labels show which ones need PvP, Ultra-Nightmare difficulty or a long grind.

Campaign story (7)

E1M1

Complete The UAC, the first campaign mission, on an ordinary save. You earn it when its final facility console ends the mission.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Use the console after the opening Possessed, equip the Praetor Suit and take the Combat Shotgun from the corpse above the stairs. Destroy the first Gore Nest and clear its arena to open the elevator to Mars.
  3. Follow the surface path to the locked blue gate. Turn right, follow the passage to the crate and take the blue key from its corpse. Return to open the gate, take the Frag Grenade and clear the onward outdoor fights.
  4. Cross the canyon and finish the last open arena. Climb the machinery on the right, then continue up and left into the building. Go upstairs and use its console to end The UAC. Retry its encounters on this save if you die.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Into the Unknown

Enter Hell at the end of Argent Energy Tower, mission 5. This happens during the campaign route after you survive the tower’s final fight.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Finish missions 1–4. In mission 5, take the Delta V Jump-Boots in the left-hand room after the first Revenant fight. Cross the parallel bridge routes, reach Olivia and climb the moving machinery and green-lit tower platforms.
  3. After the Hologram room, climb into its elevator shaft and shoot the four brakes holding the elevator. Proceed into the next room and follow the objective toward Olivia’s portal.
  4. Survive the arena after Olivia opens the gate. Use the outside rock ledges to make room if the arena becomes crowded. Continue the transition into Kadingir Sanctum; if the fight defeats you, retry the ordinary checkpoint.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

An Old Friend

Acquire the BFG in Advanced Research Complex, mission 8. Unlock BFG Prime Lab with the Security Room corpse and complete its laser-security sequence.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Finish missions 1–7 and meet Hayden in his office in mission 8. Ride his corridor elevator down, clear the outdoor Gore Nest and follow the lowering-hatch and fan route to the research rooms.
  3. Search Security Room for the corpse and carry it to the scanner for BFG Prime Lab in the center. Cross the lab and climb onto the central raised structure. Wait for the wall platforms and jump onto one to avoid the first lasers.
  4. Wait for the large moving laser ring to rise, then shoot its four red brakes. When it falls and destroys the lower lasers, drop down and collect the BFG. Use its dedicated weapon control; it is separate from the ordinary weapon wheel. Retry the lab checkpoint if you die.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Shoot it Until it Dies

Defeat both Cyberdemon phases at the end of Lazarus Labs, mission 9. Any ordinary campaign difficulty works.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Finish missions 1–8, keeping the BFG from the lab. In Lazarus Labs, reach and activate the Helix Stone, follow the post-stone route past Saving Throw, then use the blue portal and win the large arena.
  3. Ride the round elevator, collect the log and supplies and refill at the wall medical station. Open the large door to the Cyberdemon. Circle him to evade rockets; double-jump sideways over the laser beam. Micro Missiles from the Heavy Assault Rifle provide steady damage.
  4. After the first health bar empties, continue into the second phase. Use a BFG shot early, then your rifle or Plasma Rifle. Use a single jump over the incoming projectile waves rather than spending both jumps together. Finish the second health bar; the ordinary save has a checkpoint at that phase.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Outnumbered? No Problem

Finish the Hell Guard encounter at the end of The Necropolis, mission 11: first the shielded guard, then the pair.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Complete missions 1–10 and follow The Necropolis’ skull-key route, floating rocks, Mancubus cave and later Haste arena. Pass the last guard, giant-skull collectible detour and final corridor to the boss, collecting supplies before entering.
  3. During the first phase, fire when the guard’s shield drops. Use a strong single shot such as the Gauss Cannon’s Precision Bolt, aiming high. Jump when it lunges to avoid the ground fire and use double jumps to evade its other attacks.
  4. When the pair appears, use the BFG against both while they are close. Circle around them and finish with the Heavy Assault Rifle’s Micro Missiles, collecting dropped health and ammo. Finish both phases and continue the ending sequence; retry the ordinary boss checkpoint if defeated.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Who's Next?

Defeat the Spider Mastermind after releasing the three Wraith souls in Argent D’Nur, mission 13. This ends the campaign.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Finish missions 1–12. In Argent D’Nur, win the three large Wraith arenas, use the Crucible on each soul stone and then drop through the final objective-marked skull. Bring BFG ammo into the boss arena; two more ammo pickups are inside.
  3. Aim BFG shots at the brain to stun the boss, then quickly fire your strongest weapon into that same exposed target; Mobile Turret is effective during the stun. Use Precision Bolt between those opportunities rather than shooting the legs.
  4. Crouch or jump to clear the sweeping lasers, keep distance from melee attacks and circle or double-jump sideways past plasma shots. When the floor electrifies, climb a pillar immediately. There is no checkpoint inside this fight; if you die, restart the encounter and collect its ammo again. Finish the boss and ending.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Knee-Deep in the Dead

Finish the campaign on I’m Too Young to Die, Hurt Me Plenty, Ultra Violence or Nightmare. I’m Too Young to Die is sufficient; keep Ultra-Nightmare for the separate first-mission task. Full list (13 entries): 1. The UAC, 2. Resource Operations, 3. Foundry, 4. Argent Facility, 5. Argent Energy Tower, 6. Kadingir Sanctum, 7. Argent Facility (Destroyed), 8. Advanced Research Complex, 9. Lazarus Labs, 10. Titan’s Realm, 11. The Necropolis, 12. VEGA Central Processing, 13. Argent D’Nur.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Play all 13 missions in the order below, following the pickup and challenge checklist alongside the story objectives. Any of the four listed ordinary difficulties qualifies.
  3. Release the three Wraith souls in Argent D’Nur, defeat the Spider Mastermind and let the ending complete. Keep this save for Mission Select cleanup. If the clear does not appear immediately, return to the campaign menu and check Steam before repeating the finale.
  4. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Campaign collections and combat (21)

Butcher

Accumulate 200 Glory Kills during the campaign. Begin with the opening Possessed in The UAC and keep finishing staggered enemies throughout the run.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Damage a demon until it flashes blue, move close enough for the orange highlight and use the melee/Glory Kill action. Repeat with the weaker Possessed and Imps rather than killing every target with a final shot.
  3. Keep doing this in later fights and use Mission Select on this save for more targets if you finish the campaign below 200. Confirm saved progress before ending your cleanup session.
  4. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

A Gift from Beyond

Earn your first rune by passing a Rune Trial at a campaign stone. Vacuum near the start of Argent Facility, mission 4, is the earliest route.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Complete the first three missions, then open Argent Facility’s first sluice. Drop through the railing gap, cross the platform, climb the left rocks and approach Vacuum’s stone.
  3. Enter its trial and kill all 15 Imps with the Combat Shotgun before the timer expires; kills extend your time. Move close for efficient shots and retry at the stone if you fail. Return to the campaign and check that Vacuum is available in your Runes tab.
  4. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Momentum Shift

Upgrade one earned rune by completing its own equipment challenge. Vacuum supplies the earliest route: equip it after mission 4 and absorb 300 dropped items.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Finish the opening three missions, reach Vacuum’s stone in Argent Facility and pass its 15-Imp trial. Open Runes, put Vacuum in the available slot and keep it equipped.
  3. Collect demon drops as you continue the campaign. Keep checking Vacuum’s upgrade counter, then complete the remaining pickups until the upgrade is awarded. If you need more drops, replay combat on this save with Vacuum still equipped.
  4. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Rip and Tear

Perform a campaign Glory Kill on every common demon type. Track each type in Codex → Monsters; the list includes the 14 common types and the two late variants for cleanup. Full list (16 entries): The Possessed, Imp, Possessed Soldier, Possessed Engineer, Possessed Security, Hell Razer, Hell Knight, Revenant, Mancubus, Unwilling, Cacodemon, Summoner, Pinky, Baron of Hell, Cyber-Mancubus — variant cleanup, Spectre — variant cleanup.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. From The UAC onward, weaken each new demon until it staggers, approach until it turns orange and use the Glory Kill action. Shooting it dead or using the Chainsaw does not satisfy a Glory Kill.
  3. Use the list’s encounters while progressing through all 13 missions. For a floating Cacodemon, jump into range before pressing melee. Check every Monsters entry for a nonzero Glory Kill counter.
  4. If the achievement has not appeared, revisit a mission with the missing type on this save and finish it again. Also check the Cyber-Mancubus and Spectre variants below. Lost Souls do not provide a normal Glory Kill; campaign bosses are separate story tasks.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Tinkering

Buy all three nodes in any one Praetor Suit category on your campaign save. Environmental Resistance is available from the opening suit pickup and costs six guard tokens in total. Full list (3 entries): Hazard Protection, Self Preservation, Barrels O’ Fun.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Take the Praetor Suit in The UAC and search red-armored Elite Guards during missions 1–3. Interact with six corpses to extract enough tokens.
  3. Open Praetor Suit → Environmental Resistance. Buy Hazard Protection, Self Preservation and Barrels O’ Fun in order, spending 1, 2 and 3 tokens. If you spent tokens elsewhere, continue collecting guards and finish any category instead.
  4. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Argent Overload

Put four Argent Cell allocations into one of Health, Armor or Ammo. Use the first cell gifted at VEGA in Resource Operations and continue the cell checklist on this save.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Finish The UAC and reach VEGA’s terminal at the end of Resource Operations. Accept its first cell and choose the capacity you intend to finish.
  3. Find three further cells, opening each and assigning it to that same track. The menu shows the completed track; if you spread the first cells across categories, keep collecting until any track reaches its fourth allocation.
  4. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Argent Fiend

Complete all four allocation steps in Health, Armor and Ammo using the 12 cells on one campaign save. Mission Select cleanup on that save counts toward the same run. Full list (12 entries): Resource Operations — Argent Cell 1, Foundry — Argent Cell 1, Argent Facility — Argent Cell 1, Argent Energy Tower — Argent Cell 1, Argent Energy Tower — Argent Cell 2, Kadingir Sanctum — Argent Cell 1, Argent Facility (Destroyed) — Argent Cell 1, Advanced Research Complex — Argent Cell 1, Advanced Research Complex — Argent Cell 2, Lazarus Labs — Argent Cell 1, Titan’s Realm — Argent Cell 1, The Necropolis — Argent Cell 1.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Start with the VEGA gift at the end of mission 2, then take the remaining cells through The Necropolis in mission 11. Use the cell rows below for every detour.
  3. Allocate four cells to each track and check that all three are fully upgraded. Cells do not buy Praetor Suit nodes. If one is missing after the ending, replay that cell’s mission on the same slot and make the remaining allocation.
  4. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Hot Swapper

Own every weapon modification on one campaign save. Visit all 12 Field Drones for selectable mods; the Pistol and Super Shotgun tracks are built into those weapons. Full list (14 entries): Pistol — Charged Energy Shot, Combat Shotgun — Explosive Shot, Combat Shotgun — Charged Burst, Super Shotgun — Improvements, Heavy Assault Rifle — Tactical Scope, Heavy Assault Rifle — Micro Missiles, Plasma Rifle — Heat Blast, Plasma Rifle — Stun Bomb, Rocket Launcher — Remote Detonation, Rocket Launcher — Lock-On Burst, Gauss Cannon — Precision Bolt, Gauss Cannon — Siege Mode, Chaingun — Gatling Rotator, Chaingun — Mobile Turret.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Take the starting Pistol and Combat Shotgun, then acquire the Heavy Assault Rifle and hidden Plasma Rifle in Resource Operations. Take the Rocket Launcher and Super Shotgun in Argent Facility, Gauss Cannon in Argent Energy Tower and Chaingun in Kadingir Sanctum.
  3. At every bot in missions 1–11, select a mod you do not already own. Follow the 12 bot pickup rows. Open Arsenal and compare all 14 tracks below, including the two built-in ones.
  4. If a mod remains missing, replay an unused bot’s mission on this save. Acquiring a mod and purchasing/mastering it are separate tasks; Hot Swapper needs ownership.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Specialist

Buy all ordinary upgrades for one weapon track, then finish the mastery challenge it unlocks. Explosive Shot on the Combat Shotgun gives a route using common Imps. Full list (4 entries): Speedy Recovery, Bigger Boom, Instant Load, Cluster Strike.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. At The UAC’s bot, select Explosive Shot. Earn weapon points from combat rating, secrets and mission challenges. In Arsenal, buy its three ordinary nodes; successive purchases cost 1, 3 and 5 points.
  3. Once the mastery opens, kill 20 Imps with direct Explosive Shot hits. Aim at the Imp itself, including wall-clinging Imps, rather than splashing the floor. Check that Cluster Strike unlocks; replay early Imp encounters on the same save if needed.
  4. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

IDKFA

Earn the mastery on all 14 weapon upgrade tracks. Each needs every ordinary node purchased before its mastery counter can advance. Full list (14 entries): Pistol — Charged Energy Shot, Combat Shotgun — Explosive Shot, Combat Shotgun — Charged Burst, Super Shotgun — Improvements, Heavy Assault Rifle — Tactical Scope, Heavy Assault Rifle — Micro Missiles, Plasma Rifle — Heat Blast, Plasma Rifle — Stun Bomb, Rocket Launcher — Remote Detonation, Rocket Launcher — Lock-On Burst, Gauss Cannon — Precision Bolt, Gauss Cannon — Siege Mode, Chaingun — Gatling Rotator, Chaingun — Mobile Turret.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Acquire the weapons and 12 drone mods while following missions 1–11. Keep the Pistol and Super Shotgun built-in tracks in your checklist too. Earn points by clearing combat-rating bars, completing all mission challenges and discovering secrets.
  3. Open Arsenal and spend nine points per track on its two or three ordinary purchases. Then finish every mastery task in the list, using its specific killing weapon, direct hit, headshot or group requirement.
  4. For repeated groups, replay Lazarus Labs: take the opening Siphon Grenade, drop down the shaft and use the crowd in its room and adjoining corridor. Reload that checkpoint for additional groups. Replay the appropriate Summoner, Mancubus and Hell Knight missions for those specific finishes. Inspect every mastery badge before quitting.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Overclocked

Purchase all 15 Praetor Suit nodes across the five categories on one campaign save. Collect the 36 guard tokens and use them on the ordered category purchases. Full list (15 entries): Environmental Resistance — Hazard Protection, Environmental Resistance — Self Preservation, Environmental Resistance — Barrels O’ Fun, Area-Scanning Technology — Item Awareness, Area-Scanning Technology — Secret Sense, Area-Scanning Technology — Full View, Equipment System — Quick Charge, Equipment System — Stock Up, Equipment System — Rapid Charge, Powerup Effectiveness — Power Surge, Powerup Effectiveness — Healing Power, Powerup Effectiveness — Power Extender, Dexterity — Adept, Dexterity — Quick Hands, Dexterity — Hot Swap.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. From The UAC through VEGA Central Processing, follow every guard row and extract its token. Unlock the categories by obtaining the suit, using an AutoMap, taking equipment, using a powerup and acquiring four weapons.
  3. Open Praetor Suit and purchase all three nodes in each category in their shown order. Environmental Resistance, Area-Scanning and Powerup Effectiveness each cost six tokens; Equipment System and Dexterity each cost nine.
  4. The full purchase total is 36 tokens. If the menu shows an unfinished node after the ending, replay missed guards on this same save, then buy that node. Argent Cells upgrade capacities separately.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

The Circle is Complete

Earn all 12 runes by passing the two campaign stones in each mission from Argent Facility through Lazarus Labs, missions 4–9. Full list (12 entries): Argent Facility — Vacuum, Argent Facility — Dazed and Confused, Argent Energy Tower — Ammo Boost, Argent Energy Tower — Equipment Power, Kadingir Sanctum — Savagery, Kadingir Sanctum — Seek and Destroy, Argent Facility (Destroyed) — In-Flight Mobility, Argent Facility (Destroyed) — Armored Offensive, Advanced Research Complex — Blood Fueled, Advanced Research Complex — Intimacy is Best, Lazarus Labs — Rich Get Richer, Lazarus Labs — Saving Throw.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Complete missions 1–3, then follow the two stone routes in each of missions 4, 5, 6, 7, 8 and 9. Interacting is enough for certain mission challenges, but this achievement needs successful trial completion.
  3. Finish each trial at its stone during the campaign. Retry there until it awards the rune, then check the Runes tab before moving on. The first, fourth and seventh successes open your equipment slots.
  4. Recover an uncompleted stone by replaying its campaign mission on this save. Use the in-campaign stone for its first successful completion; avoid relying on an out-of-campaign trial-menu completion to repair campaign credit.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

IDDQD

Upgrade all 12 runes on the same campaign save. Earn each at its stone, then equip it before completing the separate upgrade task. Full list (12 entries): Vacuum, Dazed and Confused, Ammo Boost, Equipment Power, Savagery, Seek and Destroy, In-Flight Mobility, Armored Offensive, Blood Fueled, Intimacy is Best, Rich Get Richer, Saving Throw.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Complete the two Rune Trials in each of missions 4–9. Earn them at their campaign stones and check that each rune is present on this slot.
  3. Use your Rune slots to equip unfinished runes and follow every upgrade counter in the list. More slots open after the fourth and seventh trials. Swap a completed rune for another unfinished one; collecting drops or making kills with a rune unequipped will not advance that rune’s task.
  4. Keep your ordinary save for cleanup. Replay crowd encounters for kill and stagger goals, use equipment after its recharge and refill armor below capacity for the armor tasks. For Saving Throw, get a kill during its recovery activation and retry when it resets. Check all 12 upgrade badges.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Every Nook and Cranny

Fill all 26 Doomguy figure slots on one campaign save. Each mission has two rewards; the final Slayerguy is awarded by finishing the campaign. Full list (26 entries): The UAC — Blueguy, The UAC — Classicguy, Resource Operations — Doomguy, Resource Operations — Bronzeguy, Foundry — Vaultguy, Foundry — Prototypeguy, Argent Facility — UACguy, Argent Facility — Stealthguy, Argent Energy Tower — Orangeguy, Argent Energy Tower — Purpleguy, Kadingir Sanctum — Astroguy, Kadingir Sanctum — Redguy, Argent Facility (Destroyed) — Rageguy, Argent Facility (Destroyed) — Patriotguy, Advanced Research Complex — Phobosguy, Advanced Research Complex — Pinkguy, Lazarus Labs — Eliteguy, Lazarus Labs — Toxicguy, Titan’s Realm — Keenguy, Titan’s Realm — Silverguy, The Necropolis — Tealguy, The Necropolis — Hazmatguy, VEGA Central Processing — Quakeguy, VEGA Central Processing — Jungleguy, Argent D’Nur — Cosmoguy, Argent D’Nur — Slayerguy — automatic finale reward.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Follow the two figure rows in every mission from The UAC onward. Enter their hidden alcoves rather than only looking at them, and confirm the pickup in that save’s Collectibles display.
  3. In The Necropolis, shoot the red rune on the giant skull with a rocket to drop Hazmatguy’s crate. In Argent D’Nur, take Cosmoguy before the second Wraith and finish the Spider Mastermind/ending for Slayerguy.
  4. If a slot is empty, replay that mission on this same save. You do not need every secret counter for this achievement; figures, logs and secret areas are distinct inventories.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Historian

Record all 49 Data Log entries on one campaign save. The Necropolis includes two automatic boss entries; the other 47 have acquisition routes below. Full list (49 entries): The UAC — Data Log 1, The UAC — Data Log 2, Resource Operations — Data Log 1, Resource Operations — Data Log 2, Foundry — Data Log 1, Foundry — Data Log 2, Foundry — Data Log 3, Argent Facility — Data Log 1, Argent Facility — Data Log 2, Argent Facility — Data Log 3, Argent Facility — Data Log 4, Argent Energy Tower — Data Log 1, Argent Energy Tower — Data Log 2, Argent Energy Tower — Data Log 3, Argent Energy Tower — Data Log 4, Kadingir Sanctum — Data Log 1, Kadingir Sanctum — Data Log 2, Kadingir Sanctum — Data Log 3, Kadingir Sanctum — Data Log 4, Kadingir Sanctum — Data Log 5, Kadingir Sanctum — Data Log 6, Kadingir Sanctum — Data Log 7, Argent Facility (Destroyed) — Data Log 1, Argent Facility (Destroyed) — Data Log 2, Argent Facility (Destroyed) — Data Log 3, Argent Facility (Destroyed) — Data Log 4, Argent Facility (Destroyed) — Data Log 5, Advanced Research Complex — Data Log 1, Advanced Research Complex — Data Log 2, Advanced Research Complex — Data Log 3, Advanced Research Complex — Data Log 4, Lazarus Labs — Data Log 1, Lazarus Labs — Data Log 2, Lazarus Labs — Data Log 3, Lazarus Labs — Data Log 4, Lazarus Labs — Data Log 5, Titan’s Realm — Data Log 1, Titan’s Realm — Data Log 2, Titan’s Realm — Data Log 3, Titan’s Realm — Data Log 4, The Necropolis — Data Log 1, The Necropolis — Data Log 2, The Necropolis — Data Log 3, The Necropolis — Data Log 4 — automatic boss entry, The Necropolis — Data Log 5 — automatic boss entry, VEGA Central Processing — Data Log 1, VEGA Central Processing — Data Log 2, VEGA Central Processing — Data Log 3, VEGA Central Processing — Data Log 4.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. From The UAC onward, take each loose log and interact with every glowing testament stone in the checklist. Compare the mission exploration counts and your Codex after pickup.
  3. At the end of The Necropolis, defeat both Hell Guard phases and finish the ending sequence to add its two automatic logs. Argent D’Nur has no separate loose-log hunt.
  4. After the campaign, use Mission Select on this save to recover logs from any mission with an incomplete tally. Boss-awarded entries require finishing that boss sequence again rather than searching for a ground pickup.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Thorough Shopper

Complete all three challenges in a single mission. Resource Operations, mission 2, offers the earliest set; The UAC has no mission challenges. Full list (3 entries): Resource Operations — Two-fer, Resource Operations — Variety is the Spice of Death I, Resource Operations — Quite the Explorer.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Finish The UAC and enter Resource Operations. Before starting its encounters, inspect the Mission tab for Two-fer, Variety is the Spice of Death I and Quite the Explorer.
  3. Use its lower post-panel route to line up two Possessed for the Combat Shotgun; vary five Glory Kill animations on the opening Possessed; enter three secret areas using the armor tunnel, Hangar room and hidden Plasma Rifle route.
  4. Check that all three challenge ticks are filled before ending the mission. If you exhausted a group or missed a secret, replay that encounter or this mission on the same save.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

What Else Ya Got?

Complete every mission challenge: three in each of missions 2–13, for 36 total. The UAC has none. Full list (36 entries): Resource Operations — Two-fer, Resource Operations — Variety is the Spice of Death I, Resource Operations — Quite the Explorer, Foundry — Three Possessed, One Barrel, Foundry — Curb Stomp, Foundry — Quite the Collector, Argent Facility — Walk the Path, Argent Facility — Bird’s Eye, Argent Facility — To Be Knighted, Argent Energy Tower — Chiropractor, Argent Energy Tower — Searching High and Low, Argent Energy Tower — Overkiller, Kadingir Sanctum — Dead Man Stalking, Kadingir Sanctum — Momentum Swing, Kadingir Sanctum — Sweep the Leg, Argent Facility (Destroyed) — Skeet Shoot, Argent Facility (Destroyed) — Close Encounters, Argent Facility (Destroyed) — Knowledge is Power, Advanced Research Complex — Bottle Opener, Advanced Research Complex — Double Take, Advanced Research Complex — Hide and Seek, Lazarus Labs — Variety is the Spice of Death II, Lazarus Labs — Thread the Needle, Lazarus Labs — Time Well Spent, Titan’s Realm — Trick Shot, Titan’s Realm — Atop the Mountain, Titan’s Realm — Dominator, The Necropolis — A Pin Pops a Balloon, The Necropolis — Two Mouths to Feed, The Necropolis — Wait For It, VEGA Central Processing — Variety is the Spice of Death III, VEGA Central Processing — Gore Piñata, VEGA Central Processing — My Teeth are Sharper, Argent D’Nur — Hold Still, Argent D’Nur — Uncharted Territory, Argent D’Nur — Big [REDACTED] Gun.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Start watching the Mission tab in Resource Operations. Read all three requirements at each mission’s beginning, then prepare the right weapon, equipment, powerup and Glory Kill approach before its target fight.
  3. Follow the challenge set below alongside the pickups. Preserve BFG ammo for Lazarus Labs’ 10-kill shot, The Necropolis’ paired Cacodemons and Argent D’Nur’s paired Barons. Keep Chainsaw fuel for VEGA’s Cacodemon.
  4. Before each exit, check all three ticks. Use checkpoint retries while the needed group is available or Mission Select afterward on this same slot. In Argent D’Nur, enter the rooms opened by all three skull switches as well as pressing the switches.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Juicin' it up

Accumulate 150 campaign kills with powerups active. Start using Berserk in Resource Operations and continue with Quad Damage, Haste and Invulnerability in later arenas.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Finish The UAC and reach Resource Operations’ outdoor satellite-route fight. Take its Berserk while the initial crowd is present and use the empowered Glory Kills until it expires.
  3. In Argent Energy Tower, take Quad Damage after Olivia’s glass room and during the Mancubus fight. In Kadingir Sanctum and later missions, keep collecting arena powerups and kill while their timers remain active.
  4. The 150 kills accumulate across pickups, so one orb need not cover them all. Replay a powerup encounter on your campaign save if the counter is short after the finale.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Timing is Everything

Accumulate 100 kills caused by explosive barrels. Use grouped weak demons in Resource Operations, Foundry and later barrel-filled arenas.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Begin with The UAC’s outdoor red barrels, then lure Possessed to barrels in Resource Operations. In Foundry, the opening left-hand barrels and the lower rooms near the yellow-key route provide more groups.
  3. Shoot a barrel when weak demons are close enough for its explosion to kill them; weapon damage alone does not count as a barrel kill. Repeat The Necropolis’ opening portal and red-switch arenas if you need more targets.
  4. Advance and compare your saved counter before ending a cleanup session. If the fight’s barrels and enemies are exhausted, reload its checkpoint or return through Mission Select on this same save.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

Up Close and Personal

Kill 50 campaign enemies with the Chainsaw. Pick it up in Resource Operations and spend fuel mainly on weak demons to get more executions from each tank.

  1. Start an ordinary campaign on I’m Too Young to Die or your preferred difficulty. Keep all collections and upgrade progress on this same save slot.
  2. Complete The UAC. In Resource Operations, clear the large room beyond the first Possessed Engineer and log, then enter its right-hand room with the medical station and Chainsaw.
  3. Use the Chainsaw’s dedicated weapon control on close enemies and collect fuel as you progress. Bigger demons consume more fuel, so use smaller enemies for most of the 50 kills.
  4. If you reach the ending short of 50, replay earlier missions on this save, refuel and execute more weak enemies. Keep enough fuel during VEGA Central Processing to finish its separate Cacodemon challenge.
  5. Before leaving a mission, check its counters. Recover a missed pickup or enemy encounter with Mission Select on this ordinary save; compare the saved menu counter before quitting.

A Toe into Madness

(Ultra-Nightmare) Complete only The UAC on a fresh Ultra-Nightmare slot. Keep your ordinary campaign for collections; dying on Ultra-Nightmare forces this short attempt to restart.

  1. Finish your ordinary campaign first so the difficulty is available and you know the route. Rehearse The UAC on your ordinary save, then choose a different empty campaign slot and select Ultra-Nightmare when creating it. Mission Select on the old slot cannot substitute.
  2. Take the Praetor Suit and Combat Shotgun, clear the first Gore Nest, then ride its elevator to Mars. Use charged Pistol shots against distant targets, melee weaker Possessed for health and ammo conservation, and draw enemies toward you in small groups.
  3. Find the blue key via the right-hand passage and crate, open its gate, take the Frag Grenade and follow the canyon. At the Field Drone, choose Explosive Shot for accurate ranged and splash hits.
  4. Clear the final arena, climb the right-hand machinery and upper-left entrance, go upstairs and use the console to finish the first mission. Continue to the save-selection menu and check Steam. You do not need missions 2–13 on Ultra-Nightmare; if you die, create/restart the attempt from The UAC.

Arcade Mode (3)

Filling the Trophy Case

Earn all 14 Arcade medal types during one mission run. Resource Operations is a usable route; The UAC lacks the full setup for this task. Full list (14 entries): Barrel Kill, Glory Kill, Super Kill, Multi Kill, Death from Above, Head Shot, Direct Hit, Stunned Kill, Mid-Air Kill, Triple Hit, Extra Life, Bronze Relic, Silver Relic, Gold Relic.

  1. From the main menu, open Arcade Mode and choose a campaign mission. The mode supplies an upgraded arsenal, suit and runes, separately from your campaign save.
  2. Choose Resource Operations and I’m Too Young to Die. Plan the route through its enemy groups, explosive barrels, floating mines and bonus-life figure pickups. Use the list to prepare the necessary weapon mods before each group.
  3. In the same run, register all ten combat/pickup medal types and all three relic colors plus Extra Life. For relic colors, use separate mines and deliberately collect at Gold, Silver and Bronze times.
  4. Do not divide medals across separate runs. Check the medal results when the mission ends; if one type is missing, restart the mission and repeat the full set in a single run.

Arcade Stockpile

Collect 20 Arcade bonus lives or relics in total. Use floating Doomguy pickups and the relics dropped by floating mines.

  1. From the main menu, open Arcade Mode and choose a campaign mission. The mode supplies an upgraded arsenal, suit and runes, separately from your campaign save.
  2. Choose Resource Operations or a mission you know. Detour to floating figures for bonus lives; shoot a floating mine only when you can reach the relic it drops before it vanishes.
  3. Complete the run and repeat until you have collected 20 of either kind in total. Any relic color contributes. If a pickup expires or a run goes badly, start another Arcade run; you do not need 20 in one mission.

Go for the Gold

Finish one Arcade mission with its Gold score rating. Plan a fast route that keeps the score multiplier active while earning varied combat medals.

  1. From the main menu, open Arcade Mode and choose a campaign mission. The mode supplies an upgraded arsenal, suit and runes, separately from your campaign save.
  2. Choose a familiar mission such as Resource Operations and I’m Too Young to Die. Learn its bonus-life and mine locations first, then start a fresh scoring run.
  3. Move quickly between groups, keep killing and aim for headshots, direct hits and other medal actions while maintaining your multiplier. Shoot a mine only when you can collect its Gold relic immediately; late relics lose score value.
  4. Reach the mission end with at least its Gold target shown by the Arcade score/results display. If the result is below Gold, repeat with a tighter route and more valuable kills/pickups. A failed or low-scoring run leaves you free to retry.

Multiplayer (20)

IPXSETUP.EXE

(PvP) Win one public multiplayer match. Start with a team playlist and help your team’s objective until the results record a victory.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Choose a public team mode and join its lobby. Keep fighting or capturing the mode’s objective; you can earn XP even during losing matches while learning the maps.
  3. Finish a match on the winning side and remain for its results. If you lose, queue again; no particular campaign mission or difficulty is required.
  4. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Combat tested, Doomguy approved

(PvP) Reach multiplayer level 5 by earning match XP on this profile. The campaign level and rune counters are separate.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Join public matches, play their objectives and get kills or assists. Complete available challenges as you progress and stay for the match results to see your new level.
  3. Continue until the multiplayer display reaches level 5. Losses still give progression, so keep playing if your first matches do not win.
  4. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Marked for Death

(PvP) Get 10 finishing kills with the EMG Mark V Pistol in public multiplayer. Unlock it, put it in a loadout and use that weapon for the killing damage.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Earn public-match XP until the pistol unlocks at level 27; it is available by the level-44 equipment milestone.
  3. Open Loadouts and equip the EMG Mark V Pistol as a weapon. Choose that loadout when joining a public match; campaign ownership does not substitute for this multiplayer unlock.
  4. Engage at medium range and finish enemies already weakened in a fight. Keep shooting with this multiplayer pistol until it delivers the kill; the campaign’s starting Pistol is a separate weapon.
  5. Accumulate 10 kills across matches and check the weapon’s challenge/stat counters. If opponents survive your shots or a match ends, continue in the next game with the same weapon equipped.
  6. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Reaping all the Benefits

(PvP) Get 10 finishing kills with the Reaper in public multiplayer. Unlock it, put it in a loadout and use that weapon for the killing damage.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Progress through multiplayer unlocks; reach level 44 if you have not already opened the Reaper’s weapon slot.
  3. Open Loadouts and equip the Reaper as a weapon. Choose that loadout when joining a public match; campaign ownership does not substitute for this multiplayer unlock.
  4. Use the Reaper weapon on human opponents, keeping it as your finishing gun. Track kills across public matches. This is a gun task, so collecting a demon rune is unnecessary.
  5. Accumulate 10 kills across matches and check the weapon’s challenge/stat counters. If opponents survive your shots or a match ends, continue in the next game with the same weapon equipped.
  6. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Successful Launch

(PvP) Get 10 finishing kills with the Grenade Launcher in public multiplayer. Unlock it, put it in a loadout and use that weapon for the killing damage.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Reach multiplayer level 22 to unlock the launcher for custom loadouts. The Ambusher preset supplies another way to use it sooner.
  3. Open Loadouts and equip the Grenade Launcher as a weapon. Choose that loadout when joining a public match; campaign ownership does not substitute for this multiplayer unlock.
  4. Fire at opponents from range and use the launcher’s explosions for the finishing damage. Keep using it through later public matches until the ten-kill counter completes.
  5. Accumulate 10 kills across matches and check the weapon’s challenge/stat counters. If opponents survive your shots or a match ends, continue in the next game with the same weapon equipped.
  6. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Motion in the Explosion

(PvP) Kill five human opponents with the Kinetic Mine equipment item in public multiplayer. Its counter adds across matches.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Earn match XP until level 42 opens the Kinetic Mine. In Loadouts, put it in your equipment slot in place of the grenade, then select that loadout in a public match.
  3. Deploy the mine where opponents move through the fight and let its explosion deal the killing damage. Reuse the equipment as charges become ready; repeat across matches until five kills register.
  4. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Threat Assessment

(PvP) Detect 20 enemies with Threat Pulse in public multiplayer. Equip the scanner and activate it near enemy groups; detections accumulate across matches.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Progress through weapon/equipment unlocks to level 44 if Threat Pulse is still locked. Put Threat Pulse in your loadout’s equipment slot and choose that loadout when the match begins.
  3. Use the equipment action near enemy players to reveal their positions through nearby cover for a short time. Let its recharge complete and scan more groups. You need detections rather than kills; keep playing if one match does not provide 20.
  4. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Tenderizing the Crops

(PvP) Kill 10 human opponents while transformed into the Harvester demon. Choose Harvester before the match and take a demon rune to activate it.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Play public matches until the desired demon appears unlocked; level 44 supplies the complete demon selection. At the lobby/loadout stage, choose the required demon before spawning.
  3. During a mode with demon-rune spawns, such as Soul Harvest, take a spawned rune. You can also kill the enemy demon and take the dropped rune, or reach a teammate’s dropped rune before the other team. The selected demon activates when you collect it.
  4. Attack enemy players while the Harvester transformation is active and finish 10 in total. Kills can span several transformations and matches; choose Harvester again and collect another rune when a transformation ends.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Eat Your Vitamins

(PvP) Kill 10 human opponents as the Cacodemon. Select it for the match, collect a demon rune and use its attacks to finish enemies.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Play public matches until the desired demon appears unlocked; level 44 supplies the complete demon selection. At the lobby/loadout stage, choose the required demon before spawning.
  3. During a mode with demon-rune spawns, such as Soul Harvest, take a spawned rune. You can also kill the enemy demon and take the dropped rune, or reach a teammate’s dropped rune before the other team. The selected demon activates when you collect it.
  4. Use primary fire to spit acid. For the tongue attack, aim at an enemy and hold the secondary attack until its targeting circle appears, then use primary fire to pull the target in. Accumulate 10 finishing kills across transformations and matches.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Head First

(PvP) Kill 10 human opponents as the Spectre demon. Select Spectre, collect a demon rune and use its charge/melee attacks while transformed.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Earn multiplayer XP to unlock Spectre at level 28, then choose it in the lobby’s demon selection. You can combine this with the later level-44 rune goal.
  3. During a mode with demon-rune spawns, such as Soul Harvest, take a spawned rune. You can also kill the enemy demon and take the dropped rune, or reach a teammate’s dropped rune before the other team. The selected demon activates when you collect it.
  4. Use the Spectre’s Bullrush charge against players and steer toward targets. Avoid charging into walls, which stops the attack. Accumulate ten kills across matches and collect another rune whenever the transformation ends.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Bowling for Gibs

(PvP) Earn a Spectre multikill in one charge. Gather a close enemy group and aim one Bullrush through them while transformed.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Unlock Spectre at multiplayer level 28 and select it before joining a public match with demon runes. Collect a spawned or dropped rune to transform.
  3. Find a group of three enemy players close together so one charge can pass through several targets. Start Bullrush toward the group, steer through them and avoid hitting a wall. The multikill must come from the same attack rather than separate transformations.
  4. If the multikill medal or achievement does not register, repeat with another close group while the transformation lasts, or collect another rune in the next match. Use three grouped targets for this route rather than relying on a borderline two-target result.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Sitting Duck

(PvP) Use one Unto the Evil taunt during a public multiplayer match. It must come from the Expansion 1 taunt category.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Earn match XP until level 32 opens the first taunts for Unto the Evil. Open Customization → Customize Character → Taunts, select Expansion 1 and assign an unlocked taunt to a taunt key/direction.
  3. Join a public match and press your assigned taunt key while your character is alive. Use the keyboard binding shown in your controls menu for the selected animation.
  4. Check the achievement after the animation. If it stays locked, return to Taunts and verify that the bound animation belongs to Expansion 1, then use it again in another public match.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Like Nobody is Watching

(PvP) Use one Hell Followed taunt during a public multiplayer match. It must come from the Expansion 2 taunt category.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Earn match XP until level 35 opens the first taunts for Hell Followed. Open Customization → Customize Character → Taunts, select Expansion 2 and assign an unlocked taunt to a taunt key/direction.
  3. Join a public match and press your assigned taunt key while your character is alive. Use the keyboard binding shown in your controls menu for the selected animation.
  4. Check the achievement after the animation. If it stays locked, return to Taunts and verify that the bound animation belongs to Expansion 2, then use it again in another public match.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Insult to Injury

(PvP) Use one Bloodfall taunt during a public multiplayer match. It must come from the Expansion 3 taunt category.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Earn match XP until level 38 opens the first taunts for Bloodfall. Open Customization → Customize Character → Taunts, select Expansion 3 and assign an unlocked taunt to a taunt key/direction.
  3. Join a public match and press your assigned taunt key while your character is alive. Use the keyboard binding shown in your controls menu for the selected animation.
  4. Check the achievement after the animation. If it stays locked, return to Taunts and verify that the bound animation belongs to Expansion 3, then use it again in another public match.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Fashion Fanatic

(PvP, Grind-heavy) Join a public multiplayer match wearing one Evil Cultist armor piece. The included Bloodfall content still requires you to earn the piece through progression or a reward challenge.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. From a new profile, play public matches and advance through the level-50 Echelon cycles. The guaranteed level route is Echelon IV, level 1, for the CULT 1: ACOLYTE torso. Alternatively inspect the Evil Cultist piece’s challenge requirement; some reward challenges are available before that Echelon.
  3. Open Customization → Customize Character, choose a custom suit, then Armor. Select the Evil Cultist tab and equip one unlocked piece, such as a torso or helmet. Set that custom suit as the character you use in matches; you only need one piece, not the entire set.
  4. Enter a public match with that custom suit active. If the achievement does not appear on entry, remain through the results and enter another match after rechecking the armor tab. An ordinary level 44 alone does not guarantee this torso unlock.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Computing with Style

(PvP, Grind-heavy) Play a public match with one Robotic armor piece equipped. Progression or a Robotic reward challenge must unlock the piece before you can wear it.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Earn public-match XP through the repeated level-50 Echelon cycles. Robotic level rewards are available at Echelon VII, level 1. An earlier alternative opens at Echelon V: inspect a locked Robotic piece and complete the reward challenge it names.
  3. Open Customization → Customize Character, choose a custom suit, then Armor. Select the Robotic tab and equip one unlocked piece, such as a torso or helmet. Set that custom suit as the character you use in matches; you only need one piece, not the entire set.
  4. Enter a public match with the custom suit active and keep the piece equipped through its results. If the achievement remains locked, check that the selected part is in the Robotic tab, then enter another public game.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Beauty is Pain

(PvP, Grind-heavy) Enter a public multiplayer match wearing one Cyber-Demonic armor piece. Use its late Echelon level reward or the earlier Echelon-VIII challenge route.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. From a new profile, earn XP in public matches and advance through the level-50 Echelon cycles. The direct level reward reaches a Cyber-Demonic piece at Echelon X, level 1. At Echelon VIII, inspect the armor’s reward challenges for an earlier unlock.
  3. For the earlier route, select the Cyber-Demonic reward challenge for a 15-kill massacre streak when it becomes available. Get 15 player kills without dying in one public match. If you die before completing the streak, its attempt restarts; you can try again or continue to the Echelon-X level reward.
  4. Open Customization → Customize Character, choose a custom suit, then Armor. Select the Cyber-Demonic tab and equip one unlocked piece, such as a torso or helmet. Set that custom suit as the character you use in matches; you only need one piece, not the entire set.
  5. After the piece unlocks, enter a public match wearing it on your active custom suit. If it does not register on entry, stay for results, recheck the Cyber-Demonic tab and selected suit, then enter another match.
  6. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

On Track

(PvP) Complete one stage of a multiplayer challenge while it is marked as tracked. Earning ordinary untracked progress alone is insufficient for this task.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Open Multiplayer → Challenges and look through the weapon, equipment or gameplay categories. Choose an available challenge close to completion or one matching your loadout, then click its track control. Confirm the tracking/eye icon before joining.
  3. Join a public match and perform its displayed condition until that challenge stage completes. You need one completed stage, not every tier of that challenge. You can also select a near-complete challenge from the lobby’s match-goals screen before the next game.
  4. If a stage completed before you tracked it, choose another available stage and track that one before finishing it. Inspect the tracked challenge and match results afterward.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

A Memorable Performance

(PvP) Finish a public match with a Gold performance rating. The point target depends on the mode; use a mode and target listed below. Full list (8 entries): Clan Arena, Domination, Freeze Tag, Infernal Run, Sector, Soul Harvest, Team Deathmatch, Warpath.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. Choose an objective playlist such as Warpath, Domination or Sector. Play its objective while getting kills and assists to increase the match score. The Gold targets below refer to the in-match performance score, not your total profile XP.
  3. Reach the mode’s Gold target during the match, then stay through its ending so the performance medal is awarded. Check the rating on the results screen.
  4. If the screen shows another rating or Steam stays locked, try another match and aim specifically for Gold. No universal point total applies to every mode; changing modes requires using that mode’s target.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

Slotted for Success

(PvP) Unlock all 10 multiplayer runes by reaching level 44. These are separate from the 12 campaign Rune Trials and do not require you to equip every rune. Full list (10 entries): Magnet, Armor Plating, Demon Tracker, Vital Signs, Power Seeker, Evasion, Scout, Bounty, Retribution, Blood Trail.

  1. Open Multiplayer from the main menu with your Steam copy updated and an internet connection. Use a matchmade public playlist with human opponents; Private Matches and Practice are not an achievement-progress shortcut.
  2. From Multiplayer, earn public-match XP through kills, assists, objectives and tracked challenges. Check the Runes menu as you level; the first pair arrives at level 4.
  3. At level 37, equip Bounty if you want additional kill/assist XP while continuing the level grind. More preset slots open during progression, but unlocking all ten is the requirement.
  4. Continue to level 44, when Blood Trail is the final rune reward, then check the post-match menu and Steam. If a reward notification is delayed, finish another public match and reopen the Runes menu.
  5. Stay through the match results and check Steam plus your multiplayer counters. If a queue is empty, change the in-game region/playlist or return when more players are online; unearned goals remain available on this profile.

SnapMap (3)

Entryway

Finish both SnapMap Academy tutorial modules: Basic Training and Advanced Training. Complete every task inside both modules. Full list (2 entries): Basic Training, Advanced Training.

  1. From the main menu, open SnapMap with the Steam version and an internet connection. Go to My SnapMaps for tutorials and your creations, or SnapMap Community for published maps.
  2. Open My SnapMaps → SnapMap Academy: Basic Training. Work through all four training tasks by following each displayed editor objective until the module marks them complete.
  3. Return to My SnapMaps and open SnapMap Academy: Advanced. Complete all eight tasks and finish that module as well. If Steam stays locked, reopen the modules and repeat any task that lacks a completion mark; completing only Basic does not cover Advanced.
  4. If a server request fails, keep your local creation/tutorial progress, return to SnapMap when the service works and retry the missing step. Confirm the completion or publication in the menu before checking Steam.

Shareware

Create a SnapMap and successfully publish it online. Saving a local map alone does not complete this achievement.

  1. From the main menu, open SnapMap with the Steam version and an internet connection. Go to My SnapMaps for tutorials and your creations, or SnapMap Community for published maps.
  2. Open My SnapMaps → Create Map and choose a template. Let the editor load; you can use a simple template for this publication task.
  3. Give the map its required name/details, open the editor’s pause/menu panel and choose Publish. Complete the publishing prompts and confirm that the map appears as published in your SnapMap menu. If upload fails, keep the local copy and retry publication when connected.
  4. If a server request fails, keep your local creation/tutorial progress, return to SnapMap when the service works and retry the missing step. Confirm the completion or publication in the menu before checking Steam.

No Rest for the Living

Play five published SnapMaps from the community. Use five different maps and finish their available objectives to make each play count clear.

  1. From the main menu, open SnapMap with the Steam version and an internet connection. Go to My SnapMaps for tutorials and your creations, or SnapMap Community for published maps.
  2. Open SnapMap Community → Popular Maps or another published-map category. Select a map, let it load and play through its objective/ending; return to the community menu afterward.
  3. Repeat with four different published maps for five total. Your local unpublished template does not substitute. If Steam remains locked, reopen the community and complete an additional published map, checking results between plays.
  4. If a server request fails, keep your local creation/tutorial progress, return to SnapMap when the service works and retry the missing step. Confirm the completion or publication in the menu before checking Steam.