FinalUnlock
All0/0 Chapter0/0

DOOM Eternal

Before you startNo permanent missables recorded
Difficulty
Starting on hardest is not required. No Steam achievement asks for Nightmare or Ultra-Nightmare. Learn on any difficulty and use I’m Too Young to Die for the three Extra Life inventory goals if desired.
Difficulty details

Any difficulty works, including the easiest setting. Learning the DLC combat, keeping lives in reserve and clearing all Horde missions are the main single-player demands; six BATTLEMODE achievements need opponents.

Missables
No permanently missable achievements recorded.
Missable details

Standard saves recover through mission replay and Fortress return. Extra Life has no Mission Select: a life shortage at its finale or a failed run may require another new save. Historical mastery and key-spawn bugs are separate from ordinary windows.

Co-op
Co-op or other online play is required for 6 achievements.
Online details

BATTLEMODE needs Bethesda.net online access. Eternal and matchmaking were listed operational on 2026-10-10; this guide does not measure queue time. Horde is single player.

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

Standard saves recover through mission replay and Fortress return. Extra Life has no Mission Select: a life shortage at its finale or a failed run may require another new save. Historical mastery and key-spawn bugs are separate from ordinary windows.

Unofficial guide. Locations are not verified in game. Details

Filters

Keys: / search · n next unchecked · [ ] previous / next chapter

Unofficial DOOM Eternal 100% achievement guide: how to unlock all 50 achievements, plus all 315 collectibles with step-by-step directions and landmarks, mission by mission. Tick them off as you play.

Base campaign

Hell on Earth

  1. Zombie (Earth). In the chainsaw room, look through the bars at the toy. Walk left from the chainsaw, turn left again and punch the cracked wall. Follow the hidden passage and jump up to the pickup. This is the room’s back-left detour.
  2. Modbot — barge upper floor. Punch the large crate and climb to the barge’s next floor. Take the Modbot beside the door, on your left along the required route.
  3. Hell Barges. Finish the first main fight, then collect the burning page in the hallway you must pass through to leave that arena.
  4. Remaining Human Populations – Part I. When you arrive outside in the Dead City, look left beside the wrecked building before you enter it for the next Modbot. Pick up the page along this opening route.
  5. Modbot — first Dead City building. Climb into the first ruined building after the Dead City landing. Interact with the Modbot inside before punching through the next green cracked wall.
  6. Doom Slayer. After the second Modbot, break the green cracked wall. Immediately double-jump onto the upper floor and turn left to collect the toy.
  7. Imp. After you obtain the Heavy Cannon, enter the next combat area and find the Scott storefront. Leave its front entrance alone and go left to the neon ShuZ sign, where a soldier fires at an imp. Use the crashed dump truck to reach the ledge above the sign. Punch the cracked wall on the left and drop into the toy’s room.
  8. Remaining Human Populations – Part II. Enter the Scott shop and climb to its second floor. Double-jump across the gap to the opposite floor; the page is on your left.
  9. Extra Life — below Scott upper floor. From the Remaining Human Populations – Part II page, drop off the floor on its right side and take the green helmet below.
  10. Extra Life — parking garage wall. Continue after the Scott life into the parking garage. Break the green wall on the main path, descend and turn right. Punch the next cracked wall to reveal another helmet.
  11. Modbot — subway platform. Descend to the subway and pass the three firing cannons. Collect the Modbot on the left of the train you enter, before the Frag Grenade tutorial.
  12. Formation of the ARC. Climb the walls beside the flaming pipes and pass through the subway train into the ruined tunnel. Take the page ahead at the tunnel’s end, near the right side beyond the doorway.
  13. Infinite Extra Lives. After Formation of the ARC, pass through the room containing three zombies, a soldier and an explosive barrel. At the exit’s T-junction, with a tentacle on the left, climb the crate on the right. Jump up and punch the cracked maintenance vent to enter the disk’s passage.
  14. Extra Life — partly open door. Climb the wall beyond the cheat passage and look left through the partly open door. Use the nearby blue air vent to reach the floor above, then drop through its hole to collect the helmet behind that door.
  15. Extra Life — bus jump. Leave the building beyond the vent life and clear the outdoor encounter. Climb the bus on the right of this area, then jump toward the helmet floating above it.
  16. Hell Priests. When you enter the citadel, you can see this page beyond a gate. Continue into the main elevator chamber and collect it before using the centre lift.
  17. Deag Nilox. Search the right-hand side of the citadel’s main elevator chamber for the second page. Collect it before you take the lift and finish Hell on Earth.

Exultia

  1. Extra Life — opening ledge. As Exultia starts, walk to the ledge directly ahead and drop below it for the helmet. On a standard save, this is also the quick life-farming pickup once Exultia is available in Mission Select.
  2. Exultia. Break the first green cracked wall, then turn left into the dead end for the page before you continue.
  3. Rune — cylinder chamber. After receiving Blood Punch, enter the cylindrical chamber and take the Rune on the required route. Pick one of the unowned Rune perks when prompted.
  4. Extra Life — above Rune. From the Rune chamber, backtrack slightly to the pole projecting from the wall. Swing from it onto the ledge above the Rune and take the helmet.
  5. Arachnotron. Descend the spiral staircase below the Rune without dropping from its bottom. Step into the small alcove where the Soldier stood and punch the cracked wall on the left to reach the toy.
  6. The Wolf. After the first red Demonic Infestation fight, climb the soft wall toward the large outdoor statue. Turn around and double-jump across the gap to the ledge with the page.
  7. History of the Sentinels – Part I. Climb to the upper level of the rotating-platform chamber. Collect the page beside one of the three chains you break for the objective.
  8. Extra Life — new dash gate. Acquire Dash and leave through the newly opened gate. Look directly below your position and drop to the helmet before moving onward.
  9. Extra Life — King Novik’s throne. Finish the King Novik cutscene, then walk behind his throne to collect the hidden helmet.
  10. King Novik. Before leaving King Novik’s throne room, search the alcove on the right for its burning page.
  11. Sentinel Battery — story pickup. Finish Exultia’s second Demonic Infestation arena and collect the battery along the required objective path. You must take this battery to advance the story.
  12. Secret Encounter — tower across pillars. From the story battery, turn right toward the distant pillars with climbable walls. Use double-jumps, Dash and the poles to reach the tower on the far side. Activate the encounter and use Shotgun Sticky Bombs to dispatch its Cacodemons before time expires.
  13. DOOM — At Doom’s Gate. After entering Hell, reach the giant severed arm beside the large yellow cracked wall. Turn around and punch the big block on its fist-marked side. Follow the underground passage the block opens to the album.
  14. Extra Life — giant-hand cave. Enter the cave behind the giant hand and cross its purple ooze. As you jump out and climb the wall, leap toward the visible helmet.
  15. Modbot — Celestial Power Core cave. In the same fleshy cave behind the giant hand, follow the Celestial Power Core path through the ooze and past the Automap. Jump onto the climbing wall, then leap off to the side where the Modbot stands in the open.
  16. History of the Sentinels – Part II. Use the giant arm cannon to blast through the yellow wall. Climb the walls beyond the opening and collect the page at the top on the main route.
  17. Secret Encounter — beneath the giant sword. After collecting the second Celestial Power Core, walk onto the sword held by the giant statue. Drop below the sword into the optional space and activate its timed encounter.
  18. Sentinel Crystal — purple cave. Use the third Celestial Power Core on the third statue to blast through the giant demon. In the cave beyond, search the pool of purple goo on your left for the crystal.
  19. History of the Sentinels – Part III. In the lava cavern with sinking platforms, cross toward the Arachnotron firing from the far platform. Once you reach its platform, walk a little farther and look left on the lower levels for the page.
  20. Slayer Key — dash-refill chamber. Cross the falling platforms to the area with two gargoyles, beyond the purple Slayer Gate. Enter the tall chamber, turn back toward the floating Dash refill and jump and Dash across the gap to the key’s platform.
  21. Slayer Gate and Empyrean Key — Exultia. Take the nearby Slayer Key, then drop from its platform to the purple gate. Unlock it and activate the Gore Nest. Survive the arena, return and collect the Empyrean Key that appears. On replay, load the mission with every cheat disabled.
  22. Extra Life — right electricity barrier. In the cavern with two electrical barriers hanging in the air, pass the right-hand barrier and collect the helmet just beyond it.
  23. Cacodemon. From the right electricity-barrier life, look toward the lavafall above. Double-jump and Dash onto the optional ledge at the top of the lava stream, then go around its small corner for the toy.
  24. The Betrayer. Finish the Betrayer cutscene and follow the route up toward the jump pad above his room. Pick up the page on the left before continuing.
  25. Extra Life — final floating platform. Near the end of Exultia, cross the flying platforms with swinging fire traps. Before the last mission area, look beneath the optional floating platform and jump to the helmet hanging in mid-air.

Cultist Base

  1. Cultist Base. At the mission’s starting point, turn right and collect the page before your first jump into the exterior area.
  2. Gargoyle. After the first exterior jump, climb the wall with mines on it. Turn around and double-Dash onto the giant skull hanging in the air to collect the toy.
  3. Extra Life — first Dopefish. In the first combat area, go right from the zombies to the large Dopefish dangling from a wire. Drop to the ledge below and shoot the explosive beside the creature to reveal the helmet.
  4. Sentinel Battery — hidden switch cave. From the first Dopefish ledge, turn right around the corner along the cliff wall, right of the entrance to the Revenant area. Climb to the cracked wall, break it and punch its hidden switch. Take the underpass below the road through the lowered gate, ride the blue vent and double-jump and Dash into the battery’s small cave.
  5. Praetor Suit Token — after Mancubus. Clear the corridor’s first Mancubus fight and follow the exit onto the exterior walkway. Take the Sentinel’s token directly in front of you.
  6. Extra Life — Arachnotron target. In the arena containing the first Arachnotron, look right for a green shooting target. Shoot it to open a gate, climb the wall beyond and jump to the helmet’s platform.
  7. Extra Life — second Dopefish. Use the cultist key and defeat the first Shield Soldiers. Drop down on the right to the small platform and pole. Swing left from the pole and shoot the Dopefish to expose the helmet.
  8. Rune — Rocket Launcher arena. After taking the Rocket Launcher, clear the lower arena. Enter the newly opened door and punch the melee switch to lower a yellow pole. Swing onto the climbable wall above the switch, then collect the Rune along that route.
  9. Modbot — tri-lock gate. Fight past the Whiplashes and unlock the three-lock gate. Take the Modbot in the room straight ahead before descending the icy Shield Soldier slope.
  10. Praetor Suit Token — icy hallway. From the Modbot, descend the icy corridor with Shield Soldiers. About halfway down, punch the cracked wall on the left and follow its passage to the Sentinel.
  11. Sentinel Battery — Hell Priest hologram. Clear the outdoor arena beneath the giant Hell Priest hologram. Climb the ramp into the next building and look left of the huge gate for the battery.
  12. Extra Life — timed poles. Opposite the battery beside the huge gate, punch the green switch to lower the timed poles. Swing across them, grab the high grate, turn around and jump toward the floating helmet.
  13. Sentinel Crystal — bloody fire pit. Reach the bloody fire-pit trap and operate its gate switch. Take the crystal directly beyond the opened gate, near the hallway overlooking the Super Shotgun platform.
  14. Secret Encounter — crystal room. In the bloody fire-pit chamber, find the Gore Nest to the left of the Sentinel Crystal. Activate it and finish its timed enemies before moving to the lift puzzle.
  15. Praetor Suit Token — lift bottom. In the room with raising and lowering chambers, ride the first lift down. Follow the lower passage, climb the crates and drop off their far side into the dead end with the Sentinel.
  16. Sentinel Battery — lift upper passage. Climb out at the top of the lift room and defeat its demons. Go left and step into the other chamber while it is down. Ride it upward, leave through the high opening and drop into the hidden walkway for the third battery.
  17. IDDQD. After taking the Super Shotgun, clear the room where you punch open eight cages. Use the poles revealed when combat ends. Swing, double-jump, turn in the air and Dash onto the raised central platform for the disk.
  18. Soldier (Blaster). Enter the corridor where chained axes slam into the floor. After the second axe, turn right and punch the cracked vent to reach the toy.
  19. Praetor Suit Token — spinning skull platform. In the next giant chamber, raise the large skull platform and stand on it. Turn around and jump across the gap to the dead-end ledge containing the Sentinel.
  20. Secret Encounter — crusher ice cave. Climb the cylindrical wall platforms to the passage with two clamping spiked walls. Break the wall on your right into an icy cave with two explosives and activate the encounter there.
  21. Extra Life — clamping walls. Cross the room with the clamping spiked walls, then turn around from its far side. Jump back toward the helmet visible within the trap area.
  22. DOOM II — Into Sandy’s City. Continue beyond the clamping walls into the bloody meat-grinder area. Go straight to its back-left corner, then slip left past the crusher just after it slams down to reach the album.
  23. Extra Life — crusher exit cave. Leave the crushing-wall room and go to the far-right corner of the next area. Look down for the small cave, jump into it and press the switch on the right to reveal the helmet.
  24. Slayer Key — behind the impaled demon. In the room with the huge impaled demon and yellow breakable wall, look down and right behind its body for the lower climbable wall. Two yellow poles mark the path below: descend to them, then follow the path back up toward the key.
  25. Slayer Gate and Empyrean Key — Cultist Base. From the key’s ledge, drop into the giant-demon chamber and go right to its purple gate. Unlock it, finish the arena and collect the Empyrean Key after you return. Do this before pushing onward through the main objective, or recover it on a cheat-free replay.
  26. Praetor Suit Token — final lift. Return to the Deag Ranak statue for the story route and pass through the next door. After riding the lift toward the final combat, take the right-hand branch of the room for the last token.

Doom Hunter Base

  1. Modbot — train arrival. Leave the train and cross the first facility chamber to its exit. The Modbot stands openly on the left at the far end of that room.
  2. Extra Life — moving platform. At the train-arrival Modbot, turn around. Jump toward the helmet floating above the platform that moves up and down in this chamber.
  3. Praetor Suit Token — above the train. Turn back from the first Modbot toward the room’s entrance. Double-jump and Dash to the hanging yellow bars, swing across, Dash to the climbable wall and double-Dash onto the bridge ledge above the train for the token.
  4. Sentinel Battery — first arena vent. Clear the first enemy arena after the train. In the centre of its lower floor, break the cracked vent and crawl through to the battery.
  5. Doom Hunter Base. Leave the first arena and enter its control room. Take the page ahead near the window before stepping into the green teleporter.
  6. Lost Soul. In the lava chamber with moving platforms and the first Cadaver, ride the last rising platform upward. Jump and Dash toward the visible secret inside the hanging ship ahead.
  7. Deag Ranak. Go through the doorway after the lava-platform chamber. Take the page on the right as you enter the next room.
  8. Rune — before the crushers. Continue in the Deag Ranak page’s room and take the Rune on the forward ledge before you jump across the crusher sequence.
  9. Commander Keen — Shadows Don’t Scare Commander Keen. Press the switch that empties the coffin in a cylinder, then climb the cylinder in the next room. Swing around to the previous room’s cylinder, turn back and jump to the climbable wall on the right. From there return to the first cylinder you climbed and circle around its wall to the hidden opening containing the album.
  10. Silver Bullet Mode. Return to the tall cylinder where you emptied the Doom Hunter sarcophagus. From its climbable wall, climb onto the cylinder’s top rather than jumping away across the gap. Take the disk on top.
  11. Praetor Suit Token — cylinder interior. At the Silver Bullet disk on the sarcophagus cylinder’s top, drop through the hole into the lower interior room to collect the token.
  12. Sentinel Crystal — Red Keycard barge lower floor. Outside, use the coffin walls to reach the central platform, then leap to the next wall and the large floating barge. The Red Keycard is in this barge; drop through its central opening to the lower floor and search the back for the crystal.
  13. Extra Life — crystal floor. On the lower floor of the Red Keycard barge, where you collect the Sentinel Crystal, search the same floor for the helmet before climbing out.
  14. Sentinel Battery — Red Keycard barge upper room. Turn around from the crystal and climb the wall ahead into the barge’s upper room. Look right after entering through its window for the battery.
  15. Praetor Suit Token — ceiling container. Open the Red Keycard door and climb the ramps. Pass the laser barrier into the right-hand side room. The token sits in a container overhead, above the locked door; climb the crates on the left to reach it.
  16. Extra Life — burning generator. Swing from the hanging bar and punch through the green wall while airborne to enter the red, burning generator. Circle behind the generator for the helmet.
  17. Praetor Suit Token — electric hexagonal platform. Before the boss fight, climb onto the large floating hexagonal platform ringed with red electricity. Circle all the way around its exterior, fighting the ambushing demons, to find the Sentinel.
  18. Doom Hunter. Follow the corridor beyond the electrical platform toward the boss arena. Collect the page in the middle of the final hallway.
  19. Hell Knight. Stand by the Doom Hunter page and look straight up. Shoot the green ceiling switch to open the floor trapdoor, then descend through it to the toy.

Super Gore Nest

  1. The Hellgrowth – Part I. At the beginning, jump out of the train-track area toward the first green cracked wall. Collect the page on the platform beneath that wall along the main route.
  2. The Hellgrowth – Part II. Clear the first large arena and kill the Pinky that breaks through its windows. Follow the new opening and take the page immediately ahead.
  3. Modbot — twin-elevator room. Beyond The Hellgrowth – Part II, climb the two walls of the elevator shaft. At the top, go around the corner into the room opposite the two lifts for the Modbot.
  4. Extra Life — mall gore pillar. Clear the next mall fight, where you meet Dread Knights. On the upper floor’s right, punch the cracked wall and jump to the helmet on the gore pillar.
  5. Praetor Suit Token — opened teeth gate. Take the mall gore-pillar life. The adjacent teeth gate opens and zombies emerge from the wall opening ahead; follow it to the Sentinel’s token.
  6. Soldier (Shield). In the same mall combat room, swing along the yellow poles to reach the higher ledge above the central gore pillar. Turn back from there and jump across to the secret path and toy.
  7. Praetor Suit Token — first Buff Totem. Clear the next fight and destroy its Buff Totem. Explore the green portals in this Gore Nest; find the token in the corner behind the tentacle wall.
  8. Secret Encounter — yellow-key return. Collect the Yellow Gore Key, then take the portal back into the first Buff Totem area. Unlock the portal routes to clear the teeth gate and reach its encounter. Use Lock-On Rockets or the Ballista on the Mancubi and quickly finish the weaker enemies before the timer expires.
  9. Rune — Yellow Key door. From the Yellow Gore Key, open the Yellow Key door on the right. Turn right again and ride the blue air vent to the Rune.
  10. Infinite Ammo. In the large arena containing the three key pedestals, face the main Gore Nest platform and look left along its cliff. Jump to the small opening with the cracked wall, punch or Dash through it and enter the disk’s hidden space.
  11. Extra Life — below Yellow Key pedestal. At the pedestal where you insert the Yellow Key, drop one floor into the building below. Turn around immediately and jump toward the helmet floating behind you.
  12. Sentinel Crystal — underground UAC corridor. Insert the Yellow Key and follow the route into the underground UAC base. Beyond the Mecha Zombies and Cadaver, collect the crystal openly in the corridor ahead.
  13. Super Gore Nest. Descend the elevator into the underground base. Take the page beside the small glass enclosure containing the Chaingun.
  14. Sentinel Battery — radioactive tunnel. Take the RAD Suit and enter the acid room with the rotating projectile-firing pillar and yellow poles. Pass the pillar and follow the small green-sludge tunnel below the objective marker to the battery.
  15. Secret Encounter — beneath Red Key. In the large acid chamber, pass through the melee vent and double-jump onto the platform directly beneath the Red Gore Key. Activate the encounter, use Lock-On Rockets or the Ballista on the Mancubus, then drop below to finish the fodder with the Plasma Rifle or explosives.
  16. Extra Life — Red Key waterfall. From the Secret Encounter platform below the Red Key, jump onto the green waterfall descending from the key’s side of the room. Look behind its corner for the helmet.
  17. Revenant. Drop into the acid pool under the Red Key encounter. Follow the short lower corridor on the right, where its Zombies and Cadaver fought, to the toy.
  18. Praetor Suit Token — Red Key acid corridor. Take the Red Gore Key and enter the newly opened sludge corridor on the left. Follow it to the Sentinel’s token.
  19. Modbot — green skull side path. Activate the first manual power terminal, then follow the alternate path past the Automap. Operate the green skull switch to open the teeth gates. Before using the portal, take the short side route on the right for the Modbot.
  20. Extra Life — totem tunnel. In the later enemy area with another Buff Totem, drop down the tunnel leading to the totem. Collect the helmet directly on that falling route.
  21. Praetor Suit Token — punchable cube. Return to the exterior route and approach the large cube you must punch. Take the token on its left before using the cube to continue.
  22. Sentinel Battery — fire-chain skyscraper. Traverse the platforms and spinning fire-chain obstacles beyond the punchable cube. Climb into the upper skyscraper floor and look left beside the UAC hologram for the battery.
  23. DOOM III — Main Theme. Near the fire-chain battery, find the green wall you must punch and its open window to the right. Jump out toward the other building, swing from the rotating yellow skull-mounted pole halfway across and Dash to the album’s ledge.
  24. Rune — green-wall route. Return from the album detour and punch through the green cracked wall beyond the skyscraper battery. Collect the Rune on the required route behind it.
  25. Praetor Suit Token — acid wall-climb ledge. Operate the green skull switch in the glowing radioactive area, then traverse the climbable walls above the acid. At the second-to-last wall, turn around and jump to the optional non-flesh wall and high ledge with the Sentinel.
  26. Wolfenstein 3D — Wondering About My Loved Ones. Take the Blue Gore Key and leave through the long tentacle-filled sludge passage. Return toward the main three-key arena, but cross straight ahead over the exit bridge instead. Open the other Blue Key door to reach the album.
  27. Mecha Zombie. After the blue-door album, unlock the gate blocking the central blue vent. Ride that vent, turn around in the air and Dash to the raised platform on the right for the toy. The same ledge is above the Blue Key door across from the Mixom building; you can also reach it using the yellow poles near the shattered windows.
  28. Slayer Key — blue-vent wall route. With the Blue Gore Key, return to the first central Gore Nest arena and ride the blue vent again. This time Dash straight ahead to the climbable wall. Follow the newly opened route and drop at its far end into the room containing the Slayer Key and a battery.
  29. Sentinel Battery — Slayer Key room. Follow the Blue Key vent-and-wall detour to the Slayer Key’s secret room. Take the third battery beside the key before you drop back into the arena.
  30. Slayer Gate and Empyrean Key — Super Gore Nest. Before inserting all three keys into the red pedestals, turn away from the main Gore Nest toward the purple map area. Drop to the pipe bridge below, unlock the Slayer Gate with the nearby key and survive its arena. Collect the Empyrean Key after returning. Escape the mission’s final countdown promptly; lives do not protect you from that timer.

ARC Complex

  1. Mancubus. At the opening, drop down the elevator shaft into the hallway. A Mancubus breaks out through a shop doorway; enter that shop and go to its back for the toy.
  2. Praetor Suit Token — broken storefront glass. Descend several floors from the opening, passing the large windows overlooking the attack. At the foot of the stairs, before jumping over the crashed ship, turn around and punch the cracked storefront glass to reach the token behind it.
  3. Modbot — Convention Center upper ledge. In the Convention Center, fight the Cyber Mancubus and climb the escalators and stairs. Climb to the next ledge and turn right near the broken window and yellow pole for the Modbot.
  4. Sentinel Battery — wrecked skywalk room. Turn back from the Convention Center Modbot. Go forward and left up the stairs, then double-Dash across the wrecked skywalk into the small room. The battery is on its left.
  5. Cueball. Cross the wrecked Convention Center skywalk into the room with the battery. Search the right side of the same room for the toy.
  6. Slayer Key — Convention Center wall jump. From the battery-and-toy room by the wrecked skywalk, turn back and jump to the climbable wall between the broken bridge ledges on the left. Climb, turn around and jump toward the key’s ledge. Load replays with cheats off; if it fails to appear, reset the mission before finishing it and check again.
  7. Slayer Gate and Empyrean Key — ARC Complex. Return from the key ledge to the nearby purple gate on the Convention Center’s top floor, across from the ruined bridge and near the Automap. Unlock it, finish the arena and take its Empyrean Key. Shoot the two large demons’ head horns to weaken them faster.
  8. IDKFA. Leave the Convention Center by swinging from the yellow pole into the next building. Look in the floor hole just ahead where enemies emerge; drop in for the disk.
  9. Modbot — cracked upper hallway. From the IDKFA hole, climb the stairs and go right along the hallway beyond the computer-terminal window. Punch the cracked wall and follow the revealed route to the Modbot.
  10. The ARC – Part I. Ride the blue vent in the elevator shaft, descend the small slope and jump into the next building. On landing, jump left over the rubble to the cracked wall. Break it and climb the stairwell all the way to the page.
  11. Sentinel Crystal — stairwell side room. From The ARC – Part I, retrace part of the stairs and climb into the side room above them. Go around its corner to find the crystal.
  12. Extra Life — voice-terminal door. During the exterior climb between buildings using hanging bars, locate the voice terminal. Punch the adjacent door and collect the helmet behind it.
  13. Praetor Suit Token — UAC hologram. Climb the outside buildings and fight past the Hell Knight to the UAC hologram, before the crashed airplane traversal. Search just left and behind the hologram for the Sentinel’s token.
  14. Samuel Hayden. In the burning building’s combat area, climb two flights of the giant staircase. Leave left and look behind the pillar on the ruined ledge overlooking the Secret Encounter for the page.
  15. Praetor Suit Token — burning-building gap. From the Samuel Hayden page’s ledge, double-jump and Dash across the gap. Take the token beside the Secret Encounter on the opposite ledge.
  16. Secret Encounter — burning building. Reach the burning building’s second floor and Dash over the gap to the Gore Nest beside the token. Use the Ballista against its Pain Elemental and Cacodemon, then finish the Arachnotron below with rockets or the Chaingun before the timer expires.
  17. Whiplash. Climb to the burning building’s top, third floor. Go left, then left again through the small rubble passage to reach the toy.
  18. Extra Life — next building’s right side. Leave the Whiplash building and enter the next one. Turn right immediately and collect its helmet before dropping through the burning corridor.
  19. Rune — burning corridor floor hole. Fight through the next burning building’s Mancubus section, then drop through the small hole in the corridor floor. Take the Rune immediately ahead of the landing.
  20. The ARC – Part II. Drop farther into the restaurant with the kitchen and clear its large demon fight. Search the back corner behind the checkout desk for the page.
  21. Sentinel Battery — east-turret office. Fire the east turret to destroy the right tentacle. Follow the doors down into the underground facility and enter the small corner office ahead in the hallway for the battery.
  22. The Return of Dr. Samuel Hayden – Part I. Ride the lift into the boiler-room fight where a Pinky charges you. Look in the left corner behind the generator and machinery for the page.
  23. Praetor Suit Token — boiler exit. Leave the boiler room containing the first Return page. Turn right in the hallway beyond the wreckage and take the token.
  24. Rune — collapsed floor. Continue beyond the Pinky section until the floor collapses beneath you. Turn left at the landing and jump across the rubble for the Rune.
  25. Sentinel Battery — second purple sewer room. Enter the second sewer room filled with purple sludge. Swing from the hanging bar over the fence, turn around and Dash to the small platform with the battery before you leave the room.
  26. The Return of Dr. Samuel Hayden – Part II. Pass the electrical currents in the maintenance corridors until the lone Cacodemon attacks. Enter the small office on the left and press its button. Backtrack down the previous corridor through the newly unlocked door, then follow the passage to its end for the page.
  27. Extra Life — secret maintenance passage. Use the office button after the electricity corridor to open the secret maintenance route. At its far end, take the helmet on the right of The Return of Dr. Samuel Hayden – Part II.
  28. Quake II — Quad Machine. From the second Return page in the unlocked maintenance passage, drop into the room below. Search its left corner behind the generator for the album.
  29. Secret Encounter — maintenance lower room. Drop below the second Return page into the secret maintenance room. Activate the encounter opposite the Quad Machine album. Freeze its enemies and cut through them with Destroyer Blade, or use rockets and Frag Grenades for wide-area damage.
  30. Quake III — Intro. Fire the west cannon to remove the second tentacle and clear the parking-garage fight. On the garage’s upper floor, go left into the optional room with the log entry and look right for the album.
  31. Praetor Suit Token — garage exit. Descend to the garage’s lower floor after both cannon objectives. Take the dead-end hallway immediately left of the exit for the final token.

Mars Core

  1. Rune — first teleporter. Early in Mars Core, fight the first Baron of Hell and enter the first teleporter. Take the Rune in the next room on the main route.
  2. Extra Life — second outdoor fight. Enter the second large enemy arena after you first go outdoors. Jump toward the helmet floating above this encounter area.
  3. Sentinel Battery — bridge maintenance hatch. Clear the second outdoor fight on the bridge toward the BFG-10000. Drop through the opened maintenance hatch, turn around and jump across the gap behind you for the battery.
  4. Praetor Suit Token — green piston room. Reach the glowing green room with Zombies and the Automap. Ride the moving pistons, then jump to the raised walkway on the room’s left for the token.
  5. BFG-10000. Jump across the pistons into the green-lit ventilation passage. At its exit T-junction, turn left to collect the page.
  6. Extra Life — burning building. Obtain the BFG-9000 and step through the portal into the burning exterior. After jumping into the building there, look on its right side for the helmet.
  7. Praetor Suit Token — outdoor cracked-wall route. Clear the next large outdoor arena and drop into its floor hatch. Break the cracked wall left of the exit. Double-jump to the lower opening on the right in the wreckage and follow the passage to the token.
  8. Secret Encounter — lower wreckage passage. Follow the cracked-wall passage from the outdoor arena’s hatch. Activate the encounter on the left of its Praetor token. A BFG shot can clear the enemies ahead if you have ammunition; otherwise use rockets, Ballista shots and grenades quickly.
  9. Prowler. Ride the short lift into the control room. Follow its optional hallway to the toy, on the right as you arrive at the pickup end of that route.
  10. Rune — surface gun control hall. Operate the surface gun’s control panel and continue through the hallway from it. Take the Rune on the required path before launching yourself from the gun.
  11. Powerup Mode: Onslaught. Launch yourself from the gun into the UAC facility and follow the lower route through the ruined floor and jump pad. In the tentacle-filled room, enter the room on the right for the visible disk.
  12. Praetor Suit Token — green-lit vent. Back in the tentacle room before the Onslaught disk, enter the doorway on the left, turn left again and climb into the green-lit vent for the token.
  13. DOOM 64 — Intro. From the green-lit vent token, Dash across the gap to the blue air vent. Ride it upward, turn around and swing from the pole into the higher open vent on the other side for the album.
  14. Extra Life — pole-route breakable wall. Turn around from the DOOM 64 album and use the hanging bars to jump through the cracked wall ahead for the helmet. If you miss that airborne break, restart the checkpoint or drop to the wall later from the Carcass toy’s upper route.
  15. Secret Encounter — Mars-chunk portal. After the album and pole-life route, drop back onto the floating Mars chunks. Go forward into the building on the left, break its vent and step through the portal. Kill the Imps with rapid fire, freeze and eliminate the Whiplash, then kill the remaining Imps and use the Ballista or rockets on the Cacodemon.
  16. Carcass. From the second Secret Encounter, ride the blue jump vent into the next upper room. Look behind its pillar for the toy.
  17. Extra Life — traversal pillar. During the floating-island jumps after the large Pain Elemental encounter, collect the visible helmet on the pillar along the traversal route.
  18. Praetor Suit Token — high floating platform. From the traversal-pillar helmet, keep to the high path above the climbable walls. Jump and Dash ahead to the right-hand platform with the visible Sentinel hologram.
  19. Extra Life — beneath floating island. During the floating-island route between the high Sentinel platform and the final facility, look below the next airborne island for the helmet and jump down toward it.
  20. Sentinel Battery — reverse island route. Ride the blue vent toward the final floating UAC facility. Turn around after landing and jump back across the spire platforms toward the top of the island above the previous helmet. Collect the battery there, then return toward the facility.
  21. Sentinel Crystal — final facility side room. Land beside the final floating UAC facility using the blue vent. Enter the room immediately ahead on the exterior ledge, beside the entrance door, to find the crystal.
  22. Slayer Key — raised control-room crate. In the next tentacle-filled facility room, enter the small control room and press its console button. It moves the large window and raises a crate on your right. Stand on that raised pedestal, jump to the cracked vent on the right and break it. Follow the passage to the key.
  23. Slayer Gate and Empyrean Key — Mars Core. From the key’s control-room route, drop into the tentacle-chute area and follow the hallway to the purple Slayer Gate below. Open it with the key and survive its arena; BFG ammunition helps with the heavy waves. Collect its Empyrean Key on returning.
  24. Quake Champions — Goroth. Use the control-room button to raise the same crate needed for the Slayer Key. From its top, jump to the cracked vent opposite the key passage, break it and enter the album’s secret.
  25. Pinky. Drop through the small hole from the facility’s tentacle rooms. Turn left immediately, punch the cracked vent and ride the blue vent inside to the toy ahead.
  26. Sentinel Battery — Mars core landing. After crash-landing in the lost city inside Mars, drop down and look immediately right for the battery.
  27. The Lost City of Hebeth. From the lost-city battery, approach the city entrance doors. Collect the page nearby on the right before entering the catacombs.
  28. Praetor Suit Token — catacomb entrance. Enter the stone catacombs after The Lost City of Hebeth page. Turn left before the final large arena to take the Sentinel’s token.
  29. Extra Life — final arena. In the last combat arena of Mars Core, look overhead for the visible floating helmet. Jump to collect it while working through the encounter.

Sentinel Prime

  1. Sentinel Prime. Begin Sentinel Prime and follow the initial path toward the lift. Collect the page openly along this starting route.
  2. History of the Sentinels – Part IV. Ride the first lift down. Take the page directly in front of its lower exit before continuing.
  3. History of the Sentinels – Part V. Pass through the next room after the lift. Pick up the page immediately beyond it on the required path.
  4. History of the Sentinels – Part VI. Continue until you see the page behind bars. Go around the barrier on its left to enter the space containing it.
  5. History of the Sentinels – Part VII. Climb the next ledge and swing from the pole to the far platform. Turn left at your landing for the page.
  6. Extra Life — Codex switch opening. Behind History of the Sentinels – Part VII, activate the switch. Stand by it, look right and jump and Dash into the opening in the wall for the helmet.
  7. History of the Sentinels – Part VIII. Enter the next large chamber after the pole and switch detour. Search the rear right-hand side of that room for the page.
  8. Praetor Suit Token — stairway gap. Climb the stairs in the large chamber and take the branch on the right. Jump across its gap onto the ledge with the Sentinel.
  9. Extra Life — Sentinel ledge. Follow the right-hand route above the stairs and jump the gap to the Praetor token. Collect the helmet immediately beside that token.
  10. History of the Sentinels – Part IX. Return from the Sentinel ledge and continue into the next main area. Take the page on its left along the required route.
  11. Deag Grav. Ride the next lift upward, then turn around at the upper landing. Collect the page immediately behind you.
  12. Gladiator. Before entering the Colosseum fight, inspect the next room on the right and collect the final page. Do this before committing to the arena.

Taras Nabad

  1. Taras Nabad. Drop from the mission start onto the first platform leading to the city bridge. Pick up the page on the left before crossing that bridge.
  2. Sentinel Battery — first hidden ledge. From the Taras Nabad page, drop off the immediate side onto the hidden ledge below. Break its cracked wall and enter the battery’s small passage.
  3. DOOM (2016) — BFG Division. Open the city gate and defeat the Marauder. Drop off the side of that bridge platform, then Dash to the lower platform beneath it for the album.
  4. Praetor Suit Token — before the floor hole. Swing from the bridge’s yellow pole and climb the soft wall. Defeat the Mancubus and other demons above it, then collect the token on the left before dropping through the floor hole.
  5. Automap — Archvile courtyard. Reach the courtyard where the first Archvile appears. Treat the side with the statue you must push over as north; climb to the upper level on the courtyard’s west, left-hand side for the Automap terminal.
  6. Secret Encounter — west courtyard wall. On the west side of the first Archvile courtyard, drop to the lower level, go around the corner and break the cracked wall. Activate the encounter. Feed a grenade to the Cacodemon for a fast Glory Kill, use the Ballista on the Pain Elemental and finish the Doom Hunter with your heavy weapons. Restart the checkpoint after a failed timer to restore ammunition; you return before the wall break.
  7. Mastery Token — courtyard button. Enter the small corridor beside the west courtyard’s Secret Encounter nest. Press the button inside to open the gate to the Mastery Token.
  8. Sentinel Battery — broken courtyard statue. On the upper floor at the courtyard’s top-right, find the cracked statue near the painted panes. Punch the statue and press the button to open the gated room on the right. Enter, climb the wall and punch the hanging chain or weight to break the floor. Drop through the opening for the battery.
  9. Praetor Suit Token — swim exit. Complete the underwater route leaving the Archvile courtyard. As you emerge, collect the Sentinel’s token directly beside the exit hole.
  10. History of the Sentinels – Part X. Leave the swim-exit hallway and enter the next courtyard. Take the page standing openly in that area.
  11. Cyber Mancubus. From History of the Sentinels – Part X, move forward and right toward the cracked statue beside the stairs. Punch it and press the button behind it. Stand on the lit cauldron or dais halfway up the staircase to raise the secret gate, then enter for the toy.
  12. Extra Life — Divinity Machine chamber. Enter the large circular room containing the Divinity Machine flashback. Jump down toward the helmet in the centre of this chamber.
  13. The Divinity Machine. Finish the flashback and leave the circular machine room along its walkway. Take the page on that required exit route.
  14. Slayer Key — second sewer exit. Punch the two separate switches in the Doom Hunter and Pain Elemental arena to reach the second sewer swim. Lower the water twice. When you emerge, take the hallway on the left instead of proceeding straight to the next story area, and follow it to the key.
  15. Slayer Gate and Empyrean Key — Taras Nabad. From the key’s left-hand sewer route, return to the gate when its access opens. Enter the purple map area, use the key, finish the sixth base Slayer Gate and collect the Empyrean Key. Bring all six keys to the Fortress afterward for the Unmaykr.
  16. Secret Encounter — Overdrive room. After the next combat, including the catacomb Archvile, follow the outgoing ramp and turn left immediately. Break the wall and drop into the secret room. Collect its disk first to open the gate, then activate the encounter. Kill the Imps quickly and stagger the Marauder on his green-eye attacks; the upgraded Super Shotgun can fire twice during each stagger. Restart the checkpoint after a failed attempt to recover ammunition.
  17. Powerup Mode: Overdrive. Follow the cracked-wall detour off the catacomb arena’s outgoing ramp. Take the disk directly left of the Secret Encounter nest to open the room’s gate before you start its fight.
  18. Sentinel Battery — Titan well corner. Climb out of the hole or well into the area containing the Titan corpse. Turn around and search the corner immediately behind the well for the battery.
  19. History of the Sentinels – Part XI. At the Titan corpse, look beside the well you just climbed out of, on its right, for the page before you work on the Crucible objective.
  20. Praetor Suit Token — Titan leg water. Move left from the Titan’s sword hilt, crossing over its leg. Drop into the water behind the leg and collect the Sentinel’s token.
  21. Marauder. In the swampy water behind the Titan’s leg, stand near the Praetor token. Break the cracked wall on its right to open the toy’s hiding place.
  22. Extra Life — circular room stairs. After the fifth combat area, stay in the circular room rather than jumping out to continue. Follow its stairs around the room for the helmet.
  23. Praetor Suit Token — tower lift rear. Use the Dash refill to cross toward the next tower and smash its wall. Ride the lift upward and clear the demons at the top, then circle around the back of the lift for the Sentinel.
  24. History of the Sentinels – Part XII. Drop out of the tower toward the wrecked bridge. Turn back into the tower’s lower floor rather than jumping the gap. Search the right-hand side for the page.
  25. Sentinel Crystal — tower lower floor. After dropping out of the tower, turn back into its lower floor. In the same space as History of the Sentinels – Part XII, inspect the left side for the crystal.
  26. Extra Life — bridge hole and bar. Jump across the bridge gap. Before entering the next objective door, drop into the nearby hole and swing from its bar to the helmet.
  27. History of the Sentinels – Part XIII. Enter the vault containing the red Crucible component. Search the back-left of that vault room for its page.
  28. Quake II — Rage. In the skull-throne chamber, use the button behind the skull to activate the vents. Before punching the hanging chain or chandelier for the objective, ride a vent and Dash through the cracked domed ceiling above the room’s entrance and lift. Enter that secret for the album.
  29. Praetor Suit Token — RAD Suit room. Drop through the skull-throne floor and take the RAD Suit. Before descending farther, circle around the back of this round room for the token.
  30. Pain Elemental. From the RAD Suit room, drop into the deep shaft. While falling, double-jump to slow down and double-Dash through the metal cage wall between the second and third sets of shaft lights, where the question mark is visible. Enter its small landing for the toy. Restart the checkpoint if you miss, or return with late-mission fast travel.
  31. History of the Sentinels – Part XIV. Follow the sewer story route toward the last Crucible chamber. Take the page before dropping into the room with the final component.
  32. Mastery Token — final Crucible walkway. Enter the final Crucible chamber and cross to the opposite side of its walkway, on the entrance side of the bridge. Take the Mastery Token before collecting the completed Crucible.
  33. Taras Nabad mission challenges. During this mission, collect six Codex entries, freeze ten demons with Ice Bomb and perform three distinct Glory Kills on Pain Elementals. Keep the freeze count active during ordinary fights. For the Glory Kills, weaken a Pain Elemental with the Plasma Rifle, then change your approach between front, rear, side and above. Watch the challenge notification for a new animation; restart the checkpoint for more attempts before leaving the mission. Full list (3 challenges): Six Codex entries, Freeze ten demons, Three Pain Elemental Glory Kill animations.

Nekravol

  1. Sentinel Crystal — entrance fire traps. Pass the pair of Cyber Mancubi to the giant entrance. At the route splitting left and right through the wall-mounted fire cannons, take the left branch for the crystal.
  2. Nekravol – Part I. Climb into the first interior combat room and defeat its enemies. Stay on the upper platforms instead of dropping, jumping across to the small ledge with the page and supplies.
  3. Extra Life — left tower window. Clear the first arena containing the Tyrant and stand on its floor button to open the large exit door. Leave that door unused for now. Swing along the yellow bars toward the left tower’s open window, grab the hard-to-see wall beside it, climb and jump inside for the helmet.
  4. Baron of Hell. Enter the left tower’s open window from the yellow-pole climb in the first Tyrant arena. After taking its helmet, drop through the floor hole in that secret room to collect the toy.
  5. Praetor Suit Token — after Kalibas. Defeat Kalibas and punch through the giant brain. Climb into the halls above, then turn right in the next room for the Sentinel’s token.
  6. Mastery Token — Specter crusher room. Enter the chamber containing the crusher trap and spawning Specters. Cross to the side opposite your entrance to collect the Mastery Token.
  7. Praetor Suit Token — crusher exit. Leave the Specter crusher room and follow the stairs and main passage out. Take the token openly along that exit route.
  8. Secret Encounter — cage-room reverse jump. After the crusher-exit token, reach the wide room full of people in cages. Instead of making the story jump across, drop from the token’s ledge and turn around. Dash into the gap behind you to reach the hidden encounter. You have ten seconds to kill the Soldier on the right and Hell Knight on the left; use a powerful weapon or the Unmaykr on the knight.
  9. Gladiator. From the cage-room Secret Encounter, continue upward and around the corner inside the hidden route to collect the toy.
  10. Extra Life — fourth-arena hallway. After the fourth combat room, jump around the corner toward the climbable wall. Take the hallway on the left for the helmet before progressing farther.
  11. Doom Hunter. Ride the body cages beyond the spinning fire traps. Before the fifth arena, enter the hallway containing two crushers. Under the first crusher, break the cracked wall on the right and enter the secret room for the toy.
  12. Mastery Token — Doom Hunter toy room. Break the right-hand wall beneath the first of the two crusher traps before the fifth arena. Collect the token immediately beside the Doom Hunter toy inside the secret room.
  13. Famine Mode. Use the first skull switch on the left, then pass the second set of crushers on the right. In the following room near the Marauder route, drop into the shaft beneath the upward-moving cages of people for the disk.
  14. Fuel the Eternal Flame – Part I. In the Marauder-route hallway, before going left to activate the second skull switch, turn around the corner to the right and collect its page.
  15. Secret Encounter — opened skull-switch gate. Activate both green skull switches to open the progression door, then backtrack two rooms to the area before the Doom Hunter toy and token. Enter the gate that is now open and activate its encounter. Kill the Baron of Hell on your right with heavy damage, then the two Zombies behind you within thirty seconds.
  16. Commander Keen — You’ve Got to Eat Your Vegetables. Enter the Secret Encounter passage opened by both skull switches. Climb the stairs and turn the corner beyond its activation point for the album.
  17. Extra Life — final arena rear platforms. In Nekravol’s final encounter room, use the bars beside the central area to reach the platform at the back. Jump from there to the next platform containing the helmet.
  18. Praetor Suit Token — exit statue. Finish the final arena and follow the required route to the statue you punch down for the mission exit. Take the token directly along that approach before punching the statue.

Nekravol – Part II

  1. Extra Life — opening left towers. On the starting bridge, stop before taking the right-hand story route. Look over the left side for the jump pad. Drop onto it to reach the left platforms and collect the first helmet.
  2. Mastery Token — second left tower. Take the opening left-tower detour using the bridge’s jump pad and statue platforms. Jump from the helmet platform to the next tower on the left for the token.
  3. Wolfenstein 3D — Get Them Before They Get You. From the second left tower’s Mastery Token, Dash to the tower’s climbable wall and continue to the next ledge along this opening detour. Take the album there.
  4. Secret Encounter — opening album ledge. Follow the starting bridge’s left-tower detour to the album. Activate the encounter immediately behind it on the small ledge. Shoot the two distant Pain Elementals with the Ballista before time expires.
  5. Sentinel Crystal — right hallway. Enter the main tower and clear the second combat room. At the following corridor, take the right branch instead of the left story path to find the last base-campaign crystal.
  6. Nekravol – Part II. Clear the third encounter in the blue Demonic Infestation room containing a Doom Hunter. Collect the page in the hallway immediately beyond it.
  7. Dread Knight. In the corridor after the Nekravol – Part II page, inspect the right-hand wall. Break its cracked section or enter its opening for the toy.
  8. Secret Encounter — Dread Knight room. Go through the cracked wall beside the Dread Knight toy. Activate the encounter behind it. Kill the Hell Knight on your left first, using a Glory Kill to charge Blood Punch if possible; punch the Cyber Mancubus on the right to remove its armour, then finish it before the timer expires.
  9. Party Mode. At the deep shaft ahead, jump to the platform across it before dropping. Look down into the right corner just below the entrance for the cracked wall. Drop, double-jump to control your fall, break the wall and Dash onto its ledge for the disk. Use late-mission fast travel if you miss the opening.
  10. Fuel the Eternal Flame – Part II. Finish the fourth combat encounter with the Marauder, then follow the outgoing story hallway. Collect the page along that route.
  11. DOOM (2016) — Flesh and Metal. From Fuel the Eternal Flame – Part II, enter the hallway on the left. Break the cracked wall there to reach the album.
  12. Tyrant. In the room with three spiked rotating pillars, flame jets and rotating platforms, descend to a lowest side platform. Drop and double-jump toward the small ledge beneath the entrance to collect the toy.
  13. Extra Life — rotating pillar exit. Reach the exit doorway of the spiked rotating-pillar room. Turn around and jump back from that doorway toward the visible helmet.
  14. Praetor Suit Token — blue-energy hatch wall. Enter the large chamber of swirling blue energy. Stop before the main crossing and look left behind the hatch or spiked wall that rises and falls. Jump into that space and break its cracked wall for the Sentinel.
  15. Fuel the Eternal Flame – Part III. Leave the swirling blue-energy chamber along the required tower path. Take the page directly after that room.
  16. Archvile. Enter the tall shaft containing the large boost pad. Reach the top, then drop back toward the cracked wall halfway up the shaft. Break it and enter the toy’s hiding place.
  17. Extra Life — boost shaft top. Ride the large boost pad up through the shaft containing the Archvile wall secret. Take the helmet at the top before leaving the shaft.
  18. Praetor Suit Token — machinery chamber rear. Enter the next circular room with the machinery after the boost shaft. Circle around to its far side and take the Sentinel’s token.
  19. Instant Stagger Mode. Finish the final encounter at the top of the Argent Tower. Return to the lift you used to enter and drop into the small hallway just beneath the top floor, near the Crucible charge. Take the disk on that landing.
  20. Praetor Suit Token — final lift hallway. After the final arena, drop beneath its entrance lift into the Instant Stagger disk’s hallway. Walk farther back along the same hallway for the last token.

Urdak

  1. Urdak. Leave the first room and arrive outside. Turn left toward the tree, opposite the main progression direction, for the opening page.
  2. Mastery Token — ceiling-switch platform. Use the button in the first room to disable the forcefield, then jump across the pit and face back toward your entry point. Shoot the second button on the ceiling above the entry pit to make a platform rise and fall. Ride it, climb the wall and continue forward to the token. The Automap sits on the room’s opposite lower side.
  3. Icon of Sin. Finish Urdak’s first arena and follow the path into the lower cavern with climbable platforms. Take the page before the cracked vent along the route.
  4. Quake II — Descent into Cerberon. Turn around from the Icon of Sin page and jump up into the hole in the dark wall or higher ledge. Break the wall on the right to reach the album.
  5. Extra Life — final vent ceiling. Travel through the last ventilation passage before the second combat arena. About halfway down it, turn around and look up at the ceiling for the helmet.
  6. Secret Encounter — above the statue door. After the Pain Elemental and Maykr Drone fight, punch the large crate. Use it to jump into the opening above the nearby locked door before punching the statue for the story. Activate the encounter inside. Glory Kill the two Zombies to charge Blood Punch, use it against the Cyber Mancubus armour and finish the two Maykr Drones. A BFG shot also clears this group quickly.
  7. DOOM (2016) — Rip and Tear. Cross the bars to the punchable grate at the end of the traversal route. Before leaving, turn around and jump and swing back across to the small secret ledge with the album.
  8. Mastery Token — first vent ledge. Enter the vent immediately beyond the Rip and Tear route. Climb its first ledge, turn back and jump onto the higher ledge for the token.
  9. Khan Maykr. Clear the third combat room, where a Doom Hunter appears. Use the pole to reach the required punch switch; take the page on that same switch platform.
  10. Khan Maykr. After the fourth combat encounter, step outside toward the distant blue and purple rings. Drop off the platform edge on the launch pad’s right and Dash underneath onto the hidden ledge with the toy.
  11. Praetor Suit Token — fifth arena cracked wall. Clear the fifth arena containing the Marauder and go to the back corner. From the raised platform beside the window, jump around the corner and break the wall above it to reach the token.
  12. Maykr Angels. On the sixth encounter’s platform, where the Archvile fight leads toward another launcher, circle around the outside. Take the page in the corner along that outer route.
  13. Maykr Drone. Turn around from the Maykr Angels page and jump up onto the higher walkway facing the blue portal array. Collect the toy on that platform.
  14. Praetor Suit Token — purple-array lift. After the seventh fight, reach the purple array station. Search opposite its lift doorway, behind the elevator area, for the token before riding onward.
  15. Powerup Mode: Berserk. Realign the second, purple ring. Before taking its exit launcher or jumping back, walk around to the left and break the cracked wall for the disk. The Quakecon cheat still requires all Praetor Suit perks, even after you collect this final hidden disk.
  16. Extra Life — orange-array entrance wall. In the eighth encounter room at the orange array, after the Dread Knight fight, return toward the doorway you jumped in through. Look right from that entrance and break its cracked wall for the helmet.
  17. Secret Encounter — orange-array side room. Use the cracked-wall detour beside the orange-array entrance to reach the life and encounter room. Activate the nest, freeze or heavily damage the approaching Spectre for a fast Glory Kill, then fire down the hallway toward the Whiplash and Doom Hunter. A BFG shot can remove most of the group; finish any surviving Doom Hunter before time expires.
  18. Spectre. Align the third, orange ring and go back outside. Stop at the launcher, turn left immediately and jump and Dash around the building’s exterior toward the small tree and secret ledge with the toy.
  19. Extra Life — water-filled body room. Enter the water-filled room containing the large body. Search the floor near the back of this room for the helmet before the final boss approach.

Final Sin

  1. Extra Life — opening wall vent. Go around the first corner of Final Sin and break the cracked wall there. Climb into the vent and cross to its other side for the helmet.
  2. Extra Life — second building lower vent. Jump into the next building but stay on its lowest level. Jump left toward the Soldier, break the cracked wall and climb the ventilation route beyond it for the helmet.
  3. Extra Life — left lift button. Before climbing the main elevator shaft, shoot the button inside the lift on its left. Climb the usual lift, then enter the vent now accessible in the neighbouring shaft to collect the helmet.
  4. Final Sin. In the skyscraper containing the second combat encounter, climb the elevator-shaft walls toward the upper route. Take the page on the second-floor progression path before climbing farther into the next building.
  5. Extra Life — fourth-floor gore wall. In the building containing the fourth combat encounter, stop before ascending to the fifth encounter. On its fourth floor, circle around the back of the gore-covered room, break the cracked wall and drop beyond it for the last helmet.

Fortress of Doom

  1. Sentinel Crystal — first hub visit. After finishing Hell on Earth, follow the Fortress objective before departing for Exultia. Use the story crystal and select a stat upgrade; this is your first crystal, rather than a pickup inside Hell on Earth.
  2. The Fortress of Doom. After returning from Exultia, descend into the lower part of the Fortress and take its Codex page before you leave for Cultist Base.
  3. Praetor Suit Token — Sentinel introduction. Return after Exultia and follow the story introduction to Praetor upgrades. Take the token provided by the Sentinel and open the Suit menu to spend it.
  4. Modbot — rear upper room one. From the hub visits after Doom Hunter Base, enter the large room at the rear of the Fortress. On its upper floor, open a Modbot barrier with two Sentinel Batteries and take its upgrade selection.
  5. Modbot — rear upper room two. In the same rear upper-floor reward area, inspect the second Modbot room. Spend two more Sentinel Batteries at its barrier and interact with the Modbot. These two purchases supply the remaining mod selections for the base arsenal.
  6. Praetor Suit Token — rear upper room one. After Doom Hunter Base, explore the rear room’s upper floor. Open the first token barrier with two batteries, then take its Praetor token.
  7. Praetor Suit Token — rear upper room two. In the rear reward room’s upper floor, find the other locked token barrier. Insert two batteries and collect the token inside.
  8. Sentinel Crystal — rear lower room one. From the post-Doom Hunter Base hub visits, go to the lower floor of the large rear reward room. Spend two batteries at one of its crystal barriers and use the crystal beyond it.
  9. Sentinel Crystal — rear lower room two. Return to the rear reward room’s lower floor and open the other crystal barrier with two batteries. Spend its stat choice on the same Health, Armor or Ammo category if you are working toward King of the Crystals.
  10. Praetor Suit Token — elevator right room. Enter the Fortress room containing the lift down to the lower decks. Check the locked barrier on its right, insert two batteries and take the token inside.
  11. Praetor Suit Token — elevator left room. In the elevator room, inspect the corresponding barrier on the left. Spend two batteries to open it and collect its Praetor token.
  12. All Runes. Reach the outside tower containing the original Praetor suit and unlock its room with two batteries. Drop out through the window, turn back toward the tower and Dash into the opening near its bottom for the disk.
  13. Fully Upgraded Suit. After Sentinel Prime, leave the Fortress control room through the doorway straight ahead on the upper floor. Look above the red beam at the floating pickup marker. Shoot the red button in the window to the beam’s right, then stand on the red floor vent it opens. Ride the air into the ventilation shaft and drop from there onto the disk.
  14. Return to the Fortress for cleanup. Finish the base story before trying to recover an earlier hub reward. During a Mission Select replay, pause and choose Return to Campaign to revisit the Fortress. Its rooms are not a separate entry in Mission Select; bring the batteries or Empyrean Keys you still need to spend.

Upgrade and challenge cleanup

  1. Combat Shotgun — Sticky Bombs mastery. Once you have Combat Shotgun, select Sticky Bombs in Arsenal and buy Quick Rack, Bigger Boom. Break the turrets on twenty-five Arachnotrons with Sticky Bombs. Aim at the turret rather than killing the whole demon; Hell on Earth introduces these enemies. Full list (2 upgrades): Quick Rack, Bigger Boom.
  2. Combat Shotgun — Full Auto mastery. Once you have Combat Shotgun, select Full Auto in Arsenal and buy Quick Recovery, Faster Transform, Fast Feet. Kill fifteen Pinkies using Full Auto. Move around their armoured front and finish their exposed rear with this mod. Full list (3 upgrades): Quick Recovery, Faster Transform, Fast Feet.
  3. Heavy Cannon — Precision Bolt mastery. Once you have Heavy Cannon, select Precision Bolt in Arsenal and buy Mobility, Fast Loader. Get seventy-five headshot kills with Precision Bolt. Aim at fodder demons’ heads and verify the kill, rather than counting ordinary body hits. Full list (2 upgrades): Mobility, Fast Loader.
  4. Heavy Cannon — Micro Missiles mastery. Once you have Heavy Cannon, select Micro Missiles in Arsenal and buy Quick Recharger, Instant Loader, Primary Charger. Hit at least three enemies in one Micro Missile volley, fifteen times. Fire into groups before they disperse and check the volley counter. Full list (3 upgrades): Quick Recharger, Instant Loader, Primary Charger.
  5. Plasma Rifle — Heat Blast mastery. Once you have Plasma Rifle, select Heat Blast in Arsenal and buy Quick Fire, Super Heated Round. Kill at least two demons with one Heat Blast, thirty times. Build heat with ordinary plasma fire, weaken a group and release the blast close enough to finish two. Full list (2 upgrades): Quick Fire, Super Heated Round.
  6. Plasma Rifle — Microwave Beam mastery. Once you have Plasma Rifle, select Microwave Beam in Arsenal and buy Faster Beam Charge, Increased Range. Kill a demon near the target with the target’s Microwave explosion, fifteen times. Weaken the nearby demon, then beam the adjacent target until it detonates. Full list (2 upgrades): Faster Beam Charge, Increased Range.
  7. Rocket Launcher — Remote Detonate mastery. Once you have Rocket Launcher, select Remote Detonate in Arsenal and buy Proximity Flare, Concussive Blast. Kill sixty enemies while Proximity Flare is active. Detonate the rocket when its flare indicates nearby enemies; check the mastery counter after the blast. Full list (2 upgrades): Proximity Flare, Concussive Blast.
  8. Rocket Launcher — Lock-On Burst mastery. Once you have Rocket Launcher, select Lock-On Burst in Arsenal and buy Fast Reset, Quick Lock. Kill fifteen Prowlers using Lock-On Burst. Acquire the target fully before firing and keep hunting this demon type through your campaign or mission replays. Full list (2 upgrades): Fast Reset, Quick Lock.
  9. Super Shotgun — Meat Hook mastery. Once you have Super Shotgun, select Meat Hook in Arsenal and buy Quick Hook, Fast Hands. While the Meat Hook is active, finish fifty demons with Super Shotgun shots. Hook a fodder demon, close the distance and shoot before the hook releases. Full list (2 upgrades): Quick Hook, Fast Hands.
  10. Ballista — Arbalest mastery. Once you have Ballista, select Arbalest in Arsenal and buy Full Speed, Stronger Explosion. Kill twenty Cacodemons with Arbalest. Charge the alternate shot and finish the flying target with it; base Secret Encounters also offer Cacodemons. Full list (2 upgrades): Full Speed, Stronger Explosion.
  11. Ballista — Destroyer Blade mastery. Once you have Ballista, select Destroyer Blade in Arsenal and buy Charging Blast, Rapid Chains. Kill at least three enemies with one Destroyer Blade, fifteen times. Line up weakened groups and release the charged blade through all three. Full list (2 upgrades): Charging Blast, Rapid Chains.
  12. Chaingun — Mobile Turret mastery. Once you have Chaingun, select Mobile Turret in Arsenal and buy Rapid Deploy, Fast Gunner. Kill five enemies in a single Mobile Turret deployment without overheating, ten times. Use fodder groups and controlled firing while keeping that deployment active. Full list (2 upgrades): Rapid Deploy, Fast Gunner.
  13. Chaingun — Energy Shield mastery. Once you have Chaingun, select Energy Shield in Arsenal and buy Faster Recovery, Dash Smash. Deal twenty thousand damage while Energy Shield is active. Hold the shield during sustained Chaingun fire and check the cumulative damage counter after combat. Full list (2 upgrades): Faster Recovery, Dash Smash.
  14. All twenty-eight ordinary weapon upgrades. Collect Weapon Points from the green Demonic Corruption combat bars and optional encounters. Open Arsenal for each acquired weapon and mod; buy every named node below before completing its thirteen mastery challenges. The Super Shotgun has one built-in Meat Hook mod, and the BFG and Unmaykr have no mastery. Full list (28 upgrades): Combat Shotgun — Sticky Bombs — Quick Rack, Combat Shotgun — Sticky Bombs — Bigger Boom, Combat Shotgun — Full Auto — Quick Recovery, Combat Shotgun — Full Auto — Faster Transform, Combat Shotgun — Full Auto — Fast Feet, Heavy Cannon — Precision Bolt — Mobility, Heavy Cannon — Precision Bolt — Fast Loader, Heavy Cannon — Micro Missiles — Quick Recharger, Heavy Cannon — Micro Missiles — Instant Loader, Heavy Cannon — Micro Missiles — Primary Charger, Plasma Rifle — Heat Blast — Quick Fire, Plasma Rifle — Heat Blast — Super Heated Round, Plasma Rifle — Microwave Beam — Faster Beam Charge, Plasma Rifle — Microwave Beam — Increased Range, Rocket Launcher — Remote Detonate — Proximity Flare, Rocket Launcher — Remote Detonate — Concussive Blast, Rocket Launcher — Lock-On Burst — Fast Reset, Rocket Launcher — Lock-On Burst — Quick Lock, Super Shotgun — Meat Hook — Quick Hook, Super Shotgun — Meat Hook — Fast Hands, Ballista — Arbalest — Full Speed, Ballista — Arbalest — Stronger Explosion, Ballista — Destroyer Blade — Charging Blast, Ballista — Destroyer Blade — Rapid Chains, Chaingun — Mobile Turret — Rapid Deploy, Chaingun — Mobile Turret — Fast Gunner, Chaingun — Energy Shield — Faster Recovery, Chaingun — Energy Shield — Dash Smash.
  15. All twenty Praetor Suit perks. Take Praetor tokens from the mission Sentinels and the five Fortress rewards. Open the Suit menu and buy the four perks in each of its five categories. Item Finder exposes pickup locations on the Automap; complete every category to receive the Quakecon Mode cheat. Full list (20 perks): Grappler, Hot Swapper, Faster Dasher, Hit and Run, Slayer Atlas, Item Classifier, Bigger Fog Lights, Item Finder, Hazard Protection, Thicker Skin, Regenerating Barrels, Explosive Piñatas, Faster Frag Cooldown, Combustion Concussion, Scatter Bombs, Frag Stock Up, Faster Ice Cooldown, Permafrost, Ice Drops, Frost Bite.
  16. Quakecon Mode — suit completion reward. Purchase all twenty Praetor Suit perks in the pause menu on your standard save. The Quakecon Mode cheat is awarded automatically afterward; it has no separate physical disk location and is still required to complete the cheat collection.

The Ancient Gods – Part One

UAC Atlantica Facility

  1. Book of the Seraphs – Part I. Obtain the Blue Keycard, then use the left-hand door from the starting area instead of the right-hand route. Descend the ramps or stairs by the upper door; the page is at their bottom. From the lower Blue Keycard door, it is ahead before you climb the stairs.
  2. Extra Life — red-keycard ventilation. Clear the large oil-rig arena with multiple turrets and fire jets. Climb to the high vent leading toward the red keycard room. Before dropping from the shaft, take its dead-end branch and look up into the ceiling vent for the helmet.
  3. Secret Encounter — lift lower ledge. After the Marauder fight, ride the lift upward. Before jumping across toward the Arachnotron, look right over the edge for the climbable wall and drop one floor using it. Activate the encounter below; focus the Empowered Mancubus behind you, then clear the two Carcasses and remaining fodder.
  4. Book of the Seraphs – Part II. From the lift, jump the gap to the Arachnotron, turrets and Cyber Mancubus. Before punching the progression switch, climb the ramp or stairs on its left to the raised page ledge.
  5. Book of the Seraphs – Part III. Use the fan and swing bar to launch across the large gap to the scaffolding. At the lower interior doorway, stop before climbing the stairs and follow the right-hand ledge around the platform to its dead end for the page.
  6. Book of the Seraphs – Part IV. Finish the arena ending with a Doom Hunter and enter the main facility through its doorway. Stay on the current floor and walk behind the ramp or stairs ahead for the page.
  7. Slayer Key — Automap vent. After the facility self-destructs and the next Tyrant fight, follow the tentacle hallway straight ahead past the Slayer Gate on the right, ignoring the left story branch. Defeat the Tyrant in the small Automap room. Climb the crates to the left, look over the fence and swing from the two bars below. Double-jump right into the vent and follow it to the key, watching for the turret.
  8. Slayer Gate — Atlantica Support Rune reward. Return from the Automap vent to the purple gate in the tentacle hallway. Unlock it with the key and survive the arena for a Support Rune selection. Choose an unowned rune; the Blood Swamps pickup and The Holt gate supply your other two selections.
  9. Secret Encounter — left underwater piston. In the watery catwalk room with three turbines beyond the tentacle hallway, enter the upper office containing the dive suit. Activate its console to raise the pistons. Put on the suit, dive down and swim into the passage behind the leftmost piston for the encounter. Use Flame Belch and grenades to weaken the Spectres, then finish the wave rapidly.
  10. Extra Life — opposite objective walkway. Outside, punch the mechanism that lets you swing over and ride the crate. Climb the wall toward the marked objective door, then walk the opposite way along the walkway to its end for the helmet. An Empowered Dread Knight appears as you approach and an Archvile after you collect it.
  11. 2-Up — submarine tunnel detour. After the submarine trip, reach the large circular underwater-base area and its Tyrant fight. At the point where the story asks you to dive toward the centre, keep swimming instead to the opposite end of the tunnel and emerge at the next exit. Follow the tunnel to its end for two lives. Collect this before climbing out at the second story entrance; that return route can close even when fast travel unlocks.

The Blood Swamps

Point of no return: Each trial’s final encounter can close its side branch. Finish that branch’s pages, helmets and Secret Encounter first; otherwise replay The Blood Swamps on your standard save.

  1. Support Rune — early fire-trap wall. Defeat the giant tentacle and the Marauder in the early swamp arena. At the ledge with the spinning fire traps and bars, drop to the ground instead of swinging onward. Find the cracked or broken wall and enter the secret path to its end. Take the Support Rune and select a perk you do not already own.
  2. Book of the Seraphs – Part V. Cross the fire hazards and the gap over the Marauder arena. Take the hazmat suit and drop into the water where the Cyber Mancubus appears. Look just beneath the entry point in the small inset or alcove in the wall for the page.
  3. Extra Life — Automap arena corner. Emerge from the page’s water route onto the Automap platform. Before climbing the ramps toward the next objective, clear the Baron of Hell arena and break the wall in its left corner for the helmet.
  4. Extra Life — left-trial turret ledge. Take the left trial path from the central life-sphere area. Clear its first encounter and swing from the pole toward the raised ledge before the second turret. Face the turret’s direction, turn ninety degrees right and jump to the lower wall ledge behind the thin waterfall for the helmet. Collect it before completing this trial’s final encounter.
  5. Extra Life — left-trial underwater wall. After the room where you defeat a Marauder to remove a Buff Totem, drop into the arena with the Empowered Arachnotron and Doom Hunter. Dive into the water behind that combat area and Dash through the cracked wall for the helmet. Gather it before the left trial’s finale closes access.
  6. Book of the Seraphs – Part VIII. On the left trial route, find the giant demon corpse with its face visible and an arm stretching right, near the Tyrant and invisible-Whiplash arena. Dive into the water right of the head, follow the submerged route and jump across at its far end to the page beside BFG ammunition. Get it before ending this trial.
  7. Secret Encounter — left-trial box gate. After the foggy swamp fight with the possessed Hell Knight, approach the stairs and switch for the large trial door. Take the path left of those stairs, follow it down and around to the right, and break the green wall if needed. Punch the box down and activate the skull switch to open the encounter gate. Use BFG or Unmaykr fire on its Whiplashes, Mancubus and Baron within forty seconds; finish before committing to the trial-ending arena.
  8. Book of the Seraphs – Part VI. On the left route beyond the obstacle course, swing across two bars to the Pain Elemental’s ledge. Jump to the climbable wall on the distant pillar or small tower, then turn back toward the building and double-Dash across to the page’s ledge. Collect it before this trial’s final fight.
  9. Book of the Seraphs – Part VII. On the right trial route, complete the green-wolf protection section first, then backtrack toward its swamp. Above one of the wolf’s stopping totems, climb the pillar and leap to the distant pole and climbable wall to reach the page. Collect it before finishing the right trial’s final encounter.
  10. Secret Encounter — right-trial upper walkway. From the green-wolf area and Part VII page, climb onto the upper walkway, then drop through its deep hole onto the optional route. Follow it around to the pushable box and shove it to open the gate behind the encounter chamber. Activate the nest, kill the Empowered Cacodemon quickly, then the Mancubus, Baron and Imps. Finish this side detour before the right trial’s final arena closes the branch.

The Holt

  1. Slayer Key — fallen-tree high ledge. Clear the first major fight with the Marauder and Tyrant, then enter the waterfall courtyard. Punch the large tree down and climb it. Climb the nearby high ledge, turn back and jump across onto the key’s platform.
  2. Extra Life — tree courtyard left path. Before climbing the fallen tree in the waterfall courtyard, go left from its lower area and climb the ledge onto the optional path. Take the helmet at the path’s end; two Hell Knights spawn back along the route after you collect it.
  3. Extra Life — above waterfall cracked wall. Climb the fallen tree and the ledge beside the waterfall, the same ledge used for the key jump. Instead of jumping to the key, follow the upper path to the cracked wall, then break it for the helmet.
  4. Secret Encounter — pink-water cave. From the top of the fallen tree, follow the right-hand route into the pink-water tunnel. Break the cracked wall on the right and activate the nest. Prioritise the possessed Cyber Mancubus, then use Microwave Beam on the exposed Spirit. A BFG shot at the start kills the Spectre and damages the possessed enemy; finish the remaining Zombies before time expires.
  5. Slayer Gate — Holt Support Rune reward. From the first Secret Encounter, follow the path right and deeper through the Imp area toward the possessed Arachnotron. Find the purple Slayer Gate on the right, unlock it with the fallen-tree key and complete it. Select your last unowned Support Rune. The Automap is around the corner beyond the gate.
  6. Book of the Seraphs – Part IX. Punch the next two trees and cross their route past the Hell Knight, Mecha Zombies and Cueball. At the large pit where the objective sends you up-left, look over the edge and drop to the page directly below. Watch the tentacles around the pickup.
  7. 2-Up — breaking-platform wall. After punching another tree and reaching the marked ledge, jump to the platform before the pair of green disintegrating platforms. Look low on their left wall for a cracked section. Dash through it to reach the helmet behind the lasers and gain two lives.
  8. Book of the Seraphs – Part X. Finish the room where you operate the pillar buttons, then approach the circular platform facing the main Holt facility. Move across the smaller platforms on its right and take the page on the last right-hand platform.
  9. Secret Encounter — ceiling-target laser door. Cross the huge gap and clear the large main-facility fight ending with three Barons. At its progression switch, look up at the ceiling and shoot the green target above the switch to lower the encounter’s laser fence. Complete it now: leave through the right hallway, headshot the Blood Maykr promptly, kill the Imps and alternate Super Shotgun and Ballista shots on the Marauder during his green-eye stagger. Fast-travelling back can leave the laser door inaccessible; replay The Holt from its beginning if you have already passed it.
  10. Book of the Seraphs – Part XI. Use the launcher and floating climbable wall to reach the Holt facility’s upper level. Enter the next circular switch room and take the page on the left of its third podium before activating it.
  11. Seraphim. After the split combat areas, operate the punch switch and jump across the final swing bar toward the boss lobby. Turn around on landing and shoot the other green target underneath the structure you crossed. This opens the central door on the far side; jump back through it to collect the page, then return to the lobby.
  12. The Father. Enter the last room stocked with ammunition and supplies before the boss arena. Take the page in its back-right corner, to the right of the BFG ammunition, before entering Samur’s fight.

The Ancient Gods – Part Two

The World Spear

  1. Extra Life — fountain gate. Clear the fountain arena containing Armored Barons, Cyber Mancubi and the giant tentacle. At the exit, find the helmet behind a gate. Go diagonally across to the back-left corner beyond the fountain and activate the hidden skull pedestal to open that gate.
  2. Extra Life — Stone Imp arena pipe. Clear your first Stone Imp arena and operate the skull pedestal to activate the nearby boost pad. Look across from that pedestal toward the broken upper bridge and the sewage pipe in the opposite wall. Boost and grapple to the bridge, then drop or jump to the pipe for its helmet. Return to the bridge to continue.
  3. 2-Up — snowy grapple point. In the snowy open combat area, cross the gorge guarded by the Cyber Mancubus using the active grapples and bars. Reach the upper platform and activate the Automap on its right. The previously inactive high grapple now works; hook it and rise to the helmet above for two lives.
  4. Codex — snowy cave ledge. After the snowy area’s 2-Up grapple, jump across the gap into the cave. Take the page immediately ahead on the right beside the ledge before climbing farther.
  5. Escalation Encounter — ammo Hammer upgrade. After riding the dragon, pass through the narrow ice cavern with respawning explosive barrels and enemies entering from both sides. Jump across the pit with flame jets in its walls. Melee the demon growth on the far side and kill every enemy in wave one to upgrade Hammer ammunition drops. A second activation starts the optional cosmetic wave, which is not needed for Tougher Than Nails.
  6. Codex — final Wraith Crystal. At the end of The World Spear, enter the structure with the five floating yellow Maykr figures. Collect the page in their centre next to the Wraith Crystal objective before taking the exit portal.

Reclaimed Earth

  1. Codex — starting street. At the beginning of Reclaimed Earth, turn left on the raised balcony and drop to street level. Take the page below before following the main route.
  2. Extra Life — truck at street end. On the opening street, after the first Cursed Prowler encounter, go to the far-right dead end. Search behind the truck at the very edge of the road for the helmet.
  3. Escalation Encounter — health and armour Hammer upgrade. Restore the city’s power after the narrow Stone Imp alley. Punch the subway carriage and use the two Super Shotgun grapple points, tipped bus and wall grate to reach the large building. Walk forward and turn left into its arena. Melee the growth and complete wave one: Hammer hits now produce more health from frozen demons and armour from burning demons. Its optional second wave grants the Survivor cosmetic.
  4. Codex — below Escalation arena. Finish the Escalation Encounter and drop through the marked hole in its arena. Follow the short passage into the next room and collect the page on the left.
  5. Codex — flooded-station exit. Leave the flooded train station and arrive on the wrecked road where monsters fight each other. Go to the back-left side beneath the building’s pillars for the page. BFG ammunition is nearby if you need a refill.
  6. Extra Life — red building cracked wall. Climb past the Revenants and traverse the hanging platform into the red-lit building with invisible Whiplashes, before the giant wall. Clear the room, then enter its left corridor. Break the wall at the side of the small room opposite your entry route for the helmet.
  7. Extra Life — Lockdown security booth. In the main UAC building, note the helmet behind the red locked security-booth door. Clear the following arena with Archviles and Doom Hunters, then return to the now-open booth. If you already rode the lift, use late-mission fast travel to Lockdown, jump the gap again and enter that door on the right before ending the mission.
  8. Codex — dome lift exit. After clearing the final UAC building arena, ride the lift into the giant dome chamber. Turn right as you exit for the last page. Finish any Lockdown return before advancing the final objective that ends the mission.

Immora

  1. Codex — opening winding path. Use Immora’s starting booster and climb the winding path upward. Collect the page halfway up, at its second bend, before reaching the tentacle traps.
  2. Extra Life — upper tentacle passage. Immediately past the first page, climb the platform on the left into the upper passage guarded by more tentacles. Break the wall and follow the hidden path to its end for the helmet.
  3. Escalation Encounter — longer-stun Hammer upgrade. Continue past the Revenant and ground-tentacle traps to the early gap. Jump across to the demon growth straight ahead and melee it. Clear wave one to extend the Hammer’s stun duration, the third required upgrade. Wave two grants Hellforged cosmetics and can be skipped for the achievement.
  4. 2-Up — rocky tank ledge. Leave the Escalation arena and pass the Automap before the green breakable wall. Break the wall and look out over the distant battle. Use the raised rocky platform on the right to jump onto the optional upper-left ledge containing a tank and the helmet, worth two lives.
  5. Extra Life — cavern rock entrance. Kill the large tentacle farther along and enter the cavern. The helmet is behind spikes high in the rocks on the right. Find its entrance farther along that same wall, then jump from the left-side rocks or the ledge with two Energy Ammo pickups. Double-jump and double-Dash across the long gap into the cave for the helmet.
  6. Codex — city-wall landing. Climb into the tank and let it launch you into Immora’s wall. Immediately after landing in the new zone, turn left for the page.
  7. Codex — after paired Marauders. Clear the platform encounter with purple Buff Zombies and two Marauders. Jump down or across to the next ledge and collect the page ahead toward the back wall, on the right side of that landing.
  8. Codex — interior portal room. Fight through to the Doom Hunter by the city’s interior bridge and enter the doorway it came from. Activate the button behind the pillar to remove the laser fence and expose BFG ammunition. Continue toward the small portal room; collect the final page on the portal’s left before advancing. The following Dark Lord mission has no physical collectible.

The Dark Lord

Horde Mode and BATTLEMODE

Horde Mode

  1. Let's Play. Choose Horde Mode from the main menu; any Eternal product configuration grants access, including standalone Ancient Gods purchases. Select any difficulty and clear all rounds of its first mission, Cultist Base. You begin with three lives and the mastered Combat Shotgun. Keep moving between arena supplies and use the chainsaw, Flame Belch and Glory Kills to refill. Clear the mission to continue into Reclaimed Earth.
  2. Reinvent the Weapon Wheel. Start Horde Mode with the Combat Shotgun. Finish its three Cultist Base arenas for three random ordinary guns, then activate Reclaimed Earth’s first Gore Nest to obtain the BFG. Clear the three Reclaimed Earth arenas to earn the remaining three ordinary guns and finish the eight-weapon wheel. Your campaign inventory does not count. If you exhaust your lives, start another Horde attempt; you can save progress at the start of a new mission.
  3. Game Over. Choose Horde Mode on any difficulty, then complete Cultist Base, Reclaimed Earth and The Holt in one run. Survive arena waves, Blitz rounds and traversal; collect additional lives as you progress. Score, medal thresholds and optional bonus-round performance are separate from finishing the mode. You have no combat checkpoints to reload after exhausting your lives. Start a fresh Horde attempt if the run ends before The Holt is complete.

BATTLEMODE

  1. Mix and Match. Open BATTLEMODE, complete its tutorials and play one complete match as each of the five original demons: Archvile, Mancubus, Marauder, Pain Elemental and Revenant. You can use public games or a three-person private lobby with two PC partners, rotating Slayer and demon roles. Dread Knight was added later; the original five remain a complete route. Stay until the results screen; continue any missing demon in a later match.
  2. Fight Like Hell. In BATTLEMODE, select a player demon and damage the player Slayer until your cumulative counter reaches 5,000. summoned fodder damage does not fulfil this task. Play public games or create a private lobby with three PC players and rotate roles. You can spread the damage across matches; check the Fight Like Hell Milestone and resume from the current total.
  3. Blood Bath. Enter BATTLEMODE and accumulate 200 kills of player-controlled opponents. As the Slayer, kill the two player demons; as a demon, kill the Slayer. summoned fodder kills do not count. In a three-PC-player private lobby, keep one demon alive while repeatedly killing the other when it respawns, then rotate roles. The Milestone total persists across matches, so continue later if needed.
  4. Man vs Monsters. Enter BATTLEMODE and finish twenty-five matches as either side. Public and private games count; a private match needs three PC players. Stay through each completed match and its result screen because leaving early does not award your own completion. Check the Man vs Monsters Milestone and play further matches to recover any uncounted attempts.
  5. Weapons Expert. Play BATTLEMODE as the Slayer and finish a player demon with each of the eight weapons below. Use a public match or a three-PC-player private lobby and keep a manual weapon checklist: the Milestone shows only a total. Weaken the demon before changing to your required finishing gun. Let a match reach round four to obtain the BFG upgrade, then attempt its kill. Repeat any missing gun in a later match; the total spans matches. Watch out: BFG registration can fail even after a kill. Repeat with both player demons weakened and test a simultaneous kill; retain your other seven weapon checks while retrying. Incomplete: The exact current BFG kill-registration condition is unsettled. Try the finishing hit, then repeat with both player demons weakened if the Milestone stays at seven.
  6. Truce between Demons. Choose a player demon in BATTLEMODE and select a defensive action loadout with Healing Zone. Take damage, place the zone and stand in it with your injured teammate to restore actual missing health. Repeat after the cooldown until the healing Milestone reaches 50,000; full-health waiting adds no useful recovery. A later-round team heal can also contribute. Use public games or a three-PC-player private lobby and resume the cumulative total in later matches.

Achievements

50 achievements. None can be missed for good. Labels show which ones need PvP or a long grind.

Story (15)

Doomsday

Play Hell on Earth from a new standard campaign. Follow the opening chainsaw and Modbot tutorials, cross the ruined city and subway, then enter the citadel lift and finish the mission. Full list (1 mission): Hell on Earth.

The Hunters Became the Hunted

Continue through Exultia and Cultist Base to Doom Hunter Base; at its finale, destroy the first Doom Hunter, then drop into the arena with two more. Strip their shields with the Plasma Rifle, destroy their sleds and finish the exposed demons. Full list (4 missions): Hell on Earth, Exultia, Cultist Base, Doom Hunter Base.

Interplanetary Fracking

Finish the first six missions to reach Mars Core. Follow the mission objectives through the BFG facility and operate the massive gun to blast Mars; this story event happens before the mission ends. Full list (7 missions): Hell on Earth, Exultia, Cultist Base, Doom Hunter Base, Super Gore Nest, ARC Complex, Mars Core.

Thumbs Down

After Mars Core, play Sentinel Prime; cross the city and enter the Colosseum. Attack the Gladiator when his eyes flash green; dodge the shield attacks and, in the second phase, the flail waves until you defeat him. Full list (8 missions): Hell on Earth, Exultia, Cultist Base, Doom Hunter Base, Super Gore Nest, ARC Complex, Mars Core, Sentinel Prime.

Reforged and Refueled

After Sentinel Prime, reach Taras Nabad and complete the Crucible objectives. Pull the broken blade from the Titan, recover the hilt and restore the weapon at the end of the mission. Full list (9 missions): Hell on Earth, Exultia, Cultist Base, Doom Hunter Base, Super Gore Nest, ARC Complex, Mars Core, Sentinel Prime, Taras Nabad.

Nontraditionalist

Continue through both Nekravol missions to Urdak; at the finale, damage the Khan Maykr until her shield drops, then use the Super Shotgun Meat Hook to close the gap and Blood Punch her. Repeat the shield-break cycle to defeat her. Full list (12 missions): Hell on Earth, Exultia, Cultist Base, Doom Hunter Base, Super Gore Nest, ARC Complex, Mars Core, Sentinel Prime, Taras Nabad, Nekravol, Nekravol – Part II, Urdak.

Iconoclast

Finish Urdak to enter Final Sin; in the final battle, destroy all eight armour sections on the Icon of Sin, then destroy the eight exposed body sections in the next arena. Refill at the arena pickups while fighting. Full list (13 missions): Hell on Earth, Exultia, Cultist Base, Doom Hunter Base, Super Gore Nest, ARC Complex, Mars Core, Sentinel Prime, Taras Nabad, Nekravol, Nekravol – Part II, Urdak, Final Sin.

The Once and Future Slayer

Complete the thirteen-mission base campaign, starting at Hell on Earth and ending with both phases of the Icon of Sin in Final Sin. Any difficulty works; finish the ending rather than leaving immediately after the last hit. Full list (13 missions): Hell on Earth, Exultia, Cultist Base, Doom Hunter Base, Super Gore Nest, ARC Complex, Mars Core, Sentinel Prime, Taras Nabad, Nekravol, Nekravol – Part II, Urdak, Final Sin.

Torrential Pain

Choose The Ancient Gods – Part One and start UAC Atlantica Facility on any difficulty. Follow its objectives across the offshore facility, clear the final combat and finish the mission to continue into The Blood Swamps. Full list (1 mission): UAC Atlantica Facility.

To Take a Life Sphere

Begin Part One at UAC Atlantica Facility, then complete both trial paths in The Blood Swamps. Defeat the Trial of Maligog at the end and finish the life-sphere story sequence. Full list (2 missions): UAC Atlantica Facility, The Blood Swamps.

Regime Change

Complete Atlantica and both Blood Swamps trials, then enter The Holt; at its finale defeat Samur; when a possessed demon dies, immediately hold the Plasma Rifle Microwave Beam on the exposed Spirit. Clear the successive combat phases and finish the ending. Full list (3 missions): UAC Atlantica Facility, The Blood Swamps, The Holt.

Crystal Spelunker

Start The Ancient Gods – Part Two from its campaign menu. Complete The World Spear, including its first Escalation Encounter wave, then enter the final objective to finish this opening mission. Full list (1 mission): The World Spear.

Cross the Threshold

Finish The World Spear to reach Reclaimed Earth; follow its power-restoration and traversal objectives, clear the combat arenas and pass through its final portal. The mission completion unlocks this achievement. Full list (2 missions): The World Spear, Reclaimed Earth.

Siege the Day

Play Part Two through The World Spear and Reclaimed Earth, then attack Immora. Follow the siege route across its exterior walls and city, finish the mission and continue to the Dark Lord. Full list (3 missions): The World Spear, Reclaimed Earth, Immora.

Rest Your Weary Fists

Complete the three Part Two missions to open The Dark Lord; stand at medium range until his eyes flash green, shoot him with the Super Shotgun, then use the Sentinel Hammer to extend his stagger. Fire during that opening, dodge his shield rush and repeat through all five health phases. Tip: Charge the hammer from the summoned wolves and use arena zombies for supplies. Do not shoot the Dark Lord outside a green-flash stagger. His sword or shield hits, and attacks against his protected state, can heal him. Kill wolves to recharge the Hammer and use arena zombies for Glory Kills and chainsaw supplies. Full list (4 missions): The World Spear, Reclaimed Earth, Immora, The Dark Lord.

Campaign (26)

Darn It, They Keep BREAKING

Start a standard campaign on any difficulty; stagger demons until they flash, then perform Glory Kills from the front, rear, sides and above. Change both the enemy type and your approach to build 33 distinct animations on this save. Tip: You can begin in Hell on Earth and continue through Exultia; replay combat if the counter is short.

It's a Magic Number

Start a standard campaign on any difficulty; kill 666 demons while progressing through the campaign. Player-controlled demons and wolves are excluded. Tip: Check the campaign Milestone counter, then replay ordinary combat encounters on the same save if you still need kills.

Crystal Craving

Start a standard campaign on any difficulty; after Hell on Earth, take the story Sentinel Crystal in the Fortress of Doom before starting Exultia. Select a Health, Armor or Ammo upgrade in its screen and confirm the purchase. Full list (12 entries): Exultia — Sentinel Crystal — purple cave, Cultist Base — Sentinel Crystal — bloody fire pit, Doom Hunter Base — Sentinel Crystal — Red Keycard barge lower floor, Super Gore Nest — Sentinel Crystal — underground UAC corridor, ARC Complex — Sentinel Crystal — stairwell side room, Mars Core — Sentinel Crystal — final facility side room, Taras Nabad — Sentinel Crystal — tower lower floor, Nekravol — Sentinel Crystal — entrance fire traps, Nekravol – Part II — Sentinel Crystal — right hallway, Fortress of Doom — Sentinel Crystal — first hub visit, Fortress of Doom — Sentinel Crystal — rear lower room one, Fortress of Doom — Sentinel Crystal — rear lower room two.

King of the Crystals

Start a standard campaign on any difficulty; take the first Fortress crystal, then keep collecting crystals in the missions and the two battery-locked Fortress rooms. Spend four crystal choices in one stat, Health, Armor or Ammo, to finish that stat. Tip: You do not need all twelve crystals for this achievement. Use Mission Select on that same save to recover anything you skipped; Extra Life saves have no Mission Select. Full list (12 entries): Exultia — Sentinel Crystal — purple cave, Cultist Base — Sentinel Crystal — bloody fire pit, Doom Hunter Base — Sentinel Crystal — Red Keycard barge lower floor, Super Gore Nest — Sentinel Crystal — underground UAC corridor, ARC Complex — Sentinel Crystal — stairwell side room, Mars Core — Sentinel Crystal — final facility side room, Taras Nabad — Sentinel Crystal — tower lower floor, Nekravol — Sentinel Crystal — entrance fire traps, Nekravol – Part II — Sentinel Crystal — right hallway, Fortress of Doom — Sentinel Crystal — first hub visit, Fortress of Doom — Sentinel Crystal — rear lower room one, Fortress of Doom — Sentinel Crystal — rear lower room two.

This One's my Favorite

Start a standard campaign on any difficulty; after Exultia, take your first Praetor token in the Fortress. Collect tokens from the Sentinel ghosts and Fortress rooms, then buy the four perks in one category from the Suit menu. Tip: All five categories are listed below; finishing any one is enough. Use Mission Select on that same save to recover anything you skipped; Extra Life saves have no Mission Select. Uses the same list as All twenty Praetor Suit perks.

They're ALL My Favorite

Start a standard campaign on any difficulty; collect Praetor tokens from the Sentinel ghosts in missions and the Fortress rooms, then purchase all twenty Suit perks across the five categories on this save. Prioritise Item Finder to expose hidden pickup icons. Tip: Buying all perks also awards the Quakecon Mode cheat. Use Mission Select on that same save to recover anything you skipped; Extra Life saves have no Mission Select. Uses the same list as All twenty Praetor Suit perks.

Homemaykr

Start a standard campaign on any difficulty; collect Sentinel Batteries in missions and from completing mission challenge sets. After Doom Hunter Base, use the batteries in the sockets beside locked Fortress rooms. Tip: Each ordinary reward room costs two, so opening four rooms spends the required eight. The spending total must belong to this save. Use Mission Select on that same save to recover anything you skipped; Extra Life saves have no Mission Select. Full list (18 entries): Exultia — Sentinel Battery — story pickup, Cultist Base — Sentinel Battery — hidden switch cave, Cultist Base — Sentinel Battery — Hell Priest hologram, Cultist Base — Sentinel Battery — lift upper passage, Doom Hunter Base — Sentinel Battery — first arena vent, Doom Hunter Base — Sentinel Battery — Red Keycard barge upper room, Super Gore Nest — Sentinel Battery — radioactive tunnel, Super Gore Nest — Sentinel Battery — fire-chain skyscraper, Super Gore Nest — Sentinel Battery — Slayer Key room, ARC Complex — Sentinel Battery — wrecked skywalk room, ARC Complex — Sentinel Battery — east-turret office, ARC Complex — Sentinel Battery — second purple sewer room, Mars Core — Sentinel Battery — bridge maintenance hatch, Mars Core — Sentinel Battery — reverse island route, Mars Core — Sentinel Battery — Mars core landing, Taras Nabad — Sentinel Battery — first hidden ledge, Taras Nabad — Sentinel Battery — broken courtyard statue, Taras Nabad — Sentinel Battery — Titan well corner.

Extra Extra Lives

Start a standard campaign on any difficulty; pick up twenty green 1-Up helmets cumulatively; losing a life does not subtract an earlier pickup from this counter. After completing Exultia once, replay it and drop off the ledge directly ahead of its spawn for a quick helmet. Tip: Quit to the main menu after collecting it, restart Exultia through Mission Select and repeat until the counter reaches twenty. Full list (51 entries): Hell on Earth — Extra Life — below Scott upper floor, Hell on Earth — Extra Life — parking garage wall, Hell on Earth — Extra Life — partly open door, Hell on Earth — Extra Life — bus jump, Exultia — Extra Life — opening ledge, Exultia — Extra Life — above Rune, Exultia — Extra Life — new dash gate, Exultia — Extra Life — King Novik’s throne, Exultia — Extra Life — giant-hand cave, Exultia — Extra Life — right electricity barrier, Exultia — Extra Life — final floating platform, Cultist Base — Extra Life — first Dopefish, Cultist Base — Extra Life — Arachnotron target, Cultist Base — Extra Life — second Dopefish, Cultist Base — Extra Life — timed poles, Cultist Base — Extra Life — clamping walls, Cultist Base — Extra Life — crusher exit cave, Doom Hunter Base — Extra Life — moving platform, Doom Hunter Base — Extra Life — crystal floor, Doom Hunter Base — Extra Life — burning generator, Super Gore Nest — Extra Life — mall gore pillar, Super Gore Nest — Extra Life — below Yellow Key pedestal, Super Gore Nest — Extra Life — Red Key waterfall, Super Gore Nest — Extra Life — totem tunnel, ARC Complex — Extra Life — voice-terminal door, ARC Complex — Extra Life — next building’s right side, ARC Complex — Extra Life — secret maintenance passage, Mars Core — Extra Life — second outdoor fight, Mars Core — Extra Life — burning building, Mars Core — Extra Life — pole-route breakable wall, Mars Core — Extra Life — traversal pillar, Mars Core — Extra Life — beneath floating island, Mars Core — Extra Life — final arena, Sentinel Prime — Extra Life — Codex switch opening, Sentinel Prime — Extra Life — Sentinel ledge, Taras Nabad — Extra Life — Divinity Machine chamber, Taras Nabad — Extra Life — circular room stairs, Taras Nabad — Extra Life — bridge hole and bar, Nekravol — Extra Life — left tower window, Nekravol — Extra Life — fourth-arena hallway, Nekravol — Extra Life — final arena rear platforms, Nekravol – Part II — Extra Life — opening left towers, Nekravol – Part II — Extra Life — rotating pillar exit, Nekravol – Part II — Extra Life — boost shaft top, Urdak — Extra Life — final vent ceiling, Urdak — Extra Life — orange-array entrance wall, Urdak — Extra Life — water-filled body room, Final Sin — Extra Life — opening wall vent, Final Sin — Extra Life — second building lower vent, Final Sin — Extra Life — left lift button, Final Sin — Extra Life — fourth-floor gore wall.

Bonus Stage

Start a standard campaign on any difficulty; reach Exultia and find the nearby purple Slayer Key using its route below. Unlock the Slayer Gate, activate the Gore Nest inside and survive the separate arena. Tip: Return and collect the Empyrean Key. Disable replay cheats before entering the mission so the Slayer Key can appear. Full list (12 entries): Exultia — Slayer Key — dash-refill chamber, Cultist Base — Slayer Key — behind the impaled demon, Super Gore Nest — Slayer Key — blue-vent wall route, ARC Complex — Slayer Key — Convention Center wall jump, Mars Core — Slayer Key — raised control-room crate, Taras Nabad — Slayer Key — second sewer exit, Exultia — Slayer Gate and Empyrean Key — Exultia, Cultist Base — Slayer Gate and Empyrean Key — Cultist Base, Super Gore Nest — Slayer Gate and Empyrean Key — Super Gore Nest, ARC Complex — Slayer Gate and Empyrean Key — ARC Complex, Mars Core — Slayer Gate and Empyrean Key — Mars Core, Taras Nabad — Slayer Gate and Empyrean Key — Taras Nabad.

Breaker of Gates

Start a standard campaign on any difficulty; complete the six Slayer Gates in Exultia, Cultist Base, Super Gore Nest, ARC Complex, Mars Core and Taras Nabad. Each needs its nearby purple key; survive its arena and take the resulting Empyrean Key. Tip: Turn all cheats off before loading a replay. Return to unfinished gates through Mission Select on this save. Full list (12 entries): Exultia — Slayer Key — dash-refill chamber, Cultist Base — Slayer Key — behind the impaled demon, Super Gore Nest — Slayer Key — blue-vent wall route, ARC Complex — Slayer Key — Convention Center wall jump, Mars Core — Slayer Key — raised control-room crate, Taras Nabad — Slayer Key — second sewer exit, Exultia — Slayer Gate and Empyrean Key — Exultia, Cultist Base — Slayer Gate and Empyrean Key — Cultist Base, Super Gore Nest — Slayer Gate and Empyrean Key — Super Gore Nest, ARC Complex — Slayer Gate and Empyrean Key — ARC Complex, Mars Core — Slayer Gate and Empyrean Key — Mars Core, Taras Nabad — Slayer Gate and Empyrean Key — Taras Nabad.

Meet Your Unmaykr

Start a standard campaign on any difficulty; complete all six base Slayer Gates and collect each Empyrean Key. Return to the Fortress of Doom and use all six keys on the sealed weapon cage at the rear to take the Unmaykr. Tip: After the campaign, use Return to Campaign from a replay to revisit the Fortress. Full list (12 entries): Exultia — Slayer Key — dash-refill chamber, Cultist Base — Slayer Key — behind the impaled demon, Super Gore Nest — Slayer Key — blue-vent wall route, ARC Complex — Slayer Key — Convention Center wall jump, Mars Core — Slayer Key — raised control-room crate, Taras Nabad — Slayer Key — second sewer exit, Exultia — Slayer Gate and Empyrean Key — Exultia, Cultist Base — Slayer Gate and Empyrean Key — Cultist Base, Super Gore Nest — Slayer Gate and Empyrean Key — Super Gore Nest, ARC Complex — Slayer Gate and Empyrean Key — ARC Complex, Mars Core — Slayer Gate and Empyrean Key — Mars Core, Taras Nabad — Slayer Gate and Empyrean Key — Taras Nabad.

If Only I Could Read…

Start a standard campaign on any difficulty; collect the physical Codex pages in the thirteen base missions and the Fortress of Doom on one save. Follow the page locations below; automatic enemy and tutorial Codex entries are separate. Tip: Use the mission inventory to locate missing pages, and return to the Fortress after the ending for its page. Use Mission Select on that same save to recover anything you skipped; Extra Life saves have no Mission Select. Full list (54 entries): Hell on Earth — Hell Barges, Hell on Earth — Remaining Human Populations – Part I, Hell on Earth — Remaining Human Populations – Part II, Hell on Earth — Formation of the ARC, Hell on Earth — Hell Priests, Hell on Earth — Deag Nilox, Exultia — Exultia, Exultia — The Wolf, Exultia — History of the Sentinels – Part I, Exultia — King Novik, Exultia — History of the Sentinels – Part II, Exultia — History of the Sentinels – Part III, Exultia — The Betrayer, Cultist Base — Cultist Base, Doom Hunter Base — Doom Hunter Base, Doom Hunter Base — Deag Ranak, Doom Hunter Base — Doom Hunter, Super Gore Nest — The Hellgrowth – Part I, Super Gore Nest — The Hellgrowth – Part II, Super Gore Nest — Super Gore Nest, ARC Complex — The ARC – Part I, ARC Complex — Samuel Hayden, ARC Complex — The ARC – Part II, ARC Complex — The Return of Dr. Samuel Hayden – Part I, ARC Complex — The Return of Dr. Samuel Hayden – Part II, Mars Core — BFG-10000, Mars Core — The Lost City of Hebeth, Sentinel Prime — Sentinel Prime, Sentinel Prime — History of the Sentinels – Part IV, Sentinel Prime — History of the Sentinels – Part V, Sentinel Prime — History of the Sentinels – Part VI, Sentinel Prime — History of the Sentinels – Part VII, Sentinel Prime — History of the Sentinels – Part VIII, Sentinel Prime — History of the Sentinels – Part IX, Sentinel Prime — Deag Grav, Sentinel Prime — Gladiator, Taras Nabad — Taras Nabad, Taras Nabad — History of the Sentinels – Part X, Taras Nabad — The Divinity Machine, Taras Nabad — History of the Sentinels – Part XI, Taras Nabad — History of the Sentinels – Part XII, Taras Nabad — History of the Sentinels – Part XIII, Taras Nabad — History of the Sentinels – Part XIV, Nekravol — Nekravol – Part I, Nekravol — Fuel the Eternal Flame – Part I, Nekravol – Part II — Nekravol – Part II, Nekravol – Part II — Fuel the Eternal Flame – Part II, Nekravol – Part II — Fuel the Eternal Flame – Part III, Urdak — Urdak, Urdak — Icon of Sin, Urdak — Khan Maykr, Urdak — Maykr Angels, Final Sin — Final Sin, Fortress of Doom — The Fortress of Doom.

Reforged the Genie Lamp

Start a standard campaign on any difficulty; collect the hidden cheat-code disks in the base missions and both Fortress locations. The Fortress All Runes disk needs two batteries in the original Praetor suit room; Fully Upgraded Suit becomes available after Sentinel Prime. Tip: Finally buy every Praetor Suit perk for the Quakecon Mode disk. Collecting map disks alone leaves that reward missing. Use Mission Select on that same save to recover anything you skipped; Extra Life saves have no Mission Select. Full list (14 entries): Hell on Earth — Infinite Extra Lives, Cultist Base — IDDQD, Doom Hunter Base — Silver Bullet Mode, Super Gore Nest — Infinite Ammo, ARC Complex — IDKFA, Mars Core — Powerup Mode: Onslaught, Taras Nabad — Powerup Mode: Overdrive, Nekravol — Famine Mode, Nekravol – Part II — Party Mode, Nekravol – Part II — Instant Stagger Mode, Urdak — Powerup Mode: Berserk, Fortress of Doom — All Runes, Fortress of Doom — Fully Upgraded Suit, Upgrade and challenge cleanup — Quakecon Mode — suit completion reward.

Metal Head

Start a standard campaign on any difficulty; collect all sixteen albums on this save, starting in Exultia and continuing through Urdak. These pickups are question marks until you find them. Tip: Follow each album route below and use the mission collection counts to find gaps. Use Mission Select on that same save to recover anything you skipped; Extra Life saves have no Mission Select. Full list (16 entries): Exultia — DOOM — At Doom’s Gate, Cultist Base — DOOM II — Into Sandy’s City, Doom Hunter Base — Commander Keen — Shadows Don’t Scare Commander Keen, Super Gore Nest — DOOM III — Main Theme, Super Gore Nest — Wolfenstein 3D — Wondering About My Loved Ones, ARC Complex — Quake II — Quad Machine, ARC Complex — Quake III — Intro, Mars Core — DOOM 64 — Intro, Mars Core — Quake Champions — Goroth, Taras Nabad — DOOM (2016) — BFG Division, Taras Nabad — Quake II — Rage, Nekravol — Commander Keen — You’ve Got to Eat Your Vegetables, Nekravol – Part II — Wolfenstein 3D — Get Them Before They Get You, Nekravol – Part II — DOOM (2016) — Flesh and Metal, Urdak — Quake II — Descent into Cerberon, Urdak — DOOM (2016) — Rip and Tear.

Playset Sold Separately

Start a standard campaign on any difficulty; find the thirty hidden toy pickups from Hell on Earth through Urdak on this save. The Icon of Sin toy is a completion reward rather than another hidden pickup. Tip: Use the toy routes and mission collection counters below. Use Mission Select on that same save to recover anything you skipped; Extra Life saves have no Mission Select. Full list (30 entries): Hell on Earth — Zombie (Earth), Hell on Earth — Doom Slayer, Hell on Earth — Imp, Exultia — Arachnotron, Exultia — Cacodemon, Cultist Base — Gargoyle, Cultist Base — Soldier (Blaster), Doom Hunter Base — Lost Soul, Doom Hunter Base — Hell Knight, Super Gore Nest — Soldier (Shield), Super Gore Nest — Revenant, Super Gore Nest — Mecha Zombie, ARC Complex — Mancubus, ARC Complex — Cueball, ARC Complex — Whiplash, Mars Core — Prowler, Mars Core — Carcass, Mars Core — Pinky, Taras Nabad — Cyber Mancubus, Taras Nabad — Marauder, Taras Nabad — Pain Elemental, Nekravol — Baron of Hell, Nekravol — Gladiator, Nekravol — Doom Hunter, Nekravol – Part II — Dread Knight, Nekravol – Part II — Tyrant, Nekravol – Part II — Archvile, Urdak — Khan Maykr, Urdak — Maykr Drone, Urdak — Spectre.

Treasure Hunter

Start a standard campaign on any difficulty; reach mission nine, Taras Nabad. Collect its full item set, finish both Secret Encounters and its Slayer Gate, clear every combat encounter and complete the three mission challenges. Tip: The Pain Elemental challenge needs three different Glory Kill animations: weaken one with the Plasma Rifle, then vary your front, rear, side or overhead approach. Restart a checkpoint for more attempts and use late-mission fast travel for pickups. Replay Taras Nabad on this save for cleanup. Full list (33 entries): Taras Nabad — Taras Nabad, Taras Nabad — Sentinel Battery — first hidden ledge, Taras Nabad — DOOM (2016) — BFG Division, Taras Nabad — Praetor Suit Token — before the floor hole, Taras Nabad — Automap — Archvile courtyard, Taras Nabad — Secret Encounter — west courtyard wall, Taras Nabad — Mastery Token — courtyard button, Taras Nabad — Sentinel Battery — broken courtyard statue, Taras Nabad — Praetor Suit Token — swim exit, Taras Nabad — History of the Sentinels – Part X, Taras Nabad — Cyber Mancubus, Taras Nabad — Extra Life — Divinity Machine chamber, Taras Nabad — The Divinity Machine, Taras Nabad — Slayer Key — second sewer exit, Taras Nabad — Slayer Gate and Empyrean Key — Taras Nabad, Taras Nabad — Secret Encounter — Overdrive room, Taras Nabad — Powerup Mode: Overdrive, Taras Nabad — Sentinel Battery — Titan well corner, Taras Nabad — History of the Sentinels – Part XI, Taras Nabad — Praetor Suit Token — Titan leg water, Taras Nabad — Marauder, Taras Nabad — Extra Life — circular room stairs, Taras Nabad — Praetor Suit Token — tower lift rear, Taras Nabad — History of the Sentinels – Part XII, Taras Nabad — Sentinel Crystal — tower lower floor, Taras Nabad — Extra Life — bridge hole and bar, Taras Nabad — History of the Sentinels – Part XIII, Taras Nabad — Quake II — Rage, Taras Nabad — Praetor Suit Token — RAD Suit room, Taras Nabad — Pain Elemental, Taras Nabad — History of the Sentinels – Part XIV, Taras Nabad — Mastery Token — final Crucible walkway, Taras Nabad — Taras Nabad mission challenges.

Gunpletionist

(Grind-heavy) On a standard base save, unlock all thirteen mods, buy their ordinary upgrades in Arsenal and finish every mastery; follow the Modbot, upgrade-node and challenge lists below; the seven Mastery Tokens can replace seven challenges after you buy their upgrades. Keep replay cheats off. Tip: Check that Arsenal marks each mastery complete before continuing. If a mastery remains stuck despite its counter being finished, an earlier saved copy or a fresh standard save may be needed; replaying a mission does not guarantee repair of a damaged mastery record. Full list (33 entries): Hell on Earth — Modbot — barge upper floor, Hell on Earth — Modbot — first Dead City building, Hell on Earth — Modbot — subway platform, Exultia — Modbot — Celestial Power Core cave, Cultist Base — Modbot — tri-lock gate, Doom Hunter Base — Modbot — train arrival, Super Gore Nest — Modbot — twin-elevator room, Super Gore Nest — Modbot — green skull side path, ARC Complex — Modbot — Convention Center upper ledge, ARC Complex — Modbot — cracked upper hallway, Taras Nabad — Mastery Token — courtyard button, Taras Nabad — Mastery Token — final Crucible walkway, Nekravol — Mastery Token — Specter crusher room, Nekravol — Mastery Token — Doom Hunter toy room, Nekravol – Part II — Mastery Token — second left tower, Urdak — Mastery Token — ceiling-switch platform, Urdak — Mastery Token — first vent ledge, Fortress of Doom — Modbot — rear upper room one, Fortress of Doom — Modbot — rear upper room two, Upgrade and challenge cleanup — Combat Shotgun — Sticky Bombs mastery, Upgrade and challenge cleanup — Combat Shotgun — Full Auto mastery, Upgrade and challenge cleanup — Heavy Cannon — Precision Bolt mastery, Upgrade and challenge cleanup — Heavy Cannon — Micro Missiles mastery, Upgrade and challenge cleanup — Plasma Rifle — Heat Blast mastery, Upgrade and challenge cleanup — Plasma Rifle — Microwave Beam mastery, Upgrade and challenge cleanup — Rocket Launcher — Remote Detonate mastery, Upgrade and challenge cleanup — Rocket Launcher — Lock-On Burst mastery, Upgrade and challenge cleanup — Super Shotgun — Meat Hook mastery, Upgrade and challenge cleanup — Ballista — Arbalest mastery, Upgrade and challenge cleanup — Ballista — Destroyer Blade mastery, Upgrade and challenge cleanup — Chaingun — Mobile Turret mastery, Upgrade and challenge cleanup — Chaingun — Energy Shield mastery, Upgrade and challenge cleanup — All twenty-eight ordinary weapon upgrades.

Master of Fasting

Start a standard campaign on any difficulty; play through Nekravol and pick up its Famine Mode disk in the shaft beneath the moving cages. From Mission Select, open the cheat menu, clear every other cheat and enable only Famine Mode. Tip: Replay Hell on Earth and finish the mission, collecting map health and armour because enemies will not drop them. Extra Life Mode cannot enable cheats. Full list (1 entry): Nekravol — Famine Mode.

Running Up the High Score

After your standard campaign, create a new base campaign save with Extra Life Mode selected before starting; choose I’m Too Young to Die if you want the easiest combat. Collect the 1-Up helmets along the thirteen missions, skip optional Slayer Gates and finish Final Sin holding at least ten lives. Tip: A spent life saves immediately and cannot be recovered by reloading. Mission Select and cheats are unavailable; running out of lives or finishing below ten can require a fresh attempt. Escape Super Gore Nest before its countdown ends. Full list (51 entries): Hell on Earth — Extra Life — below Scott upper floor, Hell on Earth — Extra Life — parking garage wall, Hell on Earth — Extra Life — partly open door, Hell on Earth — Extra Life — bus jump, Exultia — Extra Life — opening ledge, Exultia — Extra Life — above Rune, Exultia — Extra Life — new dash gate, Exultia — Extra Life — King Novik’s throne, Exultia — Extra Life — giant-hand cave, Exultia — Extra Life — right electricity barrier, Exultia — Extra Life — final floating platform, Cultist Base — Extra Life — first Dopefish, Cultist Base — Extra Life — Arachnotron target, Cultist Base — Extra Life — second Dopefish, Cultist Base — Extra Life — timed poles, Cultist Base — Extra Life — clamping walls, Cultist Base — Extra Life — crusher exit cave, Doom Hunter Base — Extra Life — moving platform, Doom Hunter Base — Extra Life — crystal floor, Doom Hunter Base — Extra Life — burning generator, Super Gore Nest — Extra Life — mall gore pillar, Super Gore Nest — Extra Life — below Yellow Key pedestal, Super Gore Nest — Extra Life — Red Key waterfall, Super Gore Nest — Extra Life — totem tunnel, ARC Complex — Extra Life — voice-terminal door, ARC Complex — Extra Life — next building’s right side, ARC Complex — Extra Life — secret maintenance passage, Mars Core — Extra Life — second outdoor fight, Mars Core — Extra Life — burning building, Mars Core — Extra Life — pole-route breakable wall, Mars Core — Extra Life — traversal pillar, Mars Core — Extra Life — beneath floating island, Mars Core — Extra Life — final arena, Sentinel Prime — Extra Life — Codex switch opening, Sentinel Prime — Extra Life — Sentinel ledge, Taras Nabad — Extra Life — Divinity Machine chamber, Taras Nabad — Extra Life — circular room stairs, Taras Nabad — Extra Life — bridge hole and bar, Nekravol — Extra Life — left tower window, Nekravol — Extra Life — fourth-arena hallway, Nekravol — Extra Life — final arena rear platforms, Nekravol – Part II — Extra Life — opening left towers, Nekravol – Part II — Extra Life — rotating pillar exit, Nekravol – Part II — Extra Life — boost shaft top, Urdak — Extra Life — final vent ceiling, Urdak — Extra Life — orange-array entrance wall, Urdak — Extra Life — water-filled body room, Final Sin — Extra Life — opening wall vent, Final Sin — Extra Life — second building lower vent, Final Sin — Extra Life — left lift button, Final Sin — Extra Life — fourth-floor gore wall.

Lucky Charm Bracelet

Start a standard Part One save; earn one Support Rune from the Atlantica Slayer Gate, one from the breakable-wall detour after the early giant tentacle in The Blood Swamps and one from The Holt Slayer Gate. Select a different unowned rune at each reward so you own all three. Tip: Replay missing rewards on this Part One save. Full list (6 entries): UAC Atlantica Facility — Slayer Gate — Atlantica Support Rune reward, The Blood Swamps — Support Rune — early fire-trap wall, The Holt — Slayer Gate — Holt Support Rune reward, Desperate Punch, Take Back, Break Blast.

Hypersonic

Start Part One in its standard mode and clear both timed Secret Encounters in each of Atlantica, The Blood Swamps and The Holt, six total. Activate the hidden Gore Nests and kill their enemies before time expires; reactivate a failed encounter and try again. Tip: Mission Select on the same Part One save recovers any unfinished encounter. Full list (6 entries): UAC Atlantica Facility — Secret Encounter — lift lower ledge, UAC Atlantica Facility — Secret Encounter — left underwater piston, The Blood Swamps — Secret Encounter — left-trial box gate, The Blood Swamps — Secret Encounter — right-trial upper walkway, The Holt — Secret Encounter — pink-water cave, The Holt — Secret Encounter — ceiling-target laser door.

Required Reading

Choose a standard Part One save and collect its physical Codex pages across Atlantica, The Blood Swamps and The Holt; these belong to the expansion inventory, separate from your base campaign. Follow the page list below and replay any mission whose page counter is short. Full list (13 entries): UAC Atlantica Facility — Book of the Seraphs – Part I, UAC Atlantica Facility — Book of the Seraphs – Part II, UAC Atlantica Facility — Book of the Seraphs – Part III, UAC Atlantica Facility — Book of the Seraphs – Part IV, The Blood Swamps — Book of the Seraphs – Part V, The Blood Swamps — Book of the Seraphs – Part VIII, The Blood Swamps — Book of the Seraphs – Part VI, The Blood Swamps — Book of the Seraphs – Part VII, The Holt — Book of the Seraphs – Part IX, The Holt — Book of the Seraphs – Part X, The Holt — Book of the Seraphs – Part XI, The Holt — Seraphim, The Holt — The Father.

1-Upsmanship

After learning Part One in standard mode, create a new Part One Extra Life save; collect its life pickups across Atlantica, The Blood Swamps and The Holt; finish Samur with at least five lives still held. Use the easiest difficulty and skip optional Slayer Gates. Tip: A life spent is saved immediately, and this mode has no Mission Select to farm replacements; a failed run may need a new save. Full list (9 entries): UAC Atlantica Facility — Extra Life — red-keycard ventilation, UAC Atlantica Facility — Extra Life — opposite objective walkway, UAC Atlantica Facility — 2-Up — submarine tunnel detour, The Blood Swamps — Extra Life — Automap arena corner, The Blood Swamps — Extra Life — left-trial turret ledge, The Blood Swamps — Extra Life — left-trial underwater wall, The Holt — Extra Life — tree courtyard left path, The Holt — Extra Life — above waterfall cracked wall, The Holt — 2-Up — breaking-platform wall.

Tougher Than Nails

Start Part Two and complete wave one of the Escalation Encounter in The World Spear, Reclaimed Earth and Immora; each grants a Sentinel Hammer upgrade, three in total. The second wave grants a cosmetic reward and is not required. Tip: Replay a missed first-wave completion on your Part Two save. Full list (3 entries): The World Spear — Escalation Encounter — ammo Hammer upgrade, Reclaimed Earth — Escalation Encounter — health and armour Hammer upgrade, Immora — Escalation Encounter — longer-stun Hammer upgrade.

Critical Literature

Start a standard Part Two save; collect the physical Codex pages in The World Spear, Reclaimed Earth and Immora, ten in total. The Dark Lord arena has no physical page. Tip: Check each mission’s page count and replay missing pickups on that same Part Two save. Full list (10 entries): The World Spear — Codex — snowy cave ledge, The World Spear — Codex — final Wraith Crystal, Reclaimed Earth — Codex — starting street, Reclaimed Earth — Codex — below Escalation arena, Reclaimed Earth — Codex — flooded-station exit, Reclaimed Earth — Codex — dome lift exit, Immora — Codex — opening winding path, Immora — Codex — city-wall landing, Immora — Codex — after paired Marauders, Immora — Codex — interior portal room.

Live Die Reload

After learning Part Two in standard mode, start a new Part Two Extra Life save on any difficulty. Gather the life pickups in The World Spear, Reclaimed Earth and Immora, then defeat the Dark Lord with at least five lives remaining. Tip: Choose the easiest difficulty, finish required first Escalation waves and skip their optional second waves. You cannot replay missions for lives in this mode; spending lives or finishing below five may require another fresh run. Full list (9 entries): The World Spear — Extra Life — fountain gate, The World Spear — Extra Life — Stone Imp arena pipe, The World Spear — 2-Up — snowy grapple point, Reclaimed Earth — Extra Life — truck at street end, Reclaimed Earth — Extra Life — red building cracked wall, Reclaimed Earth — Extra Life — Lockdown security booth, Immora — Extra Life — upper tentacle passage, Immora — 2-Up — rocky tank ledge, Immora — Extra Life — cavern rock entrance.

Horde Siege (3)

Let's Play

Choose Horde Mode from the main menu; any Eternal product configuration grants access, including standalone Ancient Gods purchases; select any difficulty and clear all rounds of its first mission, Cultist Base. You begin with three lives and the mastered Combat Shotgun. Tip: Keep moving between arena supplies and use the chainsaw, Flame Belch and Glory Kills to refill. Clear the mission to continue into Reclaimed Earth. Full list (1 mission): Cultist Base.

Reinvent the Weapon Wheel

Start Horde Mode with the Combat Shotgun; finish its three Cultist Base arenas for three random ordinary guns, then activate Reclaimed Earth’s first Gore Nest to obtain the BFG. Clear the three Reclaimed Earth arenas to earn the remaining three ordinary guns and finish the eight-weapon wheel. Tip: Your campaign inventory does not count. If you exhaust your lives, start another Horde attempt; you can save progress at the start of a new mission. Full list (8 weapons): Combat Shotgun, Heavy Cannon, Plasma Rifle, Rocket Launcher, Super Shotgun, Ballista, Chaingun, BFG-9000.

Game Over

Choose Horde Mode on any difficulty, then complete Cultist Base, Reclaimed Earth and The Holt in one run; survive arena waves, Blitz rounds and traversal; collect additional lives as you progress. Score, medal thresholds and optional bonus-round performance are separate from finishing the mode. Tip: You have no combat checkpoints to reload after exhausting your lives. Start a fresh Horde attempt if the run ends before The Holt is complete. Full list (3 missions): Cultist Base, Reclaimed Earth, The Holt.

Versus (PvP) (6)

Mix and Match

(PvP) Open BATTLEMODE, complete its tutorials and play one complete match as each of the five original demons: Archvile, Mancubus, Marauder, Pain Elemental and Revenant. You can use public games or a three-person private lobby with two PC partners, rotating Slayer and demon roles. Tip: Dread Knight was added later; the original five remain a complete route. Stay until the results screen; continue any missing demon in a later match. Full list (5 demons): Archvile, Mancubus, Marauder, Pain Elemental, Revenant.

Fight Like Hell

(PvP) In BATTLEMODE, select a player demon and damage the player Slayer until your cumulative counter reaches 5,000; summoned fodder damage does not fulfil this task. Play public games or create a private lobby with three PC players and rotate roles. Tip: You can spread the damage across matches; check the Fight Like Hell Milestone and resume from the current total.

Blood Bath

(PvP, Grind-heavy) Enter BATTLEMODE and accumulate 200 kills of player-controlled opponents; as the Slayer, kill the two player demons; as a demon, kill the Slayer. summoned fodder kills do not count. Tip: In a three-PC-player private lobby, keep one demon alive while repeatedly killing the other when it respawns, then rotate roles. The Milestone total persists across matches, so continue later if needed.

Man vs Monsters

(PvP) Enter BATTLEMODE and finish twenty-five matches as either side; public and private games count; a private match needs three PC players. Stay through each completed match and its result screen because leaving early does not award your own completion. Tip: Check the Man vs Monsters Milestone and play further matches to recover any uncounted attempts.

Weapons Expert

(Incomplete, PvP) Play BATTLEMODE as the Slayer and finish a player demon with each of the eight weapons below; use a public match or a three-PC-player private lobby and keep a manual weapon checklist: the Milestone shows only a total. Weaken the demon before changing to your required finishing gun. Incomplete: The exact current BFG kill-registration condition is unsettled. Try the finishing hit, then repeat with both player demons weakened if the Milestone stays at seven. Tip: Let a match reach round four to obtain the BFG upgrade, then attempt its kill. Repeat any missing gun in a later match; the total spans matches. BFG registration can fail even after a kill. Repeat with both player demons weakened and test a simultaneous kill; retain your other seven weapon checks while retrying. Full list (8 weapons): Combat Shotgun, Heavy Cannon, Plasma Rifle, Rocket Launcher, Super Shotgun, Ballista, Chaingun, BFG-9000.

Truce between Demons

(PvP, Grind-heavy) Choose a player demon in BATTLEMODE and select a defensive action loadout with Healing Zone; take damage, place the zone and stand in it with your injured teammate to restore actual missing health. Repeat after the cooldown until the healing Milestone reaches 50,000; full-health waiting adds no useful recovery. Tip: A later-round team heal can also contribute. Use public games or a three-PC-player private lobby and resume the cumulative total in later matches.