The following weapons are employed in Doom and Doom II. Each weapon has a designated slot in the "Arms" panel of the status bar, corresponding to the key used to engage it:
Berserk pack. Boosts the damage inflicted by fists to as much as 200 per punch for the duration of the level, as well as restoring health to maximum.
Shotgun. 35-105 damage per shot, 1 shot per second.
Super shotgun. 100-300 damage per shot, about 1 shot every 2 seconds. Only in Doom II, which allows the player to alternate between the two shotguns with the "3" key.
Chaingun. 5-15 damage per shot, 10 shots per second. Uses the same ammunition as the pistol.
Rocket launcher. 148-288 damage per shot, about 2 shots per second. Blast radius will injure the player if detonated at close range.
Plasma gun. 5-40 damage per shot, 12 shots per second. Introduced in Episode 2.
BFG9000. 49-3500 damage per shot, about 1 shot per second. Introduced in Episode 3. Uses the same ammunition as the plasma gun.
Chainsaw. 2-20 damage per laceration, 9 lacerations per second. Replaces fists in Slot 1 except when a Berserk pack is present.
* Secret level.
† Omitted in higher difficulty levels.
‡ Omitted in lower difficulty levels.
Additional items found in the game include:
Blue, yellow, and red keys form the primary objective of most levels, allowing the player access to locked areas necessary for completion. Some are UAC-type keycards, and some are hellish skull-shaped keys. In Episodes 2 and 3, the blue key is the first one that the player encounters in each level; however, the colours are otherwise arbitrary. In Episode 4 and Doom II, keys may unlock switches as well as doors.
Invisibility spheres, also known as Blur Artifacts, grant the player partial invisibility for 60 seconds. In practice they don't work very well, and can even be a hindrance: Enemies can still sense you in spite of being "invisible," and their shots will be blind and their attacks unpredictable.
Invulnerability spheres are introduced in Episode 2, and make the player impervious to damage for 30 seconds.
Soul spheres, also called Supercharges, boost the player's health by 100 points. Intended in pre-release development to be a "1-Up," but changed shortly before release due to Doom implementing unlimited lives.
Megaspheres appear only in Doom II, and raise the player's health to the absolute maximum of 200 with full armour.
Computer area map. Expands the player's automap to include the entire unexplored area of the level.
Light amplification visor. Boosts the player's vision in dark areas to full brightness for 1½ minutes.
Backpack. Expands the player's ammunition capacity for the duration of the episode, and also includes reserves of ammunition for each weapon. Does not count toward the player's end-of-level "items" tally.
Radiation shielding suit. Protects the player from the effects of toxic waste pits, lava, and other damaging surfaces. Does not count toward the player's end-of-level "items" tally (except in pre-1.2 versions).
Green security armour. Boosts the player's armour percentage to 100.
Blue Megaarmour. Boosts the player's armour percentage to 200, and also absorbs more damage than green armour.
Armour bonus. Increases the player's armour percentage by one point, up to the limit of 200 (or no limit at all, in early versions). Often found in quantity, together with health bonuses.
Health bonus. Increases the player's health by one point, up to the limit of 200. Both the armour and health bonus items are a vestige of the "bonus treasure" found in earlier Id games like Wolfenstein 3D and Commander Keen, and pre-release alphas included demonic daggers, skull chests, evil sceptres, and Unholy Bibles in their place that endowed the player with points.
| Keys | Spheres | Wearables | Armour & Bonuses | ||||||||||||||||
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| Level | Title |
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| Episode 1: Knee-Deep in the Dead | |||||||||||||||||||
| E1M1 | Hangar | 1 | 1 | 25 | 12-13 | ||||||||||||||
| E1M2 | Nuclear Plant |
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3 | 0-1 | 20 | 21 | |||||||||||
| E1M3 | Toxin Refinery |
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3 | 1 | 40-44 | 44-48 | |||||||||
| * E1M9 | Military Base |
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1 | 0 | 27 | 16 | ||||||||||
| E1M4 | Command Control |
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†
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1 | 1 | 14 | 30 | |||||||||
| E1M5 | Phobos Lab |
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2 | 2 | 14 | 11 | ||||||
| E1M6 | Central Processing |
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3-4 | 1 | 54-64 | 39-43 | |||||
| E1M7 | Computer Station |
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2 | 1 | 48 | 33 | ||||||
| E1M8 | Phobos Anomaly |
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1 | 0 | 0 | 0 | |||||||||||
| Episode 2: The Shores of Hell | |||||||||||||||||||
| E2M1 | Deimos Anomaly |
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1 | 1 | 7 | 8 | |||||||||||
| E2M2 | Containment Area |
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†
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4 | 1 | 8 | 37 | |||||||
| E2M3 | Refinery |
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1 | 1 | 10 | 17 | |||||||||
| E2M4 | Deimos Lab |
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3 | 1 | 16 | 24 | |||||||
| E2M5 | Command Center |
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†
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2 | 1 | 31 | 6 | |||||||||
| * E2M9 | Fortress of Mystery |
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0 | 1 | 0 | 0 | ||||||||
| E2M6 | Halls of the Damned |
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1 | 1 | 12 | 9 | ||||||
| E2M7 | Spawning Vats |
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1 | 1 | 12 | 9 | ||||||
| E2M8 | Tower of Babel |
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0 | 1 | 0 | 0 | |||||||||||||
| Episode 3: Inferno | |||||||||||||||||||
| E3M1 | Hell Keep | 0 | 0 | 4 | 2 | ||||||||||||||
| E3M2 | Slough of Despair |
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1 | 1 | 6 | 6 | |||||||||||
| E3M3 | Pandemonium |
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1 | 2 | 3 | 0 | |||||||||
| E3M4 | House of Pain |
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2-3 | 2 | 6 | 37 | ||||||
| E3M5 | Unholy Cathedral |
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0 | 0 | 4 | 25 | |||||||
| E3M6 | Mt. Erebus |
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2 | 1 | 9 | 9 | ||||||||
| * E3M9 | Warrens |
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1 | 0 | 4 | 2 | ||||||||
| E3M7 | Limbo |
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0-2 | 1 | 6 | 1 | ||||||||
| E3M8 | Dis | 0 | 1 | 0 | 0 | ||||||||||||||
| Episode 4: Thy Flesh Consumed | |||||||||||||||||||
| E4M1 | Hell Beneath |
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1 | 0 | 12 | 9 | ||||||||||||
| E4M2 | Perfect Hatred |
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2 | 1 | 14 | 6 | ||||||||||
| * E4M9 | Fear |
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0 | 1 | 3 | 10 | ||||||||||||
| E4M3 | Sever the Wicked |
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0 | 1 | 0 | 0 | |||||||
| E4M4 | Unruly Evil |
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0 | 0 | 8 | 11 | ||||||||||
| E4M5 | They Will Repent |
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1 | 0 | 9 | 17 | ||||||||
| E4M6 | Against Thee Wickedly |
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0-1 | 0-1 | 0 | 0 | ||||||
| E4M7 | And Hell Followed |
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†
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1 | 2 | 6 | 3-5 | |||||
| E4M8 | Unto the Cruel |
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‡
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0 | 2 | 0 | 0 | |||||||
| Doom II | |||||||||||||||||||
| MAP01 | Entryway | 1 | 0 | 1 | 8 | ||||||||||||||
| MAP02 | Underhalls |
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0 | 1 | 7 | 13 | ||||||||||||
| MAP03 | The Gantlet |
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0 | 2 | 7 | 0 | |||||||||
| MAP04 | The Focus |
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0 | 0 | 23 | 11 | |||||||||||
| MAP05 | The Waste Tunnels |
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1 | 1 | 0 | 0 | ||||||||||
| MAP06 | The Crusher |
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1 | 1 | 9 | 5 | ||||||||
| MAP07 | Dead Simple |
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0 | 0 | 0 | 0 | |||||||||||
| MAP08 | Tricks and Traps |
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2 | 0 | 0 | 0 | |||||||
| MAP09 | The Pit |
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1 | 2 | 0 | 27-41 | ||||||||
| MAP10 | Refueling Base |
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2 | 1 | 54 | 35 | |||||
| MAP11 | Circle of Death, 'O' of Destruction! |
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1 | 1 | 6 | 11 | |||||||
| MAP12 | The Factory |
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2 | 0 | 0 | 0 | ||||||||
| MAP13 | Downtown |
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0 | 1 | 23 | 28 | ||||||
| MAP14 | The Inmost Dens |
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0 | 1 | 0 | 0 | ||||||||||
| MAP15 | Industrial Zone |
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1 | 2 | 0 | 0 | ||||
| * MAP31 | Wolfenstein |
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0 | 0 | 56 | 4 | ||||||||||
| * MAP32 | Grosse |
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0 | 0 | 0 | 0 | ||||||||||||
| MAP16 | Suburbs |
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0 | 0 | 0 | 0 | ||||||
| MAP17 | Tenements |
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†
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2 | 1 | 61 | 46 | ||||||
| MAP18 | The Courtyard |
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1 | 0 | 48 | 127 | |||||||
| MAP19 | The Citadel |
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‡
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2 | 1 | 10 | 43 | ||||||
| MAP20 | Gotcha! |
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2 | 2 | 23-26 | 16-19 | |||||||||||
| MAP21 | Nirvana |
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0 | 0 | 0 | 16 | |||||||
| MAP22 | The Catacombs |
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‡
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1 | 0 | 5 | 0 | ||||||||||
| MAP23 | Barrels o' Fun |
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1 | 0 | 0 | 16-18 | ||||||||
| MAP24 | The Chasm |
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1 | 0 | 18 | 26 | ||||||||
| MAP25 | Bloodfalls |
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0-1 | 0-1 | 0 | 0 | |||||||||||
| MAP26 | The Abandoned Mines |
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1 | 1 | 21 | 35 | |||||||
| MAP27 | Monster Condo |
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2 | 0 | 17-23 | 53 | |||||
| MAP28 | The Spirit World |
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1 | 0 | 3 | 8-13 | ||||||||
| MAP29 | The Living End |
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1 | 1 | 9 | 13 | |||||||||||
| MAP30 | Icon of Sin |
†
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0 | 0 | 0 | 0 | |||||||||
* Secret level.
† Omitted in higher difficulty levels.
‡ Omitted in lower difficulty levels.
The end-of-level "Items" tally is calculated from the player's ability to pick up all of the following:
Armour and health bonuses,
spheres,
berserk packs,
computer area maps,
and light amplification visors.
Only one computer area map can be picked up by the player per level. In the Doom II level "Monster Condo," two of them appear, making 100% items impossible to achieve in a single-player game.