DOOM adventure archiveDoomGUIDES
Doom / Completion

Secrets, supplies and survival

Approach optional exploration without sacrificing a strong campaign run.

Edition covered

Original 1993 PC Doom campaign: Knee-Deep in the Dead, The Shores of Hell and Inferno. Shareware includes only the first episode. Ultimate Doom’s fourth episode, Doom II weapons and monsters, and modern port enhancements are outside this hub.

Read the end-of-level counters

The results screen reports kills, items and secrets. Reaching the exit and finding every secret are different goals. Choose which goal matters for the current run. If you want to learn a level, first build a reliable route to the exit, then replay it for optional branches and a better result.

Investigate unusual spaces safely

Original Doom gameplay: E2M2 Containment Area, in The Shores of Hell
Original Doom gameplay: E2M2 Containment Area, in The Shores of Hell.

Changes in wall texture, an unexpected opening or an item visible from another room can suggest a route worth exploring. Clear nearby threats first and remember how to return. A secret is useful when it improves your situation; spending most of your health searching a damaging floor can undo that advantage.

Manage supplies before moving on

Stimpack and medikit

Stimpack and medikit: original Doom pickup sprite. .

Green armor

Green armor: original Doom pickup sprite. .

Blue megaarmor

Blue megaarmor: original Doom pickup sprite. .

Health, armour and ammunition solve different problems. Leave a useful pickup for a later pass if taking it now wastes much of its benefit. Check that a room is actually safe before approaching a tempting item. Do not assume a strong end-of-episode inventory carries into a separately selected new episode.

FIELD NOTE

A safe exit is a useful first milestone; completion counters can become the next run’s goal.

Picture details

Game artwork belongs to its respective rights holders.

References