DOOM adventure archiveDoomGUIDES
Doom / Combat

Weapons, ammunition and safe combat

Choose a weapon for the room and preserve the ammunition you need next.

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.

10 items · one picture per entry · open a picture for full size.

Item directory

Shotgun

Shotgun

A dependable spread weapon that clears close and mid-range enemies quickly.

Chaingun

Chaingun

Fires bullets rapidly, sharing ammunition with the pistol.

Rocket launcher

Rocket launcher

Fires explosive rockets with splash damage; avoid firing at close range.

Plasma gun

Plasma gun

Fires rapid plasma bolts using energy cells; not in the shareware episode.

BFG9000

BFG9000

Fires a huge plasma ball that devastates everything ahead, using 40 energy cells per shot.

Chainsaw

Chainsaw

A melee weapon that needs no ammunition and keeps weaker demons stunned.

Energy cell

Energy cell

Twenty cells for the plasma gun and BFG9000; a cell pack holds a hundred.

Quick notes

  • Use everyday weapons deliberately. The pistol begins the campaign; the shotgun and chaingun offer practical everyday attacks.
  • Give explosives room to work. The rocket launcher can handle dangerous targets, but nearby explosions can hurt the marine.
  • Preserve cells for difficult rooms. The plasma rifle and BFG9000 share energy cells.
FIELD NOTE

Check the ammunition pool, the distance to the target and the wall behind it before firing.

Picture details

Game artwork belongs to its respective rights holders.

References