Weapons, ammunition and safe combat
Choose a weapon for the room and preserve the ammunition you need next.
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
A dependable spread weapon that clears close and mid-range enemies quickly.

Chaingun
Fires bullets rapidly, sharing ammunition with the pistol.

Bullet clip
Ten bullets for the pistol and chaingun.

Shotgun shells
Four shells for the shotgun.

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

Rocket ammunition
A single rocket; a box of rockets holds five.

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

BFG9000
Fires a huge plasma ball that devastates everything ahead, using 40 energy cells per shot.

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

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.
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.
