Doom Sentinel

Doom: Sentinel is an upcoming First-Person Shooter for the PC, PlayStation 4, Xbox One and Nintendo Switch, it is the 7th major entry in the Doom series taking place after Doom Eternal. The game once again stars the Doom Slayer, having completed his conquest against the Makyrs he turns his attention to the continual threat of the demons, which had utilizes rifts in space-time to travel between their Hell Dimension and the Galaxy as we know it. It's up to the Doom Slayer to track down the worlds that long ago the Makyrs had brought unto the terrible rule of the Demons and free them while also sealing the portals between Hell and the Galaxy.
==Plot==
The Game opens with the Doom Slayer aboard the new Armoured Response Coalition's (ARC) space station which orbits alongside the Orbital Fortress from Eternal which has seen significant upgrades externally. Groups of ARC members are hurrying around quickly carrying various artifacts and papers as the Doom Slayer approaches the central gateway he's greeted by The Intern who's helming the main array. The Intern informs the Doom Slayer of a detected Hell Portal that's opened up on Earth and the Doom Slayer heads up to the gateway which activates and opens a portal showing Earth on the other side where Demons have invaded a research station. As the Doom Slayer readies his Super Shotgun and is about to step into the portal, another Hell Portal opens up in the gateway room itself and demons quickly flood out with one of them knocking into the Doom Slayer pushing him through the portal, the portal malfunctions as the Doom Slayer travels through it and most of his weapons are destroyed in the process including the Super Shotgun which he loses a grip on when attempting to shoot the Gargoyle that attacked him in the face.
The game begins with the Doom Slayer witnessing the Demons sieging the Research Facility as the Doom Slayer makes his way through the entry area picking up an EDS Pistol and later a Shotgun to use. After clearing out the Demons, the Doom Slayer manages to re-establish contact with the ARC Space Station where he overhears the personal fighting off the Demons aboard the vessel. Intending to get back there, the Doom Slayer finds one of the survivors of the Research Station and instructs them to open up a portal back to the ARC Station. The survivor does so and the Doom Slayer hops through the Portal returning to the Space Station finding it wrecked with several holes which had been sealed by the station's protective shielding. After clearing out some more demons including a Gore Nest they'd attempted to set-up, the Doom Slayer finds The Intern again who thanks the Doom Slayer for coming back to rescue them, however notes that the Demons likely were using the two attacks as a diversion for a more significant attack. The Intern checks a monitor that's still operational in the command room and finds that the Demons are siphoning energy from the Doom Slayer's base and suggests that by killing the demons at their source the Doom Slayer should halt the Hell Rifts for a time.
Without hesitation, The Intern opens up another portal for the Doom Slayer who jumps through arriving to find most of the staff on the Slayer's base had been killed and slaughtered, exploring parts of the base the Doom Slayer comes across various Demons some of which had escaped from the training arena section of the base. Eventually the Doom Slayer comes across a group of UAC Cultists who're standing around a large hell rift, chanting to maintain the rift. On the other side the Doom Slayer notices something large and imposing attempting to enter and so quickly rushes over punching one of the cultists disrupting their circle and closing the rift which ends up severing the limb of the demon that was attempting to pass through. The Cultists react, calling upon demonic forces to possess their bodies turning most of them into Possessed and one into a Gore Nest which summons several Demons. After dispatching the UAC Cultists, the Doom Slayer inspects the energy systems of the base and shuts down the main energy core preventing the Demons from using the base as a way to attack Earth again.
The Intern gets into contact with the Doom Slayer and explains that while the Doom Slayer was clearing out his Base of Demons, ARC Researchers on Earth were observing the energy readings from around the Doom Slayer's Base and believe they've identified a weakness in space-time where the Demons might've been accessing Earth from. The Intern suggests that they weaponize the weakness against the Demons by using it to bring the fight to the Demons, however notes that they'll need a bit of time to determine how to control the entrance and exit portals of the rifts otherwise the Doom Slayer will just end up wherever the Demons want him to be.
During the time that ARC prepares the Hell Rifts to be opened, the Doom Slayer inspects the damage done to the Slayer Base, venting his rage by clearing out the lowest levels of the Slayer Base of any loose demons. After doing so ARC gets back into contact with the Doom Slayer informing him that they've been able to work around the Hell Rifts and have found a way to guarantee the Doom Slayer will end up in a target location, however notes that due to the limitations of their understanding they can only send the Doom Slayer to worlds that have been sieged by the Demons in the past, noting they identified three compatible locations. ARC then informs the Doom Slayer that perhaps by clearing those worlds of their occupying forces any inhabitants on those planets might be able to help out. The Doom Slayer accepts the limitations and heads back to the ARC Space Station which along with the Slayer Base were rapidly being rebuilt. The Intern shows the Doom Slayer the three target planets and the Doom Slayer selects one, jumping into the gateway taking him to the planet.
The game diverges onto three paths at this point although all follow the same progression of the Doom Slayer travelling to a world, contending with large demonic forces and destroying their facilities on that planet while also freeing the races that reside on the planet. The first three planets are Hiedengaal, Nimere and Addalon each controlled by the Demons to help create more Argent Energy and maintain the status quo in Hell. Along the Doom Slayer's treks through these three planets, The Intern contacts the Doom Slayer informing him about various scriptures they'd found in one of the old UAC Cultist Buildings that help explain why they were having trouble connecting to other locations, noting that the Demon's use some sort of nine-layered ring system to create Hell Rifts which means that Earth and the three target planets are all on the same ring and the only way to reach other planets will be to find a way into Hell and take whatever the demons have been using to bypass this limitation.
After clearing out all three planets of their demon presence, the Doom Slayer gets a message from ARC, informing him that they were able to use the three planet's to triangulate where the focus point is in Hell, noting that they're still trying to figure out communication with the other intelligent species although assure the Doom Slayer that they'll figure something eventually. ARC then sends the Doom Slayer the coordinates noting that it appears Earth and the other planets exist closest to the third ring, and suggest that the Doom Slayer attempt to find the device that allows the Demons to focus their Hell Rifts, since not only will taking it give the Doom Slayer and ARC access to more rifts but will also prevent the Demons from being able to as easily invade Earth and the other planets. With his next course set, the Doom Slayer heads through the portal and enters hell.
Shortly upon arriving, the Doom Slayer is greeted by an armoured division of ARC soldiers, commenting that they'd gone through ahead of him to do surveillance and have been able to send out beacons to search for the Focusing Object and suggests the Doom Slayer go and search for the Beacons since they'll have raw data that can help sharpen the whereabouts. As the Doom Slayer navigates the hellish realm, he comes across various demons attempting to attack or in one instance, ride one of the beacons. Fighting his way through numerous Demons, the Doom Slayer comes across the Focusing Object's location, finding a large boneyard where numerous Unwilling and Demons alike had been devoured by an even greater creature. Eventually stumbling into its den, the Doom Slayer comes face to face with the Cerberus the Guardian of the 3rd Ring of Hell who had also ingested the Focusing Object.
The Doom Slayer gets into a fight with the giant three-headed demonic creature, with each head destroyed the creature becomes more agile and the decapitated heads detach from the central body, flying around and shooting projectiles at the Doom Slayer. Eventually after cutting off all three heads with The Crucible, the demonic beast reveals its true form as its body splits down the middle revealing a massive set of teeth and jaw leading straight into its stomach with the stumps of its original heads morphing into large eyes. The creature continues its onslaught however the Doom Slayer outmaneuvers it and manages to trick the creature into eating its own heads by blinding its eyes. Eventually, battle worn, the Cerberus collapses, disintegrating into a pool of blood and flesh after choking on the third head. Among the remains that pour out from the creature's innards is the Focusing object, a strange statue depicting a demonic creature however appears to be made of a marble-like substance. ARC contacts the Doom Slayer and informs him that he should bring the Focusing Statue back to the Slayer Base since they'll be able to route its control with the Slayer Base's power systems.
After bringing the Focusing Statue back to the Slayer Base, the Doom Slayer places it in a slot, as it connects energy flows into the statue causing it to illuminate brightly before dimming down, having changed its colour from a marble white to an ash grey colour. The Intern approaches the Doom Slayer and informs him that they've started getting readings and think they should be able to use the statue to redirect the Doom Slayer allowing him to travel to two more worlds, commenting that they've noticed Demonic use of the Rifts seems to be heightened on those two worlds and wonders if it might be a way for them to tell where the Demons have invaded. The Intern heads over to a nearby computer and tells the Doom Slayer that when he's ready to head through the gateway, noting that they think there might be a central point where the Demons are able to still travel through the rifts to other realms without the statues but if such a thing exists it's obfuscated from them.
As with before the player can tackle the two worlds in either order or do a combination of the levels between each world. By visiting the planets of Ohnra and Dukaan the Doom Slayer manages to purge the demonic presence on the planets, receiving periodic updates from ARC about the state of things with the other planets and their attempt to figure out where the source is for the two planets. Partway through his conquest to purge the Demons from the two planets, Earth will come under attack again by Demons, this time attempting to recapture the Focusing Statue from the slayer base, while contending with the Demons at Earth, the Doom Slayer overhears strange demonic voices coming from one of the rifts which opens. After completing the remaining areas of Ohnra & Dukaan, ARC contacts the Doom Slayer informing him that they were able to decode what the demonic voices were saying and note that it was actually some strange force originating from the Hell Realm that was calling to the Doom Slayer wishing to challenge him. Noting that the voice even gave them coordinates for where the next Focusing Statue is.
Although suspecting it to be a trap, ARC notes that it might be their best chance to get another Focusing Statue away from the Demons and the Doom Slayer heads through the portal, entering another ring of Hell. This region of Hell is signified by a great blooded river that flows between the various floating islands, the strange liquid carrying the bodies of the dead downstream as demons can be seen feasting on the bodies and drinking from the water. As the Doom Slayer journeys through this region of Hell, he continues to hear the voice calling out to him, ARC contacts the Doom Slayer throughout informing him that they'd been picking up strange interference and suspect that whatever the Demon is that's trying to contact you doesn't want ARC or even the other demons to disturb their fight.
Soon the Doom Slayer reaches a series of massive waterfalls at the end of the river, flowing down into a great abyss below where they become concealed by fog. As the Doom Slayer approaches the edge of the river, he gets the sudden feeling of being watched and turns around to see a Demon staring directly at him. Lumbering over him nearly twelve feet tall, the large humanoid demon, covered in large robes with the bones of lesser demons ordaining its cloak, it gestures to the Doom Slayer to board its raft, a large boat with an oar hovering next to it magically. As the Doom Slayer and the demon board the vessel, the Demon speaks to the Doom Slayer, initially incomprehensibly however then tells the Doom Slayer that its name is Charon, Ferryman of the Dead. The Doom Slayer is slightly taken aback, as Charon grips onto his cloak and pulls it back revealing his gaunt appearance, although looking similar to a human, his skin clings to his bones tightly and he has a pair of horns jutting out from his skull, one broken near the base and the other curling backwards. As Charon declares how he is eager to see the Doom Slayer's abilities, his cloak warps and twists turning into a large club, decorated with the heads of several demons, one of the demonic skull's mouth opens as a large scythe blade protrudes out.
As Charon and the Doom Slayer fight aboard the ferry, Charon uses numerous attacks creating duplicates of himself and generating homing waves of energy as well as bellowing out a powerful wind from his mouth in an attempt to blow the Doom Slayer off the boat. As the Doom Slayer chips down on Charon's health his attacks become more potent and varied with the timing becoming erratic and more unpredictable, after managing to knock Charon over, the Doom Slayer approaches Charon and drives the Crucible through his wrist, severing the hand that was holding his scythe which topples off the boat and disappears into the mist below. Charon gets back up, as the arm begins to crack and break and Charon's form shifts, his two arms splitting at the bones creating four arms, each with two, claw-like fingers. His stature changes as his spine juts out of his back forming long spines as he arches forwards his skull stretching into a more canine-like appearance. In this form, Charon's speed is significantly greater as he jumps through portals in attempt to catch the Doom Slayer off-guard and attacks by slashing with his claws, if slashing with all four arms at once it creates a rip in space that pulls the Doom Slayer towards him. As the Doom Slayer battles the more bestial form he manages to knock Charon off his balance multiple times nearly causing him to fall off the boat, each time he does this the Doom Slayer severs one of Charon's arms that hold him to the boat. After the fourth time, Charon appears to disappear into the mist below.
As the Doom Slayer looks over the edge, the boat suddenly begins to tilt and wobble and the Doom Slayer instinctively jumps as the boat flips upside down and Charon reveals himself to have survived, using his gnarled and clawed feet to grip the underside of the boat. Charon congratulates the Doom Slayer on pushing him so far as Charon's body shifts again, his rib cage extends out forming bat-like wings as his legs morph into a more ratite appearance and he grows a long bony tail with a claw-like end to it. Charon takes flight and hounds the Doom Slayer from above by dive bombing the boat, temporarily hovering to spew fireballs from his mouth and use his new tail as a whip in an attempt to knock the Doom Slayer off the boat. Despite his efforts however, Charon is soon defeated as the Doom Slayer manages to drive the Crucible through Charon's heart, as Charon screeches in pain his body reverts to his more human-like form as he congratulates the Doom Slayer on an honourable fight, the Doom Slayer removes the Crucible from Charon, as Charon gets up, he approaches the front of the boat and rings the bell at the front, the ship soon comes ashore at a small island far away from the rest of Hell. Perched on a small pedestal is another Focusing Statue. Charon gestures to the Doom Slayer to take it and the Doom Slayer does so, Charon thanks the Doom Slayer for their fight and removes the interference field he'd created allowing ARC to open a portal back to Earth for the Doom Slayer as Charon returns to his boat, fishing his scythe out from the abyss below.
Returning back to Earth, the Doom Slayer is greeted by ARC who've helped build a second slot for the Focusing Statues, one approaches the Doom Slayer informing him that they'd been able to establish proper communications with the planets so far and have been able to pick up on a few patterns with the languages believing that any further encounters should be easier now and suggest that it might even be possible to discern the various noises the Demons make given enough time. As the Doom Slayer slots the Focusing Statue into its slot, a bright flash of light illuminates the whole room as the statue turns from its marble colour into a bright crimson ruby colour, becoming partially transparent in the process. The Doom Slayer gets contacted from The Intern who informs him that there's someone waiting for the Doom Slayer on the ARC Space Station, noting that they specifically requested for him.
The Doom Slayer heads to the ARC Station, arriving in the main control room, he's greeted by Valen who The Intern informs the Doom Slayer arrived through the Gateway after they detected a human-like signature that had been rapidly moving up through the Rings of Hell. Valen informs the Doom Slayer that he knows the warpath the Doom Slayer is on and warns him that the Gates of Hell will not close easily, attempting to dissuade the Doom Slayer on his path as he notes that the creature that holds them open is of corrupted mind. The Doom Slayer ignores Valen's plight however and takes a PDA off The Intern's table scrolling through to check the next planets he needs to visit. Valen sighs in disappointment as The Intern informs the Doom Slayer that there are three planets that were picked up by ARC that look like they should be able to triangulate where the next Focusing Statue are; Ankyr, Naistrum and Celsius. As the Doom Slayer prepares to head off, Valen stamps his Warhammer into the ground and the Doom Slayer turns to face him, looking like he's ready to fight Valen, however Valent tells the Doom Slayer that even if he can't dissuade the Doom Slayer to stop his warpath he won't simply stand back and watch him die, Valen strikes the ground again and a portal opens back up to the Slayer Base surprising the ARC workers on both sides of the portal. As the two Night Sentinels walk through, Valen informs the Doom Slayer that old Night Sentinel Weapons likely lay strewn about in Hell that the Doom Slayer may want to go searching for to improve his odds at success. Valen declares that he'll protect the Slayer Base, commenting that it's more than likely the Demons will attempt to follow his path to Earth and he cannot allow the Demons to regain the two Focusing Statues again.
The Doom Slayer heads off through the Gateway in the Slayer Base and off in search of the three Worlds on his list. As the Doom Slayer clears out each planet, he learns from the inhabitants that the Demons of their planet had been trying to rebuild the old machines they used to create Argent Energy before Urdak fell. Provided with information about these Argent Facilities in Hell, the Doom Slayer is contacted by ARC letting him know that given the relevance of these three planets to Hell it's more than likely that the Argent Facilities will be in the region of hell the three planets triangulate to. After clearing out the three planets, the Doom Slayer returns to the ARC Station and is informed by The Intern that they tracked down the region of Hell and have found spiked levels of Argent. Valen approaches the Doom Slayer and warns him that the Demons will put up considerable resistance to protect their Argent Facilities and tells the Doom Slayer that he's coming with him to take out those Argent Facilities, pick up his warhammer. The Doom Slayer and Valen walk towards the Gateway as The Intern fires up the portal opening the rift to Hell.
Arriving in Hell the Doom Slayer and Valen find the region they're in to be a massive valley with large imposing buildings throughout, inspecting the buildings from a distance, Valen notices a symbol on one of them and points it out to the Doom Slayer. The UAC symbol adorning one of the buildings, ARC contacts the duo and informs them that the UAC Cultists are likely the ones who provided the technology to the Demons. Valen heads off taking an alternate route to the Doom Slayer informing him that they'll meet up further down and wishes the Doom Slayer luck on killing as many demons as possible. Throughout the Hell levels the Doom Slayer and Valen periodically meet-up although separate from one another, periodically Valen provides help to the Doom Slayer in combat scenarios by shooting at the various nearby Demons. As the Doom Slayer and Valen wreck havoc through the Argent Facilities they come across more and more of the UAC Cultists, transformed by the Demons into monstrous creatures. Soon enough the pair get to the largest of the Argent Facilities, a massive Argent Energy Tower, ARC noting how similar it is to the one that was on Mars. The Doom Slayer and Valen storm the Argent Tower and eventually come across the core, the pair approach the core with Valen readying his Warhammer to destroy it, however just as Valen is about to strike the core, a massive tendril sweeps him and the Doom Slayer off their feet, another one comes crashing down from above however the Doom Slayer protects himself and Valen by using the Crucible to sever the tendril. Valen is grabbed by another tendril and sent hurtling into a wall and falls onto an elevated platform. A massive creature rises up from the pit beneath the Core, appearing somewhat like a tree with numerous giant roots that span out across the entire room, its four large arms having strange bulbous growths on it whilst what would be its canopy has a mass of flesh with vaguely human-features. The creature's main body warps itself into a human-like face.
The monstrous demonic plant that stands before the Doom Slayer cackles in laughter, proclaiming itself to be Olivia Pierce reborn as it speaks the voice sounds like an amalgamation of many voices. Introducing itself to the Doom Slayer as Norg'Pokwan, the Demonic Roots. As the Norg'Pokwan begins its onslaught the Doom Slayer evades it various attacks, bombarding the foul, demonic spawn with an endless wave of attacks, the Norg'Pokwan attempts to retaliate by summoning Unwilling to distract the Doom Slayer while also using her roots to burrow up through the ground in an attempt to impale the Doom Slayer. As the fight progresses, the Norg'Pokwan attempts various other attacks including moving around the room to make shooting her more difficult, sending down explosive seeds in a flurry of damage, making large sweeping motions to try and send the Doom Slayer flying as well as more complex attacks with her roots. Eventually however the Doom Slayer manages to overwhelm the creature, which attempts to retreat, taking the Argent Core with her deeper underground. The Doom Slayer gives chase finding a few demons along the way and some health and ammo pickups. Reaching the second arena, the Doom Slayer finds the rotted and salvaged corpse of the Spider Mastermind thrown off to the side whilst a large ritual circle with various UAC Cultists surrounds the Norg'Pokwan.
Declaring herself to be the next successor to Hell's throne, the Norg'Pokwan eats the Argent Core and then stabs the UAC Cultists, draining them of their life force turning them into Unwilling. Revitalized, the Norg'Pokwan's second form has the mass of flesh around her head cover parts of her body forming two large human-like arms with a rough almost rock-like exterior to them. In this phase the Norg'Pokwan attacks by shooting lasers out of her eyes, climbing all over the walls and lashing out with her roots in an attempt to strike down the Doom Slayer while also using her newly grown limbs to try and crush the Doom Slayer or create shock waves by slamming the ground. Initially the damage output from the Doom Slayer is negligible, failing to put a dent in the Narg'Pokwan's health as it protects itself with an armoured skin. Valen then shows up, tossing the Doom Slayer a weapon, noting that he was expecting the Narg'Pokwan to show up given it tried to stop him when he escaped from Hell initially. The Doom Slayer is tossed the Chromo-Gun a powerful high fire-rate weapon that shreds through the Narg'Pokwan's armour igniting her from the inside out, with the armour burned off the Doom Slayer is able to rain hellfire down upon the Narg'Pokwan with his other weapons chipping away at every last piece of flesh and wood until the Narg'Pokwan is rendered immobile. The Doom Slayer approaches the Narg'Pokwan which attempts to scuttle away however only flails in place as the Doom Slayer sticks the BFG 9050 up to the Narg'Pokwan's face and blows a large hole through both its face and the top of its head, leaving the demonic creature completely decapitated as its body goes limp.
As the Doom Slayer and Valen regroup, Valen notices the symbols on the ground of the ritual chamber and notes that it looks like the Cultists were trying to bring the Spider Mastermind back from the dead by were either interrupted by the Narg'Pokwan or she had been working alongside the cultists. The Doom Slayer heads over to the corpse of the Narg'Pokwan finding the Argent Core still in tact, gripping it between his hands, the Doom Slayer pulls on the two ends of the core and tears it apart, the third Focusing Statue having been concealed inside. Valen notes that it was pretty smart of the demons to hide the Focusing Statue inside the Argent Core since its signal would've been masked. Valen contacts ARC and calls for a portal back to the Slayer Base as the Doom Slayer and Valen head back, finding a third pedestal had been created for the last Focusing Statue. The Doom Slayer puts the Focusing Statue into its slot and like the others it shines brightly and changes from its marble colour to a metallic copper colour. Valen notes that with the three Focusing Statues the Doom Slayer should have the capacity now to break through to the Gates of Hell themselves, however The Intern pops in over the communications and informs the Doom Slayer and Valen that there is some sort of barrier around the Gates of Hell preventing them from opening a portal, suggesting that it might be that the Demons anticipated the Doom Slayer trying to reach the Gates of Hell. The Intern continues noting that the source of the barrier seems to be coming from another planet, Tyahlna and suggests the Doom Slayer head there to shut down the barrier.
Upon arriving in Tyahlna, the Doom Slayer quickly discovers the source of the Demon's presence, a large angelic figure not too dissimilar to the Wraiths in appearance is hung from atop the crest of the tallest mountain where energy is being pulled from the creature's core into a Rift into Hell. ARC attempt to analyze the rift however note that the creature seems to be of even greater power than the Wraiths and is providing Argent Energy in levels unseen from anything the UAC recorded. As the Doom Slayer ventures closer, The Intern pops in to inform the Doom Slayer that they've been detecting odd readings on Tyahlna and suspect there might be something lurking on the planet that wasn't present on the others, warning the Doom Slayer that the signature doesn't appear Demonic in nature. As the Doom Slayer approaches the massive tower the angelic figure is held upon, he fights his way up the multiple floors until reaching the peak where UAC Cultists and various lesser demons are gathered around the angelic figure. The UAC Cultists notice the Doom Slayer approaching and flee in panic. As the Doom Slayer attempts to approach the angelic figure to destroy its core, the demons begin to hiss, snarl and growl at the Doom Slayer as a rift opens. From the rift a large hulking individual steps forward, a Marauder although unlike his brethren this one appears far larger and more well-armoured carrying a full length battle axe in one arm and a large Kite Shield made almost entirely of Argent in the other. The Demonic Night Sentinel's head is protected by a large armoured helmet with its four horns protruding through the helmet.
The Doom Slayer readies his weapon as the Marauder introduces himself, declaring that he is Qunostec, Royal Guard of the Night Sentinels. Brandishing his weapon, Qunostec points it at the Doom Slayer and declares that he is a foul and sickened individual who allies himself with the lesser mortals and turned his back on the Makyrs and their righteous passage. The battles begins as Qunostec utilizes long range attacks coupled both in the form of ranged attacks and the long reach of his battleaxe. Periodically Qunostec sets his shield down creating a large barrier which blocks off part of the battlefield. Qunostec uses similar mobility to the Doom Slayer, able to before a Double Jump, Quick Dash and Air Dash as a means of evading or getting closer to the Doom Slayer. As the two continue to fight, Qunostec employs more attacks, including one where he strikes the ground causing a geyser of Argent to spew up, one where he summons a pack of Hellhounds to his aid and his desperation attack, where he floats up into the air and summons a hellfire storm upon the arena. After completely destroying Qunostec's health, the Doom Slayer approaches Qunostec shooting his Battleaxe out of his hand and attempting to thrust the Crucible through Qunostec's shield, although the shield initially holds it begins to crack and break as the blade pierces through striking through Qunostec's mid-section as the Doom Slayer thrust the blade upwards, bisecting Qunostec as his body falls limp to the ground. The Doom Slayer walks over to the console looking at the various buttons and controls, then looks over at the needle piercing the angelic figure and walks away from the console and towards the needle, readying his Crucible and striking multiple times at the needle causing several deep cuts that eventually cause it to break, as the needle collapses, the Doom Slayer quickly hops onto the Angelic figure and grabs its core striking the Crucible into it, hilt first and then twisting causing the core to explode. The Doom Slayer goes flying backwards however ARC opens up a portal in mid-air to pull the Doom Slayer through.
As the Doom Slayer recovers from the excursion to Tyahlna, The Intern informs the Doom Slayer that the Demon's must've been using the angelic figure to power protective barrier around Hell, noting that readings around the depths of Hell have gone down. Valen approaches the Doom Slayer and admits that he may have been wrong about the Doom Slayer's ability to break his way through Hell although notes that if the Doom Slayer is serious about sealing the Gates of Hell then he's going to need all the help he can get. The Doom Slayer, along with Valen and several ARC Soldiers approach the gateway later on and ready themselves to enter through to the depths of Hell. Shortly after arriving in Hell, the group split up with ARC getting into contact with the Doom Slayer informing him that they'll scout out the greater area and leave the heavier demon forces to the Slayer and Valen. Valen contacts the Doom Slayer over the communications and informs him that the path to the Gates of Hell should be fairly straight-forward but to expect resistance. As the Doom Slayer passes through each of the thresholds of Hell he comes face to face with mountains of enemies attempting to stop the Doom Slayer's assault, along the way opening up large doorways which had been locked off by the Demons and passing over the corpses of Titan Demons that had been felled long ago. Periodically the Doom Slayer sees the ARC Soldiers and Valen fighting against Demonic forces or providing assistance to the Doom Slayer from afar.
Upon reaching a passage through a mountainous area of Hell overlooking the gates, the Doom Slayer gets a call in from ARC informing him that they've managed to set-up a radius of beacons around the Gates that are causing the keys that control the Gate to resonate, causing them to show up on the Slayer's map as he gets close to them. The Doom Slayer tracks down the five keys of the gates, along the way coming across numerous statues of various Demons with inscriptions of past battles between the Demons and the Night Sentinels. After obtaining the last key, the Doom Slayer heads back to the Gates, finding a large ritual circle in front of the gates with five distinct holes in the ground. Placing the keys into each, a large spire erupts with a claw-like hand gripping a large orb. Valen comments that it looks vaguely like a Life Sphere, however as the Doom Slayer attempts to climb up to grab the Life Sphere, it lets out an impulse that knocks him back to the ground, in the distance a few ARC Soldiers are investigating one of the statues as it suddenly comes to life, erupting out of its rocky tomb and flying towards the gate. As the Doom Slayer gets up from his fall he sees twelve winged Demons flying around the Spire, each perching themselves on it and hissing at the Doom Slayer. The largest of them and the most regally decorated introduces himself to the Doom Slayer as Malacoda and refers to himself and the other winged demons as the Malebranche, informing the Doom Slayer that like him they protect the thing that is most important to them. The Doom Slayer, ignoring the Malebranche begins climbing again, however the lowest of them attempts to strike the Doom Slayer who dodges and cuts the Demon's tail off with the Crucible. Landing back on the ground, the Doom Slayer pulls out the Super Shotgun readying himself to face off against the Malebranche as they rise from their perches and begin their onslaught.
The Malebranches all share a generally similar set of attacks being able to fly around to evade attacks but can also land, striking with their claws and tails (except for Draghignazzo who the Doom Slayer cut their tail off earlier). In addition they can hurl fireballs at the Doom Slayer and when more than one of them is active, they can spin around creating vortexes of wind that can pull the Doom Slayer in and send them flying around the arena. The Malebranche are fought in four waves, when a Malebranche is defeated they will return to their position on the Spire and become solidified in rock once more. The first phase has; Draghignazzo, Ciriatto and Farfarello, the second phase has; Cagnazzo, Barbariccia, Graffiacane and Calcabrina, the third phase has; Alichino, Libicocco, Rubicante and Scarmiglione and the final phase has Malacoda. Malacoda has distinctly more health than the rest while the other eleven have roughly the same. Each of the Malebranches also has a unique attack specific to them, after a hard fought battle, Malacoda and the other Malebranches is defeated, as Malacoda returns to his position on the spire he picks up the sphere, and attempts to hold it up high, however the Doom Slayer aims closely and shoots the sphere with the Super Shotgun, causing it to shatter as the energy within dissipates down the Spire giving it an unearthly indigo glow. Seeping into the ground beneath like trails of blood. Valen attempts to contact the Doom Slayer yelling at him, wondering if he's gone insane, noting that the sphere contained the soul of Aloadae the greatest of all the Titan Demons, sealed away for the great evil he had attempted to incur upon Hell itself. The ground begins to quake and crumble, as the Doom Slayer attempts to back away only to realize the Gates of Hell are remaining fixated in place, gripping onto one the gates soar high into the air atop a colossal figure.
As the Doom Slayer finds himself situated, hundreds of feet above the small rocky island where he was just a few moments, ago the Doom Slayer looks down to see the titanically sized Demon, he's standing on. Over a thousand times his size. The creature lets out a bellowing roar that causes the ground where Valen and the ARC Soldiers are located to quake from the sheer force. The Intern contacts the Doom Slayer stating that it looks like the Gates are bound to the Aloadae's soul, informing the Doom Slayer the only way to close them now is to kill the Titan Demon. Valen pipes in over the comms. and tells the Doom Slayer he'll provide covering fire and suggests the Doom Slayer looks for areas where the skin of the beast is thinner. The Doom Slayer begins navigating the massive creature as it slowly marches around, the huge structures covering its body forming platforms for the Doom Slayer to navigate. Lesser Demons and even Greater Demons appear all across the creature as a defensive measure to protect it however the Doom Slayer trudges onwards coming across one of the seven weak points, denoted by the skin appearing pale-white with blood-shot vessels covering it and a distinctive marking. The first one he arrives at has a short cutscene where a foul demonic creature crawls out from it, an Aloadae Guardian, the serpentine creature is tethered to the Aloadae and attacks with two giant scythe-like claws, letting out a supersonic screech, clanging its claws together to summon demons among numerous other attacks.
The Doom Slayer works his way across the Aloadae, wiping out each of the Guardians causing the Titan Demon to bellow in pain, after the third of the seven is destroyed, the Aloadae attempts to intervene by trying to crush the Doom Slayer with its hands as large goat-shaped eyes erupt from the skin of the creature firing laser beams at the Doom Slayer as he passes by. As the fight progresses, after the fifth Guardian is killed the Aloadae sets up a protective shield around its body, The Intern informs the Doom Slayer that he'll need to navigate back up to the head and break the shield's generator. Working his way back up to the head, the Doom Slayer contends with the Aloadae's eyes which erupt from their sockets and begin floating around the top of its head attacking the Doom Slayer with numerous ranged attacks, the Doom Slayer manages to destroy both eyes, rending the Titan Demon blind, and managing to break the crystal embedded in the creature's skin which was providing the shield. Finishing off the last of the two Guardians, the Aloadae stumbles, its legs failing to work and now blind, crashes into a large mountain, skewering its jaw on the mountain peak as the Doom Slayer jumps off. The creature initially appearing defeated, gets back up, ripping the top of the mountain off from the rest of the mountain and then separating it from its jaw. The massive Titan Demon, clearly exhausted, leans into the mountain range causing it to shake as it prepares to fight the Doom Slayer head on. Just as it's about to begin however, Valen flies in using a Meat Hook after having grappled onto the Aloadae and slashes across the demon's face, tearing a massive gash across it as he lands on a nearby mountain. Valen yells to the Doom Slayer to keep the demon pre-occupied while he finds an opening to reveal the Aloadae's weakness. As the Doom Slayer puts the pressure on the Aloadae it unleashes a bevy of attacks including summoning demons to fight by its side as well as striking the ground with its colossal fists. After the player deals enough hits to the Aloadae, Valen finds an opening and tears across the creature's face again, tearing away part of the flesh revealing the bone beneath, the Doom Slayer unleashes a silo of weapons fire into the opening as the creature recoils in pain.
After knocking out some of the creature's health the fight continues with the Doom Slayer distracting the Aloadae while Valen looks for openings, tearing off more of the Titan Demon's flesh revealing the bone beneath allowing the Doom Slayer to strike into the open wounds. Eventually after knocking out almost all of the Titan Demon's health, the creature collapses as the Doom Slayer and Valen jump up onto the creature's head each wrapping the chains of the meat hooks around the gates and walking towards the middle of the creature's head as it screeches in pain, eventually tearing the very gates themselves off the Aloadae's head revealing holes where the gates' were fixated showing the core of the Aloadae within. The Doom Slayer readies the BFG 9050, charging up a shot as the creature attempts to hit the Doom Slayer with its hands only for Valen to deflect the attack. With the BFG 9050 fully charge, the Doom Slayer unleashes the fully-loaded shot, piercing the Titan Demon's head, a brief silence before the beam erupts from the other side as the gun forcibly jerks upwards tearing a massive crescent-shaped hole through the demon's head as the core explodes from within, shattering the Aloadae's skull in its entirety. The Doom Slayer and Valen crash land onto the nearby plateau as the creature's body slumps over, and a massive expel of its soul seeps out from the remnants of the creature. The Doom Slayer walks up to the nearly ethereal soul and drives the Crucible through the soul as it solidifies forming a large statue of screaming heads and partially merges with the plateau itself.
As the Doom Slayer and Valen walk away from the now defeated Titan Demon, ARC contacts them, informing them that they've got the return portal ready to head back. The Intern is heard over the communications, talking to the Doom Slayer informing him that the demonic forces that were trying to re-take the planets the Doom Slayer had saved have stopped coming through, Valen walks over to the Doom Slayer and admits that he doubted the Doom Slayer's abilities and notes that even with the Gates of Hell sealed, the Demons will still try to find a way to break through but they've got them on the ropes now. The scene cuts to several months later as teams of ARC Soldiers, draped in armour more closely resembling that of the Doom Slayer and Valen's are seen fighting Demons in Hell with gunfire being heard throughout Hell as the camera pans up we see the Doom Slayer atop a large crater facing off against a horde of Imps, Hell Knights, Prowlers and other demons with Valen rushing in from the background recreating the scene from the cover of Doom 1, as the Doom Slayer pulls an Imp up from the group and blasts it away with the Super Shotgun, the group of demons scatter as the camera swings around the Doom Slayer to reveal a Tyrant Demon approaching him as he readies the Super Shotgun, aiming squarely at the massive demon and firing, recreating the cover of Doom 2 and the screen cuts to black as the credits begin to roll.
==Gameplay==
As with previous Doom Games, Doom: Sentinel is a fast, action-packed First-Person Shooter with a heavy emphasis on movement and gunplay. Like with Doom Eternal before it, Doom: Sentinel focuses on shifting towards high mobility gunplay with weapons having additional elements which encourage greater degrees of movement for the player while also allowing for wildly varied forms of gameplay.
Doom: Sentinel is a bit easier overall than Doom Eternal with the concession made to encourage players to find weapons they like to use the most and push them out of their comfort zone with specialized enemies who are designed to counter the various weapons in the game.
Combat can generally be divided up into Arena & Ambient Combat. The player will often come across large, detailed Arenas with multiple levels and often a set-piece or power-up located within, these locations often contain huge swaths of enemies that the player must defeat or encourage to infight to defeat them. Ambient Combat occurs between Arenas and like Doom Eternal is intended to pose a different kind of challenge to the player while still utilizing the same set of enemies by focusing on narrower combat environments as well as more hazards for the player to contend with.
==Characters==
Character 	Description
Doom Slayer	The protagonist of the Doom Series, the Doom Slayer is a human who was gifted supernatural abilities through his rigorous training as part of the Night Sentinels under the Makyrs. Little is known about his past although he is known to have gone insane following the events of Doom 64 and may or may not still be do this day. The Doom Slayer shows an unnatural talent with guns, able to not only wield weapons far heavier than what a regular human could feasibly use but also having an understanding of alien technology likely stemming from his time with the Night Sentinels.
The Intern 	A member of the Armored Response Coalition (ARC), he acts as the primary human contact between the ARC and the Doom Slayer during missions. Despite his name, the Intern is actually a fully fledged member of the organization, however holds on to the title due to an affinity for it. He was one of the first humans to not show an innate fear of the Doom Slayer and seems to strongly follow the Doom Slayer's beliefs wanting to personally witness the end to the suffering of humanity.
Malakbel 	The central computer at ARC, designed after Vega, Malakbel was built as a calming and reassuring voice that was able to assess various combat scenarios by generating trillions of simulations within seconds to help improve the combat effectiveness of the ARC's Defence Units. Malakbel also periodically is in contact with the Doom Slayer relaying information about various enemies found throughout the game.
Charon 	The second boss of the game, Charon is a neutral character in the plot who protects the second of the Focusing Statues. As the Ferryman of the Dead, Charon generally lacks emotions although does seem to take some pleasure in the battle he has with the Doom Slayer, it is unknown where Charon's allegiances lie as he willfully gives up the Focusing Statue and even keeps other Demons out of his fight with the Doom Slayer however by all metrics Charon is a Demon.
Valen 	Also known as The Betrayer by the Night Sentinels, Valen attempted to have his son brought back to him by the Hell Priests leading to the creation of the Icon of Sin. During the previous game, Valen provided the Doom Slayer with help in tracking down the Hell Priests and made an agreement with the Doom Slayer to stab his son's heart which was being used to control the Icon of Sin to let his son rest in peace. Although the Icon of Sin now lays still, buried amongst the rubble Valen lives on, having drifted through hell he believes that he can only truly atone for his actions by fully purging Hell of its demonic forces, despite this Valen's cowardice often gets the better of him and he fears that Hell is unstoppable. When confronted about his cowardice however, Valen is able to swallow his pride and does actively help the Doom Slayer.
==Levels==
Unlike the previous Doom Games, the levels are not strictly in a set order, instead the player is often able to choose from several options for the next level they're going to tackle. In general the game follows a linear to non-linear approach with several opportunities for the player to tackle various levels in various orders to suit the player's preferences.
Chapter 	Levels 	Description
Chapter 1 - Earth (Pt.I) 	The Slayer's Pit 	The opening chapter of the game which takes place on Earth and the surrounding satellites, the player learns the basic controls if they're not already familiar with them and can experiment against a number of weaker enemies to get a handle for things.
Chapter 1 - Earth (Pt.I) 	Blood-Soaked Tapestry 	The opening chapter of the game which takes place on Earth and the surrounding satellites, the player learns the basic controls if they're not already familiar with them and can experiment against a number of weaker enemies to get a handle for things.
Chapter 1 - Earth (Pt.I) 	Invasive Forces 	The opening chapter of the game which takes place on Earth and the surrounding satellites, the player learns the basic controls if they're not already familiar with them and can experiment against a number of weaker enemies to get a handle for things.
Chapter 2A - Hiedengaal 	Blood in the Water 	Hiedengaal is one of the first worlds the player can visit, it is an aquatic world where 95% of the surface is covered in water and is dominated by massive marine life. The planet's intelligent species, the Mermarines were enslaved long ago when the Demons needing a purified water which would cool the spirits more easily making the process of making Argent Energy efficient.
Chapter 2A - Hiedengaal 	Ship of the Damned 	Hiedengaal is one of the first worlds the player can visit, it is an aquatic world where 95% of the surface is covered in water and is dominated by massive marine life. The planet's intelligent species, the Mermarines were enslaved long ago when the Demons needing a purified water which would cool the spirits more easily making the process of making Argent Energy efficient.
Chapter 2A - Hiedengaal 	Akerite Reef 	Hiedengaal is one of the first worlds the player can visit, it is an aquatic world where 95% of the surface is covered in water and is dominated by massive marine life. The planet's intelligent species, the Mermarines were enslaved long ago when the Demons needing a purified water which would cool the spirits more easily making the process of making Argent Energy efficient.
Chapter 2A - Hiedengaal 	Volcanic Trench 	Hiedengaal is one of the first worlds the player can visit, it is an aquatic world where 95% of the surface is covered in water and is dominated by massive marine life. The planet's intelligent species, the Mermarines were enslaved long ago when the Demons needing a purified water which would cool the spirits more easily making the process of making Argent Energy efficient.
Chapter 2B - Nimere 	Cracked Smoke Mine 	Nimere is one of the first worlds the player can visit, nicknamed by The Intern as The World of Nightmares it appears to be inhabited by very strange forms of life that are able to feed on the very essence of fear and as such have evolved to maximize that potential. The planet is perpetually engulfed in a twilight-coloured sky due to the extremely dim and old sun it orbits and the unusually large moon that orbits the planet has distinct craters and fissures in the form of a skull.
Chapter 2B - Nimere 	Cobja Elevator 	Nimere is one of the first worlds the player can visit, nicknamed by The Intern as The World of Nightmares it appears to be inhabited by very strange forms of life that are able to feed on the very essence of fear and as such have evolved to maximize that potential. The planet is perpetually engulfed in a twilight-coloured sky due to the extremely dim and old sun it orbits and the unusually large moon that orbits the planet has distinct craters and fissures in the form of a skull.
Chapter 2B - Nimere 	Lunos Nocturna Base 	Nimere is one of the first worlds the player can visit, nicknamed by The Intern as The World of Nightmares it appears to be inhabited by very strange forms of life that are able to feed on the very essence of fear and as such have evolved to maximize that potential. The planet is perpetually engulfed in a twilight-coloured sky due to the extremely dim and old sun it orbits and the unusually large moon that orbits the planet has distinct craters and fissures in the form of a skull.
Chapter 2B - Nimere 	Dark Side 	Nimere is one of the first worlds the player can visit, nicknamed by The Intern as The World of Nightmares it appears to be inhabited by very strange forms of life that are able to feed on the very essence of fear and as such have evolved to maximize that potential. The planet is perpetually engulfed in a twilight-coloured sky due to the extremely dim and old sun it orbits and the unusually large moon that orbits the planet has distinct craters and fissures in the form of a skull.
Chapter 2C - Addalon 	Akstone Vine-Ropeway 	Addalon is one of the first worlds the player can visit, it is a massive planet in terms of size however is only populated in small pockets near bodies of freshwater. The oceans are incredibly acidic to terrestrial life due to the presence of Sulfur. The planet's environment is that of dense jungles even at the frigid poles there is plant-life and the deserts have giant cacti-like plants that dominate the landscape covering the land keeping the heat often packed in. Monsoons are extremely common although fortunately the rain is only slightly more acidic than on Earth.
Chapter 2C - Addalon 	Gigungi Swamp 	Addalon is one of the first worlds the player can visit, it is a massive planet in terms of size however is only populated in small pockets near bodies of freshwater. The oceans are incredibly acidic to terrestrial life due to the presence of Sulfur. The planet's environment is that of dense jungles even at the frigid poles there is plant-life and the deserts have giant cacti-like plants that dominate the landscape covering the land keeping the heat often packed in. Monsoons are extremely common although fortunately the rain is only slightly more acidic than on Earth.
Chapter 2C - Addalon 	Monolith of Mok'tor 	Addalon is one of the first worlds the player can visit, it is a massive planet in terms of size however is only populated in small pockets near bodies of freshwater. The oceans are incredibly acidic to terrestrial life due to the presence of Sulfur. The planet's environment is that of dense jungles even at the frigid poles there is plant-life and the deserts have giant cacti-like plants that dominate the landscape covering the land keeping the heat often packed in. Monsoons are extremely common although fortunately the rain is only slightly more acidic than on Earth.
Chapter 2C - Addalon 	Bog of Mourning 	Addalon is one of the first worlds the player can visit, it is a massive planet in terms of size however is only populated in small pockets near bodies of freshwater. The oceans are incredibly acidic to terrestrial life due to the presence of Sulfur. The planet's environment is that of dense jungles even at the frigid poles there is plant-life and the deserts have giant cacti-like plants that dominate the landscape covering the land keeping the heat often packed in. Monsoons are extremely common although fortunately the rain is only slightly more acidic than on Earth.
Chapter 3 - Gluttony 	Putrid Chasm 	The third ring of Hell, Gluttony is like most parts of hell a fiery inferno of craggy rock formations separated by great volcanic plains where toxic gases spew out. Gluttony in particular is notable for its foul smell, the rotting flesh of the damned and bodies of uneaten carcasses litter the ring and the only thing that counters the odour is the even more intense smell of blood having been smeared by the various demonic creatures that dwell in this plane devouring their victims.
Chapter 3 - Gluttony 	Whirlpool of Blood 	The third ring of Hell, Gluttony is like most parts of hell a fiery inferno of craggy rock formations separated by great volcanic plains where toxic gases spew out. Gluttony in particular is notable for its foul smell, the rotting flesh of the damned and bodies of uneaten carcasses litter the ring and the only thing that counters the odour is the even more intense smell of blood having been smeared by the various demonic creatures that dwell in this plane devouring their victims.
Chapter 3 - Gluttony 	Icicle Tower 	The third ring of Hell, Gluttony is like most parts of hell a fiery inferno of craggy rock formations separated by great volcanic plains where toxic gases spew out. Gluttony in particular is notable for its foul smell, the rotting flesh of the damned and bodies of uneaten carcasses litter the ring and the only thing that counters the odour is the even more intense smell of blood having been smeared by the various demonic creatures that dwell in this plane devouring their victims.
Chapter 3 - Gluttony 	Grave of Worms 	The third ring of Hell, Gluttony is like most parts of hell a fiery inferno of craggy rock formations separated by great volcanic plains where toxic gases spew out. Gluttony in particular is notable for its foul smell, the rotting flesh of the damned and bodies of uneaten carcasses litter the ring and the only thing that counters the odour is the even more intense smell of blood having been smeared by the various demonic creatures that dwell in this plane devouring their victims.
Chapter 3 - Gluttony 	The Fulcrum 	The third ring of Hell, Gluttony is like most parts of hell a fiery inferno of craggy rock formations separated by great volcanic plains where toxic gases spew out. Gluttony in particular is notable for its foul smell, the rotting flesh of the damned and bodies of uneaten carcasses litter the ring and the only thing that counters the odour is the even more intense smell of blood having been smeared by the various demonic creatures that dwell in this plane devouring their victims.
Chapter 3 - Gluttony 	Pit of Cerberus 	The third ring of Hell, Gluttony is like most parts of hell a fiery inferno of craggy rock formations separated by great volcanic plains where toxic gases spew out. Gluttony in particular is notable for its foul smell, the rotting flesh of the damned and bodies of uneaten carcasses litter the ring and the only thing that counters the odour is the even more intense smell of blood having been smeared by the various demonic creatures that dwell in this plane devouring their victims.
Chapter 4A - Ohnra 	The Bleeding Woods 	Ohnra is an Earth-like planet that appears during the fourth Chapter of Doom Sentinel, the planet is one of two the Doom Slayer can visit in the chapter and was invaded by the Demons fairly recently compared to other planets where a curse was laid upon the warrior species that resided on the planet, giving their people madness leading to a never ending conflict that would constantly bring about new souls for the Demons to feast upon. Much of the land is covered in dense forests and woodlands with mountains peaking out from the tree tops and small villages and fortresses dotting the landscape.
Chapter 4A - Ohnra 	Screaming Mountain 	Ohnra is an Earth-like planet that appears during the fourth Chapter of Doom Sentinel, the planet is one of two the Doom Slayer can visit in the chapter and was invaded by the Demons fairly recently compared to other planets where a curse was laid upon the warrior species that resided on the planet, giving their people madness leading to a never ending conflict that would constantly bring about new souls for the Demons to feast upon. Much of the land is covered in dense forests and woodlands with mountains peaking out from the tree tops and small villages and fortresses dotting the landscape.
Chapter 4A - Ohnra 	Gilded Tower 	Ohnra is an Earth-like planet that appears during the fourth Chapter of Doom Sentinel, the planet is one of two the Doom Slayer can visit in the chapter and was invaded by the Demons fairly recently compared to other planets where a curse was laid upon the warrior species that resided on the planet, giving their people madness leading to a never ending conflict that would constantly bring about new souls for the Demons to feast upon. Much of the land is covered in dense forests and woodlands with mountains peaking out from the tree tops and small villages and fortresses dotting the landscape.
Chapter 4A - Ohnra 	Firestorm Village 	Ohnra is an Earth-like planet that appears during the fourth Chapter of Doom Sentinel, the planet is one of two the Doom Slayer can visit in the chapter and was invaded by the Demons fairly recently compared to other planets where a curse was laid upon the warrior species that resided on the planet, giving their people madness leading to a never ending conflict that would constantly bring about new souls for the Demons to feast upon. Much of the land is covered in dense forests and woodlands with mountains peaking out from the tree tops and small villages and fortresses dotting the landscape.
Chapter 4A - Ohnra 	Warrior's Resting Grounds 	Ohnra is an Earth-like planet that appears during the fourth Chapter of Doom Sentinel, the planet is one of two the Doom Slayer can visit in the chapter and was invaded by the Demons fairly recently compared to other planets where a curse was laid upon the warrior species that resided on the planet, giving their people madness leading to a never ending conflict that would constantly bring about new souls for the Demons to feast upon. Much of the land is covered in dense forests and woodlands with mountains peaking out from the tree tops and small villages and fortresses dotting the landscape.
Chapter 4A - Ohnra 	Sullied Temple 	Ohnra is an Earth-like planet that appears during the fourth Chapter of Doom Sentinel, the planet is one of two the Doom Slayer can visit in the chapter and was invaded by the Demons fairly recently compared to other planets where a curse was laid upon the warrior species that resided on the planet, giving their people madness leading to a never ending conflict that would constantly bring about new souls for the Demons to feast upon. Much of the land is covered in dense forests and woodlands with mountains peaking out from the tree tops and small villages and fortresses dotting the landscape.
Chapter 4B - Dukaan 	Shadows of the Dead 	Dukaan is a strange planet that produces a magical energy simply referred to as Perpetuam Nocturna which the Demons learned about long ago and now use to tether spirits to Hell, allowing them to halt ascension to higher planes of existence. The planet lacks a sun and is actually a Rogue Planet, it does however have local natural light through light-emitting crystals which grow across the planet which the native species used in a lot of their buildings, however the Demons have ravaged the lands breaking down many of the crystals into fine powders and leaving the cities to rot with the bodies of the dead left strewn about waiting to be reanimated.
Chapter 4B - Dukaan 	Rotting City 	Dukaan is a strange planet that produces a magical energy simply referred to as Perpetuam Nocturna which the Demons learned about long ago and now use to tether spirits to Hell, allowing them to halt ascension to higher planes of existence. The planet lacks a sun and is actually a Rogue Planet, it does however have local natural light through light-emitting crystals which grow across the planet which the native species used in a lot of their buildings, however the Demons have ravaged the lands breaking down many of the crystals into fine powders and leaving the cities to rot with the bodies of the dead left strewn about waiting to be reanimated.
Chapter 4B - Dukaan 	Brink of Dawn 	Dukaan is a strange planet that produces a magical energy simply referred to as Perpetuam Nocturna which the Demons learned about long ago and now use to tether spirits to Hell, allowing them to halt ascension to higher planes of existence. The planet lacks a sun and is actually a Rogue Planet, it does however have local natural light through light-emitting crystals which grow across the planet which the native species used in a lot of their buildings, however the Demons have ravaged the lands breaking down many of the crystals into fine powders and leaving the cities to rot with the bodies of the dead left strewn about waiting to be reanimated.
Chapter 4B - Dukaan 	Duskite Mines 	Dukaan is a strange planet that produces a magical energy simply referred to as Perpetuam Nocturna which the Demons learned about long ago and now use to tether spirits to Hell, allowing them to halt ascension to higher planes of existence. The planet lacks a sun and is actually a Rogue Planet, it does however have local natural light through light-emitting crystals which grow across the planet which the native species used in a lot of their buildings, however the Demons have ravaged the lands breaking down many of the crystals into fine powders and leaving the cities to rot with the bodies of the dead left strewn about waiting to be reanimated.
Chapter 4B - Dukaan 	Carcass Nest 	Dukaan is a strange planet that produces a magical energy simply referred to as Perpetuam Nocturna which the Demons learned about long ago and now use to tether spirits to Hell, allowing them to halt ascension to higher planes of existence. The planet lacks a sun and is actually a Rogue Planet, it does however have local natural light through light-emitting crystals which grow across the planet which the native species used in a lot of their buildings, however the Demons have ravaged the lands breaking down many of the crystals into fine powders and leaving the cities to rot with the bodies of the dead left strewn about waiting to be reanimated.
Chapter 4B - Dukaan 	In the Eclipse 	Dukaan is a strange planet that produces a magical energy simply referred to as Perpetuam Nocturna which the Demons learned about long ago and now use to tether spirits to Hell, allowing them to halt ascension to higher planes of existence. The planet lacks a sun and is actually a Rogue Planet, it does however have local natural light through light-emitting crystals which grow across the planet which the native species used in a lot of their buildings, however the Demons have ravaged the lands breaking down many of the crystals into fine powders and leaving the cities to rot with the bodies of the dead left strewn about waiting to be reanimated.
Chapter 4C - Earth (Pt.II) 	Dead Man's Call 	A brief return to Earth, this level is split into two halves, the first takes place on Earth in the Antarctic where a UAC Cultist base that was long abandoned has been reactivated by a lingering UAC Cultist, the base is infested with Demons and new UAC Cultists attempting to use it as a gateway to start another Demon Invasion on Earth. After stealing the main power source of the base, the Doom Slayer causes the whole building to collapse due to a lack of structural integrity. The second half takes place back on the Slayer Base where the Demons have attempted to gain access to the Focusing Statue, however the ARC workers on the Slayer Base managed to set up security shields around the Focusing Statue and the surrounding rooms protecting them and the statue. The Doom Slayer works his way through the base once more, finding chitinous growths on the surfaces of the building where the Demons have attempted to take residence within the base. Whilst clearing out the Demons, the Doom Slayer overhears voices coming from the Rifts as they open.
Chapter 5 - Wrath 	Armageddon Keep 	The fifth ring of Hell, Wrath is distinguished by a giant river that flows through all the levels, the River Styx is filled with the bodies of the dead as they float down into the lower levels of Hell. Demons frequently can be found culminating at river's side feasting on the bounty of food, it's one of the few areas where Greater Demons don't instinctively lash out at Lesser Demons, most likely because they remain satiated by the bodies. Strange rock formations also dot the landscape some of which have been converted by the Demons and old Night Sentinels who fell in battle into fortified locations.
Chapter 5 - Wrath 	Fallen Sentinel Monument 	The fifth ring of Hell, Wrath is distinguished by a giant river that flows through all the levels, the River Styx is filled with the bodies of the dead as they float down into the lower levels of Hell. Demons frequently can be found culminating at river's side feasting on the bounty of food, it's one of the few areas where Greater Demons don't instinctively lash out at Lesser Demons, most likely because they remain satiated by the bodies. Strange rock formations also dot the landscape some of which have been converted by the Demons and old Night Sentinels who fell in battle into fortified locations.
Chapter 5 - Wrath 	Mortar Causeway 	The fifth ring of Hell, Wrath is distinguished by a giant river that flows through all the levels, the River Styx is filled with the bodies of the dead as they float down into the lower levels of Hell. Demons frequently can be found culminating at river's side feasting on the bounty of food, it's one of the few areas where Greater Demons don't instinctively lash out at Lesser Demons, most likely because they remain satiated by the bodies. Strange rock formations also dot the landscape some of which have been converted by the Demons and old Night Sentinels who fell in battle into fortified locations.
Chapter 5 - Wrath 	Harbinger's Crest 	The fifth ring of Hell, Wrath is distinguished by a giant river that flows through all the levels, the River Styx is filled with the bodies of the dead as they float down into the lower levels of Hell. Demons frequently can be found culminating at river's side feasting on the bounty of food, it's one of the few areas where Greater Demons don't instinctively lash out at Lesser Demons, most likely because they remain satiated by the bodies. Strange rock formations also dot the landscape some of which have been converted by the Demons and old Night Sentinels who fell in battle into fortified locations.
Chapter 5 - Wrath 	Bombardment Castle 	The fifth ring of Hell, Wrath is distinguished by a giant river that flows through all the levels, the River Styx is filled with the bodies of the dead as they float down into the lower levels of Hell. Demons frequently can be found culminating at river's side feasting on the bounty of food, it's one of the few areas where Greater Demons don't instinctively lash out at Lesser Demons, most likely because they remain satiated by the bodies. Strange rock formations also dot the landscape some of which have been converted by the Demons and old Night Sentinels who fell in battle into fortified locations.
Chapter 5 - Wrath 	The River Styx 	The fifth ring of Hell, Wrath is distinguished by a giant river that flows through all the levels, the River Styx is filled with the bodies of the dead as they float down into the lower levels of Hell. Demons frequently can be found culminating at river's side feasting on the bounty of food, it's one of the few areas where Greater Demons don't instinctively lash out at Lesser Demons, most likely because they remain satiated by the bodies. Strange rock formations also dot the landscape some of which have been converted by the Demons and old Night Sentinels who fell in battle into fortified locations.
Chapter 6A - Ankyr 	Makyr Tower 	Ankyr was a once uninhabited world that refugees of the Makyrs from in the ancient past fled to, shortly before the Khan Makyr took over. They were believed lost for generations however the Demons secretly found their location and managed to enslave them. The planet of Ankyr is a heaven-like place, with mountain peaks stretching up above a sea of clouds. Few know what dwells beneath the clouds as the Makyrs stuck to building on the mountain peaks.
Chapter 6A - Ankyr 	Lumos Observatory 	Ankyr was a once uninhabited world that refugees of the Makyrs from in the ancient past fled to, shortly before the Khan Makyr took over. They were believed lost for generations however the Demons secretly found their location and managed to enslave them. The planet of Ankyr is a heaven-like place, with mountain peaks stretching up above a sea of clouds. Few know what dwells beneath the clouds as the Makyrs stuck to building on the mountain peaks.
Chapter 6A - Ankyr 	Ruins of Nos 	Ankyr was a once uninhabited world that refugees of the Makyrs from in the ancient past fled to, shortly before the Khan Makyr took over. They were believed lost for generations however the Demons secretly found their location and managed to enslave them. The planet of Ankyr is a heaven-like place, with mountain peaks stretching up above a sea of clouds. Few know what dwells beneath the clouds as the Makyrs stuck to building on the mountain peaks.
Chapter 6A - Ankyr 	Pool of Cleansing 	Ankyr was a once uninhabited world that refugees of the Makyrs from in the ancient past fled to, shortly before the Khan Makyr took over. They were believed lost for generations however the Demons secretly found their location and managed to enslave them. The planet of Ankyr is a heaven-like place, with mountain peaks stretching up above a sea of clouds. Few know what dwells beneath the clouds as the Makyrs stuck to building on the mountain peaks.
Chapter 6A - Ankyr 	Gardens of Amanaia 	Ankyr was a once uninhabited world that refugees of the Makyrs from in the ancient past fled to, shortly before the Khan Makyr took over. They were believed lost for generations however the Demons secretly found their location and managed to enslave them. The planet of Ankyr is a heaven-like place, with mountain peaks stretching up above a sea of clouds. Few know what dwells beneath the clouds as the Makyrs stuck to building on the mountain peaks.
Chapter 6A - Ankyr 	The Citadel 	Ankyr was a once uninhabited world that refugees of the Makyrs from in the ancient past fled to, shortly before the Khan Makyr took over. They were believed lost for generations however the Demons secretly found their location and managed to enslave them. The planet of Ankyr is a heaven-like place, with mountain peaks stretching up above a sea of clouds. Few know what dwells beneath the clouds as the Makyrs stuck to building on the mountain peaks.
Chapter 6B - Naistrum 	Broken Biosphere 	A great desert planet with large rocky features, although small pools of water exist, most are underground in caverns where it's cool enough for them to not evaporate. Naistrum's deserts are extremely large and vast, the pockets of life exist in the canyons where it's slightly cooler than the deserts and where the land is solid enough to build structures.
Chapter 6B - Naistrum 	Salt-Spire Lakebed 	A great desert planet with large rocky features, although small pools of water exist, most are underground in caverns where it's cool enough for them to not evaporate. Naistrum's deserts are extremely large and vast, the pockets of life exist in the canyons where it's slightly cooler than the deserts and where the land is solid enough to build structures.
Chapter 6B - Naistrum 	Rustyard 	A great desert planet with large rocky features, although small pools of water exist, most are underground in caverns where it's cool enough for them to not evaporate. Naistrum's deserts are extremely large and vast, the pockets of life exist in the canyons where it's slightly cooler than the deserts and where the land is solid enough to build structures.
Chapter 6B - Naistrum 	Oil Refinery 	A great desert planet with large rocky features, although small pools of water exist, most are underground in caverns where it's cool enough for them to not evaporate. Naistrum's deserts are extremely large and vast, the pockets of life exist in the canyons where it's slightly cooler than the deserts and where the land is solid enough to build structures.
Chapter 6B - Naistrum 	Lost City of Da'nek 	A great desert planet with large rocky features, although small pools of water exist, most are underground in caverns where it's cool enough for them to not evaporate. Naistrum's deserts are extremely large and vast, the pockets of life exist in the canyons where it's slightly cooler than the deserts and where the land is solid enough to build structures.
Chapter 6B - Naistrum 	Cryptic Pyramid 	A great desert planet with large rocky features, although small pools of water exist, most are underground in caverns where it's cool enough for them to not evaporate. Naistrum's deserts are extremely large and vast, the pockets of life exist in the canyons where it's slightly cooler than the deserts and where the land is solid enough to build structures.
Chapter 6C - Celsius 	Azure Caverns 	Celsius is a freezing planet that appears to have once been inhabited by the Wraiths, although they have long since left, their mark on the planet remains as large crystal formations which emit a similar energy to the Wraiths themselves were found. The freezing environment makes navigation difficult as so much of the planet is just coated in sheets of ice that cover old buildings and caverns. Seemingly the planet used to be similar to Earth albeit with massive raging oceans that would hurl water far inland through great tidal waves.
Chapter 6C - Celsius 	Monoliths of Landing 	Celsius is a freezing planet that appears to have once been inhabited by the Wraiths, although they have long since left, their mark on the planet remains as large crystal formations which emit a similar energy to the Wraiths themselves were found. The freezing environment makes navigation difficult as so much of the planet is just coated in sheets of ice that cover old buildings and caverns. Seemingly the planet used to be similar to Earth albeit with massive raging oceans that would hurl water far inland through great tidal waves.
Chapter 6C - Celsius 	Blood in the Ice 	Celsius is a freezing planet that appears to have once been inhabited by the Wraiths, although they have long since left, their mark on the planet remains as large crystal formations which emit a similar energy to the Wraiths themselves were found. The freezing environment makes navigation difficult as so much of the planet is just coated in sheets of ice that cover old buildings and caverns. Seemingly the planet used to be similar to Earth albeit with massive raging oceans that would hurl water far inland through great tidal waves.
Chapter 6C - Celsius 	The Frozen Whirlpool 	Celsius is a freezing planet that appears to have once been inhabited by the Wraiths, although they have long since left, their mark on the planet remains as large crystal formations which emit a similar energy to the Wraiths themselves were found. The freezing environment makes navigation difficult as so much of the planet is just coated in sheets of ice that cover old buildings and caverns. Seemingly the planet used to be similar to Earth albeit with massive raging oceans that would hurl water far inland through great tidal waves.
Chapter 6C - Celsius 	Domes of Lammarillia 	Celsius is a freezing planet that appears to have once been inhabited by the Wraiths, although they have long since left, their mark on the planet remains as large crystal formations which emit a similar energy to the Wraiths themselves were found. The freezing environment makes navigation difficult as so much of the planet is just coated in sheets of ice that cover old buildings and caverns. Seemingly the planet used to be similar to Earth albeit with massive raging oceans that would hurl water far inland through great tidal waves.
Chapter 6C - Celsius 	The Spire 	Celsius is a freezing planet that appears to have once been inhabited by the Wraiths, although they have long since left, their mark on the planet remains as large crystal formations which emit a similar energy to the Wraiths themselves were found. The freezing environment makes navigation difficult as so much of the planet is just coated in sheets of ice that cover old buildings and caverns. Seemingly the planet used to be similar to Earth albeit with massive raging oceans that would hurl water far inland through great tidal waves.
Chapter 7 - Violence 	Bay of Burning Seas 	The seventh ring of hell, Violence is notable for being the current headquarters of the UAC Cultists. It is the most built up of the rings with many large buildings and factories built by the Cultists and Demons to power new Argent Reactors and convert the souls of the damned into pure essence. The region is littered with failed attempts by the Cultists, many of whom also appear to have perished alongside their creations.
Chapter 7 - Violence 	Broken Bone Road 	The seventh ring of hell, Violence is notable for being the current headquarters of the UAC Cultists. It is the most built up of the rings with many large buildings and factories built by the Cultists and Demons to power new Argent Reactors and convert the souls of the damned into pure essence. The region is littered with failed attempts by the Cultists, many of whom also appear to have perished alongside their creations.
Chapter 7 - Violence 	Screaming Keep 	The seventh ring of hell, Violence is notable for being the current headquarters of the UAC Cultists. It is the most built up of the rings with many large buildings and factories built by the Cultists and Demons to power new Argent Reactors and convert the souls of the damned into pure essence. The region is littered with failed attempts by the Cultists, many of whom also appear to have perished alongside their creations.
Chapter 7 - Violence 	Blood Bridge 	The seventh ring of hell, Violence is notable for being the current headquarters of the UAC Cultists. It is the most built up of the rings with many large buildings and factories built by the Cultists and Demons to power new Argent Reactors and convert the souls of the damned into pure essence. The region is littered with failed attempts by the Cultists, many of whom also appear to have perished alongside their creations.
Chapter 7 - Violence 	Fear-monger Gallows 	The seventh ring of hell, Violence is notable for being the current headquarters of the UAC Cultists. It is the most built up of the rings with many large buildings and factories built by the Cultists and Demons to power new Argent Reactors and convert the souls of the damned into pure essence. The region is littered with failed attempts by the Cultists, many of whom also appear to have perished alongside their creations.
Chapter 7 - Violence 	Dying Frost Woods 	The seventh ring of hell, Violence is notable for being the current headquarters of the UAC Cultists. It is the most built up of the rings with many large buildings and factories built by the Cultists and Demons to power new Argent Reactors and convert the souls of the damned into pure essence. The region is littered with failed attempts by the Cultists, many of whom also appear to have perished alongside their creations.
Chapter 7 - Violence 	Titan's Crypt 	The seventh ring of hell, Violence is notable for being the current headquarters of the UAC Cultists. It is the most built up of the rings with many large buildings and factories built by the Cultists and Demons to power new Argent Reactors and convert the souls of the damned into pure essence. The region is littered with failed attempts by the Cultists, many of whom also appear to have perished alongside their creations.
Chapter 7 - Violence 	Neo-Argent Tower 	The seventh ring of hell, Violence is notable for being the current headquarters of the UAC Cultists. It is the most built up of the rings with many large buildings and factories built by the Cultists and Demons to power new Argent Reactors and convert the souls of the damned into pure essence. The region is littered with failed attempts by the Cultists, many of whom also appear to have perished alongside their creations.
Chapter 8 - Tyahlna 	Avalanche Passage 	Tyahlna is a relatively small but highly mountainous planet whose strange topography leaves a few mountainpeaks cresting over a sea of clouds. No one really knows what dwells beneath the clouds and it is the only planet without a distinct native species. Long ago the Demons managed to track down a creature of similar power to the Wraiths and have been using it to power Hell in various ways over time, however now use it to generate a shield, protecting the Gates of Hell from being attacked by the Doom Slayer.
Chapter 8 - Tyahlna 	Celestial Clock Tower 	Tyahlna is a relatively small but highly mountainous planet whose strange topography leaves a few mountainpeaks cresting over a sea of clouds. No one really knows what dwells beneath the clouds and it is the only planet without a distinct native species. Long ago the Demons managed to track down a creature of similar power to the Wraiths and have been using it to power Hell in various ways over time, however now use it to generate a shield, protecting the Gates of Hell from being attacked by the Doom Slayer.
Chapter 8 - Tyahlna 	Tornado Peak 	Tyahlna is a relatively small but highly mountainous planet whose strange topography leaves a few mountainpeaks cresting over a sea of clouds. No one really knows what dwells beneath the clouds and it is the only planet without a distinct native species. Long ago the Demons managed to track down a creature of similar power to the Wraiths and have been using it to power Hell in various ways over time, however now use it to generate a shield, protecting the Gates of Hell from being attacked by the Doom Slayer.
Chapter 8 - Tyahlna 	The Silver Lining 	Tyahlna is a relatively small but highly mountainous planet whose strange topography leaves a few mountainpeaks cresting over a sea of clouds. No one really knows what dwells beneath the clouds and it is the only planet without a distinct native species. Long ago the Demons managed to track down a creature of similar power to the Wraiths and have been using it to power Hell in various ways over time, however now use it to generate a shield, protecting the Gates of Hell from being attacked by the Doom Slayer.
Chapter 8 - Tyahlna 	Cloudbreaker Stormhead 	Tyahlna is a relatively small but highly mountainous planet whose strange topography leaves a few mountainpeaks cresting over a sea of clouds. No one really knows what dwells beneath the clouds and it is the only planet without a distinct native species. Long ago the Demons managed to track down a creature of similar power to the Wraiths and have been using it to power Hell in various ways over time, however now use it to generate a shield, protecting the Gates of Hell from being attacked by the Doom Slayer.
Chapter 8 - Tyahlna 	Sky Sentinel 	Tyahlna is a relatively small but highly mountainous planet whose strange topography leaves a few mountainpeaks cresting over a sea of clouds. No one really knows what dwells beneath the clouds and it is the only planet without a distinct native species. Long ago the Demons managed to track down a creature of similar power to the Wraiths and have been using it to power Hell in various ways over time, however now use it to generate a shield, protecting the Gates of Hell from being attacked by the Doom Slayer.
Chapter 9 - Gates of Hell 	Boneswamp Pit 	The Gates of Hell is an extremely dangerous region of Hell, filled with some of the most powerful monsters, it is a fiery and rocky environment with many old castles and fortifications built by the Demons long ago to protect their sacred gates. The massive structures that dot the landscape are known as the Chains of Kings and were constructed by the Demons to hold the Gates of Hell steady in case of threats from the Night Sentinels.
Chapter 9 - Gates of Hell 	Irradiated Lake 	The Gates of Hell is an extremely dangerous region of Hell, filled with some of the most powerful monsters, it is a fiery and rocky environment with many old castles and fortifications built by the Demons long ago to protect their sacred gates. The massive structures that dot the landscape are known as the Chains of Kings and were constructed by the Demons to hold the Gates of Hell steady in case of threats from the Night Sentinels.
Chapter 9 - Gates of Hell 	Corrosive Ashland 	The Gates of Hell is an extremely dangerous region of Hell, filled with some of the most powerful monsters, it is a fiery and rocky environment with many old castles and fortifications built by the Demons long ago to protect their sacred gates. The massive structures that dot the landscape are known as the Chains of Kings and were constructed by the Demons to hold the Gates of Hell steady in case of threats from the Night Sentinels.
Chapter 9 - Gates of Hell 	City of Burning Lights 	The Gates of Hell is an extremely dangerous region of Hell, filled with some of the most powerful monsters, it is a fiery and rocky environment with many old castles and fortifications built by the Demons long ago to protect their sacred gates. The massive structures that dot the landscape are known as the Chains of Kings and were constructed by the Demons to hold the Gates of Hell steady in case of threats from the Night Sentinels.
Chapter 9 - Gates of Hell 	Fossilized Chain of Kings 	The Gates of Hell is an extremely dangerous region of Hell, filled with some of the most powerful monsters, it is a fiery and rocky environment with many old castles and fortifications built by the Demons long ago to protect their sacred gates. The massive structures that dot the landscape are known as the Chains of Kings and were constructed by the Demons to hold the Gates of Hell steady in case of threats from the Night Sentinels.
Chapter 9 - Gates of Hell 	Volcano of the Sky 	The Gates of Hell is an extremely dangerous region of Hell, filled with some of the most powerful monsters, it is a fiery and rocky environment with many old castles and fortifications built by the Demons long ago to protect their sacred gates. The massive structures that dot the landscape are known as the Chains of Kings and were constructed by the Demons to hold the Gates of Hell steady in case of threats from the Night Sentinels.
Chapter 9 - Gates of Hell 	Hol'dramor Castle 	The Gates of Hell is an extremely dangerous region of Hell, filled with some of the most powerful monsters, it is a fiery and rocky environment with many old castles and fortifications built by the Demons long ago to protect their sacred gates. The massive structures that dot the landscape are known as the Chains of Kings and were constructed by the Demons to hold the Gates of Hell steady in case of threats from the Night Sentinels.
Chapter 9 - Gates of Hell 	The Gates of Hell 	The Gates of Hell is an extremely dangerous region of Hell, filled with some of the most powerful monsters, it is a fiery and rocky environment with many old castles and fortifications built by the Demons long ago to protect their sacred gates. The massive structures that dot the landscape are known as the Chains of Kings and were constructed by the Demons to hold the Gates of Hell steady in case of threats from the Night Sentinels.
Optional Levels 	Optional Levels 	Optional Levels
Chapter S1 - Bowels of the Unwanted	The Sullen Skull 	A region of Hell rarely seen by most, where Titan Demons had fallen, their flesh and organs were feasted upon by Lesser Demons for eons. The foul stench of death and rot permeates the air and the ground itself is made from the very bones and fossilized tissue of those Titan Demons that were slain during the war with the Night Sentinels. Large bridges, fashioned from the spines of the Titan Demons connect the landmasses together.
Chapter S1 - Bowels of the Unwanted	Valley of Rot 	A region of Hell rarely seen by most, where Titan Demons had fallen, their flesh and organs were feasted upon by Lesser Demons for eons. The foul stench of death and rot permeates the air and the ground itself is made from the very bones and fossilized tissue of those Titan Demons that were slain during the war with the Night Sentinels. Large bridges, fashioned from the spines of the Titan Demons connect the landmasses together.
Chapter S1 - Bowels of the Unwanted	Hanging Castle of Ilmorrn 	A region of Hell rarely seen by most, where Titan Demons had fallen, their flesh and organs were feasted upon by Lesser Demons for eons. The foul stench of death and rot permeates the air and the ground itself is made from the very bones and fossilized tissue of those Titan Demons that were slain during the war with the Night Sentinels. Large bridges, fashioned from the spines of the Titan Demons connect the landmasses together.
Chapter S1 - Bowels of the Unwanted	Cardiac Pools 	A region of Hell rarely seen by most, where Titan Demons had fallen, their flesh and organs were feasted upon by Lesser Demons for eons. The foul stench of death and rot permeates the air and the ground itself is made from the very bones and fossilized tissue of those Titan Demons that were slain during the war with the Night Sentinels. Large bridges, fashioned from the spines of the Titan Demons connect the landmasses together.
Chapter S2 - Demonic Recoil 	Sinkhole Trench (Hiedengaal) 	These set of missions have the Doom Slayer travelling back to the Nine Worlds he'd helped to free from the demonic grasp, tackling a harder iteration of what the player experienced initially going through these worlds.
Chapter S2 - Demonic Recoil 	Night of the Harvest (Nimere)	These set of missions have the Doom Slayer travelling back to the Nine Worlds he'd helped to free from the demonic grasp, tackling a harder iteration of what the player experienced initially going through these worlds.
Chapter S2 - Demonic Recoil 	Fearfallow Shoots (Addalon) 	These set of missions have the Doom Slayer travelling back to the Nine Worlds he'd helped to free from the demonic grasp, tackling a harder iteration of what the player experienced initially going through these worlds.
Chapter S2 - Demonic Recoil 	Pagoda in the Sky (Ohnra) 	These set of missions have the Doom Slayer travelling back to the Nine Worlds he'd helped to free from the demonic grasp, tackling a harder iteration of what the player experienced initially going through these worlds.
Chapter S2 - Demonic Recoil 	Scornblight Chasm (Dukaan) 	These set of missions have the Doom Slayer travelling back to the Nine Worlds he'd helped to free from the demonic grasp, tackling a harder iteration of what the player experienced initially going through these worlds.
Chapter S2 - Demonic Recoil 	Neo-Utopia (Ankyr) 	These set of missions have the Doom Slayer travelling back to the Nine Worlds he'd helped to free from the demonic grasp, tackling a harder iteration of what the player experienced initially going through these worlds.
Chapter S2 - Demonic Recoil 	Curseblitz Plateau (Naistrum)	These set of missions have the Doom Slayer travelling back to the Nine Worlds he'd helped to free from the demonic grasp, tackling a harder iteration of what the player experienced initially going through these worlds.
Chapter S2 - Demonic Recoil 	Renegade Glacier (Celsius) 	These set of missions have the Doom Slayer travelling back to the Nine Worlds he'd helped to free from the demonic grasp, tackling a harder iteration of what the player experienced initially going through these worlds.
Chapter S2 - Demonic Recoil 	Silverlight Lagoon (Tyahlna) 	These set of missions have the Doom Slayer travelling back to the Nine Worlds he'd helped to free from the demonic grasp, tackling a harder iteration of what the player experienced initially going through these worlds.
==Enemies==
In Doom: Sentinel, enemies play a key role in the gameplay as each offer different challenges to the player and challenge them in varying ways. As with Doom Eternal, the enemies are classified into groups which relate to their threat. Some enemies have been moved around in their positioning from Doom Eternal either due to difficulty changes or behaviour mechanical changes.
Enemy 	Description
Ambient Enemies 	Ambient Enemies
Buff Totem 	The Buff Totem is a non-attacking enemy that appears throughout Doom: Sentinel, unlike their Eternal counterparts, some Buff Totems are mobile making them easier or harder to destroy depending on the situation. Buff Totem's enhance the strength of enemies that are nearby increasing their movement speed and attack power.
Soul Eye 	The Soul Eye is a new enemy in Doom: Sentinel, appearing early on they are a tricky monitoring enemy which patrol areas and if they detect the Doom Slayer will create a miniature rift summoning Demons to their location causing havoc for the player. Fortunately they can easily be dispatched however they are attracted to noises and so if there are multiple Soul Eyes they can prove troubling.
Snaptrap 	Snaptraps are a carnivorous plant found on Addalon although normally easy for the native species to avoid the demon invasion resulted in them becoming gigantic man-eating creatures. Fortunately their weak leaf-like bodies can easily be destroyed with a well aimed shot or just immolating them with a high energy blast.
Vortex 	Vortex are an ambient force that appear very rarely, despite this they can prove a persistent nuisance as they can generate a gravitational field to pull or push both the Doom Slayer and Demons in, they disappear whenever the Doom Slayer clears out the Demonic presence in the nearby area.
Fodder Enemies 	Fodder Enemies
Lost Soul 	The Lost Soul is considered one of the lowest of all demons, mocked by even the weaker of other demons they attempt to possess the spirits of those they kill in their explosive charge, however they're vulnerable to being killed by just about every weapon as well as being easy to avoid.
Cueball 	A slow moving transformed human who was unfortunately merged with various heavy machinery, the explosive tubes jutting out from their body make them a volatile enemy who attempts to charge at the Doom Slayer, seemingly aware of their impending explosive end.
Biomass 	Biomass are the unfortunate result of multiple humans being merged, they lack a strong body and so often will flail around with slow, jolted movements as their limbs attempt to grasp at any surface or creature. If one of their still functioning eyes detects the Doom Slayer this seems to allow for a greater level of coordination and the rolling ball of flesh and limbs can very quickly charge at the Doom Slayer, fortunately the weak demonic binds that hold the humans together can be broken with a good shot at the centre of mass.
Possessed 	The result of a humanoid cursed by demons, although their appearance varies based on the creature that was cursed they are all generally among the most feeble of enemies, often slow moving and only posing a threat if they manage to bite into the player's skull.
Zombie Guard 	The lowest of the armoured Possessed, Zombie Guards wield a rudimentary weapon forged in the depths of hell, capable of firing low wavelength energy blasts which are slow moving but very damaging if they connect. Zombie Guards are one of several enemies to employ cover and ambush tactics, often attempting to flank the player, a trait they share with the other Zombie enemies.
Swarmer 	The inhabitants of Hiedengaal when cursed by the Demons are turned into the unfortunate, Swarmers. A creature with an insatiable appetite they attack in large packs and bite with their sharp teeth. Although they can appear highly threatening they can be easily turned on their demonic masters by making them bleed.
Bat Spawn 	A relatively small fodder enemy that typically attack in swarms up to 20 at a time. They will fly around and attack by swooping at the Doom Slayer, they always huddle in swarms together so explosive weapons are most effective. They're native to the planet Nimere where they were once considered a minor pest however the demons experimented on them making them hyper-aggressive.
Fungrim 	A slow moving demonically possessed native of Addalon, the fungi that infects their bodies supposedly originates from the planet although normally can't infect them which would suggest demonic interference. Though they're slow moving, the fungi rapidly multiply in their body forming large disgusting growths, if the fungi sense danger, particularly from heat, they can rapidly release spores causing the host to explode violently.
Shadow Child 	Shadow Children are a minor pest found on Dukaan that have become more numerous ever since the demonic invasion. They typically dwell in shadows and appear in large groups, they're very weak and can easily be defeated with a single hit although are faster than Unwilling, despite their name they're roughly two-thirds the size of the Doom Slayer and have an atrophied appearance, having elongated arms and legs with claws at the end of each.
Cursed Makyr 	Makyrs who were cursed by the Demonic presence on Ankyr. They have a slightly transfigured appearance although appear to be rotting from the inside out. They attack by firing short bursts of energy that bounce against walls, their heads are their weakness.
Cloudmorph 	Cloudmorphs are a weak and nearly insignificant enemy that appear quite frequently in the late game, they pose little threat although can attempt to engulf the Doom Slayer to suffocate him while also obscuring his vision. They float slowly around and are the only enemy in the game that neither takes damage or dishes damage out to other enemies.
Light Enemies 	Light Enemies
Gargoyle 	A highly mobile enemy, Gargoyles are capable of short bursts of flight and can attempt to dive bomb the Doom Slayer or attack them when landed by hurling fireballs. Despite their somewhat gruesome appearance they're actually quite fragile and shooting them while airborne can often send them into a death spiral.
Imp 	The classic Imp is a humanoid demon who are often considered lowly among the demons. They attack by hurling fireballs and crawling around on walls and ceiling to try and get the drop on the player. They often attack in packs using simple flanking tactics with one acting as the distraction. Often Imps have an alpha who is distinguished by their large back spines and reddish colour, killing them can often send the other Imps into disarray.
Prowler 	A curious looking demon, they are a dangerous predatory creature in Hell that preys on lesser demons. They are uniquely capable of teleportation, a mutation that developed from unknown origins. They are however solitary and don't function well in groups often infighting with one another over kills.
Hell Razer 	The Hell Razer is a tricky creature, the chitinous armour that covers much of its body makes it resistant to gunfire, and energy blasts can often simply empower the creature. In reality the Hell Razer is a possessed that was infected with the Hell Razer Parasite which burrowed its way into either the head or chest cavity of the host and mutated them forming the armour and dangerous laser weaponry.
Carcass 	Originally the unwilling populace of Earth, the population of Carcasses has dwindled with the Doom Slayer's return and now the UAC Cultists that survived within hell have been repurposing the bodies of the Possessed and even their fallen fellow Cultists. Carcasses are a bio-mechanical enemy capable of generating a powerful energy shield that protects them and other demons while also blocking the player's attacks.
Hellhound 	These strange spectral creatures were originally thought to simply be magic conjured by the Marauders, however in reality Hellhounds are a free spirit of cursed hunters in Hell. They roam the great flaming lakes and craggy plains of Hell seeking Possessed and Imps to hunt. They will often appear in packs moving at high speed to disorientate their prey before going in for the kill with their lethal flaming bite.
Rifle Soldier 	A more recent variant of the Zombie Soldier that has appeared, they are equipped with a high powered rifle which is capable of firing a lethal blast of energy, they typically will hide out in crow's nests and take shots at the player from a distance. If they're shot at they'll attempt to flee however their low mobility makes them easy targets to take out when they're not attacking.
Shotgun Soldier 	A more skilled Zombie Soldier, equipped with a Shotgun and Shield, they can plant the shield in the ground to create a barrier but will often use it to block the player's attacks as they fire off their own volleys. When in groups of four or more Shotgun Soldiers will often form a Roman Shield formation to protect themselves while they charge at the Doom Slayer.
Minigun Soldier 	One of the most dangerous transformed humans known to exist, the incredible strength imbued into these Zombie Soldiers is said to originate from a drop of Titan Demon blood. They carry twin Miniguns which are attached to their arms, the bullets seem to actually originate from within the creature pulling from the remnants of their soul. Though they're not any bulkier than a regular Zombie Soldier they can dish out significantly more damage.
Wyrm 	This sub-terranean Demon was once considered extinct until the Demons unearthed a small population that had been hiding out in the fierce mirage deserts of Hell. They attack by burrowing through the ground and then springing up either knocking the player off their feet or by swinging their exposed body around to send the player flying. They typically appear in pairs and use their blinding speed coupled with their enormous size to dominate prey. Their fleshy exteriors however mean they are not only more vulnerable to most weapons than other demons but they can be quickly killed with heat-based weaponry.
Faceripper 	A ruthless aquatic demon which evolved rapidly from Gargoyles, they've adapted their wings into large fins which give them swift movement. They can claw at the Doom Slayer with sharp claws or attempt to charge at him with their razor sharp plating on their fins. Their underbelly is unarmoured leaving it unusually vulnerable to damage.
Acid Bloat 	Although not a particularly fast moving demon by any stretch, this otherwise lesser demon's high diet of plants from Addalon has resulted in a corrosive build up of stomach acids which it spews in large volleys. They leave behind a trail of corrosive substance which can burn through just about anything. Their bodies are also unusually flexible so any explosive that doesn't kill them immediately will cause them to violently fling their bodies back in recoil causing them to spew a great distance.
Lockjaw 	Lockjaw's are traditionally a demon kept locked up deep within the bowels of Hell, only let out under exceptional circumstances. They are a rampaging and uncontrollable demonic creature that occurs when a lesser demon eats the flesh of a greater demon, the taste for power overwhelms their mind and body. They're drive by an insatiable hunger that no matter how much they eat will never be satisfied.
Footsoldier 	A specialized variant of the undead from Ohnra, the Footsoldiers are similar in many ways to the Zombies seen on Earth, not quite as feeble as the Unwilling although still considered lesser than most Demons. They carry around longswords which they use to slash and strike with, they will often hold the blade in a guarding motion which can mitigate some attacks. In addition if they hold the blade upward it will become charged with energy allowing them to fire a vertical strike of energy at the Doom Slayer.
Twin Shade 	Twin Shades are a normally weak demon that typically is kept in the caverns of Hell by greater demons for entertainment, they're a trickster who can use the shadow of another Demon to take its form, despite this they're still quite weak and can easily be dispatched with a few well placed shots and are instantly incinerated by fire.
Aracilzer 	A small spider-like creature found on Naistrum they're highly venomous and fairly large being roughly the size of a wolf. They're able to spin webs and hurl them slowing down the Doom Slayer as well as spit an acidic spray. If they're close enough they'll bite into the Doom Slayer, their fangs being large and strong enough to pierce the Praetor Suit.
Korvight 	The soldiers of the Korv, the natives of Celsius were corrupted by the Demonic Forces. They carry around energy weapons which they can use as both Melee and Ranged weapons. They often move in groups of five or more, and tend to attack in a V-Formation. Their light armour means they can quickly be dispatched although their wings allow for a high degree of mobility.
Flayed Spirit 	Flayed Spirits are the spirits of the living who have been tortured for eons, they're distinct from the Souls that are converted into Argent Energy as the Demons willingly torture them to the point where they sacrifice their humanity for freedom. Ghostly creatures that are able to remain intangible until they attack, although they are as weak as a regular human when they become tangible. They attack by trying slash with their long claws or can let out a deafening shriek which can disorientate the Doom Slayer.
Wisp 	Wisps are a lesser Demon that was believed to have been killed off during the wars between the Makyrs and the Demons, they're creatures made nearly of pure energy, as such Energy Weapons are useless against them and only serve to make them more powerful. Solid matter conducts them and traps their bodies, as such a few bullets or especially shrapnel can tear them apart. They move at high speeds attempt to strike through the hearts of their targets thanks to their phasing abilities.
Medium Enemies 	Medium Enemies
Cacodemon 	A large floating demon that appears quite commonly throughout Hell. Though they generally only appear in small groups, larger clusters have been seen. They attack by launching a deadly energy ball from their mouth and can bite down with the force to crush bones if the player is close enough. Their mouth also happens to be their weak point as a well-placed shot or lobbed grenade can finish them off.
Pain Elemental 	A ruthless relative of the Cacodemon, Pain Elementals lack the ability to attack directly however are uniquely able to generate Lost Souls supposedly by tapping into a well of Argent Energy that they store within their body. Pain Elements are large and fairly bulky as well and if they get into close quarters can result to attacking with their limbs.
Vulgar 	The Vulgar are a strange nocturnal Demon which was believed to have disappeared from ancient texts long ago, their imp-like appearance gives them great mobility as like Imps they're able to climb across many surfaces. They're also distinct in that they're able to create false sounds, confusing their prey before attacking, often by mimicking larger Demons such as Barons of Hell and Mancubi. They attack with a volley of energy pellets from their hands which they typically will throw in groups of twelve. The Vulgar hunt in packs usually of six although can be as high as fourteen, they're very well coordinated compared to Imps in this regard as they will often synchronize their volleys with one another to maximize potential damage.
Pinky 	This demon is considered of low intelligence by most, its heavily plated body protects it from most oncoming damage however its tail is not protected and serves as a weak point. It will blindly charge, roaring as it does so in an attempt to petrify its target with fear before ramming them. It can also bite with a a deadly force, which apparently has been known to break the Pinky's teeth in the past however they are able to grow back over time.
Spectre 	An invisible variant of the Pinky that was created this way through sorcery, they're difficult to spot as only their glowing eyes are fully visible and the rest of their body simply reflects its surroundings. Although behaviorally identical to Pinkies they are rarely encountered in groups perhaps due to relatively low numbers. It is unknown what happened to the Psychomancers who gifted them with invisibility.
Whiplash 	A cybernetically enhanced demon with a serpentine lower body. They are unusually fast able to move along the ground by slithering in a fast and difficult to track approach as they will try to wrap around the player and attack them with long whips which they can use both for melee combat and at range to generate energy waves.
Revenant 	A result of experimentation by the UAC Cultists, the Revenant is in fact the remains of a human transformed, and equipped with a jetpack fitted with rocket launchers. Their high aerial mobility makes them quite the adversarial enemy and they will often attack in pairs to rain rocket hell upon the player.
Hell Knight 	One of the more large and impressive Demons of Hell, the Hell Knights are considered gladiators for the Greater Demons as they often will fight amongst one another to assert dominance. There was once believed to be an evolutionary relationship between them and the Barons of Hell however this is unfounded. Hell Knights are faster than the Doom Slayer and can pack a serious punch with their stomp and punching attacks, fortunately they lack any form of ranged attacks leaving them vulnerable from a distance.
Dread Knight 	Cybernetically enhanced Hell Knights, Dread Knights are considered a greater threat to most however despite their added mechanical components they trade a bit of the Hell Knight's speed for the extra power. They are distinctly capable of attacking with their wrist-mounted energy blades and can unleash waves of energy from them or attack with direct melee strikes. One distinguishing aspect of this creatures design over previous appearances are the large tubes which can be shot off from its back, disabling the creature's wrist blades and leaving behind a flammable liquid which can be ignited, immolating the Dread Knight.
Harvester 	A strange demon, they are considered to be a foul creature even by the other Demons of Hell, known for draining the life of others to feed their own, they typically are solitary and control large territories where they pick off lesser demons with ease. The beam they fire from their chest cavity is capable of restoring their health and their fast movement allows them to dodge attacks to minimize damage taken, as such they're often considered cowards by the other Demons.
Hexafiend 	The Hexafiend is a large insectoid demon which dwells within the great burning jungles of Hell, having to contend with the large man-eating plants the Hexafiends have a massive body being even larger than a Baron of Hell however are fairly slow and rely on their defences rather than their offences. Other Demons are known to ride on them for protection and their large shells can fire off beams of energy stored within the creature's internal organs in multiple directions.
Puffer 	A bit of an unusual enemy, a result of experimentation by the Demons on the unfortunate Mermarines of Hiedengaal, this off-shoot of the Swarmer do not normally appear in groups and instead are solitary. Although initially appearing as simple Swarmers albeit with a distinct colour, they will quickly reveal razor sharp spines which they can shoot off like a cannon in all directions, additionally they can even puff up and explode if the Doom Slayer gets too close.
Rothead 	A strange demon-like creature that is believed to be the transformed natives of Nimere, a curse is placed upon them that causes their heads to fester and rot, destroying the brain and leaving them as enslaved husks to the Demons. They're remarkably sturdy and can survive having all their limbs shot off. They fortunately are blind so will only respond to sound.
Flayed Beast 	Originally demons that were sent to Addalon to be punished for conspiring against the greater demons, they were able to adapt to the environment and became loyal servants once more when the demons figured out how to utilize the same fungi that creates Fungrim to control the rebellious demons. The Flayed Beast carry dual whips which are able to create shock waves and pull the Doom Slayer in close to them. Their large physique may make them appear imposing however they're actually more susceptible to damage than a Hell Knight.
Aviaris 	An unusual looking demon, originating from deep within Hell, they're sometimes referred to as the Scavengers of the Damned as they pick at the flesh of the Unwilling with their sharp beaks and long talons. They appear similar to a harpy in appearance however their face completely lacks eyes, instead having small eyes covering their limbs and a particularly large one on their back. They can attack by swooping at the Doom Slayer or hurling up the acidified remains of their previous victims in an attempt to burn the Doom Slayer with their acid.
Corpse Eater 	Typically a Demon which dwells by rivers waiting for corpses to float by, their wide gaping maw allows them to swallow the dead whole, pulling the soul in with them. Although they appear fairly harmless, their bite is deadly and they can create a vacuum with their mouth to pull the Doom Slayer towards them.
Oni 	A quite dangerous Demon that is believed to be related to the Hell Knights, they're more intelligent than most Demons and carry around massive clubs which they swing around wildly when fighting. They often get into fights over dominance between one another and are known to challenge greater Demons from time to time. They can cause a shock wave when their club strikes the ground or can spin around at high speeds generating a lightning tornado.
Crystulvis 	Crystulvis are a strange demon that became highly adapted to life on Dukaan, they are notable for having eaten many of the minerals found on the planet and have developed an addiction, gaining a jittery movement which makes them difficult to shoot as they're also extremely fast. They will often claw into their targets hoping to find more of the minerals although can also lob crystalized balls of energy which explode into shrapnel shards on impact with a person or surface.
Reachman 	Reachmen are a demonic creature found all across Hell, they're highly aggressive and attacks with their long arms and can glide from high places with the skin between their upper and lower arms. They distinctly lack legs and instead move by crawling with their upper arms and using their tail-like end to move around.
Diggsaw 	Diggsaws are transformed natives of Naistrum, cursed with an affliction that causes their normally hardy skin to grow uncontrollably, they lose their minds and attack by striking with massive digger-like claws. They can also fling dirt into the air if they are attacked creating a dust cloud to obscure vision.
Troll 	A large, lumbering demon with an imposing figure, it's believed they may be related to Mancubi although this has yet to be confirmed. They typically carry around large weaponry which they're able to use with surprising precision. Trolls also are capable of breathing a freezing air if the Doom Slayer gets too close and can resort to using their large, bone clubs to strike at the Doom Slayer, sending a giant ice spike out to hit him from afar.
Wrathanas 	A demon that is believed to act as a Guard to the lower reaches of Hell, despite their diminutive size making them not much larger than a human their vast intellect and ability to adapt and attack in groups can make them far more dangerous. They often carry around hellified Sentinel Weapons and wear Argent-enriched Armour which protects them from damage. Destroying the Argent core will leave them in a weakened state however and far easier to kill.
Heavy Enemies 	Heavy Enemies
Arachnotron 	Genetic clones of the Spider Mastermind, the Arachnotrons are weaker although more agile than their original counterpart although are less armoured. They come equipped with bomb-lobbing turrets on their legs and a powerful energy cannon that acts as their scorpion-like tail. Their high mobility allows them to bunker down in unusual locations.
Hell Guard 	A parasitic life form which inhabits chitinous armoured bodies, it's unknown where the Demons come from within hell however they exhibit a unique leadership-like characteristic by being able to beat the staff or club they wield against their chest to direct other enemies. They're very durable although are not particularly fast and rely on the ranged projectiles their weapons can generate to fight back.
Mancubus 	The unholy alliance of UAC Cultists and Demonic Forces brought about the modern Mancubus, a ghastly looking creature equipped with bio-mechanical attachments which give it an unnatural maneuverability. They attack with the large cannons attached to their arms and are powered by the orb at the centre of their chest. It's unknown how the UAC Cultists suppressed the chitinous growths that normally form on their body.
Cyber Mancubus 	An enhanced variant of the Mancubus which is equipped with deadly acidic bombardment cannons which it can fire in volleys rendering large amounts of ground dangerous for any unprotected forms of life. They are more armoured although a bit slower than their regular counterparts.
Goliath 	A large and imposing demon, believed to be a relative of The Gladiator, they are equipped with a variety of melee-based weaponry including short-range blades to long whips. They will often attempt to rush the Doom Slayer and take him out quickly with their powerful melee attacks. Their large frames limit where they can go however and so will often rely on smaller enemies to chase down the Doom Slayer. They're fairly bulky and can shrug off most oncoming attacks.
Archvile 	Said to spurn from the flames of Hell itself, the Archvile are a powerful group of Demons that have a strong affinity for magic, although it's believed other variants exist the most common are the immolating Arch-Viles in the Infernal Pits. They are capable of generating large waves of fire that can be shot in many directions or be homed in on the Doom Slayer. In addition they're uniquely capable of summoning enemies to fight on their behalf, often finding somewhere hidden to summon the enemies undisturbed.
Cephalon 	Originally a creature created in the depths of the Flooded Ruins of Moh-Norr by foul demons who worked with UAC Cultists to create the creature. Its large and imposing size is often concealed by its distinct camouflage abilities, distinct from that of a Spectre, this creature is able to adjust its body's appearance to blend in with walls. Its tentacles are electrified and can fire off bolts of lightning from each thanks to cybernetic enhancements which also allow it to track its prey more easily.
Reaper Bat 	The adult variant of the Bat Spawn, they're several times larger than a human and have large fangs which they can sink into the Doom Slayer to deal heavy damage. Their large frame makes them easy to hit however their wings were modified with demonic sorcery and absorb energy dissipating much of the damage received from such weapons. They also are known to protect demons by flying in front of oncoming projectiles and absorbing the blow.
Demon Rider 	Demon Riders are in fact two Demons that have such a symbiotic relationship they will die if they are detached for too long. The "Ride" is a close cousin of the Pinky Demon although is noticeably larger and moves on all fours similar to a Rhino. Their hard carapace shell makes them nigh impervious to damage although like their bipedal cousins their tail is unarmoured. The "Rider" is a demon of unknown origin, stout in appearance they would normally be nothing more than a lowly demon likely hunted by Imps, however their remarkable intelligence allows them to control the "Ride" demon through a psychic link, allowing for the speed and power of a Pinky with the intelligence far greater.
Arachnotaur 	It is believed these may be a non-modified relative of the Arachnotron, similar to their mechanical cousin, Arachnotaurs are an arachnid-shaped demon with a face covered in mandibles, they're distinct from their relative however as they lack the distinctive exposed brain, instead having a large abdomen which they can arch upwards allowing them to shoot a jet of fire or balls of flammable silk out from. Their faces also more closely resemble a bull's than the more alien looking Arachnotron's having ear-like horns protruding from their skull and a large metallic ring that threads through the creature's lower lip. They're highly mobile and can pose a serious threat with their fiery attacks.
Crystal Gnasher 	Despite its ghastly appearance, this is a native species of Dukaan although became specialized by the Demons through experimentation. The creature normally will burrow underground and create a pitfall trap for its victims, it leaves a lure that appears like a small cluster of crystals. If it fails to kill its target it will erupt from the ground and generate shock waves of crystals targeting its prey while also attempting to bite its prey with its massive jaw.
Corrocovile 	A crocodilian-looking Demon, they are much larger than the Doom Slayer and very aggressive, attacking by biting down with their massive jaws. Their ghastly appearance is unusual, it's unknown if the skin is rotted off naturally or is some sort of curse put on them. Often regions without any skin have cybernetic implants including energy weapons, mounted rocket launchers and an energy flail on their tail which they can use to generate shockwaves.
Agellion 	Agellions are a large multi-legged demon that roam around by flying with their seemingly undersized wings. They stamp their feet generating shockwaves to attack and can unleash a flamethrower from its mouth to attack. The creature's small beady eyes are its weakness as its poor vision means getting around the creature can make it difficult for it to track the Doom Slayer.
Winter Mother 	Winter Mothers are masters of the cold, despite their surprisingly human-like appearance they're in fact Demons and conceal their true appearance with their long flowing hair and garb. They are able to summon giant icicles to hurl at the Doom Slayer and can turn any surface they touch into slippery ice. They also tend to dance about, often to confuse the player before attacking with a flurry of icicle shards that they can suspend in the air.
Dissian Warrior 	These powerful Demons fight endlessly in the lower reaches of Hell where only the strongest among them survive, they're loyal to a fault, never attacking in retaliation from other Demons they solely focus on those they deem as opponents and intruders. Carrying around large maces and powerful shields they can attack with a ferocity only matched by the Greater Demons. Their weapons are however only so strong and outmaneuvering these demons is their biggest weakness although sheer firepower can overwhelm them even destroying their shields.
Wyvern 	A draconic demon, ferocious beasts that appear similar to those of Western Mythological Dragons, though they're quite a bit smaller in size they pose just as much of a threat thanks to their fiery breath, razor-sharp claws, ferocious bite and their spiked tail which allows them to brutally strike at targets. in addition their ability to fly means they're both a powerful demon on the ground and evasive, their only notable weakness is that if their wings are badly damaged through excessive damage they lose their ability to fly.
Bucon 	Bucon are a large demons that are known to feast of the flesh of the living. their bodies have large holes in them from which fire and serpents erupt from. The creature's face also appears to be caved in with the entirety of its nose, eyes and frontal lobe absent, although it has two pits where its eyes would be. It also has four large canines giving its jaw a Gorilla-like appearance. They're extremely aggressive and throw wild punches and kicks as well as performing shoulder charges to rampage around, having little care for other demons that get in their way. The punches they through can also generate a fiery projectile similar to an Imp although they can also create a longer wave-like projectile by kicking and can create a rippling shockwave by stamping on the ground.
Super Heavy Enemies	Super Heavy Enemies
Baron of Hell 	Among the most powerful of all Demons the Barons of Hell are powerful melee and ranged combatants who are capable of dangerously powerful sorcery. Unlike their Fireborne brethren, the traditional Barons of Hell are capable of hurling volleys of energy from their fists which explode upon impact, in addition they can channel a powerful energy storm which blasts down lightning from the skies above. Not only are they magically inclined by Barons can tank a hit from anything and can even dish out a punch of their own if the Doom Slayer gets too close.
Fireborne Baron 	Dwelling on the borders of the Burning Abyss, the Fireborne Barons are a ferocious variant of the Baron of Hell, more proficient with fire, they generate powerful flaming blades from their wrists which they can unleash into wide beams of fiery energy or use to cut up against the Doom Slayer's armour. Their bodies are covered in scorched volcanic rock which makes them more resistant to bullet fire but less resistant to explosive damage.
Tyrant Demon 	Weaponized by the UAC Cultists, these once dead Demonic Lords are equipped with an internalized Argent Energy supply which means they will only go down once they're completely destroyed. They're weaker than the much tankier Cyberdemon however have a unique agility which makes them ferocious in ways their predecessor never ways. They're equipped with a quad-rocket launcher and a large beam cannon which allows them to unleash blasts that can wreck a battlefield.
Doom Hunter 	The UAC Cultists managed to revive these unholy demons, once known as the Agaddon Hunters and equipped them with a gyroscopic lifting tray which carries the demon's heavy frame and their large cannon as well as the bio-engineered chainsaw attached to their left arm. Destroying the Lifting Tray will make them more mobile however also means they lack their main power source and so are less durable. They can attack by firing their cannon or swiping with their chainsaw, both dealing large hefts of damage while also being able to generate an energy shield when the small core on their chest lights up.
Hell Obelisk 	These large, slow-moving enemies are believed to be a creation by the Demons themselves. They resemble many of the standard Demon artifacts in particular their skull mechanisms. The Obelisk will rotate around and can fire energy blasts from its numerous eyes, which are also its weak points. These energy blasts can not only deal damage to the Doom Slayer but protect other Demons. In addition if the Doom Slayer gets too close the Hell Obelisk may slam into the ground generating a shockwave, this also occurs as it dies when all its eyes are shot out.
Maledict 	A gigantic aerial demon that originates from the Lost Pits of Devange where the creatures were sighted by UAC Cultists climbing out of the pits to feast on the souls of the unwilling who wandered too close. They're a deadly predator who uses their flight to move around the combat arenas with ease and can perch themselves in far to reach locations before spewing out a bevy of flames from their mouth or hurling explosive fireballs in volleys of four. Alternatively if the Doom Slayer gets close the Maledict may attempt to decapitate the Doom Slayer with its massive jaw or swipe at the Doom Slayer with its wings.
Lumos Daemon 	A particularly ruthless demon that's said to have once only existed within the light behind a Moon, they appeared in Hell fairly recently according to demonic texts after sensing the weakness that Hell had fallen into. Reportedly they are some of the only Demons capable of travelling to other planes without rifts and in some cultures are known as the Grim Reaper for their large scythe weapons that they carry which are capable of easily tearing the soul from lesser beings.
Hand of Leviathan 	Not a traditional demon in a sense, Hands of Leviathan are believed to come from an ancient Super Demon known as a Leviathan, that swallowed all the water from the Hell Realm leaving it as the dry, cragged and volcanic location it is known for. The hands are a pentapedal (five-legged) creature that can move around on ceilings and walls, they're extremely fast and attack with razor sharp scythe-like claws and a powerful laser beam from their singular eye.
Pit Beast 	A very large demon known for residing in areas of extreme darkness, they have only recently been discovered as they're normally quite cowardly, however in desperation it appears the other Demons have coerced it to come out of hiding. The large serpentine demon walks around on twelve stubby legs and has a highly evolved mouth that allows it to eat just about anything having many grabbers to process the food that falls in. Its poor eyesight means it will often thrash about when attacking and may target other demons, completely ignoring the Doom Slayer.
Nephilim 	Nephilim are an unholy marriage between Makyr and Demon, considered a disgraceful creature by Makyrs, the Nephilim are extremely powerful and dangerous, possessing the ability of flight and tentacle limbs of the Makyrs, these creatures attack by firing concentrated blasts of energy from their palms and can also let out an echoing screech to summon lesser demons to fight on their behalf. One must be extremely careful around the Nephilim as they do not follow the hierarchy of Demons and will regain health by hiding and eating from a Demon's corpse.
Sandworm 	Sandworms are a massive creature that reside on Naistrum, they're the apex predator, although the largest of them are so massive they could engulf entire villages, the smaller ones are actually more aggressive. Their mouth alone is larger than a human and their body stretches for tens of meters. They attack solely through burrowing underground before attempting to strike from below, they are completely blind however and so work on the basis of movement, they also can't burrow through solid rock and so will instead attempt to slam the ground causing miniature quakes to disorientate or knock their target off its balance.
Vagrant 	The Vagrant are those who've sworn away their humanity in favour of power, unlike Flayed Spirits they're not just those that have given up humanity either though. Through facing the the trials of Hell and battling constantly against demons of immense power these almost husk-like beings are driven solely by the desire to fight, they carry with them large blades of pure Argent that can cut through armour and can spurn dark, demonic magic to use as projectiles. They're extremely dangerous due to their combination of aggressiveness and speed. According to legends, the Marauders were the Night Sentinel equivalent of this foul creature.
Mammon Beast 	Demons who were tricked into becoming servants of Mammon, these creatures are coated in a metallic sheen that protects them from damage, they have an eternal desire to collect shiny materials and so are highly aggressive. They typically are equipped with powerful weaponry including a demonic variant of the BFG that lacks the chain lightning effect however is no less powerful.
Autarch 	Autarch's are Marauders who've through prolonged exposure to Demonic influences allowed themselves to be taken over by malevolent thoughts, they lack the honour and dedication to the fight of Marauders or the Night Sentinels they once were and now simply hunger for a battle to satiate the pit where their soul once resided. They're devastatingly powerful monsters that fight with a variety of melee weapons although are quite rare. Fortunately they have no shielding and so can constantly be attacked although are just as capable of fighting back, they carry a ranged weapon that is either a demonic reflection of the Heavy Machine Gun, Super Shotgun, Rocket Launcher or Plasma Rifle. Like their predecessors they can also summon Hellhounds to fight alongside them.
===Bosses===
As with previous Doom Games there are several bosses encountered through the game, these are distinct enemies that only appear once in the main campaign and usually have a dedicated level for their appearance.
Boss 	Description
Boss 1Cerberus 	Cerberus is a massive three-headed hound-like demon that resides in the third ring of Hell, Gluttony. The boss is split into two phases each with their own dedicated health bars.
In the first phase, Cerberus will attack by, running around the arena and attempting to charging into the Doom Slayer or striking with its paws. In addition each of its heads can attack in a different way, the central head can spew a wall of fire out, the left head can fire slow moving homing fireballs while the right head can fire a large fireball that flies up into the sky and causes it to rain meteors down on the arena. In addition periodically Cerberus will howl either summoning more Unwilling if the player killed them all or a combination of Pinky Demons and Hellhounds to attack the player. As the player inflicts more damage to Cerberus it will collapse from time to time allowing the Doom Slayer to run up to Cerberus and chop off the head that was inflicted with the most damage, flying around the arena, in this state the heads can only fire off single non-homing fireballs and so become much less of a threat.
In the second phase, once the Doom Slayer has removed all the heads, the creature's true form is revealed, a massive maw revealing itself by tearing open its body down the mid-line whilst the three head stumps turn into eyestalks. Although the heads continue to orbit around the creature, the body gains its own set of attacks, attacking by attempting to bite the Doom Slayer with its massive jaw or firing energy blasts from its eyes. Shooting out the eyes will blind the creature causing it to rampage, the player can then bait it into attacking one of its former heads, by eating the head it explodes within the creature dealing damage, doing this with all three heads will kill the creature.
Boss 2Charon 	Charon is a large and imposing figure, a human-like individual his skin seems to lack any muscle in it, giving him a gaunt and skeletal appearance. Charon wields a massive scythe as his primary weapon during his first phase although becomes more monstrous during the later phases. Charon has three phases with distinct health bars.
During the first phase, Charon attacks through striking with his Scythe which can be repelled with a well timed attack from the player, he can also shift quickly around the boat, creating mirages of himself, attacking the correct one will stagger him. Charon during this phase can also swing his Scythe to create a crescent shaped projectile which homes in on the Doom Slayer even if it misses on its first pass. When his first phase health is below 50% Charon can also let out a bellow of winds in an attempt to push the Doom Slayer off the boat. This form is defeated when Charon is knocked into a flashing state where the Doom Slayer chops off the hand that hold's Charon's Scythe.
The Second phase has Charon take on a more bestial form, his arms split into two pairs of two-clawed limbs which along with his legs he uses to move around a hexapedal fashion. During this phase of the fight Charon will attempt to run around the boat, slashing at the Doom Slayer with his long claws. He can also move around at a blinding speed, before his eyes flash indicating he's about to strike, the Doom Slayer can jump to avoid the attack or shoot where the eyes flash to knock him into a stunned state. Charon can also still use his wind blowing attack in this phase and can stomp on the boat to send out small shock wave towards the Doom Slayer. Charon's most powerful attack in this form is to strike with all four claws at once which rips a hole in space pulling the Doom Slayer towards him. As this phase progresses the Doom Slayer will repeatedly knock Charon onto the side of the boat and then sever one of his limbs, the phase ends when the Doom Slayer severs the fourth arm causing Charon to seemingly fall off the boat.
Charon's third phase kicks in by flipping the boat upside-down revealing a more avian-like appearance with his rib-cage taking on a bat-like winged appearance while his spine has elongated forming a long bony tail. Charon can strike the Doom Slayer with his tail in this form either as a whip or by piercing the boat creating a shock wave. In addition Charon swaps out his wind breath attack for the ability to spew fireballs which come in either a volley or multiple ones shot all at once. The last attack Charon can use during this phase has him charge up energy in his chest causing him to land and then set the entire boat on fire, the Doom Slayer needs to jump when he uses the attack to avoid getting hurt. Once the Doom Slayer depletes Charon's health again he can drive the Crucible through Charon's heart.
Boss 3Narg'Pokwan 	Narg'Pokwan is a strange demonic plant-like creature that appears to use the flesh of the UAC Cultists within its own biomass. The creature has the appearance of a large rotted tree with numerous, long roots. In the place of its canopy of leaves the Narg'Pokwan instead has a mass of flesh shaped vaguely like a brain.
During the first phase of the fight the Narg'Pokwan utilizes its tendrils to attack, creating long sweeping motions, or attempting to slam the ground where the Doom Slayer is located. She can also summon Unwilling and lesser Demons to fight on her behalf. Among her other attacks, the Narg'Pokwan is able to send out a bombardment from her head which rains down fiery chunks of flesh in an attempt to burn and crush the Doom Slayer simultaneously. After dealing significant damage, the Narg'Pokwan attempts to flee further underground as the Doom Slayer gives chase. There is a brief interlude between the two phases where the Doom Slayer can recover Health and Ammo and has to pick off a few demons along the way.
In the second phase, after consuming the Argent Core the Narg'Pokwan takes on a mutated form, her exterior becoming hardened and rock-like in appearance while the flesh around her body mutates and forms two large three-fingered arm-like limbs. In this phase the Narg'Pokwan is initially nigh invulnerable to damage having a 95% resistance to all oncoming damage. After a short while the Doom Slayer is tossed the Chromo-Gun by Valen which is the only weapon that can bypass the Narg'Pokwan's armour. The Narg'Pokwan's armour is broken into sections and the player can destroy a section with a volley of gunfire from the Chromo-Gun, the player only needs to destroy one section of armour to kill the Narg'Pokwan but can destroy it all if they wish. During this phase, the Narg'Pokwan attacks by climbing around the walls, using the same root-based attacks as before while also firing lasers from her eyes. The Narg'Pokwan may also use her large fists in an attempt to attack the Doom Slayer from above. The fight concludes similar to the original Spider Mastermind fight with the Narg'Pokwan cowering in fear and defeat as the Doom Slayer fires off a charged shot of the BFG 9050 decapitating the beast and forming a massive hole through its body.
Boss 4Qunostec 	Qunostec is a named Marauder who acts as the boss of Tyahlna, similar to the Marauders encountered in Doom Eternal Qunostec has a human-like appearance although extremely pale and blood-shot skin. Qunostec has four large, backwards-facing horns protruding from the front and top of his skull and wears Night Sentinel Armour although a more complete set than that of regular Marauders with full body protection and a helmet to shield his head. He carries around a large Battleaxe and Kite Shield both of which are powered by Argent Energy.
Qunostec has a single phase although one of the largest health bars of all bosses. He attacks in similar ways to previous Marauders, chasing the Doom Slayer down and performing attacks with his battleaxe including various striking attacks and slamming into the ground generating a small shockwave in the surrounding area. Qunostec can summon a horde of Hellhounds to his aid which attack the Doom Slayer although are easily dispatched as they have half the health of a regular Hellhound. Qunostec can also use his shield in combat, although normally to buffer some of the damage from the Doom Slayer's attacks, he can also set it down to create a wall that limits the Doom Slayer's movement by cutting off the otherwise radial arena into a crescent shape. As the battle progresses, Qunostec's attacks become more powerful and faster, his degree of mobility also increases going from simply running to sprinting, jumping, side-step evading, Air Dashes and Double Jumps, the order he employs these tactics varies based on which weapons the Doom Slayer is using to knock out his health. When Qunostec's health is low he'll resort to leaping into the air and summoning a hellfire storm down upon the arena. Qunostec will fall into a Glory Kill state when his health is depleted allowing for the Doom Slayer to finish him off.
Boss 5Malebranches	The Malebranches are a boss in a similar vein to the Hell Guards from Doom (2016) in that there are multiple of them which are fought in waves. There are twelve Malebranches, although each one's design differs somewhat from one another they all follow the general body structure of a classical, lean humanoid demon with large bat-like wings and a pair of horns protruding from the skull. Each of them as a long whip-like tail and a large collar of fur around their neck and upper chest. The features of some are more bestial than the others such as Draghignazzo having a reptilian appearance whilst Cagnazzo and Graffiacane have features of a Dog and Wolf respectively, Ciriatto has a hog-like appearance including a large golden ring through his snout and Rubicante is a bright red colour compared to the rest who are mostly brown, grey and black in colour. The largest of them is Malacoda, the leader, who is noticeably more muscular and carries a large flaming blade.
All of them share some attacks between them including being able to strike with their claws, or their tails, hurl fireballs similar to Imps as well as fly around to evade the Doom Slayer. When there is more than one of them active they can also spin around together rapidly creating miniature tornadoes which travel in the general direction of the Doom Slayer and can blow him away, potentially off the arena. In addition to these attacks, they can strike the ground causing fissure to open up and have flaming pillars erupt from the fissures.
In the first phase the player fights Draghignazzo, Ciriatto and Farfarello. Draghighnazzo is uniquely able to breathe fire from his mouth, leaving behind pools of a fiery liquid that burn for several seconds after he does a fly-by. Ciriatto will periodically charge around the arena at high speed attempting to hit the Doom Slayer, if he misses he will quickly attempt to turn around and charge again. Farfarello's unique attack is hurling a bomb-like projectile that explodes creating an inky-dark cloud where it lands, completely obscuring the Doom Slayer's view, Farfarello and the others become more determined to attack while the Doom Slayer is within the cloud.
In the second phase the player fights Cagnazzo, Barbariccia, Graffiacane and Calcabrina. Cagnazzo is able to run around the perimeter of the arena, repeatedly hurling fireballs inwards towards wherever the Doom Slayer is standing, attempting to catch him off-guard. Barbariccia will summon a large hammer made of pure Argent and slam it into the middle of the arena, sending out shockwaves that the Doom Slayer must jump over. Graffiacane can howl, summoning lesser enemies (Imps and Hellhounds) to fight alongside him and the other Malebranches. Calcabrina is able to stomp the ground causing a homing series of crystals to shoot up out of the ground towards the Doom Slayer, he typically does this twice in a row so if the first one misses the second one might catch the player.
In the third phase the player fights Alichino, Libicocco, Rubicante and Scarmiglione. Alichino can some large bouncing spiked balls which bounce around the arena and explode if they make contact with the Doom Slayer although disappear after a few seconds. Libicocco will sometimes take to perching one one of the rocky outcrops and blow a powerful wind from his mouth, attempting to knock the Doom Slayer off the arena, the Doom Slayer must stand in front of one of the other rocky outcrops to avoid falling off. Rubicante will strike the middle of the arena causing a pentagram to form before shooting fiery pillars out along the lines. Scarmiglione will create a series of portals around the arena's edge (six to twelve) and begins charging through them, appearing and disappearing rapidly.
In the final phase the player faces off against Malacoda who although sharing the attacks of his eleven brothers, has several distinct attacks of his own, including swinging his flaming sword, creating fiery projectiles from it, striking the ground with his blade, causing a massive pillar of molten rock to erupt from beneath the Doom Slayer as well as performing a dive bomb attack. When he has less than half health, Malacoda will also create duplicates of himself in an attempt to trick the Doom Slayer. Once Malacoda is defeated he like his brothers will retreat to the spire they were originally perched on and begin to turn back into stone.
Boss 6Aloadae 	Aloadae is the final boss of Doom Sentinel, a massive Titan Demon that was fused with the Gates of Hell to keep them open, he is also their greatest protector. The largest of all the Titan Demons, Aloadae's massive figure is covered in markings and scars from battles of the past, and his rocky exterior is only broken in a few regions. Several parts of Aloadae's body have fixtures attached to them, shackles that bind him to Hell itself both for his and the other demons' sake.
The boss fight is split up into several very distinct phases, the first of which has the Doom Slayer navigating across the Aloadae's body, reaching various points on its body where the lower skin is exposed and attacking these regions. There are seven in total covering the Titan Demon's body, each protected by a sub-boss known as an Aloadae Guardian a ferocious serpentine-like creature fused to the Aloadae at its tail with two large scythe-like claws it can slash with or send out beams of energy from. In addition these Guardians can also attack by piercing the ground causing a large pillar of spikes to erupt from beneath where the player was standing, in addition they can also call upon more Demons to help them. As the fight progresses, the Aloadae attempts to intervene itself in stopping the Doom Slayer, by pressing its hands against different parts of its body, shifting up the platforms between the nodes making the platforming more difficult and attempting to crush the Doom Slayer periodically when he's near an Aloadae Guardian. In addition large goat-shaped eyes appear all across the Titan Demon's body which can attack the Doom Slayer with lasers.
After defeating five of the seven Aloadae Guardians, a mini-phase occurs where the Aloadae's body becomes covered in a shield, the Doom Slayer must navigate back up to the creature's eyes leave their sockets and begin floating around firing lasers, blasts of energy, creating fiery pillars and firing strange beams which can disorientate the Doom Slayer's vision. The Doom Slayer needs to destroy both eyes which shuts down the protective barrier and then finish the first phase off by killing the remaining two Guardians, which leads to the Aloadae crashing into a nearby mountain beginning the second phase.
After the Doom Slayer hops off the Titan Demon, it awakens from its seeming defeat, tearing the mountain's tip off in the process. Valen appears just before the second phase begins, slashing across Aloadae's face tearing a massive gash in it. The second phase requires the Doom Slayer to keep the pressure on Aloadae while Valen attempts to strike another clean hit across the Titan Demon. In this phase, Aloadae can attack by breathing out fire, spewing meteors to come crashing down from above and slam at the Doom Slayer with its hands. Periodically eyes will also erupt from the creature's skin with the Doom Slayer can shoot to cause the creature to recoil. After enough distracting damage has been inflicted, Valen will strike the creature again, tearing off the skin, revealing the creature's skull beneath its armoured face. The revealed bone is Aloadae's weakness during this phase and the Doom Slayer must strike, destroying the bone beneath while Valen works on cutting open new sections of the Aloadae's face. After losing half its health in this phase, the Aloadae will start summoning the Aloadae Guardians to attack the Doom Slayer, unlike their stationary counterparts, these guardians are capable of movement although lack the demon summoning ability of the first phase variants. After much of the Titan Demon's skull has been destroyed by the Doom Slayer and Valen the second phase concludes.
The third and final phase of the fight is also the shortest, in this phase the Doom Slayer and Valen, attach the Meat Hooks of their weapons to the Gates of Hell still fixed onto the creature's head and begin tearing them off, in this phase the Doom Slayer must slowly walk towards Valen, all the while various Demons attempt to attack them, the Doom Slayer does have a degree of movement being able to move around in a radius around the Gate of Hell or retreat back towards it to dodge enemy attacks. Once both gates have been torn from the creature's head the battle is concluded as the Doom Slayer aims down the hollow shell of the creature's head at its core and fires the BFG 9050, firing directly through the creature before the gun jerks upwards, causing the blast of energy to bisect Aloadae's chest and head concluding the final boss fight and the game.
==Weapons==
Weapon 	Description
EDS Pistol 	The player's starting weapon, a highly varied weapon in terms of customizability with many various upgrades for the player to choose from. It is also the only weapon that cannot run out of ammo as it runs on Electrons to generate ammunition.
Combat Shotgun 	A functional albeit simple Shotgun, the Combat Shotgun is capable of high speed fire compared to other shotguns although dishes out slightly less damage per shot. Its main functionality comes from the rapid spread element of its design which deliberately spreads out the pellets into a focused cone, maximizing damage over a certain area.
Quern-Biter 	The Quern-Biter is a powerful ancient Makyr piece of technology repurposed by ARC with the intention of fashioning a weapon out of it. The result was a crossbow-like device capable of decapitation thanks to high energy bolts which are fired in slow but powerful shots.
Grenadier Cannon 	The Grenadier Cannon is a make-shift weapon used by ARC early on during Earth's initial invasion, despite its blown out appearance the weapon is capable of lobbing grenades which can bounce across surfaces blasting away Demons from a distance often in large groups. The Grenades can have various properties attributed to them through upgrades making them even more versatile.
Heavy Machine Gun	A reliable, ammo guzzling weapon, the Heavy Machine Gun is a multi-purpose weapon combining rapid fire offense with a strong defence when necessary, by tapping alt-fire the gun can shift from rapid fire to burst fire, the latter offering a lower rate of fire but bolstering the damage of each shot by firing the bullets in rounds of three causing the propulsion of each to push the front one to go even faster.
The Moby 	The Moby is a large shoulder mounted cannon, it generates a large low-pitched noise which can cause transformed humanoids to flinch as their eardrums are not well adapted. The weapon is capable of generating a large burst of sonic energy which although low in damage is useful in crowd control, in addition charging the weapon before firing allows it to pull enemies in.
Super Shotgun 	The old, reliable Super Shotgun is a Full Length Double Barrel Shotgun engraved with markings reminiscent of those scene on Night Sentinel Armour. The weapon comes equipped with the Meat Hook an attachment which allows the user to pull themselves towards an enemy, maximizing the damage potential of this weapon which usually fairs poorly at a distance.
Plasma Rifle 	The Plasma Rifle is a high energy machine-gun like weapon which is capable of converting energy cells into rapid fire bursts which can immolate most lesser demons in a few shots and can wear down greater demons. It is an all-rounder of sorts and the formatting of the energy emitted by the weapon can be altered through upgrades.
Wraith Heart 	The Wraith Heart is an artificial weapon based on knowledge gathered from UAC Cultist outposts after they were taken over by ARC, the Wraith Heart is based on the original Wraiths and is capable of sucking thee soul from a target, it fires a continuous beam which pulls the soul from anything including demons, the larger the demon the longer the soul can take to extract. The weapon runs on energy cells and once it collects a soul, the soul can be fired as an explosive projectile.
Chainsaw 	A remarkably powerful weapon, the otherwise simple Chainsaw can cleave through just about any enemy in a single hit assuming it has enough fuel. In doing so, some strange magic causes demons to spew ammunition instead of blood.
Vortex Rifle 	The Vortex Rifle is a powerful weapon developed by ARC which functions as both a Sniper Rifle and a sort of sentry. The Vortex Rifle generates a powerful wake when it fires a shot which can knock back enemies and even set them emblaze, this is to say nothing of the projectile itself which can decimate weaker foes. It has one of the lowest fire rates of any weapon in the game however as a result. Uniquely the weapon can be set down and will be able to auto-target enemies wandering nearby although due to its low mobility cannot hit fast moving enemies like Imps and Revenants.
Ensnaring Capsule	The Ensnaring Capsule is a strange weapon which is biological in origin, stemming from a plant known as the Demon Gripper, when the seeds of the plant hit a surface such as the ground or a demon they erupt into a tendril of vines which wrap around nearby demons attempting to crush them. The vines are limited in size however so will only kill demons roughly the size of humans although can be very useful against aerial enemies and can stagger bigger demons, in addition hitting the head of a demon can blind it temporarily causing it to flail about or even if the demon is weakened already crush its skull.
Chaingun 	The Chaingun is a powerful weapon which is capable of the highest fire rate of all weapons, unleashing an unnaturally high volley of bullets that rain down upon the Doom Slayer's enemies. It can be upgraded to improve mobility, increase fire rate and even provide defensive plating that makes the Doom Slayer into a walking tank.
Tyrant Cannon 	Ripped straight off the arm of a Tyrant Demon, this particular cannon is a devastating weapon, able to fire micro-missiles in volleys of four as well as unleash a continuous beam of energy via its secondary fire. It consumes both rockets and energy cells as ammo depending on which weapon is used. Its massive size also means that while it is devastating to use, the Doom Slayer's movement is somewhat slowed while it's active.
The Crucible 	Powerful energy blades that were originally forged and wielded by the Night Sentinels, they are among the most powerful weapons known to exist and are only hampered by their limited range. Due to repeated use, the Doom Slayer's Crucible is in a weakened state which while still allowing it to cleave through enemies requires the Doom Slayer to feed the weapon ammunition to function, the player can cycle through the ammunition used with the alternate fire.
Rocket Launcher 	A powerful mid-range and long-range explosive weapon, the Rocket Launcher fires Rocket-Propelled Grenades at high velocity, on impact it can deal high damage although has one of the slowest projectiles in the game meaning fast enemies can dodge it and those far enough away can react to set-up shields where possible. The weapon also comes with upgrades to its exhaust ports allowing for a close rage fireball to be shot out, a backwards facing thruster to improvement movement speed while firing or even downward facing thrusters which launch the Doom Slayer into the air.
Reality Folder 	The Reality Folder is a large disc-like weapon. When fired it creates a beam which folds in reality as it passes by, absorbing projectiles. The beam itself can't inflict damage but any projectiles it sucks up will be converted into damage allowing the Doom Slayer to turn an enemy's weapons against them. In weak enough enemies and Fodder Enemies the beam can also break through tissue and bisect and then implode the target.
Eclipse Spitter 	The Eclipse Spitter is a special close-range weapon created on the Umbral Chambers of Hertania, it is a purely magical weapon of unknown origins (the realm from which it was pulled from). Its creation allows the wielder to convert dark matter into a projectile that appears like light-absorbing black flames, enemies struck by the weapon's "flames" will take severe damage however due to its unusual nature the ammunition consumption is high while capacity and pick-ups are low.
Gauss Cannon 	A powerful energy weapon created by ARC that was backwards engineered from similar weapons found in UAC Cultist Weapons Depots. It is capable of firing a high energy blast that not only can hit targets from far away but also has a powerful knockback when airborne. The weapon has many working components which allow for it to be heavily customized making it more shotgun-like with multiple rounds before reloading, more grenade like with an explosive bolt or even adapting technology from the BFG 9000 giving it the chain lightning effect albeit less pronounced.
Marauder's Bell 	The Marauder's Bell was once a weapon used by the Nights Sentinels however ever since their falling in with the Demons, the Marauders have used these bells in combat. The bell has two functions, its primary fire sends out a ring of energy which can phase through multiple enemies dealing dissipating damage which each enemy hit or its alternate fire can summon an ally Hell Hound which will chase after nearby demons before disappearing.
BFG 9050 	Considered by some to be the apex of Earth Weapon technology, created by the UAC several years ago, the weapon is an adaptation on the original 9000 model however instead utilizes a psuedo-nuclear reaction as its basis the distinction is more so present in the resultant shot as it will have a bright flash of green as it pulsates across its trajectory, damage dealt on the pulses is increased. Like the original it is capable of hitting multiple enemies simultaneously with a chain lightning-like effect. The distinction for this weapon comes from when it hits a target or surface, exploding it releases highly corrosive radioactive material which can burn through even the chitinous armour of demons inflicting residual damage.
Makyr Device 	A specialized weapon created by the group of Makyrs that reside on Ankyr. The device was adapted from their existing technology and is considered a powerful energy weapon. It fires a continual beam of energy that transfigures the individual cells of a target, it is more effective on smaller enemies although is also disrupted by projectiles. When used on an enemy it also somewhat tethers the enemy limiting their freedom of movement.
Flak Scattergun 	The Flak Scattergun is a post-invasion Earth Weapon developed by ARC during the early years. It is a hyper-offensive weapon that was intended for suicide runs but saw little use in spite of its utility. The weapon eats through ammunition like no other by fires a huge number of pellets that can shred through just about anything. The weapons serrated edges also allow for its secondary fire which causes the barrel to rotate turning it into a makeshift weapon although it lacks the power of the Chainsaw or Crucible.
Sandworm Gauntlet	Adapted from the nest of a Sandworm, this gauntlet fires the larval creatures out in volleys, Sandtrouts are naturally attracted to living organisms and will swarm and attack anything including the player. Once they find a target they latch on and drain their health, most demons can knock them off after a short while although larger demons tend to ignore them as do more mechanically enhanced creatures.
Sentinel Lance 	The Sentinel Lance is Makyr-adapted technology by members of ARC, the weapon is similar to a Harpoon Gun firing a long spear that is intended to impale an enemy although can also strike the ground and still remain effective. This is because after a few seconds the Lance will summoning a bolt of lightning that fires a wave of electricity in the immediate surrounding area.
Atlas Blitzer 	The Atlas Blitzer is a powerful heavy weapon which is similar in size to the Chaingun, however has three large barrels which recoil back when fired as opposed to the rotational fire of the Chaingun. The projectiles fired travel forwards and then fly upwards a short distance if they don't hit anything. When they reach their apex they explode raining down fiery and highly radioactive material on their targets.
Chromo-Gun 	The Chromo-Gun was a specialized weapon developed by the Night Sentinels specifically for dealing with extremely powerful Demons. Only a few were ever made and they're exceedingly powerful. The core of a Chromo-Gun is that of a miniature sun that is kept stabilized through Urdak Technology. The weapon converts its regular projectiles into a Super-Heated state which is able to phase through any form of armour rendering the traditional defences of Demons useless. Originally the weapon that Valen gives the Doom Slayer used Night Sentinel Ammunition, however it was converted to take 50 Cal. rounds by the ARC workers who adapted the existing technology.
Unmakyr 	Originally thought lost to the void between realms, the Unmakyr's strange energy was able to be picked up by ARC who were able to pull it back from being lost. An incredibly powerful weapon that fires a devastating amount of projectiles, the sheer force is indescribable however it churns through ammunition very quickly due to its automatic firing method.
Lamassu 	A weapon is immense power, forged under the unholy rule of the Demons, a bond of the minds between those afflicted by their devastating command began to mindlessly construct the components of this weapon. it's frightening appearance is coupled with its uniquely destructive projectiles which consume Explosives, Energy Cells, Light Cells & Biomatter. The large orb-like projectile fired is orbited by four smaller projectiles which shoot off to target nearby enemies. If the large projectile makes contact with an enemy or reaches the point where it stops moving it will explode into a flurry of smaller missile-like projectiles which swarm around homing in on random enemies. Each missile projectile has an explosive tip which causes it to detonate on impact.
===Sub-Weapons===
Sub-Weapons are Weapons that use the dedicated Equipment Launcher feature of the Doom Slayer's Praetor Suit, these are typically Grenades or similar weapons and are intended to be used alongside the Doom Slayer's primary weapons.
Sub-Weapon 	Description
Flame Belch 	Flame Belch is a short range flamethrower that ignites enemies, as an enemy burns this staggers their movement and is particularly effective against Fodder Enemies. Glory Killing a flaming enemy will cause them to drop a greater amount of Armour than normal.
Ice Bomb 	Ice Bombs are an arcing projectile that explodes releasing a freezing mist that solidifies all enemies for a short period of time. The duration differs from enemy to enemy with larger enemies, particularly those with flame abilities being able to defrost faster.
Frag Grenade 	Frag Grenades are an arcing projectile that explodes dealing high explosive damage to all nearby enemies, it has a high chance of gibbing compared to other weapons. Enemies killed by the Frag Grenades explosion will drop more Health than usual.
Lightning Orb	Lightning Orbs are fired from the Equipment Launcher and travel in a straight path, as they pass by enemies they electrocute them dealing minor damage but also stunning the enemy for a few seconds. The stun doesn't work on heavier enemies. If an enemy is glory killed while in this stunned state it will drop Ammunition alongside Health and Armour.
Chain Buster 	The Chain Buster is a metallic projectile that when fired rolls out creating two iron balls connected by a chain, the balls deal significant damage to enemies if they hit, but if the chain catches an enemy it can trip them. This is especially effective against 1-vs-1 scenarios against Super-Heavy Enemies where tripping leaves them vulnerable.
Holo-Emitter 	The Holo-Emitter is a defensive sub-weapon which generates a small shield in front of the Doom Slayer, it protects the Doom Slayer from oncoming attacks however as a trade off the Doom Slayer can't attack aside from Glory Kills while the shield is active, in addition it only protects from the front.
==Power-Ups==
Power-Ups are temporary abilities which the Doom Slayer can pick up, every level excluding Boss Levels features at least one power-up and usually two although the second ones are usually in an out of the way location. A power-up lasts for a period of time and is signified to run out of time when a horn-like sound 
Power-Up 	Description
Berserk 	Berserk is a Power-Up that provides the Doom Slayer with an incredibly enhanced strength to his punches, allowing him to kill most enemies in a single hit. All enemies killed by the attack explode into gibs and drop a larger amount of Health and Armour than usual.
Invulnerability	Invulnerability is a Power-Up that prevents the Doom Slayer from taking damage for a short period of time, the effect is the shortest of all the power-ups. While in the invulnerable state the Doom Slayer can still pick up Health and Armour although any temporary excess Armour will still tick down.
Ammo Container 	The Ammo Container is a Power-Up that serves a similar functionality to the Backpack in the original Doom games, in that it doubles the player's ammo capacity for the rest of the level. It is one of two power-ups that has an effect that lasts until the end of the level. Any excess Ammo the player has at the end is not carried to subsequent levels however.
Quad Damage 	Quad Damage is a temporary power-up which as the name suggests, quadruples all forms of damage the player can dish out from their weapons. The effect also gives a metallic reverberation to all weapons fire making it easy to identify when it's active. Enemies who're killed by Quad Damage drop ammunition alongside Health and Armour.
Megasphere 	The Megasphere is a power-up which boosts the Doom Slayer's Health and Armour up to 200, in addition it also allows for the overflowing of both Health and Armour for the rest of the level. It is one of two power-ups whose effect lasts until the end of the level although any excess Health or Armour accumulated at the end will not carry over to the next level.
Invisibility 	Invisibility is a temporary power-up that makes the Doom Slayer invisible to enemies, the effect renders the player hidden from enemies however isn't immune to their attacks. When firing their weapon, the Doom Slayer can be detected by some of the more intelligent demonic enemies although low-level fodder and light enemies as well as some medium and heavy enemies won't be able to detect the Doom Slayer while they're firing their weapon. Bumping into an enemy will also alert them to the Doom Slayer's position but once the player stops firing or gets away from the enemies they will stop attacking.
Argent Heart 	The Argent Heart is a new power-up introduced in Doom Sentinel which is a temporary power-up which greatly boosts the player's movement speed and firing speed of their weapons. While active it also removes any reloading animations such as the one for the Super Shotgun. The effect gives enemies a slight glow as well making them easier to detect while the power-up is active.
Rico 	Rico is a new temporary power-up introduced in Doom Sentinel, a friendly helper robot who appears and provides back-up for the Doom Slayer for a short while. Rico will innately fire a pistol-like weapon when the Doom Slayer isn't doing anything and there are enemies nearby, however when the Doom Slayer first any other weapon, Rico will compliment the attack with an equivalent of his own, effectively doubling the Doom Slayer's weapon fire while not doubling his ammo consumption.
==Trivia==
*The game was originally intended to be released before the DLC for Doom Eternal
*Qunostec is the only boss in the game not fought in Hell
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