Learn enemy weaknesses, equipment uses, and weapon upgrade token acquisition in Doom (2016) Part 3.
Enemy Weaknesses:
- Pinky: The backside is their weakness. A single point-blank Super Shotgun blast to the base of the tail will usually kill it. Two such shots will definitely kill it, but the Pinky often starts moving before a second shot can be landed.
- Mancubi and Cyber-Mancubi: These demons shoot damaging fireballs. Cyber-Mancubi are more annoying as their shots leave a toxic (green) residue that must be avoided and lasts only a few seconds. The visible patch on the sternum (center of the chest) is a weak point.
- Hell Barons: These are similar to Hell Knights but can shoot missiles and have horns. They can be taken down by 2 Gauss Cannon / Siege Mode shots.
Equipment:
Most players primarily use the Frag Grenade due to its effectiveness, early availability, and ease of use. The Siphon Grenade is harder to aim and less damaging, making it less popular. The Hologram (Decoy) has potential but may require specific situational use.
- Frag Grenades: Recommended for their good radius and damage. Beginners may under-use them. They take a long time to regenerate until the first Praetor Suit Equipment Upgrade is obtained.
- Siphon Grenades: These pull energy from demons within their radius and transfer it to you, but the amount is not substantial enough to be widely used.
- Hologram (Decoy): Seems like a good idea but may require specific tactical placement.
Level Overview:
The following table details the availability of Elite Guards, Argent Cells, Rune Drones, Secrets, and Data Logs across missions in Doom (2016).
| Mission | Subtitle | Elite Guards | Argent Cells | Rune Drones | Secrets | Data Logs | |
| Mission 1: The UAC | Rip and Tear | 1 | 0 | 1 | 0 | 3 | 2 |
| Mission 2: Resource Operations | Know Your Enemy | 3 | 1 | 1 | 0 | 8 | 2 |
| Mission 3: Foundry | Meltdown | 3 | 1 | 1 | 0 | 6 | 3 |
| Mission 4: Argent Facility | Beginning of the End | 4 | 1 | 2 | 2 | 5 | 4 |
| Mission 5: Argent Energy Tower | Argent Tower | 3 | 2 | 1 | 2 | 7 | 4 |
| Mission 6: Kadingir Sanctum | Into the Fire | 4 | 1 | 1 | 2 | 6 | 7 |
| Mission 7: Argent Facility (Destroyed) | Hell on Mars | 4 | 1 | 1 | 2 | 6 | 5 |
| Mission 8: Advanced Resource Complex | A Brighter Tomorrow | 3 | 2 | 1 | 2 | 10 | 4 |
| Mission 9: Lazarus Labs | Lazarus | 4 | 1 | 1 | 2 | 9 | 5 |
| Mission 10: Titan's Realm | Titan's Realm | 2 | 1 | 1 | 0 | 6 | 4 |
| Mission 11: The Necropolis | The Crucible | 2 | 1 | 1 | 0 | 3 | 3 |
| Mission 12: VEGA Central Processing | I am VEGA | 3 | 0 | 0 | 0 | 5 | 4 |
| Mission 13: Argent D'Nur | The Well | 0 | 0 | 0 | 0 | 5 | 0 |
Weapon Upgrade Tokens:
Weapon Upgrade Tokens are spent to improve your weapons. All weapon mods require 18 Upgrade Points, except for the Super Shotgun and Pistol, which require 9 points each. This totals 126 points for all mods.
| Weapon | Upgrades | Upgrade Points Required For All Mods |
| Assault Rifle | Tactical Scope, Mini Missiles | 18 |
| Combat Shotgun | Charged Shot, Explosive Shot | 18 |
| Plasma Rifle | Heat Blast, Stun Gun | 18 |
| Chain Gun | Gatling Revolver, Mobile Turret | 18 |
| Gauss Cannon | Precision Bolt, Siege Mode | 18 |
| Rocket Launcher | Lock-On, Remote Detonation | 18 |
| Super Shotgun | - | 9 |
| Pistol | - | 9 |
| Total | - | 126 |
You earn Weapon Upgrade Tokens through Exploration Challenges, Combat Bonus, Bosses, and Mission completion. Completing all missions with 100% exploration and combat challenges should yield 142 tokens, resulting in 16 extra points. Earning 100% on a single playthrough without mission replay or dying is logistically difficult.
| Mission | Exploration Challenges | Combat Bonus | Bosses | Total | Cumulative | ||
| 1: The UAC | 2 | 0 | 0 | 0 | 2 | 2 | |
| 2: Resource Operations | 2 | 3 | 0 | 0 | 5 | 7 | |
| 3: Foundry | 2 | 3 | 5 | 0 | 10 | 17 | |
| 4: Argent Facility | 2 | 3 | 5 | 0 | 10 | 27 | |
| 5: Argent Energy Tower | 2 | 3 | 5 | 0 | 10 | 37 | |
| 6: Kadingir Sanctum | 2 | 3 | 5 | 0 | 10 | 47 | |
| 7: Argent Facility (Destroyed) | 2 | 3 | 5 | 0 | 10 | 57 | |
| 8: Advanced Resource Complex | 2 | 3 | 5 | 0 | 10 | 67 | |
| 9: Lazarus Labs | 2 | 3 | 5 | 2 | 6 | 18 | 85 |
| 10: Titan's Realm | 2 | 3 | 5 | 0 | 0 | 10 | 95 |
| 11: The Necropolis | 2 | 3 | 5 | 0 | 6 | 16 | 111 |
| 12: VEGA Central Processing | 2 | 3 | 5 | 5 | 0 | 15 | 126 |
| 13: Argent D'Nur | 2 | 3 | 5 | 0 | 6 | 16 | 142 |
Checkpoints:
Checkpoints (a save point in the game) save your ammo, health, and armor levels, as well as the locations of pickups of the same nature. Secrets, Argent Cells, and Elite Guards are saved immediately without needing a checkpoint (an auto-save point you restart from on death). However, Argent Cells have a side effect where they fill up power upgrades, which is only saved if you find a checkpoint afterward. This is particularly relevant in Mission 7.
Checkpoints, in Summary:
Things that are captured immediately:
- Secrets, Argent C
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