Doom Eternal: 10 Things The Game DOESN’T TELL YOU
Doom Eternal drops the tutorial gloves, and gameranx is filling in the blanks.
Two days after id Software and Bethesda shipped Doom Eternal on PC, PlayStation 4, and Xbox One on March 20, 2020, gameranx put out a 12-minute, 55-second breakdown titled “Doom Eternal: 10 Things The Game DOESN’T TELL YOU.” The video isn’t a review — it’s a survival manual for a game whose tutorial pop-ups vanish long before they’ve explained half of what’s actually keeping you alive on Ultra-Violence and Nightmare.
The focus is on the systems id Software buried instead of spelling out: cosmetic unlocks tied to hub progression, resource loops that regenerate faster than players assume, and the weak-point windows that turn brutal firefights into manageable ones. None of it is optional trivia — skipping it is usually the difference between clearing an encounter and getting swarmed by a Mancubus and two Arachnotrons at once.
- Alternative Slayer skins and cosmetics unlock through campaign milestones and Sentinel Battery progression inside the Fortress of Doom hub, not through a menu purchase.
- Chainsaw fuel regenerates on its own over time, and cutting down fodder demons with it resets ammo across every weapon in the loadout.
- The Flame Belch has a cooldown that doubles as an armor and Blood Punch charge tool, while sticky bombs and precision bolts strip Arachnotron turrets and Mancubus arm cannons before they can fire back.
The Fortress of Doom Is Doing More Than It Looks Like
The Fortress of Doom, the Slayer’s orbital hub between missions, is easy to treat as a glorified menu screen. gameranx flags it as the actual gateway to alternate Slayer skins: cosmetic unlocks are tied directly to Sentinel Battery progression collected during the campaign, meaning players who blow through levels without exploring are locking themselves out of gear they’ve technically already earned. It’s the same instinct id Software leaned on with the marketing push around the game’s official launch trailer — reward the players who dig, not just the ones who rush the credits.
Resource Management the Tutorials Skip
The chainsaw is framed early on as an ammo-refill panic button, but the game never really explains that its fuel tank regenerates passively over time even without picking up fuel canisters. Chewing through a fodder demon — a basic zombie or imp, not a heavy — with the chainsaw refills every weapon’s ammo pool simultaneously, which changes how aggressively a player should be using it instead of hoarding it for emergencies.
Equipment cooldowns get the same treatment. The Flame Belch, which sets enemies on fire to drop armor pickups, has a recharge window that also feeds into Blood Punch upgrades, so managing its cooldown efficiently becomes a quiet resource-management skill on top of a combat one.
Chainsaw fuel refills over time — the game never actually tells you that, and it changes how you’re supposed to be using it.
Weak Points and the High-Difficulty Grind
Where the video gets most practical is enemy weak-point targeting. Arachnotron turrets and Mancubus arm cannons can be shot off outright using sticky bombs and precision bolts, neutralizing the threat before it opens fire rather than tanking the damage and hoping the DPS race goes the player’s way. On Nightmare and Ultra-Violence, that distinction is the whole fight — id Software built Doom Eternal‘s harder difficulties around exactly the kind of encounter-reading gameranx’s guide is trying to teach.
None of this is flagged clearly by the in-game tutorial prompts, which is the entire premise of the video: a decade-plus into the modern Doom era, id Software still expects players to find half the toolkit themselves.
gameranx has run this same “things the game doesn’t tell you” format across other releases, but the Doom Eternal cut landed at a particularly useful moment — two days post-launch, right as players were hitting the Arachnotron-and-Mancubus combo fights that make up the back half of the campaign’s harder difficulty spikes.

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