DOOM Eternal: The Ancient Gods - Part One guides

DOOM Eternal: The Ancient Gods - Part One Tips

Essential tips for DOOM Eternal: The Ancient Gods - Part One, covering Spirits, Blood Maykrs, support runes, turrets, and Extra Life Mode.

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Content warning: this guide covers a mature first-person shooter expansion in non-graphic terms, including intense demon combat and official blood-and-gore descriptors.

The Ancient Gods - Part One is not a gentle return to DOOM Eternal. This DLC assumes you already know the base campaign’s movement, resource loop, weak points, and enemy priority rules. It gives you a loaded kit, then asks you to apply it inside denser arenas, tighter aim windows, and fights that punish hesitation.

This guide covers the Part One DLC only: UAC Atlantica Facility, the Blood Swamps, The Holt, its new enemies, support runes, and the survival habits that keep the Slayer moving.

How to Approach the DLC

Start by treating Part One like endgame DOOM Eternal. Before the first serious fight, open the dossier, check your weapon mods, and set runes deliberately. The DLC uses its own save context, and the first mission can reset parts of your preferred setup even though the Slayer begins with upgraded weapons and suit tools. You do not want to discover that Precision Bolt, Lock-On Burst, or your rune layout is wrong while a turret or Marauder is already controlling the arena.

Your default mindset should be speed with discipline. The DLC’s arenas still reward airborne movement, quick weapon swaps, chainsaw refills, glory kills, and flame belch armor farming, but several new threats force short moments of accuracy. You cannot simply circle-strafe every problem away. Spirits, turrets, and Blood Maykrs all ask you to create a window, hit it cleanly, and immediately return to movement.

If you are rusty, lower the difficulty for a first pass. The guide remains useful at any setting, but the DLC is tuned for players who remember late-campaign DOOM Eternal. Relearning Cacodemon grenade timing, Mancubus cannon breaks, Arachnotron turret removal, Marauder spacing, and Ballista or Precision Bolt swaps before pushing higher difficulty will save frustration.

Essential Tips

1. Rebuild Your Combat Loop Before Chasing Secrets

Part One has optional challenges and support-rune rewards, but the first priority is getting your hands back. In early UAC Atlantica fights, focus on the core loop: flame belch for armor, chainsaw fodder before you are dry, glory kill only when it gives health or position, and swap weapons instead of reloading your own rhythm into a corner.

The DLC quickly layers high-value threats into open arenas. If you chase a collectible path or Slayer Gate while your basics are rusty, you will burn extra lives on avoidable mistakes. Clear the main encounter, stabilize your ammo, then investigate side routes.

2. Save Plasma for Spirits

Spirits are the DLC’s biggest resource check. A possessed demon becomes faster, tougher, and harder to interrupt, and weak-point rules become less forgiving while the Spirit has a host. Kill the host, then use the Plasma Rifle’s Microwave Beam before the Spirit escapes into another demon.

That means plasma ammo is no longer just a flexible damage pool. Do not spend all of it casually into shields or heavy targets when a Spirit is active or likely. If the host is nearly dead, reload your mental checklist: space, kill, microwave, then move. Letting the Spirit re-host can turn one hard target into a long arena collapse.

3. Shoot Blood Maykrs During Their Opening

Blood Maykrs are not ordinary flyers. Their armored state wastes time and ammo, but their attack windups expose the vulnerable head. Wait for the cruciform or staff-throw rhythm, line up a precision shot, and take the opening instead of spraying at the shield.

Keep moving while you wait. Their projectiles and area hazards are built to catch panic dodges, so use the arena rather than staring at them from one lane. If a Blood Maykr is possessed, the danger rises, but the vulnerable window still matters. Do not let the Spirit pressure make you abandon the headshot rule.

4. Delete Turrets Before They Stall the Arena

Turrets look small compared with Tyrants and Barons, but they can freeze your attention at exactly the wrong moment. They pop out, punish slow aim, and retreat if you stare too long or stand too close. Treat them like precision checks: quick scope, clean shot, reposition.

In UAC Atlantica, some arena progress depends on clearing turret threats. If a fight feels stuck, scan for a turret you left alive before assuming another heavy demon is hidden. Precision Bolt and Ballista-style burst damage are especially useful because the exposure window is short.

5. Pick a Support Rune for the Job

Support runes use a special slot, and only one can be active at a time. Break Blast is the most generally useful for a first DLC clear because weak-point breaks are already part of good DOOM Eternal play; turning those breaks into extra crowd control helps against mixed arenas.

Desperate Punch is stronger if you actively track Blood Punch and often fight at low health. It can turn a dangerous scramble into a reset, but it is wasted if you forget the charge is ready. Take Back is attractive for extra-life recovery, but it has mode restrictions and depends on killing the responsible demon quickly. Choose it when you are practicing risky encounters, not when you need consistent arena control.

6. Use Slayer Gates as Skill Checks, Not Roadblocks

Each mission can feed the support-rune system, so Slayer Gates are worth doing when you have the resources. They are also a useful test of whether you are ready for the next difficulty level. If a gate drains your entire stock, finish the campaign route first and return later.

Do not enter a gate with sloppy mod choices or low ammo discipline. Top off from fodder, confirm your rune setup, and go in expecting high pressure. The reward is helpful, but surviving the main DLC route matters more than forcing an optional fight before you are warm.

7. Respect Boss Resource Windows

The Blood Swamps and The Holt both ask you to manage resources during unusual boss structures. The Trial of Maligog rewards hitting the cubes and staying aware of the Eye’s attacks. Samur’s fight asks for disciplined movement, target control, and smart use of pickups when the arena gets crowded.

Do not empty your best ammo the moment a boss appears. Watch when the fight actually allows damage, then commit burst damage during that window. Between windows, rebuild armor, collect health only when you need it, and avoid standing still just because the target is temporarily unavailable.

8. Keep Air Control in Your Rune Plan

Part One leans hard on vertical arenas, jump pads, monkey bars, gaps, and hazards. Air Control remains one of the safest base runes because it lets you adjust midair, dodge projectiles, and land on useful platforms instead of drifting into damage.

Pair it with runes that support your own weaknesses. If you miss glory-kill windows, take a rune that helps secure them. If equipment uptime carries your armor economy, support that. The DLC is less about one perfect loadout and more about preventing your most common failure from repeating.

Common Mistakes to Avoid

  1. Do not start without checking weapon mods. A reset or poor default can make the first arenas feel much harsher than they are.

  2. Do not waste plasma before a Spirit is handled. Microwave Beam cleanup is mandatory once the host dies.

  3. Do not shoot Blood Maykr armor. Wait for the exposed head window and use a precision hit.

  4. Do not ignore turrets. Small threats can hold arena progression hostage and drain attention.

  5. Do not treat support runes as permanent choices. Swap to match the run, especially when moving between normal play and extra-life practice.

  6. Do not chase every optional objective during a survival run. Optional fights can cost more than they return if your goal is simply finishing.

Extra Life Mode Tips

Extra Life Mode is less about proving style and more about finishing with enough lives in reserve. Play it after a normal clear, when the mission layouts and spike encounters are fresh. Choose a manageable difficulty, disable Empowered Demons if available, and run a survival-focused setup rather than your flashiest damage build.

Skip optional combat that does not serve the run. Slayer Gates, secret encounters, and collectible detours add risk, and the DLC has fewer spare lives than the base campaign. Keep your route simple: main objective, safe pickups, known extra lives, and clean exits.

When you do take damage, slow down for one cycle instead of trying to win the whole arena immediately. Flame fodder, chainsaw for ammo, reestablish high ground, and only spend an extra life aggressively if Take Back can actually return it in your current mode.

Summary

CategoryTop Tip
SetupCheck mods and runes before the first UAC Atlantica fight.
SpiritsSave plasma, kill the host, and Microwave Beam the Spirit quickly.
Blood MaykrsWait for the exposed head window instead of firing into armor.
TurretsUse fast precision damage before they retreat.
Support RunesFavor Break Blast for general control, then swap for your run goal.
Extra Life ModeKeep the route simple and avoid optional risk.

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Sources

7 checked for this guide

Every factual claim in this guide was checked against at least two independent sources before publication. These are the references used for DOOM Eternal: The Ancient Gods - Part One.

  1. PlayStation Store product pageOfficialstore.playstation.com
  2. Slayers Club Update 6 notesCommunityslayersclub.bethesda.net
  3. DoomWiki, The Ancient Gods Part OneCommunitydoomwiki.org
  4. DoomWiki, Rune (Doom Eternal)Communitydoomwiki.org
  5. TrueAchievements walkthroughCommunitytrueachievements.com
  6. GameSpot reviewCommunitygamespot.com
  7. Gameranx support-rune guideCommunitygameranx.com