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Video Game / Doom II

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PROTIP: To defeat the Cyberdemon, shoot at it until it dies.note 

Doom II: Hell on Earth is the 1994 sequel to id Software's hit First-Person Shooter, Doom.

Following the events of the first game, the Doom Marine returns from Hell after killing the Spider Mastermind. When he arrives on Earth however, he finds that the demonic hordes have launched a full-scale invasion and are currently in the process of slaughtering the remnants of humanity. The only hope for civilization is to escape the Earth in a vessel of spaceships, but a force-field set up by the demons is preventing them leaving the planet. It's up to the Doom Marine to tear through the demonic forces, deactivate the force-field, and journey back into Hell to stop the apocalyptic invasion permanently.

Relying on the same game engine as its predecessor, Doom II doesn't stray far from the original's gameplay. It was released as a single installment, unlike the episodic releases of the first game. A new roster of enemies were added to increase the difficulty and force the player to come up with new strategies while traversing the game's levels. The game also features the addition of the Super Shotgun and the Megasphere, giving the player new ways to kill demons to their heart's content.


This video game provides examples of:

  • Abandoned Mine: "The Abandoned Mines". Granted, it doesn't look much like actual mines (then again, none of the levels in the classic Doom games look like the locations they're supposed to be) and it's supposed to be located in Hell, but it does have areas that look like giant underground excavated caverns which probably inspired the level design of Doom 3. As you may have guessed, the abandoned mines, aren't.
  • Actionized Sequel: While Doom is fast-paced, it is generally willing to have scary moments as shown with several fights through a maze filled with Pinkies and imps while the lights flicker on and off. The second game goes for the "EXPLOSION TIME" brand of fun people associate with the series.
  • And Your Reward Is Clothes: The Xbox Live Arcade port offers two Avatar Awards. You'll get a Doom t-shirt for finishing the regular game, while completing the XBLA exclusive episode "No Rest For the Living" will net you a full Marine costume.
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  • Anti-Frustration Features: The archviles can't resurrect certain enemies: most importantly, they can't resurrect other archviles, for obvious reasons, but Spiderdemons and Cyberdemons are also unable to be revived, since that would be just plain unfair given the amount of punishment they need to put down the first time. They also can't resurrect anything that doesn't leave behind a corpse, so no resurrecting a Lost Soul or Pain Elemental, although this is likely due to game limitations rather than a deliberate design choice.
  • Artificial Stupidity: There are some levels where, at least on high difficulties, the only way for the player to survive is to trigger in-fighting to either reduce enemy numbers or get other monsters to take out or weaken one of the big bads like the Cyberdemon; one level, "Gotcha!", is even titled such because its main set-piece is an arena with both a Cyberdemon and a Spider Mastermind in it, which is incredibly easy to set them to fight each other.
  • Ascended Glitch: Because the first two Doom games aren't true 3D, a rocket's splash damage isn't a sphere as might be expected; it's a cylinder of infinite height. Likewise, actors are considered to be infinitely-tall as far as collision is concerned, allowing you to hit enemies you can't even see over the edge of a pit (or for enemies at the top of a wall to scratch you if you're standing next to the wall). These bits of questionable behavior are what allows you to damage Doom II's final boss.
  • Asteroids Monster: The Pain Elemental will spawn up to three Lost Souls when it's destroyed, in a triangular formation. However, if you let it live, it'll continually spawn them. Get a Pain Elemental into a fight with another monster, and it'll spit the things like missiles. The manual referenced this, saying that "killing him is almost as bad as letting him live".
  • Attract Mode: Just like the original, the game will play a demo if left on the title screen for a second or two.
  • Badass Normal: Once again, the Doom Marine. He's so badass that he actually destroys Hell.
  • Blackout Basement: Maps 05, 10 and 25, which are respectively "The Waste Tunnels", "Refueling Base" and "Bloodfalls".
  • Boring, but Practical: "Shotgun" might not have the fancy ringing of "plasma gun", but the double-barreled version trounces demons just the same.
  • Boring Return Journey: The end has your character taking the long trek back home after practically destroying Hell.
  • Boss Arena Idiocy: The final boss is a giant invulnerable face in the wall of an arena which spawns endless monsters from the hole in its forehead, its only weak spot. You can shoot rockets into the hole to kill it, but such a task would be impossible if not for the arena providing a convenient elevator that reaches right about the height of the brain hole.
  • Boss in Mook Clothing: Doom II adds Archviles, which can attack you no matter the distance and will always hit as long as it has a clear line of sight, is almost Immune to Flinching, and has the ability to resurrect many varieties of other monsters at full health to add on to the pain.
  • Bowdlerise:
    • German releases do not contain the Wolfenstein 3D-inspired levels 31 or 32.
    • The BFG Edition and XBLA versions completely purged the secret Wolfenstein 3D levels of every Wolfenstein element: No Swastikas nor Hitler portraits, the SS guards are replaced by zombiemen squads, the unique map music themes have been replaced by the theme of MAP05 for both maps and the levels have been renamed ("Wolfenstein" to "IDKFA" and "Grosse" to "Keen") The red crosses on health packs were also removed, replaced with little red-and-white pills because of complaints by the International Red Cross about use of their symbol. The two levels were eventually mostly restored in the Unity ports as of the January 2020 patch; the SS troopers were brought back to their original spots, but are called the "Schutzkamfer" instead. The crosses, portraits, music, and names are also restored, but with the swastikas bearing the triangle emblem of Germany's version of Wolfenstein: The New Order, and Hitler's portrait being mustacheless. The pills that formerly took the place of the red crosses have been replaced as well, now as a green cross.
  • Brain Monster:
    • Alongside the Spider Mastermind are her children the Arachnotrons, which are basically smaller versions with plasma guns.
    • The final boss is the Icon of Sin, a giant skeletal goat face with an exposed brain as a weak point. It is only vulnerable to rockets, however.
  • Dancing Mook Credits: The ending lets you watch the moving, action, and death sequences of all the enemies (and yourself!) in a never-ending (looping) parade of slaughter and screams, which are killed and advanced to the next enemy with a key-press.
  • Darker and Edgier: Where Doom had most of the game with a soundtrack of rock and metal, Doom II mostly opted for slower, darker, mood setting music.
  • Death by Cameo: John Romero's head is the Big Bad (more accurately, the Big Bad's hit-box, and it can only be found using the "idclip" cheat and walking into the boss' brain).
  • Disc-One Nuke: The Super Shotgun. You get this weapon in the second level in the game and will make the regular shotgun mostly redundant. This weapon does about as much damage as the Rocket Launcher at close range. While the Rocket Launcher is better used at farther distances and its faster rate of fire gives it considerably better DPS, the Super Shotgun is a lot more safe (buckshot obviously doesn't have splash damage) and there are plenty of shotgun shells in the game.
  • Drought Level of Doom: Level 9, "The Pit", is famous for not having quite enough ammo to destroy all the monsters, even on a full playthrough. Those wanting 100% completion usually had to resort to using the fists or chainsaw for good chunks of the level.
  • Dummied Out: A piece of code that was dummied out was intended to allow for doors to slide sideways. This was meant to be used in the secret levels which are based on Wolfenstein 3D, which had doors that slid open to the sides. The code was commented out when id decided to scale down the amount of Wolf3D assets in the WAD file. Therefore, the doors in the secret levels still open just like those found throughout the rest of the game.
  • Earn Your Happy Ending: Doomguy not only stops the demonic invasion, but he basically destroys Hell in the process. While millions are dead from the demonic invasion, at least the survivors have a future.
  • Enemy Summoner: Pain Elementals, which only summon Lost Souls, and the Icon of Sin, which summons almost every kind of enemy in the game.
  • Exactly What It Says on the Tin: Doom II: Hell on Earth features the forces of Hell on Earth.
  • Expansion Pack: Doom II had two unofficial commercial expansion megawads by Wrath Corporation, Perdition's Gate and Hell to Pay. The former had a few new textures and graphics whereas the latter featured new weapons and monsters.
  • Exploding Barrels: There's a level full of them — Barrels O' Fun — a classic example.
  • Game Mod: Doom II runs on the same game engine as Doom but contains a few new features of its own, so besides all the examples of this trope from that article applying here as well (and the list of mods on this page still being relevant), map packs and mods that are specifically designed to run on Doom II generally have a longer list of features than those designed only for the original game.
  • Glass Cannon: The Chaingunners and Revenants are this; the former only having marginally more health than other former humans, but able to really put the hurt on you and even other monsters with a rapid hitscan attack that can't be dodged, while Revenants have relatively low health for a higher tier demon (they have 300 HP, while everything else above a Pinky has at least 400), but are one of the fastest monsters in the game and shoot homing rockets at you that deal up to 80 damage, and pummel you quickly to pulp up close.
  • Heart Container: On top of all the health and armor power-ups from the first game, Doom II features the introduction of the Megaspheres, which instantly fill you to 200 health and megaarmor.
  • Hell on Earth: True to form, Doom II: Hell on Earth is Exactly What It Says on the Tin.
  • Hero-Tracking Failure: The game added a bevy of new demons with scattered/homing/instant-hit attacks, all intended to defeat simple circle-strafing tactics that were prevalent in the first game and bring keyboard-and-mouse players back in line with those who only used one or the other.
  • Heroic Mime: The Doom Marine once again. He does however talk to several people through comlinks, albeit offscreen.
  • Homage: There are two secret levels lifted almost directly from Wolfenstein 3D, the second of which ended with an appearance by a quartet of (soon-to-be) dead Commander Keens.
  • Iconic Sequel Character: For a given value of "character", the Super Shotgun (or double-barreled shotgun). Making its first appearance here, the Super Shotgun has become a mainstay of the series, possibly eclipsing the BFG 9000 as the series' signature weapon and one of the most influential and widespread weapons in any shooter.
  • Insurmountable Waist-Height Fence: Level 7, "Dead Simple", has the exit switch on a waist-high platform that the player normally cannot jump over. What unlocks the exit in regular gameplay is a set of stair steps that rise from the ground once all enemies are killed. Should the player be playing a source port that allows jumping, the level can be finished in five seconds just by jumping over the platform.
  • Interface Screw: If flames start rising up your screen, hide right now, because an Arch-vile is about to explode you!
  • Kill Enemies to Open: "Dead Simple" (MAP07) starts the player inside a cloister with four mancubi, each one on a raised platform. Once all four mancubi fall, the outer walls lower to reveal a fleet of arachnotrons in the outer perimeter. Killing them raises the central platform so that you can exit.
  • Last Lousy Point: "Industrial Zone" has a not too hard to find secret teleporter - specifically, it's both a teleport pad and a secret-flagged zone. To register finding the secret, you have to touch the floor of the teleport pad; trying to do so will teleport you away right before you touch the floor. It took until 2018 before somebody managed to officially "find" it (by getting a Pain Elemental to spawn a Lost Soul directly on the marine's head at the right instant, shoving him into the pad's floor before the teleport took effect). John Romero confirmed on Twitter that this obscure method which appears to be a bug was in fact the intended solution.
  • Level 1 Music Represents: "Running from Evil", the theme for Maps 1 and 15, is probably the most iconic of the Doom II soundtrack. The first Wolfenstein 3D-based secret level averts this, however, using "Evil Incarnate", the theme of the Final Boss level from its expansion Spear of Destiny, rather than its original track.
  • Living Structure Monster: The Icon of Sin, a wall with a picture of a demon on it and the Final Boss, attacks you by summoning his various demonic flunkies to fight you. Its weak-point is on a point on his "head" which lets you pump rockets directly into its brain.
  • Marathon Level: Going by the "par time" at the end of the levels, Maps 17, "Tenements", and 28, "The Spirit World", are over seven minutes in a game where the par rarely goes over three.
  • Mission-Pack Sequel:
    • Doom II to its forerunner. Same engine, only a single new weapon (the double-barreled "Super Shotgun"), and a handful of new enemy types. However, Tropes Are Not Bad because Doom was a great game and a slew of new maps is not unwelcome. That being said, some of the level design choices in the back half of Doom II don't exactly hold up as well as you'd hope.
    • Most of the console ports in the '90s are an almost literal example, taking the original Atari Jaguar code ported from Doom v1.2 and simply adding the new Doom II assets to it, resulting in a few oddities like the fact that Lost Souls still count for the kill percentage. Some, particularly the PS1 version, take this to the logical extreme by combining both games into one massive 60+-level game, placing the Super Shotgun and new enemies of Doom II into the original game's levels (e.g. replacing individual Barons with two or three Knights).
    • Final Doom, in turn, was one of these to Doom II, mostly because it was intended to be just another mod release until id struck a publishing deal the day before it was meant to release normally - there are two sets of 32 levels each, but the gameplay, the enemies, most of the textures, and, in the case of The Plutonia Experiment, music, are all borrowed from the original game(s).
  • Mook Maker: The final boss spews out various enemies, which can telefrag you if you're not careful. And then there's the Pain Elementals, who chuck Lost Souls at you.
  • Nintendo Hard: The first several levels are fairly standard difficulty, but things get really insane once you hit "Dead Simple" and "Tricks and Traps".
  • Noob Bridge: Once Nintendo Hard hits with "Dead Simple" and "Tricks and Traps", you're not going to progress much further if you don't know how to switch weapons or invoke monster in-fighting.
  • No OSHA Compliance: Rivers of toxic ooze run though the middle of a high-tech military base, for no particular reason. The strategy guide practically calls this trope out by name, in its description for the Radiation Suit: "OSHA may not like it, but to get the job done, you're going to have to handle some toxic waste every now and then."
  • Outrun the Fireball: Level 23, "Barrels O' Fun", has this with groups of exploding barrels and enemies that can set them off.
  • "Psycho" Strings: Played in the intro.
  • Punny Name: The song "Bye Bye American Pie" was both a play on the song name "American Pie" and one of the level designers, American McGee.
  • Sci-Fi Writers Have No Sense of Scale: The demons apparently hold the population of Earth hostage, but Doomguy is able to save them and evacuate the entire planet just by liberating one spaceport in some unspecified location. Even if the population of Earth was slimmed down considerably by the demonic invasion, Doomguy would still have to search the entire planet for survivors, since it is doubtful that the demons would bring them all to one spot, and there are countless places where they could be holed up.
  • Secret Level: The game contains two secret levels with maps more or less directly ported from Wolfenstein 3D. The second secret level was only accessible from within the first.
  • Set a Mook to Kill a Mook:
    • Map 8 has a room with a Cyberdemon looking at you, and several Barons of Hell looking at the Cyberdemon. The trick? Don't fire a shot - the Cyberdemon will shoot at the Barons trying to get to you, and they'll retaliate. Wait until one group disposes of the other, then take down what's left. No wonder it's called Tricks And Traps.
    • Map 20 contains a large antechamber with a Cyberdemon and a Spider Mastermind on two opposite platforms. No prizes for guessing the easiest way to waste them both. The level is appropriately named 'Gotcha!' This sequence exists mostly to try and answer the Ultimate Showdown of Ultimate Destiny-style question of who would win. It's usually the Cyberdemon, but the Spider Mastermind's odds improve in inverse proportion to the distance between them. Gotcha! is just on the Cyberdemon's side, although Spidey does sometimes win if you can get him to start firing from the side of his platform closest to the Cyberdemon. In some rare cases, they can end up killing each other.
  • Shareware: Subverted. Unlike the original, Doom II did not receive a shareware release. This was because, according to John Carmack, many people who downloaded the shareware episode of Doom and beat it mistakenly considered themselves to have "beaten Doom" when they beat the demo. Also because shareware was essentially a distribution method: download the (longer than average) demo, and if you like it, mail order the full version. Doom II was conceived as a retail product from the start, so all of that was unnecessary. And then Id decided to rerelease Doom at retail, as well...
  • Shoot the Medic First: The Archvile can revive fallen foes, so killing this guy first is essential. However, he can also deal out a ton of damage with his line-of-sight attack.
  • Short-Range Shotgun: The double-barreled shotgun was probably the Trope Maker; it shoots 20 pellets for a combined damage equivalent to a direct hit from a rocket, but its spread is so huge, including vertical spread the basic shotgun doesn't have, that you need to be close enough to hug the demon first. The sheer power and great ammo efficiency of it, combined with the player's agility that allows them to safely weave in for close-ranged shots, makes the Super Shotgun extremely useful to the point that it's generally the default weapon to use among higher-level players.
  • Shout-Out:
    • The Wolfenstein 3D levels. One of them even has several Commander Keens hanging from the ceiling that you have to kill to open the exit.
    • One of the messages that can show up when the player attempts to quit:
  • Stationary Boss: The final boss of the game, and by extension, most monster spawner based final bosses from the third-party map packs never move. Though it's kinda hard for them to move around when they're literally just a wall texture.
  • Tech Demo Game: Although it obviously wasn't the first game to use the Doom engine, its first Wolfenstein 3D level makes a point of showing off all the sorts of things it can do that Wolf3D couldn't - in the middle of a very faithful recreation of Wolfenstein's E1M1, 90-degree surfaces and unchanging floor heights and all, there's a new secret which includes walls at every angle imaginable, floors and ceilings of varying heights, and animated textures.
  • Tele-Frag: The final boss can telefrag you if its monster-spawning projectile makes its impact right where you're standing.
  • Unwinnable by Mistake: "Dead Simple": The central staircase raises once you kill all Arachnotrons to allow you to leave the map. If played on Nightmare, Arachnotrons can respawn and be killed off again, allowing you to raise the central stairs out of reach.
  • Violation of Common Sense: You'd have to be crazy in order to take on and kill a Cyberdemon with nothing but your fists. Yet that's exactly what you have to do to get the "You Have Huge Guts" achievement in the XBLA release and the "Knuckle Sammich" achievement in the PS3 collection. At the very least, you can soften him up with guns first.
  • Well-Intentioned Extremist: The Archvile is an evil healer. His death sound is a girl saying "why?" (much distorted); he wonders why on earth anyone would want to kill him, since from his point of view he's only doing good (by resurrecting dead monsters). He's also trying to burn you to death in the meantime, which he apparently can't imagine you'd be upset about.
  • Where the Hell Is Springfield?: Doom takes place on Mars' moons. Simple to understand. Doom II takes place on Earth, but it is never specified what part of Earth the game is set in, nor are there any major locations given (other than a spaceport and Doomguy's hometown) to indicate that Doomguy is anywhere other than some random UAC base.

Alternative Title(s): Doom II Hell On Earth


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