On this page of the Doom Eternal guide, you will find universal tips and recommendations on how to complete the platform sections in the game, that is how to get to shelves located farther away without falling into the abyss. Sadly, many platforming sections are mandatory - you have to do them even when you are only interested in completing the main campaign and not looking for secrets.
We have covered all the mandatory platforming sections in our walkthrough. They can also be part of environmental puzzles. Some climbs are completely optional and allow you, for example, to get to collectibles or additional arenas.
- Double jump
- Protruding bars
- Climbing walls
- Jump pads
- Refilling double jump
- Buttons, boxes, and destructible walls
Double jump is one of the main moves in the game and is available from the very beginning of the campaign. You can use it not only to jump to the farthest shelves but also e.g. to jump over monsters charging at you. Jumps can be combined with dashes described later in the text. You don't need to limit yourself to just jumping or dashing.
You can come across bars protruding from the walls shortly after starting the campaign. The hero can automatically grab the bar, swing on it and then jump. As a result, this is a great way to extend your flight time. Important information is that when you grab the bar, other moves are reset. After you launch yourself from the bar, you can again use, for example, a double jump.
Climbing walls start appearing from mission 1. If you make a normal jump (single or double), then you need to press the melee button to grab the wall. You don't have to do that after performing a dash - the hero will grab a wall automatically.
After grabbing the wall, you can move up and down to, for example, climb a higher ledge, or reach a spot on the wall where you can make the next jump (you can look around). Some walls have traps (example in the picture). Our advice is to move slower - you will be able to avoid them without mistake.
You can also use various types of jump pads to launch the hero in the air. The controlled character can fly straight up or forward - this depends on the angle of the jump pad. You can use any jump pad as many times as you want, so it is worth checking whether it has any use of reaching more than one platform.
Dash is unlocked in mission 2. You must get to the room from the picture above. This is part of the main plot, you can't miss it.
You can use dash while standing (this is most useful during combat) and while you are in the air. In the latter case, the main use is to fly farther and reach shelves, bars or climbing walls.
You can perform up to two dashes in a row and combine them, for example, with jumps or bars.
Refilling double jump
You can find levitating yellow orbs that restore the number of available double jumps. This means that if you touch such an orb during a flight, you will be able to dash twice again. This increases the maximum number of possible dashes without touching the ground to four. Unfortunately, the yellow orbs are usually quite small - you have to be very precise to touch them while flying.
Some of the objects encountered during platforming sections are traps. If you don't react correctly, it may interrupt the platforming sequence and/or make you fall into the abyss.
The first example of trap objects is round platforms that fall down. If you land on such a platform, you have to immediately make another jump.
The second example of trap objects is moving coffins. You can climb on their walls but you can do that only when the coffin glows green. This means that you have to time your jump towards one coffin and then either to the next one or to a regular ledge.
Buttons, boxes, and destructible walls
Some platforms can only be reached after activating the green button. Depending on the location of the button, you can activate it personally (melee attack) or shoot at it with any weapon.
Pressing a button can, for example, lower a bar or open a passage located further. A button stays pressed only for a limited time - you need to hurry up with using the newly unlocked path.
The hero can push some chests -you can recognize them by the signs located on their sides. You always push a chest along a predetermined route - you don't need to be precise with where you hit it. Look for chests in places where there are high ledges or bars that you can't reach in any other way.
Some of the more difficult platforming sections can require you to break through weakened walls. You can recognize these walls by cracks - they can be green (as in the example in the picture above) or black. In such situations, you need to press the melee button immediately after reaching the wall. This is the only way to protect yourself from falling and having to repeat the entire section.