Super Gore Nest

The Super Gore Nest is the fifth level of Doom Eternal. The Doom Slayer travels to an infested cityscape in central Europe where the demons have constructed a gigantic gore nest from the remains of their innumerable victims, which must be destroyed to slow Earth's consumption by Hell. The buff totem and spectre enemies are introduced in this level, along with the chaingun weapon.

"With the elimination of Deag Ranak, only one Hell Priest remains. As you prepare for the final encounter with the remaining Priest, your plans are interrupted by the Khan Maykr. In an attempt to ensure the consumption of Earth, she has hidden the Priest and accelerated Hell's invasion of the planet. The increased number of demons overflowing from the Super Gore Nest threatens to overtake Earth - gain access to the nest and destroy it before it's too late."

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Lore
The Super Gore Nest was created through a ritual conducted by UAC cultists under the command of Deag Ranak, which dramatically accelerated the development of a Hellgrowth within the reactor chamber of a UAC facility in central Europe. Its location is the initial origin point of the invasion of Earth, and the Hell portal sustained by the gore nest is capable of allowing millions of demons to pass through the void.

In an attempt to destroy the nest, four US Battle Mech divisions, the Con-EUR Long Range Naval Artillery Barrage Fleet, 27 US Night Bird Apaches, three NATO Shock Troop battalions, two CON-EUR Rapid Response Levi-Tank divisions, and 18,000 coalition Special Forces units sacrificed themselves; however, they failed in their effort. Following this failure, a report recommended "Total Nuclear Annihilation" to destroy the nest.

Objectives

 * Destroy the Super Gore Nest
 * Gain access [to] the heart of the nest.
 * Reactivate the power (0/2)
 * Turn on the generator
 * Get to the CHOPPA!

Yellow gore key
Walk through the wrecked train carriages on your left then turn right to see a zombie ahead. Go to it and kill the imp throwing fireballs at you from above, then climb up the steps and punch through the green-cracked wall at the top to enter a street. Head straight forward towards a large Hellgrowth column and get ready to face a variety of enemies, starting with a few mancubi and ending with two whiplashes. Once all the enemies are killed a pinky will burst through a wall; kill it then go through the wall and drop into a pit to find two climbable walls, go up to the top of the second wall then turn round to jump to a neighboring room with some blaster soldiers. Turn right to head into a room with a Hellgrowth crusher, and get ready to kill two dread knights along with an arachnotron and several gargoyles. Once the demons are killed, wait for the crusher to rise then swing off the monkey bars either side of it to reach a flesh-tunnel.

Follow the tunnel until you drop into a blood-filled room that contains a buff totem, which is sealed behind a bone barrier. Kill all the enemies in the room (watching out for their enhanced speed) to raise four of the columns and reveal green teleporter pads; you will need to step into all four teleporters to reveal the way out, but only one of them leads to the buff totem. After finding and destroying the totem, kill the prowlers that have been harassing you then step into any remaining teleporters to deactivate them. Once all the teleporters are deactivated, return to the main room and a fifth teleporter will be revealed. Step into this final teleporter to get the yellow gore key.

Red gore key
Go through the bone barrier that opens in front of you to return to the crusher room, then turn right to head through a second barrier requiring the yellow key. Follow the passage until you drop down a hole and get outside to the exterior of the Super Gore Nest, which is surrounded by a lava-filled arena populated by mancubi and imps, which will be followed by several other species of demon - use the Onslaught powerup on the outcrop in front of the nest to boost your damage output for a short time. Once the area is clear, climb up to the top of the nest to find three receptacles in front of a purple Hell barrier and stab the yellow key into the middle receptacle, which will open two bone barriers on the floor below and automatically transport you to that location. Go through the barriers and head straight forward to drop down an elevator shaft, then follow the path past a couple of mecha zombies to a T-junction with a mancubus to your left and a spectre to your right; using an ice bomb against the spectre will make it easier to see and target. Head past the mancubus and turn left to see another elevator shaft with a Sentinel crystal just beyond it.

At the bottom of the second shaft you will find the heart of the nest, but do not look at it for long as there is a carcass and mecha zombies to your right past an electrified doorway. Jump through the doorway then turn right to enter a room with a chaingun (which is not accessible yet) and go through the flesh-door opposite it to enter a room with a toxic slime river running through it; a mancubus and two carcasses will ambush you, so kill them then jump across the river to collect a rad suit that will protect you from the slime for short periods of time. Follow the slime past some spinning chains to a room with a rotating column that has fireball launchers and monkey bars on it, then use the bars to swing up to a cracked hatch at the top of the chamber that you can dash through. Go round the corner until you drop into a pit of slime, then turn left to see a room with slime-falls and more fireball launchers. Jump to the metal platform in this room then go up either of the climbable walls next to it and jump backwards to find the red gore key.

Blue gore key
Go through the bone barrier that opens in front of you to return to the entrance to the toxic slime area, kill a pinky that appears at the top of the slope then go up to collect the now-accessible chaingun; you will drop into a chamber with a dread knight, so use your new weapon to kill it then go through the green teleporter to return to the floor above. Leave the room and go through the bone barrier ahead to enter the heart chamber, then try to interact with the computer terminal in front of you; VEGA will instruct you that two power terminals must be activated first to destroy the heart, and open the door to the left-hand terminal for you. Activate that terminal then leave the heart chamber and turn left to see that another bone barrier has opened, revealing a whiplash and two shield soldiers guarding the automap station. Head through the barrier and turn right then jump over an electrified floor to enter a flesh-chamber where you will be ambushed by two carcasses and a dread knight; go through the doors that the carcasses came through to find a skull switch that will open a green teleporter in the main room. Step on that teleporter to be sent to the upper city.

As soon as you enter the upper city area a buff totem will appear nearby; ignore the demons for now and jump across the lava river then follow the path past some spinning chains until you drop down a hole with a 1UP at the bottom - be sure to dash away before you fall into the gaping maw at the bottom. Use the nearby launcher to get back up to the floor above then jump to the next platform and destroy the buff totem, letting you kill the gargoyles and revenant here for good. Jump to the next ledge and swing off a monkey bar here then dash across to a climbable wall in front of you, which you can climb to find a lava pool with a punchable block on one side. Punch the block and use it to climb up to a ledge with a green-lit door, then turn round to leap to the platform above the block's original location; from here you must run a gauntlet of swinging chains to get to another climbable wall leading to the top of a ruined skyscraper. Punch through the cracked wall on your left and climb the steps to a runestone, then punch through a second wall to enter a room with a pinky, mecha zombies and a dread knight. Head down a slope into some toxic slime, then turn left to find a skull switch that will open a nearby bone barrier.

Go through the bone barrier you just opened until you reach a tall room with more slime at the bottom, drop down and immediately dash left to catch a climbable wall - from here you will need to jump between several more walls until you reach a white wall under some broken bars. Climb up this last wall to enter a passage with a whiplash and some fodder demons, then punch through the cracked wall at the end of the passage to find the blue gore key.

Finale
Go back to the passage you just walked through and open a bone barrier with a blue key symbol on it, then time your run past some fireball launchers and drop into a tunnel full of toxic slime. Follow the tunnel past some tentacles and zombies (jump as often as possible to minimize time spent in the slime) until you reach a door guarded by a mancubus, then go through the door to a bridge with a couple of revenants on it. Cross the bridge and open the bone barrier on the other side, then go through a second barrier to return to the first arena of the level - you can use the blue key to get inside the large Hellgrowth pillar in this area, then use a launcher inside it to fire yourself up to a climbable wall. Climb the wall to enter an elevated passage and follow it until you drop down a hole, then continue following the path past a spectre to drop into a room containing the Slayer Key and a Sentinel battery. From here you can drop back to the area surrounding the Super Gore Nest where some arachnotrons are waiting; once you have disposed of them, climb up to the top of the nest and stab the red and blue keys into their respective receptacles to lower the Hellified barrier.

Go through the now-open barrier to drop into an air shaft (Fast Travel is unlocked at this point), then drop down a second hole to reach the second power terminal needed to destroy the heart; activate this terminal then go into the heart chamber and use the main console to turn on the generator and destroy the heart. Once the heart is destroyed, you will only have 100 seconds to escape the facility before it explodes - follow the objective markers to keep yourself on the correct path, and only fight enemies that block your way. The level ends when you step on a final teleporter behind a bone barrier.

Slayer Gate
The Slayer Key can be found after acquiring the blue gore key; with it you can get inside the large Hellgrowth pillar in the first arena of the level, use the launcher inside it to reach a climbable wall then go up the wall to a passage leading to this key. The Slayer Gate can be found near the arena surrounding the Super Gore Nest; drop down to some broken pipes just above the lava then use these like a bridge to go through a doorway leading to the Gate. This encounter starts with a large number of carcasses and blaster soldiers, who will eventually be joined by prowlers, pinkies and Hell knights - staying on the move is strongly advised.

Challenges

 * Weaponslave - Acquire a weapon modification
 * A Bloody Secret - Complete both secret encounters
 * War Pinkies - Perform three different glory kills on pinkies

Secret encounters

 * 1) After getting the yellow gore key, return to the fleshy room where you found the first buff totem; a gore nest that was sealed behind a bone barrier in one of the antechambers can now be reached. You will have 20 seconds to kill two mancubi and some zombies that appear in the main room.
 * 2) In the first toxic slime area you will drop into a room that has fireball launchers and slime-falls; a gore nest can be found on a metal platform above this area. You will have 25 seconds to kill a mancubus that appears behind you, plus a carcass and several zombies in the slime below.

Special items

 * Four extra lives
 * Just before the first combat encounter you will see a 1UP rise out of your reach. After getting to the room with the Hellgrowth crusher and clearing it of enemies a door will open leading back to the street where the 1UP is located; if you go to the upper floor and look closely at the wall above the door you will see that it is cracked; punch through this wall and you will have enough height to reach the 1UP.
 * After stabbing the yellow key into its receptacle, two bone barriers open on the floor below. Go through them to a room with a monkey bar and turn round to see a 1UP above you that can be reached using the bar.
 * In the first toxic slime area, when you reach the room with the fireball launchers and slime-falls do not go to the platform with the gore nest straight away; instead, jump across the pit to the slime-fall in front of you to find a passage leading to a 1UP.
 * In the upper city area, follow the path until you drop down a hole with a maw at the bottom. A 1UP can be found in this hole.
 * Two soulspheres
 * In the arena surrounding the Super Gore Nest, a soulsphere can be found on a platform in the middle of the lava
 * After dashing through the hatch in the toxic slime area, go round the corner until you reach a pit with more slime in it. You will see a soulsphere on the other side of the pit that can be reached by jumping and dashing.

In the upper city, after destroying the buff totem jump to the next platform but do not swing off the monkey bar in front of you. Instead, turn right to see a cracked wall with a secret armor pickup behind it.

Collectibles

 * Two modbots
 * After killing the first pinky you will have to go up two climbable walls. A modbot is at the top of the second wall, guarded by some zombies.
 * In the room with the teleporter to the upper city, after opening that teleporter look in one of the antechambers to find that a bone barrier leading to a modbot has opened.
 * One Sentinel crystal
 * Next to the second elevator shaft in the area under the Super Gore Nest.
 * Five Praetor suit points
 * Taking the first 1UP will open two flesh-doors releasing a pinky and some zombies. Enter the door that the zombies emerged from to find a Night Sentinel spirit.
 * A Night Sentinel can be found in one of the chambers you teleport to from the room with the first buff totem, guarded by some tentacles.
 * At the entrance room for the first toxic slime area, after taking the rad suit do not go into the chamber with the spinning chains immediately; instead, head upriver to find a Night Sentinel at the end of a short tunnel.
 * When you get to the punchable block in the upper city area, walk past it to find a Night Sentinel.
 * In the second toxic slime area, when you reach the tall room with several climbable walls jump between the walls until you reach the one in the far corner. From here you can jump left to a ledge with a Night Sentinel on it.
 * Three Codex pages
 * "The Hellgrowth - Part I" - underneath the ledge with the first green-cracked wall
 * "The Hellgrowth - Part II" - after killing the first pinky, go through the wall it burst through to see the page ahead
 * "Super Gore Nest" - enter the room with the chaingun then go past it to find this page in a corner of the room
 * Three Sentinel batteries
 * Follow the first toxic slime river into a room with a column that has fireball launchers on it, then continue following the slime down a tunnel to find a battery at the end.
 * As soon as you reach the top of the ruined skyscraper in the upper city area, turn left to find a battery.
 * After getting the blue key and returning to the first combat encounter in the level, go inside the large Hellgrowth pillar and use the launcher to fire yourself up to a climbable wall. At the top of this wall is a passage that eventually leads to the battery.
 * Two runes
 * After going through the bone barriers locked with the yellow key, you will see a launcher on your right. Step into it to be fired up to a runestone.
 * After reaching the top of the ruined skyscraper in the upper city area, punch through the cracked wall here to find a runestone on your left.
 * Three toys
 * "Mecha zombie" - The question mark is on a platform by the ruined Bailey & Sons building in the first combat encounter. You can reach it using the nearby monkey bars.
 * "Soldier (Shield)" - After leaping up to the flesh-tunnel above the crushing piston, turn round to see a second flesh-room above you containing a question mark.
 * "Revenant" - In the first toxic slime area, after reaching the area with fireball launchers and slime-falls, drop to the slime below. Instead of using the green teleporter to get out, look for a tunnel in one corner leading to a question mark.
 * One cheat code
 * "Infinite Ammo" - in the area around the Super Gore Nest, stand under the EUBanks International sign and look down over the edge of the pit - you should be able to see a cracked yellow wall in a circular orifice. Punch through that wall and follow the tunnel to a question mark.
 * Two albums
 * "Doom III - Main Theme" - when you reach the top of the ruined skyscraper in the upper city area, look through the window straight ahead of you to see a rotating demonic structure with a monkey bar. If you swing off the monkey bar as it turns towards you, you can reach a building on the other side of the area with a question mark.
 * "WOLF 3D - Wondering About My Loved Ones" - shortly after getting the blue key, you will cross a bridge and go through a bone barrier on the other side. The question mark for this item is found just behind the barrier.

Tyrant battle Easter egg
After clearing the final arena and using the last two gore keys, reload the checkpoint. Within the arena are three birthday party balloons, all of which must be shot: Popping all three balloons will cause a booing crowd sound effect to play and an unusual red-colored "secret found" notification will appear. The central area of the arena just beneath the gore key receptacles will now contain a birthday cake (the same blue-and-green-frosted cake previously found in the Titan's Realm in Doom (2016)) and an apparent soulsphere.
 * One is located high to the right edge of the arena behind the arm of a crippled mech;
 * The second balloon is beneath a wrecked bus partially submerged into the lava adjacent to the soulsphere island near the center of the arena;
 * The final balloon is located far to the lower left of the arena, beneath the blue gore key bridge inside a pipe.

Trying to take the soulsphere on top of the cake will cause it and the cake to vanish, and two tyrants will warp in. This secret battle contains no fodder demons, making it more difficult than this would otherwise imply. Nothing is gained by defeating the tyrants.

Pre-release
Super Gore Nest was the first level of Doom Eternal to be displayed to the public in the BE3 reveal on.

The noticeable differences from the reveal to the final product includes the following:
 * The Doom Slayer puts on his helmet and inspects both his Doomblade and super shotgun as the play-through begins. The final game inspects the super shotgun at an earlier level, Cultist Base as part of a required objective. The helmet is put on and the Doomblade is inspected as part of the opening cinematic of the game on the Fortress of Doom.
 * Shortly after the first encounter during the level, the Doom Slayer picks up the combat shotgun and inspects it. The final version of the level excludes the weapon itself (as it is the starting weapon), and the inspection animation is never seen (unless if cheats or console commands are used). Notably, the pickup model of the shotgun is akin to Doom (2016) as opposed to the stylized pickups found in the final game.
 * Likewise, the rocket launcher is introduced later on in the level, as opposed to the Cultist Base. Like the shotgun, the rocket launcher is seen on the ground instead floating.
 * The arachnotron is introduced in a cutscene, akin to monster introductions in Doom (2016). This is not the case for the final version, where the arachnotron was introduced in the first level, Hell on Earth. A dread knight is found in this location in the final level.
 * The second segment introduces the blood punch as a pickup, using a floating orb somewhat similar to the final game's rune stations. In the final game, the blood punch is acquired from a special pickup on Exultia.

Master Level
A Master Level version of this mission was released with Update 4 on, which makes a number of changes designed to significantly increase the level's difficulty:
 * The number of enemies is significantly increased, with much greater use of tentacles and carcasses. The Master Level also adds enemies which are normally found later in the game, including tyrants, marauders, arch-viles and barons of Hell.
 * Elements from The Ancient Gods, Part One, including whiplash spectres and heavy fog, are used at certain points in the level.
 * The room under the chamber that held the chaingun is now filled with toxic water, along with part of the escape route used at the end of the level.
 * Ten challenges are introduced which require the player to complete the level at different difficulties, including Ultra-Nightmare. A "Classic Mode" is also introduced, where the player starts with an unmodified combat shotgun and must collect more weapons and modifications as they progress. Completing all ten challenges unlocks a golden skin for the combat shotgun. Each individual challenge also has its own cosmetic item unlock.

Trivia

 * Two of the Fast Travel destinations in this level are named "Toxin Refinery" and "Industrial Zone". They may refer to the Doom and Doom II levels of the same names, but may be coincidential.